# WWF No Mercy: Recompiled — 60Hz Edition (unofficial fork) > This is an **unofficial fork** of [jessetbh's WWF No Mercy: Recompiled](https://github.com/jessetbh/WWFNoMercyRecomp). > The recompilation itself is jessetbh's work, built on [N64Recomp](https://github.com/N64Recomp/N64Recomp), > [N64ModernRuntime](https://github.com/N64Recomp/N64ModernRuntime) and [RT64](https://github.com/rt64/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](#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` (see `README_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\ \ 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: 1. 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. 2. Edit or redraw it at any size (hi-res is fine), keeping the same file name. 3. Put it in `modpacks\\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\\`, 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\\` 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 `.bin` from this game. The byte order is detected automatically. The current save is backed up first, next to it, as `wwf.nomercy.us.before-import-