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Play Need for Speed: Underground 2 natively on Apple Silicon Macs (M1+). Static recompilation of the PC game (x86, Direct3D 9) to ARM64 + Metal: no Wine, CrossOver or emulator; 119 fps vs 10-15 fps under Wine. Bring your own copy; no game code or assets included.

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Need for Speed: Underground 2 on Mac — native Apple Silicon port, no Wine

Play Need for Speed: Underground 2 (NFSU2, 2004) natively on Apple Silicon Macs (M1 and later): no Wine, no CrossOver, no emulator, no virtual machine.

NFSU2Recomp is a static recompiler and runtime that turn the original Windows PC executable of the game (SPEED2.EXE, 32-bit x86, Direct3D 9) into a native ARM64 macOS app. The game's x86 machine code is lifted to C ahead of time and compiled with clang; Direct3D 9 is translated to Metal, DirectSound to CoreAudio. There is no Wine, no emulator, no JIT and no Windows involved at run time. On an M1 Pro, races run at 119 fps (the display's limit), against 10–15 fps for the same game under Wine.

This repository contains no game code and no game assets. It contains the recompiler and the runtime only. You need your own copy of the game. The C code generated from its executable is never committed. The prebuilt apps on the Releases page contain the recompiled program but no game files: on first launch you point them at your own installation.

Race, native ARM64 build

Status

The game boots, reaches the menus, and races are playable with sound.

Area State
x86-32 → C lifter (integer, x87, MMX, SSE/SSE2, 3DNow!, string ops) 23,278 functions, 137 MB of generated C
Win32 layer (CRT startup, heap, TLS, threads, files, registry, window) working
Direct3D 9 → Metal, shader bytecode (vs/ps 1.x–2.x) → MSL working
DirectSound → CoreAudio, DirectInput (keyboard, mouse) working
Windowed, fullscreen, Retina-native and 1080p widescreen working
Career mode: profile creation (name entry), save and load working
Double-clickable .app (./pack.sh) working
Optional "HD" build: MSAA (2× at 1440 lines and above, 4× below), SSR, ray-traced reflections working, see GRAPHICS_RESEARCH.md

Known limitations

  • Exactly one build of SPEED2.EXE is supported (see Requirements). Game addresses are hard-coded in the runtime, and the pipeline relies on a property of that particular file (below).
  • Videos are skipped: there is no VP6 decoder.
  • Keyboard and mouse only; no gamepad or wheel support. No network play.
  • Structured exception handling is not implemented (RtlUnwind / RaiseException are stubs).
  • x87 is modelled with 64-bit doubles, not 80-bit extended precision.
  • One workaround with an unknown root cause remains: the front end's world-view-projection matrix arrives broken and an identity matrix is injected instead (FIXMAT, see run.sh).
  • 400 instructions in rarely used opcodes are still emitted as traps. None are hit in the measured race scene.
  • Some visuals are unverified against a Windows reference (crowds / skinned meshes). See "Remaining graphics items" in PROJECT.md.
  • Under investigation: in career mode, the scene behind the post-race results panel (car pulling up, crowd) can stay black; the same scene renders correctly after a Quick Race drag.

How it works

SPEED2.EXE (PE32, x86)
   │  tools/reloc2.py     recover the relocation table  → out/relocs.txt
   │  tools/genall.py     recursive-descent discovery + tools/lift.py
   ▼                      x86 → C, one C function per guest function
gen/all/shard_*.c  (128 files) + fntab.c (guest address → native function)
   │  build.sh            clang -O3, in parallel
   ▼
runtime/  (hand-written)  CPU state, guest memory, Win32, D3D9→Metal, audio
   │  link.sh
   ▼
out/nfsu2_boot            ~35 MB arm64 Mach-O
  • Pointers vs. constants. The hard problem of x86 static recompilation is telling a 4-byte address from a 4-byte number. This executable has its relocation directory entry zeroed, but the relocation data is still physically present in an unnamed section. tools/reloc2.py parses it by hand: 91,106 absolute addresses, all of which point into the image. Function discovery and jump-table recovery are seeded from it.
  • Guest memory. The 32-bit guest address space is reserved with mmap; guest→host translation is a single ARM64 addressing mode (ldr w8, [x_base, w_addr, uxtw]).
  • Indirect calls go through an O(1) table indexed by guest address.
  • Code generated at run time. The game writes small x86 thunks to its stack and calls them. runtime/genexec.c detects these and runs them in a small interpreter, handing calls back to lifted functions.
  • D3DX effects. The statically linked D3DX9 effect framework took ~47% of guest time when executed as lifted code; runtime/d3dx_hle.c short-circuits parts of it (D3DX_HLE.md).
Path What it is
tools/lift.py x86-32 → C lifter, with lazy EFLAGS (flag liveness)
tools/genall.py function discovery, parallel generation, sharding
tools/reloc2.py relocation table recovery
tools/argcount.py stdcall argument counts for imports
tools/isatest.py, tools/fuzzisa.py instruction-semantics tests and differential fuzzer
runtime/cpu.h, mem.c, dispatch.c, genexec.c CPU state, guest memory, dispatch, run-time code
runtime/win32.c, win32_ext.c, fileio.c, res.c Win32 API layer
runtime/com.c, metal.m, vsemu.c Direct3D 9 / DirectInput / DirectSound COM layer, Metal renderer, shader translation
runtime/audio.m CoreAudio output
runtime/overrides.c, d3dx_hle.c hand-written replacements for specific game functions
runtime/enhance.c HD build only (-DNFS_ENHANCED=1)
runtime/bundle.m, pack.sh .app behaviour and packaging
tests/boot.c program entry point (runs the game from its PE entry point)

Verification

  • Instruction semantics: 169 hand-written tests, 439 checks (tools/isatest.py → out/isatest).
  • Differential fuzzing against real x86: tools/fuzzisa.py assembles random instruction sequences, runs them as real x86-64 code under Rosetta 2 and as lifted C on ARM64, and compares registers, flags and memory.
  • Function-level tests: 15 checks against lifted game functions (out/nfsu2_all).
  • Reproducible generation: the generated C is a pure function of the executable and the tools; regenerating gives byte-identical output.

./run.sh test runs the first and third.

  • Integrity run: tools/check.sh plays both builds invisibly and silently from the menus into a Quick Race (~1.5 min each) and checks the end-of-run report: no unsupported instructions, no unresolved indirect calls, no broken matrices, no GPU command buffer errors, no missing mip levels, the race was actually reached, and in the HD build that ray tracing and the separate G-buffer pass ran. Settings are restored and saves go to a temporary folder.

Performance

Measured on an M1 Pro at 1280×960, same scene and settings, alternating runs (method, raw numbers and caveats in WINE_COMPARISON.md):

This port Wine 11.18 (wined3d, Rosetta 2)
Race 119 fps (capped by the 120 Hz display) 10–15 fps
3D menus 119 fps 45 fps
CPU time per frame ~12.6 ms ~105 ms

Power while racing at the display's native resolution (3024×1964, 120 fps, M1 Pro, powermetrics, a real play session): the standard build draws about 6.5 W for CPU + GPU, stays at or below 70 °C and never spins the fans; the HD build draws about 18 W.

Requirements

  • Apple Silicon Mac, macOS 11 or later. Developed on an M1 Pro, macOS 27.

  • Xcode Command Line Tools (clang).

  • Python 3 with capstone 5.x and pefile (requirements.txt).

  • Rosetta 2, only for tools/fuzzisa.py.

  • Your own installation of the game, with this exact executable:

    File SPEED2.EXE, 4,788,224 bytes
    SHA-256 8f6a9ae2c4cfa01181d2fd755d99c6f4b7103f60273908ea1de1e719dfe2a297

    Other builds have not been tested and will not work without changes.

Build and run

Run everything from the repository root.

export NFSU2_DATA="/path/to/Need for Speed Underground 2"   # folder containing SPEED2.EXE
EXE="$NFSU2_DATA/SPEED2.EXE"

python3 -m venv .venv && .venv/bin/pip install -r requirements.txt

# 1) relocation table, cross-function flag liveness, lifting every function
#    to C, import argument table -> gen/all/   (~1 min on an M1 Pro)
#    The script holds the OVERRIDE list (functions that runtime/overrides.c and
#    runtime/d3dx_hle.c replace); it must match them or the link fails.
tools/gen_v2.sh "$EXE"

# 2) compile the shards, then build the runtime and link   (~1.5 min)
./build.sh && ./link.sh

./run.sh test        # ISA + function tests
./run.sh             # windowed
./run.sh 1080p       # 1920x1080, widescreen-corrected
./run.sh hd          # HD build
./pack.sh            # out/NFSU2.app
./pack.sh --hd       # out/NFSU2 HD.app

run.sh documents the environment switches; most are diagnostics.

While playing, Cmd+Shift+D writes the next frame as a PNG plus the full draw list (to ~/Library/Logs/NFSU2/), for reporting rendering problems. tools/session.sh [hd] records a play session (frame times, CPU/GPU power, temperature, fan speed, screenshots) and tools/session_report.py turns it into a report.

FAQ

Can I play Need for Speed: Underground 2 on a Mac? Yes, on an Apple Silicon Mac (M1 or later) with your own copy of the PC game. Download NFSU2.zip from the Releases page, or build the port as described above (./pack.sh produces a double-clickable NFSU2.app). Menus, races, career saves and sound work.

Do I need Wine, CrossOver, Whisky, Parallels or a virtual machine? No. The game's code is recompiled to native ARM64 and runs directly on macOS. Rosetta 2 is not used to run the game (only, optionally, by one test tool).

Is it faster than Wine or CrossOver? On an M1 Pro at 1280×960: 119 fps in races (capped by the 120 Hz display) against 10–15 fps under Wine 11.18 with Rosetta 2, and 119 fps against 45 fps in the 3D menus. Method and raw numbers are in WINE_COMPARISON.md.

Is there a ready-made download? Yes: the Releases page has NFSU2.zip (standard build) and NFSU2.HD.zip (MSAA, ray-traced reflections). Neither contains game files; on first launch the app asks for the folder that holds your own SPEED2.EXE. The app is not notarized, so after moving it to Applications run once: xattr -dr com.apple.quarantine /Applications/NFSU2.app

Which version of the game does it need? The Windows PC version, with the exact SPEED2.EXE listed under Requirements. Other builds, including the console versions, are not supported.

Does it work on Intel Macs? No. Only Apple Silicon is targeted and tested.

What does not work yet? Videos are skipped, there is no gamepad or wheel support and no online play. See Known limitations.

How is this different from other NFSU2 projects?

Project Approach Platforms
NFSU2Recomp (this) Recompiles the PC executable with its own x86 → C lifter; own Direct3D 9 → Metal renderer macOS (Apple Silicon)
OpenUG2 Reimplements the engine from scratch and reads the game's data files; does not run the original code Linux, macOS, Windows
nfsu2-recompiled Recompiles the PC executable with pcrecomp; Direct3D 9 through DXVK Windows, Android
nfsu2-sw Recompiles the original Xbox version with xboxrecomp Nintendo Switch, Linux

Related work

Static recompilation of x86 is not new, and this is not the first project to do it:

  • M-HT/SR statically recompiles DOS and Windows game executables (Septerra Core, Battle Isle 3 and others) at assembly level, for targets including macOS arm64.
  • sp00nznet/xboxrecomp lifts original Xbox (x86) games to C with a Python + Capstone pipeline very similar to this one.
  • N64: Recompiled and XenonRecomp established the approach for MIPS and PowerPC consoles, and are where the method here comes from.
  • McSema, rev.ng, RetDec and BinRec are IR-based binary lifters from the research side.

What this project adds is narrower: recovering a relocation table whose directory entry was zeroed and using it to separate pointers from constants; a differential instruction fuzzer that uses Rosetta 2 as the oracle; a hybrid interpreter for x86 code the game generates at run time; and an end-to-end, playable Win32 + Direct3D 9 → macOS ARM64 + Metal port of a 23,000-function 3D game.

Documentation

  • PROJECT.md — chronological engineering log: findings, bugs and root causes, measurements.
  • D3DX_HLE.md — high-level emulation of the D3DX effect framework.
  • GRAPHICS_RESEARCH.md — graphics research and the HD build.
  • LIFTER_EFFICIENCY.md — lifter efficiency work and measurements.
  • WINE_COMPARISON.md — comparison against Wine.
  • LITERATURE.md — related work.
  • screenshots/report/nfsu2-report.html — illustrated project report.

How this was built

Development was carried out with an AI coding assistant (Claude Code) under the direction of the project owner. Goals, constraints and priorities, observations from playing the game, Windows reference material and direction decisions came from the project owner; implementation, measurement and debugging were done together with the assistant.

Legal

Copyright (c) 2026 Talha Müderrisoğlu. All rights reserved.

This repository is not open source. You may download, build, run and modify it for your own personal, non-commercial use with your own copy of the game. Publishing, distributing or sharing it — or any modified version, port, fork or build of it — and any commercial use require prior written permission. See LICENSE.

Permission: to publish, share or build on this code, ask first by opening an issue in this repository.

This project is not affiliated with or endorsed by Electronic Arts. Need for Speed and Need for Speed: Underground 2 are trademarks of Electronic Arts Inc. The repository contains none of the game's code or data. Screenshots show the game running through this port and are included for documentation; the game content in them belongs to its owners.

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Play Need for Speed: Underground 2 natively on Apple Silicon Macs (M1+). Static recompilation of the PC game (x86, Direct3D 9) to ARM64 + Metal: no Wine, CrossOver or emulator; 119 fps vs 10-15 fps under Wine. Bring your own copy; no game code or assets included.

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