seedds ac7fadcef7 README: Super Mario Odyssey plays on the iPhone
- Odyssey moves from "being ported" into the Games table (base game +
  update 1.4.1, ~6 GB IPA) and the gallery (Cap Kingdom fog, captured on
  the Mac with the current build). It played at 60 fps on an iPhone; the
  fog fix (ca7216c) is in the latest IPA.
- Touch controls: Odyssey starts in 3D like 3D World and Breath of the Wild.
- Hades is the one game still being ported.
- AGENTS.md: eight games play on the iPhone; development notes drop
  Odyssey's "being ported".
2026-10-18 13:31:54 +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, unmodified in dm/third_party/ryujinx) 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 NSPs to put in the folder IPA Notes
Super Mario Bros. Wonder base game + update 1.2.1 ~4 GB
Fire Emblem Engage base game + update 2.0.0 (+ Expansion Pass DLC) ~15 GB Upgraded to 60 fps (30 fps on Switch)
Metroid Dread base game + update 2.1.0 ~5 GB
13 Sentinels: Aegis Rim base game + update 1.10 ~5 GB
Super Mario 3D World + Bowser's Fury base game + update 1.2.2 ~3 GB
The Legend of Zelda: Breath of the Wild base game + update 1.9.0 (+ DLC) ~16 GB Upgraded to 60 fps (30 fps on Switch)
The Legend of Zelda: Link's Awakening base game + update 1.1.0 ~6 GB
Super Mario Odyssey base game + update 1.4.1 ~6 GB

Being ported: Hades (base game + update 1.0.38233). It plays on the Mac; its iPhone build is not tested yet, and the script cannot pack it yet.

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

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 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. 3D World, Breath of the Wild and Odyssey start in 3D, the other games in 2D. 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.

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.

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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