Repo ↗ · Source README ↗ · Markdown & license bundle

Image reference (original game): Call of Duty: World at War · 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: SiennaChain · Revision: 7c043e0565e8 · Catalogued: 2026-10-12

Source license: Documentation license not confirmed · Article: Independent introduction

This is an independently written project introduction, not a reproduction or translation of the README. Documentation permission is unconfirmed or limited in scope. Read the linked repository for the full instructions. Feature and progress claims come from the source documentation and have not been independently playtested here.


This project is a cross-game integration experiment that connects Call of Duty: World at War’s Nazi Zombies mode with the character system of Star Wars Battlefront II (2005). According to the README, neither game is rewritten: World at War continues to run the map, zombies and round flow and renders the picture, while Battlefront II runs unseen and supplies the player character, weapons, lightsabers and Force powers, which are drawn over World at War’s output. A bridge DLL in each game exchanges data through shared memory, so both games are required.

Technically, the project is written in C++ and built with CMake and Visual Studio 2022, hooking into the games through a d3d9.dll proxy. The shared-memory protocol lives in the protocol directory, while common holds bridge code, configuration, logging and the logic that keeps a bridge idle unless the launcher started its game. The waw and swbf2 directories correspond to the two games’ bridges and add-ons; tools provides the launcher, packaging script, monitor and address probe, and tests contains protocol tests runnable on any OS.

The README describes the current state as an alpha that can be handed to somebody else: one map (Nacht der Untoten), one player and eighteen characters, with a launcher that installs, starts both games and removes the mod. It explicitly targets specific Steam builds of both executables and refuses other builds, since the bridge addresses are tied to those two files. The README also notes that when games are started by hand during development, the bridges do nothing unless a config option is enabled. This is an unofficial fan project, unaffiliated with Activision, Treyarch, EA, Pandemic, Disney or Lucasfilm, and is intended for offline use only.