The zip below is everything needed to build the game from your own disc: the build scripts, the SDK patches, the function hints, the host application and the guides. As always, it holds no game code, assets or keys; the build takes those from your own copy of Midnight Club: Los Angeles Complete Edition (USA/Europe, Xbox 360) on your machine.
PC build: the SDK build failed at once with 'crtversion.h' file not found (#9)
What was wrong. Step 1 of make_pc.ps1 accepted any clang it found on the path. On a machine with another Clang installed (here one from a different toolchain), the project's own Clang was never downloaded, and CMake compiled the SDK with the other one. That Clang did not find the Microsoft C runtime headers, so step 3 stopped on the first FFmpeg file.
The fix. The build now uses only its own Clang (tools\clang+llvm-20.1.8-x86_64-pc-windows-msvc, downloaded in step 1 if it is not there) and hands it to CMake by full path, for the SDK and for the game. A build folder that was set up with another compiler is set up again automatically, so nothing needs deleting by hand.
How far it has been checked. On Windows, with a second Clang placed first on the path: before the change CMake picked that one; after it, CMake cleared the old settings, used the project's Clang, and FFmpeg compiled. A full make_pc.ps1 run under Windows PowerShell 5.1 finished. Not tested on a machine with the reporter's exact toolchain.
Getting it
If step 3 failed for you: update (git pull, or unpack the zip over your copy) and run the same command again:
.\scripts\make_pc.ps1 -Iso C:\path\to\your.isoStep 1 will download the project's Clang (about 900 MB) if you do not have it yet. If the SDK build still fails, please attach out\logs\sdk-build.log to an issue.
Nothing changed for PS5 or Linux in this release; v1.0.3's notes cover the latest changes there.