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Interface language

The desktop app defaults to English. Its English/Español selector updates labels, status messages and app-owned folder-picker prompts immediately, and persists the choice in local UserDefaults (interfaceLanguage). Invalid saved values fall back to English. Game language, the in-game touch editor and raw build/tool/OS diagnostics are independent and are not translated by this selector. Gameplay compatibility is reported by upstream game notes, not detected from a build or device by this app.

Desktop interface

For daily use, open ~/Applications/nxnative Easy.app, choose iPhone/iPad or Mac, select your own game and key folders, and press Prepare game. Cards use existing repository screenshots. The interface shows progress, cancellation and the output steps appropriate to the selected target.

On another Mac, run the root START-HERE.command or the README's single-command installer. It keeps an independent checkout and prepared tools in Application Support, builds the launcher locally with ad-hoc signing and opens it. Full Xcode must already be installed and opened once. No Apple account is used for these builds. Source ZIPs can be deleted after setup; games and keys remain external. Cancellation signals the entire build process group.

Personal iOS builds

This branch retains nxnative's MIT license and attribution. It starts from upstream ecbeae164c0b419d1ba1031248fe1402050a3eb0, includes the shared iOS touch editor and the tested #277 extraction-space fix. Release 1.5 integrates upstream main through the SHA in upstream-sync.json; the previous working game apps/caches remain untouched. The new chain has a separate validated Dread shader build. See the integration review and the standing agent procedure.

One command, including lightweight export

Double-click scripts/Build-iPhone.command in Finder, choose the folder containing one game's base NSP/XCI and updates, and select the external folder containing your own prod.keys when asked. Alternatively, from this checkout:

bash scripts/prepare_ios.sh "/Volumes/Games/MyGame"

Full Xcode and Homebrew must be installed first. The script checks iOS SDK 26+, installs missing command-line dependencies, and keeps its Python environment next to the game. It builds using THIS checkout, including the editor and any local changes. It never clones an older revision over it, resets it, or pulls upstream. For subsequent games, run the same command with a different external game folder. It supports the upstream builder's known games; unsupported titles may require bring-up even when a provisional IPA can be generated.

The default result is an unsigned full IPA plus a separate output folder with a lightweight unsigned IPA, romfs/, and installation instructions. Each run uses new names; previous IPAs, game packages, extraction and shader caches are retained. Lightweight ZIP validation rejects traversal, duplicate/colliding paths, symlinks, keys and unsupported compression. All exported data are streamed with CRC checks. Large uncompressed app resources may still exceed the non-ZIP64 format limit; the script stops rather than silently emit a Sideloadly-incompatible archive.

Per-game nxnative-ios.json records the source revision, app identity, language, version and outputs; it contains no key values. Later runs retain its bundle ID. The default language is es-419; the upstream builder handles supported-language selection. The default pipeline archive target is none, as in the working Dread build; choose a known compatible target explicitly with --gpu when desired. Game versions are selected by upstream (newest present unless --package is set). An update may change RomFS, so only reuse phone data when that data are identical.

Developer CLI: rebuild the app using existing caches

The desktop interface always uses the normal pipeline, which validates and reuses unchanged stages automatically. There is no cache-mode toggle for users to choose. The app-only option below remains a developer CLI tool, outside the desktop flow.

For editor/app-only changes on an already prepared game:

bash scripts/prepare_ios.sh "/Volumes/Games/MyGame" --app-only

This does not need keys or re-extraction. It requires exactly one existing <title>_build folder in the game folder, valid rewritten modules, extracted RomFS and iOS shaders in the builder's standard locations. It selects the newest cached patched_v* unless --package is supplied. On the first app-only run, identity is read from the newest root-level unsigned IPA, then persisted. Keep only the intended app's IPAs in that game's folder. Shader stamp verification in build_ipa.sh remains enabled; stale caches fail explicitly rather than being used. Changes to a profile/compiler/shader chain require a normal full pipeline run. App-only and normal runs both re-export RomFS into a new output folder; they do not delete or synchronize the existing phone's Documents.

Options and diagnostics

bash scripts/prepare_ios.sh --setup-only "/Volumes/Games/MyGame"
python3 scripts/build_ios.py "/Volumes/Games/MyGame" --dry-run
python3 scripts/split_ipa.py "/Volumes/Games/MyGame/full-unsigned.ipa"
python3 scripts/review_upstream.py --output /Volumes/Games/new-pr-review

The direct Python build invocation needs the prepared venv. For example use <game>/nxnative-tools/venv/bin/python instead of python3. Dry-run reads the folder/configuration and source revision without opening keys or running a build; the setup shell still checks/installs dependencies before invoking Python. --full-only omits RomFS export. --keys-folder (or an explicit --keys file path), --bundle-id, --app-name, --language, --package and --gpu provide explicit overrides. The wrapper rejects simultaneous builds from this checkout because generated files and caches are shared. Avoid launching the original upstream builder alongside it.

Install and preserve saves

The scripts do not sign or install, use Apple accounts, or choose developer teams. The placeholder 0000000000 is only for unsigned packaging. Sign with Sideloadly using your personal account. Updating the installed app requires the same personal Apple account and the same effective bundle ID Sideloadly previously used. Keep any Sideloadly custom bundle-ID settings. The source IPA identifier alone cannot prove the identifier installed on the phone. Do not uninstall: this deletes saves and Documents/romfs. First installation needs the exported romfs folder copied whole to app Documents through Finder. Later app-only updates can reuse identical RomFS already there. Updates to game data require the matching new export.

Touch editor

Tap Edit controls above the game. Select a control from the menu or touch near its center; drag outside the tools to move it. Show / hide tools exposes areas behind the panel. Adjust Size (50–200%) and Opacity (0–100%). At 0% its hit area remains active; editing keeps an invisible control findable. Save commits, Cancel reloads saved preferences, Reset control and Reset all restore original geometry and need Save to confirm. Each game now stores four named profiles under DmPadProfiles.v2.<Title ID> in UserDefaults; every profile has independent 2D/3D maps and the selected slot survives relaunch. The first profile migrates both legacy DmPadControls.v1.* maps without deleting them. Names can be changed from the profile menu; Save as… copies both maps plus the visible draft into another slot after confirmation, preserving the source. Switching profiles releases touches and asks before discarding a dirty draft. Cancel reloads the current saved profile; reset affects only its current layout after Save. Profiles are local to the device, not uploaded as game progress. The game keeps running during editing. Controller connection changes cancel unsaved edits. Actual iPhone multitouch and controller behavior still need user validation after signing/installing.

Verify changes before committing

python3 -m unittest discover -s scripts/tests
python3 -m unittest dm.tools.tests.test_nsp_space
python3 -m unittest discover -s dm/ios/tests
GAME=010093801237C000 python3 dm/ios/tools/compile_check.py

Keep game packages, keys, saves, IPAs, signing material and extracted resources outside this source repository. .gitignore guards common output types; it is not a substitute for reviewing staged files. Original downloaded scripts were preserved on the Mac. These maintained scripts generalize that preparation and splitting workflow without the Metroid-only profile/bundle assumptions.

Accounts and keys

The desktop build runs swiftc and explicitly ad-hoc signs with codesign --sign -. No Apple identity, certificate or development team is selected. The iPhone package continues to use CODE_SIGNING_ALLOWED=NO; Sideloadly signing is a separate user step. The GUI remembers only a user-selected keys-folder path in local UserDefaults. It passes that explicit folder to the builder; keys are not copied, bundled, downloaded or stored in repository configuration. The CLI always prompts for a folder when no explicit key option is supplied, even if prod.keys is beside a game. The game app's key file is never packed into an IPA. Tests use disposable synthetic bytes, not Nintendo key material.

Game catalog

The home carousel lists all local game profiles as a support reference, with an explicit reminder that users must supply their own game files. View all / Ver todos at the top right of the carousel opens the searchable catalog. The native catalog reads every 16-digit title directory containing dm/games/<id>/game.tsv from the current checkout when opened. It shows the profile name, registered build display versions and title ID, with a link to the corresponding repository game note. Search ignores case and accents and matches name, version or title ID; whitespace-separated terms must all match. No game artwork or network request is needed to populate/search the list. Profile presence is not interpreted as verified iPhone gameplay. The current checkout has 70 profiles, including regional variants.

Simplified player flow

The home screen contains the catalog, game-folder selection, explicit keys-folder selection and one prepare action. Empty-state status copy, technical cache choices, permanent legal/compatibility footers and the standalone installation-guide link were removed. There is one progress indicator while running. Only failures expose raw diagnostics; common missing-tool failures receive direct recovery instructions. The catalog keeps version search but does not show raw title IDs in every row.

When an existing or newly built IPA is available, the app shows the two remaining steps: send the prepared file to Sideloadly, then copy RomFS through Finder for a first installation. Sending a file opens it in the installed Sideloadly application; it does not click Start, select an account, sign or install on a phone. If Sideloadly is missing, the action is labelled Get Sideloadly and opens its official website. The normal build workflow still requires Xcode/Homebrew first and installs other missing dependencies. No Apple identity is selected by the desktop compiler.

One-command setup and destination selection

install.sh installs missing Homebrew/build tools, prepares an isolated Python runtime, compiles the desktop app locally and opens it. Full Xcode must already be installed and opened once; the script checks this before downloading anything. The install uses an independent source checkout and never resets local changes. --check reports prerequisite status without installations or network access.

Users must explicitly choose iPhone/iPad or Mac before preparing a game. The iOS route preserves the lightweight IPA workflow and nxnative-ios.json. The Mac route uses the upstream --platform mac-app packer with explicit ad-hoc signing, a unique output path per build and a separate nxnative-mac.json output record. It uses the upstream per-title save location without replacing iOS state. Apple silicon is required. Successful packaging is not a new claim of gameplay verification.

Controller readiness and one launcher

desktop/NxNativeEasy/ControllerMonitor.swift enumerates GCController.controllers at launch and refreshes on connect, disconnect and foreground notifications. Only an extended gamepad profile is marked ready. The entire controller panel is displayed only for Mac builds. This is local Mac input readiness, not a claim of a phone connection or a successful game boot. It does not install input handlers or change pairing, so it cannot take input away from a game. Notification tests use Apple's snapshot controllers, including unsupported profiles; they do not claim testing physical Xbox or PlayStation hardware.

The launcher has one SwiftUI Window scene and activates an existing process with the same bundle ID rather than keeping a duplicate process. The installer and local opening command now use ~/Applications/nxnative Easy.app by default.

Live controller test

The Mac-only Test controller sheet samples GCExtendedGamepad values at 60 Hz while visible and foreground. It draws actual button/D-pad presses, both stick positions, thumbstick clicks, menu buttons and analog trigger pressure. The success label requires input, not a connection alone. PlayStation gamepad profiles use PlayStation face-button symbols. Disconnecting or changing the selected controller clears stale input; switching to another app clears the live drawing. Sampling never replaces input handlers or enables background controller capture. Snapshot-controller tests check pressure, axes, releases, disconnect and selecting a second device. They are not physical-hardware or game compatibility validation.

In-app source updates (1.4+)

desktop/release.json is the public release version, monotonically increasing build number and minimum macOS version. The app checks GitHub's public main commit, then reads the manifest pinned to that SHA. It checks at launch, every six hours while open, and from the app menu. Offline automatic checks stay quiet.

The bundled update_app.py helper downloads only the fixed repository at that SHA, rejects unsafe ZIP paths, symlinks, game packages and credential filenames, and extracts to a new versioned directory under Application Support. It never pulls or resets the existing checkout. It compiles the app in a staging directory on the installation volume and verifies its build, version, bundle identifier and ad-hoc signature before asking the old process to quit. After that process exits, it swaps in the new bundle, retains a hidden backup and relaunches. A failed swap rolls back; a failure before verification leaves the running app intact. The helper serializes updates with a per-installation file lock. It does not sign or install iPhone games.

--prepare-only downloads and compiles without closing, replacing or launching an installed app, for release validation. Pass an external --cache directory in tests. Older apps must run the setup command once to receive the updater itself. Existing prepared games require a normal rebuild to incorporate newer engine/profile code.

Profile artwork is mapped by title ID in desktop/NxNativeEasy/game-artwork.json. All 70 current profiles use existing repository screenshots, including the shared 13 Sentinels image for its Asia profile; no network image search is performed.

Validation on 2026-10-26 completed an actual in-app update to public commit 86793e23d67cdb035405996d3fa6d79acc9586a8: download, staged compilation, signature verification, backup, replacement and automatic relaunch all passed. The resulting app reported version 1.4/build 5 and only one launcher process remained. The manual check then reported it was up to date. The 24 script tests and four documentation checks passed. No game preparation or gameplay was part of this updater validation.

Clean-download installation validation (1.4.1)

On 2026-10-26, a public GitHub main ZIP at a5ed1e8 was downloaded and extracted outside the development checkout. Its START-HERE.command was run through Bash with new installation, tools and application directories. Automatic opening was suppressed only so the installed bundle could be opened explicitly through the UI. Setup cloned an independent checkout, created a new Python environment, installed its packages, compiled and signed version 1.4/build 5. After moving the downloaded folder away, the installed app still opened and its catalog displayed all 70 profiles; searching Metroid returned its one profile.

That unmodified release version detected the genuinely newer public release 1.4.1/build 6 at d151d54. Clicking Update now downloaded, compiled, verified, replaced and automatically reopened the app. Its version, pinned source revision, ad-hoc signature and retained previous bundle were verified; one launcher process remained, and the manual check reported it was up to date. Only the validation cache location was overridden, keeping test downloads in the separate validation directory outside the checkout. The original installer checkout remained clean and unchanged.

A second new installation used the current published raw install.sh with separate source, tools and app directories. All four setup stages completed and produced version 1.4.1/build 6; opening it through Finder displayed the home window with its profiles and game/key folder selectors. Launcher rebuilds now stage and verify before replacement, keep backups and roll back on replacement failure. Regression tests cover compile failure, replacement failure and preserving an unrelated app. All 27 script tests and four documentation checks passed.

This validates clean app installations on an existing Apple silicon Mac, not a fresh macOS installation or another physical Mac. Xcode 27.1, Homebrew, Metal tools and system build dependencies were already installed; initial installation of those system components, browser quarantine prompts, a fresh macOS user account and game compilation/gameplay were not exercised by this check. No game packages, keys or saves were used or modified.

The clean-install check above did not start game preparation. A later user report exposed a Foundation worker-launch failure, fixed and reproduced in 1.4.2; see Prepare game fails at os.setsid. The regression suite now exercises the actual Foundation launch mechanism.

Cloud-save investigation and API foundation

The separate save API prototype records the current save layout, transaction/case-alias constraints, portable snapshot envelope, identity provider requirements and remaining native restore work. It stores immutable versions with optimistic concurrency and authenticated, expiring/revocable copy sharing; it does not access game files or modify game saves. No native cloud controls are exposed before login, export and journaled restore are integrated.

On 2026-10-26, upstream main was checked and still matched our integrated 40e6baede556acd454169ac75b33d1686063f528. No open PR or new engine/shader change was imported for the control-profile/API work. The shared profile storage's native Foundation tests and unsigned production iOS compile/link passed; actual touch menus on physical iPhone/iPad still need device validation after sideloading.

The focused profile/geometry/API checks passed (9 tests, including real RSA JWT validation and loopback HTTP); the script suite passed 50 tests (one optional JWT test skipped without the API dependency), and Python lint had no new findings. A final iOS compile check compiled 178 sources with zero failures. The gameplay regression harness was invoked but found no registered Mac build for the local Dread folder (its tools/dmhost is absent); it did not run a save/gameplay comparison. Existing game packages and save folders were untouched.

Upstream Metal front-end update after the profile work

A final remote check found a newly published main commit, 8334fdfb50a9900d8a5fc950d099fde46d85135f. It was reviewed and merged in a detached candidate, retaining the fork and all four-profile/API changes. It changes Mac/iOS Metal front-end optimization to -O1 and the coherent shader chain to d374e783beec; no profiles were added, removed or changed. The catalog gate still covers 78 profiles/artwork mappings.

Validation passed: the candidate's 451 Python cases across 63 suites (optional checks retain their documented skips), the tool suite (301 cases, 16 skipped), native Metal graphics suite, Dread Mac host build and unsigned production iOS compile/link with synthetic game modules. A full separate Dread shader rebuild produced 1,010 successful shaders plus 359 pulling variants for Mac and iOS with no compile failures, stamped with game inputs d2ce2b7a20f2. The existing own_compilers.py flow explicitly reported this Mac's spirv-cross fingerprint 242d2c694be3ec91, differing from upstream's tested d9dc197f061b42a5; the locked translator matched and no tool lock or chain was falsified.

All shader/build outputs are in the external upstream-o1-validation-20261026 folder. The gameplay regression harness was invoked again but could not discover a registered Dread Mac build (tools/dmhost absent); no real gameplay/image or physical iPhone/iPad comparison was performed. Existing installed games, working caches, keys and saves were not changed. Preparing a game again builds against the new chain and includes the control profiles; sideload over the same bundle identity rather than deleting the game to retain its local data.

Live preparation logs and game updates

Version 1.7/build 11 detects prior target-specific preparation records and explains Mac versus iPhone update handling. Mac output remains a fresh complete app; its previous identity and Title ID are checked before recording success, and external saves are untouched. iPhone retains its existing identity checks; content updates require the new RomFS, preserving the app and both save roots.

The shared worker retains cancellable process groups, persists console output, streams bounded changed compiler-log tails and leaves original logs complete. The native parser handles split UTF-8/JSON records, partial final lines and unknown counts. The UI exposes live logs, compiler-log folders and elapsed time; it never invents a percentage or interprets silence as a dead process.

The separate REA flow exports original NSO to ELF and offers optional local analysis. Synthetic converter tests exercise the actual NSO/ELF tool, source integrity, destination isolation, tool pins and preserved Evidence on provider failure. Published REA 6.8.0 was downloaded with isolated Node 24.22.1 and provider discovery ran successfully; no native decompiler provider was configured on the validation Mac, so full Ghidra/Hopper/IDA analysis is not claimed. No real game module, game installation, key or save was changed.

Validation for this release: 58 script cases passed (one optional API-identity test skipped without its separate dependency); focused native progress/log/ language cases passed, including byte-split UTF-8, real counts, final log replay, private retained logs, bounded tails and Foundation cancellation. The production SwiftUI bundle compiled and its ad-hoc signature verified. The game catalog remains 78 profiles and documentation checks passed. Python lint retained 414 baseline findings and introduced none. scripts/regress.py was invoked, but no registered Dread Mac build was discoverable (tools/dmhost absent); no gameplay comparison or physical Mac/iPhone update was performed. The shader chain and runtime were not changed by this release.

Native installation and save-location guidance (1.8)

The native sideloading implementation uses an ARM64 helper with isideload/idevice and an exact-identifier patch. REA read-only inspection of the installed Sideloadly 0.71.1 found an x86_64-only executable; it did not recover source. No Sideloadly proprietary resources are distributed. Helper/build source, checksums, licenses, Keychain/stdio policy and runtime validation limits are recorded in the linked guide. Existing game outputs remain unsigned and intact.

The player-facing save guide and Spanish guide distinguish Mac Application Support, iOS Documents, account/device saves, transient journals, RomFS, app preferences and the limits of manual copies. A Your saves sheet links those guides and can reveal the default Mac folder by Title ID. Cloud sync is still inactive. No real Apple login, game signing or device installation was performed during development; physical validation is required before promoting the integrated installer over the retained Sideloadly route.

Validation: all 10 Rust unit tests passed, including exact app/extension identity, restricted RomFS access and fail-closed idle detection. All 62 script tests passed with one optional API dependency skip; the Swift client tests use a simulated helper, not Apple services. The ARM64 production bundle compiled and verified with an ad-hoc signature; its helper links only system libraries. Catalog and documentation checks passed, with no new Python lint findings. The gameplay harness could not discover a registered Mac Dread build (tools/dmhost absent), so no gameplay comparison is claimed. Runtime and shader chain are unchanged. Real account authentication, signing, installation, AFC recovery and scheduled renewal still require physical-device validation.

Device/game installation library (1.8.1)

The main window now opens My iPhones and iPads independently of preparation. Recorded installations expose actual expiry, per-game schedule controls, manual renewal, Keychain session reuse and metadata-only removal. Manual renewal retains the original source hash and identity, does not recopy RomFS or enable a paused schedule, and refuses a different account. Both player READMEs describe the native flow first and retain the Sideloadly fallback and physical-validation boundary.

The expanded compiled Swift IPC fixture passed with synthetic login/2FA/restore and installation events, multi-game metadata persistence, manual-refresh protocol assertions, account rejection and non-destructive record removal. The production ARM64 bundle compiled and its signature verified; localization, documentation and 78-profile catalog checks passed. No runtime, shader or Rust helper change was needed. No real account login, signing or physical-device install was performed.

Guided device workspace and complete iOS packaging (1.9)

The device workspace now exposes metadata, transport/readiness, installed app search, update selection, Apple-account access and separate team registration queries. USB/Wi-Fi duplicates merge by UDID with USB preferred. After preparing an iOS game the installer opens, but signing/installing still needs explicit approval in the UI. Lightweight mode remains default; full-only mode includes RomFS and skips separate transfer. The new DMPreferBundledRomFS runtime flag prevents an older Documents/romfs from shadowing a complete native installation; unflagged apps retain legacy overrides. No saves or external directories are removed. Installation activity is bounded, timestamped, copyable and privately retained, without raw protocol/account credentials.

Validation: 11 Rust cases passed; the expanded Swift fixture covers duplicate connections, metadata, installed-target continuity, explicit team-account device queries, full/light output selection, legacy full-record refusal and private log permissions/redaction. All 64 script cases completed (two optional dependency/ compiled-helper checks skipped in that suite); documentation/localization and 78-profile catalog gates passed. The unsigned iOS compile check compiled 178 files with zero failures. Read-only real-device probing returned one unique connected iPhone with model/OS and 184 installed user apps. No Apple-account login, registration query, signing or installation was performed. The Mac regression harness was invoked but found no registered Mac Dread build; no physical gameplay or full/light migration comparison is claimed. The shader chain is unchanged. Cloud work remains paused; saves remain local/manual.

Personal library and frontend progress (1.10)

Reviewed NX2Apple's library/task organization at 0313148688ec and upstream's frontend contract at ceaf6d6ee21b; no engine revision was integrated by this frontend change. The library guide records references, own implementation, data boundaries and deferred settings/runtime-event work. The launcher now starts at a personal folder library, with accepted local artwork, search, separate Mac/iOS output readiness and open/install/update actions. Preparation remains one live model across navigation. The dock and timeline use structured counts, dynamic stage totals, source ETA and process exit/cancellation; log-tail replay retains known stages. Library removal never deletes game files.

Validation: all 65 script cases completed with one optional identity-dependency skip. Compiled Foundation fixtures exercise persistence, deduplication, both platform outputs, unavailable/missing paths, malformed-index preservation and non-destructive removal, plus dynamic progress/ETA/exit/tail cases. The production SwiftUI bundle compiled and its ad-hoc signature verified. English/Spanish offscreen renders used synthetic metadata, not live game builds; both READMEs include current, explicitly labelled examples. Documentation/catalog gates passed and Python lint introduced no new findings. The game regression harness was invoked but found no registered Mac Dread build, so no new gameplay result is claimed. No host, shader-chain, game, key or save data was changed; native signing and cloud-sync validation limits remain unchanged.

Inline devices and known-game discovery (1.10.1)

Devices now routes inside the main workspace, with no navigation sheet or Close button. Preparation remains mounted, and choosing update files switches pages without dismissing the main window. App discovery now accepts only an explicit local preparation/installation scope, tries exact BundleIDs first and requests only an ID index when finding a known standard game's legacy team suffix. It never matches app names or queries arbitrary app containers; the UI independently rejects unrelated rows and older helpers cannot issue unscoped discovery.

Read-only validation with the existing Metroid preparation returned only Metroid Dread on the connected phone. The old 184-app inventory is superseded. Fourteen Rust cases passed, including identifier boundaries and empty-scope/no-connection; compiled Swift fixtures rejected unrelated/same-name app rows, and the compiled helper returned an empty result for a nonexistent device when scope was empty. No account login, install, uninstall, game-file access or save modification was performed. Existing signing/device-validation limitations are unchanged.

Final checks: 66 script cases completed with one optional identity-dependency skip; scoped compiled-helper and Swift client checks passed, documentation passed, and Python lint retained 414 baseline findings with none added. Offscreen English/Spanish workspace renders asserted that device routing consumes the navigation request without attaching a sheet. The production ARM64 bundle compiled; signing/install execution on real devices was not part of this fix. The regression harness was invoked again but found no registered Mac Dread build; this release adds no gameplay validation claim.

Manual device saves and separate game content (1.11.0)

Devices resolves game artwork by the prepared TitleID and offers a read-only committed-save ZIP export. Export requires a closed game, reads only save and save_device, verifies a stable inventory and a second content hash pass, and never replaces an existing local backup. It rejects aliases requiring guest metadata that AFC cannot preserve. Cloud synchronization and automatic restore remain deferred. A read-only physical iPhone export, with the process guard verified rather than manually overridden, produced four files (38,362 bytes); ZIP integrity and all manifest hashes passed. The private ZIP is outside Git.

Copy game data now invokes the existing RomFS staging/recovery transfer without reinstalling the app or touching saves. The prepared and installed game versions must agree. An explicit app-only update keeps existing RomFS for controls/runtime changes at the same game version; changed game/DLC assets still require new data. No physical content transfer, Apple account login, signing or installation was performed over the user's working game in this release. Physical transfer interruption/recovery and native signing validation remain outstanding.

Validation: 18 Rust tests passed, including actual ZIP pipeline/manifest/hash/ permissions roundtrip and changing-source rejection. All 66 script cases completed with one optional JWT dependency skip; compiled Swift client and production SwiftUI/helper builds passed. Documentation and the 78-profile catalog passed; Python lint retained 414 baseline findings with no additions. The gameplay harness was invoked with the local game root, but no registered Mac Dread build was available; this release claims no new gameplay test. Host and shaders did not change.

The explicitly approved obsolete backup was permanently removed after checking for protected data, freeing approximately 35.7 GB before final build-cache cleanup. Original XCI/update NSP, the lightweight unsigned IPA, RomFS, source checkout and exported saves remain outside that deletion. A private cleanup receipt records paths, available space and the IPA hash beside the game tools.

Global Apple account placement (1.11.1)

Devices now has a persistent account header above the device list, showing the signed-in email or an explicit signed-out state. Its account window does not show device selection or installation actions. Installation records still bind the original account/team to each device and app; authentication semantics have not changed. The header explains in English and Spanish that exporting saves and copying RomFS do not require Apple sign-in. These actions retain their existing pairing, known-game scope and closed-game requirements.

Validation: compiled Swift client/localization fixtures and whole-app Swift type checking passed. This change is UI-only; the existing native helper is reused byte-for-byte in the local bundle. No real Apple login, signing, device installation or game/save mutation was performed.

Application account and collection detail (1.12.0)

Apple Account now lives in the persistent application sidebar and opens an inline account-only page from every workspace section. Devices no longer owns an account card. The sidebar displays the authenticated email or signed-out state; session storage, account/team/device bindings and credential handling are unchanged. Device copy/export explicitly remain available without Apple login. The collection now selects a game from a searchable list and shows its existing artwork, prepared platforms and separate play/install/update actions. No library schema, original path, installed game or save data was migrated.

The expanded pinned NX2Apple review is in docs/nx2apple-review.md. It records native/Qt/core integration boundaries and candidates without claiming a whole engine audit or importing unsupported save/archive/runtime changes. English and Spanish README screenshots were regenerated from our actual SwiftUI views with synthetic metadata. Compiled library/localization/sideload fixtures, SwiftUI compilation, documentation and catalog checks passed. The unchanged native helper is reused byte-for-byte in the local application build. No real account login, signing, installation, game launch or save modification was performed.

Guided preparation and explanatory library (1.13.0)

The platform-first flow separates destination, source selection/drop, external keys, review and compilation. Starting a new game clears only form selection; existing collection entries, files and saves stay in place. Known device updates prefill only their matching prepared folder. Choosing Mac cancels an outstanding iOS update intent. Existing outputs can be used explicitly, without recompilation. The installer uses device/account/review/activity steps and preserves explicit confirmation and original identity guards. Registered Apple devices are shown as records, never as an invented remaining free-account quota.

The library now displays scoped device observations separately from local output readiness. Read-only physical discovery found one matched Metroid installation on the connected iPhone and recorded private local presence metadata. No Apple login, app install, game-container read, content copy or save write occurred. Cached observations after reopening/disconnection are labelled last-seen, not current verification. Scope filtering and malformed-cache preservation remain.

Per-platform build provenance adds informational advice only for relevant runtime, build-tool or own-profile changes; missing history is explicit. Global/build-log diagnostics redact home paths, key-value material, email and authentication/device lines without altering original logs. Background completion notices request OS permission at a real build and can be disabled; cancellation and foreground builds are silent. Real OS notification delivery was not exercised during tests.

Validation: all 68 script cases completed with one optional JWT dependency skip. New compiled Swift fixtures exercise actual Git history comparisons, missing revisions, platform-specific metadata persistence, diagnostics redaction, drop ambiguity, source/repository symlinks, busy guards and unchanged synthetic inputs. Existing client fixtures now test private scoped presence persistence, historical versus verified status and unrelated-app exclusion. Affected checks passed again after flow refinements. Full SwiftUI compilation and synthetic English/Spanish screenshots cover library, platform selection/review and build activity. Python lint retained 414 baseline findings, with none added. The game regression harness was invoked with the local root but found no registered Mac Dread build. No new gameplay or real-account signing validation is claimed; host/shaders are unchanged.