pkyanam/WumpaForge

Native ARM64 Wrath of Cortex research and compatibility runtime. Bring your own Xbox game image.

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updated Sep 23, 2026

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WumpaForge

WumpaForge fruit and crate icon

Build Crash Bandicoot: The Wrath of Cortex as a native Apple Silicon Mac app from your own USA original Xbox ISO.

WumpaForge recompiles the original game code ahead of time to ARM64 and provides native graphics, audio and input compatibility. No CPU interpreter or JIT is used. No game files are included in this repository.

Experimental: Arctic Antics has been completed on an M3 MacBook Air. Other levels and some story effects still need testing. This is not a promise of a crash-free game or 60 FPS in every scene.

Build your app

On an Apple Silicon Mac with macOS 14 or newer, paste this into Terminal:

/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/pkyanam/WumpaForge/main/install.sh)"
  1. Choose your USA Xbox ISO when the file picker opens.
  2. Let setup install the build tools, verify/extract your disc, recompile the game and package the app. Apple or Homebrew may ask for installation approval or an administrator password. If Apple Command Line Tools must be installed, finish that installer and rerun setup.
  3. Open build/WumpaForge.app in the source folder printed by setup. You can move the app into Applications; its game assets and libraries are included.

Use an original unmodified USA Xbox image. PS2/GameCube images, other regions and modified executables are unsupported. Setup verifies the executable's SHA-256 before using it. Supply your own disc image; no game download is provided.

Allow several GB of free space. Builds use at most two compiler jobs. No GitHub account, AI subscription or API key is required. The first build takes longer; rerunning the same checkout reuses verified translated code and compiled objects. The full build log is in local/reports/setup.log.

Prefer to inspect the scripts first? Download the repository ZIP, extract it, and double-click Build WumpaForge.command. Or use an existing checkout:

./setup.sh "/absolute/path/Crash Bandicoot - The Wrath of Cortex (USA).iso"

The ISO stays unchanged. After building, the app is independent of the source checkout and Homebrew installation. It is a personal local build, not a game binary for redistribution. Build on the Mac you intend to use: the app records the minimum macOS version required by its actual compiled dependencies. Only macOS 26 on Apple Silicon has received physical testing so far.

Play

ActionKeyboard / mouse
MoveWASD
Jump / confirmSpace
SpinX or left mouse
Crouch / slideC or right mouse
PauseEnter
FullscreenF11 or Control–Command–F

Focus the game window before using controls. Pair Xbox One/Series or PS5 DualSense controllers in macOS Bluetooth settings; SDL supplies the mappings. Physical Bluetooth validation remains pending. See all controls. The original story is available to watch or skip.

For sharper output, use Display → Window Size → 1440p and Display → Sharpening → Medium. The window can be resized or maximized. This scales the original 640×480, 4:3 image; it does not create new scene detail. F10 changes sharpening, not resolution. More display options.

Saves live in ~/Library/Application Support/WumpaForge/saves. Replacing or moving the app keeps them intact. Setup copies older checkout saves on first migration without overwriting existing user saves.

Troubleshooting

  • Unsupported ISO: verify the platform is original Xbox, region USA, and the disc image is unmodified. The required default.xbe SHA-256 is e8d7cbf225d899eb88227c11d1f40434c34e27c1b23ed946fb2c3471168d2f4d.
  • Build stopped: inspect local/reports/setup.log, resolve the displayed error and rerun ./setup.sh with the same ISO. Existing inputs are preserved.
  • Wrong architecture: disable “Open using Rosetta” for Terminal and rerun.
  • macOS blocks a downloaded script: review it, then run bash setup.sh from Terminal. The locally built app is ad hoc signed, not Apple-notarized.
  • Rendering or gameplay bug: include your Mac model, macOS version, level, reproduction steps and relevant logs in an issue. Never attach your ISO, extracted assets or generated game code.

Development

This is primarily static recompilation, informed by reverse engineering; it is not a full reconstruction of the original readable game source. Status and known issues · Testing · Changelog · Source provenance.

For AI-assisted setup, open the repository in an agent and say: “Read AGENTS.md, then run setup.sh with my ISO at /absolute/path/game.iso.” Agents should preserve user saves, keep game content out of commits and report untested behavior honestly. AI assistance is entirely optional.

The Shield Pro 2019 experiment is retained in android/shield2019/. It is separate from the Mac setup and not a supported public-release target. No Android SDK is needed to build the Mac app.

Licensing and attribution

WumpaForge project code is licensed under GPL-3.0-only, except where a file carries its own third-party terms. Existing third-party licenses and notices are preserved. See third-party notices and the licensing inventory. Game content and trademarks belong to their respective owners; the project is unaffiliated with them. Source licenses do not grant rights to distribute the original game or a built copy containing it.

pkyanam/WumpaForge

Native ARM64 Wrath of Cortex research and compatibility runtime. Bring your own Xbox game image.

C

0

262 commits

updated Sep 23, 2026

See the code

See what people are saying

README

WumpaForge

WumpaForge fruit and crate icon

Build Crash Bandicoot: The Wrath of Cortex as a native Apple Silicon Mac app from your own USA original Xbox ISO.

WumpaForge recompiles the original game code ahead of time to ARM64 and provides native graphics, audio and input compatibility. No CPU interpreter or JIT is used. No game files are included in this repository.

Experimental: Arctic Antics has been completed on an M3 MacBook Air. Other levels and some story effects still need testing. This is not a promise of a crash-free game or 60 FPS in every scene.

Build your app

On an Apple Silicon Mac with macOS 14 or newer, paste this into Terminal:

/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/pkyanam/WumpaForge/main/install.sh)"
  1. Choose your USA Xbox ISO when the file picker opens.
  2. Let setup install the build tools, verify/extract your disc, recompile the game and package the app. Apple or Homebrew may ask for installation approval or an administrator password. If Apple Command Line Tools must be installed, finish that installer and rerun setup.
  3. Open build/WumpaForge.app in the source folder printed by setup. You can move the app into Applications; its game assets and libraries are included.

Use an original unmodified USA Xbox image. PS2/GameCube images, other regions and modified executables are unsupported. Setup verifies the executable's SHA-256 before using it. Supply your own disc image; no game download is provided.

Allow several GB of free space. Builds use at most two compiler jobs. No GitHub account, AI subscription or API key is required. The first build takes longer; rerunning the same checkout reuses verified translated code and compiled objects. The full build log is in local/reports/setup.log.

Prefer to inspect the scripts first? Download the repository ZIP, extract it, and double-click Build WumpaForge.command. Or use an existing checkout:

./setup.sh "/absolute/path/Crash Bandicoot - The Wrath of Cortex (USA).iso"

The ISO stays unchanged. After building, the app is independent of the source checkout and Homebrew installation. It is a personal local build, not a game binary for redistribution. Build on the Mac you intend to use: the app records the minimum macOS version required by its actual compiled dependencies. Only macOS 26 on Apple Silicon has received physical testing so far.

Play

ActionKeyboard / mouse
MoveWASD
Jump / confirmSpace
SpinX or left mouse
Crouch / slideC or right mouse
PauseEnter
FullscreenF11 or Control–Command–F

Focus the game window before using controls. Pair Xbox One/Series or PS5 DualSense controllers in macOS Bluetooth settings; SDL supplies the mappings. Physical Bluetooth validation remains pending. See all controls. The original story is available to watch or skip.

For sharper output, use Display → Window Size → 1440p and Display → Sharpening → Medium. The window can be resized or maximized. This scales the original 640×480, 4:3 image; it does not create new scene detail. F10 changes sharpening, not resolution. More display options.

Saves live in ~/Library/Application Support/WumpaForge/saves. Replacing or moving the app keeps them intact. Setup copies older checkout saves on first migration without overwriting existing user saves.

Troubleshooting

  • Unsupported ISO: verify the platform is original Xbox, region USA, and the disc image is unmodified. The required default.xbe SHA-256 is e8d7cbf225d899eb88227c11d1f40434c34e27c1b23ed946fb2c3471168d2f4d.
  • Build stopped: inspect local/reports/setup.log, resolve the displayed error and rerun ./setup.sh with the same ISO. Existing inputs are preserved.
  • Wrong architecture: disable “Open using Rosetta” for Terminal and rerun.
  • macOS blocks a downloaded script: review it, then run bash setup.sh from Terminal. The locally built app is ad hoc signed, not Apple-notarized.
  • Rendering or gameplay bug: include your Mac model, macOS version, level, reproduction steps and relevant logs in an issue. Never attach your ISO, extracted assets or generated game code.

Development

This is primarily static recompilation, informed by reverse engineering; it is not a full reconstruction of the original readable game source. Status and known issues · Testing · Changelog · Source provenance.

For AI-assisted setup, open the repository in an agent and say: “Read AGENTS.md, then run setup.sh with my ISO at /absolute/path/game.iso.” Agents should preserve user saves, keep game content out of commits and report untested behavior honestly. AI assistance is entirely optional.

The Shield Pro 2019 experiment is retained in android/shield2019/. It is separate from the Mac setup and not a supported public-release target. No Android SDK is needed to build the Mac app.

Licensing and attribution

WumpaForge project code is licensed under GPL-3.0-only, except where a file carries its own third-party terms. Existing third-party licenses and notices are preserved. See third-party notices and the licensing inventory. Game content and trademarks belong to their respective owners; the project is unaffiliated with them. Source licenses do not grant rights to distribute the original game or a built copy containing it.

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