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Interface language
The desktop app defaults to English. Its English/Español selector updates labels,
status messages and app-owned folder-picker prompts immediately, and persists the
choice in local UserDefaults (interfaceLanguage). Invalid saved values fall back
to English. Game language, the in-game touch editor and raw build/tool/OS diagnostics
are independent and are not translated by this selector. Gameplay compatibility is
reported by upstream game notes, not detected from a build or device by this app.
Desktop interface
For daily use, open nxnative.app, choose a game folder and press Preparar para iPhone.
The native macOS interface uses generic SF Symbols instead of game artwork and shows progress and provides buttons for the lightweight IPA,
RomFS folder and Sideloadly. First-time setup still needs full Xcode, Homebrew and the
user's game/key files. It never signs, installs or enters an Apple account.
To create it on another Mac, double-click scripts/Abrir-interfaz.command from the
checkout. Build outputs stay beside the repository, under nxnative-easy/; the local
app points back to this checkout, so recreate it if the checkout is moved. The existing
CLI remains available below. Cancellation signals the entire build process group.
Personal iOS builds
This branch retains nxnative's MIT license and attribution. It starts from
upstream ecbeae164c0b419d1ba1031248fe1402050a3eb0, includes the shared iOS touch
editor and the tested #277 extraction-space fix, and keeps the working Dread shader
chain. Upstream changes are reviewed in the PR review.
One command, including lightweight export
Double-click scripts/Build-iPhone.command in Finder, choose the folder containing
one game's base NSP/XCI and updates, and select the external folder containing your own prod.keys when asked.
Alternatively, from this checkout:
bash scripts/prepare_ios.sh "/Volumes/Games/MyGame"
Full Xcode and Homebrew must be installed first. The script checks iOS SDK 26+, installs missing command-line dependencies, and keeps its Python environment next to the game. It builds using THIS checkout, including the editor and any local changes. It never clones an older revision over it, resets it, or pulls upstream. For subsequent games, run the same command with a different external game folder. It supports the upstream builder's known games; unsupported titles may require bring-up even when a provisional IPA can be generated.
The default result is an unsigned full IPA plus a separate output folder with a
lightweight unsigned IPA, romfs/, and installation instructions. Each run uses
new names; previous IPAs, game packages, extraction and shader caches are retained.
Lightweight ZIP validation rejects traversal, duplicate/colliding paths, symlinks,
keys and unsupported compression. All exported data are streamed with CRC checks.
Large uncompressed app resources may still exceed the non-ZIP64 format limit;
the script stops rather than silently emit a Sideloadly-incompatible archive.
Per-game nxnative-ios.json records the source revision, app identity, language,
version and outputs; it contains no key values. Later runs retain its bundle ID.
The default language is es-419; the upstream builder handles supported-language
selection. The default pipeline archive target is none, as in the working Dread
build; choose a known compatible target explicitly with --gpu when desired.
Game versions are selected by upstream (newest present unless --package is set).
An update may change RomFS, so only reuse phone data when that data are identical.
Developer CLI: rebuild the app using existing caches
The desktop interface always uses the normal pipeline, which validates and reuses unchanged stages automatically. There is no cache-mode toggle for users to choose. The app-only option below remains a developer CLI tool, outside the desktop flow.
For editor/app-only changes on an already prepared game:
bash scripts/prepare_ios.sh "/Volumes/Games/MyGame" --app-only
This does not need keys or re-extraction. It requires exactly one existing
<title>_build folder in the game folder, valid rewritten modules, extracted
RomFS and iOS shaders in the builder's standard locations. It selects the newest
cached patched_v* unless --package is supplied. On the first app-only run,
identity is read from the newest root-level unsigned IPA, then persisted. Keep
only the intended app's IPAs in that game's folder. Shader stamp verification in
build_ipa.sh remains enabled; stale caches fail explicitly rather than being used.
Changes to a profile/compiler/shader chain require a normal full pipeline run.
App-only and normal runs both re-export RomFS into a new output folder; they do
not delete or synchronize the existing phone's Documents.
Options and diagnostics
bash scripts/prepare_ios.sh --setup-only "/Volumes/Games/MyGame"
python3 scripts/build_ios.py "/Volumes/Games/MyGame" --dry-run
python3 scripts/split_ipa.py "/Volumes/Games/MyGame/full-unsigned.ipa"
python3 scripts/review_upstream.py --output /Volumes/Games/new-pr-review
The direct Python build invocation needs the prepared venv. For example use
<game>/nxnative-tools/venv/bin/python instead of python3. Dry-run reads the
folder/configuration and source revision without opening keys or running a build;
the setup shell still checks/installs dependencies before invoking Python.
--full-only omits RomFS export. --keys-folder (or an explicit --keys file path), --bundle-id, --app-name, --language,
--package and --gpu provide explicit overrides. The wrapper rejects simultaneous builds from this checkout because generated files
and caches are shared. Avoid launching the original upstream builder alongside it.
Install and preserve saves
The scripts do not sign or install, use Apple accounts, or choose developer teams.
The placeholder 0000000000 is only for unsigned packaging. Sign with Sideloadly
using your personal account. Updating the installed app requires the same personal
Apple account and the same effective bundle ID Sideloadly previously used. Keep
any Sideloadly custom bundle-ID settings. The source IPA identifier alone cannot
prove the identifier installed on the phone. Do not uninstall: this deletes saves
and Documents/romfs. First installation needs the exported romfs folder copied
whole to app Documents through Finder. Later app-only updates can reuse identical
RomFS already there. Updates to game data require the matching new export.
Touch editor
Tap Edit controls above the game. Select a control from the menu or touch near its center; drag outside the tools to move it. Show / hide tools exposes areas behind the panel. Adjust Size (50–200%) and Opacity (0–100%). At 0% its hit area remains active; editing keeps an invisible control findable. Save commits, Cancel reloads saved preferences, Reset control and Reset all restore original geometry and need Save to confirm. Each app stores independent 2D and 3D layouts. The game keeps running during editing. Controller connection changes cancel unsaved edits. Actual iPhone multitouch and controller behavior still need user validation after signing/installing.
Verify changes before committing
python3 -m unittest discover -s scripts/tests
python3 -m unittest dm.tools.tests.test_nsp_space
python3 -m unittest discover -s dm/ios/tests
GAME=010093801237C000 python3 dm/ios/tools/compile_check.py
Keep game packages, keys, saves, IPAs, signing material and extracted resources
outside this source repository. .gitignore guards common output types; it is
not a substitute for reviewing staged files. Original downloaded scripts were
preserved on the Mac. These maintained scripts generalize that preparation and
splitting workflow without the Metroid-only profile/bundle assumptions.
Accounts and keys
The desktop build runs swiftc and explicitly ad-hoc signs with codesign --sign -.
No Apple identity, certificate or development team is selected. The iPhone package
continues to use CODE_SIGNING_ALLOWED=NO; Sideloadly signing is a separate user step.
The GUI remembers only a user-selected keys-folder path in local UserDefaults.
It passes that explicit folder to the builder; keys are not copied, bundled,
downloaded or stored in repository configuration. The CLI always prompts for a
folder when no explicit key option is supplied, even if prod.keys is beside a game.
The game app's key file is never packed into an IPA. Tests use disposable synthetic
bytes, not Nintendo key material.
Game catalog
The home carousel lists all local game profiles as a support reference, with an explicit reminder that users must supply their own game files. View all / Ver todos at the top right of the carousel opens the searchable catalog. The native catalog reads every
16-digit title directory containing dm/games/<id>/game.tsv from the current checkout
when opened. It shows the profile name, registered build display versions and title ID,
with a link to the corresponding repository game note. Search ignores case and accents
and matches name, version or title ID; whitespace-separated terms must all match.
No game artwork or network request is needed to populate/search the list. Profile
presence is not interpreted as verified iPhone gameplay. The current checkout has 70
profiles, including regional variants.
Simplified player flow
The home screen contains the catalog, game-folder selection, explicit keys-folder selection and one prepare action. Empty-state status copy, technical cache choices, permanent legal/compatibility footers and the standalone installation-guide link were removed. There is one progress indicator while running. Only failures expose raw diagnostics; common missing-tool failures receive direct recovery instructions. The catalog keeps version search but does not show raw title IDs in every row.
When an existing or newly built IPA is available, the app shows the two remaining steps: send the prepared file to Sideloadly, then copy RomFS through Finder for a first installation. Sending a file opens it in the installed Sideloadly application; it does not click Start, select an account, sign or install on a phone. If Sideloadly is missing, the action is labelled Get Sideloadly and opens its official website. The normal build workflow still requires Xcode/Homebrew first and installs other missing dependencies. No Apple identity is selected by the desktop compiler.
One-command setup and destination selection
install.sh installs missing Homebrew/build tools, prepares an isolated Python
runtime, compiles the desktop app locally and opens it. Full Xcode must already be
installed and opened once; the script checks this before downloading anything.
The install uses an independent source checkout and never resets local changes.
--check reports prerequisite status without installations or network access.
Users must explicitly choose iPhone/iPad or Mac before preparing a game. The iOS
route preserves the lightweight IPA workflow and nxnative-ios.json. The Mac route
uses the upstream --platform mac-app packer with explicit ad-hoc signing, a unique
output path per build and a separate nxnative-mac.json output record. It uses the
upstream per-title save location without replacing iOS state. Apple silicon is
required. Successful packaging is not a new claim of gameplay verification.