About 1 run in 3 crashed about 3 s after Start (operator new at main+0x155a79c returned null, written through at main+0x155a7a4). Each model file gets a heap of its resource size table entry + 0x1008; the file goes in 4 KB aligned and the model's setup (main+0x155a2ac) takes the rest as a frame heap. Part of the setup is GPU memory for the model's prerecorded commands, which the game sizes by recording each mesh's draw and each shape's state for each render pass into a scratch command buffer and summing nvnCommandBufferGetCommandMemoryUsed. So our record sizes count against the table: draw records had grown to carry the indirect and multi-draw fields (0x38 -> 0x50 per recorded draw on 10-18 and 10-20), and every recording began with an 8-byte BEGIN record. Of the 497 models of the world load, Obj_TreeConiferous, Obj_TreeBroadleaf_B and FldObj_HyliaBridge_A-02 needed one 4 KB page more than their entries allow, which fit only when the file's alignment pad was small (about 15% of loads each failed); the others had about 0xd00 to spare for any pad. - Plain draws leave out the indirect / multi-draw fields (hle_nvn.c rec_draw); the replay reads draw records through draw_rec / draw_idx_rec (nvn_obj.h). - A recording starts with its first command, as in NVN: no BEGIN record, the handle is the first record, an empty recording takes only its END. - 0x30 per recorded draw now; all 510 models of the world load fit whatever the pad (probe check in docs/agents/03-bringup.md). World-load A/B on the Mac: main 2 crashes of 8 runs, this 0 of 8. Super Mario Bros. Wonder (opening course), Age of Calamity (first battle), Monster Hunter Rise and Three Houses boots behave as on main. t_nvn 74/74 (6 new checks on recording sizes). - DM_PROBE heap walk: layouts of other sead versions (DM_PROBE_HEAP), frame heaps (DM_PROBE_HEAPFRAME), a heap-name filter (DM_PROBE_HEAPNAME), block contents (DM_PROBE_HEAPWORDS), the raw heap object (DM_PROBE_HEAPRAW); each hit prints as one block. Mario's +16 KB resource-heap cut (a model 0x70 bytes short) may have the same cause; not checked, so the cut stays.
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.CommonandSpv.Generator1.3.2, indm/third_party/ryujinxwith 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), the Vulkan headers and NVIDIA FLIP ship in
dm/third_partywith 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); the upgrade needs update 2.0.0, it does not work with other versions |
| 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 upgrade needs update 1.9.0, it does not work with other versions |
| The Legend of Zelda: Link's Awakening | ~6 GB | |
| Super Mario Odyssey | ~6 GB | |
| Hades | ~4 GB | |
| Hyrule Warriors: Age of Calamity | ~15 GB | Upgraded to 60 fps (30 fps on Switch); the upgrade needs update 1.3.0, it does not work with other versions |
| Fire Emblem: Three Houses | ~13 GB | Upgraded to 60 fps (30 fps on Switch); the upgrade needs update 1.2.0, it does not work with other versions |
| Super Mario Galaxy | ~3 GB | |
| The Legend of Zelda: Tears of the Kingdom | ~17 GB | Upgraded to 60 fps (30 fps on Switch); the upgrade needs update 1.4.3, it does not work with other versions |
| Monster Hunter Rise | ~22 GB | Upgraded to 60 fps (30 fps on Switch); the upgrade needs update 16.0.2, it does not work with other versions |
| Ace Attorney Investigations Collection | ~7 GB | |
| Hades II | ~4 GB | |
| Unicorn Overlord | ~4 GB | |
| Rhythm Heaven Groove | ~3 GB | |
| Octopath Traveler 0 | ~4 GB | Upgraded to 60 fps (30 fps on Switch); the upgrade needs update 1.0.5, it does not work with other versions |
| Pokémon Legends: Z-A | ~6 GB | |
| Cuphead | ~5 GB |
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 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, other 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-HanstoDocuments/env.txt. - Saves and logs are in the Files app, under the app's name:
save/andlog.txt. When something goes wrong, sendlog.txt(the previous run islog.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/andpso_user.tsvover from the old one to keep your progress. - Settings without rebuilding: put lines like
DM_OPMODE=0(handheld mode: lower resolution, higher frame rate) inDocuments/env.txt.DM_FPS_TARGET=30keeps Breath of the Wild, Tears of the Kingdom and Octopath Traveler 0 at their original 30 fps, which saves battery.DM_SHOW_FPS=1shows the frame rate at the top left (--show-fpswhen packing turns it on from the start).
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.




















