# WWF No Mercy: Recompiled
WWF No Mercy: Recompiled is a project that uses
[N64Recomp](https://github.com/N64Recomp/N64Recomp) to **statically recompile** the
Nintendo 64 game *WWF No Mercy* into a native PC port, running on the
[N64ModernRuntime](https://github.com/N64Recomp/N64ModernRuntime) with
[RT64](https://github.com/rt64/rt64) as the rendering engine. It is the fifth
project in the AKI wrestling recompilation family, after
[WCW vs. nWo World Tour: Recompiled](https://github.com/jessetbh/WCWvsNWOWorldTourRecomp),
[WCW/nWo Revenge: Recompiled](https://github.com/jessetbh/WCWnWoRevengeRecomp),
[WWF WrestleMania 2000: Recompiled](https://github.com/jessetbh/WWFWrestleMania2000Recomp),
and
[Virtual Pro Wrestling 64: Recompiled](https://github.com/jessetbh/VPW64Recomp),
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](#known-issues) for what's still rough.
## Table of Contents
* [System Requirements](#system-requirements)
* [Features](#features)
* [FAQ](#faq)
* [Known Issues](#known-issues)
* [Mods and ROM Hacks](#mods-and-rom-hacks)
* [Building](#building)
* [Libraries Used and Projects Referenced](#libraries-used-and-projects-referenced)
* [Special Thanks](#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
## Planned Features
* High framerate support (frame interpolation), pending the family's
matrix-group work
* Linux support
* Mod support
## 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](https://github.com/N64Recomp/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](https://github.com/ethteck/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.
## Mods and ROM Hacks
This port loads mods in the `.nrm` format used by the N64: Recompiled projects.
#### Installing a mod
Copy the `.nrm` file into the game's mods folder and start the game:
- Windows: `%LOCALAPPDATA%\NoMercyRecompiled\mods\` (or `mods\` next to the executable in portable mode)
New mods are switched on by default. Builds with the in-game **Mods** menu (Settings → Mods)
can also install mods there (**Install Mods**, or drag the file onto the window) and switch
them on and off. Mods are applied when the game starts, so restart after changing them. To
remove a mod, delete its file.
#### ROM hacks as patch mods
A ROM hack can run as a *patch mod*: a mod that holds only a patch against the stock ROM. The
game applies it to your own ROM when it starts, and any game code the hack changes is
recompiled on the fly. It works for hacks that:
- are built on the same ROM this port uses (see the ROM's SHA1 above), and
- change code only inside the game's existing functions (data changes of any size are fine).
Hacks that rebuild or move the game's code, or are made for another revision, need a full
recompile and can't run as patch mods. Only one patch mod can be on at a time; each one keeps
its own saves in `saves\\`, apart from the stock game's.
To make one from a hack ROM you have patched yourself (both ROMs must be big-endian `.z64`):
```
python tools\romhack\make_patch_mod.py --base nomercy.z64 --hack my_hack.z64 --game-id wwfnomercy --id my_hack --name "My Hack" --out my_hack.nrm
```
Run it from a checkout of this repository after building. It reports what the hack changes
and refuses hacks that need a full recompile; see [tools/romhack/README.md](tools/romhack/README.md).
Patch mods can contain the hack's and the original game's data, so **don't share patch mods
you don't have the rights to**: make your own from your own ROMs.
Known results for No Mercy:
- Work as patch mods: *WWF No Mercy (Unlocked)* (everything unlocked).
- Need a full recompile: *WWF No Mercy Plus* (v2.1, V3), *ECW Born to be Wired*, *ECW House Party Mixtape*, *Project Outsider Extreme*: all relinked or built on another base.
## Building
See [BUILDING.md](BUILDING.md).
## Libraries Used and Projects Referenced
* [N64Recomp](https://github.com/N64Recomp/N64Recomp) — the static recompiler this
port is built with
* [N64ModernRuntime](https://github.com/N64Recomp/N64ModernRuntime) — the modern
runtime (ultramodern + librecomp)
* [RT64](https://github.com/rt64/rt64) — the rendering engine
* [RecompFrontend](https://github.com/N64Recomp/RecompFrontend) — launcher, config
menus, and input stack
* [RmlUi](https://github.com/mikke89/RmlUi) for building the menus and launcher
* [lunasvg](https://github.com/sammycage/lunasvg) for SVG rendering, used by RmlUi
* [FreeType](https://freetype.org/) for font rendering, used by RmlUi
* [SDL2](https://www.libsdl.org/) for windowing, input, and audio
* [moodycamel::ConcurrentQueue](https://github.com/cameron314/concurrentqueue) for
semaphores and fast, lock-free MPMC queues
* [Gamepad Motion Helpers](https://github.com/JibbSmart/GamepadMotionHelpers) for
sensor fusion and calibration algorithms
* [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler),
[zstd](https://github.com/facebook/zstd),
[nativefiledialog-extended](https://github.com/btzy/nativefiledialog-extended), and
[plume](https://github.com/renderbag/plume) via RT64
* [splat](https://github.com/ethteck/splat) / spimdisasm for the disassembly that
produces this project's symbol metadata
* [Inter](https://rsms.me/inter/), [Noto Emoji](https://fonts.google.com/noto), and
[PromptFont](https://shinmera.com/promptfont) fonts (OFL; PromptFont license in
`assets/promptfont/`)
* [SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) for
community controller mappings
* [WCW vs. nWo World Tour: Recompiled](https://github.com/jessetbh/WCWvsNWOWorldTourRecomp),
[WCW/nWo Revenge: Recompiled](https://github.com/jessetbh/WCWnWoRevengeRecomp),
[WWF WrestleMania 2000: Recompiled](https://github.com/jessetbh/WWFWrestleMania2000Recomp),
[Virtual Pro Wrestling 64: Recompiled](https://github.com/jessetbh/VPW64Recomp),
[Bomberman Hero: Recompiled](https://github.com/RevoSucks/BMHeroRecomp), and
[Zelda64Recomp](https://github.com/Zelda64Recomp/Zelda64Recomp) as reference
projects for structure and conventions
## Special Thanks
* [Wiseguy](https://github.com/Mr-Wiseguy) and
[DarioSamo](https://github.com/DarioSamo) for creating N64Recomp and RT64.
* [RevoSucks](https://github.com/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.