Shagg88/COGBox

★ 205⑂ 4

This is an open source, all-in-one, static recompilation project that I built from the ground up for the Xbox 360 Gears of War series.

About Shagg88/COGBox

Shagg88/COGBox is an open-source project on GitHub, mainly written in C++. This is an open source, all-in-one, static recompilation project that I built from the ground up for the Xbox 360 Gears of War series. It currently holds 205 stars and 4 forks with 13 open issues, and was last pushed on 2026-10-28 (repository created 2026-10-27).

Project Overview

Git Homed tracks it on the Today's Trending board, currently at rank #35 with 0 new stars today.

GitHub Repository Details

Repository Shagg88/COGBox · default branch main · size 3610 KB · watchers 6 · source: GitHub REST API and repository README

README

Gears of War Native - PC ports of Gears of War 2, Gears of War 3 and Gears of War: Judgment

PLEASE FOR NOW MAKE SURE TO USE THE LATEST TITLE UPDATE FOR EACH GAME

Fully Playable with a FEW hiccups. If you come across any PLEASE upload a log and I'll try to get to it!

Hello all, I'm Shagg and I'm building a launcher for my own native Windows versions of three(eventually four) Xbox 360 games, built by static recompilation, with a launcher called COGBox that sets up your own copy of each game and starts it. These games were one of my favorite franchises so this project is near and dear to my heart. Gears of War 1 is currently not a priority because there's about 5 versions (it feels like) that are available natively to PC.

Download the latest release · You need your own copy of each game. No game files are included or ever will be.

This is an unofficial fan project. It is not made by, endorsed by or connected to Microsoft, Xbox Game Studios,
The Coalition, Epic Games or People Can Fly. "Gears of War", "Xbox" and "Xbox 360" are trademarks of Microsoft.

---

What it is

The games' original Xbox 360 code is translated ahead of time into C++ and compiled into ordinary Windows programs - no emulator interprets the game while you play. The parts the console's hardware did are supplied by our code, most importantly our own renderer, which draws every frame on Direct3D 12 (or Vulkan, experimental). That gives the ports what an emulator can't easily offer:

stretched picture - and a fast 1080p mode (720p drawn, upscaled and sharpened) for weaker graphics cards. generation (highly experimental for now). (as Xenia Canary does), kept on your PC, and pipelines are made in the background - a new area shows a moment later instead of freezing the game. field and lens flares as switches. Xbox and PlayStation controllers, title updates, chapter select. apply them, or quit.

The games

| Game | Version the port is made for | Status | |---|---|---| | Gears of War 2 | US disc (0.0.0.5) + Title Update 6 | Every chapter plays in testing; Title Update 6 is the default and fastest build | | Gears of War 3 | Disc + Title Update 6 | Playable; Title Update 6 is the default | | Gears of War: Judgment | Disc + Title Update 4 (required for now) | Playable |

"In testing" means on the developer's PC (an RTX 3080 Ti) and scripted test runs through the chapters. Other hardware hasn't been tried yet - please report what you find.

COGBox, the launcher

x360db archive, downloaded only when you press Get box art. onto the window. COGBox recognises the game, unpacks it next to itself and checks it is the right release. Chinese (Simplified) and Korean - asked on first start, changeable on any game's About tab. Content\0000000000000000\\00000002 folder; remove them there too. order. A mod is laid out like the game's own files (GearGame\...) and replaces or adds files without changing your copy; programs are never taken from a mod. ---

What you need

folder with the disc's files you extracted yourself. played the game online, in Content\0000000000000000\\000B0000\ (Gears 2: 4D53082D, Gears 3: 4D5308AB, Judgment: 4D530A26).

How to play

1. Download COGBox-.zip from Releases. 2. Unzip the whole folder somewhere you can write to, e.g. C:\Games\COGBox (not Program Files). 3. Start CogBox.exe. The programs aren't code-signed, so Windows may show "Windows protected your PC" - choose More info, then Run anyway. 4. Turn to a game and press ADD YOUR COPY (or drop the file on the window). Then add the title update the same way. 5. Press PLAY. SETTINGS has the graphics, frame rate, controls and gameplay options.

Controls in COGBox: the D-pad (or the arrow keys, the mouse wheel) turns the carousel; LB / RB choose Play or Settings and A presses it; X opens settings, Y gets box art. On a settings page LB / RB change tab, D-pad down past the last option reaches Library / Save / Play, and B jumps to Library.

PlayStation controllers work too - COGBox shows Cross / Circle / Square / Triangle and L1 / R1 instead.

In the game: Back + Start (Share + Options on PlayStation, or F1) opens the in-game menu - the same settings, Resume, Restart to apply and Quit game. Most settings take effect when the game restarts; Restart to apply does that for you.

Graphics API: Direct3D 12 is the default and the tested renderer. Vulkan (experimental) is on each game's Graphics tab - FSR / DLSS / XeSS and frame generation are Direct3D 12 only. Problem reports from Vulkan help a lot.

Linux and Steam Deck (experimental): unzip COGBox in your home folder, add CogBox.exe to Steam as a non-Steam game, and in its Properties > Compatibility force Proton Experimental (or a recent Proton / GE-Proton). On a small screen like the Deck's, COGBox starts maximised and borderless. Under Proton it skips exclusive fullscreen, Reflex and Anti-Lag. Both Direct3D 12 (through vkd3d-proton) and Vulkan can be tried. Untested on real hardware yet - reports very welcome.

Updating: use the update button on any game's About tab, or unzip a new release over the old folder. Your games, saves and settings are not in the zip, so they are kept.

If something goes wrong

with the log, your settings and a description of your PC - no saves, no game files, your Windows user name removed. Nothing is sent anywhere by itself. game than the one the port is made for (COGBox warns about this when you add it).

---

Legal

own copy, and COGBox checks it. them - here or anywhere. Issues or pull requests containing game files will be removed. (BSD-3-Clause); the release adds the rexglue SDK runtime (BSD-3-Clause) and the vendors' own upscaler libraries (NVIDIA DLSS, AMD FidelityFX, Intel XeSS) and the DirectX Shader Compiler under their own licences. Every licence is in THIRD_PARTY_NOTICES.md and in the release's licenses folder. your own PC. rules differ by country.

---

What's coming

Plans, not promises:

Thank you

This project stands on the work of many open-source projects and their communities. Thank you to:

Their open code and years of research into the Xbox 360 made this possible; much of our renderer's exact behaviour, its texture and resolve rules, and the fast shader translation follow their work. with (Xenia-derived). stb - fast hashing, zip files and images. Vulkan Headers - Microsoft and the Khronos Group. archive - the box art and backgrounds COGBox downloads. Every licence is in THIRD_PARTY_NOTICES.md and in the release's licenses folder. If we've missed anyone, please open an issue and we'll add them.

How it's made

version, Unreal Engine 3, and each game. with NVIDIA FLIP, and unit tests. renderer's exact rules possible; the community Gears patches (ultrawide by boma and TudorHorse) ported as switches; Xenia Manager's x360db for artwork; AMD, NVIDIA and Intel for their upscalers.

Repository layout - one folder per game, side by side (the folder names matter: Gears 3 and Judgment build against ../Gears2-Native):

launcher (cogbox/), the unit tests and the toolchain notes (notes/30). Each folder has src/, tools/ (build and test scripts; tools/build.ps1 builds) and notes/ (design notes and decisions log). Building it yourself needs your own game copy and the toolchain in Gears2-Native/notes/30.

Where things are (on the PC)

C:\COGBox is the whole project in one folder:

| Folder | What | In git | |---|---|---| | Gears2-Native\, Gears3-Native\, GearsJ-Native\ | Each game's port: source (src, tools, notes), and on the PC its third_party (build tools / SDK), game (your own game files), build and out | source only | | Gears2-Native\cogbox\ | The COGBox launcher | yes | | releases\\ | Every release: the zip, its .sha256 and the release text | no | | history\ | The work history: the chats' mailbox, the full old git histories, notes | no | | work\ | Test copies (work\cogbox-dev) | no |

Build a game: \tools\build.ps1 (Gears 2 TU6: -Config Release -Tu6). Pack a release: Gears2-Native\cogbox\tools\package_cogbox.ps1 (lands in releases\).

Licences

COGBox and the ports' own code are under the MIT licence (LICENSE).

Also used, each under its own licence: Xenia / Canary / Edge (BSD-3), the rexglue SDK (BSD-style), FFmpeg (LGPL-2.1+, for the game movies), SDL3 (zlib), Dear ImGui (MIT), SMAA (MIT), xxHash (BSD-2), miniz (MIT), stb (MIT), the DirectX Shader Compiler, the Vulkan Headers, AMD FidelityFX and Anti-Lag 2, NVIDIA DLSS and Reflex, Intel XeSS, and the Anton / Barlow fonts (SIL OFL). Full texts are in THIRD_PARTY_NOTICES.md and the release's licenses folder.

No game content is included. "Gears of War" and "Xbox" are trademarks of Microsoft; this is an unofficial fan project.

GitHub Stars & Activity

205Stars
4Forks
13Open issues
C++Language

GitHub Popularity

GitHub stars205
Forks4
Open issues13
Primary languageC++
LicenseMIT
Stars gained today0
Created2026-10-27
Last pushed2026-10-28

Trending History

Daily boardrank #35 · ▲ 0 stars

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