seedds 5dae4db8d7 Breath of the Wild: the second BC4 encoder builds; grass reads its integer-as-float attribute
Two red lines from an iPhone log of the PR #11 build:
- agl's BC4 block encoder has a twin for a 2D source (93aa5e22a8202409, agl_common BAHS@0x44918; 8e2cc2671cae6020 reads
  a 3D one). Now that the BC4 target is attached, its pipeline was refused (float4 output, RGBA16Uint attachment) and its
  draws were lost. The profile's shader_facts_manual.tsv declares its output uint: chain d3a07e79011d (Mac and iOS
  libraries and c1_full.tsv rebuilt). The Mac route does not reach it; a prewarm row for the pair fails on the old chain
  and builds on the new one.
- NVN's integer-read-as-float vertex formats (*_UI2F / *_I2F, 0x51-0x68) had no Metal format, so the attribute read 0.
  They now go through the replay's CPU conversion (vconv_i2f in nvn_mtl.m): the values as floats for a float input,
  their float32 bits for an integer one. BotW's grass (uking_grass variants 3 and 7) reads attribute 2 as RG8_UI2F;
  with it the grass parts around Link's feet again (Mac A/B from the same outdoor save). No other game's Mac logs show
  these formats; Mario Wonder runs as before.
2026-10-20 14:58:02 +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 (first called smbw-mobile) 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.
  • deko3d (zlib): its texture layout size algorithm is ported in dm/gfx/nvn/nvn_tex.c.
  • libvpx (VP9 movies), stb_vorbis (movie sound), libdeflate, 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:

Game IPA Notes
Super Mario Bros. Wonder ~4 GB
Fire Emblem Engage ~15 GB Upgraded to 60 fps (30 fps on Switch)
Metroid Dread ~5 GB
13 Sentinels: Aegis Rim ~5 GB
Super Mario 3D World + Bowser's Fury ~3 GB
The Legend of Zelda: Breath of the Wild ~16 GB Upgraded to 60 fps (30 fps on Switch)
The Legend of Zelda: Link's Awakening ~6 GB
Super Mario Odyssey ~6 GB
Hades ~4 GB
Hyrule Warriors: Age of Calamity ~15 GB
Fire Emblem: Three Houses ~13 GB Upgraded to 60 fps (30 fps on Switch)
Super Mario Galaxy ~3 GB
The Legend of Zelda: Tears of the Kingdom ~17 GB Upgraded to 60 fps (30 fps on Switch)
Monster Hunter Rise ~22 GB Upgraded to 60 fps (30 fps on Switch)
Super Mario Bros. Wonder
Super Mario Bros. Wonder
Fire Emblem Engage
Fire Emblem Engage
Metroid Dread
Metroid Dread
13 Sentinels: Aegis Rim
13 Sentinels: Aegis Rim
Super Mario 3D World + Bowser's Fury
Super Mario 3D World + Bowser's Fury
The Legend of Zelda: Breath of the Wild
The Legend of Zelda: Breath of the Wild
The Legend of Zelda: Link's Awakening
The Legend of Zelda: Link's Awakening
Super Mario Odyssey
Super Mario Odyssey
Hades
Hades
Hyrule Warriors: Age of Calamity
Hyrule Warriors: Age of Calamity
Fire Emblem: Three Houses
Fire Emblem: Three Houses
Super Mario Galaxy
Super Mario Galaxy
The Legend of Zelda: Tears of the Kingdom
The Legend of Zelda: Tears of the Kingdom
Monster Hunter Rise
Monster Hunter Rise

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.

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
brew install --cask dotnet-sdk
python3 -m pip install lz4 capstone fonttools

2. Put one game's NSPs in a folder, base game (an NSP, or an XCI cartridge dump) and update (and any DLC):

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

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).

Play

Touch controls. Tap 2D / 3D at the top to switch layouts; the app remembers your choice. Wonder, Engage, Dread, 13 Sentinels and Link's Awakening start in 2D, the other games in 3D. In Super Mario Galaxy, touches outside the controls move the pointer. A connected game controller hides the touch controls and keeps every button.

  • Game language is English by default. For Chinese, add the line DM_LANG=zh-Hans to Documents/env.txt.
  • 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 without rebuilding: put lines like DM_OPMODE=0 (handheld mode: lower resolution, higher frame rate) in Documents/env.txt. DM_FPS_TARGET=30 keeps Breath of the Wild and Tears of the Kingdom at their original 30 fps, which saves battery.

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: 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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