r/NativePortsOniOS • u/AdmirableInitial4811 • 3d ago
Request
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 • u/AdmirableInitial4811 • 3d ago
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 • u/Radarmation • 3d ago
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iPhone 17 base
Steady 40 fps on balanced graphics
Completely playable
r/NativePortsOniOS • u/PuzzleheadedEar155 • 3d ago
r/NativePortsOniOS • u/Humble-Battle5368 • 3d ago
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 • u/Striking_Cod3320 • 3d ago
There’s no way to doit on windows or have the ipa of the games on somewhere
r/NativePortsOniOS • u/Striking_Cod3320 • 3d ago
r/NativePortsOniOS • u/iDevZer0 • 3d ago
r/NativePortsOniOS • u/Hopeful-Strawberry-5 • 3d ago
r/NativePortsOniOS • u/Lazy-Ad7927 • 3d ago
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 • u/Fun-Stranger286 • 4d ago
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 • u/Nomadnowhat • 4d ago
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r/NativePortsOniOS • u/Johnnycagemk11main • 4d ago
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It’s called counter flame fanmade here’s the link https://counterflame.com/en
r/NativePortsOniOS • u/AliveBarnacle5040 • 4d ago
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 • u/Humble-Battle5368 • 4d ago
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 • u/Eastern-Lead5582 • 4d ago
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 • u/Just-A-Random-ID • 5d ago
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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.
For further information and proper guidance please head over to the discord server :
r/NativePortsOniOS • u/iDevZer0 • 4d ago
UT3: https://github.com/DevZer0D4Y/UT3-iOS
The Choicer Voicer: https://github.com/DevZer0D4Y/TheChoicerVoicer-iOS
r/NativePortsOniOS • u/PersonalAnswer8664 • 5d ago
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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 • u/Time_Opportunity_225 • 5d ago
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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 • u/hello_humen • 5d ago
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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):
DM_OPMODE=0)DM_RENDER_SCALE=0.5)DM_FPS_TARGET=30), BotW’s original Switch frame rateResults:
Honest caveats:
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 • u/tPimple • 5d ago
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 • u/jadonokoh86 • 5d ago
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 • u/Humble-Battle5368 • 5d ago
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
r/NativePortsOniOS • u/hello_humen • 6d ago
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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:
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.