d2r-mobile

agent
Guvenlik Denetimi
Basarisiz
Health Uyari
  • License — License: MIT
  • Description — Repository has a description
  • Active repo — Last push 0 days ago
  • Low visibility — Only 6 GitHub stars
Code Basarisiz
  • rm -rf — Recursive force deletion command in dm/gfx/tools/msl_retarget.sh
Permissions Gecti
  • Permissions — No dangerous permissions requested

Bu listing icin henuz AI raporu yok.

SUMMARY

Diablo II: Resurrected as native code on iPhone and iPad, from your own Switch copy. 60 fps, ~10 h battery in power saver mode, 1-tap Runewords, a 100-level Greater Rift. Build it with one sentence to Claude Code or Codex. 暗黑 2 重制版原生跑在 iPhone / iPad 上,一句话复刻。

README.md

D2R Mobile

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.

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) · 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

Locked 60 fps 10 h battery 1-tap Runewords 100-level Greater Rift Uber Boss Rush 1 s to play
No drops once the phone warms up Per charge, in power saver mode Long-press a base, socket every rune Skill cap rises from 20 to 40 12 stages, Diablo Clone to the Ubers From the main menu into a game

Build it with one sentence

Have your game files ready, then tell Claude Code or Codex:

Use the d2r-mobile skill from https://github.com/d2r-mobile/d2r-mobile to build D2R Mobile for my iPhone. My game files are in <path>.

The agent checks your machine, prepares the workspace, signs and installs the app, and copies the game resources to your phone. It stops to ask you for your Apple signing details and before any install that needs sudo. The skill lives at skills/d2r-mobile/SKILL.md, and both agents find it on their own through .claude/skills/ and .agents/skills/. The manual steps are under Getting started.

Why it plays like a native game

  • Your phone runs the original program. iPhone and Switch use the same family of ARM processors. The rewriter changes only the instructions Apple's kernel rejects (thread-pointer registers, system calls, timers) and leaves every other byte as shipped. Classes, Runewords, Terror Zones, bosses, drop rules and quests match the original because they are the original code.
  • Graphics go straight to Metal. A small host written for Apple platforms provides the system calls, files, audio and input the game expects, and reimplements its graphics API on Metal. The build translates every shader offline, so you never wait on a shader compile when you enter a new area.
  • Older chips get their own textures. A16 and earlier chips lack the game's compressed texture format. The build adds a supplementary texture pack for them, and those phones hold 60 fps too.

What ships, and what you bring

The repository ships the rewriter, the host, the graphics layer, the iOS app, the test tooling and the full build pipeline. It ships no game program, art, text, data tables or shaders: your own machine generates all of that from your own files (see docs/GAME_FILES.md). The interface details we recorded to make the port work, such as shader interface descriptions, the graphics API function table and addresses inside the program, are listed item by item in docs/DERIVED.md.

The game runs fully offline and needs no online account. Multiplayer is out of scope.

Battle-tested

All 44 iPhones and iPads in the closed beta cleared Normal, Nightmare and Hell with several characters: 35 registered devices (25 iPhones and 10 iPads) plus 9 TestFlight accounts with one device each. The oldest, an iPhone 14 Pro Max with 6 GB of memory, holds 60 fps.

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 steady 60 fps

One install package covers iPhone and iPad.

Act I Act II Act III Act IV Act V

Speed and battery

Measured on an 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): close to 5 hours of play on a full charge
Whole-device power, power saver mode at 30 fps about 1.85 W: close to 10 hours of play on a full charge

Measurement conditions: 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 comes from the measured power and the battery capacity, not from playing a full charge down 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.

The install package is a little over 100 MB. The game resources (about 5.6 GB) go onto the phone separately, and app updates leave your saves and resources alone.

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.

We rebuilt every panel and every action for touch, with one rule: keep the original interface language, and use gestures in place of extra buttons. Text and tap targets are sized for fingers. You can play the moment you pick it up, and long sessions stay comfortable.

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 walk there. Doors, portals and cave entrances respond to a tap anywhere on their surface.
  • Fight: press a skill button to cast, hold to keep casting, and drag to aim at any angle; nearby monsters get targeted for you. You get 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 left.
  • Boss health bar: pinned to the top of the screen with the percentage remaining.
  • Items: tap, double-tap, long-press and drag and drop all follow 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: you type with the system keyboard. Character names can be in Chinese; leave the name blank for a random one.
  • Screen: on iPhone the game fills the 19.5:9 display edge to edge, clear of the notch and rounded corners. On iPad it fills the whole screen, and the interface centers itself when you open a panel. You can brighten the 3D picture.

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 the touch interface comes back. Inventory, stash, skill tree, Chronicle and settings all work with a controller, using the Switch button mapping.

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

Endgame on top of the original

Clear Hell and a new endgame opens up. None of it changes the original rules.

Greater Rift

Enter through the red portal in Harrogath. The Rift has 100 levels, and the monsters grow stronger on each one. Fill the progress bar and kill the Rift Guardian within 15 minutes to clear a level. Every 2 levels grant +1 Skill Point and +5 Stat Points, and the skill level cap rises from 20 to 40. Every 10th level 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

Boss Rush, Elysium mode and the Kill Board

  • Endgame Boss Rush: 12 stages after you clear Hell. Stage 11 is Diablo Clone, and stage 12 is the three Uber bosses.
  • Elysium mode (you choose it at character creation): Unique ×5, Set ×3, Runes ×5. The "no drop" chance falls to a tenth, and every boss kill drops like a first kill.
  • Kill Board: for every boss, your kill count, the time of your first kill, the Unique and Set items it has dropped, and your best and average kill times.

The Kill Board Choosing Elysium mode at character creation

Storage for collectors

  • Chronicle stash: every identified Unique and Set item has its own fixed slot, shared by all your characters, with search, deposit and withdraw. The Deposit button sends the Unique and Set items in your inventory and Horadric Cube there in one tap.
  • Stash: 14 columns wide, 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 you find and craft on one page. Runes, gems and materials you put into the personal or shared pages get filed here for you.
  • Pouch: an extended inventory. Runes and gems you find in the field go into it and take up no inventory space.

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

Less busywork while you farm

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
Auto-recast buffs Your learned buffs need no slot on the skill bar. When a buff runs out, the game recasts it the moment you stand still. Buffs from your secondary weapons (such as Battle Orders from Call to Arms) swap weapons, recast and swap back
Potions and belt Auto-drink has two tiers: a healing potion below 50% Life, a rejuvenation potion below 30%. Your mercenary drinks by the same rule. You pick up potions on the ground when the belt has room, and a double-tap on an empty belt slot refills the whole belt
Loot filter From Nightmare on, the original loot filter switches on to hide clutter: light filtering in Nightmare, heavy in Hell
Auto-pickup Low runes and gems go straight into the Pouch; you pick up the high ones yourself
Valuable drop alerts High runes and Unique items raise a light beam and land with their own sound. The phone vibrates light, medium or heavy according to value
Minimap guidance Every map marks its Waypoint and exits, and every quest goal sits on the map. When a target is off screen, its name runs along the screen edge
Chores removed Free identification, free Town Portal with no scrolls, spawning beside the Waypoint, Quick Restart, refreshable vendor stock
Saves The game saves the moment you switch apps, swipe the app away or quit. iCloud syncs your saves across devices (requires signing with a paid developer account)

You can toggle most features 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

Switch the whole game between English and Chinese under Options → Custom; after a restart, the interface and the voice acting use the language you chose. In English, items, skills and monsters keep the original Diablo II wording, and everything we added (Greater Rift, Chronicle, the settings page, controller prompts) has English text 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; the build translates shaders 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 like the original, plus the regression gates every change goes through

Tests ship with the code. The project includes 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 from step 2 below; regress.sh also needs brew install llvm). CONTRIBUTING.md covers how to send changes.

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 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 system decides which build to use, the chip decides whether you also need a texture pack, and the two combine:

Your device iOS 26 or later iOS 18 – 25
A17 Pro and newer (iPhone 15 Pro and later, iPhone 16 and later) Default build, follow the steps below Older-API build
A16 and earlier (iPhone 14 series, iPhone 15 / 15 Plus and before) Default build + Legacy Device Pack Older-API build + Legacy Device Pack

On a Mac only the system matters: macOS 26 or later uses the default build, macOS 15 – 25 the older-API build.

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, add your own game content with the packaging tool, then install it with a sideloading tool
Status The main route; every number above comes from it Works end to end on Windows, from making the package to playing on a device, and both systems produce a byte-identical game program. Nobody has tried signing with a sideloading tool yet: try it and tell us
Instructions The three steps below docs/NO_XCODE.md

The Apple account you sign with: a paid developer account gives you everything. A free Apple ID works too, without iCloud save sync, and you re-sign and reinstall the app every 7 days. docs/DEPENDENCIES.md lists every dependency.

The fastest route is the one-sentence build: your agent runs the steps below for you.

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 about 11 minutes; later runs skip finished steps.

    ./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. The section "The "game resource folder" that goes on the phone" in docs/GAME_FILES.md shows where to put them.

./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 anything missing it says where to get it and which command to run next. It changes nothing. If you have a whole game package (.xci / .nsp), ./setup.sh <game package> <prod.keys> extracts the game files into place first and then carries on (install hactool first). Run ./setup.sh again after you pull new commits: it rebuilds the patched binaries and the shader library for the current sources and skips steps that are up to date. It also rewrites three files in the repository that track 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; attacking by clicking a monster and dragging items are not there yet. 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.ipa; D2RMobile-shell-ios18.ipa 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. 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
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). The file from Share Diagnostics in the pause menu helps the most.
  • For the items marked not verified, tell us whether they worked. Either answer helps.
  • 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. 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.

License

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

If D2R Mobile runs on your phone, a ⭐ helps the next player find it.

Yorumlar (0)

Sonuc bulunamadi