# Dead Rising 2: Case Zero — Native PC Port **To play with online feature download it from the [XenonLive launcher](https://github.com/wivi514/XenonLive_Launcher)** Play **Dead Rising 2: Case Zero** (Capcom / Blue Castle Games, 2010 — the Xbox 360 exclusive prologue to Dead Rising 2) natively on Windows, Linux, the Steam Deck and Apple Silicon Macs. This is not an emulator: the game's Xbox 360 code was translated ahead of time into a native program ([XenonRecomp](https://github.com/hedge-dev/XenonRecomp) / [XenosRecomp](https://github.com/hedge-dev/XenosRecomp)), running on a purpose-built engine with a Vulkan renderer, real XMA audio, and native keyboard/mouse support. > **Status: finished. v1.1.3 (October 2026) is the final release.** The game is > **100% playable start to finish**, solo and in two-player online co-op, and has > been completed end to end on Windows and Linux. The maintainer has stopped > working on the project: no further updates are planned, and issues and pull > requests may go unanswered. The code and the full development record stay > here for anyone who wants to pick it up (see > [For developers and other porters](#for-developers-and-other-porters)). **No game data is included** in this repository or the downloads. You must own Dead Rising 2: Case Zero and supply your own copy of the game package. This project is not affiliated with, or endorsed by, Capcom or Microsoft. ## How to install 1. **Download** the release for your system from the [Releases](../../releases) page: - Windows: `CaseZeroRecomp-windows-x86_64.zip` - Linux: `CaseZeroRecomp-linux-x86_64.tar.zst` (or the `.AppImage`) - Steam Deck: `CaseZeroRecomp-steamdeck-x86_64.tar.gz` - Mac (M1 or newer): `CaseZeroRecomp-macos-arm64.zip` 2. **Unpack it anywhere** (Windows: right-click → Extract All; Linux: `tar --zstd -xf CaseZeroRecomp-linux-x86_64.tar.zst`; Mac: double-click the zip, then run `xattr -dr com.apple.quarantine ` once in Terminal — the Mac build is not notarised by Apple, and without this macOS refuses it or runs it from a hidden location where it cannot find its `assets` folder). 3. **Add your copy of the game.** You need the XBLA package file your Xbox 360 downloaded — about **825 MB**, no file extension. On the console's storage it is at: ``` Content/0000000000000000/58410A8D/000D0000/ ``` Copy that file into the `assets/package/` folder inside the game folder you just unpacked (copying the whole `58410A8D` folder in also works — or just drag the file onto the launcher window in step 4). 4. **Run the game** — `cz_runtime.exe` on Windows, `./cz_runtime` on Linux, `CaseZeroRecomp.app` on a Mac (keep it in the same folder as `assets`). The first run sets everything up by itself under a progress bar: it unpacks your package, prepares the game's 1,367 shaders (~10 seconds), and generates the menu and prompt assets from your data. Later launches go straight into the game. The launcher's **SUBTITLES** row picks the game's language, and the launcher and the in-game PC settings panel follow it (English, French, Italian, Spanish; Japanese and Korean menus stay in English — the game's own text is localized either way). If anything needed is missing, the game tells you exactly what and where — it never fails with a blank screen on purpose. A `README.md` inside the bundle has a troubleshooting section. **Every run writes `cz_runtime.log`** next to the game folder's `assets/` (for the AppImage, next to the `.AppImage`), and `cz_runtime --diag` prints your OS, GPU, driver and display facts and exits — attach both to any bug report. **Or press F9 in the game**: it captures the frame, the last 60 s of log and your machine into a report the XenonLive launcher's Issues tab sends for you. Your **saves and settings live outside the game folder** (Windows: `Saved Games\Dead Rising 2 Case Zero\`; Linux: `~/.local/share/Dead Rising 2 Case Zero/`; Mac: `~/Library/Application Support/Dead Rising 2 Case Zero/`), so you can delete or replace the game folder at any time without losing progress. ## Controls - **Keyboard/mouse** works out of the box with the Dead Rising 2 PC control scheme: WASD to move, mouse to look, left-click attack, right-click aim, Space jump, E to use/pick up, Tab for the map, 1/3 to cycle items, arrow keys for the d-pad. Every on-screen prompt shows real key icons, and the exact map is printed in the terminal at startup. Rebindable via a `kbmap.txt` file next to the executable. - **Any controller SDL recognizes** (Xbox layout) works, with vibration, and the prompts switch between keyboard and controller art automatically depending on which one you touched last. ## Features - The **whole game**: Still Creek, combo weapons, cinematics, save/load — completable start to finish. - **Two-player online co-op** (v1.1.0), the mode the Xbox build carried in its code and never showed: JOIN CO-OP GAME on the main menu, a friends list to join from, and the host asked before anyone comes in — over [XenonLive](https://github.com/wivi514/XenonLive_Launcher), through its [launcher](https://github.com/wivi514/XenonLive_Launcher). Playable to the ending together (v1.1.3), each player on his own motorcycle. - **Level cap raised to 50** (the original XBLA release stopped Chuck at level 5) with all fifteen skills unlockable — Case Zero as a full game, not a demo-sized one. - **60 fps** (the game's own hidden mode, surfaced) — the original 30 fps pacing remains available as a setting, along with higher caps. - **The restored PC options screen**: the Xbox build ships a dormant PC graphics menu; this port revives it in-game — resolution (720p up to 5K, applies live without a restart), display mode, vsync, shadow quality — plus ZOMBIE DETAIL, WORLD DETAIL and SHADOW BIAS (v1.1.3), which bring distant zombies, buildings and overhang shadows in from much further away than the Xbox did. - **21:9 ultrawide support** — pick an ultrawide resolution (e.g. 3440×1440) and the game renders true widescreen. **Tip:** raise Field of View to at least **+10** in the options when playing ultrawide — at the stock FOV the wider frame stretches Chuck; +10 or more makes it look great. - **MSAA 2x anti-aliasing** by default, adjustable field of view, a settings launcher, and a pipeline pre-warm so even your first session plays smoothly. - **Real Xbox 360 audio** (XMA) through ffmpeg — music, speech, effects, looping ambience. - **Built for long sessions**: texture memory recycles over a full playthrough — no slow degradation on marathon runs. ## Requirements - A GPU and driver with **Vulkan 1.3** support. - **Windows**: Windows 10 or later, x86-64. - **Linux**: x86-64 with glibc **2.35 or newer** from v1.0.2 (v1.0.1 needed 2.43 — see known issues). An AppImage is provided from v1.0.2. - **Steam Deck**: use `CaseZeroRecomp-steamdeck-x86_64.tar.gz` (no launcher, native 1280x800, the detail settings at the original values for performance). Do the first run in Desktop Mode: it takes about a minute and Game Mode shows no progress console. `docs/steam-deck-testing.md` has the details. - **macOS**: an Apple Silicon Mac (M1 or newer) on macOS 13 or later. Intel Macs are not supported. - **~2 GB free disk space** after first-run unpacking. - **Your own copy of the game** (see above). ## Known issues (minor — none affect playability) - The occasional spot may shade slightly differently than original hardware (highlight brightness in particular is not exactly the Xbox's). - Some rooftop props and sign lettering can pop in and out as you cross a streaming boundary, and the large "LAS VEGAS 46" sign can show holes while the camera moves (`docs/las-vegas-sign-holes.md`). - **Linux glibc floor**: v1.0.1 refuses to start on distributions below glibc 2.43 with a `GLIBC_x.yz not found` message (that includes every SteamOS). v1.0.2 is built on an older base (floor 2.35) and also ships as an AppImage. - **Steam Deck**: use the dedicated Steam Deck download. The Windows build under Proton is the fallback, not the path to try first. - **macOS (v1.1.3, Apple Silicon only) is an early build**: tested on one M1, where it plays; it can freeze when left idle for ~15 minutes and runs at ~40 fps there. Run `xattr -dr com.apple.quarantine ` once before the first launch (the build is not notarised). ## Debug menu (optional) The retail disc still carries Blue Castle's own development menu, and this port can switch it back on. **F4** opens it; **F2** opens the DebugJump screen, which warps straight to any case or mission from the title menu. It is off by default, so pressing F4 in a normal install does nothing. Pick whichever of these suits you — they all do the same thing: **A shortcut, if you want to switch back and forth.** Right-click `cz_runtime.exe` → **Send to** → **Desktop (create shortcut)**, then right-click the new shortcut → **Properties**, and add a space and `--debug-menu` to the end of the **Target** box: ``` "C:\Games\CaseZeroRecomp\cz_runtime.exe" --debug-menu ``` Keep the normal icon as well and you have one install with two ways to start it — ordinary play, and play with the menu. On Linux and macOS the same flag works from a terminal: `./cz_runtime --debug-menu`. *The flag is newer than v1.1.2 — on v1.1.2 and earlier, use the file route below.* **A text file, if you want it on permanently.** Open `cz_defaults.env` (next to the executable) in any text editor and add one line: ``` CZ_DEBUG_MENU=1 ``` **An environment variable, if you prefer that.** `CZ_DEBUG_MENU=1` anywhere the game can see it. The command-line flag overrides both of the above; the environment overrides the file. Once it is on, the menu takes **Up/Down** to move, **Enter** to use, **Left/Right** to change a value and **F4** to close. The game window has to have keyboard focus. > This is retained developer scaffolding, not a feature we wrote: some entries do > nothing, and a few can leave the game in a strange state. It cannot corrupt a save > that is not written, but take a backup if you are attached to one. ## Building from source The repository contains no game data, so a build needs your own package plus sibling checkouts of the (patched) recompilers — see `docs/xenonrecomp-upstream-bugs.md` for the local patches and `docs/windows-build-setup.md` for the Windows toolchain. The short form (Linux, after unpacking the game and regenerating `ppc/` per `CLAUDE.md`): ``` python3 tools/gen_import_stubs.py cmake -S runtime -B runtime/build -G Ninja cmake --build runtime/build -j$(nproc) ./runtime/build/cz_runtime --smoke ``` CI (`.github/workflows/build.yml`) builds the host runtime on both platforms on every push — it proves the host code compiles; it cannot run the game. macOS is built on the Mac itself (`docs/macos-build-setup.md`, `tools/release_package_macos.sh`). ## For developers and other porters `docs/` is this project's full working memory, written for an outside reader porting a *different* Xbox 360 title with the same pipeline: the findings ledger, the 640-entry gotcha list, the `.big`/STFS/XEX format notes, the renderer and audio build-out records, and the measurement discipline that kept it honest. Start with `docs/xenia-capture-analysis.md` and `docs/gotchas.md`. The original day-1 dev README is preserved at `docs/dev-readme-day1.md`. **If you want to continue the port**, `docs/final-state.md` is the hand-off: what works, what is open and where each open item's record lives, and how a release is built on each platform. The licence (PolyForm Noncommercial) allows forks for non-commercial use. ## For speedrunners The game publishes its loading and cutscene state at a fixed address so a load remover or autosplitter does not have to chase pointers through a binary that gets rebuilt constantly. **[`docs/speedrunning.md`](docs/speedrunning.md)** is the complete interface: the field layout, the cutscene names, example readers, and what is verified versus what is not. The v1 layout is final: v1.1.3 is the last release, so no fields will be added. A fork that adds some should keep the v1 offsets and use the reserved tail, as the document says. ## Support the project The project is finished and no longer maintained. If it made your day and you'd like to say thanks, [**GitHub Sponsors**](https://github.com/sponsors/wivi514) is still there — but please don't sponsor expecting further updates to this port. ## Credits and licensing - **[hedge-dev](https://github.com/hedge-dev)** — XenonRecomp and XenosRecomp, the recompiler pair this port is built on, and UnleashedRecomp for proving the shape (used as a structural reference only; no GPL code is copied). - Third-party components and their licences are enumerated in `THIRD_PARTY.md`, generated into every release bundle. - This repository's own code is licensed under **PolyForm Noncommercial 1.0.0** (see `LICENSE`). - Dead Rising 2: Case Zero is © Capcom Co., Ltd. This project ships none of its content; everything the game needs is read from, or generated at first run from, the player's own copy.