
What was done
FulGerNet reSOT lifts the 2003 Xbox build to C with xboxrecomp and runs it on a host runtime, with the demo and retail targets both playable in the latest validation while accuracy work continues.
reSOT statically recompiles the original Xbox builds of Prince of Persia: The Sands of Time to native Windows, with one Android app for the demo and retail targets still building. A validation table keeps the state honest about what works and what still breaks, and an AGENTS.md rule set governs the AI agents working on it, with commits carrying Co-Authored-By: Claude trailers. No game data ships: the compiled program embeds only the build input of your own copy and reads the rest from your game folder.
How it was done
The Xbox executable code is lifted to C by a vendored, patched copy of the sp00nznet xboxrecomp tool at 11,215 functions for the E3 demo and 14,418 for retail, all building with no failures, and the Windows port provides the console replacement: file systems on your disc folders, threads and timers, the NV2A command stream carried to Direct3D 11, Bink videos through the overlay path, emulated USB input and XAudio2 sound. Every target-specific change is recorded with the address that justifies it and what was observed, in a shared validation doc.
Results
Both targets boot and are playable by a person: the maintainer confirms the demo reaches its third level with corrected audio and 120 plus frames per second, and the retail build reaches its first playable level with working visuals, sound and saves. Optional native D3D12, Vulkan and an Android build compile, though device runs are still pending. Angle-dependent flickering, a second ladder crash on retail and other accuracy gaps stay listed as open work.