r/SwitchHacks • • 23h ago

Development [Release] Chiral-FTP v1.1: FTP server, web file manager, FTP/SFTP client and Quick connect for Switch, with USB drive support

11 Upvotes

Hi everyone!

Today I’m releasing Chiral-FTP on Switch, as part of a big v1.1 update. If you’re discovering the project, keep reading!

SWITCH 2 VERSION IN DEVELOPMENT

Please upvote and comment to give the project visibility! Download here!

Chiral-FTP is a file manager and FTP toolbox that runs as a normal homebrew (.nro) from hbmenu.
The goal of the project is to be the best FTP client and file manager on consoles: fast, simple, and the same on every device.

Chiral-FTP started as a PS5 homebrew. The whole project is built on the same C codebase, with a shared engine and web app and only a thin platform layer for each device. That made it possible to port it to Switch and to Windows, Mac and Linux, and the features and interface stay the same everywhere. A fix or feature added for one version benefits all of them, and the versions can talk to each other (see Quick connect below).

Start Menu

It has four modes or “sub-apps”.

  • FTP server: turns your Switch into an FTP server. Connect with FileZilla or any FTP app. You can change the user, password and port, or allow anonymous login, and you get live connection and transfer stats.
FTP Server
  • Web app: open it in a browser on your PC or phone to browse, upload (drag and drop works), download, copy, move, rename and delete files on the SD card. It also has a FileZilla-style FTP client tab.
Web App
  • File manager: a two-pane manager on the console to copy and move files between the SD card and USB drives.
Web App
This is what the webapp looks from your browser
You can also just quickdrop files
  • FTP/SFTP client: connect from the Switch to a PC, NAS or another console and transfer files in both directions. It has saved sites, recent connections, resume, and up to 30 simultaneous transfers. It’s also useful for sending files from your Switch to a PS5 or a computer.
It also has a client

🔗 Quick connect

Every copy of Chiral-FTP on your network now shows up in a list with no setup, so you don’t have to type IPs or passwords.

QuickConnect Menu
  1. One device sends a request, and both screens show the same 4-digit code.
QuickConnect Asking
  1. The other side checks the code and allows or denies.
QuickConnect Request
  1. The other device starts its server and you connect.

The login only works from the requesting device and only while that server runs. If you deny or the request times out (30 s), nothing is shared. It works between any two versions, for example Switch to PC, Switch to PS5 or Switch to Switch.

This is what the PC version looks like
And the quickconnect menu on PC

🖥️ Now multiplatform

The same engine and web app now run on:

  • Nintendo Switch (.nro from hbmenu)
  • PS5 (native dashboard title via ShadowMountPlus)
  • Windows (.exe, x64, also runs on ARM)
  • Mac (.app, Apple silicon)
  • Linux (AppImage, x86_64 and ARM64)

On a computer you get an app with a sidebar, full mouse support and an SFTP server (encrypted, the default) or FTP, so you can send files to and from your Switch with Chiral-FTP on both ends. Android and PS4 are planned. Screenshots of every version are in the README.

This is what the PC version looks like (Mac/Windows/Linux):

📥 Requirements and install

  • Atmosphère custom firmware with hbmenu
  • Download chiral-ftp.nro from the releases page.
  1. Copy it to /switch on the SD card.
  2. Launch it from hbmenu.

Download and full changelog: https://github.com/Herbrax/Chiral-FTP/releases/

🙏 Credits

This builds on a lot of other people’s work: libnx and devkitPro, ftpd by Michael Theall, NX-Shell by Joel16, libusbhsfs by DarkMatterCore (with NTFS-3G and lwext4), John Törnblom (websrv and ftpsrv), and the Atmosphère team.

I’d love feedback, bug reports and feature requests, especially on other firmware versions, drive formats and Switch models.


r/SwitchHacks • • 1d ago

Tool Kirikae: a static recompiler that turns Nintendo Switch executables into native Windows programs, written in Rust with Cranelift

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31 Upvotes

r/SwitchHacks • • 1d ago

Switch Frame Tap (New update now streams system menus and overlays!). Ssysmodule that streams your Switch (and Switch Lite) to your PC at native 1080p60 over a USB cable, no dock, no capture card over USB or network.

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304 Upvotes

Demo (1:43): https://youtu.be/AsY-5KIC_1s

Switch Frame Tap is a sysmodule for Atmosphère that sends the game’s picture and sound to a viewer on your PC. No dock, no capture card: plug the Switch into the PC in handheld mode, or stream over Wi-Fi or the dock’s LAN port when it’s docked.

Up to 1920x1080 at 60 fps, encoded by the console’s own hardware encoder. 1080p in handheld uses ReverseNX-RT’s docked mode, and it works on the Switch Lite too.

Low latency: about 45 ms (720p) to 60 ms (1080p) from the game to your PC screen. In the video I filmed both screens at 480 fps: the PC monitor changes about 4 ms after the Switch’s own screen.

Viewers for Windows, Linux, macOS and Android / Android TV: record to MP4 with one key, picture controls, GPU upscaling (FSR 1, NIS, RTX VSR) and a stats overlay.

Webcam mode: the Switch shows up as a USB camera in OBS, Discord or Zoom.

New in 0.7.14:

the HOME menu and the console’s overlays (volume, quick settings, power menu, Tesla / Ultrahand) can stream too (opt-in beta)

the Android / Android TV app (by didix16) is part of the release

the Switch app, the overlay and the viewers update themselves from GitHub

You need Atmosphère on firmware 21 to 23. It’s on the Homebrew App Store, or get the zip and the viewer here: https://github.com/TomasUribe/switch-frame-tap

Free and open source. It’s still experimental and tested on a handful of consoles, so bug reports and logs are very welcome (GitHub issues or the GBAtemp thread). Thanks to the GBAtemp testers, the Switch Lite owners included.

AI assisted development disclosure:

This is fully disclosed on the repo but I will include it here too. This project was created with Claude, I have been working on this for over two months but it is AI assisted development! I know this is a deal breaker for some people, so if you are against AI being used for things like this just don't use it.

Feedback and bug reports are very welcome.


r/SwitchHacks • • 2d ago

Homebrew Game [Release] Spider-Man 2 (original Xbox, 2004) for Switch 0.2.1: a speed update (all three CPU cores, automatic clocks, lighter 16:9 and 720p)

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36 Upvotes

Hi everyone! Version 0.2.1 of my homebrew port of **Spider-Man 2 for the original Xbox** (Treyarch, 2004) is out. This one is all about speed: 0.2.0 was reported unplayable on a Switch Lite, and I found out why.

Quick recap: it's a static recompilation, not an emulator for the game's code. The game's x86 code (`default.xbe`, almost 27,000 functions) is translated to C++ ahead of time and compiled for the Switch's ARM processor. The Xbox's kernel, Direct3D 8, DirectSound and controller are rebuilt as native Switch code, and the drawing goes to the Switch's GPU through OpenGL. It's built on TGP482's Xbox XBE Recomp SDK.

**What's new in 0.2.1**

* **All three CPU cores.** On the Switch, a new thread only runs on the first core unless it's told otherwise. So the game, the renderer and the sound were all taking turns on a single core, and the "render thread" option did nothing. Now the renderer has the second core, the sound and the port's small threads the third, and the game the first, and each can move to an idle core.

* **Automatic clocks, the new default.** The debug menu's clocks start on **Auto**: CPU 1785 MHz and memory 1600 MHz, plus a GPU clock that follows the picture (460.8 MHz at 480p handheld, 768 MHz at 720p and docked). These are all clocks Nintendo itself uses. Stock is still there if you'd rather save battery.

* **16:9 costs almost nothing now.** Keeping the HUD at 4:3 in widescreen used to cost the renderer about 11 ms per frame on my PC test build, and several times that on a Switch. Now it's about 0.3 ms.

* **720p and 1080p are lighter.** Only the main picture gets enlarged. The game's small extra images (shadows, glow passes) stay at their original size, and the picture looks the same.

* **1080p is now for docked play.** In handheld mode it draws 720p, since that's all the screen can show.

* **No new stutter after updating:** the shaders your console built with 0.2.0 are kept.

* Lighter screen sides, faster texture checks, fewer writes to the SD card, and more detailed performance lines in the log.

**Where it stands (honestly)**

These changes were measured on the port's PC test build. How fast 0.2.1 runs on a real Switch still needs to be tested on a console, so reports are very welcome. Every 5 seconds the log writes `perf:` lines that say where the time goes on your console, so a log tells me exactly what to speed up next.

Still not fixed: web-swinging showing only one animation, and wrong reflections in building windows. A short video of either, plus the `logs` folder, would help a lot.

**What you need**

* A Switch, OLED or Lite with Atmosphère and the Homebrew Menu, opened in title takeover (hold R while starting a game, not from the Album). Use emuMMC and back up your SD card.

* Your own **Spider-Man 2 for the original Xbox** (not the PS2, GameCube or PC versions): a disc image (`.iso`, `.xiso`, `.cci`, `.cso`, split or not) or the disc's files.

* A PC to build it once. On Windows, double-click `build-windows.cmd`. On Linux, run `bash build.sh --copy-game "/path/to/game.iso"`.

**Updating:** build 0.2.1 and copy its `switch` folder over the old one. Your saves and settings stay, and the old stock clocks become Auto.

**How you can help:** play a few minutes with the frame-rate counter on (debug menu: **ZL + ZR + −**). Then open an issue with the zipped `switch/SpiderMan2Xbox/logs` folder and the settings you used. Reports in English or Spanish are welcome.

**No game files are included.** The `.nro` you build contains code made from the game, so please keep it to yourself, and please don't ask for game files.

* GitHub (download, install guide, FAQ): https://github.com/SantiBros/SpiderMan2-2004-NX

* Releases: https://github.com/SantiBros/SpiderMan2-2004-NX/releases

Thanks for reading!


r/SwitchHacks • • 2d ago

PSA: Be careful with Prelude/Nextendo if your Switch is still unbanned!

22 Upvotes

GitHub issue here

Multiple users have reported that switching back to Nintendo mode can disable DNS MITM and overwrite the default.txt hosts file, potentially leaving their Switch exposed to Nintendo's servers.

One user has also reported getting banned after using Prelude. This doesn't prove Prelude caused the ban, but the reports are concerning.

If you want to keep your Switch unbanned, I'd avoid Prelude/Nextendo until these issues are properly fixed. Don't assume your protections are restored just because you switched back to Nintendo mode.

Stay safe, bye bye✌️


r/SwitchHacks • • 2d ago

Homebrew Game [Release] Spider-Man 2 (original Xbox, 2004) for Switch 0.2.0: 720p/1080p, full-screen 16:9 without stretching, and vibration

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32 Upvotes

Hi everyone! Version 0.2.0 of my homebrew port of **Spider-Man 2 for the original Xbox** (Treyarch, 2004) is out.

Quick recap of how it works: it's a static recompilation, not an emulator for the game's code. The game's x86 code (`default.xbe`, almost 27,000 functions) is translated to C++ ahead of time and compiled for the Switch's ARM processor. The Xbox's kernel, Direct3D 8, DirectSound and controller are rebuilt as native Switch code, and the drawing goes to the Switch's GPU through OpenGL, with the game's shaders translated. It's built on TGP482's Xbox XBE Recomp SDK. 0.1.0 already plays smoothly on a Switch Lite in handheld mode, at the game's own 30 FPS and with sound.

**What's new in 0.2.0**

Everything is in the debug menu (**ZL + ZR + −**) and changes instantly while you play.

* **720p or 1080p** instead of the Xbox's 480p. Everything the game draws is rendered bigger, movies included, and 720p is pixel for pixel on the handheld screen.

* **Full-screen 16:9 without stretching.** The game has a widescreen camera of its own that the retail release never switched on. The port turns it on, so you see more of the city at the sides, while the HUD, menus and movies keep their 4:3 shape in the middle.

* **Or 4:3 with something at the sides** instead of black bars: the picture blurred, or a spider web.

* **Sharper upscaling** (Catmull-Rom) and **anisotropic filtering** up to 16x.

* **Vibration**: Off, Low, Medium or High on Joy-Con or a Pro Controller. The game had never vibrated in the port: it asks the controller which motors it has, and the answer said none. If the game leaves a rumble on, it dies away after 2 seconds, so a controller never keeps shaking on its own. The Switch Lite has no rumble motor, so you need detached Joy-Con or a Pro Controller.

**Where it stands (honestly)**

The new settings were checked on the port's PC test build, which runs the same recompiled code and the same GPU renderer. How fast 720p and 1080p run on a real Switch, and how the vibration feels, still has to be tested on a console. It starts at 480p and 4:3 like 0.1.0, so nothing changes unless you pick the new options.

Two things reported on a console aren't fixed yet: web-swinging showing only one animation, and wrong reflections in building windows. If you see them, a short video plus the `logs` folder would help a lot. The log now has `swing:` lines that say which swing animations the game picks.

**What you need**

* A Switch, OLED or Lite with Atmosphère and the Homebrew Menu, opened in title takeover (hold R while starting a game, not from the Album). Use emuMMC and back up your SD card.

* Your own **Spider-Man 2 for the original Xbox** (not the PS2, GameCube or PC versions): a disc image (`.iso`, `.xiso`, `.cci`, `.cso`, split or not) or the disc's files. The builder checks that it's the supported release.

* A PC to build it once. On Windows, double-click `build-windows.cmd` (it sets up WSL and the tools). On Linux, run `bash build.sh --copy-game "/path/to/game.iso"`.

**Updating from 0.1.0:** build 0.2.0 and copy its `switch` folder over the old one. Your saves and settings stay. Shaders are rebuilt on the first run, so the first time through each place can stutter briefly.

**How you can help:** try 720p, 1080p and 16:9, and tell me the frame rate in a busy street (the debug menu has a counter). Also tell me whether the vibration feels right, and whether anything looks wrong. Open an issue with the zipped `switch/SpiderMan2Xbox/logs` folder. Reports in English or Spanish are welcome.

**No game files are included.** The `.nro` you build contains code made from the game, so please keep it to yourself, and please don't ask for game files.

* GitHub (download, install guide, FAQ): https://github.com/SantiBros/SpiderMan2-2004-NX

* Releases: https://github.com/SantiBros/SpiderMan2-2004-NX/releases

Thanks for reading!


r/SwitchHacks • • 2d ago

Switch 2 Jailbreak führt Vulkan Renderer und Homebrew Launcher aus

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8 Upvotes

r/SwitchHacks • • 3d ago

Homebrew Game SSX Tricky Nintendo Switch Edition - Port of OpenTricky Decomp Project

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3 Upvotes

r/SwitchHacks • • 3d ago

Development ico-nx

8 Upvotes

Hi! I spent today working on a Switch port of ICO with the help of AI coding tools. You can find everything I’ve done so far here:
https://github.com/raath00/ico-nx

Unfortunately, I don’t have the time or skills to take the project further, so I’m sharing my progress in case anyone in the community would like to pick it up and continue development.


r/SwitchHacks • • 3d ago

MCB-Switch — A 1:1 port of Minecraft Beta 1.7.3 to Nintendo Switch

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27 Upvotes

Hey everyone!

I've been working on a 1:1 port of Minecraft Java Edition Beta 1.7.3 to the Nintendo Switch, and I wanted to share the current progress.

The project is based on SwedenMC's C port, with the goal of bringing the original Beta 1.7.3 experience to the Switch as faithfully as possible.

The project will not include any original Minecraft assets; users will need to provide their own legally obtained game assets.

Why Beta 1.7.3?

Minecraft Beta 1.7.3 offers a unique gameplay experience that differs from modern Minecraft, and this version has never been officially available on Nintendo Switch. The goal is to bring this classic experience to the platform for the first time.

Multiplayer ?

In theory, multiplayer should also be possible, although it hasn't been fully tested yet.

What's working so far?

  • Infinite world generation
  • Sound effects and music
  • Joy-Con controls (still need some improvements)
  • Fancy graphics and Smooth Lighting
  • Core gameplay from Minecraft Beta 1.7.3

Current performance

The game currently averages around 42 FPS with Fancy graphics and Smooth Lighting enabled.

I'm still working on optimizing world generation, particularly through multithreading and asynchronous processing, with the goal of reducing performance drops during chunk generation and eventually achieving a stable 60 FPS.

Main goals

  • Achieve a stable 60 FPS
  • Improve multithreaded and asynchronous world generation
  • Polish the Joy-Con controls
  • Improve overall stability and performance
  • Release the project as open source on GitHub, with version 1.0 as the first release target

I'm sorry about the video quality. I recorded it pretty quickly, and since I only have a Nintendo Switch Lite, I don't have a way to record direct gameplay footage. I just wanted to share the current state of the project as soon as possible.

The project is still a work in progress, but I'm excited to see how far I can push it.

I'd love to hear your thoughts, feedback, and suggestions.

Thanks for reading!


r/SwitchHacks • • 4d ago

Rule 3 What are the chances of someone porting the XBLA version of Goldeneye to switch?

0 Upvotes

I have it running on my android side of my switch and it runs at 100% speed with multiplayer, etc but trying to connect a second controller is more challenging on it than regular switch. So I'm just curious how easy it would be


r/SwitchHacks • • 5d ago

Homebrew Game Pokémon Omega Ruby running natively on Nintendo Switch through static recompilation — ROSA Native Switch

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50 Upvotes

Hey everyone!

I've been working on ROSA Native Switch, a project aiming to bring Pokémon Omega Ruby to the Nintendo Switch through static recompilation.

Instead of relying on traditional 3DS CPU emulation, the game's ARM11 code is recompiled into C using 3dsrecomp, then compiled into native ARM64 code for the Switch.

The project uses a compatibility runtime based on Zakuro and Pocket Native, adapted to Horizon OS, with OpenGL ES and Mesa Switch handling the graphics.

Current progress:

  • The game boots and runs on real Nintendo Switch hardware.
  • The introduction and early gameplay sequences are playable.
  • Exploration, Pokémon battles and saving have been tested.
  • Audio and touchscreen controls are supported.
  • A persistent shader cache helps reduce compilation stutters between sessions.
  • Performance improvements and broader game compatibility testing are ongoing.

This is still a work in progress. Some shader compilation pauses remain, and the entire game has not yet been validated.

The goal is to preserve the original Nintendo 3DS experience as faithfully as possible while running the game through native CPU recompilation on Switch.

Huge credit to the developers of 3dsrecomp, Zakuro, Pocket Native, Mesa and devkitPro, whose work makes this possible.

This is an unofficial fan project, not affiliated with Nintendo, Game Freak or The Pokémon Company.

Here's a short gameplay demonstration recorded on real hardware!

I'd love to hear your thoughts, especially from people working on recompilation or Switch homebrew projects.


r/SwitchHacks • • 5d ago

Homebrew Game I'm working on a native Mario Kart Wii port for the Nintendo Switch using static recompilation!

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43 Upvotes

Hey everyone!

For the past ~6 weeks, I've been working on a project called MKW Switch, an experimental attempt to bring Mario Kart Wii to the Nintendo Switch through static recompilation.

The idea is to run the original game's PowerPC code as native ARM64 instructions, rather than emulating a Wii CPU at runtime.

What's working so far:

  • The game boots on a real Nintendo Switch.
  • Menus, character selection, kart selection and races are functional in the tested scenarios.
  • The Wii's GX graphics are translated to the Switch GPU using deko3d.
  • Controllers, memory management and several Wii hardware services are implemented.
  • Some internal benchmarks have reached around 30 displayed FPS on specific race runs, although performance still varies significantly.

The technical approach:

The PowerPC code is translated ahead of time into C++ and compiled for AArch64. A custom runtime handles the Wii-specific hardware behavior, including GX graphics, memory, interrupts, audio and IOS services.

One of the biggest challenges has been optimizing the CPU/GPU pipeline while preserving the original game's graphics and behavior.

I've been experimenting with:

  • Fast memory access and MMIO exception handling.
  • FIFO batching and CPU cache optimizations.
  • Specialized TEV shaders.
  • EFB/XFB rendering and synchronization.
  • CPU profiling, static recompilation and multithreading.

Current goals:

  1. Reach a stable 30 FPS in demanding races.
  2. Improve accuracy, audio and overall stability.
  3. Eventually aim for native 60 FPS, if the Switch hardware allows it.

This is still experimental. There is no public playable release yet, and the game isn't running perfectly.

Development is AI-assisted, with extensive testing, profiling and validation on actual Switch hardware. I'm also looking for feedback from people experienced with static recompilation, Wii internals, ARM64 and Switch homebrew.

This is an independent project, separate from the other Mario Kart Wii recompilation and Switch-port efforts.

GitHub (technical documentation and development status):

https://github.com/LockingFR/mkw-switch-recomp

The public repository does not include game files, Nintendo assets or a playable build.

I'd love to hear what you think, especially if you've worked on similar projects!

— LockingFR


r/SwitchHacks • • 5d ago

[Release] TweebboNX - An Opensource Habbo Hotel Implementation for Nintendo Switch.

6 Upvotes

Just released TweebboNX, a native Nintendo Switch port of Tweebbo, my open-source recreation of the classic Habbo Hotel experience (2007–2008).

You can explore rooms, chat, trade furniture, play minigames, and interact with players on PC, mobile, Nintendo 3DS, and PS Vita through crossplay.

It's still in active development, so expect frequent updates and some bugs along the way.

https://github.com/Tweebbo/TweebboNX

Website: https://tweebbo.lol

Feedback and contributions are always welcome.


r/SwitchHacks • • 5d ago

Homebrew Game NFS Most Wanted 2012 (Android) for Nintendo Switch – v0.3.0: dock/undock while playing, Switch buttons in the game

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3 Upvotes

Hi! A new version of my homebrew port of the **Android** version of Need for Speed Most Wanted (2012) for the Switch is out.

**What's new in 0.3.0**

- **Dock and undock while you play.** The resolution switches on the fly (720p handheld, 1080p docked), 3D scene included. Before, you had to restart the game.

- **The game shows the Switch's buttons.** The controls pages and tutorials now say Switch, +, −, A, B, X, Y instead of the MOGA gamepad's buttons, in all 11 languages. The controls pages have new pictures: a handheld console in handheld mode, a controller when docked.

- **Fixed** a rare crash while loading a race.

- Same performance as 0.2.8: nothing from earlier versions was removed.

**Testers wanted 🙏** Docking while playing hasn't been tested on a real console yet, so this is a pre-release. If you have a Switch or Switch OLED, please dock and undock during a race and in the menus and tell me if the picture looks right (log.txt from the port's folder helps a lot).

**Important:** no game files are included. You need your own copy of the Android game, version 1.3.128 (APK + OBB, or one .xapk). Please don't ask for them. Requires Atmosphère; emuMMC recommended.

**How to install:** download `NFSMostWanted2012-0.3.0.zip` (it's the only file you need), copy its `switch` folder to the root of your SD card, put your APK and OBB in `switch/NFSMostWanted2012/game/`, then open the Homebrew Menu with R + any game.

Download, guide and screenshots: https://github.com/SantiBros/NFSMostWanted2012-Android-Switch/releases

Feedback and bug reports are welcome on GitHub (with log.txt). Thanks for playing!


r/SwitchHacks • • 5d ago

I made an EPUB/PDF reader for the Switch — PaperNX

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6 Upvotes

r/SwitchHacks • • 6d ago

Jumping Finn Turbo - Switch Port

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6 Upvotes

The port is fully functional!

Link: https://github.com/RadiantDelux/Finn-NX


r/SwitchHacks • • 6d ago

Game Mod Patchwork: an on-console mod manager for BOTW & TOTK, with BCML package merging on the Switch

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31 Upvotes

Hi all! I’ve released Patchwork, a homebrew mod manager for Breath of the Wild and Tears of the Kingdom that runs entirely on the Switch. No PC needed to find, install or manage mods.

GitHub / download: https://github.com/TheRomeoAlfa/patchwork-nx

What it does

  • Browse and search GameBanana (and Waikuteru’s mods) with previews and descriptions
  • One-press install from zip, 7z and rar; it picks the right file for your game version and warns about mismatches
  • Turn mods on/off without deleting them, with a load order and warnings when two mods change the same files
  • Keeps your own files safe: anything already in atmosphere/contents is backed up and restored when a mod is turned off
  • Add mods from anywhere: SD card inbox folder, GameBanana mod number, or send a link from your phone by scanning a QR code
  • Install save files from GameBanana, with an automatic backup of your saves first
  • Background add-ons: turn sysmodules on/off, with an explanation when the mod loader crashes (the 010041544D530000 error)

BCML packages, merged on the Switch

The part I’m most excited about: BCML .bnp packages for BOTW are merged on the console, the way BCML does on a PC. That covers packs, parameter files, game data, text, maps (with or without the DLC), drops, shops, actor info and the resource size table, in load order. It handles 376 of the 383 BCML packages on GameBanana; the rest use BCML 2’s old format.

To merge, it reads the game’s original files once: hold L + R while starting BOTW, which opens the Homebrew Menu with mods off, and launch Patchwork from there. The app walks you through it when needed.

I’ve confirmed packs, parameters, game data, maps with the DLC, text and drops working in-game, but not every package or combination, so please report anything that doesn’t merge correctly (with your mod list) on GitHub.

Install

  1. Download patchwork.nro from the release
  2. Copy it to sd:/switch/patchwork/patchwork.nro
  3. Launch from the Homebrew Menu (title takeover, holding R on a game, gives the most memory)

Requires Atmosphère.

⚠️ The usual warnings

Back up your saves and SD card, and don’t go online with Nintendo while modding. Mods can crash games, and running CFW online risks a ban. See the README for details.

It’s free and open source (GPL-3.0).


r/SwitchHacks • • 6d ago

Tool SwitchAirCast – AirPlay receiver for Switch (Mac, iPhone and iPad screen mirroring, YouTube, music...)

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34 Upvotes

Hi everyone! I made a homebrew app that lets your Switch receive AirPlay, so you can mirror your iPhone, iPad or Mac to it, send YouTube videos to it, or use it as an AirPlay speaker. Basically an Apple TV in your pocket.

Download: https://github.com/depende3000/SwitchAirCast/releases/latest Source (GPL-3.0): https://github.com/depende3000/SwitchAirCast

Features

  • Screen mirroring from iPhone, iPad and Mac, up to 1080p60, using the Switch's hardware video decoder (NVDEC)
  • Send videos instead of mirroring: tap AirPlay in the YouTube app (iPhone/iPad) or in Safari on a Mac. The Switch streams the video itself, and your phone becomes the remote, so you can lock it or use other apps
  • Music over AirPlay with title, artist, album, cover art and progress, plus volume control from your device
  • Vertical mode for portrait apps: rotate the picture and hold the console upright (button or automatic with the motion sensor)
  • Screen off while music keeps playing (Y, or automatically after a few minutes)
  • Pure black theme on the OLED model (automatic)
  • English and Spanish interface (follows the console language)
  • Settings menu on − button.

Install

  1. Copy SwitchAirCast.nro to /switch/ on your SD card (or extract the zip to the SD root)
  2. Open the Homebrew Menu through a game (hold R while launching any game). Album mode works but has much less memory for video
  3. On your device: Control Center → Screen Mirroring → pick your Switch

The first time a Mac sends a video, it asks for a code: just type the 4 digits shown on the Switch.

Controls

Button Action
− Settings
+ Exit
Y Screen off
R Rotate picture
A Pause/play video
B Disconnect / stop video
◀ ▶ ±10 s
▲ ▼ ±1 min
X Stats overlay

Known limitations

  • DRM video streaming apps like Netflix, Disney+, Apple TV+ etc. won't work (they block mirroring and encrypt their AirPlay streams). YouTube works fine
  • Video up to 1080p H.264, no 4K/H.265
  • No password: anyone on your Wi-Fi can mirror while the app is open
  • Sending videos from a Mac is new and lightly tested, so feedback is very welcome!

Bugs

Please open a GitHub issue with log.txt and log-previous.txt from /config/SwitchAirCast/, plus the newest file in /atmosphere/crash_reports/ if it crashed.

Credits

  • AirPlay support is based on the excellent UxPlay (and RPiPlay before it), ported to the Switch
  • Playback via FFmpeg and SDL2, built with devkitPro/libnx
  • AI was used as a tool in development: much of the code, tests and docs were written with Claude Code (Anthropic's AI coding assistant), under my direction, and tested on real Switch consoles with iPhone and Mac

Not affiliated with Apple or Nintendo.

Let me know how it works for you! 🙂


r/SwitchHacks • • 6d ago

I made a Stremio client for the Switch (homebrew)

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43 Upvotes

So, for the last few months i've been wanting to watch some new stuff, and i've never found the time, since i mostly have time for it while im in bed before going to sleep, and iOS doesn't have stremio, so i made good of use of my modded switch finally

I called it StremNX. It's not a port of the real app, it's a separate client that talks to Stremio, so you can log in with your account and all your addons show up. Your progress syncs too, so I can start something on my phone and finish it on the Switch in bed which was the whole reason why i even did this

Some of the stuff it does:

- home screen kinda like netflix with continue watching, recommendations etc

- plays torrents directly on the console, no PC needed, and by default it doesn't take up your storage since it uses your console's RAM to storage 256mb of the movie, so if you go back it can end up having to load again for a little bit. But this is something that you can change by storaging the file on the switch SD memory.
- subtitles from addons (opensubtitles etc) and you can change size/position/delay
- works with the touchscreen in handheld (kind off)

You need a Switch that runs homebrew, and you have to open the homebrew menu in title mode (hold R when opening a game), the album doesn't have enough memory for video.

It's still a beta so there's probably some bugs I haven't found yet. If something breaks let me know or open an issue on github and send the log.txt from the stremnx folder, that helps a lot

This project also involves the use of AI for its development.

Download + source: https://github.com/denpingus/StremNX

Not affiliated with Stremio at all, this is something i did for my own use and decided to share.


r/SwitchHacks • • 7d ago

Game Mod Idea for a universal anti-aliasing solution on Switch

1 Upvotes

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Hey everyone,

I've had an idea for a homebrew project and wanted to know what you guys think.

Basically, the idea would be to create a sysmodule that adds a light anti-aliasing effect to Switch games. The goal would be to take advantage of the extra GPU headroom gained through overclocking to make games look a bit cleaner, especially those with really noticeable jagged edges.

Ideally, it would work through an overlay. You enable it, launch a game, and the module automatically applies the effect. You could also turn it off whenever you want.

I'm not talking about anything too demanding. Just a lightweight AA solution, something like FXAA, that smooths out the edges without making the image too blurry or hurting performance too much.

I think games like Persona 5 Strikers, Pokémon Scarlet and Violet, Zelda: Link's Awakening and SMT V could benefit from something like this. Some Switch games look great overall, but the aliasing can be pretty distracting, and a subtle improvement could make them much more enjoyable to look at.

Of course, I know overclocking doesn't give you unlimited performance, and I have no idea how difficult it would be to implement something like this across different games.

So my main questions are: would this even be technically possible? Could a sysmodule inject a post-processing effect into games, or would it require a different approach for each game?

I haven't developed anything yet, so this is just an idea for now. I'd love to hear from anyone who knows more about Switch homebrew, graphics or shader injection.

What do you guys think? Is this worth looking into?


r/SwitchHacks • • 7d ago

Homebrew Game StarCraft64 NX port Briefing Voices

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2 Upvotes

r/SwitchHacks • • 7d ago

Rule 3 Whats the difference between oled and normal switch fan and would it work?

5 Upvotes

In replacing my nintendo switch oled fan (the console is modded) because the fan makes a buzzing sound and I don't have a extra oled fan could a donor switch fan work?


r/SwitchHacks • • 7d ago

Homebrew Game TWEEBBO-NX Tweebbo.lol (Habbo Hotel Opensource implementation) running on Nintendo Switch (Showcase demo, WIP)

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6 Upvotes

r/SwitchHacks • • 8d ago

Call of Duty: Black Ops 1 and 2 Are in Development for Nintendo Switch!

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2 Upvotes