WWFNoMercyRecomp
Port nativo de WWFNoMercyRecomp para PC.
WWFNoMercyRecomp
Port nativo basado en su ficha de origen.
README del repositorio
WWF No Mercy: Recompiled — 60Hz Edition (unofficial fork)
This is an unofficial fork of jessetbh's WWF No Mercy: Recompiled. The recompilation itself is jessetbh's work, built on N64Recomp, N64ModernRuntime and RT64. This fork adds:
- Smooth framerates: 60, 90 or 120 fps through frame interpolation in RT64, fed by small hooks in the recompiled game code (
tools/readd_hand_edits.py). Pick it under Settings > Graphics > Framerate.- Resolution option: Settings > Graphics > Resolution sets the screen resolution (in fullscreen the display switches to it, and back afterwards).
- Mods and texture packs: per-mod texture packs and saves, picked in the launcher. See Mods and texture packs.
- Linux / Steam Deck: release 0.2.1 ships for Windows and Steam Deck / Linux, with every feature above (mods included). Build it yourself with
tools/linux/build_linux.sh(seeREADME_STEAM_DECK.txt).Modified by Gadge64, 2026. Licensed under GPL-3.0 like the original (see
COPYING). Developed with AI assistance.Please report problems with this edition here, not to the original project.
Mods and texture packs
Each mod is a folder inside modpacks, next to the executable (or in %LOCALAPPDATA%\NoMercyRecompiled\ when not
running portable). The launcher's Mods page lists every mod folder plus Base Game, and remembers your choice.
modpacks\
<Mod Name>\
textures\ PNG texture replacements, any subfolders
save\ optional starting save: a Project64 .fla, a RetroArch .srm, or a .bin from this game
Adding textures needs no tools or code:
- Dump the texture you want to replace with Project64 (GLideN64 or Rice Video texture dumping). The dump's file name,
for example
WWF No Mercy#2220AF21#2#0#14BCB5C9_ciByRGBA.png, identifies the texture. - Edit or redraw it at any size (hi-res is fine), keeping the same file name.
- Put it in
modpacks\<Mod Name>\textures\and restart the game.
The part of the name between the first # and the last _ is what matters. Jabo Direct3D8 packs (32-character
hash names) work too. If the same name appears in two folders, the one whose path sorts last alphabetically wins.
Saves: each mod gets its own save in saves\<Mod Name>\, created from the mod's save\ folder the first time
the mod is started. If you start a mod before putting its save in save\, it creates a blank save and keeps using it,
so custom wrestlers and their textures won't appear. To fix it, close the game, delete saves\<Mod Name>\ and start
the mod again. Base Game keeps its own save and is never changed by mods.
Textures for created or edited wrestlers only show when those wrestlers are in the roster, which comes from the mod's save.
Save tools and cheats
These are on the launcher's Mods page. They act on the mod (or Base Game) currently selected there, so select the mod first.
- Import Save brings in a save from another emulator: a Project64 or Mupen
.fla, a RetroArch.srm, or a.binfrom this game. The byte order is detected automatically. The current save is backed up first, next to it, aswwf.nomercy.us.before-import-<time>.bin(insaves\for Base Game,saves\<Mod Name>\for a mod). - Export Save writes the selected save to
exports\<Name>.fla(Project64 / Mupen) andexports\<Name>.srm(RetroArch). For RetroArch with the Mupen64Plus-Next core, rename the.srmto match your ROM's file name (for exampleWWF No Mercy (USA) (Rev 1).srm) and put it inRetroArch\saves\Mupen64Plus-Next\, since RetroArch keeps saves in a folder per core by default. Close RetroArch before copying it in, or it overwrites the file on exit. - Cheats > Unlock Everything unlocks every wrestler, costume, move and SmackDown Mall item for the selected save. The game writes the unlocks into the save the next time it saves (changing any setting in Options does it), so it can't be switched off; keep a copy of the save (Export Save) if you may want the locked version back.
Thanks to 3jabo (Reddit, GitHub, YouTube) for testing mod support and his excellent input.
WWF No Mercy: Recompiled
WWF No Mercy: Recompiled is a project that uses N64Recomp to statically recompile the Nintendo 64 game WWF No Mercy into a native PC port, running on the N64ModernRuntime with RT64 as the rendering engine. It is the fifth project in the AKI wrestling recompilation family, after WCW vs. nWo World Tour: Recompiled, WCW/nWo Revenge: Recompiled, WWF WrestleMania 2000: Recompiled, and Virtual Pro Wrestling 64: Recompiled, sharing their runtime stack and conventions. No Mercy is WrestleMania 2000's direct sequel, so that project is this one's closest reference.
This repository and its releases do not contain game assets. The original game is required to build or run this project.
Status: beta. The game boots, renders at high resolution, plays music and sound effects, takes keyboard and gamepad input through the menus and matches, rumbles, and the cartridge flash save persists automatically across sessions. See Known Issues for what's still rough.
Table of Contents
- System Requirements
- Features
- FAQ
- Known Issues
- Building
- Libraries Used and Projects Referenced
- Special Thanks
System Requirements
Currently a Windows build is targeted; other operating systems may be supported later.
A GPU supporting Direct3D 12.0 (Shader Model 6) or Vulkan 1.2 is required. A CPU supporting the SSE4.1 instruction set is also required (Intel Core 2 Penryn series or AMD Bulldozer and newer).
Features
- Plug and play — assets load directly from your ROM, no extraction step
- Hardware-accelerated high-resolution rendering through RT64 with the original N64 visual effects intact
- Widescreen support
- In-game config menus with full input rebinding for keyboard and controller
- Default mappings tailored to the AKI control scheme (d-pad movement, analog taunts)
- Flash cartridge save emulation with automatic persistence, plus rumble
- 30 (original), 60, 90 or 120 fps, and a screen resolution option (this fork)
- Texture packs and per-mod saves (this fork)
Planned Features
- Code and ROM-hack mods
FAQ
What is static recompilation?
Static recompilation is the process of automatically translating an application from one platform to another — here, the game's original MIPS machine code is translated into C and compiled for modern PCs. For details, see N64Recomp. This is not an emulator and not a decompilation.
How is this related to a decompilation project?
It isn't — no public decompilation of WWF No Mercy exists. Unlike most
recompilation ports, which borrow symbol names from a decomp, this project generates
its own symbol metadata from scratch via a splat
disassembly (see disasm/ and syms/), transferring libultra identifications from
its sister project WWF WrestleMania 2000 by machine-code fingerprinting.
Which ROM does it use?
This project is only a port of WWF No Mercy, and it only accepts one specific
ROM: the USA Rev 1 release
(SHA1 91CEE3D096F4A76644D8B35B9AEAD6448909ABD1). The original USA release (Rev 0,
which shipped the infamous save-erasure bug) and other regions are not accepted.
It is not an emulator and it cannot run any arbitrary ROM.
Where is the savefile stored?
- Windows:
%LOCALAPPDATA%\NoMercyRecompiled\saves\
No Mercy saves everything — game progress, unlocks ("SmackDown Mall" purchases), and created wrestlers — to the cartridge's flash memory; the port persists that flash image to disk automatically. Configuration files and the log file live one level up in the same app folder.
Can you run this project as a portable application?
Yes — place a file named portable.txt in the same folder as the executable and
saves, config files, and the stored ROM will be kept next to the executable instead.
Known Issues
This is a beta. Known rough edges:
- Multi-controller sessions are still being stabilized and can crash; single controller (or keyboard) play is solid.
- First launch may pause briefly while shaders compile for your GPU.
- Only the USA Rev 1 ROM is accepted (see the FAQ) — other dumps are rejected at intake by design.
Please report anything else through the issue tracker.
Building
See BUILDING.md.
Libraries Used and Projects Referenced
- N64Recomp — the static recompiler this port is built with
- N64ModernRuntime — the modern runtime (ultramodern + librecomp)
- RT64 — the rendering engine
- RecompFrontend — launcher, config menus, and input stack
- RmlUi for building the menus and launcher
- lunasvg for SVG rendering, used by RmlUi
- FreeType for font rendering, used by RmlUi
- SDL2 for windowing, input, and audio
- moodycamel::ConcurrentQueue for semaphores and fast, lock-free MPMC queues
- Gamepad Motion Helpers for sensor fusion and calibration algorithms
- DirectX Shader Compiler, zstd, nativefiledialog-extended, and plume via RT64
- splat / spimdisasm for the disassembly that produces this project's symbol metadata
- Inter, Noto Emoji, and
PromptFont fonts (OFL; PromptFont license in
assets/promptfont/) - SDL_GameControllerDB for community controller mappings
- WCW vs. nWo World Tour: Recompiled, WCW/nWo Revenge: Recompiled, WWF WrestleMania 2000: Recompiled, Virtual Pro Wrestling 64: Recompiled, Bomberman Hero: Recompiled, and Zelda64Recomp as reference projects for structure and conventions
Special Thanks
- Wiseguy and DarioSamo for creating N64Recomp and RT64.
- RevoSucks and the Bomberman Hero: Recompiled project, the template for this port's sister projects and therefore for this one.
- The Zelda64Recomp team for establishing the conventions the whole recomp ecosystem follows.
- ethteck and the splat/spimdisasm contributors — the disassembly tooling that made a no-decomp recompilation possible.
- 3jabo (Reddit, GitHub, YouTube) for testing this fork's mod support and his excellent input.
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