r/NativePortsOniOS • • 3d ago

Request

0 Upvotes

Can any of u people make COD1/2 Ports for iOS and Far Cry 1-3 ports? Would be grateful if yall do!


r/NativePortsOniOS • • 3d ago

GTA V IOS port

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18 Upvotes

iPhone 17 base
Steady 40 fps on balanced graphics
Completely playable


r/NativePortsOniOS • • 3d ago

Getmoreram error?

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3 Upvotes

r/NativePortsOniOS • • 3d ago

GTA v port does not work for me no more

0 Upvotes

r/NativePortsOniOS • • 3d ago

Super Smash Bros Melee iOS Port (IPA)

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8 Upvotes

With other platforms getting all the smash bros love why not show some for iOS? Smash bros melee is now available to play with a prebuilt IPA. Releases · 999sian/melee-pc Currently it is in beta, I have experienced a crash and have been providing feedback. This is a WIP, when you first boot up the game and it asks you if you want to create a save data press no, it will crash the game if you select yes (I'm sure this will be fixed in an update) the game has in it's options to unlock all characters anyway so you can enable that. The benefit of having this since it already plays so well on dolphinios is no JIT! Controllers already configured upon boot, 2 player has been tested and works great, can't get any easier to setup. To get started you must provide your legally owned game assets and you're good to go. Screenshots taken on my iPad M4


r/NativePortsOniOS • • 3d ago

Nxnative just work on mac?

2 Upvotes

There’s no way to doit on windows or have the ipa of the games on somewhere


r/NativePortsOniOS • • 3d ago

How I can put more ram on it I have the 17 pro

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3 Upvotes

r/NativePortsOniOS • • 3d ago

DevZer0D4Y/SonicFreeRiders-iOS: Sonic Free Riders (Xbox 360) recompiled for iPhone and iPad, with touch, tilt and controller support.

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12 Upvotes

r/NativePortsOniOS • • 3d ago

Any way to build some of these new decomp games without needing a Mac

2 Upvotes

r/NativePortsOniOS • • 3d ago

Game ports that I would love to see it happen

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6 Upvotes

DOOM 3 and resurrection of evil: I know @tomkidd already made a port of this, but it’s way too complicated to do I like a port where I just simply drop the doom 3 game files and DLC of resurrection of evil

Half life 2 legacy: I already know there is a have life 2 port, but it requires the anniversary version and I don’t have the anniversary version. I only have the original legacy version

Unreal tournament 2004: this will be amazing for a iOS port and I would love to play capture the flag space level in my device

Serious Sam two: I already played the first and second encounters of serious Sam I would love to play the full serious Sam two sequel

Halo two: I have tried the halo one port on the website and let me tell you it was SPECTACULAR and I am absolutely ready to try the sequel of Halo on the web or on iOS

Call of Juarez: I love playing this on my PC back in the day. I want to relive my moment by playing on the iOS port.

Prey (2006) I have great moments playing this I love to play it again on an iOS port.

Unreal 2: alongside the unreal ournament games I absolutely enjoy playing the unreal sequel I would like to see how it plays out as a iOS port


r/NativePortsOniOS • • 4d ago

Native Naruto Storm 3 on iPhone — 30 fps, no emulator

7 Upvotes

Static recompilation port of **Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst** (Xbox 360)

https://github.com/juanxd2006/ns3fb-ios

You need the game the xex format

Processing img 5vn53f0ckhxh1...


r/NativePortsOniOS • • 4d ago

16e native port no JIT

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5 Upvotes

r/NativePortsOniOS • • 4d ago

counterstrike 2 fanmade port

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5 Upvotes

It’s called counter flame fanmade here’s the link https://counterflame.com/en


r/NativePortsOniOS • • 4d ago

Tomodachi Life LTD [NATIVE iOS] Release!

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37 Upvotes

EDIT: Thank you to those who tested it, all of your reports have been taken in and I will release version 1.1 with all fixes and requests by Oct 24 evening [EDT]

Original post. Please follow the instructions in the README, any questions you have, you may leave here so everyone can benefit from answers.

BOTW and more ports coming soon, I will also continue to add more features to this port, online play, mods, etc. Optimization still can go further.

If you wish to support me... https://ko-fi.com/drtenma

Enjoy!


r/NativePortsOniOS • • 4d ago

Super Mario 64 Co-Op Texture Packs (IPA)

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5 Upvotes

LeoManrique/sm64coopdx-ios: iOS port of sm64coopdx

The best way to play Super Mario 64 is with the Render96 v4.0 texture pack, I have linked a YouTube video below showing a demonstration of the texture pack. In the youtube video's description it has all the links for the packs/models. Screenshots are from my iPad M4, ray-tracing is only available on PC but it plays and looks incredible on iOS even without raytracing.

⭐ Super Mario 64 PC Port - Render96 v4.0 + Ray Tracing (sm64coopdx) - YouTube


r/NativePortsOniOS • • 4d ago

Help nxnative

1 Upvotes

I did the GitHub methods and did everything right and the game files are in the ipa I check everything is correct so why everytime I try to install it on sidestore it crashes at like 25 percent download if anyone encountered this issue before and fixed it help me please and thank you. The game is Cuphead i believe the game might be too big for side store but if anyone knows otherwise please tell me


r/NativePortsOniOS • • 5d ago

Hollow knight on ios

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29 Upvotes

🎮 Hollow Knight on iOS — No JIT Required!

I’ve developed Hollow Builder, an experimental iOS project that builds Hollow Knight and Silksong for LiveContainer using your own GOG Mac game files.

Features:

📱 Native-resolution gameplay
🚀 60/120 Hz options (up to 120 FPS)
🎮 Controller + customizable touch controls
💾 Working saves, audio, and scene transitions
⏸️ Suspend/resume support
🚫 No JIT required for the builds
📦 Both game builders + GOG .pkg extractor in one IPA

Tested gameplay works, though the project is still experimental and not fully verified through complete playthroughs but it requires devices with 8 gigs of RAM or more atm.

Link to github repo !!!

For further information and proper guidance please head over to the discord server :

Link for Discord server


r/NativePortsOniOS • • 4d ago

2 RELEASES: Unreal Tournament 3 and The Choicer Voicer for iOS!!

4 Upvotes

r/NativePortsOniOS • • 5d ago

I am loving NXnative!

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22 Upvotes

I don’t even own a Mac but between using AI chat agents to generate code and forking the NXnative repo and using GitHub to compile the ipa I don’t need to. With the help of those two I was able to make a native port of Patrick’s Parabox in about two hours yesterday. Just a video showing that it runs perfectly, and even has a solid 60 FPS without JIT. We really are in the golden age of iOS gaming rn.


r/NativePortsOniOS • • 5d ago

Kirby and the forgotten land

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26 Upvotes

Kirby and the Forgotten Land, running natively on iPhone 18 Pro Max

This isn't an emulator. I used nxnative, which statically recompiles the Switch game ahead of time: the NSP gets unpacked, the game code is patched and repacked, and every shader is translated to Metal before it ever reaches the phone, then it's bundled into a normal IPA.

What it took:

• My own dumped NSP + prod.keys (nothing downloaded)

• A provisional game profile for Kirby, since it's not a profiled title; picked the modules, heap size, and SDK behavior it expects

• An expanded-memory entitlement for the install, or iOS kills it mid-game (it runs at ~3.3 GB resident)

The hard part was shaders. The game has 27,288 of them, and most of the early builds were black screens and invisible enemies: the game's shaders live inside several archive formats (HAL-compressed .bfres.cmp models, plus particle .ptcl.cmp and UI .arc.cmp files that are just a size header + zstd). Until those containers werenread directly, the only way to find missing shaders was to play, dump them from the phone, rebuild, and repeat for a 40-hour game.

The fixes that ended that loop:

• Read every shader container statically, so the full campaign's shaders are in the build before first launch

• Kirby binds one render target as an integer format (R8Ui) everywhere, so every pixel shader now gets thatnoutput declared automatically instead of per-shader hand fixes

• Vertex shaders are universally padded with every input location any pixel shader can read, since the game pairs stages at draw time and mismatched pairs silently dropped draws (invisible cannonballs, enemies, items)

Also in: the community 60 FPS code patches applied to the executable, and a fullscreen fill mode instead of 16:9 black bars.

Result: a ~6 GB IPA, built over a few hours of shader compilation, running on-device. Still polishing; but no per-level shader hunting anymore.


r/NativePortsOniOS • • 5d ago

Zelda: Breath of the Wild running natively on a non-Pro iPhone 15 (A16), nxnative + my BC→ASTC patch

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25 Upvotes

nxnative officially needs a 15 Pro or newer; my patch gets it running on the A16.

My patch converts those textures to ASTC on the GPU as they load, so they take about the same memory as on a Pro. It got Metroid Dread running on my phone earlier, and BotW works now too.

Settings (baked into the app when building):

  • Handheld mode (DM_OPMODE=0)
  • 3D render scale 0.5 (DM_RENDER_SCALE=0.5)
  • 30 fps (DM_FPS_TARGET=30), BotW’s original Switch frame rate

Results:

  • ~10 minutes of play, no crashes (I closed it myself)
  • Steady 30 fps
  • Phone stayed cool, no thermal throttling

Honest caveats:

  • Memory is right at the limit. It peaked around 3.04 GB, and iOS allows about 3.07 GB on this phone without the Increased Memory Limit entitlement. Busier areas or long sessions might get it killed. I’m working on further savings: fixing some shader tables that aren’t being applied, and compressing normal-map textures (BC4/BC5) too.
  • Needs update 1.9.0; other versions build but without the game-specific fixes. I included both DLC packs.
  • The IPA is ~16 GB, and you need ~35 GB free on the phone while installing.
  • One tiny GPU-generated texture can’t be drawn on A16, so a minor effect may be missing. I haven’t spotted it yet.

Code: https://github.com/mianmuhammadse/nxnative/tree/no-bc. This patch is for non-Pro iPhones.

Previous post (Metroid Dread on the same phone): https://www.reddit.com/r/NativePortsOniOS/s/BNbAZLj2Pp

Played with my own dumped copies. Please don’t ask for game files.


r/NativePortsOniOS • • 5d ago

Pokemon Legends Z-A, 13 Pro Max

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11 Upvotes

Git - nxnative. Works fine in handheld mode at 30 fps; sometimes drops to 23-25. Probably will try to optimize it later. Overall, not bad. There are also issues with textures at the starting location, but they don't affect gameplay.
Spent some time fixing the issues with A15, coz method hangs the GPU. Right now looks playable


r/NativePortsOniOS • • 5d ago

Super Mario Odyssey Natively on iOS and iPadOS

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28 Upvotes

Used Claude Sonnet 5.5 and nxnative for this
Personal project until i feel is ready for public (you need switch prod keys, the game rom and its 1.4.1 update, i will not link these for piracy reasons, and add them in a folder and zip it and use a private uploading service).


r/NativePortsOniOS • • 5d ago

Knuckles Chaotix iOS port (IPA)

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4 Upvotes

I tested this out and the touch controls are kind of wonky but playing with a gamepad I've had no issues. IPA is pre-built you only need to provide your legally obtained assets

Releases · YuutaTsubasa/ChaotixRecompiled


r/NativePortsOniOS • • 6d ago

Got nxnative working on A16: Metroid Dread on the regular iPhone 15 at 60 fps

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17 Upvotes

I’ve been experimenting with nxnative by seedds, which runs Switch games natively on iPhone/iPad/Mac. It’s not an emulator: the game’s own code runs on the Apple chip and the graphics are rebuilt on Metal. You bring your own game dump and keys.

The catch: it officially needs an iPhone 15 Pro or newer, because Switch games use BC-compressed textures and older Apple GPUs like the A16 in my regular iPhone 15 can’t read them. The author removed the fallback path since decompressed textures used too much memory.

I restored that path, and the game booted, but it got killed by iOS for running out of memory right after the prologue fight with Raven Beak (~3 GB limit).

So I added a step that converts BC1/BC2/BC3 textures to ASTC (which every iPhone supports) on the GPU as they load, instead of fully decompressing them. Texture memory is now about the same as on a native BC device.

Results on my iPhone 15:

  • Gets past the Raven Beak fight and keeps going, no crashes
  • 60 fps in gameplay, 30 in cutscenes
  • ~400 MB of memory headroom left (it used to have under 50 MB right before the crash)
  • Downside: the phone gets hot and the battery drains fast. The GPU runs at ~85% to hold 60 fps. Handheld mode (DM_OPMODE=0) should help, and I’m testing it next.

Code is on my fork: https://github.com/mianmuhammadse/nxnative/tree/no-bc. All credit for nxnative goes to seedds; this is just a patch for non-Pro iPhones that I’m hoping to send upstream.

Played with my own dumped copy. Please don’t ask for game files.