Repo ↗ · 原始 README ↗ · 文件包(Markdown/授權)

封面參考(原作): Need for Speed: Most Wanted · 原作宣傳圖,由 IGDB 提供。圖片版權屬原權利人,供辨識原作使用,不代表此重寫/模組專案的實際畫面。

來源維護者: 47PADO47 · 版本: b2bfe0d8fa98 · 整理日期: 2026-10-12

文件授權: MIT · LICENSE-APACHE · LICENSE-MIT · 本文形式: README 翻譯

下文為來源 README 的繁中翻譯,由 Kirikirin 使用 AI 輔助整理;功能、完成度與測試結果均為原作者描述,本站未逐項實機驗證。圖片改為來源連結,指令與技術識別保留原文。


nfs-mw

Need for Speed: Most Wanted(2005,PC v1.3 / Black Edition)的 Rust 重寫版本,會在執行階段從你自己的安裝讀取所有遊戲資料。此儲存庫不含任何遊戲檔案,也不含任何反編譯程式碼。

狀態:里程碑 3 完成;里程碑 4(引擎基礎)為下一步。

  • 安裝: 尋找並檢查你的遊戲副本。
  • 資料: 解碼資料容器(bChunk、JDLZ、HUFF),並讀取車輛、材質包與串流城市。
  • 檢視器: 顯示任何由原廠零件組裝而成的車輛,或讓你飛越 Rockport,同時地圖圖磚如遊戲中般逐區串流載入。
    兩者皆可在 Windows 與 Linux 上透過 Vulkan、Direct3D 12 或 OpenGL 執行。

你可以開車穿越城市(view-world --drive),或從選單開始(play:原始開場影片、標題畫面與主選單,接著自由漫遊,按 Esc 可開啟暫停選單與設定畫面);遊戲其餘部分列於路線圖。

車輛、場景接觸、清理、拖車約束與已安裝的追緝破壞器序列共用 60 Hz 物理時鐘。請參閱世界互動涵蓋範圍,以對照已安裝遊戲進行檢查,以及剩餘對等性工作。
玩家與追逐攝影機會在物理刻之間一起內插;鄰近碰撞涵蓋範圍會控制載入暫停,同時遠方場景持續串流。

快速開始

你需要 Rust(stable)以及已安裝的遊戲副本。

  1. 建置遊戲(在儲存庫資料夾中執行):

    cargo build --release -p nfsmw
    
  2. 執行設定,它會詢問遊戲安裝位置以及你要的視窗模式,並儲存答案:

    ./target/release/nfsmw setup
    
  3. 啟動遊戲:

    ./target/release/nfsmw
    

在 Windows 上,執行檔為 target\release\nfsmw.exe。nfsmw --help 會列出所有命令與選項,設定步驟則說明於 docs/setup.md。

安裝位置會從 --game-dir、$NFSMW_GAME_DIR、.env 檔案(複製 .env.example)、setup 寫入的每使用者設定檔,或零售登錄機碼尋找(詳細資料)。

命令 功能
check-install 顯示找到安裝位置的位置、識別 speed.exe、檢查必要檔案
keys 列出每個按鍵、按鈕與搖桿綁定(主控台命令 keys 會顯示即時綁定)
list-cars 列出車輛資料夾
play(不加命令亦同) 遊戲流程:開場影片、標題畫面、主選單(方向鍵或 WASD、Enter、Esc;控制器:D-pad、A、B)、自由漫遊、暫停選單(Esc 或 Start),含音訊、視訊與遊戲設定。--skip-boot、--drive(直接進入自由漫遊)
view-screen NAME 單獨顯示安裝中的其中一個選單畫面(list-screens 會列出它們,dump-screen NAME 會列印其中一個):--category audio|video|gameplay|controls、--pause、--options
view-car [CAR] 由原廠零件(輪圈、煞車、塗裝)組裝而成的車輛,置於地板上:拖曳可旋轉,滾輪可縮放。選項:--lod A..E、--preset NAME(例如 CE_GTRSTREET 的 PresetRides 車輛)、--all-parts(每個實體、未組裝)
view-world 飛越城市:WASD、Space/C、Shift、滑鼠可環視(Esc 釋放游標,點擊可再次捕捉),滾輪控制速度。選項:--at X,Y、--height、--heading、--pitch、--fog-distance,以及 --drive [CAR] 可改為駕駛(W/S、A/D、Space 手煞車、E/Q 檔位、Left Shift 氮氣、R 重設、F 自由攝影機;控制器:扳機、左搖桿)

兩個檢視器的選項:

  • --backend auto|vulkan|dx12|gl 選擇圖形 API(詳細資料)。
  • --reflections off|low|medium|high 控制本機車輛反射(預設為中等);視訊選項與 F12 reflections 命令可即時切換(行為與限制)。
  • --max-fps 60 限制畫面播放速率(預設 unlocked;--no-vsync 關閉垂直同步)。
  • --window-mode windowed|borderless|exclusive 選擇視窗模式;Alt+Enter 切換全螢幕。--monitor primary|current|INDEX 與 --resolution native|WIDTHxHEIGHT 選擇顯示器與尺寸(視窗設定)。
  • --screenshot out.png 渲染一個畫面後結束;在世界檢視器中加入 --wait-for-load。
  • 駕駛會根據車輛的接觸輸出繪製輪胎煙霧與煞車痕。使用 --no-tire-smoke 或 --no-skid-marks 可停用它們(控制與測試)。
  • Esc 可退出(在世界檢視器中,第一次按 Esc 會釋放滑鼠)。

遊戲內主控台

按 F12 開啟開發者主控台(Esc 或 F12 可關閉)。主控台會在命令列上方顯示記錄(依等級著色),命令列支援歷史紀錄(Up/Down)與 Tab 補全。主控台開啟時,遊戲輸入會暫停且滑鼠會釋放。輸入 help 可取得命令清單。

設定

每使用者設定檔位於:

  • Windows: %APPDATA%\nfsmw\config\config.toml
  • Linux: $XDG_CONFIG_HOME/nfsmw/config.toml(通常為 ~/.config/nfsmw/config.toml)

執行 nfsmw check-install 可查看你系統上的確切路徑。此檔案使用 TOML,並可讓你設定遊戲目錄、圖形後端、畫面播放速率上限與其他選項,而不必每次都傳遞 CLI 旗標。

控制選單包含獨立的搖桿/扳機死區、靈敏度與攝影機反轉。鍵盤、滑鼠與遊戲控制器指派可透過主控台或設定檔變更並儲存(控制器設定)。
遊戲玩法也提供 HUD 版面配置:PC 寬螢幕配置、較早期的置中版面,或 Xbox 附加內容的 92% 寬縮放。
Xbox 選單使用隨附的 Kenney CC0 提示圖示,並會跟隨即時綁定與作用中的輸入裝置。
A 接受,B 返回,Menu/Start 暫停或繼續,View/Back 從主選單退出。
閒置搖桿漂移與主控台熱鍵不會切換提示圖示。失去作用中的控制器會暫停駕駛。

視訊選項包含可選用的實驗性環境光遮蔽,具備品質、強度與即時分割比較。從 nfsmw play --ao medium 開始;它只需要基礎遊戲資產。

儲存庫

路徑 內容
libs/ 適用於 EA Black Box 遊戲的引擎通用函式庫(編解碼器、bChunk、TPK、實體、串流、場景、AttribSys、車輛零件、安裝探索、渲染器),每個皆附有 README,並保持不含 MW 特定程式碼,以便重複使用
crates/ 遊戲:nfsmw-data(MW 的檔案如何組合在一起)與 nfsmw(啟動器與檢視器)
docs/ 檔案格式、先前技術、架構、授權、行為規格
tools/ Python 研究工具:chunkdump.py 會傾印任何資料檔案的 bChunk 樹狀結構
xtask/ cargo xtask check(洩漏與檔案大小檢查)、install-hooks

開發

請參閱 docs/development.md 以取得完整設定指南(必要工具、首次設定、CI、逆向工程工具鏈)。

世界互動分支的基礎、本機 mise/LLVM-MinGW 建置設定與已測量的物理涵蓋範圍記錄於世界互動。
車輛、交通與動態場景共用固定物理時鐘。
與原版遊戲的完整互動對等性仍在進行中。

致謝與授權

建立於大量社群逆向工程工作之上,並連同授權列於 NOTICE 與
docs/research.md。貢獻者規則:CONTRIBUTING.md。

依你的選擇,授權為 MIT 或 Apache-2.0 兩者之一。

Need for Speed 與 Most Wanted 為 Electronic Arts Inc. 的商標。本專案與 Electronic Arts 無關,亦未獲其背書。你需要自己的遊戲副本。


授權與來源聲明

原始 README 與翻譯沿用 MIT 授權;本次修改為繁中翻譯、連結與排版調整。可修改的 Markdown、原始 README、LICENSE 與 NOTICE 收錄於頂部文件包。原作遊戲內容與商標不因此獲得授權。

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NOTICE

nfs-mw — a Rust rewrite of Need for Speed: Most Wanted (2005, PC)
Copyright (c) 2026 the nfs-mw contributors
Licensed under MIT OR Apache-2.0 (see LICENSE-MIT and LICENSE-APACHE).

This repository contains no game assets and no decompiled code. The game is read
at runtime from the user's own installation.

Controller prompt artwork: Kenney Input Prompts 1.5A — CC0 1.0 Universal.
  https://kenney.nl/assets/input-prompts
  https://creativecommons.org/publicdomain/zero/1.0/
  Xbox Series icons are packed into assets/input-prompts/kenney-xbox.png and
  embedded in the executable. See that folder's README.md for source and layout.

"Need for Speed" and "Most Wanted" are trademarks of Electronic Arts Inc. This
project is not affiliated with or endorsed by Electronic Arts.

-------------------------------------------------------------------------------
Third-party source code included in this repository
-------------------------------------------------------------------------------

Except as listed below, all code in this repository was written for this
project. When code is ported from a permissively licensed project, its
copyright and license notice are kept in the ported file and the project is
listed here.

NFSTools/VaultLib — https://github.com/NFSTools/VaultLib — MIT
  Copyright (c) 2019 NFS Tools & heyitsleo
  Portions ported into libs/blackbox-attrib: the PtrN pointer fix-ups and the
  reading of ClassLoadData, CollectionLoadData, DatabaseLoadData and of
  Attrib::Array, StringKey, RefSpec and Blob values (VaultLib.Core,
  VaultLib.LegacyBase). The MIT notice is kept at the top of
  libs/blackbox-attrib/src/{vault/pointers.rs, class/load.rs,
  collection/load.rs, database/types.rs, value/decode.rs}.

vgmstream — https://github.com/vgmstream/vgmstream — ISC-style licence
  Copyright (c) 2008-2025 Adam Gashlin, Fastelbja, Ronny Elfert, bnnm,
  Christopher Snowhill, NicknineTheEagle, bxaimc, Thealexbarney, CyberBotX,
  EdnessP, et al.
  Portions ported into libs/ea-audio: the EA-XA, EA-XAS and EA MicroTalk decoders
  (src/coding/ea_xa_decoder.c, ea_xas_decoder.c, ea_mt_decoder.c, libs/utkdec.c) and
  the layouts read by src/meta/ea_schl*.c. The notice is kept at the top of
  libs/ea-audio/src/codec/{xa.rs, xas.rs, microtalk/*.rs}.

GPUOpen-Effects/FidelityFX-FSR — https://github.com/GPUOpen-Effects/FidelityFX-FSR — MIT
  Copyright (c) 2021 Advanced Micro Devices, Inc. (ffx_fsr1.h, ffx_a.h)
  Copyright (c) 2014 Michal Drobot (concepts in the "float approximations" of ffx_a.h)
  Portions ported into libs/blackbox-gpu-passes: FidelityFX Super Resolution 1, the EASU upscale
  and the RCAS sharpening, rewritten in WGSL (src/shaders/fsr1.wgsl) with the approximate
  reciprocal and reciprocal square root helpers of ffx_a.h. The MIT notice is kept at the
  top of that file. The upstream header files are not vendored.

GPUOpen-LibrariesAndSDKs/FidelityFX-SDK — https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK — MIT
  Copyright (C) 2024 Advanced Micro Devices, Inc.
  Pinned to the tag v1.1.4 (commit c6efa6bf7f2027b3ec94f28578bb5965eabb9e55), whose FSR 3 upscaler is
  version 3.1.4. Portions ported into libs/fsr3-wgpu: the FSR 3.1 temporal upscaler (not frame
  generation) rewritten in WGSL from sdk/include/FidelityFX/gpu/fsr3upscaler/ffx_fsr3upscaler_{accumulate,
  callbacks_hlsl,common,luma_instability,luma_pyramid,prepare_inputs,prepare_reactivity,rcas,reproject,
  resources,sample,shading_change,shading_change_pyramid,upsample}.h, the RCAS of
  sdk/include/FidelityFX/gpu/fsr1/ffx_fsr1.h, and the host logic of sdk/src/components/fsr3upscaler/
  ffx_fsr3upscaler.cpp (constants, jitter, quality ratios, pass order); the DX12 pass wrappers were read
  for the bindings. The MIT notice is kept at the top of every file in libs/fsr3-wgpu/src/shaders/. The
  upstream files are not vendored; the list is in libs/fsr3-wgpu/README.md.

daddesio/utkencode — https://github.com/daddesio/utkencode — Unlicense (public domain)
  Original of the MicroTalk (UTK) decoder that vgmstream's utkdec.c derives from.
  Credited in libs/ea-audio/src/codec/microtalk/.

Fonts embedded in the binary through egui (crate epaint_default_fonts), used by the
developer console and the performance overlay:
  Hack Regular        — MIT (Hack and Bitstream Vera licences)
  Ubuntu-Light        — Ubuntu Font Licence 1.0
  Noto Emoji          — SIL Open Font License 1.1
  emoji-icon-font     — MIT
The licence texts are in the epaint_default_fonts crate (fonts/*.txt) and are
included in the generated third-party licence file of binary releases.

VP6 video decoder, linked as a git dependency of libs/blackbox-movie (not vendored):
  ruffle-rs/nihav-vp6 — https://github.com/ruffle-rs/nihav-vp6 — MIT
    Copyright (c) 2021 Kostya Shishkov
    The VP5/VP6 decoder of the NihAV project, which its author relicensed under the MIT
    License for the Ruffle project (COPYING in the repository; see also
    https://codecs.multimedia.cx/nihav-relicensed-code/). The crates nihav_core,
    nihav_codec_support and nihav_duck declare no license field, so deny.toml clarifies
    them. Pinned to commit 12d0bdf10a85641dc2de3d6900c747894431ed77. Only this subset is
    MIT: the rest of NihAV is AGPL-3.0 and is not used.

Rust dependencies are fetched by Cargo and keep their own licenses; see
Cargo.lock and `cargo deny check licenses`. Binary releases will include a
generated third-party license file.

-------------------------------------------------------------------------------
References consulted during development
-------------------------------------------------------------------------------

These projects were read to learn file formats, data layouts and behaviour.
Unless stated otherwise, nothing from them is vendored, linked or shipped, and
no code was copied. Facts learned from them (offsets, layouts, IDs, names) are
documented in docs/ with credit. Policy: docs/licensing.md.

Decompilation and symbols
  dbalatoni13/nfsmw — https://github.com/dbalatoni13/nfsmw — CC0-1.0
    Chunk ID names (tools/bchunk_names.py), struct layouts (TextureInfo,
    eStreamingEntry, TrackStreamingSection, AttribSys classes), PC 1.3 symbol
    map. Read-only reference; behaviour is reimplemented spec-first.
    Visual Treatment shader/runtime behavior: docs/specs/visual-treatment.md.
  Brawltendo/Most-Wanted-Vehicles-Decomp — no license — reference only.

Format readers and tools
  NFSTools/NFS-ModTools — https://github.com/NFSTools/NFS-ModTools — no license — reference only
    (solid, scenery and TPK layouts).
  NFSTools/VaultLib — https://github.com/NFSTools/VaultLib — MIT (AttribSys).
  NFSTools/Attribulator — https://github.com/NFSTools/Attribulator — no license — reference only.
  NFSTools/GlobalLib — https://github.com/NFSTools/GlobalLib — MIT (global files, JDLZ).
  NFSTools/FEngLib — https://github.com/NFSTools/FEngLib — no license — reference only (FEng UI).
  SpeedReflect/Nikki — https://github.com/SpeedReflect/Nikki — MIT (strings, collision, sun info).
  SpeedReflect/Binary, NFSTools/Binary — GPL-3.0 — read only.
  vgmstream — https://github.com/vgmstream/vgmstream — ISC-style (EA audio formats).
  FFmpeg (libavformat/electronicarts.c, libavcodec/vp6.c) — LGPL-2.1+ — read only (movie
    container facts: docs/provenance/video.md).
  ruffle-rs/nihav-vp6 — https://github.com/ruffle-rs/nihav-vp6 — MIT (VP6 decoder, used as a
    dependency; see above).
  x07x08/nfsmw-save-editor — https://github.com/x07x08/nfsmw-save-editor — Unlicense (save offsets).
  EA Command & Conquer Generals source, EAC compression library — GPL-3.0 — read for
    understanding the HUFF codec only; see docs/formats/huff.md.

Engines, viewers and hook projects
  magcius/noclip.website (src/NeedForSpeedMostWanted) — MIT, partly reverse-engineered — read only.
    Colour-treatment curves and screen gain map reference: docs/provenance/visual-treatment.md.
  whoismept/OpenUG2 — MIT. bdrtr/PryHUB — Apache-2.0. OpenNFS/OpenNFS — MIT.
  veritr1x/nfsmw-recomp — MIT (speed.exe v1.3 hash, loading-path notes).
  codepdbh/nfsmw-android — https://github.com/codepdbh/nfsmw-android — GPL-3.0, read only.
    Xbox 360 native renderer and reflection synchronization notes considered as context.
    No code or assets copied; see docs/provenance/car-reflections.md.
  berkayylmao/NFSPluginSDK — BSD-3-Clause. gaycoderprincess/nya-common-nfsmw — MPL-2.0.
  ThirteenAG/WidescreenFixesPack — MIT (registry key, camera, aspect-aware HUD placement).
    https://github.com/ThirteenAG/WidescreenFixesPack — reference only; no code copied.
  rng-guy/NFSMWBartender — CC0-1.0.
  Xbox 360 Stuff Pack — https://nfsmods.xyz/mod/1200 — reference only.
    elaymm4 and ToruTheRedFox; installed configuration and binary corroborate
    the widescreen 0.92 UI scale used by the optional HUD preset. No addon code copied.
  Lovro Pleše (xan1242), NFSMW_XenonEffects — MIT.
    https://github.com/xan1242/NFSMW_XenonEffects — behavior and configuration reference only.
    No source or textures copied; procedural spark and contrail presentation is new.
  MWisBest/OpenNFSTools — no license — reference only (install registry key).
  yugecin/nfsu2-re — no license — reference only. MaxHwoy/hyperlinked — BSD-3-Clause.
  TsyVM/MWEncyclopedia — no license — leads only (contains known errors).

Project structure
  vladtrc/iw4L — https://github.com/vladtrc/iw4L — Apache-2.0
    Crate layering, install discovery and leak-check ideas. No code copied.
  chasmlol/2010-rust-rewrite-mashup — Apache-2.0 (with vendored GPL-3.0 parts) — read only.

Input references
  xan1242/NFS-XtendedInput — https://github.com/xan1242/NFS-XtendedInput — MIT.
    Reference for configurable per-axis cutoff deadzones and controller mappings. No code copied.

Rendering concepts
  Intel XeGTAO — https://github.com/GameTechDev/XeGTAO — MIT.
    Copyright (C) 2016-2021, Intel Corporation.
    Horizon search and analytic slice integration adapted in
    libs/blackbox-render/src/shaders/ao_horizon.wgsl, which carries the full MIT notice.
    This is a compact depth-only GTAO experiment, not the complete XeGTAO implementation.
  Quasar — https://github.com/dev25bansal-ops/quasar — MIT.
    Hemisphere SSAO shader considered as a reference; no code copied.
    See docs/ambient-occlusion.md for the approach and limitations.
  NVIDIA GPU Gems 3, chapter 23.4, soft particles — reference only.
    https://developer.nvidia.com/gpugems/gpugems3/part-iv-image-effects/chapter-23-high-speed-screen-particles
    Depth-based intersection fading concept; no shader or source code copied.

-------------------------------------------------------------------------------
Projects whose behaviour we learned from (no code copied)
-------------------------------------------------------------------------------

giovannosaur/MWDynamicFOV — https://github.com/giovannosaur/MWDynamicFOV — no licence
  The dynamic FOV camera (crates/nfsmw/src/viewer/camera/dynamic_fov.rs) reproduces
  the mod's behaviour: the view widens with speed on a cubic ease-in curve. The mod
  publishes no licence, so none of its code was copied or ported, and its game-memory
  offsets are not used.