r/NativePortsOniOS • • 3h ago

counterstrike 2 fanmade port

4 Upvotes

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


r/NativePortsOniOS • • 13h ago

Tomodachi Life LTD [NATIVE iOS] Release!

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26 Upvotes

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 • • 36m ago

16e native port no JIT

• Upvotes

r/NativePortsOniOS • • 1h ago

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

• Upvotes

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

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


r/NativePortsOniOS • • 10h ago

Super Mario 64 Co-Op Texture Packs (IPA)

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3 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 • • 5h 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 • • 15h ago

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

4 Upvotes

r/NativePortsOniOS • • 1d ago

Hollow knight on ios

18 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 • • 1d ago

I am loving NXnative!

14 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 • • 1d ago

Kirby and the forgotten land

24 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 • • 1d ago

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

21 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 • • 1d ago

Pokemon Legends Z-A, 13 Pro Max

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8 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 • • 1d ago

Super Mario Odyssey Natively on iOS and iPadOS

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23 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 • • 1d ago

Knuckles Chaotix iOS port (IPA)

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2 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 • • 1d ago

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

15 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.


r/NativePortsOniOS • • 1d ago

Can We get this SMO Zelda etc. Ports for iPad 9?

0 Upvotes

Please find a way


r/NativePortsOniOS • • 2d ago

Zelda BOTW iOS/MacOS [NATIVE PORT]

48 Upvotes

ORIGINAL POST DELETED, you may have seen this already on r/ EmulationOniOS, well it got removed lol.

Hello again everyone for those who remember me from my Tomodachi LTD native port announcement (which is releasing this Friday btw!), firstly, AI disclaimer: I’ve been a developer for many years, albeit focused on app development for most of it, first and foremost despite my experience, this project would been impossible for me without the use of AI tools, Claude Code primarily, to understand how to decompile, write complex drivers etc.

I've been working on this a bit too much lately, BOTW is my favourite game of all time and I want this port to have a lot of care and attention as the game deserves, I want people who are playing it the first time to get the same experience I had when playing it on the Switch 1 in 2017.

NO JIT! as discussed in my previous native port post, this is a native port, using apples Metal framework, its currently running 1080p/60fps on my M2 MacBook Air 8gb, and 900p/30fps on my base iPhone 14.

iPhone 14, no JIT, 6GB RAM

The biggest challenge currently is working with the difference in the Switch to iOS/MacOS CPU cores and work distribution, you likely can see the small stutters that occur especially in the iOS play test, there is no emulation here, that is due to firstly, first-time shader compilation, and thermal throttling of the iPhone, under clocking the CPU. These are things I am working on optimizing as I don't want that in the final release, for now, this is considered early alpha, and I will post more updates soon.

More fun details: Ultra-widescreen support (wider on the phone, and corner to corner (under the notch too) on the Mac, expanding the sky and ground area visible. I rewrote shaders to replace the mediocre anti-aliasing for proper FXAA, improved tone map to get the richer HDR look (WIP). No resolution scaling drops like the Switch 2 does. I spent some time trying to make the mobile controllers compact, as you can see many buttons have multi functioning gestures (with haptics).

Future goals after release: WiiU/Cemu, mod support, cloud save support across devices, and more. Suggestions and feedback welcome.


r/NativePortsOniOS • • 1d ago

Modded terraria pc port for iOS

2 Upvotes

With all these iOS ports coming out I’m wondering if it’s possible to get/make a port of pc terraria with mods such as Calamity. I don’t know how to create ports but I would be willing to pay someone to make this.


r/NativePortsOniOS • • 2d ago

sekiro port

4 Upvotes

i saw someone post about a port of sekiro to android, is it possible to get that on ios?


r/NativePortsOniOS • • 2d ago

GTA SAMP (Released)

7 Upvotes

samp on ios released on bully anniversary Finally!! https://resa-mp.com/download


r/NativePortsOniOS • • 2d ago

Pilotwings 64 iOS Port (IPA)

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4 Upvotes

https://drive.google.com/file/d/1V1iS4lxY3OsQTI0R_49X47ii3fgxhBEG/view?usp=drive_link

Early release of Pilotwings 64 for iOS. I've tested this out and have had no issues but developer is welcome for feedback. I posted a link for quick download or you could go to the developers github iOS port: Darwin platform layer, iOS app, CI, tester builds by NoahVl · Pull Request #14 · NoahVl/Birdman64

Following his guide step by step and you'll have no issues, feedback is welcomed on his github, neither build contains any game assets, you provide your legally obtained game assets. Gamepad is supported


r/NativePortsOniOS • • 2d ago

Tears of the Kingdom Runs Natively on iPhone 17 Pro Max

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13 Upvotes

r/NativePortsOniOS • • 3d ago

GTA V ios port

10 Upvotes

Without rec 60 fps, iphone 16 plus.
Game: https://discord.gg/deQbAgeef


r/NativePortsOniOS • • 3d ago

Request: BoTW IOS Port Please

5 Upvotes

hey with the gta ports and other ports can someone try to port botw to ios?


r/NativePortsOniOS • • 3d ago

MegaMan 64 iOS port (IPA)

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6 Upvotes

Releases · DevZer0D4Y/MegaMan64Recompiled-Mobile

Megaman 64 iOS port with IPA. Provide your legally owned game assets, early build. I noticed that in the controls if you delete all keyboard mappings then controllers will work fine, I'm testing with a mcon controller.