Hades, Hyrule Warriors: Age of Calamity and Fire Emblem: Three Houses move into the Games table and the screenshot gallery (Mac captures); Tears of the Kingdom is listed as being ported. The NSP script now handles a graphics vulkan profile: vk_shaders.py translates the SPIR-V shaders for the Mac and iOS in place of the NVN shader split and chain build (the change from an uncommitted worktree, ported to the current script; Hades packed with it: 74 shaders, 3.6 GB IPA). AGENTS.md and the development notes follow.
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, unmodified indm/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_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 | 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 | |
| Hades | base game + update 1.0.38233 | ~4 GB | |
| Hyrule Warriors: Age of Calamity | base game + update 1.3.0 (+ DLC) | ~15 GB | |
| Fire Emblem: Three Houses | base game + update 1.2.0 (+ DLC) | ~13 GB | While packing, the script starts the game on the Mac for a few seconds to collect the shaders it builds as it runs |
Being ported:
- The Legend of Zelda: Tears of the Kingdom (base game + update 1.4.3): its opening cave renders on the Mac; it doesn't fit in an iPhone's memory yet.
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, Odyssey, Hades, Age of Calamity and Three Houses 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-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.
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.
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.










