d2r-mobile

Introduction: Open-source iOS / macOS compatibility layer for Diablo II: Resurrected with the Reign of the Warlock expansion. Runs your own Switch copy natively on iPhone, iPad and Mac — full touch controls, 60 fps, new endgame modes. Bring your own game files. 开源的《暗黑破坏神 II:狱火重生》术士君临 iOS / macOS 兼容层
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An open-source iOS / macOS compatibility layer for Diablo II: Resurrected with the Reign of the Warlock expansion. It brings the Nintendo Switch release you bought, expansion included, to iPhone, iPad and Mac in full: the original game code runs natively, every control is rebuilt for touch, the frame rate holds at 60 fps, and you are in a game one second after the main menu. There is now a native macOS version as well (first version): on an Apple silicon Mac it starts on double-click and works with keyboard, mouse and gamepad. Apple TV 4K (3rd generation, A15) has a community port (developer preview) that has reached the character-selection screen only on its author's device; see the device table below.

This is not a tech demo that "sort of runs". It is a mobile version polished for daily play, from your first character all the way through the endgame.

Platforms: iPhone / iPad (iOS 26 and later; iOS 18 – 25 with the older-API build) · Mac (Apple silicon, macOS 26 or later; macOS 15 – 25 with the older-API build) · Apple TV 4K (3rd generation, A15; community port, developer preview) · Game version: Switch release with Reign of the Warlock, 1.0.34.0 (corresponds to PC version 3.3.94012) · English / 中文 · License: MIT · Bring your own game files

中文: README.zh-CN.md

The game filling the whole edge-to-edge screen of an iPhone: Harrogath on Hell, with the red portal to the Greater Rift

Touch combat with the boss health bar pinned to the top True full screen on iPad

100% 60 fps about 1 s about 3.8 W
The original gameplay, because it is the original program Steady, with no drops once the device warms up From the main menu into a game Whole-device power draw at 60 fps

What it is, and what it is not

It is:

  • The game's own aarch64 program, executing directly on the device, with no emulated CPU. iPhone and Switch use the same class of processor; only the handful of instructions that cannot run unchanged under Apple's kernel are rewritten, and every other byte of the program is left exactly as shipped. Every class, every Runeword, Terror Zones, bosses, drop rules and quest flow are identical to the original.
  • The platform services the game expects — system calls, the file system, the graphics API, audio, input — provided by a small host written for Apple platforms. The graphics API is reimplemented entirely on Apple's Metal with no emulation layer in between, and the shaders are translated offline from the game's originals.
  • A port built for phones, and taken all the way: a complete touch control scheme, edge-to-edge iPhone and true full-screen iPad display, controller support, a power saver mode, save sync, English and Chinese, and a whole set of endgame modes and quality-of-life features the original never had.

It is not:

  • An emulator, cloud gaming, or streaming.
  • A source of game content. It contains none and distributes none. There is no game program, art, text, data table or shader in this repository; all of that is generated on your own machine from your own files (see docs/GAME_FILES.md). What the repository does carry is the interface information we recorded to make the port work — shader interface descriptions, the graphics API function table, addresses inside the program and the like — listed item by item in docs/DERIVED.md.
  • Online. There is no multiplayer; the game runs fully offline and needs no online account.

Battle-tested

All 44 iPhones and iPads in the closed beta — 35 devices registered for direct install (25 iPhones and 10 iPads), plus 9 TestFlight accounts with one device each — completed Normal, Nightmare and Hell with multiple characters, and the experience was excellent. From an iPhone 14 Pro Max with 6 GB of memory to the latest iPad Pro, not one device fell behind.

Models
iPhone 14 Pro Max, 15, 15 Pro, 15 Pro Max, 16 Plus, 16 Pro, 16 Pro Max, 17 Pro Max and more
iPad iPad Air, iPad mini, iPad Pro 11-inch and 12.9 / 13-inch (including M2 and M4) and more
Lowest model tested iPhone 14 Pro Max (A16, 6 GB): a flawless 60 fps

iPhone and iPad share a single install package.

Act I Act II Act III Act IV Act V

Fast, smooth, and easy on the battery

Measured on a real device (iPhone 17 Pro Max):

Item Reading
In-game frame rate 60 fps, steady, with no drops once the device warms up
App launch 0.15 s
To the main menu about 1 s
From the main menu into a game about 1 s
Quick Restart, back in a game about 1.2 s
Longest frame when changing acts about 0.1 s
Whole-device power, 60 fps about 3.8 W (in camp, 50% brightness): nearly 5 hours of continuous play on a full charge
Whole-device power, power saver mode at 30 fps about 1.85 W, about half the 60 fps figure, for about twice the battery life

Measurement conditions: power is whole-device power measured on 2026-10-10 on an iPhone 17 Pro Max, standing in the Act I camp at 50% brightness, with 60 fps and power saver mode measured in the same scene; battery life is calculated from the measured power and the battery capacity, not by playing from full to empty. Launch and game-entry times were measured on the same model in 2026-10; frame rate and act-change readings were taken on the same model on 2026-10-12 while moving through areas and changing acts after entering a game.

The install package is only a little over 100 MB. The game resources (about 5.6 GB) are placed on the phone separately, and updating the app touches neither your saves nor the resources.

Why it is this fast: the program executes natively, and not a single instruction goes through emulation; graphics go straight to Metal; every shader is translated offline and compiled ahead of time, so nothing is compiled when you enter a new scene. Older chips (A16 and earlier, such as the iPhone 14 family and iPhone 15) do not support the game's original compressed texture format; they need an extra texture pack made from your own game files, and then run at full frame rate too — see docs/LEGACY_DEVICES.md.

Redesigned for fingers

This is not a gamepad pasted onto the screen. Every panel and every action was rebuilt for fingers under one design principle: keep the original interface language, and use gestures instead of adding buttons to the screen. Text sizes and tap targets are sized for fingers. You know how to play the moment you pick it up, and it stays comfortable over long sessions.

The touch interface: stick and skill buttons In camp: belt with potions, mercenary portrait and minimap

  • Move: a virtual stick with precise diagonals; tap an NPC or the ground to path there automatically; doors, portals and cave entrances are tappable across their whole surface.
  • Fight: press a skill button to cast, hold to keep casting, drag to aim at any angle; nearby monsters are targeted automatically. Two skill sets. Skills on your secondary weapons cast with one tap — the game swaps weapons, casts, and swaps back — and the button shows the charges remaining.
  • Boss health bar: pinned to the top of the screen, showing the percentage remaining.
  • Items: tap, double-tap, long-press and drag and drop all track your finger. Double-tap gear to equip or unequip it; drag an item anywhere onto the vendor panel to sell it; on a stack, double-tap takes 1 and long-press takes 3; long-press an empty inventory slot to sort everything.
  • Text: typed with the system keyboard. Character names can be in Chinese; leave the name blank for a random one.
  • Screen: on iPhone the 19.5:9 display is filled edge to edge, clear of the notch and rounded corners; on iPad the game fills the entire screen, and the interface centers itself when you open a panel; the 3D picture can be brightened.

Controller

Connect a controller and press any button: the interface switches to the original controller layout, with button prompts at the bottom of every panel. Touch the screen and you are back in the touch interface instantly. Inventory, stash, skill tree, Chronicle and settings are fully controller-navigable, with the same button mapping as on Switch.

Combat with a controller connected Navigating the stash with a controller, button prompts at the bottom

New ways to play, on top of the original

Finishing the original game is only the beginning. Without touching the original rules, we added a full set of endgame content that keeps you farming.

Greater Rift

Enter through the red portal in Harrogath after completing Hell. There are 100 levels, and the monsters grow stronger with each one; fill the progress bar and slay the Rift Guardian within 15 minutes to clear a level. Every 2 levels cleared grants +1 Skill Point and +5 Stat Points, and the skill level cap rises from 20 to 40. Every 10 levels has a first-clear reward, and clearing level 10 unlocks six new equipment slots for your mercenary.

The Greater Rift level select panel Combat inside a Greater Rift

Endgame Boss Rush, Elysium mode, and the Kill Board

  • Endgame Boss Rush: unlocks after completing Hell, with 12 stages; stage 11 is Diablo Clone, and stage 12 is the three Uber bosses.
  • Elysium mode (chosen at character creation): Unique ×5, Set ×3, Runes ×5; the "no drop" chance is cut to a tenth, and bosses always drop as on a first kill.
  • Kill Board: for every boss, the number of kills, the time of the first kill, how many Unique and Set items it has dropped, and your best and average kill times.

The Kill Board Choosing Elysium mode at character creation

Storage: a collector's paradise

  • Chronicle stash: every identified Unique and Set item has its own fixed slot, shared by all characters, searchable, with deposit and withdraw; the Deposit button sends the Unique and Set items in your inventory and Horadric Cube there in one tap.
  • Stash: widened to 14 columns, with 5 personal pages and 5 shared pages.
  • Trove: the gem, rune and material pages merged into one, with the Horadric Cube's crafting grid in the middle, so finding things and crafting no longer means flipping between pages. Runes, gems and materials you put into the personal or shared pages are filed here automatically.
  • Pouch: an extended inventory. Runes and gems found in the field go into it automatically and take up no inventory space.

The Trove: gems, runes, materials and the crafting grid on one page The Chronicle stash

Effortless farming

Auto-recast buffs Buff skills you have learned do not need a slot on the skill bar: when a buff runs out, it is recast the moment you stand still; buffs that come from your secondary weapons (such as Battle Orders from Call to Arms) swap weapons, recast and swap back on their own
Potions and belt Auto-drink has two tiers: a healing potion below 50% Life, a rejuvenation potion below 30%; your mercenary is fed automatically by the same rule. Potions on the ground are picked up automatically when the belt has room; double-tap an empty belt slot to refill the whole belt
Loot filter From Nightmare on, the original loot filter is switched on automatically to hide clutter: light filtering in Nightmare, heavy in Hell
Auto-pickup Low runes and gems go straight into the Pouch; the high ones are left for you to pick up yourself
Valuable drop alerts High runes and Unique items raise a light beam and land with a different drop sound; the phone vibrates at one of three strengths — light, medium or heavy — according to value
Runeword helper Long-press a socketed base to list the Runewords it can make and their stats; once you have the runes, socket them all in one tap
Minimap guidance Every map marks its Waypoint and exits; every quest goal is on the map; when a target is off screen, its name is written along the screen edge
Chores removed Free identification, free Town Portal with no scrolls needed, spawning right beside the Waypoint, Quick Restart, refreshable vendor stock
Saves Saved immediately when you switch apps, swipe the app away or quit; iCloud sync across devices (requires signing with a paid developer account)

Most features can be toggled one by one in game under Options → Custom.

The Runeword helper The quest goal named under the area name, next to the minimap The full-screen map

English and Chinese

The whole game switches between English and Chinese under Options → Custom; after a restart, both the interface and the voice acting are in the language you chose. In English, items, skills and monsters use the original Diablo II wording, and everything we added — Greater Rift, Chronicle, the settings page, controller prompts — is in English too.

Gameplay with the English interface The same Greater Rift panel in Chinese

How it works

flowchart LR
    G["Your game files<br/>(program + resources)"] --> P["Rewriter<br/>changes only a few instructions"]
    G --> S["Shader translation<br/>original → Metal"]
    P --> H["Host<br/>system services"]
    S --> X["Graphics layer<br/>the graphics API on Metal"]
    H --> A["iOS app<br/>touch and interface"]
    X --> A
Part Where What it does
Program rewriter dm/tools/patch_nso.py Rewrites only the few instructions that cannot run unchanged under Apple's kernel (thread-pointer registers, system calls, timers) and leaves the rest of the program byte-for-byte as shipped
Host dm/host Loads the rewritten program and provides the platform services it calls
Graphics dm/gfx Implements the game's graphics API on Metal; shaders are translated offline from the game's originals
iOS app dm/ios The app shell, touch controls and interface
Verification dm/verify Checks that the rewritten code behaves exactly like the original, plus the regression gates every change goes through

Why you can trust it: the stability is not luck. The test and verification tooling is part of the project — unit tests for the host and graphics layers, an equivalence check for every rewritten instruction, scripted walkthrough regression for the touch interface, and on-device smoke tests. Start with make -C dm/host/tests run, make -C dm/gfx/tests run and dm/verify/regress.sh (run them inside the Python environment prepared in step 2 below; regress.sh also needs brew install llvm). How to contribute is in CONTRIBUTING.md.

Which devices are supported

Minimum: an A14 / M1 chip or later — the graphics layer needs Metal 3, which Apple supports from A14 / M1 on (see Apple's Metal support on Apple devices and Metal Feature Set Tables).

Device Playable? How How sure we are
iPhone / iPad, A17 Pro and later (iPhone 15 Pro and later, iPhone 16 and later, iPads with M-series chips) Yes iOS 26 or later: the default shell / default build; iOS 18 – 25: the iOS 18 shell / older-API build Main devices, played daily
iPhone / iPad, A16 and earlier (all iPhone 14 models, iPhone 15 / 15 Plus, iPhone 13 series and so on) Yes, with one extra step Make a Legacy Device Pack from your own game files as in docs/LEGACY_DEVICES.md and include it when making the install package; the system split is the same as the row above Played by players: iPhone 14 Pro Max (A16, 6 GB) at 60 fps; iPhone 13 Pro Max (A15, 6 GB) in the 30 fps mode
Devices with 4 GB of RAM (such as the 4th-generation iPad Air) Not supported yet (we are reducing memory use and will update this when there is progress) — Tested by a player: on an iPad Air 4 (A14, 4 GB) with the Legacy Device Pack, the system ends the app a few seconds after launch because the device runs out of memory
A14 chips with 6 GB of RAM or more (such as iPhone 12 Pro / 12 Pro Max) No reports yet Same as the A16-and-earlier row If you have tried, please open an Issue and tell us
A13 and earlier chips (such as the iPhone 11 series and the 2020 iPad Pro) Not supported — The graphics chip does not support Metal 3 (tested by a player on an iPad Pro with A12Z; Apple's references are above the table); the app says so at launch instead of crashing
Mac, Apple silicon Yes (native macOS App) macOS 26 or later: the default build; macOS 15 – 25: the older-API build. Keyboard, mouse and gamepad all work; what each can do is in docs/MAC.md A player has played the older-API build on macOS 15.7.7
Apple TV 4K (3rd generation, A15) Community port (@yinqingyan, contributed under the MIT License with the author's consent), developer preview Build as in dm/tvos/README.md and copy the game files and the Legacy Device Pack into the app; real hardware only, the Simulator cannot run it; saves live in the Caches directory, which the system may purge Reached the character-selection screen on real hardware; entering the game, full controller mapping and saves are not verified yet, and the maintainers have not tested it on real hardware
Intel Macs Not supported — —

What the dialogs in the App mean

  • "One More Step for This Device": this phone can run the game; the install package was made without the Legacy Device Pack. Make the pack as in docs/LEGACY_DEVICES.md, make the install package again with it and reinstall.
  • "Device Not Supported … iPhone 15 Pro and later can play": this is the old text from before v1.0.9. You are on an old version; update to the latest. For A16 and earlier devices, then follow the line above.

What a package you build yourself does not have, compared with our test-group builds: the public version can be built and installed with a free Apple ID. Three things in our test-group builds are not in it: iCloud save sync (the App needs the iCloud signing entitlement, which a self-signed package does not have), downloading packs and resources inside the App, and new-version notices (these two use our own server). The game itself and the features we added are the same.

Getting started

Both routes start with the files of the game you bought: the Switch release of Diablo II: Resurrected plus the Reign of the Warlock expansion, updated to 1.0.34.0 (the version the console shows; it corresponds to PC version 3.3.94012, and the directory names and tools in this repository use the latter number). This project is built for the version with that expansion; using it without the expansion is not supported and has not been verified. How to prepare them is in docs/GAME_FILES.md.

This project provides only tools and an install shell that contains no game content. We do not distribute or endorse, and are not responsible for, any third party distributing game assets, game executables or install packages that contain game content. Please use only game files you legally own.

This project is implemented and verified on the Switch release 1.0.34.0 (which corresponds to PC version 3.3.94012), and by default the tools accept only that version. Community users have reported adapting other versions on their own by following the structure of this repository, and running them successfully. The rule tables are grouped by game version (in dm/tools/patch_nso.py, keyed by the build ID of the main program); you are welcome to contribute the version you adapted.

Check your device first: the "Which devices are supported" table above tells you which build to use and whether you also need a Legacy Device Pack.

With a Mac Without a Mac
Computer An Apple silicon Mac with Xcode installed Windows / Linux / a Mac without Xcode
Method A full build from source Download a "shell" with no game content, use the packaging tool to add your own game content, then install it with a sideloading tool
Status The main route; everything above comes from it Works end to end on Windows, from making the package to playing on a device, and the game program produced on the two systems is byte-for-byte identical; the one step nobody has tried yet is signing with a sideloading tool — try it and tell us
Instructions The three steps below docs/NO_XCODE.md

The Apple account used for signing: a paid developer account gives you everything; a free Apple ID works too (no iCloud save sync, and the app has to be re-signed and reinstalled every 7 days). The full list of dependencies is in docs/DEPENDENCIES.md.

With a Mac: three steps

  1. Put your game files in the workspace (default ~/dm-work, or set DM_ROOT):

    ~/dm-work/data/switch/3.3.94012/Update/ExeFS/    main, sdk, subsdk0
    ~/dm-work/data/switch/3.3.94012/Update/RomFS/    data/…
    
  2. Prepare the workspace. This checks your tools, rewrites the game program, and translates the game's shaders to Metal. The first run takes a while; later runs skip what is already done.

    ./setup.sh
    source ~/dm-work/build/cache/dm/venv/bin/activate     # run everything after this inside the Python environment setup prepared; if you changed DM_ROOT, use it in place of ~/dm-work
    
  3. Fill in your signing details and build the app:

    cp dm/ios/local.env.example dm/ios/local.env     # set DM_TEAM_ID and DM_BUNDLE_ID; with a free Apple ID also set DM_FREE_ACCOUNT=1 and DM_IOS_UDID, and keep the phone connected while building
    cd dm/ios && ./run.sh build    # targets both iPhone and iPad by default; for iPhone only: DM_DEVICE_FAMILY=1 ./run.sh build
    

The first time you open the app on your phone, it asks for the "game resource folder" — the 18 resource archives from your game files. Where to put them is in the section "The "game resource folder" that goes on the phone" of docs/GAME_FILES.md.

./setup.sh check is a health check: it reports the state of this computer, the tools, the game files and the signing configuration item by item, and for everything missing it says where to get it and which command to run next; it changes nothing. If what you have is a whole game package (.xci / .nsp), ./setup.sh <game package> <prod.keys> first extracts the game files into place and then carries on (install hactool first). Run ./setup.sh again after every update to a new commit: it rebuilds the patched binaries and the shader library for the current sources (steps that are already up to date are skipped). It also rewrites three files in the repository that change with your local tool fingerprints (dm/gfx/tools/dmsh_chain.lock, dm/gfx/nvn/dmsh_chain.h, dm/gfx/nvn/c1_full.tsv); that is expected, do not commit them.

Playing directly on a Mac

After the same ./setup.sh, one more command builds a native macOS App that starts on double-click and works with keyboard, mouse and gamepad, with no developer account:

source ~/dm-work/build/cache/dm/venv/bin/activate
dm/tools/mac_app.sh                  # macOS 26 or later: produces ~/dm-work/out/macapp/D2R Mobile.app
DM_MAC_M3=1 dm/tools/mac_app.sh      # macOS 15 – 25: produces D2R Mobile M3.app

The interface is the original's gamepad interface. Keyboard: Space confirms, Esc goes back, Return, the = key opens the menu / a new character, W A S D moves, and every other gamepad button has a key. Mouse: clicking a monster, NPC or object walks over and interacts, and the skill slots, potion cells and key hints at the bottom, buttons and tabs in panels, the class figures when creating a character and the minimap can all be clicked; clicking empty ground walks there and holding keeps walking, clicking a monster attacks it, and items take double clicks and drags. With a keyboard, the prompts on screen show keyboard keys. Saves stay on this Mac (an App you build yourself has no iCloud sync) and can be imported by hand from an iPhone / iPad. The key table, how to create a character, what the mouse can do, the import steps and the known shortcomings are in docs/MAC.md. Keyboard and a physical gamepad have not been operated by a person yet — if you try it, please tell us how it went.

Without a Mac: the shell plus the packaging tool

Download our prebuilt "shell" package (D2RMobile-shell-build-input.zip; D2RMobile-shell-ios18-build-input.zip for iOS 18 – 25), which contains no game content, from this repository's Releases page, add your own game files, make the install package on Windows or Linux, then sign and install it with a sideloading tool. The shell is build input, not an app to install (installed as is, it only shows a dialog and does not start the game); when you move to a new release, make the install package again with the new shell. On this route only, because the computer making the package has no Apple shader compiler, the first launch on the phone spends about 7 minutes compiling shaders (once, with a progress bar); a package built with Xcode has no such step. The steps, and how far each one has been verified, are in docs/NO_XCODE.md.

Known limitations

Item Status
Online play Out of scope; fully offline
.nsp / .xci game packages The tools only check the version of the main program and do not distinguish package formats; we ran the whole path with an .xci ourselves, and users have reported that .nsp packages work perfectly as well
Signing and installing with a sideloading tool (Sideloadly, AltStore and the like) Not verified; open an issue and tell us how it went
Making the package on Linux Not verified (verified on Windows and Mac)
Devices that have not moved to iOS 26 / macOS 26 Playable with the older-API build (minimum iOS 18.0 / macOS 15.0): docs/OLDER_SYSTEMS.md; the full device table is under "Which devices are supported" above
A16 and earlier devices (iPhone 14 family, iPhone 15 / 15 Plus and so on) Playable; they need a Legacy Device Pack and an App built with it: docs/LEGACY_DEVICES.md. "One More Step for This Device" (older versions say "Device Not Supported") in the App means this step is missing
The "one-line verdict" and "legacy Chinese name" entries in item notes These two content tables are not shipped with the repository; you can supply your own, see dm/ios/tools/annot/README.md

Contributing and feedback

  • If you hit a problem, open an issue (there is a template); attaching the file exported by Share Diagnostics in the pause menu helps the most.
  • For the items marked not verified, tell us whether they worked or not. Either answer is valuable.
  • To change the code: get the test entry points above passing first. Every change has to pass the regression gates.

Taking it to other platforms: this approach is not limited to iPhone and iPad. Apple silicon Macs already have a native version (see "Playing directly on a Mac" above), built from the same game program and the same host; Apple TV also has a community port (developer preview, see the device table). Android phones use the same class of processor, so the game program executes natively there as well, and the route is fully open: the only parts to replace are the sides of the host and the graphics layer that face the platform. The author has no Android phone at hand, and would love to see someone bring it to Android.

Taking it to other games: someone has already tried other Switch games on the same host. The host has some behaviour that is on by default on iOS and was written for this one game; another game runs into these first, so turn them off or move them out before you start:

  • dm/host/hle_oe.c: the 3D render scale defaults to 0.75 on iOS, and scale3d_tick rewrites it at offsets inside this game's renderer — with another game that is a wild pointer.
  • dm/host/hle_fs.c: seeding the shared stash on first launch (DM_STASH_SEED) and the touch-layout default settings (DM_TOUCH_DEFAULTS) are on by default on iOS.
  • dm/host/main.c: the save-flush throttle patches a constant at a fixed address in the game program; argv[0] is hard-coded to "D2R".
  • dm/host/hle_time.c: the fixed-time test switch recognises a fixed address in the game program.
  • front_game_res in dm/host/front_mac.m: the docked / handheld resolutions are hard-coded to 1600×900 / 1280×720.
  • dm/host/dm_cloudsync.c: character directories are recognised by .d2s.
  • dm/host/dm_cursor.c and dm/host/dm_world.c: the whole files are specific to this game.

The cleaner arrangement is to move these defaults into per-game configuration and keep the host free of game-specific defaults; pull requests in that direction are welcome.

Documentation by part

Document Covers
dm/README.md How the whole thing works, directory layout, common commands, the host's source files
dm/gfx/README.md The graphics layer and the shader translation chain
dm/ios/README.md The iOS shell, building and smoke testing
dm/verify/README.md What each verification tool checks and what it needs
docs/GAME_FILES.md Game files: which ones you need, how to get them from your own console, where to put them
docs/DEPENDENCIES.md Dependencies and third-party licenses
docs/NO_XCODE.md Building without Xcode and without a Mac
docs/MAC.md Playing on a Mac: building the macOS App, key mapping, known gaps
docs/LEGACY_DEVICES.md Older devices (A16 and earlier): making the texture pack and putting it on the phone
docs/OLDER_SYSTEMS.md Older systems (iOS 18 – 25, macOS 15 – 25): building the older-API version and combining it with the Legacy Device Pack
docs/qa-rift-pet-life.md Regression checklist for minion life in Greater Rifts (what has been run and what has not; additions welcome)
docs/DERIVED.md Game-related material in this repository: what is here, what is not, and why

Legal

You must own the game, including the Reign of the Warlock expansion. This is an independent, non-commercial project. It is not affiliated with, endorsed by, or sponsored by Blizzard Entertainment or Nintendo. Diablo and Blizzard Entertainment are trademarks of Blizzard Entertainment, Inc.; Nintendo Switch is a trademark of Nintendo. Use it only with a copy of the game that you own.

Acknowledgements

This project stands on the open-source work below. Thank you to its authors and maintainers.

  • Ryujinx (Ryubing 1.3.2, MIT): dm/third_party/ryujinx bundles its shader translator unchanged (the Ryujinx.Graphics.Shader, Spv.Generator and Ryujinx.Common projects), which translates the Switch game's shaders to SPIR-V. During development we also ran the original game in a patched Ryujinx as the reference for comparing pictures and game state (see dm/verify/README.md; the scripts that build and drive it are not in this repository).
  • deko3d (devkitPro, zlib): the texture layout size algorithm in dm/gfx/nvn/nvn_tex.c is ported from it.
  • nvn.h (h1k421, MIT): the graphics API declarations in dm/gfx/nvn/include/nvn.h.
  • libdeflate (Eric Biggers, MIT): decompressing game data.
  • bcdec (iOrange, MIT or Unlicense): decoding BC textures on devices that do not support the BC formats.
  • FLIP (NVIDIA, BSD 3-Clause): the image difference metric used in image-quality checks.
  • Offline fix patch (LFS Mod Offline Fix): the 7 rewrites in dm/tools/patch_nso.py that let the game run offline come from this community patch. We have no reliable record of where it was first published or who wrote it; if you know, please open an Issue.
  • Tools used to build and verify: SPIRV-Cross (SPIR-V to Metal Shading Language), XcodeGen, .NET, Capstone and Unicorn (disassembly and equivalence checks of the rewrites), Pillow, numpy, lz4, astcenc (the Legacy Device Pack), hactool (extracting files from a game package), libimobiledevice and LLVM. Versions and links are in docs/DEPENDENCIES.md.
  • Community contributions: Joe Hu reported and diagnosed several Greater Rift issues and proposed a verification matrix; seedds found and diagnosed the render-target view format issue on another port (#36). Both are credited as co-authors on the corresponding commits.

License

MIT, see LICENSE. Third-party code keeps its own license in its own directory; see docs/DEPENDENCIES.md.

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