
TNA iMPACT! (TNA-IMPACT-Recomp)
Port nativo de TNA iMPACT! (TNA-IMPACT-Recomp) para PC.
TNA iMPACT! (TNA-IMPACT-Recomp)
Port nativo basado en su ficha de origen.
README del repositorio
TNA iMPACT! Recompiled
An unofficial PC version of TNA iMPACT! (Xbox 360, 2008), made by statically recompiling the
Xbox 360 game with ReXGlue. It does not include
the game: you need your own copy, as a disc image (.iso) or as an extracted game folder.

Play
- Download the latest zip from Releases
and extract all of it to a normal folder, for example
C:\Games\TNA iMPACT(not Program Files: the game writes its settings and logs next to itself). - Start
TNAImpactLauncher.exe. - Under GAME FILES, choose your disc image (
.iso) or the folder that holdsdefault.xex. The launcher checks that it is the version this port is built from. - Press PLAY.
You need:
- Windows 10 or 11, 64-bit
- A Direct3D 12 graphics card with a current driver
- A CPU with AVX2 (Intel Haswell / AMD Excavator or newer; anything from the last ten years)
- Your own TNA iMPACT! for Xbox 360 (USA / Europe): a disc image (XISO or a full-disc dump
such as Redump's) or the extracted game folder. Its
default.xexmust have MD5b94f2c9cf46b9afffe05cfb0a1e24fb6; the launcher tells you if yours differs. - A controller is recommended (Xbox controllers work out of the box).
Saves are in Documents\tna_impact.
What the PC version adds
| 60 fps | Matches and menus run at a steady 60 fps, with music and sound at the right speed. |
| Higher resolution | 1280×720 (original), 2560×1440 (default) or 3840×2160 internal resolution. |
| Smooth self-shadows | Character self-shadowing renders as on the console instead of blocky acne (before / after, how). |
| Sharpening | AMD FidelityFX CAS on the final picture: Off, Low, Medium (default) or High (off / high). |
| Play from a disc image | The game reads an .iso in place; nothing is extracted. |
| Unlock everything | Every wrestler, arena and extra, through the game's own developer switches. Your game files are never changed (before / after). |
| Skip intro videos | Straight to the title screen. |
| Launcher | Home screen with the game's own logo and art (read from your files), settings, game files, logs. |
All of these are in the launcher's Settings. They are saved in tna_impact.toml next to
tna_impact.exe, which the game reads at startup:
| Key | Values |
|---|---|
resolution_scale | 1, 2 (default), 3 |
present_effect | "cas" (sharpening on, default) or "bilinear" (off) |
present_cas_additional_sharpness | 0.25 Low, 0.5 Medium (default), 1 High |
d3d12_adapter | -1 automatic (the card with the most video memory), or an adapter index |
fullscreen, vsync, audio_mute | true / false |
tna_unlock_all, tna_skip_intro | true / false (default false) |

Building from source
You need Windows 10/11 x64 and:
- Visual Studio 2022 or later with Desktop development with C++ and C++ Clang Compiler for Windows (this gives clang, CMake, Ninja and the Windows SDK)
- Git
- .NET 10 SDK (for the launcher)
- Your own
default.xexfrom the game (MD5 above)
git clone https://github.com/dotGrx/TNA-IMPACT-Recomp.git
cd TNA-IMPACT-Recomp
powershell -ExecutionPolicy Bypass -File scripts\setup-rexglue.ps1
setup-rexglue.ps1 clones the ReXGlue SDK at v0.10.0 into thirdparty\rexglue-sdk and applies
this project's patches to it (see patches/README.md).
Put default.xex from your copy of the game in a new game\ folder (from a disc image, extract
it with any XISO tool, for example extract-xiso), then:
build.cmd
launcher\build.cmd
build.cmd builds out\build\release\tna_impact.exe. The first build generates the recompiled
code from your default.xex into generated\default (ReXGlue's rexglue codegen, driven by
tna_impact_manifest.toml); that and compiling it take a while. launcher\build.cmd builds
launcher\dist\TNAImpactLauncher.exe, which finds the game in out\build\release.
To make the release zip:
powershell -ExecutionPolicy Bypass -File scripts\package.ps1
It stages the game, its DLLs, the Visual C++ runtime, the launcher, README.txt and the licences
under out\release\ and zips them. It refuses to package if any game file or generated code
would end up in the zip.
Repository layout
| Path | |
|---|---|
src\ | The PC side of the port: app setup, settings defaults, crash log, scripted pad and intro skip (tna_input_script.cpp), unlock everything (tna_unlock_all.cpp), diagnostics |
tna_impact_manifest.toml | ReXGlue recompiler manifest: function seeds, setjmp/longjmp |
generated\rexglue.cmake | ReXGlue's CMake glue (the generated code next to it is not committed) |
patches\ | Changes to the ReXGlue SDK, applied by scripts\setup-rexglue.ps1 |
resources\ | The exe icon |
launcher\ | The Avalonia launcher (.NET 10) |
release\ | README.txt and notices that go into the release zip |
scripts\ | SDK setup and release packaging |
docs\ | Screenshots |
Scripted pad (testing)
While the game runs, lines appended to tna_input.txt next to tna_impact.exe are played as
controller input (A, START, DOWN 3, WAIT 500, HOLD A 1000, STICK 0 1 500; see
src\tna_input_script.h). Useful for repeatable menu navigation and screenshots.
Credits
- ReXGlue SDK (BSD-3-Clause), the recompiler and runtime, with GPU emulation derived from Xenia (BSD-3-Clause). The self-shadow fix ports Xenia Canary's Xenos sample positions.
- AMD FidelityFX CAS (MIT), for sharpening.
- Avalonia UI (MIT) and the Inter typeface (SIL Open Font License), for the launcher.
- The WWE All Stars Recomp project, whose approach this port follows in several places.
Legal
This is an unofficial fan project. It is not affiliated with or endorsed by TNA / Impact
Wrestling, Midway, Microsoft or any other rights holder. No game data is included: you must own
the game and use your own copy. The launcher reads the title logo and the home-screen art from
your game files at runtime. The one piece of game art in this repository is the app icon (the
TNA letters from the game's title logo, in resources\ and launcher\src\TnaLauncher\Assets\);
TNA and TNA iMPACT! are trademarks of their owners. Do not share game files, disc images or the
generated code.
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