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Dante's Inferno Recompiled
PORTSNATIVE

Dante's Inferno Recompiled

PORT NATIVOACCIÓN / AVENTURAWINDOWSLINUXBETA

Dante's Inferno Recompiled

Dante's Inferno

OrigenXbox 360

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows, Linux

Ver proyecto oficial

Sobre el proyecto

Dante's Inferno es un videojuego de acción perteneciente al género secundario hack and slash desarrollado por Visceral Games y publicado por Electronic Arts para PlayStation 3, Xbox 360 y PlayStation Portable. Está basado en la primera parte de la Divina Comedia del poeta Dante Alighieri.

2 versiones de Dante's Inferno

Estás viendo: Dante's Inferno Recompiled

Dante's Inferno Recompiledgithub.com/florinp93/hells-gate-recomp
Windows
Linux
Actual
Android Port (WINDROID-EMU)github.com/WINDROID-EMU/Dantes-inferno-Android
Android
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗
<h1 align="center">Hell's Gate</h1> <p align="center"> <strong>Dante's Inferno (Xbox 360), statically recompiled to run natively on PC.</strong> </p> <p align="center"> <img src="assets/fan_artwork.png" alt="Dante's Inferno fan artwork" width="256" /> <br /> <em>Fan artwork by <a href="https://www.deviantart.com/pooterman">POOTERMAN</a> (<a href="https://github.com/florinp93/hells-gate-recomp/issues/12">#12</a>)</em> </p> <p align="center"> <a href="https://github.com/florinp93/hells-gate-recomp/releases"> <img src="https://img.shields.io/github/v/release/florinp93/hells-gate-recomp?include_prereleases&style=for-the-badge&label=Latest%20release&color=B3261E" alt="Latest release" /> </a> <a href="https://ko-fi.com/zerkiller"> <img src="https://img.shields.io/badge/Ko--Fi-Buy%20me%20a%20coffee-FF5E5B?style=for-the-badge&logo=ko-fi&logoColor=white" alt="Ko-fi" /> </a> <a href="https://discord.gg/mjGfv7ysG8"> <img src="https://img.shields.io/badge/Discord-Join%20the%20server-5865F2?style=for-the-badge&logo=discord&logoColor=white" alt="Discord" /> </a> <a href="https://github.com/florinp93"> <img src="https://img.shields.io/badge/Other-Projects-0AB4F5?style=for-the-badge&logo=github&logoColor=white" alt="Other Projects" /> </a> </p>

Hell's Gate is a PC port of Dante's Inferno built with the ReXGlue SDK. The game's Xbox 360 PowerPC executable is translated ahead of time into portable C++ and compiled into a native program. There is no emulator and no JIT at runtime.

On top of the recompiled game, Hell's Gate ships its own renderer: the game's Direct3D layer is replaced by a project-owned implementation on DiligentCore (Vulkan), so the game draws at any resolution and aspect ratio without emulating the Xenos GPU.

You need your own copy of the game. Hell's Gate contains no game files. The installer asks for an Xbox 360 ISO of Dante's Inferno that you dumped yourself.

✨ Features

Playability

  • Fully playable from start to finish, including saves
  • DLC support: drop STFS packages into the DLC folder and they install on launch
  • Game language picked from the languages your copy's region contains

Graphics (native renderer, default since 0.8.0)

  • Any render resolution, detected from your display by default
  • Ultrawide and super-ultrawide (16:10, 21:9, 32:9) and the original 4:3
  • 60, 120, 180 or 240 FPS, with menus and minigames kept at the correct speed
  • SMAA anti-aliasing, anisotropic filtering, higher-resolution shadow maps

Input

  • Mouse and keyboard with rebindable keys
  • Xbox and PlayStation controllers through SDL3 (XInput also available)
  • Button prompts match the device in use: Xbox, PlayStation or your keyboard / mouse bindings

Launcher

  • One-click installer that extracts your ISO
  • Settings, keybinds, DLC folder and log toggle in one place
  • Built-in updater from GitHub Releases
  • Interface in English, Spanish, Portuguese, French and Italian

🎮 Getting started

Windows

  1. Download the latest package from Releases.
  2. Run DantesInfernoInstaller.exe, choose an install folder and point it at your Dante's Inferno Xbox 360 ISO.
  3. Launch from the desktop shortcut, adjust settings if you like, and press PLAY.

The launcher writes dantes_inferno.toml next to the game and checks for updates when it opens.

Linux

  • x86-64: build from source (see below), or run the Windows build under Proton. The Proton path is documented in docs/linux-cross-compile.md.
  • ARM64: a Qt launcher and AppImage are available; see packaging/appimage/README.md.

A working Vulkan driver is required on every platform.

DLC

Open the launcher's DLC tab, click Open DLC Folder, copy your DLC STFS package files in, then start the game. They are installed automatically on startup.

⚙️ Settings

Everything below is exposed in the launcher. Advanced users can pass the same options as command-line flags.

SettingFlagNotes
Resolution--dante_resolution=WIDTHxHEIGHTDefaults to your display's native resolution
Frame rate--video_mode_refresh_rate=6060 / 120 / 180 / 240. Use multiples of 60
SMAA--dante_smaa=trueOn by default
Shadow quality--dante_shadow_scale=2Shadow map scale, 1–4
Renderer--renderer=dantexenos is the D3D12 fallback (see below)

If the native renderer misbehaves on your machine, set renderer_override in dantes_inferno.toml to fall back to the emulated Xenos/D3D12 path.

🛠️ Building from source

You need your own default.xex and game files in game/ (see game/README.md). Requirements: Git, CMake 3.25+, Ninja, Clang 18+ (Clang 22 on Linux), Python 3 and PowerShell 7 (pwsh). Windows also needs Visual Studio 2022 with the Windows SDK.

The native renderer needs DiligentCore. Clone it before running setup so the project's patches are applied to it:

git clone --depth 1 --recurse-submodules https://github.com/DiligentGraphics/DiligentCore.git thirdparty/diligent-core
pwsh ./setup.ps1   # clones ReXGlue SDK v0.10.0 and applies the patches in patches/

On Linux, ./setup.sh does the same without PowerShell and also clones DiligentCore.

Windows

cmake --preset win-amd64-release -DREXSDK_DIR=thirdparty\rexglue-sdk
cmake --build out\build\win-amd64-release --target dantes_inferno_codegen
python patches\generated\apply_generated_patches.py
cmake --build out\build\win-amd64-release --target dantes_inferno

To package the launcher, installer and game into a release folder, run launcher\package-release.ps1 (details in launcher/README.md).

You can also cross-compile the Windows build from Linux with clang-cl and xwin; see docs/linux-cross-compile.md.

Linux (Ubuntu, Vulkan)

<details> <summary>Step-by-step native Linux build</summary>

1. Install dependencies (keeps a backup of the manifest, which later steps overwrite):

cp dantes_inferno_manifest.toml dantes_inferno_manifest.toml.back
chmod +x ./scripts/install_dantes_min.sh
./scripts/install_dantes_min.sh

2. Set up the SDK (after cloning DiligentCore as above):

pwsh ./setup.ps1

3. Configure and build the ReXGlue CLI. The same configure command is reused below, so it is kept in a variable:

CONFIGURE=(cmake -B out/build/linux-release -G Ninja
  -DCMAKE_C_COMPILER=/usr/bin/clang-22
  -DCMAKE_CXX_COMPILER=/usr/bin/clang++-22
  "-DCMAKE_CXX_FLAGS=-stdlib=libstdc++ -I$(pwd)/thirdparty/rexglue-sdk/thirdparty/imgui -mssse3 -mavx2"
  -DREXSDK_DIR=thirdparty/rexglue-sdk)

"${CONFIGURE[@]}"
cmake --build out/build/linux-release --target rexglue

4. Build the Xenos GPU plugin:

cmake --build out/build/linux-release --target rexgpu-xenos
cp thirdparty/rexglue-sdk/out/linux-amd64/lib*.so ./out/build/linux-release/

5. Regenerate the SDK-managed project files (game/default.xex must be present):

thirdparty/rexglue-sdk/out/linux-amd64/rexglue init \
  --force \
  --project-name dantes_inferno \
  --project-root . \
  --xex-path game/default.xex \
  --game-root game

6. Generate the recompiled C++:

"${CONFIGURE[@]}"
cp dantes_inferno_manifest.toml.back dantes_inferno_manifest.toml
cmake --build out/build/linux-release --target dantes_inferno_codegen

7. Apply the generated-code patches:

python3 patches/generated/apply_generated_patches.py

8. Build the game:

"${CONFIGURE[@]}"
cp dantes_inferno_manifest.toml.back dantes_inferno_manifest.toml
cmake --build out/build/linux-release --target dantes_inferno
rm dantes_inferno_manifest.toml.back

The executable is out/build/linux-release/dantes_inferno.

9. Run it from the repository root:

./scripts/dantes_inferno_exe.sh
</details>

Linux (openSUSE Tumbleweed)

<details> <summary>Differences from the Ubuntu steps</summary>

Steps 1 to 4 were tested on Tumbleweed with Clang 23; steps 5 to 9 need game/default.xex and are not yet tested on openSUSE. Clone the repository to a path with no apostrophe (') in it: parts of the build pass the path to the shell unquoted.

1. Install dependencies (also installs shaderc and wine, which FidelityFX needs to generate its shader permutations):

cp dantes_inferno_manifest.toml dantes_inferno_manifest.toml.back
./scripts/install_opensuse.sh

2. Set up the SDK without PowerShell. setup.sh does what setup.ps1 does and also clones DiligentCore and applies its patch:

./setup.sh

3 to 9. Follow the Ubuntu steps, but use the system Clang in CONFIGURE:

  -DCMAKE_C_COMPILER=clang
  -DCMAKE_CXX_COMPILER=clang++
</details>

🗺️ Status and roadmap

Current release: 0.8.0-beta

AreaStatus
Recompiled game: boots, saves, fully playable✅ Done
FMV (VP6) playback fixes✅ Done
Mouse & keyboard, SDL controller support✅ Done
Ultrawide and 4:3✅ Done
DLC auto-install✅ Done
High refresh rate (up to 240 FPS)✅ Done
Native renderer (--renderer=dante)✅ Default; still being refined
SMAA, higher-resolution shadows✅ Done
Button glyphs (Xbox / PlayStation / keyboard)✅ Done
Trials of Saint Lucia online server🔬 In development (research)

📚 Documentation

DocumentTopic
Native renderer designHow the D3D layer is replaced, milestones
Native D3D mapThe game's Direct3D entry points
Frame rateHow high refresh rates are made to work
VP6 FMV fixVideo corruption root cause and fix
Linux cross-compileBuilding on Linux, running under Proton
ReXGlue notesSDK notes and patches
Trials online emulatorDLC online research

🤝 Contributing

Bug reports, pull requests and translations are welcome. The Italian launcher translation came from the community (#63), and the ARM64 launcher and AppImage from #11. Come say hi on Discord.

🤖 AI usage disclosure

AI tools were used as an assistant for documentation drafts, research into APIs and references, and routine Git work such as commit messages. Core architecture, problem-solving, implementation and final review are done by the project's human developers.

Credits

  • ReXGlue SDK, which makes the recompilation possible
  • DiligentCore, the graphics layer under the native renderer
  • POOTERMAN for the fan artwork
  • Everyone who has tested, reported bugs and contributed

Legal

Hell's Gate is an unofficial fan project and is not affiliated with or endorsed by Electronic Arts, Visceral Games or Microsoft. Dante's Inferno is a trademark of its respective owners. This repository contains no game code or assets; you must provide your own legally obtained copy of the game.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
beta
Plataforma de origen
Xbox 360
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
—
Actualización
—

Plataformas de destino 2

Windows
Linux
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