seedds f0ff511b4a Monster Hunter Rise in Kamura Village: indirect-count multi-draws masked on the GPU instead of a wait for the count (36–54 fps on an iPhone), and the sparse texture layout in 64 KB tiles (magenta clothes)
- Indirect-count multi-draws: a compute pass copies each draw's record into the frame arena, zeros past the GPU-written count, and the draw reads the copy (nvn_mtl.m mdx_run); copies are keyed by record and count address, and back-to-back draws of one multi-draw are encoded alone (mdx_next). The replay used to commit and wait for the GPU before each GPU-driven pass: 14 of the 20 ms a frame the iPhone's submitting thread took. On the Mac the village submit went from 20 ms of wall time (6.1 ms of work) to 5.1 ms, all of it work.
- Sparse textures (flag SPARSE): tiled levels are laid out with their width padded to whole 64 KB tiles, the mip tail starts at the first level smaller than a tile, storage in whole tiles, 64 KB aligned (nvn_tex.c level_walk, nvn_tex_level_gobs; the deswizzlers address rows by it). The game's streamed textures come pre-swizzled that way: unpadded, Hinoa's and Minoto's 1024×1024 ASTC 6×6 clothes read thousands of all-zero blocks, decoded as ASTC's magenta error colour.
- DM_NVN_ZBLOCK: counts all-zero ASTC blocks in uploaded textures' bound levels, and dumps their raw storage.
2026-10-21 19:04:24 +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), 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); 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
Super Mario Galaxy 2 ~3 GB
FINAL FANTASY TACTICS - The Ivalice Chronicles ~11 GB
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
Ace Attorney Investigations Collection
Ace Attorney Investigations Collection
Hades II
Hades II
Unicorn Overlord
Unicorn Overlord
Rhythm Heaven Groove
Rhythm Heaven Groove
Octopath Traveler 0
Octopath Traveler 0
Pokémon Legends: Z-A
Pokémon Legends: Z-A
Cuphead
Cuphead
Super Mario Galaxy 2
Super Mario Galaxy 2
FINAL FANTASY TACTICS - The Ivalice Chronicles
FINAL FANTASY TACTICS - The Ivalice Chronicles

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 "backports.zstd; python_version < '3.14'"

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, Link's Awakening, Ace Attorney Investigations Collection, Unicorn Overlord, Rhythm Heaven Groove, Octopath Traveler 0, Pokémon Legends: Z-A and Cuphead 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 and Super Mario Galaxy 2, other touches outside the controls move the pointer. A connected game controller hides the touch controls and keeps every button.

Shaking. Shake the iPhone to shake the controller, in games that read its motion: Super Mario Odyssey's motion moves (such as the cap throw on a shake) need it, and Odyssey only takes them in its default docked mode. A light bump does not count; a sharp flick of the phone does.

  • 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, Tears of the Kingdom and Octopath Traveler 0 at their original 30 fps, which saves battery. DM_SHOW_FPS=1 shows the frame rate at the top left (--show-fps when 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 and Super Mario Galaxy 2: 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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