An open research project to run original Xbox One system components and games on PCs, with the authentic SystemOS dashboard as its central goal.
Early research software — no playable games, original SystemOS boot, working dashboard, GUI launcher or end-user release yet. The banner above is concept art, not a capture of running Xbox One software. A successful build or XVD header inspection is not proof of Xbox One compatibility.
Xbox One software targets x86-64, but its original environment consists of separate HostOS, SystemOS and GameOS/ERA components, with Xbox-specific virtualization, services, devices, graphics interfaces and security. Matching the CPU architecture alone does not make its executables ordinary desktop Windows programs.
The project's central objective is to launch the original SystemOS shell and dashboard, navigate it with a controller, access local profiles, Guide and library, launch a supported game from that dashboard, and return to the original shell. The future desktop launcher is only for content management and preparation; it must never imitate or replace the console's dashboard.
The preferred strategy is direct x86-64 execution when technically demonstrated, with a modular compatibility layer for Xbox services and a VM-based or hybrid SystemOS path only when required by real dependencies. GameOS/ERA and later GameCore need separate contracts. This is not a port of x360-native's PowerPC AOT/ReXGlue architecture.
M0 — host-side, read-only file inspection. The project has a C++20/CMake CLI, library and synthetic regression tests. No original Xbox One executable has been demonstrated running.
| Component | Actually implemented | Not demonstrated |
|---|---|---|
| XVD inspection | Recognizes the header at 0x200 and reports structural metadata |
Signature verification, readable payload, decryption, SystemOS boot |
| PE32+ x64 inspection | Reports image properties, DLL imports and imported symbols | Xbox-specific provenance, NT/WinRT activation, executable launch |
| Build and tests | Portable CMake targets; local M0 tests previously passed | Runtime compatibility; functional platform validation |
| SystemOS / original dashboard | Architecture and obstacles documented | Original frame, boot, navigation, Guide, profiles |
| GameOS / ERA / graphics | Research and integration boundaries | Game startup, sound, rendering, gameplay or return to dashboard |
A GitHub Actions workflow is configured for Windows, Linux and macOS host builds/tests. Its existence does not establish runtime support on those systems. Windows x64/ARM64, Linux x64/ARM64 (including Steam Deck on Linux x64), and macOS Intel/Apple Silicon are long-term targets, not supported downloads.
The documented SystemOS build 10.0.10586.1029 is only an inspection reference, not a proven easiest or bootable target. Selection of the first real dashboard requires legitimate, readable, version-consistent components. See M0 findings and project status.
This is a developer tool, not a launcher. You need CMake and a C++20 compiler. From the repository root:
cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build --config Release
ctest --test-dir build -C Release --output-on-failureRun it on files that you lawfully possess and are authorized to analyze:
./build/xone-native inspect /path/to/system.xvd --json
./build/xone-native inspect /path/to/component.exeWith a Windows multi-config generator, the executable is typically build\Release\xone-native.exe; locate the executable in the selected generator's output directory. The inspector does not copy, unpack, decrypt, authenticate, modify or execute the input. A PE32+ result does not identify a binary as Xbox One software on its own.
There are no downloadable user releases at this stage. Do not present the repository source archive as a playable application.
Future desktop launcher (management and preparation only)
└── Shared content inventory / version profiles / SHA-256
├── SystemOS session
│ ├── Original component activation / compatibility boundary
│ ├── Optional VM boundary if truly required
│ └── Original shell, presentation, input, profiles, storage
└── GameOS session
├── ERA x86-64 loader and KernelX / Xbox WinRT contracts
├── D3D11.X, audio, controller and storage adapters
└── Return-to-SystemOS session coordination
- Authenticity: only original, legally obtained components may render the dashboard; no screenshots, mock shell or fake Guide may count as the real system.
- Exact version isolation: original modules and assets must match their SystemOS revision, provenance and hashes. No cross-version fallback or shared cache of version-specific originals.
- Performance with correctness: measure before/after against equivalent workloads; preserve graphics, timing, security boundaries and storage behavior. No fake-success stubs or per-game hacks in shared paths.
- One shared codebase: isolate OS-specific adapters without duplicating games, system components, projects or large caches. Keep original inputs unchanged and use version-aware, content-addressed caching only where justified.
- Honest evidence: distinguish identified, loaded, initialized, rendering, interactive, gameplay, playable and fully functional. Test fixtures and successful compilation alone are not runtime evidence.
The planned graphics directions are Xbox (original behavior and fidelity) and Native (measured PC enhancements without visual or timing regressions). Neither renderer is implemented yet. Further boundaries and blockers: docs/M0.md.
Goals, not compatibility claims:
- M0: identify legally readable system inputs and map imports/dependencies (currently: read-only XVD/PE inspector).
- M1: present the first authentic frame drawn by an original SystemOS component with recorded evidence.
- M2–M3: original shell, navigation, Guide, local profiles and persistent storage.
- M4: GameOS/ERA execution through verified KernelX, Xbox WinRT and graphics/audio/input contracts.
- M5: dashboard → game → Guide/dashboard, lifecycle and save/restore.
- M6: validated additional host architectures, optimized graphics/performance and user-friendly distributions.
Does “native” mean Xbox One software already runs like a Windows app?
No. The CPU architecture is similar, but the Xbox APIs, application model, VM services and original shell still need implementation or isolation. No original SystemOS code has been executed by xone-native yet.Can I boot my Xbox One dashboard or play games today?
No. M0 inspects limited file metadata. The original dashboard, launcher, games and graphics runtimes are not functional.Why not just copy WinDurango or the Xbox 360 project?
[WinDurango](https://github.com/WinDurango/WinDurango) targets Windows-hosted ERA game compatibility and uses LGPL-3.0. It does not provide a finished original SystemOS boot path. x360-native targets a different console and PowerPC AOT pipeline. Reuse requires a technical and license review, not an unverified source copy.Does the project ship firmware or bypass Xbox protections?
No. Do not submit or distribute Microsoft firmware, game files, proprietary assets, keys, personal saves or extracted protected content. No DRM-bypass or key-extraction mechanism is part of this project.Focused code changes, synthetic fixtures, reproducible reports, upstream research and documentation improvements are welcome. Start with CONTRIBUTING.md; coding agents must follow AGENTS.md and CLAUDE.md. Do not submit original Xbox files or account identifiers in issues or logs.
| Document | Purpose |
|---|---|
| STATUS.md | Dated, evidence-based progress and known limitations |
| M0 technical report | Verified facts, architecture choice, first-frame blockers and next increment |
| Documentation index | Technical reading order and reference links |
| Agent rules / persistent context | Permanent requirements for code and tests |
| Security | Responsible vulnerability reporting |
Original xone-native code is under BSD-3-Clause. Third-party components retain their own terms; none are vendored at M0. See the public research in Xbox One Research, WinDurango and public Azimuth documentation. Azimuth's source is not available for reuse here. x360-native is a separate, inspirational project.
Not affiliated with, sponsored or endorsed by Microsoft. Xbox and related names are trademarks of their owners. The banner is original abstract concept art, not a system or gameplay capture.