Dead Rising 2: Case West — Native PC Port
To play with online feature download Case West from the XenonLive launcher
Play Dead Rising 2: Case West (Capcom / Blue Castle Games, 2010 — the Xbox 360 exclusive epilogue to Dead Rising 2, where Chuck Greene and Frank West break into the Phenotrans facility) natively on Windows, Linux, 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 / XenosRecomp), running on a purpose-built engine with a Vulkan renderer, real XMA audio, and native keyboard/mouse support.
Status: finished. v1.1.2 (October 2026) is my official final build. The single-player game is playable start to finish, and two-player online co-op works over XenonLive, through its launcher — the game's own co-op menus, the way the 360 version played it. Started outside the launcher the game is offline and single-player. I have stopped active development, but I encourage others to continue improving the port, fork it, and contribute pull requests. Issues and pull requests may go unanswered; the code and development record remain here for anyone who wants to carry it forward.
No game data is included in this repository or the downloads. You must own Dead Rising 2: Case West and supply your own copy of the game package. This project is not affiliated with, or endorsed by, Capcom or Microsoft.
How to install
- Download the release for your system from the
Releases page:
- Windows:
CaseWestRecomp-windows-x86_64.zip - Linux:
CaseWestRecomp-linux-x86_64.tar.zst - Linux, single file:
CaseWestRecomp-linux-x86_64.AppImage(same build;chmod +xit and run it) - Steam Deck:
CaseWestRecomp-steamdeck-x86_64.tar.gz - Mac (Apple Silicon):
CaseWestRecomp-macos-arm64.zip
- Windows:
- Unpack it anywhere (Windows: right-click → Extract All; Linux:
tar --zstd -xf CaseWestRecomp-linux-x86_64.tar.zst; Steam Deck:tar -xzf CaseWestRecomp-steamdeck-x86_64.tar.gz; Mac: double-click the zip). The Mac build is not notarized; before its first launch, runxattr -dr com.apple.quarantine <the unzipped folder>in Terminal. - Add your copy of the game. You need the XBLA package file your Xbox 360
downloaded — about 1.2 GB, no file extension. On the console's storage
it is at:
Copy that file into the
Content/0000000000000000/58410B00/000D0000/<a long string of letters and numbers>assets/package/folder inside the game folder you just unpacked (copying the whole58410B00folder in also works — or just drag the file onto the launcher window in step 4). - Run the game —
cw_runtime.exeon Windows,./cw_runtimeon Linux or Steam Deck, orCaseWestRecomp.appon Mac (keep it beside theassetsfolder). The first run sets everything up by itself under a progress bar: it unpacks your package, prepares the game's 1,322 shaders (7.5 s on a 16-thread desktop, longer on fewer cores — it uses all of them), and generates the keyboard prompt art from your data. Later launches go straight into the game.
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.
Your saves and settings live outside the game folder (Windows:
Saved Games\Dead Rising 2 Case West\; Linux:
~/.local/share/Dead Rising 2 Case West/), 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. The epilogue's photo camera works fully on keyboard
too — hold right-click, press 2 or 3 to raise the camera, left-click to take
the shot, 1/3 or the wheel to zoom. Every on-screen prompt shows real key
icons, and the exact map is printed in the terminal at startup. Rebindable
via a
kbmap.txtfile next to the executable. - Any controller SDL recognizes (Xbox layout) works, and the prompts switch
between keyboard and controller art automatically depending on which one you
touched last. Controller vibration reaches the pad, at the lengths the
console gave each effect whatever your frame rate (
CW_NO_RUMBLE=1turns it off).
Features
- The whole single-player game: the Phenotrans facility, the story cases, combo weapons, the photo camera, cinematics with subtitles, save/load — completable start to finish.
- 60 fps (the engine's own pacing, surfaced) — the original 30 fps stays available as a setting, along with higher caps.
- A graphics menu inside the game's own options (Help & Options → Visuals): resolution — which applies live, without a restart — display mode, vsync, shadow quality, MSAA (off / 2x / 4x, next launch), frame cap, field of view and mouse sensitivity. The launcher carries the same rows.
- Ultrawide support — the resolution row lists your monitor's own modes, so a 21:9 display can pick e.g. 3440×1440 and the game renders true widescreen, and culls to that width too, so scenery at the far edges does not pop in and out as you turn. 16:10 displays (1280×800, 1920×1200, 2560×1600) render the world taller with the interface letterboxed at full width. Tip: raise Field of View in the options when playing ultrawide; the stock FOV was chosen for 16:9.
- MSAA 2x anti-aliasing by default, a settings launcher, and a pipeline pre-warm plus background pipeline building, so even a first session plays smoothly instead of hitching the first time it sees something new.
- The launcher works on a controller as well as a keyboard — D-pad or left stick to move, A to select, START to play, B to quit — and lists the 21:9 and 16:10 sizes alongside the 16:9 ones.
- Subtitle language from the launcher — English, French, Italian, Spanish, Japanese or Korean, the six the game ships. It is read once at boot, so pick it before pressing PLAY.
- Real Xbox 360 audio (XMA) through ffmpeg — music, speech, effects, and the console's hardware loop behaviour.
- Built for long sessions: texture memory recycles over a full playthrough — no whitening or slow degradation on marathon runs.
- A log file and a diagnostic mode for bug reports: every run writes
cw_runtime.logbeside the game folder'sassets/(the previous run is kept ascw_runtime.log.1), andcw_runtime --diagprints one line per fact about your OS, GPU, driver and display path, and writes it tocw_diag.txt. - Bink video plays through the game's own decoder; the port supplies file I/O and nothing else.
- Under the hood: 58,345 PowerPC functions statically recompiled to native code, the 360 GPU's command stream executed on Vulkan 1.3, and a first run that builds everything it needs from your own copy of the game.
Requirements
- A GPU and driver with Vulkan 1.3 support (tested on NVIDIA and AMD).
- Windows: Windows 10 or later, x86-64.
- Linux: x86-64 with glibc 2.35 or newer (Ubuntu 22.04, Debian 12, Fedora 36 and newer).
- Steam Deck: use the dedicated Steam Deck archive; it defaults to the Deck's 1280×800 display and omits the desktop launcher.
- macOS: Apple Silicon (M1 or newer), macOS 13 or later. Intel Macs are not supported. The app is not notarized; see the install note above.
- ~3 GB free disk space after first-run unpacking.
- Your own copy of the game (see above).
Known issues (minor — none affect playability)
- A few spots may shade slightly differently than original hardware.
- On some AMD GPUs (seen on our own RX 6600 test machine; NVIDIA is unaffected): a black square can appear in the middle of the screen during loading screens and cutscenes. Alt-tab out and back, or press Win+PrintScreen — either clears it. It does not affect gameplay or progress. The sibling port shows the same thing on the same hardware, which points at the code the two share rather than at this game.
- Steam Deck: a dedicated build is available, but direct testing on Deck hardware
has not been completed.
docs/steam-deck-testing.mdhas testing notes; community reports and fixes are welcome. - Co-op needs the XenonLive launcher — the game only goes online when the launcher starts it (see the status note above); a plain launch is single-player.
The sibling port
The prologue, Dead Rising 2: Case Zero, is ported the same way and shares almost all of this runtime: Dead_Rising_2_Case_Zero_Xenon_Recomp. Fixes flow both ways between the two, which is why a defect seen on both — like the AMD black square above — is worth more than one seen on either alone.
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 cw_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\CaseWestRecomp\cw_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 the same flag works from a
terminal: ./cw_runtime --debug-menu.
A text file, if you want it on permanently. Open cw_defaults.env (next to the
executable) in any text editor and add one line:
CW_DEBUG_MENU=1
An environment variable, if you prefer that. CW_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 — the local patches are vendored
in tools/ci/, and the Windows toolchain is documented in the sibling port's
windows-build-setup.md.
The short form (Linux, after unpacking the game and regenerating ppc/ per
CLAUDE.md):
cmake -S runtime -B runtime/build -G Ninja
cmake --build runtime/build -j$(nproc)
./runtime/build/cw_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.
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 numbered
findings ledger, the transferable gotcha list, the .big/STFS/XEX format
notes, and the record of how a near-complete sibling port of the same engine
was transplanted rather than re-derived — docs/imported-fixes.md tracks every
fix taken across, with its source commit and what re-measuring it here proved.
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, the notes above and the build instructions are the hand-off. Community forks and pull requests are encouraged; the original maintainer may not be available to respond.
Its sibling, Dead Rising 2: Case Zero — Native PC Port, is also released.
Support the project
The v1.1.2 build is my final release, and I am no longer maintaining this port. If you'd like to support my work, sponsor me on GitHub — but please don't sponsor expecting further updates from me on Case West. I welcome community forks and contributions that carry the project forward.
Credits and licensing
- 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 West 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.