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一分鐘完成驗證Need for Speed: Most Wanted (2005) rebuilt in Unity from the original exe. Runs on your own copy of the game; no game content included.
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檢視完整 README ↗A from-scratch rebuild of Need for Speed: Most Wanted (2005, PC) in Unity, written by reverse-engineering the
original speed.exe (v1.3) function by function. It runs on your own installed copy of the game: Rockport, the
cars, the menus, the career scripts, the sounds and the cutscenes are read from the game folder while it runs.
No game content is in this repository — no textures, models, audio, music, video, data files or executable. You need your own copy of Need for Speed: Most Wanted (PC).
Website: https://magicibrar.github.io/nfsmw-unity/ (what works, how it was built, setup and modding).
NFSMW_RE/coverage/coverage.md.Details per feature: NFSMWUnity/README.md. How each file format and system was reversed:
NFSMW_RE/REPORT.md and the specs in NFSMW_RE/specs.
The rebuild needs the installed game folder: the one that contains GLOBAL, TRACKS, CARS, FRONTEND and
speed.exe. It looks for it in this order:
-gameRoot "D:\Games\Need for Speed Most Wanted" on the command linegameroot.txt next to the player exe (or next to Assets in the editor) holding that pathNFSMW_ROOT environment variableC:\Program Files (x86)\EA GAMES\Need for Speed Most WantedThe rebuild targets the v1.3 data (the patched retail game). It only reads the folder; it never writes to it.
NFSMWUnity in Unity.NFSMWUnity/gameroot.txt with your game path (see above).Assets/Scenes/FreeRoam.unity and press Play, or build with NFSMW > Build Windows Player (or
./batch.sh NFSMWBuild.BuildWindows build from Git Bash). Put a gameroot.txt next to the built
NFSMWUnity.exe too.Controls, split screen and LAN are described in NFSMWUnity/README.md.
Export the game's textures (PNG) and models (OBJ), edit them, and drop the results into a Mods folder; the rebuild
loads them instead of the originals. Your game files are never changed. See MODDING.md.
| Folder | What |
|---|---|
NFSMWUnity/Assets/NFSMW/Core | Unity-free readers and game logic: file formats, the attribute database, a Lua 5.0 VM, the AEMS sound-script VM, audio codecs, physics and AI maths |
NFSMWUnity/Assets/NFSMW/Runtime | The game on Unity: world streaming, rendering, cars, physics, AI, police, career, front end, HUD, audio |
NFSMWUnity/Assets/NFSMW/Shaders | Ports of the game's 31 D3D effects |
NFSMWStaging/Harness | .NET probes that check the readers against the game data without Unity |
NFSMWStaging/ModTool | The texture/model export and import tool |
NFSMW_RE | Reverse-engineering notes: per-system specs with exe addresses, and the code coverage report |
This is a non-commercial fan project for preservation and study. It is not affiliated with or endorsed by Electronic
Arts. Need for Speed and Need for Speed: Most Wanted are trademarks of Electronic Arts Inc. The code here is MIT
licensed (see LICENSE); the game and all of its content remain the property of their owners and are not
distributed here. Please do not open issues or pull requests that contain game files or content extracted from them.