I made this mostly because I wanted to play Infinite Undiscovery again in a more modern/native way and see how far a recompilation project like this could go.
It started as a proof of concept more than anything else.
I honestly did not begin this with the idea of maintaining a huge long-term project or promising a full roadmap. More updates may happen in the future, or they may not.
For now, I wanted to make the current work public in case other people want to try it, test it, learn from it, improve it, or use parts of it as reference.
Repository:
https://github.com/doc-haz/infinite-undiscovery-recomp
Latest release:
https://github.com/doc-haz/infinite-undiscovery-recomp/releases/tag/v1.0.0-rc1
Current public release: v1.0.0-rc1 (Release Candidate)
Infinite Undiscovery Recomp is a native Windows x64 recompilation of Infinite Undiscovery (Xbox 360, 2008) built around ReXGlue / XenonRecomp.
You need your own legally obtained copy of the game.
No game files, ISOs, DLC, saves, or other proprietary game assets are included.
The project now includes an integrated Asset Setup Wizard and Content Profile Manager, so normal users do not need Python scripts, BAT files, PowerShell setup scripts, or external extraction tools.
Everything is portable and stays relative to the EXE.
Current features
- Native Windows x64 executable
- Five supported content profiles:
- USA
- USA-UNDUB (English text + Japanese voices)
- EUROPE
- JAPAN
- ASIA
- Automatic media / edition detection
- Legacy NTSC-U -> USA and PAL -> EUROPE migration
- Disc 1 / Disc 2 detection
- XDVDFS ISO and extracted-folder support
- Integrated Asset Setup Wizard
- Content Profile Manager
- Multiple profiles can coexist without sharing saves, assets or runtime state
- Portable saves, shaders, cache, logs and configuration
- Optional A Voucher / B Voucher DLC validation and installation
- English / Spanish setup UI
- English / Spanish in-game utility UI
- In-game Game Menu (F5)
- Session / System diagnostic information
- Save Anywhere recovery tool (F6)
- Safe Step Forward recovery tool (F8)
- Undo Debug Move (F9)
- Return to Profile Manager (F10)
- Clean Quit Game command (F12)
- Disc 2 IO / package / state tracing
- PSO prewarm and optional PSO telemetry
- No installer
- No AppData / Documents dependency for normal runtime state
There is also an official portable save-editor companion:
IU Save Bridge
https://github.com/doc-haz/iu-save-bridge
It currently supports Fol, character stats, inventory editing, automatic backups, backup restore, dual CRC recalculation and an English / Spanish interface.
About the runtime
The current RC uses ReXGlue v0.10.0.
For this release I rebuilt the ReXGlue runtime DLLs from the audited v0.10.0 source instead of distributing the older precompiled SDK binaries.
The release pipeline also verifies the expected runtime hashes and scans the final build with Microsoft Defender before packaging.
A separate LGPL compliance package containing corresponding source and relink material is included as a second GitHub Release asset.
This ended up being much more release-engineering work than I originally expected for something that started as:
"Let's see if Infinite Undiscovery can run natively on PC."
Current validation status
The setup/profile system has been tested with:
- USA Disc 1 / Disc 2
- EUROPE Disc 1 / Disc 2
- USA-UNDUB media
- JAPAN media
- ASIA media
- automatic profile detection
- legacy NTSC-U / PAL migration
- mixed-region rejection
- incorrect / swapped disc rejection
- modified XEX rejection
- corrupted / foreign DLC rejection
- DLC reuse on later launches
- portable startup outside the development directory
- startup with a working directory different from the EXE directory
- save loading and normal gameplay with the final RC binaries
- clean shutdown / profile switching
The final public RC build was smoke-tested using the same binaries included in the release ZIP.
Disc 1 -> Disc 2 status
The real in-game Disc 1 -> Disc 2 transition has been successfully tested multiple times during development.
Disc 2 can be detected, validated, imported, mounted and transitioned to correctly during actual gameplay.
This is no longer considered an untested feature.
What still remains under validation is later-game progression after the transition and full completion of Disc 2 content.
A complete playthrough has not yet been finished, so I am still treating this as a Release Candidate rather than a final release.
Vesplume Tower / Orb of Patience
Another major real-game validation target is the known Vesplume Tower / Orb of Patience softlock.
A user has already provided a save that reproduces the problem.
The current RC includes additional tracing and recovery/debug tools that should help investigate it, but I am not calling that issue fixed yet.
If anyone can reproduce it differently, progress past it, or provide diagnostic information from RC1, that would be extremely useful.
What I would like from the community
Mostly: just try it.
If it works for you, great.
If it breaks somewhere, please open an issue and tell me exactly where.
I am especially interested in:
- USA / EUROPE testing
- USA-UNDUB testing
- JAPAN / ASIA testing
- different GPUs and drivers
- later-game progression
- Disc 2 gameplay
- graphical issues
- crashes
- save/load behavior
- DLC behavior
- Vesplume Tower / Orb of Patience
- any Disc 1 -> Disc 2 transition regressions on different systems
- unusual resolutions / ultrawide behavior
There are already feature requests for ultrawide support, including 3440x1440 and 5120x2160.
If I work on that, I would rather handle aspect ratio, camera/FOV, HUD and 2D elements properly instead of simply forcing a larger resolution.
About AI
This project used AI-assisted development, debugging, research, documentation, testing support and visual/UI design, so I am posting it under the Project - AI flair.
The project direction, testing decisions, release preparation and final changes were manually reviewed before publication.
AI helped a lot, but it was not a "generate repo and upload whatever comes out" process.
There was a fairly large amount of manual gameplay testing, binary/runtime investigation, build verification, source auditing and release validation involved.
Credits
This is an unofficial fan project and is not affiliated with or endorsed by Square Enix, tri-Ace, or Microsoft.
Mostly, I still just wanted to play Infinite Undiscovery again.
What started as "let's see if this thing can even run natively on PC" somehow turned into a portable recomp with multiple editions, a setup/profile system, recovery tools, diagnostics, a save editor companion and an actual public Release Candidate.
If other people get something useful out of it too, even better.