EXIT 2 (Xbox 360) Recompiled Windows port by FluffyQuack - v0.9.1

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------- Usage -------
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This requires files from a legit copy of the Xbox 360 version of EXIT 2 to function.

Steps:
- Extract this anywhere (if you're replacing an older version of the recomp, then extract these files to the same location and let it overwrite files)
- Copy your EXIT 2 package from your Xbox 360 to your PC (the best method for doing this is having a modded Xbox 360 where you install homebrew software letting you copy files from Xbox 360 to PC)
- Extract the EXIT 2 package (a program like wxPirs would do the trick) and place the files in the same location as exit2.exe
- Run exit2.exe

Installing DLC:
- Same with the game itself, you'll need to copy and extract DLC from your Xbox 360. Extract it to the same location as recomp and make sure it matches the following directory structure:
-- DLC/XBLA Original Stage Pack/dat/map/...

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------- Extra features -------
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You can look at the INI file (generated after first run) for some customization options. There's nothing there yet. One small feature that's added is that you can toggle borderless fullscreen by pressing Alt+Enter. Another small feature is that you can press F12 to take a screenshot.

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------- What is a recomp? -------
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There are multiple methods for making a game run on a different system. The best method is a native port, but you need the game's source code for that. You can decompile it to get the source code, but that's a process that takes a long time -- potentially years. You can emulate it, but that introduces overhead (runs slower than a native port) and it's also difficult to do enhancements to the game. A recomp takes a game executable, and does a static recompilation where it extracts all of the machine code in the executable and converts that code to C++ using functions that's equivalent to machine code commands. It's drastically faster to accomplish than a decompilation, it runs faster than emulation, and it's possible to make bigger enhancements, with the downside being that the resulting code is hard to read due it looking similar to assembly code.

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------- What are enhancements you're planning to add to with the recomp? -------
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Here are some ideas I'm considering, but I'm not promising anything as I tend to juggle too many projects all the time:
- Keyboard controls.
- Support for achievements.
- Fullscreen support.
- Music randomizer (each time you start a stage it uses a different track rather than the track for that tileset).
- Orthographic projection for a stronger "2D"-esque look.
- Button to speed up the game that can be useful if you're waiting on something.

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------- Are you using AI for this? -------
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This might be controversial, but yes. There's no way I would have had progress at this speed if I wasn't using AI. AI is well-suited for reverse-engineering projects as you can always compare against the original to verify something is working correctly or not, and AI is really fast at understanding assembly code.

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------- Extra notes -------
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Many thanks to the creators of rexglue-sdk as otherwise this port wouldn't have happened.