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.
- System Requirements
- Features
- FAQ
- Known Issues
- Building
- Libraries Used and Projects Referenced
- Special Thanks
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).
- 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
- High framerate support (frame interpolation), pending the family's matrix-group work
- Linux support
- Mod support
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.
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.
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.
- 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.
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.
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.
See BUILDING.md.
- 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
- 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.


