PORTCLUB
Cabecera de Happy Wars
Port nativo

Happy Wars

Port nativo de Happy Wars para PC.

Happy Wars

Port nativo basado en su ficha de origen.

README del repositorio

Happy Wars Recompiled

Use the Xbox 360 copy from Happy Wars Revival. This is the most up-to-date copy tested with this project: TU46, version 0.0.46.7, Media ID 5CEC066D. Earlier versions are not guaranteed to work. The builder verifies the executable hash before compiling.

An unofficial native Windows x64 port of the Xbox 360 version of Happy Wars, built using static PowerPC recompilation with ReXGlue.

The goal is to preserve the original campaign and offline Skirmish modes, including the original maps, equipment, Happy Cards, and persistent progression.

You must provide the game files from your own copy of Happy Wars.

Experimental: the TU46 development port reaches Game Home, the tutorial and Skirmish gameplay. Matches remain unstable: a D3D12 GPU crash is under investigation, and the Marketplace warning persists. There is no ready-to-play public binary.

Latest prerelease Â| Project status Â| Build guide

Table of Contents

Requirements

Development currently targets Windows x64 and a Direct3D 12 GPU supported by the pinned ReXGlue Xenos backend. Minimum hardware and performance requirements have not been measured.

The Windows builder needs your own compatible game files, an internet connection and space for the output. It prepares its portable build tools automatically. Manual source builds use the tested toolchain.

How to Run

Download HappyWarsBuilder.exe from the prereleases to compile your supported TU46 copy through a simple Windows interface. Select only the game and output folders; Python, Git, LLVM and the Microsoft SDK are prepared automatically. See the builder guide. No game binary or assets are included.

After using the builder, open your selected output folder and double-click HappyWars.exe. Source builds place it in build/game. It finds the game and save paths automatically. ResetSaves.cmd beside it resets only this port's saves after confirmation. The development launcher remains available for separate playtest logs.

Keyboard controls: Enter for Start, Space for A, Backspace for B, and WASD for the left stick. F6 toggles the FPS counter. The SDK also supports controllers through SDL.

The Windows builder applies the TU46 development profile automatically.

Implemented Features

  • Native Windows x64 executable from statically translated PowerPC code.
  • Intro, title, tutorial and Skirmish rendering through the Xenos backend in the TU46 development port.
  • Virtual local LIVE profile that passes the account check.
  • In-process HTTP transport, SQLite title storage, dated backups and local statistics views.
  • FPS counter in every build, with an F6 toggle and an optional original game font.
  • Original 30 FPS pacing, with native memory optimizations and a one-frame D3D12 queue.
  • Native TU46 memory-copy and fill fast paths checked against the original routines.
  • Permanent local Premium membership from the first launch in TU46.
  • Windows builder with progress, existing-build updates, runtime backups and direct executable startup.
  • Separate playtest logs with grouped missing-function and GPU failures.
  • Repeatable extraction, integrity checks, code generation and build scripts.

Menu and short gameplay sessions have been confirmed interactively. Full match completion, rewards and complete progression persistence remain unverified.

Roadmap

  • Extract and inspect the original game package.
  • Compile a native executable and render the title.
  • Pass the original account check with a local profile.
  • Load local player data and reach the mode menu in TU46.
  • Enter Skirmish and play with the original bots in TU46.
  • Store local player and equipment data.
  • Verify rewards, upgrades and Happy Cards across complete matches and restarts.
  • Begin map and mode playtesting.
  • Complete validation of all available maps and modes.
  • Measure and improve performance.
  • Provide an experimental Windows builder for owners of the supported TU46 copy.

Known Issues

The tested TU46 port can crash during gameplay with D3D12 DEVICE_HUNG and a GPU page fault. The release limits the GPU queue to one frame and checks failed submission operations. Longer sessions have been reported, but the GPU fault is not resolved. The Marketplace warning remains, performance needs work, and all maps and modes have not been validated.

See STATUS.md for validation and GPU diagnostics for the current crash investigation.

See offline progression for reward analysis and the local Premium policy.

FAQ

Is this a Xenia launcher?

No. The game CPU code is translated to C++ ahead of time and compiled for Windows x64. The port uses ReXGlue runtime components and its Xenos GPU backend.

Does it require Xbox Live?

The target is fully local play. The current code uses a synthetic profile and an in-process service, with no real account credentials.

Are all maps and modes unlocked?

Skirmish has been tested, but the full set of maps and modes has not been validated.

Will I need my own game files?

Yes. Original game files and translated game code are excluded from this repository. The cover above was supplied for the project page.

Building

Follow Building from Source. Dependency revisions and hashes are pinned in config/upstream-lock.json.

Technical references: executable analysis, native boot, offline services, function discovery, account handling and release policy.

Credits

Happy Wars belongs to its respective rights holders. Third-party notices are included with the relevant tools and patches.

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