ultratears
Unofficial native Windows port of Tears of the Kingdom 1.4.3 using static recompilation. Builds locally from the player's own extracted game dump; no game files included.
Play your own Switch games on iPhone/iPad — one-click macOS app, no terminal. | 把 Switch 游戏装进 iPhone:图形界面一键构建,不用命令行。Bring your own game.
Translation pending
GamesSwift · PythonGitHub @LNPANDYSelf-installOwner unconfirmed
Paste into Claude or ChatGPT for installation instructions suited to your environment.
Have you tried it? One tap is enough. No sign-in needed.
The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
Loading the full README.
Read the full README ↗Your Switch games, running on your iPhone.
Not an emulator. No terminal. A macOS app does the whole build in a few clicks.
Every release is in the changelog. 中文用户请看这里:简体中文 README。
NX2Apple runs Nintendo Switch games on your Mac and iPhone from your own game dumps. It is not an emulator: the game's own code runs natively on Apple silicon, and Metal draws it. A Mac app, the launcher, does the build in a few clicks (unpack, rewrite, translate the shaders, pack) and then keeps your games in a library you start with Play, the way a Switch does.
It is a community fork of nxnative, which does the actual work (the code rewriter, the Horizon host, NVN on Metal and every game's profile); this fork adds the launcher and a short list of patches, and follows nxnative every day.
--allow-other-metal. Take 27.2 from Apple's download page, not the App Store's newer
Xcode. With a newer Xcode installed too, rename 27.2 to Xcode-27.2.app and select it:
sudo xcode-select -s /Applications/Xcode-27.2.app.prod.keys from your own console. Nothing is
bundled, downloaded or looked up for you. The same prod.keys opens every one of your games; a
current dump covers all retail titles.The app carries its own build tools and Python, so no Homebrew and no Python install; the .NET SDK 10 is the one tool it still installs for you. The launcher's dependency page checks each requirement and installs what it can with one click.
NS-Port-Builder-macOS-arm64.zip from the
latest release. Unzip it.~/NX2Apple; if GitHub is slow, the page shows the
manual ZIP route), checks the tools above and updates itself later. You never need git.prod.keys one by
one), choose This Mac or iPhone / iPad, and press build. The page shows the real stages and
the time left, and a stopped build continues where it left off. The iPhone / iPad target is one
app on the device for all your games. The launcher signs it with Xcode, installs it and copies the
game in. It needs a device paired with the Mac.Building by hand from a terminal is in BUILDING.md.
The iPhone / iPad target builds one shell app that holds all your games, the way the Mac launcher does. Its library shows each game with its key art. In portrait it is one column with the chosen game at the top. On its side it is a Cover Flow. An iPad shows a grid.
The app needs iOS or iPadOS 26 or later. The covers are the eShop banners the Mac launcher caches for your own games.
On the Mac, a finished game appears in the library with its key art. Play starts it. Launch options (per game, kept across rebuilds) set the frame rate, console mode (docked or handheld), render scale and upscaling, game language, controls and more; what each does is in docs/settings.md. A controller drives the launcher as well as the games.
On the iPhone, the app shows the same settings before the game starts; tap Play. Touch
controls come in a 2D and a 3D layout (tap the button at the top centre), and a connected controller
(Xbox, PlayStation, Switch Pro, MFi) replaces them. docs/playing.md covers touch,
rumble and motion. Short stutters the first time a scene appears are normal: the app compiles
graphics for it once and remembers them. The game's data (romfs.img) can live on an external drive
that the Files app picks.
Game language. English is the default. On the Mac, use the Game language row of Launch
options. For anything the sheet lacks, write an env.txt of KEY=VALUE lines (for example
DM_LANG=zh-Hans) in one of two places: ~/Library/Application Support/nxnative/<title ID>/env.txt
wins and survives rebuilds; <App>.app/Contents/Resources/dm/env.txt is the app's own. A Mac app
built before the language row existed needs one rebuild to get it. On the iPhone, the same lines go
in Documents/env.txt (DM_FPS_TARGET=30 caps the frame rate to save battery, DM_OPMODE=0 picks
handheld mode).
Saves and logs. A Mac game in a library folder keeps its saves and its log beside the app
(log/<title ID>.log); otherwise they are in ~/Library/Application Support/nxnative/<title ID>/ and
~/Library/Logs/nxnative/<title ID>.log. On the iPhone they are in the Files app under the app's
name: save/ and log.txt (the previous run is log.prev.txt).
Reporting a bug. Use the issue forms
(game problem, build problem, launcher problem). Each asks for the game and its title ID, your
versions and device, Settings > Copy diagnostics and the game's log; CONTRIBUTING.md
says why. A report with the full log.txt is looked at first. Never attach keys, game files or
anything extracted from a game.
94 games have a profile. Three are verified end to end on this fork (built, installed and played on a phone), 45 more are reported playable on an iPhone upstream, and the rest have a profile that has not been tried on a phone yet. A few of them:
| Game | Where it runs | Status | |
|---|---|---|---|
| The Legend of Zelda: Tears of the Kingdom | Mac and iPhone | Verified here: 304,243 files, byte-checked; ~17 GB | |
| Hades II | Mac and iPhone | Verified here | |
| Animal Crossing: New Horizons | iPhone | Verified here: runs smoothly | |
| Super Mario Odyssey | iPhone | Reported playable upstream | |
| The Legend of Zelda: Breath of the Wild | iPhone | Reported playable upstream; 60 fps with 1.9.0 | |
| Mario Kart 8 Deluxe | iPhone | Reported playable upstream |
GAMES.md (中文: GAMES.zh-CN.md) has the screenshot gallery with each game's install size, and the full table with the update version each game needs: the update NSP's display version must match the profile's, or the build says so.
romfs.idx); the build writes a single romfs.img now. An iPhone
that still holds an old archive needs the game data sent again once, as a romfs.img through the launcher.dm/, scripts/, docs/, ref/) is not
committed here. It is nxnative at a pinned commit (.upstream-ref) plus a queue of patches, each
saying why the fork carries it, and python3 tools/engine.py sync builds it into engine/.
patches/README.md explains it, and python3 tools/engine.py status lists what
is carried. A daily job moves the pin and opens a pull request, or an issue naming the patch that no
longer fits. The links to the engine's documents in this README point at nxnative at the pinned commit.Community contributors — this project's code is not one maintainer's output:
EnableAlbumImageTakenNotification and CreateWithAdjustableSystemClock entries plus their snapshot type byte — each would have read a null in games that call them, and each came with a test.Want on this list? Contributing says how to start; reports with a full log and fixes with a test move fastest.
Community projects — maintained by their authors, outside this repository:
ios16-pokemon-za-port branch) — iOS/iPadOS 16.1–17 and tvOS compatibility, with a legacy Metal renderer path, tested on an A10X iPad and an M2 iPad. For devices this fork's releases do not support.All of the engine work is other people's. This repository adds the launcher and the patch queue on top:
nx_extract.dm/third_party ships other projects with their licenses (list).
What this project is. A build tool for games you already own. It reads dumps you made of your own cartridges and purchases, on your own machine, and produces a package for your own device. Nothing in this repository, in the app, or in any release contains or distributes Nintendo's code, art, text, data, shaders, firmware, keys or any other copyrighted material.
What it cannot do. The pipeline has no source of games or keys: it requires the user's own
prod.keys and their own NSP/XCI dumps, and it talks to no server. It does not bypass, strip or
redistribute any protection — LibHac opens the user's own dumps with the user's own keys, the same
operation a console performs on a cartridge.
Trademarks. Not affiliated with, sponsored by or endorsed by Nintendo. "Nintendo Switch" and game titles are trademarks of Nintendo Co., Ltd.; all other trademarks belong to their respective owners.
Your responsibility. Laws on making a personal backup copy differ by country; some places do not allow it at all. You are responsible for knowing and following the law where you live, and for never distributing game files, keys or the packages built from them — the project's outputs are for personal use on your own hardware only. If you enjoy a game, buy it.
Takedowns. If you believe anything in this repository infringes your rights, open an issue or contact the maintainer directly; valid claims will be actioned promptly, up to removing content or the repository.
No warranty. The software is provided "as is" under the licenses in LICENSE (this fork adds to upstream's; see the credits) — without warranty of any kind, express or implied. Use it at your own risk.