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Dark Rift: Recompiled 0.1.1 (macOS)
Settings cleanup: the menus no longer carry options from the frontend this port is based on.
Changes
- Controls are named after the N64 buttons (A, B, Z, C Up, ...). Dark Rift assigns actions (attacks, block, grab) in its own in-game Controls screen. Existing bindings are kept.
- Removed settings that had no effect in Dark Rift: Rumble (the game has no Rumble Pak support), Film Grain, Invert Y Axis, Radio Communication Box, HUD Placement, and the Music / Voice / Sound Effects volume sliders. Main Volume stays; music and sound effects volumes are in the game's own Options menu.
How to play
Same as 0.1.0: download DarkRiftRecompiled-macOS-arm64.zip, unzip, then on first launch go to System Settings → Privacy & Security → Open Anyway (or run xattr -dr com.apple.quarantine /path/to/DarkRiftRecompiled.app). Select your Dark Rift (USA) .z64 ROM in the launcher. Requires macOS on Apple Silicon.
No game data is included. Unofficial fan project, not affiliated with or endorsed by Kronos Digital Entertainment, Vic Tokai or Nintendo.
Dark Rift: Recompiled 0.1.0 (macOS)
First playable build of Dark Rift: Recompiled, a native port of Dark Rift (Nintendo 64, 1997) made with N64Recomp, N64ModernRuntime and RT64.
No game data is included. You need your own ROM.
Requirements
- macOS on Apple Silicon (built for macOS 11 or later; tested on macOS 26)
- Dark Rift (USA) ROM in
.z64format, SHA-13254442626ca2f2ac74400dc1c6a306f5d1b6ceb
How to play
- Download
DarkRiftRecompiled-macOS-arm64.zipand unzip it. - The app is not signed by a registered Apple developer, so macOS blocks it on first launch. Open it once, then go to System Settings → Privacy & Security and click Open Anyway; or run
xattr -dr com.apple.quarantine /path/to/DarkRiftRecompiled.apponce. (Right-click → Open no longer works for this on macOS 15 and later.) - Select your ROM in the launcher and start the game.
What works
- Menus, tournament mode and fights with HUD are playable (not yet tested through to the ending)
- Fighters: Dark Rift draws its characters with SGI's Turbo3D microcode, which RT64 doesn't support; this port translates it to Fast3D on the fly
- High resolution rendering through RT64
Known issues
- Widescreen: the areas outside 4:3 are not always filled correctly
- The HUD is drawn through a workaround for an RT64 issue with the game's 2D sprites
- Some menus flicker
- Settings and menus still carry defaults from the frontend this port is based on
- Windows and Linux builds are not available yet
Credits
- N64Recomp / N64ModernRuntime by Wiseguy and contributors, RT64 by Darío and contributors
- Frontend adapted from Starfox64Recomp and Zelda64Recomp
- Built from the Dark Rift decompilation by Unnunu and contributors
Dark Rift is a trademark of its respective owners. This is an unofficial fan project, not affiliated with or endorsed by Kronos Digital Entertainment, Vic Tokai or Nintendo.