florinp93/hells-gate-recomp

Games

Ports Dante's Inferno from Xbox 360 to native PC by static recompilation, with a Vulkan renderer, for players who own the game.

800
35
C++
2 months old

Overview

Hell's Gate turns the Xbox 360 version of Dante's Inferno into a native PC program. The PowerPC executable is translated ahead of time into portable C++ with the ReXGlue SDK and compiled, so nothing is emulated and no JIT runs at runtime. On top of the recompiled game, the project replaces the game's Direct3D layer with its own renderer built on DiligentCore over Vulkan. That renderer makes arbitrary resolutions, aspect ratios and frame rates possible without emulating the Xenos GPU.

The game is fully playable from start to finish with saves working. It also supports DLC packages, mouse and keyboard input, Xbox and PlayStation controllers through SDL3, resolutions from the original 4:3 up to 32:9 ultrawide, frame rates of 60, 120, 180 or 240 FPS, SMAA, anisotropic filtering and higher-resolution shadow maps. A launcher handles installation, settings, keybinds, DLC and updates, with an interface in English, Spanish, Portuguese, French and Italian.

This is for people who own a copy of Dante's Inferno and want to play it natively on PC; it ships no game files. The current release is 0.8.0-beta.

Quick Start (Windows)

  1. Download the latest package from Releases.
  2. Run DantesInfernoInstaller.exe, choose an install folder, and point the installer at an Xbox 360 ISO of Dante's Inferno that you dumped yourself.
  3. Launch the game from the desktop shortcut, adjust settings if needed, and press PLAY.

The launcher writes dantes_inferno.toml next to the game and checks for updates on open. A working Vulkan driver is required.

To install DLC, open the launcher's DLC tab, click Open DLC Folder, copy the STFS package files in, and start the game; they are installed on startup.

Running on Linux

On x86-64 you can build from source or run the Windows build under Proton, which is documented in the cross-compile guide. ARM64 has a Qt launcher and AppImage described in its packaging notes. Building on Ubuntu and openSUSE Tumbleweed needs default.xex and the rest of the game files placed under game/ first (see game/README.md). The Ubuntu build requires Git, CMake 3.25+, Ninja, Clang 18+ (Clang 22 in the documented commands), Python 3 and PowerShell 7; Windows additionally needs Visual Studio 2022 with the Windows SDK.

Clone DiligentCore before running setup so the project's patches apply to it, then set up the SDK:

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 patches

On Linux, ./setup.sh does the same without PowerShell. From there, follow the nine-step Ubuntu sequence (dependencies, SDK, ReXGlue CLI, Xenos plugin, project regeneration, codegen, generated patches, game build, run) in the README; the result is out/build/linux-release/dantes_inferno, launched from the repository root with ./scripts/dantes_inferno_exe.sh.

Constraints and Settings

  • You must supply your own game. The repository contains no game code or assets; the installer asks for an ISO you dumped yourself. Building from source likewise needs game/default.xex and the game files.
  • Tuning is optional. The launcher exposes resolution (--dante_resolution=WIDTHxHEIGHT), frame rate (--video_mode_refresh_rate, multiples of 60), SMAA (--dante_smaa=true, on by default) and shadow scale (--dante_shadow_scale, 1–4). If the native renderer misbehaves, set renderer_override in dantes_inferno.toml to fall back to the emulated Xenos/D3D12 path.
  • Platform gaps. On openSUSE Tumbleweed, steps 1–4 were tested with Clang 23; steps 5–9 require game/default.xex and are not yet tested there. The repository path must not contain an apostrophe, because parts of the build pass it to the shell unquoted.
  • No declared license and no affiliation with Electronic Arts, Visceral Games or Microsoft; the game remains a trademark of its owners.
  • The Trials of Saint Lucia online server is still in development.

HotRepo's take

On the 2026-11-01 all-language daily GitHub list, Hell's Gate appeared in the C++ language list at position 13 with 34 stars gained that day and a total of 800 stars. That is the project's only recorded HotRepo snapshot, so it supports the claim that the release drew attention on that day but not a trend. What stands out technically is the approach: a static recompilation matched with a project-owned Vulkan renderer, which is what allows native resolution and refresh-rate control rather than emulator-level workarounds. The remaining rough edges are consistent with a beta port, particularly the native renderer still being refined and the openSUSE build path only partially tested.

Written by AI from the project's README, updated . The project's own docs are the source of truth.