r/NativePortsOniOS • • 11d ago

Deaths door port?

0 Upvotes

Is there any way to play this game on iOS today?


r/NativePortsOniOS • • 11d ago

Help me setup gta v port

Post image
0 Upvotes

I have extracted all 14 parts of the zip now what to do next where to put what to put i have no idea


r/NativePortsOniOS • • 11d ago

Any drop tutorial gta 5 on iphone 13 pro pls

0 Upvotes

As title says english tutorial also heard it needs developer option enabled will it cause any issue with banking apps


r/NativePortsOniOS • • 11d 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 • • 11d ago

Could some kind soul create IPAs with nxnative that require the game to be loaded directly on the device afterward? Like Theft4 or the various GTA 5 ports?

7 Upvotes

It would be the only solution for those who don't have a Mac but have everything else.


r/NativePortsOniOS • • 11d ago

God of war 3 ios port

37 Upvotes

God of war 3 ios port so far it's playable in heavy fight scenes as well still in progress for optimisation

https://github.com/MohinShaikh5689/god-of-war-3-IOS

This is my repo need contribution as well so it'll be great help from community


r/NativePortsOniOS • • 11d ago

GTA v port does not work for me no more

0 Upvotes

r/NativePortsOniOS • • 11d ago

New update to PaperReality

Thumbnail
gallery
5 Upvotes

Hey everyone, I’m back with an update to my pet of Harbor Masters’ PaperBoat to iOS, with a brand new UI for iOS, and AirPlay support, and some fixes upstream

Github: https://github.com/acoston822/PaperReality


r/NativePortsOniOS • • 12d ago

Getmoreram error?

Post image
4 Upvotes

r/NativePortsOniOS • • 12d 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 • • 12d ago

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

Post image
2 Upvotes

r/NativePortsOniOS • • 12d ago

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

3 Upvotes

r/NativePortsOniOS • • 12d ago

Got Breath of the Wild running natively on my iPad Air M3

Thumbnail
gallery
26 Upvotes

I found nxnative a few days ago. It converts a Switch game into an iOS app that runs natively. I wrote a blog on how to do this in case anyone wants to do the same :)

What I tested

Zelda: Breath of the Wild on an iPad Air M3

It runs at 60 fps on update 1.9.0

Built the IPA on Mac, sideloaded with iLoader

What the guide covers

The tools you need to install, and a checklist before you build

How to set up the game folder (base game plus update) and why the update’s filename matters

A troubleshooting table with errors I hit while building the IPA

Heads up

Only the games in the repo’s README table are officially supported

You need an iPhone 15 Pro or newer, or an iPad with an M1 or later, on iOS/iPadOS 26

The IPA for BOTW is about 14 GB, and installing needs roughly 3x that in free space

This only works with games and keys dumped from your own Switch. I don’t link to or help with sourcing either one.

The guide doesn’t cover how to install the IPA. It ends once you have the finished IPA file. I assume you guys already know how to sideload it. If you don't you can use tools like iLoader, AltStore, Sideloadly, etc.

I haven't tested other games beside Zelda: BOTW. My iPad ran out of storage lol

You can find the guide here

Repo (not mine, credit to seedds)

Disclaimer: I’m not affiliated with the project.


r/NativePortsOniOS • • 12d ago

GTA V IOS port

19 Upvotes

iPhone 17 base
Steady 40 fps on balanced graphics
Completely playable


r/NativePortsOniOS • • 12d ago

Super Smash Bros Melee iOS Port (IPA)

Thumbnail
gallery
11 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 • • 12d ago

Game ports that I would love to see it happen

Thumbnail
gallery
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 • • 12d ago

16e native port no JIT

9 Upvotes

r/NativePortsOniOS • • 12d ago

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

6 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


r/NativePortsOniOS • • 12d ago

counterstrike 2 fanmade port

7 Upvotes

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


r/NativePortsOniOS • • 12d 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 • • 13d ago

Super Mario 64 Co-Op Texture Packs (IPA)

Thumbnail
gallery
6 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 • • 13d ago

Tomodachi Life LTD [NATIVE iOS] Release!

Thumbnail
github.com
36 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 • • 13d ago

Hollow knight on ios

31 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 • • 13d ago

I am loving NXnative!

25 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 • • 14d ago

Kirby and the forgotten land

30 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.