seedds 3eb1d76f5d Add game rumble for iPhone and Apple game controllers
Preserve per-player motor state and SDK vibration handles, apply batches atomically, and route Core Haptics output through existing controller assignments. Add independent launcher controls and lifecycle tests.

Supersedes #86. Physical feel and controller compatibility still require device testing.
2026-10-24 11:02:21 +08:00
ROMANCE OF THE THREE KINGDOMS 8 REMAKE (0100C2A01A730000, update 1.1.3, Koei Tecmo's KTGL on SDK 17.5.3): game profile plus three general changes. Plays on the iPhone with a controller (IPA 16.8 GB); on the Mac from the logo movie, the intro and the title through a new game (the recommended setup, the opening story), the council, espionage, a month's missions, the 3D city view, a visit, a practice duel in 3D and a save and load, at 30 fps as on the Switch with sound, about 2 GB resident in the council and 2.5 GB in the duel, flat on a screen left idle. nx_extract: the update is a multi-program patch, the game's patch (…0000) beside a whole second program (…0001, 34 MB, its own Control NCA) that main starts with nn::oe::ExecuteProgram(1); nx_extract took the first Program NCA, the second program, and stopped with "NCA section 1 does not exist" layering it over the base game. It now takes the base NSP's lowest title ID (program index 0) and the update's Program and Control NCAs of that title ID (Balatro and Mario Kart 8 Deluxe extract as before; the host runs program 0 only). shader_split.py: a newer RDB than Age of Calamity's, 296 .fdata files (PDRK0000 and u64 0x10, then IDRK entries) beside data/*.file; flag 0x400000 marks chunks of a new form (u16 stored length, 8 bytes, the stream; a zero length ends; 16 KB inflated at most), LZ4 blocks with 0x100000 too, zlib otherwise; every other flag value is read as before. All 51,655 entries (49,620 LZ4, 2,026 zlib, 9 stored) inflate to the length in their header. The shaders are G2S (_S2G5000 / 6000 / 7000) and _DOK0000 containers again: 59,214 GLSLC outputs there and 149 in main (149 before the change), all built for the Mac and iOS. hle_audren.c: SDK 17.5.3's OpenAudioRenderer with an event calls the form without one through the PLT (sdk+0x1e489c), which the loader binds to the host's hook, so ar_open ran twice for one renderer: the inner call started the render thread before the event existed and the outer one logged a second renderer; the inner call (t_in_open) now goes straight to the SDK. Profile: pad_layout full (the dialogue boxes' auto and log buttons are the right stick and R3; the game reads a USB mouse, not the touch screen), mem_used 80 MB, a prewarm list recorded on the Mac over the route above (451 entries). Left as is: three shaders get textures of another type on some slots (texture type mismatch, once each), with nothing wrong on screen. Checked: the NSP script packs it from the NSPs alone (Mac and iOS shaders, 1 h 19 min and 1 h 29 min on a 12-core M6), the four tool test files pass (34 tests), profile_guess.py gives the profile's memory keys. README (games table, a Mac picture of the duel), AGENTS.md (48 → 49), docs/development.md and docs/agents say so
2026-10-24 08:29:17 +08:00
2026-10-23 10:49:32 +08:00

nxnative

Play your own Nintendo Switch games natively on iPhone and iPad. Bring your game (its NSP files) and your prod.keys; one script turns them into an IPA that you sideload.

It is not an emulator: the game's own code runs directly on the Apple chip, with Switch graphics rebuilt on Metal. Nothing from any game is in this repository, and the project is not affiliated with Nintendo or any game publisher.

Acknowledgements

This project is built on other people's work:

  • d2r-mobile (MIT) developed this native-execution approach, for Diablo II: Resurrected. nxnative started as a copy of its generic parts: the NSO rewriter, the host that stands in for Horizon, the NVN-on-Metal layer and the iOS app shell. Fixes go both ways.
  • Ryujinx (MIT): its shader translator (Ryujinx.Graphics.Shader, Ryujinx.Common and Spv.Generator 1.3.2, in dm/third_party/ryujinx with a few fixes listed in its README) turns the games' Maxwell shaders into SPIR-V. Its emulation of the kernel and system services is also a reference when the host's behaviour is in doubt.
  • Atmosphère: its kernel, mesosphère, is the reference for Horizon's synchronization semantics (address arbiter, condition variables).
  • yuzu: Maxwell instruction encodings for the shader reference tool, and a cross-check for kernel behaviour.
  • LibHac: reads NSPs and layers updates over the base game in dm/tools/nx_extract. hactool did the first extractions.
  • SPIRV-Cross: SPIR-V to Metal Shading Language. glslang compiles the GLSL of OpenGL games to SPIR-V for it.
  • deko3d (zlib): its texture layout size algorithm is ported in dm/gfx/nvn/nvn_tex.c.
  • libvpx (VP9 movies), stb_vorbis (movie sound), the Vulkan headers and NVIDIA FLIP ship in dm/third_party with their licenses (list).
  • Capstone, lz4, fontTools and XcodeGen are used by the build.

Games

All of these are tested on an iPhone and playable:

Needs iOS / iPadOS 26 or later on an iPhone 15 Pro or newer (A17 Pro chip or later) or an iPad with an M1 chip or later: the games' textures are BC-compressed, and older iPhones can't read that format. Other games aren't supported yet. For them the script writes a survey and still tries its best to pack an IPA, guessing the game's settings; such an IPA may not start.

Super Mario Bros. Wonder
Super Mario Bros. Wonder
IPA ~4 GB
Fire Emblem Engage
Fire Emblem Engage
IPA ~15 GB · 60 fps (30 on Switch) with update 2.0.0
Metroid Dread
Metroid Dread
IPA ~5 GB
13 Sentinels: Aegis Rim
13 Sentinels: Aegis Rim
IPA ~5 GB
Super Mario 3D World + Bowser's Fury
Super Mario 3D World + Bowser's Fury
IPA ~3 GB
The Legend of Zelda: Breath of the Wild
The Legend of Zelda: Breath of the Wild
IPA ~16 GB · 60 fps (30 on Switch) with update 1.9.0
The Legend of Zelda: Link's Awakening
The Legend of Zelda: Link's Awakening
IPA ~6 GB
Super Mario Odyssey
Super Mario Odyssey
IPA ~6 GB
Hades
Hades
IPA ~4 GB
Hyrule Warriors: Age of Calamity
Hyrule Warriors: Age of Calamity
IPA ~15 GB · 60 fps (30 on Switch) with update 1.3.0
Fire Emblem: Three Houses
Fire Emblem: Three Houses
IPA ~13 GB · 60 fps (30 on Switch) with update 1.2.0
Super Mario Galaxy
Super Mario Galaxy
IPA ~3 GB
The Legend of Zelda: Tears of the Kingdom
The Legend of Zelda: Tears of the Kingdom
IPA ~17 GB · 60 fps (30 on Switch) with update 1.4.3
Monster Hunter Rise
Monster Hunter Rise
IPA ~22 GB · 60 fps (30 on Switch) with update 16.0.2
Ace Attorney Investigations Collection
Ace Attorney Investigations Collection
IPA ~7 GB
Hades II
Hades II
IPA ~4 GB
Unicorn Overlord
Unicorn Overlord
IPA ~4 GB
Rhythm Heaven Groove
Rhythm Heaven Groove
IPA ~3 GB
Octopath Traveler 0
Octopath Traveler 0
IPA ~4 GB · 60 fps (30 on Switch) with update 1.0.5
Pokémon Legends: Z-A
Pokémon Legends: Z-A
IPA ~6 GB
Cuphead
Cuphead
IPA ~5 GB
Super Mario Galaxy 2
Super Mario Galaxy 2
IPA ~3 GB
FINAL FANTASY TACTICS - The Ivalice Chronicles
FINAL FANTASY TACTICS - The Ivalice Chronicles
IPA ~11 GB
Absolum
Absolum
IPA ~2 GB
Captain Toad: Treasure Tracker
Captain Toad: Treasure Tracker
IPA ~2 GB
Brain Memory Training Academy
Brain Memory Training Academy
IPA ~0.1 GB
The Great Ace Attorney Chronicles
The Great Ace Attorney Chronicles
IPA ~4 GB
STEINS;GATE RE:BOOT
STEINS;GATE RE:BOOT
IPA ~6 GB
Big Brain Academy: Brain vs. Brain
Big Brain Academy: Brain vs. Brain
IPA ~0.8 GB
Patrick's Parabox
Patrick's Parabox
IPA ~0.2 GB
Celeste
Celeste
IPA ~0.9 GB
DRAGON QUEST XI S: Echoes of an Elusive Age – Definitive Edition
DRAGON QUEST XI S: Echoes of an Elusive Age – Definitive Edition
IPA ~15 GB · 60 fps (30 on Switch) with update 1.0.4
Monster Train 2
Monster Train 2
IPA ~1.6 GB · 60 fps (30 on Switch) with update 1.1.1
Raging Loop
Raging Loop
IPA ~0.9 GB
DARK SOULS: REMASTERED
DARK SOULS: REMASTERED
IPA ~4 GB · 60 fps (30 on Switch) with update 1.0.3
Paper Mario: The Thousand-Year Door
Paper Mario: The Thousand-Year Door
IPA ~5 GB · 60 fps (30 on Switch) with update 1.0.1
Hollow Knight: Silksong
Hollow Knight: Silksong
IPA ~6.4 GB
Catherine: Full Body
Catherine: Full Body
IPA ~14 GB
Digimon Story Cyber Sleuth: Complete Edition
Digimon Story Cyber Sleuth: Complete Edition
IPA ~5 GB
Animal Crossing: New Horizons
Animal Crossing: New Horizons
IPA ~10.5 GB with update 3.0.3
DRAGON QUEST VII Reimagined
DRAGON QUEST VII Reimagined
IPA ~5.9 GB with update 1.2.0
FINAL FANTASY RESONANCE
FINAL FANTASY RESONANCE
IPA ~10 GB · 60 fps (30 on Switch) with update 1.0.1
Luigi's Mansion 3
Luigi's Mansion 3
IPA ~7.5 GB · 60 fps (30 on Switch) with update 1.4.0
AI: THE SOMNIUM FILES
AI: THE SOMNIUM FILES
IPA ~8.3 GB
ANIMAL WELL
ANIMAL WELL
IPA ~54 MB · update 1.0.10
AI: THE SOMNIUM FILES - nirvanA Initiative
AI: THE SOMNIUM FILES - nirvanA Initiative
IPA ~11.6 GB · update 1.0.2
Mario Kart 8 Deluxe
Mario Kart 8 Deluxe
IPA ~11.9 GB · update 4.0.0 · Mii heads not drawn (no firmware)
Balatro
Balatro
IPA ~82 MB · update 1.1.3 · played by touch
ROMANCE OF THE THREE KINGDOMS 8 REMAKE
ROMANCE OF THE THREE KINGDOMS 8 REMAKE
IPA ~16.8 GB · update 1.1.3 · controller only

Pack an IPA

1. Get nxnative and its tools (once, on a Mac with Xcode and Homebrew):

git clone https://github.com/seedds/nxnative.git && cd nxnative
brew install xcodegen zstd spirv-cross glslang
brew install --cask dotnet-sdk
python3 -m pip install lz4 capstone fonttools "backports.zstd; python_version < '3.14'"

2. Put one game's NSPs in a folder: the base game (an NSP, or an XCI cartridge dump), plus its update and DLC if you have them:

~/Games/MarioWonder/
  Super Mario Bros. Wonder [010015100B514000][v0].nsp
  Super Mario Bros. Wonder [010015100B514800][v327680].nsp

Any version works, with or without an update: the script packs the newest version in the folder. DLC is optional too: the DLC in the folder is packed, and without it the game sees none, as on a Switch without it. Each game was tested on one version (an update named in the table above is the one its 60 fps needs). With another version the script builds the game with that version's own shaders and says that the version was not tested; fixes made for the tested version's code, such as the 60 fps ones, don't apply to it.

3. Run the script:

python3 scripts/build_ipa_from_nsp.py ~/Games/MarioWonder -k ~/keys/prod.keys

The IPA appears in the same folder (here ~/Games/MarioWonder/SMBWMobile.ipa). The first build takes 30–60 minutes, later ones about 10. You need free disk space of about twice the NSPs' size plus 10 GB. Options such as -o (output path) and --app-name are listed by -h.

4. Install the IPA with your sideloading tool (AltStore, Sideloadly, LiveContainer, …). The app gets the game's name, icon and version (the update's version, for example 1.2.1 for Mario Wonder; the base game's when there is no update). Sign it with the Increased Memory Limit capability (com.apple.developer.kernel.increased-memory-limit) if your tool can: without it iOS gives the app about 3.4 GB and closes the bigger games (Hyrule Warriors: Age of Calamity and Hades II use more, Breath of the Wild and Cuphead come close); with it a recent iPhone gives about 6 GB.

With an Apple developer account you can instead build and install from Xcode: --prepare-xcode makes an Xcode project for the game rather than an IPA (Build and run on a device with Xcode).

Play

Settings. A screen before the game starts offers what the game supports: frame rate, render scale, docked or handheld mode, game language, the frame-rate counter and Apple's performance HUD. Tap Play to start; the app remembers your choices.

Touch controls. Tap 2D / 3D at the top to switch layouts; the app remembers your choice. Wonder, Engage, Dread, 13 Sentinels, Link's Awakening, Ace Attorney Investigations Collection, Unicorn Overlord, Rhythm Heaven Groove, Octopath Traveler 0, Pokémon Legends: Z-A, Cuphead, Absolum, Brain Memory Training Academy, The Great Ace Attorney Chronicles, STEINS;GATE RE:BOOT, Big Brain Academy: Brain vs. Brain, Patrick's Parabox, Celeste and Raging Loop start in 2D, the other games in 3D (STEINS;GATE RE:BOOT's quick save is R3, in the 3D layout). In 3D, the right stick (the camera in most games) is not drawn: swipe on the right third of the screen, starting anywhere off the buttons. In Super Mario Galaxy and Super Mario Galaxy 2, other touches outside the controls move the pointer; in Captain Toad: Treasure Tracker they touch the game's screen (touch blocks, stun enemies), and in Big Brain Academy: Brain vs. Brain too (its menus and activities). A connected game controller hides the touch controls and keeps every button.

Rumble. Game vibration uses the iPhone's haptic engine or a compatible connected controller. Controllers with separate left/right haptic outputs keep those effects separate. The launcher's Game rumble and Rumble strength settings control it independently of Touch feedback. Phone rumble approximates the Switch's effects; physical feel and controller compatibility still need device testing.

Shaking. Shake the iPhone to shake the controller, in games that read its motion: Super Mario Odyssey's motion moves (such as the cap throw on a shake) need it, and Odyssey only takes them in its default docked mode. A light bump does not count; a sharp flick of the phone does.

  • Game language is English by default. Pick another when packing with --language (-l), by code or by name: -l ja, -l zh-Hans, -l French (LANGUAGE in Spyder). It must be one the game has; the script prints the game's languages and stops on one it lacks. To change it without rebuilding, pick another on the settings screen.
  • Saves and logs are in the Files app, under the app's name: save/ and log.txt. When something goes wrong, send log.txt (the previous run is log.prev.txt).
  • Short stutters the first time a new scene appears are normal: the app compiles graphics for it once and remembers them for the next launch.
  • Reinstalling: some sideloading tools give a reinstalled app a new data folder. Copy save/ and pso_user.tsv over from the old one to keep your progress.
  • Settings in a file: lines like DM_OPMODE=0 (handheld mode: lower resolution, higher frame rate) in Documents/env.txt win over the settings screen, which then shows them greyed out. DM_FPS_TARGET=30 keeps Breath of the Wild, Tears of the Kingdom and Octopath Traveler 0 at their original 30 fps, which saves battery; DM_PRESENT_INTERVAL=game does the same for Monster Train 2. DM_SHOW_FPS=1 shows the frame rate at the top left (--show-fps when packing turns it on from the start). DM_LAUNCHER=0 skips the settings screen.

Known issues

  • No amiibo and no online features.
  • Fire Emblem Engage: after switching away from the app and back, some sounds may stay silent until you restart it.
  • Fire Emblem: Three Houses: small square patches on the ground where decals land.
  • Super Mario Galaxy and Super Mario Galaxy 2: effects drawn as points or lines come out one pixel wide.

For developers

How it works, the script's options, running games on the Mac, adding a game, and per-game notes: docs/development.md. In-depth bring-up and debugging notes: docs/agents.

License

MIT (see LICENSE). Third-party code keeps its own license; see dm/third_party.

S
Description
Run supported Nintendo Switch games natively on Mac, iPhone & iPad. One-command setup, complete Mac apps, lightweight iOS builds, Xbox/PS4/PS5 controllers and editable touch controls. Built on seedds/nxnative. Bring your own games and keys.
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