Repo ↗ · Source README ↗ · Markdown & license bundle
Image reference (original game): Need for Speed: Most Wanted · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.
Source maintainer: 47PADO47 · Revision: b2bfe0d8fa98 · Catalogued: 2026-10-12
Source license: MIT · LICENSE-APACHE · LICENSE-MIT · Article: Source README (format adapted)
The source README follows, with formatting adapted for this site and images replaced by source links. Feature, completion and testing claims belong to its authors and have not been independently playtested here. The Traditional Chinese translation was prepared with AI assistance.
nfs-mw
A Rust rewrite of Need for Speed: Most Wanted (2005, PC v1.3 / Black Edition) that reads all game
data at runtime from your own install. This repository contains no game files and no decompiled code.
Status: milestone 3 done; milestone 4 (engine foundation) next.
- Install: finds and checks your copy of the game.
- Data: decodes the data containers (bChunk, JDLZ, HUFF) and reads cars, texture packs and the streamed
city. - Viewers: shows any car assembled from its stock parts, or lets you fly through Rockport while map tiles
stream in zone by zone, as in the game.
Both run on Vulkan, Direct3D 12 or OpenGL, on Windows and Linux.
You can drive a car through the city (view-world --drive), or start from the menus (play: the original boot
movies, title screen and main menu, then free roam, with the pause menu and the settings screens on Esc); the rest of
the game is on the roadmap.
Cars, scenery contacts, cleanup, trailer constraints and installed pursuit-breaker
sequences share a 60 Hz physics clock. See world interaction coverage
for checks against the installed game and remaining parity work.
The player and chase camera interpolate together between physics ticks; nearby
collision coverage controls loading pauses while distant scenery streams.
Quick start
You need Rust (stable) and an installed copy of the game.
-
Build the game (run this from the repository folder):
cargo build --release -p nfsmw -
Run the setup, which asks where the game is installed and which window mode you want, and saves the answers:
./target/release/nfsmw setup -
Start the game:
./target/release/nfsmw
On Windows the executable is target\release\nfsmw.exe. nfsmw --help lists every command and option, and the
setup steps are explained in docs/setup.md.
The install is found from --game-dir, $NFSMW_GAME_DIR, a .env file (copy .env.example), the per-user
config file written by setup, or the retail registry key (details).
| Command | What it does |
|---|---|
check-install |
Shows where the install was found, identifies speed.exe, checks required files |
keys |
Lists every key, button and stick binding (the console command keys shows the live ones) |
list-cars |
Lists car folders |
play (no command does the same) |
The game flow: boot movies, title screen, main menu (arrows or WASD, Enter, Esc; pad: D-pad, A, B), free roam, pause menu (Esc or Start) with the audio, video and gameplay settings. --skip-boot, --drive (straight to free roam) |
view-screen NAME |
One of the install’s menu screens on its own (list-screens lists them, dump-screen NAME prints one): --category audio|video|gameplay|controls, --pause, --options |
view-car [CAR] |
A car assembled from its stock parts (wheels, brakes, paint) on a floor: drag to rotate, scroll to zoom. Options: --lod A..E, --preset NAME (a PresetRides car such as CE_GTRSTREET), --all-parts (every solid, unassembled) |
view-world |
Fly through the city: WASD, Space/C, Shift, mouse to look (Esc frees the cursor, click to capture it again), scroll for speed. Options: --at X,Y, --height, --heading, --pitch, --fog-distance, and --drive [CAR] to drive instead (W/S, A/D, Space handbrake, E/Q gears, Left Shift nitrous, R reset, F free camera; pad: triggers, left stick) |
Options for both viewers:
--backend auto|vulkan|dx12|glpicks the graphics API (details).--reflections off|low|medium|highcontrols local car reflections (default medium); Video options
and the F12reflectionscommand switch it live (behavior and limits).--max-fps 60caps the frame rate (defaultunlocked;--no-vsyncturns vsync off).--window-mode windowed|borderless|exclusivechooses the window mode; Alt+Enter toggles
fullscreen.--monitor primary|current|INDEXand--resolution native|WIDTHxHEIGHTselect
the display and size (window settings).--screenshot out.pngrenders one frame and exits; add--wait-for-loadin the world viewer.- Driving draws tire smoke and skid marks from the vehicle’s contact outputs. Use
--no-tire-smokeor--no-skid-marksto disable them (controls and testing). - Esc quits (in the world viewer, the first Esc frees the mouse).
In-game console
Press F12 to open the developer console (Esc or F12 closes it). The console shows the log
(coloured by level) above a command line with history (Up/Down) and Tab completion. While the
console is open, game input is paused and the mouse is released. Type help for a list of commands.
Settings
The per-user config file lives at:
- Windows:
%APPDATA%\nfsmw\config\config.toml - Linux:
$XDG_CONFIG_HOME/nfsmw/config.toml(usually~/.config/nfsmw/config.toml)
Run nfsmw check-install to see the exact path on your system. The file uses TOML
and lets you set the game directory, graphics backend, frame-rate cap, and other options without
passing CLI flags every time.
The Controls menu includes independent stick/trigger deadzones, sensitivity and camera inversion.
Keyboard, mouse and gamepad assignments can be changed and saved through the console or config file
(controller settings).
Gameplay also offers HUD Layout: PC widescreen placement,
the earlier centered layout, or the Xbox addon’s 92% wide scale.
Xbox menus use bundled Kenney CC0 prompts that follow the live bindings and active input device.
A accepts, B goes back, Menu/Start pauses or resumes, and View/Back quits from the main menu.
Idle stick drift and console hotkeys do not switch the prompts. Losing the active controller pauses driving.
Video options include opt-in experimental ambient occlusion, with quality,
intensity and a live split comparison. Start with nfsmw play --ao medium; it needs only base-game assets.
Repository
| Path | Contents |
|---|---|
libs/ |
Engine-generic libraries for EA Black Box games (codecs, bChunk, TPK, solids, streaming, scenery, AttribSys, car parts, install discovery, renderer), each with a README, kept free of MW-specific code so they can be reused |
crates/ |
The game: nfsmw-data (how MW’s files fit together) and nfsmw (the launcher and viewers) |
docs/ |
File formats, prior art, architecture, licensing, behaviour specs |
tools/ |
Python research tools: chunkdump.py dumps the bChunk tree of any data file |
xtask/ |
cargo xtask check (leak and file-size checks), install-hooks |
Development
See docs/development.md for the full setup guide (required tools,
first-time setup, CI, reverse-engineering toolchain).
The world-interaction branch’s base, local mise/LLVM-MinGW build setup and measured
physics coverage are recorded in world interactions.
Cars, traffic and dynamic scenery share a fixed physics clock.
Full original-game interaction parity remains in progress.
Credits and license
Built on a lot of community reverse-engineering work, listed with licenses in NOTICE and
docs/research.md. Rules for contributors: CONTRIBUTING.md.
Licensed under either of MIT or Apache-2.0, at your option.
Need for Speed and Most Wanted are trademarks of Electronic Arts Inc. This project is not affiliated
with or endorsed by Electronic Arts. You need your own copy of the game.
License and provenance
The README and its translation retain MIT terms. Changes comprise translation, links and formatting. Editable Markdown, the original README, LICENSE and NOTICE files are included in the linked bundle. This grants no rights to the original games, their assets or trademarks.
LICENSE-APACHE
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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.
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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.
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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.
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Projects whose behaviour we learned from (no code copied)
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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.

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