Free Riders Recompiled
PC port of Sonic Free Riders
- RecompilationPort Type
- YuutaTsubasaDeveloper
- 8 Nov 2026Page Updated

Details
- Developer
- YuutaTsubasa
- Port Type
- RecompilationA tool translated the game's original machine code into C automatically, which was then built as a native PC program.
- AI Use
- AI-assistedThe project says: “This project was developed with the help of AI models: GPT-6, Claude Opus 5 and Claude Opus 5.5.” Source
- Source Code
- GitHub
- Page Updated
Platform Support
Screenshots
.iso) of Sonic Free Riders for Xbox 360, USA/Europe release, dumped from your own disc.Overview
Free Riders Recompiled is a native port of the Xbox 360 version of Sonic Free Riders for Windows, Linux and Android. The game’s PowerPC code is translated to C++ with XenonRecomp and its shaders with XenosRecomp, and it runs on a runtime that stands in for the console’s kernel, graphics, audio, input and Kinect.
No Kinect is needed: buttons stand in for the voice commands, and a controller or keyboard drives the leaning, jumping and kicking a race reads. On Windows a real Kinect or Kinect v2 works, as does webcam motion input, and a VRM model of your own can replace the AVATAR rider. Android has touch controls and tilt steering.
It is an early preview: the menus, Free Race and the start of Grand Prix work, but much of the game is untested and may stop. The author says AI tools were used heavily in making it. The download contains no game data. It needs Sonic Free Riders (USA/Europe) as a disc image, dumped from your own disc.
How to Set It Up
- Download the Windows zip, the Linux tarball or the Android APK.
- Unpack it into a folder of its own, or install the APK on Android.
- Start
FreeRidersRecompiledand choose your disc image when the launcher asks. It copies the game’s data beside itself. - Press Start game. A controller or keyboard works without a Kinect; on Windows a Kinect, Kinect v2 or webcam can be used for motion controls.
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What's new in v0.10.50v0.10.50 — Textures use their smaller copies for distant surfaces
Changes
- Textures use their smaller copies for distant surfaces (#176). The game stores smaller copies (mip levels) beside each texture, as the console uses them, but the port loaded only the full-size picture. It now loads them all by default, so distant surfaces shimmer less, as on the console, and the GPU reads less memory. On a Galaxy Tab S12 Ultra (Mali-G1-Ultra) at 1.0x render scale, a race frame took 11.8 ms of GPU time instead of 12.7, and texture reads from memory were about 20% lower; texture memory grows from about 363 to 460 MB. At 2.0x render scale that tablet still runs races at about half speed; this release does not fix that. Test options › Graphics › Texture mip levels › Off is the old way, for comparing.
- For testing: races above 60 FPS (Test options › Gameplay › Race step rate). Off by default. With 80, 90, 120 or 144, a race runs that many game steps and frames a second, so a screen faster than 60 Hz shows more frames. Pick a rate the device holds: a race that cannot keep it slows down. It is not used online, with a webcam or Kinect, or with Frame skipping off. Races at the default 60 are unchanged.
Everything else is the same as v0.10.49.
Validation
- Windows x64 package, Vulkan, with the validation layer: a whole Dolphin Resort race with no validation errors (speed 1.000, all 455 pipelines prepared), with mip levels on by default. The title movie, Sharp scaling and an Avatar award in the middle of a race were also checked.
- macOS (M1) package: a whole Dolphin Resort race at full speed (1.000), mip levels on, no MoltenVK errors.
- AYN Thor, this release’s APK (Android 10+):
- Dolphin Resort at full speed (60 fps, 0.999), still racing on the 2nd lap, mip levels on.
- Touch controls and Tilt to lean on: 0.999.
- Camera motion on (the Thor has no camera): 0.999.
- Threads on one core: 0.994 and 0.990 in two runs, 0.964 in the first run after installing. With mip levels off, the same case gave 0.993 and 0.999, about the same.
- Linux archive: built on Ubuntu 22.04 (needs glibc 2.35), with the camera runtime next to the game.
- Android APKs: same signing key as before, so they install over 0.10.49.
- Unit tests:
- 180 passed on Linux, 188 on Windows.
- On macOS, 177 of 179 passed; the 2 that failed are the same tests that earlier releases failed, and the macOS GitHub Actions run leaves them out.
- GitHub Actions builds and tests passed on Windows, Linux, macOS and Android.
- Not tested:
- Texture mip levels with Direct3D 12, and on phones other than the Galaxy Tab S12 Ultra (numbers above) and the AYN Thor.
- Race step rate above 60 in this release’s packages. When it was made (Windows, Rocky Ridge, three laps, no player input), all rates held full speed, but laps were 1–3% faster at the higher rates, and in Forgotten Tomb two rivals were put back on the track after falling. It was not tried on phones, in Grand Prix, with two players, with VSync on, or by a person playing.
- The iOS app was built and packaged only.
Downloads
- Windows x64: download and extract the Windows ZIP; run
FreeRidersRecompiled.exe. - Linux x64: download and extract the Linux archive; run
FreeRidersRecompiled. - Android 10 or later: prefer
android10-arm64.apk. - Android 9: use
android-arm64.apk. - Android version code: 98. The companion licence archive applies to both APKs.
- macOS 14 or later (Apple Silicon): download and extract the macOS ZIP; open
FreeRidersRecompiled.app(right-click › Open the first time). - iOS:
ios-arm64.ipa, to install with your own sideloading tool. - Online server:
docker pull ghcr.io/yuutatsubasa/free-riders-server:0.10.31(unchanged). - Checksums:
SHA256SUMS.txt.
Use your own game disc image. No game data, private saves or test overrides are included.
Known limitations
The same as v0.10.6.
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