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Port nativo

Dead Space 2

Port nativo de Dead Space 2 para PC.

Dead Space 2

Port nativo basado en su ficha de origen.

README del repositorio

Dead Space 2

Dead Space 2 Recomp

Prerelease playtest — expect bugs. No game data is included. You need your own retail copy of Dead Space 2 to build and play.

A static recompilation of the Xbox 360 version of Dead Space 2 that runs natively on PC. The whole game executable (47,739 functions, Title Update 2) is translated to C++ by ReXGlue and laid out using the game's PDB: original source folders, real function names, original file boundaries.

Dead Space 2 already has an official PC release; this project isn't a replacement for it. It has two goals:

  • Portability: turn the 360 version into plain C++ that can move to ARM devices (Switch and others).
  • PDB mapping: test how far a prototype PDB can name and place recompiled code directly, with no decompilation step, with every name and source file backed by measured precision.

Mods are supported through a hook API keyed by those PDB names.

Status

TU2 is now the only supported build; the tooling remains in tools/. The campaign and Severed DLC have not been fully playtested.

  • TU2 names: carried from base by proof. 45,912 are proven and 885 probable. The probable ones need an opt-in before a mod can hook them.
  • Disc 2: with Title Update #2 it patches to an image byte-identical to Disc 1, so the TU2 build runs it too. The launcher supplies both discs for automatic switching; full campaign validation remains pending.
  • DLC, Dead Space 2: Severed: working, but not fully playtested. The package installs with tools/extract_dlc.py and the game mounts it. Severed has been smoke-tested, not played through.
  • Multiplayer and Xbox Live features (online play, leaderboards, achievements syncing, marketplace) are not tested yet.
  • Launcher: included in the playtest release, with file verification, DLC setup, display options and language selection.
  • Languages: English and French voices; Spanish text/subtitles with English voices on the supported World (En,Fr,Es) discs.
  • Feedback: report bugs through Issues, including your chapter/DLC, GPU and latest log. First-run shader compilation may cause stutter; restart and check whether it improves.

Sources

Retail Disc 1Dead Space 2 (World) (En,Fr,Es), Disc 1 default.xex, Title ID 454108DF, Media ID 2915C8F8
Retail Disc 2Same release, Disc 2 default.xex, Media ID 403243EC
Title UpdateDead Space 2 Title Update #2 (TU_12K226V_000000C000000.00000000000G3); disc001/default.xexp sha256 8d386d37…01ec2, which patches the XEX to version 0.0.2.3
DLCDead Space 2: Severed (content type 00000002, package 1B7ECDF8…7E45)
PDBdeadspace_f.pdb, 2010-11-19 prototype build

The prototype is a near-exact match for retail: of 22,976 functions compared by compiled size, 22,962 (99.94%) are identical. The 14 that differ are all XDK runtime code (CRT file I/O, heap); the game's own code matches throughout.

Quick start

  1. Download DS2-TU2-Playtest-20261017-Setup.exe (installer), or extract DS2-TU2-Playtest-20261017.zip (portable), from the release.
  2. Run DS2Launcher.exe, select your own Disc 1 and Title Update 2, plus Disc 2 and Severed if available.
  3. Verify files, choose your options and language, then launch.

Build from source: docs/BUILDING.md. No game data, title update or DLC is included.

Layout

PathWhat
src_tu2/Recompiled Title Update #2 game code; src/app and src/modapi are shared
src_tu2/_units/157 build units matching the codegen translation units
src_tu2/symbols.tsv, src_tu2/ds2_names.hAddress → PDB name map
src/app/Host app (ds2.exe)
src/modapi/, mods/Mod API and example mods
sdk/Pinned ReXGlue commit and the DS2 patch
tools/Build, XEX extraction, smoke test, object comparison, mod generators, pdbchain (PDB matching, including V0_PREV_BUILD for carrying names to a new build), tu2/ (build-to-build tooling)

Docs

  • BUILDING.md: build, run, smoke test
  • MODDING.md: hooks by PDB name, loose files, PDB struct headers
  • NAMED_TREE.md: how functions got their names and files
  • PDB_MATCHING.md: matching tools, method and timeline
  • REGENERATING.md: refreshing src/ from the pipeline repo
  • TODO.md: roadmap (raw mouse, ultrawide, above 60 FPS, graphics options, multiplayer, disc swap)

Credits

  • ReXGlue and its developers: the Xbox 360 static recompilation toolkit and runtime this project is built on.
  • Xenia and its developers (xenia.jp): the Xbox 360 emulator whose kernel, GPU (Xenos) and file-system work ReXGlue's runtime builds on.

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