A native Windows x64 port of The Darkness (Xbox 360). The 360 executable is
translated to C++ ahead of time and built into DarkRecomp.exe with a D3D11
renderer — no emulation at runtime.
Bring your own game dump. This repo contains no game code, assets, or binaries. Dump your Xbox 360 copy and drop the files into
Darkness/(step 1 below).
Playable today: full gameplay, mouse look + controller input, video settings (resolution, FOV, gamma, bloom, frame cap, VSync), XMA audio, and saves.
Download the Windows release.
Choose The-Darkness-Recomp-v...-windows-x64.zip under Assets.
The GitHub Source code downloads are for building the project yourself.
- Right-click the Windows ZIP and choose Extract All.
- Copy your own extracted Xbox 360 game dump into the included Darkness
folder: the original
default.xex,Content,System, and all the other files and folders from your dump. No XexTool preparation is required. - Double-click Launch.cmd to play with sound.
Use LaunchWithSettings.cmd to choose settings and language before playing.
No compiler, Python, or separate audio setup is needed for the Windows release.
Use 64-bit Windows 10/11 with a Direct3D 11-capable graphics device.
See START_HERE.txt for the folder layout and troubleshooting.
An ISO alone is not enough; use an extracted dump of the supported game revision.
The port decodes default.xex in memory at startup; _uncrypted.xex and
basefile.exe are no longer required.
Click the game window to capture the mouse. F1 shows controls, F2 toggles capture, and Esc releases it. Graphics options are in Options > Video Settings. Choose Language there or in the settings launcher: System default, English, German, French, Spanish, or Italian. In-game language changes save automatically and take effect after restarting. See CONTROLS.md for details.
The Windows build can run through Proton on Linux. Launch.sh and the file I/O
compatibility fixes were tested with GE-Proton11-7 in Ubuntu 24.04 under WSL2.
The opening level rendered with audio and created checkpoint saves; memory,
file I/O and save-storage tests passed. Visible camera movement and completion
of the opening tutorial were not confirmed. Steam Deck gameplay and performance
remain unverified; a native Linux build is not available.
For automatic setup from Windows with Ubuntu in WSL2, double-click SetupLinux.cmd, then PlayLinux.cmd. The installer copies the game to Linux storage and preserves that copy's saves and settings on later updates. See STEAM_DECK.md for prerequisites, options, Steam shortcuts and the verified test scope.
Copy the original extracted files into Darkness, then launch the game.
The runtime uses Windows' built-in AES provider to decode default.xex and
expand its zero-filled blocks in memory. It checks both the original file and
decoded image against the AOT build's SHA-256 hashes before executing game code.
The source generator also reads the original default.xex directly.
Existing prepared files may be left in the folder; they are not read.
For builds with original-file loading, run this in your Darkness folder:
Get-FileHash .\default.xex -Algorithm SHA256 | Format-ListThe supported original file's SHA-256 is (case does not matter):
default.xex aace35a8f9bcdc7f28aeab9ff8cf3bdf200353f5c83705f6284487347acb3c5f
Direct decoding reproduces the previous memory image exactly (SHA-256
180b7fc8f57462f6bac3404ecab061a8d79914c7a3e9a12c238bd3449e72d049).
The tested XEX metadata reports Title ID 545407EE, Media ID
0F213645, version 0.0.0.1, and All Regions. That does not establish
compatibility with every USA/Canadian/international disc revision; the generated
hash is the decisive check for this revision.
If the hash differs, report the hash and your disc revision. Do not post game files.
If the game closes after launch, also attach the newest
build_native/run/desktop-*/runtime.log. A different result can indicate a
different revision or a modified dump. Previously published releases may still
require prepared files; use a build containing the original-file loader.
1. Game files — from your own dumped copy, fill in Darkness/:
Use the original extracted dump; no decrypted executable or raw image is needed.
Darkness/
default.xex # original encrypted executable
Content/ Content_Eng/ .../ ExtraContent/
System/ # engine shaders and system data
darkness_switch_tables.toml already ships with the repo — keep it and add
the rest from your dump. Nothing else under Darkness/ is committed.
2. Build — one step (dependency setup + generator + translation + XMA codec + compile + tests):
powershell -ExecutionPolicy Bypass -File tools\build.ps1The build downloads the pinned XenonRecomp source and applies the bundled Darkness patches automatically. Existing checkouts from the old setup instructions are supported too. The first build needs an internet connection.
You'll need 64-bit Windows, Git, Visual Studio 2022 with the ClangCL toolset,
CMake 3.24+, Python 3.11+, and ~15 GB free. Output lands in
build_native/Release/.
The XMA audio build also requires MSYS2 at C:\msys64 with MinGW64 GCC and
make, plus standalone LLVM at C:\Program Files\LLVM (for llvm-lib.exe).
3. Play — double-click Launch.cmd:
| Command | What it does |
|---|---|
Launch.cmd |
Play with sound |
LaunchWithSettings.cmd |
Choose settings and language, then play with sound |
Launch.cmd mute |
Play muted |
Launch.cmd preview |
Engine preview build (muted by default) |
Launch.cmd stutter |
Play with sound while recording slow-frame timings |
Launch.cmd performance / render-profile / steady-60 |
Diagnostic recording runs |
Launch.cmd help |
Full usage |
Extra arguments reach the game untouched, e.g. Launch.cmd play --fps 120.
Click the game window to capture the mouse (F1 controls guide, F2 toggle capture, Esc release).
- CONTROLS.md — every binding, launcher option, and setting
- RENDERING.md — how the renderer and frame pacing work
- STEAM_DECK.md — Proton setup, validation scope and diagnostics
Close the game, extract the new Windows ZIP into your existing game folder, and replace the included program files. Keep Darkness/, saves/, and DarkRecomp.settings.ini to preserve your game files, progress, and settings. You do not need to rebuild.
Pull the latest version and run the build again:
git pull --ff-only
powershell -ExecutionPolicy Bypass -File tools\build.ps1Keep your game dump and existing build directory. Unchanged generated files retain their timestamps so the native build can reuse previous compilation work.
If an older setup stopped with AOT gate: Generator failed (0), these same
commands install the missing generator patches and regenerate the output.
Maintainers can build, test, and package a Windows ZIP with:
python tools/package_release.py --version v0.1.1Run from a clean, committed checkout with the build prerequisites installed.
The ZIP and SHA-256 checksum land in build_native/releases/. The packager
includes the launcher, runtime dependencies, notices, and audio-library source;
game dumps, saves, settings, build tools, and diagnostic logs are excluded.
The build already runs the full suite. To re-run it later:
ctest --test-dir build_native -C Release --output-on-failure| Path | Contents |
|---|---|
app/ |
Windows entry points and display settings |
assets/ |
Button-prompt artwork bundled with the game |
cmake/ |
CMake helpers |
config/darkness.toml |
Translation configuration |
renderer/ |
D3D11 backend and engine scene reconstruction |
runtime/ |
Native kernel, audio, input, XMA, and filesystem bridges |
tools/ |
Translator driver, build.ps1, shader/menu/XMA codegen |
tests/ |
Native and contract tests run by CTest |
GPLv3 — see COPYING, matching the upstream UnleashedRecomp / XenonRecomp toolchain this port builds on.