{
"packages": [
{
"updated": "01/02/2020",
"appCreated": "29/02/2020",
"app_dls": 488,
"screens": 0,
"md5": "bbca286e0024be96b2762441d6d77cfb",
"category": "game",
"binary": "/switch/100_Boxes_NX/100 Boxes NX.nro",
"name": "100boxesNX",
"license": "MIT",
"title": "100 Boxes NX",
"url": "https://github.com/Cid2mizard/100_Boxes_NX/releases",
"description": "A simple yet challenging puzzle game.",
"author": "Cid2mizard",
"changelog": "1.1\\n\\nAdd music by Eric Matyas (www.soundimage.org).\\nUpdate with last sdl2.\\nClean code.\\n\\n1.0\\n\\nInitial Release",
"extracted": 10533,
"version": "1.1",
"filesize": 4571,
"details": "100 Boxes NX is a simple yet challenging puzzle game.\\n\\nGameplay: - Fill all the boxes of a 10x10 grid. If you move horizontally or vertically you must skip 2 boxes. If you move diagonally you must skip 1 box.\\n\\nControls : - Touch or D-pad + A : Discover Case - B : New Game - Plus : Exit\\n\\nOriginal game : - http://helmet.kafuka.org/"
},
{
"updated": "21/12/2024",
"appCreated": "10/01/2025",
"app_dls": 9045,
"screens": 0,
"md5": "6a6c8f084d828121408522e6023e6afc",
"category": "game",
"binary": "/switch/2048.nro",
"name": "2048",
"license": "MIT",
"title": "2048",
"url": "https://github.com/TooTallNate/switch-2048",
"description": "Port of the game 2048",
"author": "TooTallNate",
"changelog": "1.1.0\\n\\nThis version adds joystick control. Thank you @i0x0!\\n\\n1.0.0\\n\\nPackage updated to use TooTallNate's port.",
"extracted": 7034,
"version": "1.1.0",
"filesize": 2922,
"details": "This is a port of the original 2048 game (by Gabriele Cirulli) to Nintendo Switch using nx.js.\\n\\nThe core game logic was able to be used unmodified. The main component of this port is a Canvas-based rendering engine instead of the original DOM-based renderer."
},
{
"updated": "12/10/2021",
"appCreated": "12/10/2021",
"app_dls": 2973,
"screens": 0,
"md5": "b747662f495fde2e8791604aace78d8e",
"category": "game",
"binary": "/switch/2planes/2PlanesSwitch.nro",
"name": "2planes",
"license": "none",
"title": "2 Planes",
"url": "https://github.com/mactec0/2Planes_SWITCH/releases",
"description": "homebrew game",
"author": "mactec0",
"changelog": "n/a",
"extracted": 7211,
"version": "1.0.1",
"filesize": 5138,
"details": "Nintendo Switch homebrew game"
},
{
"updated": "10/09/2022",
"appCreated": "10/09/2022",
"app_dls": 286,
"screens": 0,
"md5": "4b816096396bf185be61d59797dd1665",
"category": "game",
"binary": "/switch/A-Square-Astray-Public.nro",
"name": "A-Square-Astray",
"license": "GPLv3",
"title": " A Square Astray",
"url": "https://github.com/TheLogicMaster/A-Square-Astray-SwitchGDX/releases",
"description": "A Square Astray - Ported to Switch",
"author": "TheLogicMaster",
"changelog": "n/a",
"extracted": 39050,
"version": "1.0",
"filesize": 20878,
"details": "A square is astray!\\n\\nCorrect its path and guide it to the finish line by drawing lines. When you place a line, it becomes a collidable object in the game. Avoid obstacles and wisely place lines to alter the square's path.\\n\\nCreated using LibGDX and ported with SwitchGDX\\n\\nDeveloped by Alex Schimpf\\nPorted by Justin Marentette"
},
{
"updated": "05/11/2023",
"appCreated": "05/11/2023",
"app_dls": 31688,
"screens": 0,
"md5": "9f18d7fc54bb2c866ca5e807b625cc8c",
"category": "tool",
"binary": "/switch/AA-Reboot.nro",
"name": "AAReboot",
"license": "n/a",
"title": "AA-Reboot",
"url": "https://github.com/ThatFinnDev/AA-Reboot",
"description": "Reboot instantly to hekate",
"author": "ThatFinn",
"changelog": "1.1\\n\\nhekate.bin on the root of the sd card is now optional (used if other payloads are desired)",
"extracted": 357,
"version": "1.1",
"filesize": 123,
"details": "Reboot to a hekate.bin at sdmc://hekate.bin. It instantly reboots to this payload and you don't have to press - like the rebootToPayload nro from the atmosphere cfw. The application name is AA-Reboot because when you star it (mark it) in the hb menu, it will be the first homebrew application"
},
{
"updated": "16/04/2023",
"appCreated": "16/04/2023",
"app_dls": 5239,
"screens": 0,
"md5": "9e21ac743906848d455e76d4ee4d0123",
"category": "tool",
"binary": "none",
"name": "AARebootApplet",
"license": "n/a",
"title": "AA-Reboot Applet",
"url": "https://github.com/ThatFinnDev/AA-Reboot-APPLET",
"description": "Applet for AA-Reboot",
"author": "ThatFinn",
"changelog": "n/a",
"extracted": 129,
"version": "release",
"filesize": 80,
"details": "This is an applet forwarder for the my AA-Reboot application, which reboots to a hekate.bin payload on the root of the sd card.\\n\\nTo use this applet forwarder, make sure you have AA-Reboot installed and a hekate.bin file on the root of your sd card. You need a linked/fakelinked user account too because otherwise the applet won't start.\\n\\nTip: If you have only one user, you can activate \"Skip Selection Screen\" in the settings, to start the AA-Reboot instantly.\\n\\nMariko and OLED variants are untested\\n\\nKnown Limitations:\\nIt replaces LoginApplet, the ShareApplet and the LobbyApplet too because it's the same application. (This shouldn't matter since you are not accessing those applets while in CFW)"
},
{
"updated": "28/12/2024",
"appCreated": "28/12/2024",
"app_dls": 2739,
"screens": 0,
"md5": "c003838386748669a4abf7e41a0899c5",
"category": "_misc",
"binary": "/switch/ascii-starwars.nro",
"name": "ASCIIStarWars",
"license": "MIT",
"title": "ASCII Star Wars",
"url": "https://github.com/TooTallNate/switch-ascii-starwars",
"description": "Plays the ASCII Star Wars movie",
"author": "TooTallNate",
"changelog": "2.0.0\\n\\nFix package to use correct binary and 2.0.0 release.\n\\n0.0.53\\n\\nVersion Packages (#155)\\n\\n0.0.51\\n\\nVersion Packages (#149)\\n\\n0.0.50\\n\\nVersion Packages (#146)\\n\\n0.0.49\\n\\nVersion Packages (#143)\\n\\n0.0.48\\n\\nVersion Packages (#138)",
"extracted": 6514,
"version": "1.0.0",
"filesize": 2704,
"details": "Render the infamous ASCII Star Wars movie (also known as thetowel.blinkenlights.nl telnet server) on your Switch. Internet connection is required.\\n\\nFont is \"Geist Mono\" by Vercel.\\n\\nThis is a demo application written in JavaScript using nx.js."
},
{
"updated": "05/03/2020",
"appCreated": "05/03/2020",
"app_dls": 478,
"screens": 2,
"md5": "b4e9e6132d05e0f724b23e0446a24b39",
"category": "emu",
"binary": "/switch/AXChip8/AXChip8.nro",
"name": "AXChip8",
"license": "n/a",
"title": "AXChip8",
"url": "https://github.com/darkxex/AXChip8/releases",
"description": "Chip 8 emulator",
"author": "darkxex",
"changelog": "n/a",
"extracted": 9294,
"version": "1.0",
"filesize": 3843,
"details": "Simple Chip 8 emulator for Nintendo Switch"
},
{
"updated": "05/11/2023",
"appCreated": "05/11/2023",
"app_dls": 100463,
"screens": 0,
"md5": "ab8f29a40ef163bacb39ac82b81eb21d",
"category": "tool",
"binary": "/switch/AmiiboGenerator/AmiiboGenerator.nro",
"name": "AmiiboGenerator",
"license": "none",
"title": "AmiiboGenerator",
"url": "https://github.com/Slluxx/AmiiboGenerator/releases",
"description": "Generates all Amiibos on your Switch",
"author": "Slluxx",
"changelog": "2.1.1\\n\\nBugfix: Fixing a crash when the emuiibo folder does not exist (for example due to emuiibo not being installed beforehand).\\n\\n2.1.0\\n\\nThis release adds a wakelock.\\nGenerating Amiibo with images is quite a lengthy progress and some consoles went into sleep, breaking the process. This is now fixed.\\n\\n2.0.0\\n\\nThis is a pretty major update, featuring a new interactive menu, selective generation and deletion as well as some other significant improvements. Please refer to the readme for the full feature set.\\n\\n1.4.0\\n\\nFixed an issue where custom created amiibos were deleted.\\nAmiiboGenerator will create an \"autogenerated.flag\" file inside the amiibo folder and only delete amiibos with that flag file.\\nIf you want to keep an autogenerated amiibo, remove that file\\nBecause all amiibos will be deleted before generating new ones, if you create a folder structure that the tool wants to use too, it will skip generating/overwriting the files. Very unlikely but better safe than sorry.\\nFixed an issue with an Animal Crossing Amiibo where the slash in its name would create an unexpected folder structure.\\nDue to the new update, you might need to manually delete the amiibos, as they lack the \"autogenerated.flag\" file and wont be deleted or overwritten by the new version of the tool. You could delete all amiibos with 1.3.0, update and then generate them again.\\n\\nThis release shows as 1.3.0 on your switch.\\n\\n1.2.0\\n\\nDownloaded Amiibo images will now be auto resized to a height of 150px (and width in aspect ratio). This will help with the fluidity inside the overlay and reduce overall filesize.\\nDownloaded Amiibo images without an alpha-channel will be converted to RGBA, to be able to display correctly in the overlay.\\n\\n1.1.0\\n\\nAdded the option to download amiibo images (very slow) and redid the \"menu\".",
"extracted": 1534,
"version": "2.1.1",
"filesize": 650,
"details": "Generates all Amiibos directly on your console.\\n\\nIt needs internet to download the amiibo database from. Though you can download it manually and place it in sdmc:/emuiibo/amiibos.json. (Go to Github repository to see links)\\n\\nThe homebrew does not generate amiibo.bin dumps and does not contain anything stolen from nintendo. It only generates json files that emuiibo can use. They are exactly the same ones than the ones generated by emutool."
},
{
"updated": "14/06/2023",
"appCreated": "14/06/2023",
"app_dls": 117040,
"screens": 0,
"md5": "4e3d29c1d5c5ece24c3470b1b2c159c4",
"category": "tool",
"binary": "/switch/Amiigo/Amiigo.nro",
"name": "Amiigo",
"license": "n/a",
"title": "Amiigo",
"url": "https://github.com/CompSciOrBust/Amiigo/releases",
"description": "GUI for Emuiibo",
"author": "CompSciOrBust",
"changelog": "2.3.2\\n\\nAdded support for Emuiibo 1.0\\nThe settings menu now has an option to toggle randomised UUIDs\\nUpdated included API cache\\nNOTE: Randomised UUIDs will only apply to Amiibos generated while the option is enabled.\\n\\n2.3.1\\n\\nAmiigo will now validate that the local API cache is valid before using it, this prevents Amiigo crashing at startup if connection was lost during first setup\\nFixed bug where function pointer was used as input to an if statement instead of the function's output during deinit. This function will likely never return false anyway\\n\\n2.2.0\\n\\nAdded extra category\\nUpdated Arriba\\nFixed minor bug in API caching code\\nCheck for the presence of /Atmosphere/contents when installing Emuiibo\\nChanged how Amiibos are categorized when making new Amiibos\\n\\n2.1.0\\n\\nUpdate manually, updating through Amiigo 2.0's built in updater will cause you to crash due to a bug\\n\\nChanges to Amiigo\\n- Fixed bug that would cause the console to fatal when updating through Amiigo\\n- Updated Arriba\\n- Added support for loading custom background shaders\\n- Automatically use outdated API cache if no internet connection within 5 seconds of first time setup\\n\\nChanges to Arriba\\n- Arriba will output the correct screen size when the console is docked / undocked\\n- Arriba now renders text in to a framebuffer to improve performance\\n- Fixed some text characters being incorrectly positioned\\n\\n2.0.0\\n\\nAmiigo was rewritten from scratch.\\nAmiigo will now automatically install the latest version of Emuiibo when launched for the first time if Emuiibo is not present.\\nAmiigo now uses a custom OpenGL based UI library called Arriba, note that I wrote Arriba so it's very bad and no one else should use it for their homebrew.\\nThanks to Arriba Amiigo now has much better touch support. The Amiibo lists now have inertia so you can scroll them like a phone menu, please mess with this it was hard to implement and probably not worth the time it took.\\nThe \"Check for updates\" button was replaced with a settings tab which has the options to switch between category modes, update the API cache, and update to the latest version of Amiigo when an update is detected.\\nAmiigo will now no longer update the API cache every time you open Amiigo Maker.\\nAmiigo should (hopefully) be idiot proof now. If you're unable to use it it has probably broken again and I haven't had time to update it.\\nSorry that this update took almost 2 years to release, I know that Amiigo has been broken for a long time but my console broke so I was unable to update it and a bunch of other stuff happened by the time I got a new one. I would tell you about it but I already sold exclusive rights for the story to Wololo in exchange for a pizza.\\n\\n1.6.0\\n\\nAmiigo now has images for Amiibos thanks to @Kronos2308\\nI added my file sort code that I wrote for N-Xplorer so now the Amiibos are sorted by their name.\\nExperimental support was added for theming by @Kronos2308 . This slows down the GUI a bit but I hope to speed this up for the next release.\\nI also created a discord server for my projects. You can join here: https://discord.gg/ZhRn3nn\\n\\n1.5.3\\n\\nThis version adds in a check for when Emuiibo isn't running (thank you to @Kronos2308 ), Changes the colors of the UI (this was done by me and @Kronos2308 ), and I also improved the updater code so that it no longer assumes Amiigo is in the /switch/ directory which makes updating better for people who downloaded Amiigo through 4tu's HB App Store and CFW packs.\\n\\n1.5.2\\nThis update uses the new 0.4.0 Emuiibo ipc and uses libnx 3.0.0. It should be functionally identical to 1.5.1.\\n\\n1.5.1\\n\\nWith this release when creating new virtual Amiibos using Amiigo Maker the new virtual Amiibo will be created in whatever folder the main UI is currently in.\\nThe main UI's header will now only display the virtual Amiibo's name instead of it's path.\\nEmuiibo is now properly exited when closing the app which previously caused Emuiibo to stop working when Amiigo was opened too many times.\\n\\n\\n\\n1.5.0\\n\\nThis release adds experimental support for categories and other minor changes.\\nTo use categories create a new folder in your Amiibo folder and put virtual Amiibos in it. Press A in Amiigo to enter the sub-folder and B to exit it.\\n\\n1.4.4\\n\\nThis release adds a temporary method to delete Amiibos. This can be done by pressing in on the left stick like a button. My original plan was to add an Amiibo Manager menu which would allow for deleting and renaming Amiibos but I have been busier than I anticipated lately so I haven't had time to implement it properly.\\n\\n1.4.3\\n\\nFixed bug that made the updater always fail\\n\\n1.4.2\\n\\nIn this release I added a check in the updater code to prevent fataling when Github API rate limiting is in effect. I also made changes to Amiigo Maker so if the AmiiboAPI goes down again it will load the offline version instead of crashing.\\n\\n1.4.1\\n\\nAmiibo API is down and if you try to connect to it it will overwrite the offline data with invalid data. This release will crash before that happens. I'll release a better fix soon.\\n\\n1.4.0\\n\\nThis release adds the ability to update Amiigo from within Amiigo and adds a slightly nicer UI (Thank you to shchmue for the border suggestion).\\n\\n1.3.1\\n\\nThis update fixes a crash caused when no Amiibos are available to Emuiibo and Amiigo tries to show their path in the header. Big thank you to Slluxx for both telling me about this bug and theorizing what caused it to happen.",
"extracted": 8284,
"version": "2.3.2",
"filesize": 3355,
"details": "Amiigo is a GUI for Emuiibo and a EmuGUIibo alternative that runs directly on the switch.\\n\\nControls\\nUp / Down on Dpad to move up and down the list.\\n\\nA to select a Amiibo from the list.\\n\\nX toggles emulation state.\\n\\nY moves on to the next Amiibo.\\n\\nB enters the Amiigo Maker. Press B again to go back to the Amiibo selection UI.\\n\\nYou can also use the touch screen to select an Amiibo by tapping on a item in the list, tapping the emulation status rectangle will toggle the emulation state, and tapping the currently selected Amiibo on the top rectangle will move on to the next Amiibo.\\n\\n"
},
{
"updated": "14/06/2023",
"appCreated": "10/01/2025",
"app_dls": 51026,
"screens": 4,
"md5": "2e68c1df1bd9c89ae0c341a0ab4ab92b",
"category": "tool",
"binary": "/switch/AmiigoMod/Amiigo.nro",
"name": "AmiigoMod",
"license": "n/a",
"title": "AmiigoMod",
"url": "https://github.com/StarDustCFW/Amiigo/releases",
"description": "GUI for Emuiibo",
"author": "StarDustCFW",
"changelog": "1.7.0\\n\\nresize png to preview in emuiibo overlay\\n\\n1.6.8\\n\\nNow Duplicated Names can be build in the same folder this is a bug that affect amiibos with the exact name fixed\\nAdded a Scroll bar for all menus\\nFigures are now at the top of the list and cards later\\nNow the default folder for cache and settings is /switch/Amiigo/ the old API and the cache images will be moved automatically\\nRemember you can use the minus key to switch between series and build an amiibo in a folder\\n\\n1.6.5\\n\\nPreView in Amiibo Maker\\nCategories to Amiibo Maker\\ncan build for category\\n\\n1.6.4\\n\\nbetter img loading and scaling\\ncreation can be done now by Series folder press - to swap. ej /Splatoon/Marie\\nFolder has now his own icon\\nGeneral bug fix",
"extracted": 12290,
"version": "1.7.0",
"filesize": 5574,
"details": "A GUI for Emuiibo. The Emuiibo sysmodule is required in order to use Amiigo.\\n\\nControls\\nUp / Down on D-pad to move up and down the list.\\n\\nA to select a Amiibo from the list.\\n\\nX toggles emulation state.\\n\\nY moves on to the next Amiibo.\\n\\nB backs out of the Amiibo series if one is selected in Amiibo Maker.\\n\\nLeft stick pressed down (like a button) delete an Amiibo\\n\\nLeft or Right on the D-pad will change which menu is currently selected (used for swapping between the Amiibo list and Amiigo Maker).\\n\\nYou can also use the touch screen to select an Amiibo by tapping on a item in the list, tapping the emulation status rectangle will toggle the emulation state, and tapping the currently selected Amiibo on the top rectangle will move on to the next Amiibo. Tapping on the right hand list options will change the menu or exit from the app."
},
{
"updated": "19/04/2020",
"appCreated": "19/04/2020",
"app_dls": 24830,
"screens": 0,
"md5": "252989e314bb10bfbbd2fee14d800247",
"category": "legacy",
"binary": "/switch/AmiiSwap/AmiiSwap.nro",
"name": "Amiiswap",
"license": "GPLv3",
"title": "AmiiSwap",
"url": "https://github.com/FuryBaguette/AmiiSwap/releases",
"description": "GUI Amiibo Manager",
"author": "FuryBaguette",
"changelog": "v1.0\\n\\nNo more settings file editing, setup everything easily and directly inside AmiISwap !\\nComplete UI rework, new menus and design !\\nBetter icon support for games and amiibos. (png, jpeg, jpg) Place your game icon images inside sd:/switch/AmiISwap/game_icons, place your amiibo icons inside sd:/emuiibo or sd:/switch/AmiiSwap.\\nAdded Randomize UUID\\nAmiibos are now sorted\\nInfo about the selected amiibo\\nEmuiibo emulation toggling\\nBug fixes\\nIf you're coming from 0.2 or an older version, please use Images -> Rename Images in AmiiSwap to get your icons on the new version (because of a new system)\\n\\nv0.2\\n\\nAdded icon support for games and amiibos. Place your icons as amiibo.png inside the corresponding amiibo folders. For the game icon, place it inside the /switch/AmiiSwap folder as game.png.\\nUI changes\\nSupport the new emuiibo layout for amiibos\\nAdded a settings files. It's important and needs setup, read the README\\n\\nv0.1\\n\\nThis is the first release of emuiibo, still a beta.",
"extracted": 9362,
"version": "1.0",
"filesize": 3693,
"details": "THIS APP LACKS SUPPORT FOR THE LATEST FIRMWARES AND THE DEVELOPER HAS CEASED PROGRESS ON THIS HOMEBREW. FIRMWARES ARE SUPPORTED UPTO AND INCLUDING 8.1.\\n\\nMenus\\n\\nAmiibos: This menu is used to manage and use amiibos\\nEmuiibo: Allows you to change emuiibo's state\\nImages: Find, place, delete images used for amiibo icons\\nSelected amiibo: Shows the currently activated amiibo and some info\\nUser Manual: Basicly this readme inside AmiiSwap\\nAbout: Information about AmiiSwap\\nAdding Categories and Managing Amiibos\\nGo to the Amiibos menu in the main menu of AmiiSwap\\nPress X to add a new category -> Enter a name\\nPress Y to manage selected category's amiibos\\nWhen managing amiibos, simply click on amiibos to add/remove them from the category\\n\\nHow to use\\n\\nGo to the Amiibos menu in the main menu of AmiiSwap\\nSelect a category then a amiibo, from here press A to use the amiibo or press X to toggle Random UUID\\nIf you want to use emuiibo combos for emulation, quit here and use emuiibo normaly. OR\\nGo to the Emuiibo menu in the main menu of AmiiSwap\\nSelect Enable to have emulation activated all the time, Enable once to emulate only once, Disable to use original combo system\\n\\nHow to navigate\\n\\nUse the dpad or the left stick to navigate menus, right stick to navigate faster.\\nUse A to select\\nUse B to go back\\nUse X to add a new game in the Amiibos menu\\nUse Y to manage amiibos of a selected category"
},
{
"updated": "10/07/2019",
"appCreated": "10/01/2025",
"app_dls": 13811,
"screens": 0,
"md5": "d462d2e59c15d6b3000ddf6b16673b4d",
"category": "tool",
"binary": "/switch/Apollo/Apollo_0.1.nro",
"name": "Apollo",
"license": "GPLv3",
"title": "Apollo",
"url": "https://github.com/evo-brut3/Apollo/releases",
"description": "File Explorer for the Nintendo Switch",
"author": "evo-brut3",
"changelog": "n/a",
"extracted": 9416,
"version": "0.1",
"filesize": 3745,
"details": "Apollo is a File Explorer Homebrew for the Nintendo Switch. Its goal is to be the most convenient and reliable method to manage console's files.\\nFollowing the NX Homebrew Scene trend its name comes from Apollo - one of the Olympian deities, who is i.a. a god of music, truth, knowledge and protection of young.\\nIt is also a reference to Apollo 11 - a spaceflight mission which allowed people to walk on the Moon.\\nApollo is my first homebrew project, I hope you'll like it.\\n\\nOverview\\n\\nApollo's current features are:\\n\\n- Graphical User Interface: Minimalist design which is based on default hbmenu and official home menu esthetic.\\n- Selecting items: A simple but mandatory feature.\\n- Copying files and directories: Before doing so, application checks whether user is trying to overwrite currently existing files or directories and then asks about overwriting them.\\n- Recursive directory deletion: It allows for complete deletion of directories' content and obviously for file deletion.\\n- Renaming files and directories: Speaks for itself.\\n- Sorting items: Alphabetically or reversed."
},
{
"updated": "14/01/2021",
"appCreated": "14/01/2021",
"app_dls": 536,
"screens": 0,
"md5": "ab73d5ef7404d7247feb96a9f99e7777",
"category": "game",
"binary": "/switch/Aquaria/aquaria.nro",
"name": "Aquaria",
"license": "GPLv2",
"title": "Aquaria",
"url": "https://github.com/dimag0g/Aquaria/releases",
"description": "Aquaria open source",
"author": "dimag0g",
"changelog": "n/a",
"extracted": 13425,
"version": "0.3.0",
"filesize": 5818,
"details": "You will need a copy of the official game (https://www.bit-blot.com/aquaria/buy.html) to run this port. Demo version will not work. Copy over the game files to /switch/aquaria. Keep already existing files (provided in the release).\\n\\nControls\\n\\nThe L-stick moves Naija around and navigates through menus. A/R and B/L act as right and left mouse buttons, respectively."
},
{
"updated": "30/12/2018",
"appCreated": "29/02/2020",
"app_dls": 2128,
"screens": 0,
"md5": "3da4425063cabff97363e8b32fc4b96d",
"category": "game",
"binary": "/switch/Arkanoid_NX/Arkanoid_NX.nro",
"name": "ArkanoidNX",
"license": "GPLv3",
"title": "Arkanoid NX",
"url": "https://github.com/Manurocker95/ArkanoidNX/releases",
"description": "Arkanoid",
"author": "Manurocker95",
"changelog": "v1.0\\n\\nFirst Release",
"extracted": 27053,
"version": "1.0",
"filesize": 19846,
"details": "Arkanoid port for the nintendo switch.\\n\\nSplash screen, title screen and game screen\\nMusic and SFX\\nMusic and Images rendered with SDL2\\nSettings and game data saved in a JSON in switch/manurocker95/ArkanoidNX/data.sav\\nMultilanguage support (just Spanish and English for now)\\nResources loaded from RomFS"
},
{
"updated": "28/01/2024",
"appCreated": "28/01/2024",
"app_dls": 5775,
"screens": 0,
"md5": "a4b4940a0f791149088f3e8d2ceb5e3e",
"category": "tool",
"binary": "/switch/Avatool/Avatool.nro",
"name": "Avatool",
"license": "GPLv3",
"title": "Avatool",
"url": "https://github.com/J-D-K/Avatool/releases",
"description": "Homebrew tool to overwrite Switch account avatars.",
"author": "J-D-K",
"changelog": "2.1.0\\n\\nNow uses a variation of JKSV's newest menu code to prevent crashes from trying to read out of bounds.\\nNow prevents users from continuing to shutdown the account service without avatars in their sdmc:/avatars/\\nFurther code revisions\\nWith that out of the way, I'm starting to feel that this may be the final version. Avatool is much cleaner under the hood and I'm much happier with it. It gets the job done in a quick and dirty way and that's what it was made to do. Thanks everyone that still uses it.\\n\\n-JK\\n\\n2.0.0\\n\\nSurprise! I bet you never thought this would happen.\\n\\nA major portion of the app has been rewritten and runs on the latest Switch firmware\\nUses JKSV's newest graphics file/SDL instead of writing directly to the framebuffer\\nNOTE: It appears my old menu code can be buggy. This will be replaced in the future once JKSV's rewrite is completed. I will also keep an eye out for issues and bugs since I have some extra time for now.\\n\\n1.0.2\\n\\nBuilds and runs again. Still more I want to do.",
"extracted": 8754,
"version": "2.1.0",
"filesize": 3525,
"details": "Avatool relies on shutting down the Switch's account service. This will result in a crash eventually. Once this is done:\\n\\nL and R change the target avatar\\nUp and Down control menu\\nA overwrites targetted avatars\\nAvatars are 256x256 jpg images. Place them in sdmc:/avatar/ for Avatool to find them."
},
{
"updated": "31/10/2019",
"appCreated": "11/07/2019",
"app_dls": 1488,
"screens": 0,
"md5": "1ab1a91c347cbaa440c359d8ddad35df",
"category": "tool",
"binary": "/switch/BackupNX/BackupNX.nro",
"name": "BackupNX",
"license": "n/a",
"title": "BackupNX",
"url": "https://github.com/SegFault42/BackupNX/releases",
"description": "backup files in cloud",
"author": "SegFault42",
"changelog": "0.2\\n\\nFix crash when push A in empty directory\\nSuffix filename with ... if file name is too long\\nSilent curl output\\nCode refactor",
"extracted": 1176,
"version": "0.2",
"filesize": 533,
"details": "This tool allows you to backup anything from your switch to the cloud , currently supports Dropbox , by editing the included cred.sjon file with your API key.\\nVgedit by vgmoose available on this appstore can be used to edit the json from your switch.\\n"
},
{
"updated": "09/01/2019",
"appCreated": "29/02/2020",
"app_dls": 6382,
"screens": 0,
"md5": "518d0e59a0f5c9a05cc84b58d1b497bc",
"category": "game",
"binary": "/switch/Bejeweled-NX/Bejeweled_NX.nro",
"name": "Bejeweled-NX",
"license": "GPLv3",
"title": "Bejeweled NX",
"url": "https://github.com/Manurocker95/Bejeweled-NX/releases",
"description": "Bejeweled Port",
"author": "Manurocker95",
"changelog": "v1.0 Initial Release",
"extracted": 25417,
"version": "1.0",
"filesize": 18480,
"details": "No official info provided by the developer .\\n\\n\\nNintendo switch port of the classic Bejeweled."
},
{
"updated": "22/04/2020",
"appCreated": "22/04/2020",
"app_dls": 1261,
"screens": 0,
"md5": "1edeea1f0c6ef7443ab29cff1a9bedcf",
"category": "tool",
"binary": "/switch/BiggestDump/biggestDump.nro",
"name": "BiggestDump",
"license": "GPLv3",
"title": "BiggestDump",
"url": "https://github.com/J-D-K/biggestDump/releases",
"description": "Update Dumper",
"author": "J-D-K",
"changelog": "n/a",
"extracted": 1057,
"version": "1.0.0",
"filesize": 533,
"details": "Open Source Switch Update Dumper based on JKSV's code.\\n\\nInfo\\nbiggestDump will dump pending updates from your Nintendo Switch's NAND to SDMC. Once it is complete, you can use ChoiDujourNX to install them without burning your fuses. Update data is dumped to sdmc:/Update/."
},
{
"name": "BlockamokRemix",
"title": "Blockamok Remix",
"description": "3D block-dodging action",
"author": "Mode8fx",
"version": "1.2",
"license": "MIT",
"url": "https://github.com/Mode8fx/blockamok",
"category": "game",
"details": "Fly through a 3D world of never-ending blocks and survive for as long as you can! Includes customization options for both gameplay and visuals, along with five music tracks.",
"changelog": "v1.2\\nHere's another update! Probably the last one unless a bug needs to be fixed.\\n\\n Changes\\n- Added widescreen! (Or whatever your system's fullscreen is.) Overlay options are still present if you'd prefer to play with a square aspect ratio.\\n - Widescreen may result in slightly worse performance on some systems, but New 3DS is the only one where it's actually noticeable in my experience.\\n- Added three new background/overlay color options- and one new block color option.\\n - Also reorganized background/overlay color options.\\n- Added Spawn Area setting- that allows the player to change the size of the block spawn area.\\n - A larger area will be more visually appealing but have worse performance on weak devices. Conversely, a smaller area will look more cramped but improve framerate.\\n- Adjusted HUD element positions.\\n- Assorted minor polish.\\n- [Android] Increased block spawn boundaries- from 10.0 to 12.0 (same as PC).\\n- [PC] Config file now stores WINDOW_WIDTH and WINDOW_HEIGHT instead of just WINDOW_SIZE (which previously set both width and height).\\n- [Switch] Very slightly increased block spawn boundaries from 8.7 to 8.8.\\n- [Vita] Slightly improved performance. Minimum no-overclock framerate increased from 45 FPS to 52 FPS.\\n\\n Bug Fixes\\n- High score is no longer saved if debug mode is used during a game. No cheating!\\n- [Android] Fixed startup crash- on some Android versions.\\n- [PC] Toggling fullscreen no longer resets visual settings.\\n\\nEnjoy!\\n\\nv1.1\\nMajor performance improvements and others, make sure you update!\\n\\nTechnical Improvements:\\n -Significantly optimized rendering and block logic. This means higher framerates on all systems (sometimes much higher)!\\n- The goal was usually to reach 60 FPS on the most intense settings while maintaining good block spawn boundaries, though some consoles only reach this target on less intense difficulties.\\n- Increased cube spawn boundaries on almost all consoles to take advantage of improved performance.\\nOther minor optimizations and polish.\\n\\nChanges:\\n- Enhanced controller support! Input is now read from all connected controllers, and you can freely connect/disconnect controllers as desired.\\n- Added Block Transparency setting. Disabling this can slightly improve performance if needed.\\n- Added Frame Rate setting, intended for weak hardware.\\n- Made True Analog (formerly called Type B) the default control scheme.\\n- Made Pitch Black the default overlay color.\\n- Renamed and reorganized some menu options.\\n- Added version number to credits.",
"filesize": 4873,
"extracted": 10354,
"md5": "016fd254217eb4c2814b95d00c48bea8",
"sha256": "26de7ed79b00c1731242a75d9caac2aad4662885db124a985f5bac7a2a5b1451",
"updated": "09/11/2025",
"appCreated": "09/11/2025",
"binary": "/switch/BlockamokRemix/BlockamokRemix.nro",
"screens": 0,
"app_dls": 1622
},
{
"updated": "29/09/2019",
"appCreated": "29/02/2020",
"app_dls": 5117,
"screens": 0,
"md5": "bc73a00c766d802ee5205f725e02ef30",
"category": "game",
"binary": "/switch/BomberManNX/BomberManNX.nro",
"name": "BomberManNX",
"license": "MIT",
"title": "BomberManNX",
"url": "https://github.com/KranKRival/BomberManNX/releases",
"description": "Clone of Bomberman",
"author": "KranKRival",
"changelog": "n/a",
"extracted": 16620,
"version": "1.0.0",
"filesize": 5899,
"details": "Clone of Bomberman game in C++ using SDL2 for the nintendo switch\\n\\nAuthors:\\n* Aleksandar Miletic / developer\\n* Mirko Brkusanin / developer\\n* KranK / Port to the nintendo switch"
},
{
"updated": "28/08/2022",
"appCreated": "28/08/2022",
"app_dls": 6376,
"screens": 0,
"md5": "1cfa6cd95ab5b75cd15e1e548f564929",
"category": "game",
"binary": "/switch/Bomberman_libGdx.nro",
"name": "Bomberman-SwitchGDX",
"license": "MIT",
"title": "BombermanGDX",
"url": "https://github.com/TheLogicMaster/Bomberman-SwitchGDX",
"description": "A Bomberman game made with LibGDX and ported to Switch",
"author": "TheLogicMaster",
"changelog": "n/a",
"extracted": 30194,
"version": "2.2",
"filesize": 14424,
"details": "This is a Bomberman game made with the LibGDX Java game framework and ported to the Switch using the SwitchGDX project.\\n\\nDeveloper: Eugene Huang\\nBackend and port: Justin Marentette"
},
{
"updated": "18/09/2019",
"appCreated": "18/09/2019",
"app_dls": 6890,
"screens": 0,
"md5": "b5b34d83a3184b9ad35f2603ba9f987b",
"category": "advanced",
"binary": "none",
"name": "BootSoundNX",
"license": "Apache v2",
"title": "BootSoundNX",
"url": "https://github.com/KranKRival/BootSoundNX/releases",
"description": "A system module that plays sound on the nintendo switch boot !",
"author": "KranKRival",
"changelog": "1.1.0\\n\\n1.TitleID has changed - therefor you need to delete the old directory from version 1.0.0 atmosphere/titles/AA200000000002AA\\nsound/boo\\n2.bootsound path changed to sdmc://config/BootSoundNX/sound/bootsound.mp3",
"extracted": 509,
"version": "1.1.0",
"filesize": 359,
"details": "A system module that plays sound on the nintendo switch boot !\\n\\nNotes\\nMP3 Only!\\n\\nChange Sound\\n\\nto replace the boot sound replace it with your sound in sdmc://config/BootSoundNX/sound/bootsound.mp3\\n\\ncredits: jakibaki"
},
{
"updated": "04/10/2021",
"appCreated": "04/10/2021",
"app_dls": 3586,
"screens": 0,
"md5": "c65925dd47569d84a764a620f2d06e39",
"category": "game",
"binary": "/switch/Brick-Game-9999-in-1/Brick-Game-9999-in-1.nro",
"name": "Brick-Game-9999-in-1",
"license": "n/a",
"title": "Brick Game 9999-in-1",
"url": "https://github.com/Chrscool8/Brick-Game-9999-in-1-for-Switch/releases",
"description": "Classic Brick Game",
"author": "Chrscool8",
"changelog": "0.012\\n\\nWhat's new?\\n\\n- Show next tetris piece\\n- Menu animation preview for tetris\\n\\n0.011\\n\\nTetris!\\n-- Has all the basics, collisions based on the official SRS\\n-- If you're a tetris pro, please let me know how to tweak it to be more accurate or fun!\\n\\n0.010\\n\\nHere's what's new:\\n\\n- An interactive menu\\n-- Automatically handles any amount of games\\n-- Has page dots at the bottom\\n-- Retrieves high scores for any game on the list\\n-- Retrieves animated demos from games\\n-- Retrieves control list from games\\n-- Can be returned to from game\\n\\n- Rowfiller (working-title) has a fail state\\n- Fast forward enabled for racecar\\n- New font for titles\\n- Music toggle button (saved between sessions)\\n- Sound effect toggle button (saved between sessions)\\n- Little changes and fixes\\n\\nhttps://www.youtube.com/watch?v=AdAmn59jKMo\\n\\n0.009\\n\\nHold ZL/ZR to go faster!\\n\\n0.007\\n\\nRacecar now has a fail state and is basically fully playable\\nLots of under the hood cleanup\\n\\n0.005\\n\\nAlphabet grid sprites\\nDynamic grid sizes for game remixes\\n\\n0.003\\n\\nStill super early! This is only a few days into development so far!\\n\\nWhat's new:\\n\\nTransition shade between games\\nI'm putting together a BrickGame API like structure so that you, yes, you, can easily make your own brick game to add to this app! Nothing's documented yet and it's sort of barebones, but by looking at \"subgame_menu\" and \"subgame_snake\" you could probably pretty easily understand how you toss together your own single cpp file game. I'll accept pull requests of your additions! Adding new features to it all the time.",
"extracted": 11134,
"version": "0.012",
"filesize": 5422,
"details": "What is it?\\n- Inspired by a request, this native homebrew game aims to revive and remix the classic handheld game often known as \"Brick Game 9999-in-1\" or something similar. It's still quite early into development but it's going well!\\n\\nWhat Games Are Included/In Progress?\\n- The Menu\\n- Tetris\\n- Snake\\n- Racecar\\n- Pong\\n- Rowfiller\\n- Rowsmash\\n- HiOrLo\\n\\nWhat Games Are Planned?\\n- Breakout\\n- Vertical Shooter\\n- And More...!\\n\\nWhat Modes and Features?\\n- Classic Size Game Screen [ 10 x 20 ]\\n- Remix Size Game Screen [ 20 x 20 ]\\n- Rotatable Screen for Standard or Vertical Viewing\\n- Music and Sound Effects\\n- Hold Trigger for Fast\\n- Scores and Highscores"
},
{
"updated": "12/05/2021",
"appCreated": "12/05/2021",
"app_dls": 355,
"screens": 0,
"md5": "9c31e9cc5ca244bde958d63966413a8c",
"category": "game",
"binary": "/switch/Bricks-NX/Brick.nro",
"name": "Bricks-NX",
"license": "GPLv2",
"title": "Bricks-NX",
"url": "https://github.com/EvilGhostDragon/Bricks-NX/releases",
"description": "simple brick game",
"author": "EvilGhostDragon",
"changelog": "1.0.1-alpha\\n\\nNow with powerups",
"extracted": 39140,
"version": "1.0.1-alpha",
"filesize": 14899,
"details": "Just Brick\\neveryone knows what it is\\n\\nA Game made with the Godot game engine"
},
{
"updated": "26/11/2020",
"appCreated": "26/11/2020",
"app_dls": 590,
"screens": 0,
"md5": "a71b86e3745dac4b89d483be5d7b0c71",
"category": "game",
"binary": "/switch/brogue/brogue.nro",
"name": "BrogueCE",
"license": "Affero GPLv3",
"title": "BrogueCE",
"url": "https://github.com/capsterx-switch/BrogueCE/releases",
"description": "Brogue: Community Edition - a minimalist roguelike game",
"author": "capsterx-switch",
"changelog": "1.9.2-r2\\n\\nThe default key mapping has been changed to\\nA = ENTER\\nB = ESC\\nX = CTRL-I\\nDUP = UP\\nDRIGHT = RIGHT\\nDDOWN = DOWN\\nDLEFT = LEFT\\nR = CTRL-Z\\nL = CTRL-Z\\n\\nI also added a icon\\n\\n1.9.2-r1\\n\\nI've never played this game, so I mapped the keys as best as I could. Right trigger should control mouse, right stick click is left click. touch screen also acts as mouse, as for the rest of the keys, they are configurable.\\nput a file on sdmc:/switch/brogue/switch_keys\\n\\nHere are the default ones:\\nMINUS = ESC\\nPLUS = CTRL-I\\nA = CTRL-a\\nB = CTRL-e\\nY = CTRL-r\\nX = CTRL-t\\nL-X = CTRL-d\\nZL - X = CTRL-c\\nZR - X = CTRL-R\\nR - X = CTRL-D\\nL - PLUS = CTRL-z\\nZL - PLUS = CTRL-Z\\nL - A = CTRL-s\\nDUP = UP\\nDRIGHT = RIGHT\\nDDOWN = DOWN\\nDLEFT = LEFT\\n\\nZL - DUP = CTRL-<\\nZL - DDOWN = CTRL->\\nR - PLUS = ENTER\\nL - MINUS = CTRL-x\\nZL - MINUS = CTRL-A",
"extracted": 10535,
"version": "1.9.2-r2",
"filesize": 4324,
"details": "Countless adventurers before you have descended this torch-lit staircase, seeking the promised riches below. As you reach the bottom and step into the wide cavern, the doors behind you seal with a powerful magic...\\n\\nWelcome to the Dungeons of Doom!\\n\\nBrogue is a single-player strategy game set in the halls of a mysterious and randomly-generated dungeon. The objective is simple enough -- retrieve the fabled Amulet of Yendor from the 26th level -- but the dungeon is riddled with danger. Horrifying creatures and devious, trap-ridden terrain await. Yet it is also riddled with weapons, potions, and artifacts of forgotten power. Survival demands strength and cunning in equal measure as you descend, making the most of what the dungeon gives you. You will make sacrifices, narrow escapes, and maybe even some friends along the way -- but will you be one of the lucky few to return alive?\\n\\n"
},
{
"updated": "27/09/2018",
"appCreated": "10/01/2025",
"app_dls": 1364,
"screens": 0,
"md5": "601f1bd1a22911e620eff699e88eef04",
"category": "emu",
"binary": "/switch/CHIP8-NX.nro",
"name": "CHIP8",
"license": "Copyright",
"title": "CHIP8-NX",
"url": "https://github.com/Marice/CHIP8-NX/releases",
"description": "Play CHIP8 roms and games!",
"author": "marice",
"changelog": "n/a",
"extracted": 1217,
"version": "v0.3",
"filesize": 493,
"details": "A working early stage CHIP8 emulator for the Nintendo Switch.\\n\\nFeel free to help and improve the code!\\n\\nExit to HBmenu using PLUS button"
},
{
"updated": "26/11/2020",
"appCreated": "26/11/2020",
"app_dls": 2743,
"screens": 0,
"md5": "0af8d92324997c8e59a80cc8e271ba6b",
"category": "game",
"binary": "/switch/CSE2/CSE2.nro",
"name": "CSE2",
"license": "n/a",
"title": "Cave Story Engine 2",
"url": "https://apps.fortheusers.org/switch/CSE2",
"description": "Decompilation of Cave Story (v1.0.0.6)",
"author": "heyjoeway",
"changelog": "THIS APP HAS RECEIVED A DMCA TAKE DOWN NOTICE IT MAY NOT BE HERE FOR LONG\\n\\nhttps://github.com/heyjoeway/Cave-Story-Engine-2/releases\\n\\n2.0.1\\n\\nInitial release for Switch. Based off of the enhanced branch.\\n",
"extracted": 10073,
"version": "2.0.1",
"filesize": 4277,
"details": "Cave Story Engine 2 is a decompilation of Cave Story. This repository ports CSE2 to the Nintendo Switch.\\n\\nThis branch adds several enhancements including:\\n\\nPNG support\\nFull alpha blending support\\nFixed text blending, utilising the aforementioned alpha support\\nAll resource files moved to the data folder\\nBooster's Lab support (open 'data/mrmap.bin')\\n60FPS\\nWidescreen\\nVastly-improved fullscreen\\nAutomatic vsync (only enabled on 60hz monitors)\\nSmooth sprite movement, through the removal of the design choice that locks sprites to a 320x240 grid when drawn (can be re-enabled by disabling SMOOTH_SPRITE_MOVEMENT)\\nBugfixes enabled by default\\nPixtone sounds split to .pxt files\\nSupport for Ogg Vorbis, FLAC, .it, .xm, .mod, .s3m, and Pxtone audio formats for music and SFX\\nSupport for high-resolution sprites (see SPRITE_SCALE in CommonDefines.h)\\nExtra TSC commands (TODO: link docs for these and the Creepy Curly NPC)\\n\\n\\nv3.10.1\\nWhat's new\\n\\n- Fixed: add support for archived, hidden and readonly 3ds save backup folders.\\n - This bug has been in the codebase from the very beginning. Eventually, we fixed it.\\n- Fixed: a bug where some text could not be rendered on screen properly.\\n- Added: cheat database updated to latest Sharkive: https://github.com/FlagBrew/Sharkive release.\\n- General system stability improvements to enhance the user's experience.\\n\\nIf you wish to contribute, pull requests are highly appreciated.\\n\\n3.10.0\\nFixed: startup time has been drastically improved: ~50% speedup on uncached boot, ~90% speedup on cached boot.\\nThis has been achieved by profiling the application boot process, and realizing that title cache persistence on the SD card took majority of the loading time. Now this operation is lazily done in a separate thread. It's funny to realize that a badly implemented optimization can become a bottleneck of its own, so take my mistake as a lesson.\\nHere's the improvements I had on my console (improvements may vary since they depend on how many games you have on your console):\\nUncached startup went down from 9.8s to 5.7s\\nCached startup went down from 5.7s to 0.6s\\nAdded: due to requests from multiple users, Checkpoint can now be updated from Universal Updater.\\nFixed: cartridge loading now runs immediately rather than waiting for the title cache to be persisted on the SD card.\\nFixed: properly quit the application gracefully when an handled exception occurs.\\nFixed: initial code refactoring.\\nRemoved: some redundant logs in the title loader.\\nGeneral system stability improvements to enhance the user's experience.\\n\\n3.9.0\\nThis release mostly contains changes and patches related to the infamous 3.8.x startup crash issue affecting the 3DS version of the software. General improvements have been added to the Switch version as well.\\n\\nFixed: the startup crash issue affecting all version since 3.8.0 has been identified and patched.\\nHuge shoutout to achinech on Discord who volunteered to debug the issue on their console.\\nIf you still encounter startup crash issues, please notify the team immediately on Discord and on GitHub issues.\\nFixed: cartridge scanning has been refactored to be way more efficient.\\nPreviously, the software used to poll the cartridge synchronously for every frame of the UI thread. Cartridge scanning is now happening on a separate thread which only runs twice per second.\\nAdded: a more advanced threading framework ported from PKSM.\\nAdded: networking support and an integrated HTTP server. This is currently used to provide real-time online access to the application logs, but this code will be useful for future features like self-updating.\\nAdded: compiler optimizations are back. This includes link-time optimization and an upgrade from O2 to O3 compared to v.3.7.4.\\nFixed: better configuration file handling ported from PKSM.\\nFixed: better thread synchronization between UI thread and title loading thread.\\nFixed: wrap the entire program into try-catch blocks to prevent crashes caused by other unhandled exceptions in the future.\\nFixed: few graphics improvements.\\nFixed: readme has been updated with latest screenshots.\\nGeneral system stability improvements to enhance the user's experience.\\n\\n3.8.2\\nAdded: Initial upgrade from C++17 to C++20\\nAdded: Built with latest Sharkive's cheats repository\\nFixed: UI has been improved and rendering has been simplified in order to make the screen render faster\\nFixed: the color scheme has been improved (to my liking)\\nFixed: a crash when playing certain games and then going directly into checkpoint afterwards\\nFixed: logs on the Switch version are now split by day. This avoids keeping a huge checkpoint.log file after years of use.\\nYou can safely remove /switch/Checkpoint/checkpoint.log.\\nYou can find the new logs under /switch/Checkpoint/logs folder.\\nLogs for the 3DS version will be added in the next releases.\\nFixed: dependencies have been updated to their latest version\\nFixed: displayed play time is now rendered correctly\\nFixed: L/R buttons double binding (thanks @Noxor11)\\nFixed: source compilation (thanks @mrhappyasthma and @l-austenfeld)\\nRemoved: link time optimizations have been disabled.\\nThese were originally introduced to strip down some weight off the compiled executable, but the difference is too small to consider this feature useful. LTO has caused some trouble in v3.8.0 on the 3DS version.",
"filesize": 4396,
"extracted": 10038,
"md5": "4a980af7bca5ecc351a3ab8e1383f4e4",
"sha256": "f2dc143c732aa853fa95fd20a264ccfef6f66acd819cdc23b781921b89a182c6",
"updated": "22/11/2025",
"appCreated": "22/11/2025",
"binary": "/switch/Checkpoint/Checkpoint.nro",
"screens": 1,
"app_dls": 287131
},
{
"updated": "08/10/2023",
"appCreated": "08/10/2023",
"app_dls": 4067,
"screens": 0,
"md5": "f090ff1987080bab7bf2a19cd9546b6a",
"category": "game",
"binary": "/switch/CheezitTheGame/CheezitTheGame.nro",
"name": "CheezitTheGame",
"license": "GPLv3",
"title": "Cheez-itTheGame",
"url": "https://github.com/Diflic/CheezitTheGame",
"description": "You Win or You Lose",
"author": "Diflic",
"changelog": "Game\\n\\nWhen downloading the Nro there was no icon making it hard to find",
"extracted": 29081,
"version": "Game",
"filesize": 22987,
"details": "Recognized by the official Cheez-it. Cheez-it The Game is silly and quite funny. Just a silly little game created to entertain. After all, the creator \"Diflic\" is infatuated with Cheez-its he was dying to make some sort of project.\\n\\nInspiring Millions , and Changing lives."
},
{
"updated": "07/02/2021",
"appCreated": "07/02/2021",
"app_dls": 11926,
"screens": 0,
"md5": "666da4dc08d7510f128365cfe66d54b0",
"category": "game",
"binary": "/switch/ChocolateDoomLauncher/ChocolateDoomNX.nro",
"name": "Chocolate-Doom-Launcher",
"license": "GPLv2",
"title": "Chocolate-Doom-Launcher",
"url": "https://git.nicholemattera.com/NicholeMattera/Chocolate-Doom-Launcher/releases",
"description": "WAD Manager for Chocolate Doom",
"author": "NicholeMattera",
"changelog": "1.1.1\\n\\nNow uses the Github API directly to check for a new version instead of the Kosmos Build Server.\\n\\n1.1.0\\n\\nMain screen now lists both base games (IWADS) and mods (Defined by INI files).\\nBetter support for mods!\\nAll dehacked (DEH) files now go into the ./dehs folder.\\nAll WAD files including PWADS go into the ./wads folder.\\nAll INI files go into the ./mods folder. Examples of these INI files can be found in the Mods.zip file in the release. These INI files are text files that define the mod and the arguments that should be ran with Chocolate Doom NX. Supported arguments are: aa, af, as, deh, file, merge, and nwtmerge (More information about these arguments can be found here)\\nEach game (including mods) will now have it's own save game directory.\\nWill now pass the -launcher parameter to Chocolate Doom NX, so it will now quit back to Chocolate Doom Launcher.\\nAdded the ability to update both Chocolate Doom Launcher and Chocolate Doom NX from within the launcher. With an internet connection, open Chocolate Doom Launcher and press Y on the main screen to check for updates.\\nAdded Hacx to the list of detectable IWADS.\\nFixed a bug where Chocolate Doom NX was running with the root of the SD card as it's current working directory.\\nOld config files will be deleted from the root of the SD Card, and save games will be moved to the correct location.\\n\\n1.0.0\\n\\nInitial Release!\\nBuilt on top of @lantus awesome port of Chocolate DOOM to the Switch.\\nComes with a version of Chocolate DOOM built with 9.x support.\\nAbility to select an IWAD to play with support for:\\nDOOM Registered\\nDOOM Shareware\\nThe Ultimate DOOM\\nDOOM 2: Hell on Earth\\nDOOM 2: Plutonia\\nDOOM 2: TNT - Evilution\\nFreedoom: Phase 1\\nFreedoom: Phase 2\\nFreeDM\\nAlso include the ability to select a PWAD for mods. If the PWAD comes with a DEH file it will automatically apply it if it has the same name as the PWAD.",
"extracted": 22024,
"version": "1.1.1",
"filesize": 8984,
"details": "Built on top of MVG's port of Chocolate DOOM this will manage all of your DOOM games in one place. Also allows for the ability to run mods on top of your games. Simply drop the release on to your SD card and place all your IWADs and PWADs into the \"wads\" directory. (I've included a copy of DOOM Shareware with it.)\\n\\nIncludes Chocolate Doom NX"
},
{
"updated": "03/08/2020",
"appCreated": "03/08/2020",
"app_dls": 265,
"screens": 0,
"md5": "b797258ca520c59e0695b7f79ec974e2",
"category": "game",
"binary": "/switch/ChunkIntercept/ChunkIntercept.nro",
"name": "ChunkIntercept",
"license": "n/a",
"title": "ChunkIntercept",
"url": "https://github.com/PappaSoul/ChunkIntercept",
"description": "small homebrew game",
"author": "PappaSoul",
"changelog": "n/a",
"extracted": 166,
"version": "1.0",
"filesize": 24,
"details": "This is a small homebrew game I originally made for the nintendo switch, since its creation is has slowly been ported to various devices and updated."
},
{
"updated": "12/10/2021",
"appCreated": "12/10/2021",
"app_dls": 6227,
"screens": 0,
"md5": "60f76ee02e8bcdb850695c23d7ba3714",
"category": "game",
"binary": "/switch/claw/OpenClaw.nro",
"name": "ClawSwitch",
"license": "GPLv3",
"title": "ClawSwitch",
"url": "https://github.com/djmuted/ClawSwitch/releases",
"description": "port of OpenClaw",
"author": "djmuted",
"changelog": "beta4\\n\\nrebased to latest OpenClaw master branch (Jun 7, 2021)\\nbuilt with latest libnx\\nworks with Atmosph\u00e8re 1.1.1 and HOS 13.0.0\\nadjusted default audio volume\\nchanged the MIDI soundfont to GeneralUser GS\\n\\nbeta3\\n\\nadded background music support (thanks to usineur).\\nfixed analog controls\\nadded title opening music\\nIf you are updating, remember not to replace your old SAVES.XML file or else your saves will be gone!\\n\\nbeta2\\n\\nFixed score screen\\n\\nbeta1\\n\\nFirst public release",
"extracted": 161757,
"version": "beta4",
"filesize": 99240,
"details": "Captain Claw is a side-scrolling action platformer released on PCs by Monolith in 1997. The difficulty of the game is quite high, but still the game is really fun to play. Your goal is to defeat enemies, collect treasure and defeat bosses on your way.\\n\\nControls:\\nA - Fire (Pistol/Magic Claw/Dynamite)\\nB - Jump\\nX - Switch weapon\\nY - Melee attack\\nMinus - open in-game menu\\nD-Pad - walk left/right, look up/down, climb up/down\\nYou can also use the left analog to do anything the d-pad does, but it's still a bit wacky and not recommended.\\nThere are also touch controls emulating the d-pad, which are leftovers from the Android version. They will be removed in a next beta release. \\n\\nBugs:\\n\\n- not all levels are yet implemented, the game is playable to the 10th level, 11 is playable but very buggy and not yet complete\\n- analog controls are wacky (use the d-pad)\\n- music does not yet work, but in-game sounds do\\n- FPS drops to 55 in docked mode, making the sound a bit distorted\\n\\nCheats:\\n\\nYou can modify your game saves by editing /switch/claw/SAVES.XML file. "
},
{
"name": "Clock-Time",
"title": "Clock-Time",
"description": "Yet another clock app",
"author": "TRY",
"version": "1.0.1",
"license": "n/a",
"url": "https://github.com/neoneopuooui/Clock-Time",
"category": "demo",
"details": "The Switch Clock app, light n' dark mode yeahh !\\n\\nCommands\\nPress Plus to quit and tap the screen to change mode, beetween dark and bright\\n\\nInstructions\\nPut the .nro file wherever you want just don't run it in appelet mode, use R and run a game to go into non appelt mode hbmenu\\n\\nMade with L\u00d6VE",
"changelog": "",
"filesize": 5578,
"extracted": 13274,
"md5": "f9de0ddaf6c83baccef07a3db542607e",
"sha256": "954b0991cade98a3bb62ccc61170f573262ad94fbb48f6da6495b669f60e226d",
"updated": "23/03/2025",
"appCreated": "11/02/2025",
"binary": "/switch/Clock-Time/clocktime.nro",
"screens": 0,
"app_dls": 1179
},
{
"updated": "17/10/2019",
"appCreated": "29/02/2020",
"app_dls": 26073,
"screens": 0,
"md5": "d0ee79a0ac5a9549f2fb22cd8bbaaba9",
"category": "tool",
"binary": "/switch/ComicNX/ComicNX.nro",
"name": "ComicNX",
"license": "GPLv2",
"title": "ComicNX",
"url": "https://github.com/HookedBehemoth/ComicNX/releases",
"description": "online comic browser for the Nintendo Switch",
"author": "HookedBehemoth",
"changelog": "1.2.0\\n\\n-Allow flipping of images by pressing X\\n-Greatly improved scrolling speed\\n-Show full pages again instead of \"sections\"\\n-Many under-the-hood changes\\n\\n1.1.0\\n\\n9.0.0 support\\nImplemented check for parental control\\n\\n\\n",
"extracted": 10724,
"version": "1.2.0",
"filesize": 4487,
"details": "Shitty comic-browser for your Nintendo Switch.\\n\\nThis uses my Plutonium fork because I rescale Image-Elements on reloading an Image and menuitems should be rescalled and centered.\\n\\nLicensing\\n\\nThis software is licensed under the terms of the GPLv2.\\n\\nCredits\\n\\nswitchbrew for the libnx project and the extensive documentation, research and tool development pertaining to the Nintendo Switch.\\ndevkitPro for the devkitA64 toolchain and libnx support.\\natlasnx for Swurl and some util methods\\nXorTroll for Plutonium"
},
{
"updated": "13/07/2020",
"appCreated": "13/07/2020",
"app_dls": 863,
"screens": 0,
"md5": "6c739e3877ca669a56b9e8fd219f4823",
"category": "game",
"binary": "/switch/CommanderGenius/CommanderGenius.nro",
"name": "Commander-Keen",
"license": "GPLv2",
"title": "Commander Keen",
"url": "https://github.com/EliasOenal/Commander-Genius/releases",
"description": "Modern Interpreter for the Commander Keen Games",
"author": "EliasOenal",
"changelog": "n/a",
"extracted": 13918,
"version": "refs/pull/358/merge",
"filesize": 5562,
"details": "Over the last few weekends I have been porting the Commander Keen interpreter Commander Genius to the Nintendo Switch. I am quite happy with the current state of the port, which supports plenty of features. Most notably:\\n\\nMultiplayer co-op with up to four players\\nTouch screen support\\nIntegrated game downloader (Requires WiFi)\\nNative resolution (+ scaling options)\\n\\nAction\tButton\\nWalking directions (Left, Right, Up, Down) - Directional buttons (On left Joycon)\\nJump\tA\\nRun\tB\\nPogo\tX\\nShoot\tY\\nBack/Menu Plus +\\nStatus\t Minus \u2013\\nCamlead (Multiplayer)\tR\\nHelp\tL\\n\\nADDING THE GAMES\\nTo use the integrated downloader just select \u201c+ More\u201d after starting Commander Genius. Depending on the mirror the download sometimes takes up to ~30 seconds. If it still fails, just try again or download the games manually.\\n\\nIf the integrated downloader causes issues, or if one just wants to keep the Switch offline, the shareware titles can also be downloaded here and extracted to /switch/CommanderGenius/games/ on the SD card.\\n\\nNote: Besides the shareware episodes, Commander Genius also supports the commercial Commander Keen titles.\\n\\nSOURCE CODE\\nMy patches to the Switch port can be found on GitHub and were built using devkitPro. Big thanks to Gerhard Stein for Commander Genius and his support that made this port possible. We will also be working to upstream the changes so the Switch port can keep up with the latest development."
},
{
"updated": "29/10/2018",
"appCreated": "10/01/2025",
"app_dls": 1021,
"screens": 0,
"md5": "d044a5d78b70f4155d5338f6412c9501",
"category": "game",
"binary": "/switch/Connect-4-Dual-Edition/Connect-4-Dual-Edition.nro",
"name": "Connect-4-Dual-Edition",
"license": "GPLv3",
"title": "Connect-4-Dual-Edition",
"url": "https://github.com/LiquidFenrir/Connect-4-Dual-Edition/releases",
"description": "Connect 4 with a twist",
"author": "LiquidFenrir",
"changelog": "1.0.1\\n\\nthe following bugs/mistakes were noticed and fixed:\\n\\ntext rectangle too small\\ntext position in rectangle\\ntext missing some characters",
"extracted": 12429,
"version": "1.0.1",
"filesize": 6261,
"details": "This is a normal game of Connect 4, for 2 players on Nintendo Switch (hold the joy-cons sideways!) but with a twist!\\nStart a game with L3/R3 or press L/R (depending on who starts) to toggle between normal and pop-out mode, where you remove the bottom piece of a column and make all the ones above fall one rank!\\nThis should add another layer of strategy to the game, making it ten times more fun! No more ties, once the grid is full, carefully drop down columns and try to win!\\nUse the dpad/abxy buttons to select the column to drop your piece, and L3/R3 to validate your action, starting the other player's turn."
},
{
"updated": "02/05/2020",
"appCreated": "02/05/2020",
"app_dls": 7436,
"screens": 2,
"md5": "2235a341786dfe23fbc51564eb4091ba",
"category": "tool",
"binary": "/switch/ConsoleEditor/ConsoleEditor.nro",
"name": "ConsoleEditor",
"license": "GPLv3",
"title": "ConsoleEditor",
"url": "https://github.com/jiangyibin/ConsoleEditor/releases",
"description": "A simple text editor",
"author": "jiangyibin",
"changelog": "n/a",
"extracted": 525,
"version": "0.1.0",
"filesize": 247,
"details": "A simple text editor for Nintendo Switch\\n\\nBrowser, edit and save file. Especially design for edit cheat file."
},
{
"updated": "18/09/2019",
"appCreated": "29/02/2020",
"app_dls": 287,
"screens": 0,
"md5": "6ee60b3e2b3d883854f3c174fa0f0163",
"category": "game",
"binary": "/switch/Cpp-Snake-NX/Cpp-Snake-NX.nro",
"name": "Cpp-Snake-NX",
"license": "n/a",
"title": "Cpp-Snake-NX",
"url": "https://github.com/CompSciOrBust/Cpp-Snake-NX/releases",
"description": "simple snake game ",
"author": "CompSciOrBust",
"changelog": "1.1.0\\n\\nEnabled video capture when overriding a supporting title",
"extracted": 734,
"version": "1.1.0",
"filesize": 290,
"details": "A simple snake game written in c++ by NULLx76 and ported to the Nintendo Switch by CompSciOrBust."
},
{
"updated": "24/03/2025",
"appCreated": "24/03/2025",
"app_dls": 1068,
"screens": 0,
"md5": "04e6bf31118b535b331e83448edab8d0",
"category": "_misc",
"binary": "/switch/Plutonium/example.nro",
"name": "CustomUI",
"license": "GPLv3",
"title": "Plutonium Example",
"url": "https://github.com/XorTroll/Plutonium",
"description": "Simple C++ libnx library for creating switch-like UI homebrew apps!",
"author": "XorTroll",
"changelog": "1.0.0 release.\\n\\nCheck the source code at https://github.com/XorTroll/Plutonium/tree/master/example for a basic usage of the libraries.\\n\\nIn case you want to see a really powerful app which really shows what Plutonium is capable of, take a look at Goldleaf, uLaunch or many other homebrew apps made using this libraries.\\n\\n",
"extracted": 7963,
"version": "1.0.0",
"filesize": 3309,
"details": "This is a development example app for Plutonium, a library to facilitate creating official-looking homebrew apps and easily creating interfaces. See https://github.com/XorTroll/CustomUI for usage information and source code.\\n\\nPlutonium uses software-accelerated SDL2 rendering.\\nPlutonium's performance is based on WPF's system. The user doesn't directly interact with the rendering, as it's done via a main rendering system and different objects to render.\\nSame way WPF does, you can create an UI by making a custom Application class inheriting from pu::Application class, or simply creating a variable and adding elements to it.\\nThe main function to initialize the application is Show().\\nCheck the examples for a basic usage of the libraries. In case you want to see a really powerful app which really shows what Plutonium is capable of, take a look at Goldleaf.\\nCheck the documentation for a more detailed explanation of the library's usage."
},
{
"updated": "31/12/2021",
"appCreated": "10/01/2025",
"app_dls": 17479,
"screens": 0,
"md5": "9030e507979b87b98c7e2fa80f3415a3",
"category": "tool",
"binary": "/switch/CuteManga/CuteManga.nro",
"name": "CuteManga",
"license": "GPLv3",
"title": "CuteManga",
"url": "https://github.com/darkxex/CuteManga/releases",
"description": "manga and comic reader",
"author": "darkxex",
"changelog": "1.0.4\\n\\nSimple fix for sort folders.\\nThis update has not been tested on the console, but in theory you should sort the folders alphabetically.\\n\\n1.0.3\\n\\nSimple fix for sort pages. \\ntemporal fix?\\n\\n1.0.2\\n\\nupdated to Atmosphere 13",
"extracted": 8799,
"version": "1.0.4",
"filesize": 3517,
"details": "manga and comic reader for Nintendo Switch.\\n\\nHow use\\n\\nCreate a folder in the root SD memory named \"CuteManga\" and put your \"Manga / Comic / Webtoon\" inside, if the folder has Latin characters (example: \u00f1, \u00e1, \u00ed) remove them first."
},
{
"updated": "02/12/2019",
"appCreated": "10/01/2025",
"app_dls": 8445,
"screens": 0,
"md5": "7599050b3f905486334dad585632cd4b",
"category": "tool",
"binary": "/switch/DC-uLaunch_Updater/DC-uLaunch_Updater.nro",
"name": "DC-uLaunch_Updater",
"license": "n/a",
"title": "DC-uLaunch_Updater",
"url": "https://github.com/Dcnigma/DC-uLaunch_Updater/releases",
"description": "Update application for installing and removing uLaunch",
"author": "Dcnigma",
"changelog": "n/a",
"extracted": 9627,
"version": "0.0.6",
"filesize": 4072,
"details": "Uses\\n-Install/update uLaunch.\\n-Remove uLaunch.\\n-Install extra Themes.\\n-In app update.\\n-Reboot to payload.\\n\\nInstallation\\nThis is very simple just download the DC-uLaunch_Updater.nro from my github page or on this page (but its a zip).\\nCreate and place in your /switch/Ulaunch-update/ folder.\\nAnd then your done launch from HBmenu or uLaunch."
},
{
"updated": "04/10/2021",
"appCreated": "04/10/2021",
"app_dls": 30192,
"screens": 0,
"md5": "4cf7f18b2fb60d7fbf9f678ee0b425b5",
"category": "game",
"binary": "/switch/DDLC/DDLC-LOVE.nro",
"name": "DDLC",
"license": "GPLv3",
"title": "DDLC-LOVE",
"url": "https://github.com/LukeZGD/DDLC-3DS/releases",
"description": "An unofficial Doki Doki Literature Club port",
"author": "LukeZGD",
"changelog": "1.2.3 is not an update but a final version number to prevent future update nags from this app.. it has been discontinued.\\n\\n1.1.9 < current version for download\\n\\n(Switch) Only Atmosph\u00e8re is supported.\\n(Switch) (LP1.1.0) For Atmosph\u00e8re 0.10.2 and up, add enable_deprecated_hid_mitm = u8!0x1 in sdmc:/atmosphere/config/system_settings.ini under [Atmosphere] (see #111)\\n\\n1.1.8-4\\n\\nChanged some key bindings (see Help menu in-game)\\nFixed errors that prevent the game from starting (Switch, #144)\\nUpdate LOVE-WrapLua (Vita)\\n\\n1.1.8-3\\nUpdate LovePotion\\n\\n1.1.8-2\\n\\nMinor changes and fixes in menus, audio, and script\\n(ddlclove) Add progress bar on load\\n(Switch) Update LovePotion to 2.0.0-pre3\\n\\n1.1.8-1\\n\\nApplied some fixes in character animations and some graphics code\\nSome script adjustments and fixes\\n\\n1.1.8\\n\\nSome better resource loading code\\nAlways fade from black on new game and from poem game\\nText box is now always shown behind game menu\\nAdjusted poem font sizes for readability\\nLarger poem text spacing for readability\\nAlways display DDLC-LOVE version in splash screens\\nAdjusted some text and images in menus and credits\\nApplied some fixes in character animations\\nFixed showing Act 2 post-event history\\nAllow enabling auto-forward in Act 3\\nSome script adjustments and fixes\\n\\nv1.1.7-1\\n\\n(ddlclove) Allow opening of game menu in some choices\\nFix one small error in script (Day 4)\\n\\nv1.1.6\\n\\n(ddlclove) Clearer menu choices (selected choice is outlined)\\n(ddlclove) Fixed background wipe\\n(ddlclove) Removed character hide to right\\nRemoved script issue message (will still skip)\\nAdjusted some text\\nBetter auto-forward implementation (now depends on string length)\\nRemoved 'I do not agree' option in first run\\nFixed some script errors in dialog, poems, game events\\nFixed character head sprites being displayed incorrectly\\n\\nv1.1.5\\n\\nSave data checking improvements\\nMerged more 3ds and ddlclove code\\nFixed dialog fade after special poems\\nAdded some script issue detection\\nUpdated some game assets\\n\\nv1.1.4\\n\\nMerged more 3ds and ddlclove code\\nA bit of code cleanup\\nErrors written to error.txt in the save file location (3DS and Switch only)\\nFixed game event errors that can prevent progress\\n\\nv1.1.3\\n\\nFixed some game event, script, and asset loading errors that prevent progress\\n\\nv1.1.1\\n\\n(ddlclove) Pink outlineText for poem words\\nFixed some game event and script errors that prevent progress\\n\\nv1.1.0\\n\\nMerged 3ds and ddlclove code to one branch (though most of it is still separated)\\n(ddlclove) Slightly larger font and outline sizes for better readability\\n(ddlclove) Added Spanish translation by GlowTranslations!\\nSlight adjustments in menus\\nFix some errors in the scripts\\nOther general improvements\\nNote:\\n\\nMulti-language (translations) is supported on all systems except the 3DS version\\nFor changing languages, the game will exit and changes will be applied upon re-launching. Because of this, make sure to save before changing languages to avoid losing unsaved data\\n\\nv1.0.7\\n\\nBumps version to match 3DS changes\\n\\nFor Switch systems Atmosph\u00e8re 0.10.2 and up, add enable_deprecated_hid_mitm = u8!0x1 in sdmc:/atmosphere/config/system_settings.ini under [Atmosphere] (See #111)\\n\\nv1.0.5-1\\n\\nUpdated LovePotion (to fix #111 )\\n\\nv1.0.5\\n\\nFix #108 (f662bc4)\\nUpdated LOVE-WrapLua\\nBump up version (that's it haha)\\n\\nv1.0.4\\n\\nYou can now toggle text outlines on and off by pressing Minus or Select ingame. This can help for readability\\nFix SFX Volume only being applied in GUI SFX but not for ingame SFX\\nPut back character loader from 1.0.2, the new version causes issues from what I've tested\\n\\nv1.0.3\\nSwitch: updated LovePotion\\nSwitch: use showTextInput instead of ingamekeys (software keyboard)\\nSwitch: All volume controls now work properly\\n\\nv1.0.2\\n\\nFix poem1 error (from updated v1.0.1)\\nFix errors in installation and scripts (from updated v1.0.1)\\nMinor changes and improvements\\n\\nv1.0.1\\n\\nBetter word wrapping on all platforms\\nFixed script errors that can prevent progress\\n\\nv1.0.0\\n\\nPrevious saves are incompatible with this version!\\n\\nPoem Game: Removed possibility of having words doubled\\nPoem Game: add glitch text\\nPoem Game: other random events in Act 2\\nFixed settings not saving\\nFixed poem text flashing between 2 fonts\\nSimple character animations added (similar to early DDLC-3DS versions, but better)\\nMade the console 4 lines instead of 3\\nUI/menu improvements! Most of it is now identical to the original\\nEvents updates/improvements\\nAudio looping!\\nShow/hide text window with R Trigger/Plus\\nBetter scrolling (poems and history)\\n\\nv0.5.1\\n\\nWarning when os.time() returns nil instead of error\\nVolume settings\\n\\nv0.5.0-2:\\n\\nFix poem_scroll error\\nOther minor changes and improvements???",
"extracted": 180164,
"version": "1.2.3",
"filesize": 168181,
"details": "Notice: This is the largest app on the store! It will take a while to download through the app itself. Also, some users are reporting issues while downloading this app (please use the above \"Report an Issue\" button with your experience). You are probably better off getting this app from the website.\\n\\nSaves made before v1.0.0 are now incompatible and should be deleted!\\n\\nA Doki Doki Literature Club port for the Nintendo Switch! Programmed in Lua, running under the LovePotion framework.\\n\\nDDLC-LOVE, a DDLC port for the Switch, PSP, and PS Vita, will be found in the ddlclove branch of this repo.\\n\\nThis port is unofficial and is not affiliated with Team Salvato. Please support the official game. You can download Doki Doki Literature Club at: http://ddlc.moe\\n\\nThis is for 3DS systems, but it also works on other platforms that support L\u00d6VE (0.10.2 and later). On those, it will still have 2 screens like the 3DS."
},
{
"updated": "17/03/2023",
"appCreated": "17/03/2023",
"app_dls": 6663,
"screens": 0,
"md5": "3294a3173e928f2f5a9dca3fe8e91cb8",
"category": "advanced",
"binary": "none",
"name": "DNS-MITM_Manager",
"license": "GPLv2",
"title": "DNS-MITM_Manager",
"url": "https://github.com/znxDomain/DNS-MITM_Manager/releases",
"description": "Tesla overlay to manage hosts files",
"author": "znxDomain",
"changelog": "0.2.0\\n\\nThis release fixes a bug with the reload not functioning right and adds support for HOS 16.0.0.\\n\\n0.1.0\\n\\nInitial Release",
"extracted": 892,
"version": "0.2.0",
"filesize": 319,
"details": "A Tesla Overlay to request atmosphere to reload the hosts file, and to toggle on/off hosts file entries. It will read all files in the /atmosphere/hosts/ directory.\\n\\nAll lines starting with # are treated as section Headers.\\n\\nIf the line starts with a digit, it is expected to be an IP address and toggleable.\\n\\nToggling is performed by prepending or removing a ;.\\n\\nAll other lines are simply ignored.\\n\\nHosts files are reloaded in DNS MITM each time the overlay is hidden.\\n\\n"
},
{
"updated": "15/05/2022",
"appCreated": "15/05/2022",
"app_dls": 19547,
"screens": 0,
"md5": "86ac22d3386f43da164a9d71e9b1d137",
"category": "n/a",
"binary": "/switch/DVDlogo/DVDLogo.nro",
"name": "DVDlogo",
"license": "n/a",
"title": "DVDLogo",
"url": "https://github.com/simontime/DVDLogo/releases",
"description": "A bouncing DVD logo screensaver for Switch.",
"author": "simontime",
"changelog": "1.2\\n\\nMove the logo around using the touch screen.\\n\\n1.1\\n\\nPress A to toggle speeds.\\n\\n1.0\\n\\nInitial Release",
"extracted": 164,
"version": "1.2",
"filesize": 60,
"details": "\\nA bouncing DVD logo screensaver for Switch.\\n\\n\\n\\nnothing else.\\n"
},
{
"name": "DevilutionX",
"title": "devilutionX",
"description": "Diablo build for modern operating system",
"author": "diasurgical",
"version": "1.5.5",
"license": "The Unlicense",
"url": "https://github.com/diasurgical/devilutionX/releases",
"category": "game",
"details": "Joycon Controls\\n- Left analog or D-Pad: move hero\\n- A: attack nearby enemies, talk to townspeople and merchants, pickup/place items in the inventory, OK while in main menu\\n- B: select spell, back while in menus\\n- X: pickup items, open nearby chests and doors, use item in the inventory\\n- Y: cast spell, delete character while in main menu\\n- L: use health item from belt\\n- R: use mana potion from belt\\n- ZL: character sheet (alt: Start + L1 or \u2190)\\n- ZR: inventory (alt: Start + L2 or \u2192)\\n- Left analog click: toggle automap (alt: Start + \u2193)\\n- Start + Select: game menu (alt: Start + \u2191)\\n- Select + A/B/X/Y: Spell hotkeys\\n- Right analog: move automap or simulate mouse\\n- Right analog click or Select + L: left mouse click\\n- Select + Right analog click: right mouse click (alt: Select + R1)\\n- Select + L2: quest log (alt: Start + Y)\\n- Select + R2: spell book (alt: Start + B)",
"changelog": "v1.5.5\\nFeatures\\n\\n Multiplayer\\n\\n- Adjust multiplayer game speeds\\n- Validate character names\\n\\n Controls\\n\\n- Enable CTRL + mouse scroll wheel for map zoom\\n\\n Platforms\\n\\n- Android: Check if a file browser is installed when importing data\\n- Android: Show \"Import Data\" on the setup screen\\n- iOS: Add support for multiplayer via ZeroTier\\n- Linux: Align icon with Android\\n\\n Translations\\n\\n- Update Polish\\n- Update Russian\\n\\n Stability / Performance / System\\n\\n- Fix crash when a TCP connection times out\\n- Guard against stash corruption\\n- Improve text input handling\\n\\n Bug Fixes\\n\\n Platforms\\n\\n- Android: Prevent demo and translation files from being cleared each week\\n- Tiger: Fix icon\\n\\n Controls\\n\\n- Correct scroll descriptions when using a gamepad\\n\\n Gameplay\\n\\n- Add Murphy to Crippling Shrines\\n- Make Auto Refill Belt work properly\\n- Make ears usable\\n- Prevent attacking dead monsters\\n\\n Stability / Performance / System\\n\\n- Fix incorrect CLX rendering\\n\\nFeatures\\n\\n\\n\\nMultiplayer\\n\\n\\n\\nMake invalid items unusable\\n\\nControls\\n\\n\\n\\nBetter support for various gamepads\\n\\nGamepad: Improve navigation of the stash\\n\\nImprove keymapper options\\n\\nPlatforms\\n\\n\\n\\nAdded support for macOS 10.4 PowerPC\\n\\nAdded support for Windows XP\\n\\nAndroid: Avoid game lagging on devices that can switch refresh rates\\n\\nCorrect networking support on big-endian systems\\n\\niOS: High refresh rate support\\n\\nXbox One/Series: Include translations\\n\\nTranslations\\n\\n\\n\\nImprove rendering of Turkish texts\\n\\nUpdate Italian translation\\n\\nUpdate Russian translation\\n\\nUpdate Ukrainian translation\\n\\nStability / Performance / System\\n\\n\\n\\nFix crashes on device hot-plugging\\n\\nFix game crash\\n\\nHide Upscale option in the Settings menu to avoid stability issues\\n\\nLooser validation in Single Player games\\n\\nMake file sync services less likely to corrupt saves\\n\\nMake it clearer how to switch between Hellfire and Diablo\\n\\nUse available screen space in the Settings menu\\n\\nBug Fixes\\n\\n\\n\\nGameplay\\n\\n\\n\\nFix being able to repair equipped items for free\\n\\nFix game freezing when loading Lazarus lair from a save game\\n\\nUnique drops now reset on a new game\\n\\nWake up the whole pack of Gargoyles when disturbed\\n\\nPlatforms\\n\\n\\n\\nAndroid: Fix performance and audio issues on recent versions\\n\\nAndroid: Fix full immersive mode in Android 9 and higher\\n\\nIncorrect menu graphics on DirectFB devices\\n\\nPS4/Switch/Vita/Xbox One/Series: Correct controller mapping\\n\\nMultiplayer\\n\\n\\n\\nCorrect some item validation\\n\\nFix items being lost when held in the cursor during lag spikes\\n\\nBug Fixes for Original Diablo Bugs\\n\\n\\n\\nGameplay\\n\\n\\n\\nFix non-solid fences in the caves\\n\\nBug Fixes for Original Hellfire Bugs\\n\\n\\n\\nGameplay\\n\\n\\n\\nFix incorrectly solid tile next to crypt stairs down\\n\\nMultiplayer\\n\\n\\n\\nFix runes not being seen as a player spell in PvP\\n\\nKnown Issues\\n\\n\\n\\nReleases still being build and will be uploaded soon",
"filesize": 8995,
"extracted": 20398,
"md5": "8c924c77ded490035a34a77eba880251",
"sha256": "88cd53fdb0e4c70e84aba9e6caa43afb8cd2d8a843ef77edb101d47519298539",
"updated": "30/10/2025",
"appCreated": "30/10/2025",
"binary": "/switch/devilutionx-switch/devilutionx.nro",
"screens": 0,
"app_dls": 11748
},
{
"updated": "23/04/2022",
"appCreated": "23/04/2022",
"app_dls": 28716,
"screens": 0,
"md5": "33c7f20aa132bda0d67748714178b4a5",
"category": "game",
"binary": "/switch/dino.nro",
"name": "DinoRunNX",
"license": "BSD v3",
"title": "DinoRunNX",
"url": "https://github.com/HarryPeach/DinoRunNX/releases",
"description": "Port of the Chromium -No Internet Dino- Game",
"author": "HarryPeach",
"changelog": "1.2\\n\\nAdded sound effects\\nAdded instructions to the initial page\\nAdded a cool text-art to the loading stage :)\\nAdded more detailed logging\\nFix clipping on some sprites\\nAdd version info to loading stage\\n\\n1.1\\n\\nAdded the inverted colours night mode\\nAdded a warning message when launching from the album\\nModified speed and distance coefficient to be more accurate to the chrome version\\n",
"extracted": 4021,
"version": "1.2",
"filesize": 3746,
"details": "Switch Dino Runner\\n\\nPort of the Chromium \"No Internet Dino\" game for the Nintendo Switch console. \\nRequires Atmosphere as your CFW.\\n\\nHow to play\\n\\nUp Arrow jumps\\nDown Arrow crouches\\nB exits the application\\nA restarts the game after you fail\\n\\nKnown Issues\\n\\nDino blinks when crouching on the Switch\\n\\nLicense\\n\\nThe core javascript code is modified from the Chromium project and licensed under a BSD-style license. This project is licensed under the BSD3 license."
},
{
"updated": "13/07/2020",
"appCreated": "13/07/2020",
"app_dls": 3135,
"screens": 0,
"md5": "c0319c7e7e5db9fee6e6d80cc70885f1",
"category": "_misc",
"binary": "/switch/DokkaebiHack/DokkaebiHack.nro",
"name": "DokkaebiHack",
"license": "GPLv2",
"title": "Dokkaebi Hack",
"url": "https://git.nicholemattera.com/NicholeMattera/Dokkaebi-Hack",
"description": "A POC animation",
"author": "NicholeMattera",
"changelog": "v2.0.0\\n\\nNot exactly sure why I'm updating this, however I did...\\n\\nAll new code. (Preview of whats to come for Kosmos Updater 4.0 code-wise)\\nRuns smoother.\\nBackground on the very bottom and very right are now filled in.",
"extracted": 7983,
"version": "2.0.0",
"filesize": 3217,
"details": "Animated Demo using SDL on the Switch.\\n\\nInitial Release. There is no vibration and you can press 'A' to quit."
},
{
"name": "Donut",
"title": "Donut",
"description": "Spinning donut rendered with ascii chars",
"author": "Ted Was Here",
"version": "1.0",
"license": "n/a",
"url": "https://github.com/tedlipper/Switch-Ascii-Donut",
"category": "_misc",
"details": "This project was inspired by the ascii donut that someone else ported to the Wii. I put it on the Switch.",
"changelog": "Initial release",
"filesize": 11718,
"extracted": 16013,
"md5": "8564ed64ab1676cef23a113e3c019007",
"sha256": "d81766eb96c656152debcbfc4d4bde0c9ce250a5db0978ff95efead885f6671a",
"updated": "09/04/2025",
"appCreated": "09/04/2025",
"binary": "/switch/Donut/Donut.nro",
"screens": 0,
"app_dls": 992
},
{
"updated": "24/01/2020",
"appCreated": "10/01/2025",
"app_dls": 1885,
"screens": 0,
"md5": "11f27e535bf7539a35f2021caf94393a",
"category": "legacy",
"binary": "/switch/Doom/doom.nro",
"name": "Doom",
"license": "n/a",
"title": "Chocolate Doom",
"url": "https://github.com/lantus/chocolate-doom-nx",
"description": "Doom engine",
"author": "lantus",
"changelog": "n/a",
"extracted": 2108,
"version": "1.02",
"filesize": 1034,
"details": "THIS APP IS ONLY COMPATIBLE WITH FIRMWARE 8.1 AND BELOW.\\n\\n\\nChocolate Doom aims to accurately reproduce the original DOS version of Doom and other games based on the Doom engine in a form that can be run on modern computers.\\n\\nOriginally, Chocolate Doom was only a Doom source port. The project now includes ports of Heretic and Hexen, and Strife.\\n\\n Check the source for more info.\\n\\nYou need to supply a WAD file, which can be named doom.wad (or doom1.wad, doom2.wad or doom3.wad) and placed in sd:/switch/Doom/"
},
{
"updated": "03/03/2020",
"appCreated": "03/03/2020",
"app_dls": 1219,
"screens": 2,
"md5": "ead543bb46e26ee972edc4fcc6c8a38a",
"category": "game",
"binary": "/switch/DrDriller/DrDriller.nro",
"name": "Dr-Driller",
"license": "n/a",
"title": "Dr-Driller",
"url": "https://github.com/llakssz/Dr-Driller/releases",
"description": "Mr Driller clone in C++ & SDL 2",
"author": "llakssz",
"changelog": "0.6\\n\\nFirst Release\\n\\nRemember the awkward control scheme:\\nLeft joycon controlls player 1, right controls player 2.\\nHold joycons vertically.\\nL/R = OK, +/- = START.\\nANALOG = move, ZR/ZL = swap camera",
"extracted": 23557,
"version": "0.6",
"filesize": 17686,
"details": "Dr. Driller is a clone of Mr. Driller, written in C++, making use of SDL 2.\\n\\nThe game supports local co-op multiplayer - a first for Mr. Driller-like games. (There is a 'Battle Mode' in Mr. Driller Drill Land, in which 2 - 4 players can play on one special map, seeing who can find a 'gold coin' first, it's not the same.)\\n\\nControls\\nLeft joycon controlls player 1, right controls player 2. Hold joycons vertically. L/R = OK, +/- = START. ANALOG = move, ZR/ZL = swap camera\\n\\nCurrently, the project is aimed at Nintendo Switch, although with a few changes it will run on other platforms. Multiple platforms are the goal.\\n\\nThis project is far from complete, and there are a number of bugs!\\n\\nThis project would not have been possible without adas's work on Miss Driller, in the year 2000. Others built upon that to create Drill2x in around 2007.\\n\\nA large refactor was done, upgrade to SDL 2, more Mr. Driller features were added (crystal blocks, white blocks, death clearing surrounding blocks, upgraded graphics, multiplayer, character selection...)\\n\\nNamco has not created *real Mr. Driller game for more than 10 years, so Dr. Driller was started to fill the gap. *real Mr. Driller game - something that is not a web-based slot machine (search online!), mutilated mobile version (Mr. Driller for Kakao), or some officially licensed web version that has different mechanics (can't find the link now)\\n\\nThere is a late 2009 trademark for 'Mr. Driller Encore', supposedly a port of Mr. Driller Drill Land to Switch, better late than never!\\n\\n\\n"
},
{
"updated": "15/07/2021",
"appCreated": "15/07/2021",
"app_dls": 1149,
"screens": 0,
"md5": "df607e365513e87b3312c6c2806712ef",
"category": "game",
"binary": "/switch/DungeonRush/nx-DungeonRush.nro",
"name": "DungeonRush",
"license": "GPLv3",
"title": "DungeonRush",
"url": "https://github.com/abysphalt/nx-DungeonRush/releases",
"description": "A game inspired by Snake",
"author": "abysphalt",
"changelog": "1.2.1\\n\\nAdded icon\\nAdded all the /res folder into the NRO.\\nchanged text.txt file to config.ini\\n\\nkeep config.ini in the same folder as the NRO.\\n\\nYou can edit config.ini to change player 1 name\\n\\nRemoved networking",
"extracted": 19359,
"version": "1.2.1",
"filesize": 12590,
"details": "A game inspired by Snake, in pure C with SDL2. My piece of work from C assignment. Hope you like it :)\\n\\nPress A to select. Please note that only 1 player mode is have been tested at the moment.\\n\\nUse the joycons DPAD to move left, right, up and down. Plus to pause during game Minus to exit (only when on the main menu). If you press Minus during games, it clears the stage.."
},
{
"name": "EasyRPGplayer",
"title": "EasyRPG player",
"description": "Play your own RPG",
"author": "Rinnegatamante, EasyRPG team",
"version": "0.8.1.1",
"license": "GPLv3",
"url": "https://github.com/EasyRPG/Player/releases",
"category": "tool",
"details": "EasyRPG Player is a software allowing you to run games built with RPG Maker 2000 and RPG Maker 2003 on your system.\\nIt supports several consoles and now Switch support got added.\\n\\nPlace your games in /switch/easyrpg-player (same folder for RTP files if required, so /switch/easyrpg-player/rtp).",
"changelog": "0.8.1.1\\nFix text encoding detection for ZIP archives on Android and our Homebrew platforms. (#3401)\\nImprove support for LZH archives (#3394)\\nFull changelog: https://blog.easyrpg.org/2025/06/easyrpg-player-0-8-1-1-stun-patch-1/\\n\\n0.8.1\\n\\nSee the full changelog at: https://blog.easyrpg.org/2025/04/easyrpg-player-0-8-1-stun/\\n\\n0.8.0\\n\\nhttps://blog.easyrpg.org/2023/04/easyrpg-player-0-8-paralyze/",
"filesize": 22422,
"extracted": 34844,
"md5": "73a05017a7daa1dff2d683f41f66800f",
"sha256": "fd95e3e5ce815244e28efb1ebe1ede4daa8b84dca399444c93dba1b24374754e",
"updated": "02/06/2025",
"appCreated": "02/06/2025",
"binary": "/switch/easyrpg-player/easyrpg-player.nro",
"screens": 6,
"app_dls": 9416
},
{
"name": "EdiZonOverlay",
"title": "EdiZon-Overlay",
"description": "Toggle cheats in a convenient overlay.",
"author": "proferabg, WerWolv",
"version": "1.0.12",
"license": "GPLv2",
"url": "https://github.com/proferabg/EdiZon-Overlay",
"category": "_misc",
"details": "EdiZon-Overlay is a Tesla-Menu overlay that enabled you to toggle cheats without ever having to leave the game. It also provides useful stats like temperatures, clock speeds, local IP address, and Wi-Fi signal strength.",
"changelog": "v1.0.12\\nVersion v1.0.12 Changelog\\n\\n- Added support for HOS 21.0.0\\n- Updated libultrahand to v2.1.5\\n\\n
\\n\\nv1.0.11\\nVersion v1.0.11 Changelog\\n\\n- Updated libultrahand to v2.1.4\\n\\n
\\n\\n1.0.10\\nSpecial thanks to @ppkantorski for fixing a few bugs with libultrahand\\nUpdated libultrahand (fixes #33)\\n\\n1.0.9\\n\\nSpecial thanks to @ppkantorski for this update!\\n\\nUpdated libnx.\\nNow utilizing libtesla (Ultrahand) & libultra.\\nCustom wallpaper / theme support.\\nUsers can override the system wallpaper / theme with sdmc:/config/edizon/wallpaper.rgba and sdmc:/config/edizon/theme.ini.\\nFaster opening / game detection.\\nFix for local IP calls.\\nTemperature readings are now done through i2c.\\n\\n1.0.8\\n\\nUpdated libnx\\nFixed temperature rendering\\nAdded Enabling Cheats by Default on Overlay Open\\n\\n1.0.7\\n\\nSquashed some more crashing issues!\\nFixed mismatched cheats when hiding and showing the overlay.\\nAdded a way to disable submenu logic for those who requested it.\\n\\n1.0.6\\n\\nUsing latest libnx and libtesla which fixes most crashes.",
"filesize": 499,
"extracted": 1062,
"md5": "ee3a5dacb461fb298d822b5f07a31167",
"sha256": "e60b1b7792e9581114312ea7ab231fbf933d35dbce0a7f41a185f3f11c333539",
"updated": "20/11/2025",
"appCreated": "20/11/2025",
"binary": "none",
"screens": 0,
"app_dls": 166426
},
{
"updated": "29/04/2023",
"appCreated": "29/04/2023",
"app_dls": 517735,
"screens": 0,
"md5": "77515ce733f3b39cd8fd1a19dfed0473",
"category": "tool",
"binary": "/switch/breeze/reeze/hbmenu.nro",
"name": "Edizon",
"license": "GPLv2",
"title": "EdiZon-SE",
"url": "https://github.com/tomvita/EdiZon-SE/releases",
"description": "A homebrew save management, editing tool and memory trainer for Horizon",
"author": "tomvita / WerWolv",
"changelog": "3.8.37\\n\\nVery minor change, fixed LED stop working for HOS16\\nNow player two controller can also control EdiZon\\n\\n3.8.36\\n\\nKey hints is place on the cheat code label, instead of only showing up in Edizon SE now it will show on all cheat managers.\\n\\n3.8.35\\n\\nFixed a pointer chain navigation bug.\\nShow segment and module information in memory explorer.\\nAdd bookmark from cheat now works on pointer that isn't currently valid.\\nAdd bookmark from cheat now supports negative offset.\\nFixed a bug in button display string.\\n\\n3.8.34\\n\\nComparison between number that involve negative number was wrong for anything that isn't 64bit. Now it is fixed for 32bit number. (16 bit and 8 bit number not fixed).\\n\\nFor f32 R now also swap Value1 and Value2 in addition to negating them\\n\\n3.8.29\\n\\nAdded \"DiffBA\" search mode. Use Dpad down on search tab to cycle to this search mode.\\nThis search is used to find unknown value of type u32 or f32 that you can make to change the same amount. Find u32 and f32 candidates that inc or dec with the same amount of change. ( 4 in 1 )\\nStart search with \"SAME\", change the amount, search with \"NotA\", change the amount, search with \"DiffBA\", repeat ( change the amount, search with \"DiffBA\" ) until you have a short list of candidates.\\n\\nFixed a bug with unknown search.\\n\\n3.8.25g\\n\\nThis release is only tested on atmosphere 1.2.4.\\n\\nTo enable gdbstub add the this line to /atmosphere/config/system_settings.ini under [atmosphere]\\nenable_standalone_gdbstub = u8!0x1\\nRestart Switch after the change.\\nThis release will also load dmnt ( CheatVM ) as a sysmodule when GDB is enabled.\\nOnly either dmnt or GDB can be attached to the game at any one time.\\nUse ZL+B to detach dmnt ( and the \"no auto attach\" setting enabled if you are using profile to launch edizon se )\\nDetach GDB from game (method will depend on GDB client) and reattach dmnt with ZL+B to have access to CheatVM again.\\n\\nAdded ASCII display to memory explorer. Added bit mask for single value search.\\n\\nUse dmp0 and allow button swap for jump back. Jump back data will be using dmp0 so it won't overwrite dump file meant for pointer search. If you don't understand what this means don't worry, it has no impact to you.\\n\\nWhen all cheats are deleted edizon se will exit instead of crash.\\n\\n3.8.24\\n\\nWith atmosphere 20 you can press ZL+B to ask dmnt to detach from the game. There very few games that does not work well with dmnt attached but if you happen to be playing those games you can ask dmnt to detach when you are done using it to hack the game. ( Remember to turn off auto attach or the next time edizon se launch dmnt will be attached ).\\n\\nWith atmosphere 20 it is now possible to support dynamic loading of master code. Now when you place a cheat file containing master code in edizon\\cheats it will be loaded correctly when you launch edizon se.\\n\\n3.8.20\\n\\nValue pair search can be activated by pressing + twice on search memory value tab. [ A,B ] indicates that you are in value pair mode.\\nQuite often some values are next to each other, for example HP and HP MAX or MP and MP MAX are very frequently next to each other.\\nIn this mode the two value you enter at this screen will be match with memory locations that has these two value next to each other.\\nLet's say you see your HP as 12/21 you may want to try searching for 12, 21 or 21, 12.\\n\\n3.8.17\\n\\nSysmodule manager will offer to help create system_settings.ini if there isn't one.\\n\\n3.8.16\\n\\nMany users have too many sysmodules running causing system stability problem for them.\\nThis version included sysmodule manager ported from hekate toolbox and extended to list all sysmodules including those without\\ntoolbox.json file, such sysmodule will be named according to the title id and mark as required reboot. You can edit the toolbox.json\\nfile created by EdiZon SE to get a better name and test the sysmodule to see if it really requires reboot.\\n\\nAdded two optional module in the zip. Now Noexs sysmodule and profile forwarder is included (they are disabled by default, use sysmodule manager to enable them).\\n\\nProfile forwarder let you launch edizon se using profile which saves a few seconds from needing to launch hbmenu.\\n\\nNoexs sysmodule let you do dump for PC pointer searching over wifi.\\n\\n3.8.15\\n\\nOpcode bounds check bug fix, mark search bug fix, clear search bug fix.\\n\\n3.8.14\\n\\nFix temporary expert mode enable cause crash when there was no cheats\\n\\n3.8.11\\n\\nChange LED behavior during memory search.\\n\\nSome games are using Alias instead of Heap. Now Alias is indicated in the main display for these games for awareness.\\n\\nAlias is functionally the same as heap for memory search performed by EdiZon SE. However it is a different entity as far as SVC (Nintendo Switch's system calls) is concerned. Currently alias as a memory region is not supported in cheat code type 0, 1 and 5.\\n\\nAdding a memory relative to alias_extend.base as a code (ZL+A on a bookmark without pointer chain) won't work unless you use the attached forked dmnt (for 18.1 only).\\nThis fork added option for Alias to code type 0, 1 and 5.\\nM: Memory region to write to (0 = Main NSO, 1 = Heap, 2 = Alias).\\nChange request to have this in official dmnt is rejected. So use such code for own amusement only.\\n\\nI notice many new games are using alias recently but I have not found memory I want to hack that is static relative to alias_extend.base. At the moment it is just nice to be able to quickly bind memory hack to a key press for testing purpose. Static (relative to main, heap, alias) memory is rare, theoretically I see no reason why static relative to heap should be more common than static relative to alias. I think the need is real just not immediate.\\n\\n3.8.10\\n\\nNow no need to relaunch for new code to take effect. Code updates works immediately.\\n\\nIf you are developing code on a PC you can put your new [buildid].txt in \\switch\\edizon\\cheats for it to be loaded and ready for the game that is currently running.\\n\\nChange in P status display in memory explorer.\\nEach bit in P shows the potential to reach main in x back jump with offset no more than max P range.\\nbit0 9, bit1 8, bit2 7, bit3 6, bit4 5, bit5 4, bit6 3, bit7 2.\\n\\n3.8.09\\n\\nFor easy mode if cheat exist it will not be automatically overwritten when a different one is available in the database. To overwrite existing cheat press + key on the main screen.\\n\\nFixed a bug where cheat code file would be renamed to .old even when there isn't a cheat code available from cheat database when replacing cheat with file from database is enabled\\n\\nChanged the bit ordering of P (See release note of 3.8.08). It is now reversed for better run time efficiency in pointer search.\\n\\n\\n\\n3.8.04\\n\\nNow you can Rstick click on a memory in memory explorer to help setup multi target search for this memory target.\\n\\n3.7.24\\n\\nEasy mode for people who only want to use code created by others.\\nNo more confusing options and complex key combinations. For people who only want to use cheat codes you now have a\\nfull turn key solution from cheat code download to usage. Just enable the codes and enjoy.\\nPS: Do not enable expert option and it will be easy as pie.\\n\\n3.7.21\\n\\nBookmark added with \"+\" create an entry in BMDump.dat. This file will be use for bookmark import for newer version of pointersearcher SE.\\nThis change reduce potential clutter created by imported bookmarks. Having EdiZon SE running no longer block bookmark import.\\n\\nNeed to update pointersearcher SE to 0.5.9\\nNeed to update noexs sysmodule to 152\\n\\n3.7.18\\n\\nAdded short cut to set search mode. Now you can change mode and continue your search faster.\\nAdded option to use range on unknown search. Default. Set option for old behavior.\\nAdded option to freeze game while applet is activated. Not default. Set option to enable.\\nLimit to one search per session. More than one can cause problem, now it is disabled.\\nFix a bug that crash switch when \"Y\" is pressed when icon is blank.\\n\\n3.7.17\\n\\nFor Super Mario\u2122 3D All-Stars when one of the game is running the title id seen by cheat gui is not the same as the one use with game save. This cause the game save to not show up when last played game save is suppose to show up in earlier release.\\n\\nGame with unsupported save type ( for example Animal Crossing\u2122: New Horizons ) will be reported as not found with a different error message. Relaunching will display all game saves instead of staying at the not found screen.\\n\\nProvided option to opt for all game save to be displayed all the time. To enable create /switch/EdiZon/showallsaves.txt.\\n\\nPS: Showing only the save of last game cheat gui saw is intended feature. For user with many game saves showing all game saves makes locating the one being worked on a chore. I understand some user would prefer to see all game save and now you have that option.\\n\\n3.7.16\\n\\nI missed one file directory redirect in the code for unknown value search. This cause unknown value search to stuck if the data directory is not the default one.\\n\\n3.7.15\\n\\nfixed dark theme has no contrast in option screen selection\\n\\n3.7.14\\n\\nAdded clear all bookmark option.\\nImproved search mode help text.\\nImproved button hints.\\nChanged key to add bookmark to code.\\nDisplay search config on main screen.\\nAllow change of type for candidate display.\\n\\n3.7.13\\n\\nUpdate about screen to show latest release info.\\nAdded a button on config screen to go to about screen.\\nChanged config file name to seconfig so there won't be problem with older version\\n\\nsnapshot\\n\\nThis build could be unstable, you may install and use it at your own risk.\\nso 3.0.1 is still included in this release along side the snapshot update.\\n\\n3.0.1\\n\\nEdiZon has a new and beautiful icon by kardch!\\nFixed stack overflow when too many addresses were found\\nRenamed Edit RAM to Cheats\\n\\n3.0.0\\n\\nCheat engine like RAM editor!\\nFreezing of variables in RAM using dmnt:cht. Only works with Atmosph\u00e8re, not with other CFWs!\\nCheat management tool for Atmosph\u00e8re's dmnt:cht. Only works with Atmosph\u00e8re, not with other CFWs!\\nReimplemented the auto updater. This is a breaking change! You need to update to this release manually.\\n Now updates configs, scripts AND cheats!\\nFixed and greatly improved the uploading of save files. You now get a code you can enter on http://edizon.werwolv.net . Thanks A LOT to @Ac_K for all his help!\\nLots of UI and touch bug fixes\\nFixed building being impossible except your were me\\nAdded progress bars to many long lasting operations\\n\\n2.2.0\\n\\nAdded proper touch scrolling to the main menu and part of the editor\\nAdded tool tips to widgets. Every widget can now have extra information attached to it\\nNavigation in the editor now only uses the joy sticks while modifying values uses the dpad.\\nAdd a way to display a message when loading a config\\nFixed button widgets not setting strArgs and intArgs properly thus being useless\\nFixed crash when trying to upload a batch backup\\nAdded a \"loading editor\" message to prevent EdiZon from looking frozen\\n\\n2.1.0\\n\\nAdded save file upload to https://transfer.sh! Special thanks to @StevenMattera for his server side script :)\\nAdded button widget that executes a function in the script file\\nAdded message boxes when updating EdiZon/configs and uploading a save file to avoid the switch looking locked up.\\nAdded more debug logs to help script creators\\n\\n\\n2.0.1\\n\\nFixed backups not being listed correctly when trying to restore them\\nFixed reversed Editable titles / All titles text in main menu\\nFixed menu scrolling with 10 titles\\n\\n1.7.0\\n\\nRemoved the old account selection and replaced it with the switch's user selection applet!\\nFixed icon rendering on the hbmenu\\nMade some animations prettier and cleaned up the UI a bit\\nFixed cancellation of batch backups still showing the keyboard\\nFixed some applet related memory leaks / corruptions that may have crashed other homebrew when launched afterwards\\nConfig developers: Added a comment widget that can display any text inside the editor\\nSwitched from using L and R to ZL and ZR for batch backups and editable-only titles in the menu\\n\\n1.6.0\\n\\nNaming of backups using the Switch's software keyboard!\\nEditing values by entering the value with the keyboard!\\nNew beautiful icon by @bernv3\\nLess biased SX OS warning message and fix for the false positive on ReiNX2.0\\nNew libnx 2.0.0 rendering code\\nFixed weird menu scrolling bug when less than 10 titles were displayed\\nFixed the laggy menu\\nEasier to understand error messages\\n\\n1.5.1\\n\\nMostly a bug fix release.\\n\\n##Full changelog\\n\\nCompiled with libnx 1.5.0 which fixes timestamps being 31121969_235959 when the switch hasn't been connected to the internet before and the timestamps being in UTC\\nFixed visual glitch when pressing the L button while selecting an account\\nFixed some more of the menu lag\\nPrevented useInstead from creating an infinite loop and freezing EdiZon\\nAdded a warning message for SX OS users since it still causes issues\\nCleaned up the code base and removed some more unnecessary debug prints\\nAdded all the lastest configs and scripts\\n1.5.0\\n\\n\\You can now backup all saves of a single game or the saves of all games and users at once from the title select screen. Thanks to @trueicecold for this feature\\nAdded editable-only mode which hides all games except the ones you can edit using the builtin save editor. Again thanks to @trueicecold for this.\\nAdded scrolling multipliers to the value widgets. Like that you can scroll in steps of 1, 10, 100, 1000 and 10000.\\nAdded a step size setting to the configs that acts as a multiplier for the multipliers.\\nFrom now on ALL configs get shown immediately without the need to approve them first. However, they get overlayed with a big 'BETA' label so you can see that they might not work yet.\\nAdded support for shared fonts. This makes the whole UI a lot prettier and makes the .nro a bit smaller. Thanks to @AnalogMan151\\nUpdated Lua to the latest version 5.3.5\\nCleaned up the entire UI\\nFixed a lot of lag everywhere\\nFixed issues with huge save files causing Lua to fail\\nFixed issue with the latest libnx\\nRefactored and cleaned up a lot of code and got rid of many many memory leaks\\nFixed equations. They should work A LOT better nown\\n1.4.0\\n\\nLua now supports 64 bit numbers\\nFull unsigned and signed 32 bit numbers can now be used as min/max value\\nFixed crash when no save files or games are on the system\\nConfigs can now have different offsets based on what game version is installed\\nFixed value widget increment/decrement acceleration\\nAdded equations which get applied before displaying it or before saving it to the file\\nAdded config file redirection (Useful for games with different titleIDs for different regions)",
"extracted": 18984,
"version": "3.8.37",
"filesize": 5316,
"details": "This fork is based on the foundation of EdiZon 3.1 nightly. The changes made are on the game memory hack aspect.\\n\\nHere are the added features:\\n\\nRange search.\\nCompare with previous value search.\\nBookmark memory location found.\\nSpeed enhancement to make small integer value in first search practicle.\\nBookmark adjust to changing main and heap start address on subsequent launch of the game. Bookmark with pointer chain attached updates memory address dynamically when the chain is able to resolve into a valid memory address.\\nExtract memory address from dmnt cheat code and add it to bookmark for exploration of the memory location.\\nRebase feature to extract potential pointer chain form dmnt cheat code made for previous version of the game.\\nIn app pointer chain search for address on bookmark.\\nExport dump to PC app (forked from pointersearcher 0.4) for more powerful pointer chain search.\\nImport PC app search result for validation and testing.\\nCreate dmnt cheat code from pointer chain found.\\nAbility to detach dmnt from game process.\\nAdding/Removing conditional button to cheat code.\\nPS: Please refer to https://github.com/tomvita/EdiZon-SE/wiki for instructions on how to use the app.\\n\\nTo establish common base for support please start from a clean boot with the latest atmosphere and only Sigpatches needed to run the game and latest releases from https://github.com/tomvita. Please state the url you downloaded from. No extra software unless it is related to the topic underdiscussoin.\\n\\nOriginal functinality of Edizon on game save is available when launched without a game running.\\n\\nMore Info here : https://github.com/tomvita/EdiZon-SE\\n\\n\\n"
},
{
"updated": "21/02/2021",
"appCreated": "10/01/2025",
"app_dls": 9853,
"screens": 0,
"md5": "e251378caf58c4bab5350675386887fd",
"category": "tool",
"binary": "/switch/Eevee/Eevee.nro",
"name": "Eevee",
"license": "GPLv3",
"title": "Eevee",
"url": "https://github.com/melsbacksfriend/Eevee/releases",
"description": "A free, offline Pok\u00e9mon Home alternative",
"author": "melsbacksfriend",
"changelog": "2.1.0\\n\\nCurrently, the only batch edit feature is turning an entire box into Eevee. The text on the button to do so is a reference to the origin of this program's name.\\n\\nThe inject folder is at sdmc:/switch/Eevee/inject\\n\\nCurrent controls when working with bank/save:\\nL to copy\\nR to paste\\nY to dump\\nX to delete\\nA to edit\\n+ to exit.\\n\\nCurrent controls when injecting:\\nA to copy to clipboard\\n\\n2.0.0\\n\\nThis version adds injecting. Supports .pk8 from SwSh, but also supports .pk6 from XY/ORAS and .pk7 from SuMo/USUM! Extract them from your 3ds save using PKHeX or PKSM.\\n\\nThe inject folder is at sdmc:/switch/Eevee/inject\\n\\nCurrent controls when working with bank/save:\\nL to copy\\nR to paste\\nY to dump\\nX to delete\\nA to edit\\n+ to exit.\\n\\nCurrent controls when injecting:\\nA to copy to clipboard",
"extracted": 11567,
"version": "2.1.0",
"filesize": 5084,
"details": "Features currently available:\\nBank\\nCloning\\n\\nFeatures planned:\\nEditing\\n\\nOrigin behind the name:\\nI named this program Eevee because of something funny my brother said about Eevee and a Joy-Con. For more info, go to the funny-stories channel on my Discord server https://discord.gg/nxrSSs9"
},
{
"updated": "17/09/2019",
"appCreated": "10/01/2025",
"app_dls": 2888,
"screens": 0,
"md5": "d3b930e931396e78f99c59db1b4b02e9",
"category": "tool",
"binary": "/switch/EmuMmcConfig/EmuMmcConfig.nro",
"name": "EmuMmcConfig",
"license": "GPLv3",
"title": "EmuMmcConfig",
"url": "https://github.com/KranKRival/EmuMmcConfig/releases",
"description": " Control Atmosphere's EmuMMC from the Horizon OS.",
"author": "KranKRival",
"changelog": "2.1.0\\n\\n1.Added Multi EmuMMC Support , Up to 2 RAW setups (will add 3rd later)\\n2.Few UI changes for the eye :)\\n3.Support for 9.0.0\\n4.minor unaddressed bug fixes\\n",
"extracted": 9668,
"version": "2.1.0",
"filesize": 3891,
"details": "This is a Homebrew app to Control Atmospher's EmuMMC from the Horizon OS.\\n\\ninstructions:\\n1.You must setup EmuMMC as \"Partition\" ^^ ,no files support in the tool for now\\n2.extract the contents of the release to root of the SD Card\\n3.Run the Application\\n4.Proffit ?!\\n\\nFeatures:\\n\\n1.Toogle EmuMMC On/OF\\n2.Switch Between Multi EmuMMC setups\\n3.Reboot to Payload atmosphere/reboot_payload.bin\\nmore soon !!!\\n\\n"
},
{
"updated": "29/10/2019",
"appCreated": "29/02/2020",
"app_dls": 655,
"screens": 0,
"md5": "69185e2860da2e1dd25470fd6157f7e7",
"category": "tool",
"binary": "/switch/EmuNand-Swapper/emummc.nro",
"name": "EmuNand-Swapper",
"license": "n/a",
"title": "EmuNand-Swapper",
"url": "https://github.com/Shmadul/EmuNand-Swapper/releases",
"description": "Swap Between 2 Raw Nand Partitions ",
"author": "Shmadul",
"changelog": "2.9\\n\\nUpdated for 9.x\\n\\nNow Displays Current Sector\\n\\nAdds the Ability to add titles to Configs by placing title= example in the config\\n\\nExample emummc.ini and emummc.disabled\\n\\n[emummc]\\nenabled=1\\nsector=0x1C7B9000\\npath=emuMMC/RAW1\\nnintendo_path=emuMMC/RAW1/Nintendo\\ntitle=Primary",
"extracted": 290,
"version": "2.9",
"filesize": 128,
"details": "Swap Between 2 Raw Nand Partitions (Via 2 emumnc configs)"
},
{
"updated": "12/06/2021",
"appCreated": "12/06/2021",
"app_dls": 1117,
"screens": 0,
"md5": "dee9b9d21a8b626a9bfec88798b7f04c",
"category": "game",
"binary": "/switch/enigma/enigma.nro",
"name": "Enigma",
"license": "GPLv2",
"title": "Enigma",
"url": "https://github.com/rsn8887/Enigma/releases",
"description": "A port of Enigma",
"author": "rsn8887",
"changelog": "1.16\\n\\nRe-compile with 12.0.0 support. Updating the .nro file is enough, data is the same.\\nFix crash on Switch when loading levels with rubberbands\\n\\n1.15\\n\\nFix crash on Switch when loading levels with rubberbands that re-appeared using latest toolchain\\n\\n1.14\\n\\nRe-compile with 9.0.0 support\\n\\n1.13\\n\\nFix crash on Switch when loading a level that contains rubberbands",
"extracted": 92170,
"version": "1.16",
"filesize": 74250,
"details": "Enigma is a puzzle game inspired by Oxyd on the Atari ST and Rock'n'Roll on the Amiga. The object of the game is to find uncover pairs of identically colored Oxyd stones. Simple? Yes. Easy? Certainly not! Hidden traps, vast mazes, laser beams, and, most of all, countless hairy puzzles usually block your direct way\u2026\\n\\n\\nDetailed information about the game can be found here: http://www.nongnu.org/enigma/index.html\\n\\nVita/Switch-exclusive features\\ngame controller support: analog joystick mouse controls and button mappings\\nfront and rear touch controls with left/right mouse click gestures\\ncomplete level packages with >3,000 levels and pre-calculated preview screenshots\\nBluetooth/USB keyboard and mouse support. The Vita supports only a limited number of BT devices, tested working with Jelly Bean BT keyboard and mouse combo ASIN:B06Y56BBYP and with the standalone Jelly Comb Bluetooth Wireless Mouse ASIN:B075HBDWCF. The Switch supports only a limited number of USB mice. Tested working with Logitech M187.\\n\\nControls (controls updated with version 1.08)\\nLeft analog stick = analog control of the marble and mouse pointer\\nSquare / Y / L-trigger = select menu items, use object in game (left mouse button)\\nTriangle / X / R-trigger = cycle through inventory items (right mouse button)\\nCross / A = ok in menu (return)\\nCircle / B = back / in-game menu (escape key)\\nStart / Plus = help screen (F1)\\nSelect / Minus = destroy marble and remove one life (F3)\\nR-trigger + Select / R-trigger + Minus = restart level (shift-F3)\\n\\nDpad in menu = quick-select menu items (arrow keys)\\nDpad left/right in game = quick-change mouse speed\\nDpad up/down in game = cycle through previous messages\\n\\nFront touch = analog control of the marble and mouse pointer\\nRear touch = analog control of the marble and mouse pointer (Vita only)\\nSingle finger tap = select menu items, use object in game (left mouse button)\\nDual finger tap = cycle through inventory items (right mouse button)\\n\\nDual finger tap works by holding one finger down and quickly tapping with a second finger somewhere else.\\n\\nMouse sensitivity can be adjusted in options or in-game via dpad left/right. The setting affects analog joystick, touch, and real bluetooth/USB mice."
},
{
"updated": "30/12/2018",
"appCreated": "29/02/2020",
"app_dls": 313,
"screens": 0,
"md5": "0757f02f7bda78cd6b85759584c1be32",
"category": "game",
"binary": "/switch/Evolution_Saved_Me_NX/Evolution_Saved_Me_NX.nro",
"name": "Evolution_saved_me_NX",
"license": "GPLv3",
"title": "Evolution Saved Me NX",
"url": "https://github.com/Manurocker95/Evolution-Saved-Me-NX/releases",
"description": "Evolution Save Me port",
"author": "Manurocker95",
"changelog": "v1.0\\n\\nFirst Release",
"extracted": 24042,
"version": "1.0",
"filesize": 13541,
"details": "Evolution Saved Me port for the switch.\\n\\nDev has little no info recorded for this release."
},
{
"name": "FPSLocker",
"title": "FPSLocker",
"description": "An overlay that allows to set custom FPS in retail games.",
"author": "masagrator",
"version": "3.1.0",
"license": "MIT",
"url": "https://github.com/masagrator/FPSLocker",
"category": "tool",
"details": "An overlay that with companion SaltyNX plugin NX-FPS allows to set custom FPS in Nintendo Switch retail games.\\n\\nDisclaimer: Tool is utilizing detection of graphics API to manipulate FPS and in special cases it requires using patches made per game for each version to get more than 30 FPS. You can find those patches HERE\\nMax supported yaml size is 32kB, though it can be expanded in next updates.\\n\\nRequirements:\\n* Atmosphere CFW\\n* My fork of SaltyNX, version 0.5.1+\\n* NX-FPS 1.1+\\n* Tesla environment: ovlloader + Tesla Menu\\n\\nOverlay runs in two modes:\\n\\n* When game is running\\n\\nIf game is supported by SaltyNX and you installed everything correctly, you will see menu where first line states NX-FPS plugin is running. Explanation of each line:\\n\\nInterval Mode - it's used by NVN API to set limiter to either 30 FPS (2) or 60 FPS (1 or 0 (0 means that game never bothered to set it, it can be also a sign that game is not utilizing NVN but EGL or Vulkan))\\nCustom FPS Target - it's used to lock game to certain FPS. If game is using engine proprietary FPS locks, it may not be able to unlock more than 30 FPS without additional patches.\\nBig number on the right - it shows how many frames have passed in last second for currently running game. This is to confirm that lock is working as expected.\\nIncrease/Decrease FPS target - Change FPS Target by 5. Minimum is 15 FPS, max is 60 FPS. If FPS is set above 30 FPS, it sets interval mode to 1. Otherwise it sets interval to 2.\\nDisable custom FPS target - Removes FPS Target. Since we cannot predict what interval mode is expected at this point, it is in user's discretion to manipulate FPS to bring back correct interval before disabling FPS target.\\nAdvanced settings - submenu which consists of:\\nSync Wait - this is dangerous setting that disabled in most cases will crash game (for example Witcher 3 and Breath of The Wild), but in some can bring benefit of disabling double buffer at the cost of small graphical glitches (for example Xenoblade Chronicles 3). Use it with caution.\\nConvert config to patch file - if proper config file exists for this game and version, you will get an option to convert it to patch file that will be loaded when you will run this game next time. Patch is saved to SaltySD/plugins/FPSLocker/patches/*titleid_uppercase*/*buildid_uppercase*.bin\\nDelete patch file - if proper config file exists for this game and version, you will get an option to delete patch file so it won't be loaded when you will run this game next time.\\nSave settings - save profile for currently running game that will be loaded next time by plugin on boot automatically. Don't use it if you disabled Sync Wait and you didn't test it properly that it won't cause crash. Profile is saved in SaltySD/plugins/FPSLocker/*titleid_uppercase*.dat\\n\\n* When game is not running:\\n\\nIt will list installed games (max 32) and as first option it's available \"All\" submenu.\\nInside each one you will find two options:\\n\\nDelete settings - it will delete file created by \"Save settings\" option\\nDelete patches - it will delete file created by \"Convert config to patch file\" option\\n\\nThanks to ~WerWolv for creating Tesla environment, and ~cucholix + ~Monked for tests.",
"changelog": "v3.1.0\\n- Added compatibility for Atmosphere 1.10.0+ \\n - Older SaltyNX releases can have random issues when using with Atmosphere 1.10.0 and newer. \\n - This release is backwards compatible so you can use it with older Atmosphere too.\\n - It is required to update to SaltyNX 1.6.0+ for the same reason!\\n- When using Check/Download config file and when config file was not found, but it was confirmed that game is listed in Warehouse with different version, now newest supported update is printed.\\n- Updated internal titleid base\\n\\nv3.0.6\\n- When using the Check/Download config file, information will be sent to my own tracker. This will provide a clearer view of what people would like to be available in the Warehouse. No personal data or hardware data is sent.\\n - To avoid introducing a visibly worse experience when using the Check/Download config file, I set the connection to terminate if it takes longer than 1 second.\\n- Updated internal titleid base\\n\\nv3.0.5\\n- Now if game has no config available on sdcard, in Advanced settings below provided TID and BID you will see also game versions:\\n - Developer game version | Internal game version's major value / Raw internal game version\\n- Updated internal titleid base\\n\\nEDIT 08.11.2025 08:08 GMT: Added check that without it can lead to some random issues for games without update installed.\\n\\nv3.0.4\\n- Fix Halt unfocused game state not being saved in certain situations.\\n- Update internal titleid base.\\n\\nv3.0.3\\nFix config to patch conversion in scenario where MASTER_WRITE's asm_a64 type included BL instruction with direct offset (this fixes an issue with config for Kirby's Dream Buffet)\\n\\nv3.0.2\\n- Multiple fixes in FPSLocker config to patch conversion related to assembly instructions (no config was affected by it as of 17.10.2025, but this was hindering slightly process of writing them)\\n - LDRB and LDRH now don't return error when instruction has provided fixed offset\\n - TBZ and TBNZ now support goto labels\\n - All condiitonal branches are now supported\\n- Updated titleid base to match current day status\\n\\nv3.0.1\\nAdd support for SaltyNX 1.5.2 new feature which allows changing buffering in real time in supported NVN games (if game is not compatible with that real time feature, in Set Buffering menu you will see notice \"It will be applied on next game boot\").\\n - Remember that some games are designed in the way where you won't see the difference in FPS between double and triple buffer, usually that's a result of missing some NVN calls - example of such game is The Hundred Line.\\n\\n Updating to SaltyNX 1.5.2+ is required!\\n\\nv3.0.0\\n- Add support for next generation of FPSLocker configs called \"v4\"\\n - Allows putting code caves and new variables inside SaltyNX Core, which allows easier updating of more complex configs + helps avoiding conflicts with cheats using caves\\n - More functionality when using branches in assembly\\n - \"v3\" branch in FPSLocker Warehouse is now removed, and \"v3.1\" branch will be removed in next week.\\n- User is now informed in main menu with red text \"Patch file was not found\" when currently running game is known that it should use FPSLocker patch but FPSLocker didn't detect it.\\n\\n Updating SaltyNX to 1.5.0+ version is required!\\n\\nEdit 07.09.2025 22:26 GMT: Fixed an issue with links to addons and Warehouse README.\\nEdit 08.09.2025 17:28 GMT: Forgot to make unsafeCheck \"true\" by default.\\n\\nv2.4.0\\n- Add support for FPSLocker configs utilizing \"asm_a64\" in MASTER_WRITE. It allows writing human readable assembly instead of using big endian integers like it was before\\n- Switch to new branch v3.1 in Warehouse which will support this new type of writing assembly, v3 branch which was used in previous FPSLocker versions is now deprecated and will be removed in 1-2 months.\\n\\nThis doesn't bring any new functionality to users, but not updating FPSLocker to newest version can eventually result in not having access to Warehouse directly from overlay, so update is recommended for everybody.\\n\\nv2.3.1\\nAdd option \"60 Hz in HOME Menu\" in Display settings and Docked Settings->Additional Settings. More in README. \\n\\nRequires SaltyNX 1.4.3+ to work properly!\\n\\nv2.3.0\\nRequires SaltyNX 1.4.0+ to work properly\\n\\n- Removed save settings option, now every change is automatically saved\\n- Fixed bugged Display Sync Docked functionality\\n- Fix issue with both Wizards, being initiated, not returning to 60 Hz after pressing B\\n- Separate display overclocking settings for docked 720p\\n- Separate FPS targets saved for docked and handheld\\n- Hide Docked Settings options that were blocked (because of not being in docked mode or not using 720p/1080p modes)\\n- FPSLocker now is closed faster when game is running\\n\\nv2.2.1\\nSeparate Display Sync for handheld and docked\\n\\nv2.2.0-release\\n- Add support for 720p/1080p docked mode refresh rates: 70, 72, 75, 80, 90, 95, 100, 110, 120 Hz (Requires SaltyNX 1.3.0: https://github.com/masagrator/SaltyNX/releases/tag/1.3.0-release)\\n - Add wizard for testing refresh rates from 70 up to 120 Hz for 1080p (for 720p it automatically unlocks all refresh rates supported by your display)\\n - Not all displays supporting 1080p signal with refresh rates higher than 75 Hz can be set to those higher refresh rates, more in README.\\n\\n- Add support for changing refresh rates for Switch OLED and Retro Remake OLED displays. (Requires SaltyNX 1.3.0: https://github.com/masagrator/SaltyNX/releases/tag/1.3.0-release)\\n - For Switch OLED it comes with auto gamma curve adjustments on hardware level that are trying to reproduce original colors as close as possible, but because of nature of such approach it's not possible to do it perfectly (the worst case is at 60% brightness using 45 Hz). With that also comes another issue, the lower the refresh rate the lower max brightness.\\n - For Retro Remake SUPER5 first revision users, you must enable Retro Remake Mode in Display Settings. That is because we can't differentiate between first SUPER5 and already existing InnoLux display. That option won't show up for other users.\\n\\n- Load game titles in background, resulting in faster boot times when game is not running\\n- Add support for languages: German, French, Russian, Brazilian Portuguese, Chinese Simplified (UI was redesigned to give them more space for text), it's set based on system language. You can force back English if you prefer.\\n\\n2.1.6\\nFix an issue with some capture cards triggering segfault when trying to access Docked settings because they store VIC index 0 which is invalid (f.e. NZXT Signal HD60, EVGA XR1 Lite)\\n\\n2.1.5\\nStore Docked settings in ini file instead of EDID dump (this is a needed step to introduce proper docked display overclocking in future)\\nUse SaltyNX 1.2.6+ for proper support\\nPrint your display's config name in Docked settings\\nFor people that would want to know which config is which when exploring files, I added key \"tvName\", its value can be edited and it will be maintained. Don't use spaces, those will be removed next time you change settings\\n\\n2.1.4\\nImprove \"Reported max refresh rate\" readings in Docked display settings.\\n\\n2.1.3\\nAdd \"Halt unfocused game\" in Advanced Settings (to work properly it requires SaltyNX 1.2.5+).\\nSome games are not suspended when your Switch is in Home Menu (for example Tales of Graces f). Enabling this option moves thread responsible for pushing frames to display into infinite loop when you are in Home Menu. Enabling this option can cause various issues depending on game, so be sure to not use it frivolously.\\n\\n2.1.2\\nAdd support for changing amount of buffers in Vulkan games (requires SaltyNX 1.2.3+)Fix an issue where at unstable internet connection checking Warehouse for info about patch takes 20-30 seconds instead of few seconds.\\n\\n2.1.1\\nAdd support for SaltyNX 1.2.1+\\nAdded support for converting configs to new type of patches currently supported by SaltyNX. You must convert every config again to be compatible with SaltyNX 1.2.1 and newer. That's to futureproof support for OCing displays to 60+ Hz.\\nNow disabling \"Allow patches to force 60Hz\" in Docked Settings -> Additional settings also disables 4 second delay before cutscenes when playing in docked mode with patch that has such thing available, f.e. Yakuza and Xenoblade Chronicles 2, 3, X.",
"filesize": 652,
"extracted": 1372,
"md5": "b3ac647a83f3c42efea8c669b59a8388",
"sha256": "14cef578739c07da8e3ad59cd6c46aa8e82284b0f26e39ee8b7878dc272b2a3a",
"updated": "15/11/2025",
"appCreated": "15/11/2025",
"binary": "none",
"screens": 0,
"app_dls": 131557
},
{
"updated": "01/06/2023",
"appCreated": "10/01/2025",
"app_dls": 183,
"screens": 0,
"md5": "0e4cabb831ce781e0a8435d1d6de4184",
"category": "tool",
"binary": "/switch/Factorial_NX.nro",
"name": "FactorNX",
"license": "n/a",
"title": "Factor NX",
"url": "https://github.com/Zamacian/Factorial-NX",
"description": "A Nintendo Switch homebrew to calculate",
"author": "Zamacian",
"changelog": "n/a",
"extracted": 417,
"version": "1.0.1",
"filesize": 143,
"details": "Factorial-NX\\n\\nA Nintendo Switch homebrew to calculate the factorial of a number.\\n\\nBecause 2^63 is the highest number the switch supports, you can't go over 25 factorial.\\nNote that I made this Homebrew only to learn how to use the basics of libnx and isn't really useful.\\nCommands :\\nTo make things easier, let's just say that the number you want to factor is called Jeffrey\\na to add 1 to Jeffrey\\nb to subtract 1 from Jeffrey\\nx or y to set Jeffrey to 0\\nany trigger (r/l/zr/zl) to clear the console\\nMinus (-) to factor Jeffrey\\nPlus (+) to exit the Homebrew\\nEverything else will show you the 'help' menu\\nWhat to know :\\nThe letter shown before the value of the number is what executed the action :\\n(A) means you added 1 by pressing A\\n(B) means you substracted 1 by pressing B\\n(X) or (Y) means you set the number to 0 by pressing X or Y"
},
{
"updated": "07/04/2024",
"appCreated": "07/04/2024",
"app_dls": 2712,
"screens": 0,
"md5": "ea087a1e5adee26e3253bcc8a4513881",
"category": "emu",
"binary": "/switch/Fake-08/FAKE-08.nro",
"name": "Fake-08",
"license": "MIT",
"title": "Fake-08",
"url": "https://github.com/jtothebell/fake-08/releases",
"description": "A Pico-8 player/emulator for consoles.",
"author": "jtothebell",
"changelog": "0.0.2.20\\n\\nAll Platforms\\n\\nAdd support for new stat values (46-56) for audio (thanks @fringd )\\nRewrite text rendering to support custom fonts and most remaining P8SCII control codes (audio control codes are parsed, but not played) and speed up text rendering (probably only noticeable on slow platforms like Bittboy and 3ds)\\nAdd a corssfade between notes to more closely match PICO-8 behavior and fix some audio clipping (thanks @fringd )\\nAdd custom instrument support (thanks @fringd )\\nadd inext function to z8lua",
"extracted": 7938,
"version": "0.0.2.20",
"filesize": 3000,
"details": "A Pico 8 player for homebrew consoles. Not related to or supported by Lexaloffle Software. Latest release includes releases for Nintendo 3DS, Nintendo Switch, Sony PS Vita, Nintendo Wii U, the Miyoo CFW for bittboy and similar consoles, and the Miyoo Mini.\\n\\nThe goal of Fake-08 is to make Pico-8 games playable on platforms that aren't officially supported. As such, I will only be providing builds for platforms that won't run Pico-8 proper."
},
{
"updated": "16/02/2019",
"appCreated": "29/02/2020",
"app_dls": 455,
"screens": 0,
"md5": "0099bcd4429bb66d4790943e44110794",
"category": "game",
"binary": "/switch/Fifteen-NX/Fifteen_NX.nro",
"name": "Fifteen-NX",
"license": "GPLv3",
"title": "Fifteen NX",
"url": "https://github.com/Manurocker95/FifteenNX/releases",
"description": "Fifteen Puzzle Game ",
"author": "Manurocker95",
"changelog": "v1.0 \\n\\nInitial Release.",
"extracted": 23524,
"version": "1.0",
"filesize": 16571,
"details": "Fifteen Puzzle game for the Switch.\\n\\nNote : No info provided from the author."
},
{
"name": "FireplaceNX",
"title": "Fireplace-NX",
"description": "A lovely pixelated retro fireplace simulator",
"author": "marice, ELY3M",
"version": "6",
"license": "n/a",
"url": "https://github.com/ELY3M/Fireplace-NX",
"category": "tool",
"details": "This project should be helpful to anyone trying to learn SDL2 on Nintendo Switch in c++.\\n\\nPRESS PLUS TO RETURN TO HBMENU.\\n- Ported to Nintendo Switch from: https://www.hanshq.net/fire.html\\n\\nSource:\\nhttps://github.com/Marice/Fireplace-NX",
"changelog": "v6\\nThe app code is fixed and updated to work with latest libnx and Atmosphere.\\n\\nv2\\n- Updated and fixed to run on newer firmwares by ELY3M.",
"filesize": 2655,
"extracted": 6590,
"md5": "e5aa0cba0a38ab76c6c61b76ef3bebe3",
"sha256": "8b7ffca45b7dc342895a16ba5fc92bbcffba0524ce96886f6f9ec853479083b6",
"updated": "16/11/2025",
"appCreated": "16/11/2025",
"binary": "/switch/Fireplace-NX.nro",
"screens": 0,
"app_dls": 2792
},
{
"updated": "21/07/2018",
"appCreated": "10/01/2025",
"app_dls": 567,
"screens": 0,
"md5": "f8233af63d535d1771cfbb500dd7e756",
"category": "concept",
"binary": "/switch/FizzBuzz_NX.nro",
"name": "FizzBuzz_NX",
"license": "n/a",
"title": "FizzBuzz_NX",
"url": "https://gbatemp.net/threads/opentyrian-port-for-switch.504650/",
"description": "Simple C++ Demo",
"author": "Foxofgrey",
"changelog": "n/a",
"extracted": 691,
"version": "1.0",
"filesize": 259,
"details": "A program to show off the potential of using c++ within DevKitA64, and to show off a terminal program within the Switch as well."
},
{
"updated": "29/12/2018",
"appCreated": "29/02/2020",
"app_dls": 1717,
"screens": 0,
"md5": "45012504ddf3485a4fe544e3c14ad0de",
"category": "game",
"binary": "/switch/FlappyBirdNX/Flappy_Bird_NX.nro",
"name": "FlappyBirdNX",
"license": "GPLv3",
"title": "Flappy Bird NX",
"url": "https://github.com/Manurocker95/FlappyBird/",
"description": "A flappy bird clone",
"author": "Manurocker95",
"changelog": "n/a",
"extracted": 27885,
"version": "1.0",
"filesize": 19872,
"details": "Flappy bird clone for Switch."
},
{
"updated": "30/01/2020",
"appCreated": "29/02/2020",
"app_dls": 638,
"screens": 0,
"md5": "0a83bdb1dcbcd119d8d1877fb8ac3e3c",
"category": "game",
"binary": "/switch/flare/flare.nro",
"name": "Flare-Switch-port",
"license": "GPLv3",
"title": " Flare-Switch-port",
"url": "https://github.com/Riviera71/Flare-Switch-port",
"description": "Flare is a single-player 2D action RPG",
"author": "Riviera71",
"changelog": "n/a",
"extracted": 160093,
"version": "1.11",
"filesize": 133605,
"details": "Flare (Free Libre Action Roleplaying Engine) is a simple game engine built to handle a very specific kind of game: single-player 2D action RPGs. Flare is not a reimplementation of an existing game or engine. It is a tribute to and exploration of the action RPG genre.\\n\\nRather than building a very abstract, robust game engine, the goal of this project is to build several real games and harvest an engine from the common, reusable code.\\n\\nThe Flare engine, which is purely a runtime, is written in C++.\\n\\nFlare uses simple file formats (INI-style config files) for most of the game data, allowing anyone to easily modify game contents. Open formats are preferred (png, ogg). For creating maps, we also support Tiled with the Flare plugin.\\n\\nOriginally the first game to be developed using this engine was part of this repository. As the engine became mature, the game content was moved to an extra repository and is now called flare-game. (happened around sept. 2012)"
},
{
"updated": "21/10/2019",
"appCreated": "21/10/2019",
"app_dls": 786,
"screens": 0,
"md5": "b2e870cdad329329d17e04121631624a",
"category": "tool",
"binary": "/switch/FlashCardsNX.nro",
"name": "FlashCardsNX",
"license": "n/a",
"title": "FlashCardsNX",
"url": "https://github.com/CompSciOrBust/FlashCardsNX/releases",
"description": "A flash cards app for the Nintendo Switch",
"author": "CompSciOrBust",
"changelog": "2.1.2\\n\\nUnicode was already supported in the card select UI but I forgot to add it to the card UI. Also fixed a mistake in the prime numbers example where one question asked for primes between 97 and 100 instead of 90 and 100.\\nA exponents example set of cards was included.\\n\\n\\n\\n2.1.1\\n\\nFixed a bug when backing of the main UI and selecting a new set of cards.\\n\\n2.0\\n\\nPublic Release",
"extracted": 8667,
"version": "2.1.2",
"filesize": 3457,
"details": "A flash cards app for the Nintendo Switch\\n\\nThis is a rewrite of my Nintendo Switch flash cards app which I nver made public until now.\\n\\nHow to use\\nPlace a text file in /config/cards/ on your sd card. If multiple files are found you will be given the option of which one you want to use when starting the app.\\n\\nThe questions and answers are seperated on each line. A line containing a question should be followed by a line containing a answer.\\n\\n\\nCredits\\nLibNX and DevkitPro for making the toolchain.\\n\\nDalton Maag for the Ubuntu font.\\n\\nEveryone in the AtlasNX discord developer chat for helping me with the first version. This is a complete rewrite but I would not have been able to complete the first version without their help because it was my first SDL project.\\n\\nI got the icon a while ago and I can't remember who made it but it was marked as reuse with modification on Google Images.\\n\\n"
},
{
"updated": "28/12/2024",
"appCreated": "28/12/2024",
"app_dls": 84170,
"screens": 0,
"md5": "002b2deb10a5918935494f2a7de6a028",
"category": "game",
"binary": "/switch/funkin-rewritten/funkin-rewritten.nro",
"name": "FunkinRewritten",
"license": "GPLv3",
"title": "Funkin' Rewritten",
"url": "https://github.com/HTV04/funkin-rewritten",
"description": "Rewrite of Friday Night Funkin'",
"author": "HTV04",
"changelog": "1.1.0\\n\\nFinally added a countdown!\\nFixed all charts, which fixes issue #12.\\nTutorial now has the OG game's zoom effect.\\nOptimized gamestate code.\\n\\nv1.1.0 beta 2\\n\\nSwitch: The Nintendo Switch port now uses love-nx as its engine, which gives Funkin' Rewritten keyboard support and full feature parity with the PC version!\\nFunkin' Rewritten can now run on web browsers! However, it currently isn't available online because of some issues with Game Jolt. These release notes will be updated with a link when Game Jolt is fixed.\\nFinally added a countdown!\\nFixed all charts, which fixes issue #12.\\nFixed issue #19.\\nTutorial now has the OG game's zoom effect.\\nOptimized gamestate code.\\n\\nv1.1.0 beta 1\\n\\nAdded Week 6.\\nUpdated all charts to Week 7's (see https://twitter.com/mth13208/status/1426346224597323778).\\nReplaced ratings with Kade Engine's colored ratings.\\nA lot of optimizations.",
"extracted": 168673,
"version": "1.1.0-beta.2-1",
"filesize": 159794,
"details": "Friday Night Funkin' Rewritten is a rewrite of Friday Night Funkin' built on L\u00d6VE and L\u00d6VE Potion for Windows, macOS, and Linux, as well as previously unsupported platforms, like the Nintendo Switch!\\n\\nFriday Night Funkin' Rewritten features:\\n* A rewritten engine focused on performance and playability\\n* Much less memory usage than the original game\\n* Controller support\\n* Other cool features, like downscroll\\n* And more to come!\\n\\nJoin the Discord server for updates: https://discord.gg/tQGzN2Wu48"
},
{
"updated": "02/05/2021",
"appCreated": "02/05/2021",
"app_dls": 5989,
"screens": 0,
"md5": "3e1f9abcbb8a48a0cea9d3fa19b641f0",
"category": "emu",
"binary": "/switch/GameLad/GameLad.nro",
"name": "GameLad",
"license": "MIT",
"title": "GameLad",
"url": "https://github.com/darkxex/GameLad-for-Nintendo-Switch/releases",
"description": "An (almost) fully featured Game Boy emulator",
"author": "darkxex",
"changelog": "n/a",
"extracted": 8304,
"version": "1.0",
"filesize": 3322,
"details": "Simple port for Nintendo Switch. Put your roms in \"gbroms\" folder in your SD, Press L3 + R3 for exit with SRAM Save.\\n\\nIt supports Tetris and some other games with a few minor issues. The emulator passes all CPU instruction tests, as well as the instruction timing tests.\\n\\n"
},
{
"updated": "21/03/2022",
"appCreated": "21/03/2022",
"app_dls": 1091,
"screens": 0,
"md5": "16ebb6299631a75b45b5a6440bb15263",
"category": "game",
"binary": "/switch/GirlsAreWeirdNX/GirlsAreWeird.nro",
"name": "GirlsAreWeirdNX",
"license": "MIT",
"title": "GirlsAreWeirdNX",
"url": "n/a",
"description": " Unofficial port of Girls are Weird.",
"author": "faithvoid",
"changelog": "n/a",
"extracted": 46275,
"version": "1.0.0",
"filesize": 21912,
"details": "Unofficial port of the Ren'Py visual novel \"Girls Are Weird\" by bentosmile, using the Ren'Py Switch SDK.\\n\\n"
},
{
"name": "Goldleaf",
"title": "Goldleaf",
"description": "Nintendo Switch title installer & manager",
"author": "XorTroll",
"version": "1.1.1",
"license": "GPLv3",
"url": "https://github.com/XorTroll/Goldleaf/releases",
"category": "tool",
"details": "Easy-to-use title installer & manager for Nintendo Switch\\n\\nIf you are looking for Tinfoil, this is Tinfoil's safer and way more extended evolution.\\nBrief description\\nGoldleaf is a multipurpose tool, specialized on title installing from NSP packages, but with other utilities, such as NAND/SD browsing,\\n\\nYou can easily manage title-related stuff, like install titles via NSP packages or uninstall already installed titles.\\n\\nIf you know what FBI is (related to 3DS homebrew), this is a similar project for Nintendo Switch.\\n\\nDisclaimer\\nInstalling NSP packages can be dangerous.\\n\\nKeep in mind that there will always be a ban risk, and that NSPs with tickets are specially dangerous.\\n\\nIf you want to be safe, avoid connecting to the internet via airplane mode, or block Nintendo's services via special tools such as 90DNS.\\n\\nGoldleaf simply provides support for a normal NSP and/or ticket installation. The way you use them or the risks you are taking are your problem.\\n\\nGoldleaf gives the user the possibility to modify NAND files, by deleting them or allowing to copy new files there.\\n\\nThis can be dangerous, as deleting NCAs from the NAND contents can lead to unfixable errors. Image deleting all the EXE and DLL files from System32 folder. Well, the result would be similar.\\n\\nRemoving tickets from installed contents will make the system not to be able to recognise them as \"legit\" purchased, so it will refuse to launch them (in many cases, but NOT all cases)\\n\\nMain features\\nSD card and NAND browser\\n\\nA very simple but, in my opinion, one of the most useful features in Goldleaf. Just a file browser for the SD card or for NAND partitions, providing special support for some file formats:\\n\\nNSP (Nintendo Submission Package)\\n\\nIt's the official format used by Nintendo to provide installable content from their CDN servers.\\n\\nTechnically, it's a PFS0 (a simple file format containing several files) with NCA contents, sometimes XML and/or icon metadata (exported by official packaging tools), and a ticket and a cert in case they are signed with a titlekey (games are, system contents aren't).\\n\\nGoldleaf can install NSPs same way other official apps would, like DevMenu.\\n\\nAs a warning, I do not recommend installing NSPs in case you plan to go online. Installing content from unofficial tools (such as Goldleaf or the old Tinfoil) can lead to permanent bans from online services, and in severe cases, from every Nintendo service, even from updating the console or games. Install NSPs at your own risk.\\n\\nNRO (Nintendo Relocatable Object)\\n\\nOfficially is treated as a dynamic library object, similar to DLLs on Windows. This are loaded dynamically by applications at runtime.\\n\\nHomebrew uses them as executable binaries because as they can contain multiple data sections, we can use them to load extra info such as NACP (title, author and version), an icon, or even RomFs data to access at runtime.\\n\\nGoldleaf has the ability of launching NROs located at the SD card. Keep in mind that this feature usually can cause undefined behavior due to some difficulties cleaning up graphics so quickly.\\n\\nNCA (Nintendo Content Archive)\\n\\nThis format is the base format used by Horizon OS to store content.\\n\\nWhile the previously mentioned formats don't require any kind of cryptography to be extracted or used, NCAs have to be decrypted, so the user is required to provide the required keys to extract the content.\\n\\nNCAs have different sections, as well as other information. The two main sections are the ExeFs and RomFs: the ExeFs filesystem contains the code NSO binaries and a NPDM metadata file, while the RomFs contains different files to be accessed from the title.\\n\\nSome NCAs could also contain a special section, which is the section 0. This section contains the PNG and GIF logos displayed at the top-left and botton-right of the console when launching a title.\\n\\nNCAs don't have neccessarily those two sections. The program NCA, the base of any application or applet, will contain an ExeFs, and usually a RomFs in case it's a game or a system title with resources like settings or Home Menu.\\n\\nAppart from program NCAs there are some other NCA types: control NCA (NACP and icons), legalinfo NCA (HTML manuals and information), offline NCA (HTML documents in case the title wants to load them) content meta CNMT NCA (with title specific information)...\\n\\nGoldleaf has embedded hactool in his code, so it can extract those partitions from NCAs, if the keys are provided.\\n\\nNXTheme (Home Menu theme)\\n\\nThis format is developed by Qcean team, a format to handle Home Menu layout modding.\\n\\n+Goldleaf can install them, but it needs to have Home Menu's RomFs at sd:/goldleaf/qlaunch. If the keys used with other formats are provided, Goldleaf itself will locate the console's qlaunch and extract it to that directory.\\n\\nYou will have to reboot with CFW after installing a theme to see any changes.\\n\\nNACP (Nintendo Application Control Property)\\n\\nThis is the format used by Nintendo to store a title's name, version, author name and other information, like if the title supports screnshots or video captures.\\n\\nGoldleaf can parse a NACP file and display some of it's information.\\n\\nTickets and certificates\\n\\nTickets (.tik) and certificates (.cert) are the format used by Nintendo to provide encryption data for titlekey-signed titles (almost every game).\\n\\nNSPs usually contain them, and Goldleaf can install them if they are located in the SD card.\\n\\nTo install a ticket you will have to provide a certificate, both with the same name and in the same directory, with their extension. (example: sd:/game.tik and sd:/game.cert)\\n\\nThe NAND browser has almost the same support, but it's reccomended to use it only to export files via copying them to the SD card, to avoid any trouble. Goldleaf should warn when doing dangerous operations anyway.\\n\\nUSB installer and Goldtree\\n\\nYou can install NSPs via USB using Goldtree, a C# PC client to handle this installations.\\n\\nKeep in mind that USB installations are a bit unstable, and might bug sometimes.\\n\\nTitle manager\\n\\nGoldleaf's title manager will display all the titles installed in the system, both SD, NAND and the one in the gamecart if inserted.\\n\\nYou can view these titles' information, icon, install location and Application Id.\\n\\nTitles can also be completely uninstalled here. Keep in mind that deleting a title won't delete its savedata, that should stay on the system.\\n\\nTicket manager\\n\\nGoldleaf can get all the tickets installed on the console. While some of them will contain the name of the title they belong to, some could belong to DLC or other types of content despite not belonging directly to a title.\\n\\nYou can view the Application Id and the key generation of a ticket by selecting it.\\n\\nTickets can also be removed from the console. Removing tickets can be a dangerous option, as without them, titlekey-signed won't be allowed to boot by Home Menu.\\n\\nCFW configuration\\n\\nThis is mostly a useful menu for checking which CFWs are in the SD card and whichof them have any Home Menu modifications, meaning that a theme is probably installed there.\\n\\nYou can delete any Home Menu modifications of a certain CFW after selecting a CFW.\\n\\nConsole information\\n\\nOn this option, you can check the used size of the SD card, the entire NAND, and on the different NAND partitions.\\n\\nIt also displays the current firmware version the console is.\\n\\nAbout\\n\\nDisplays Goldleaf's logo and whether Goldleaf is running as a NRO from hbmenu or as a normal title.\\n\\nAs some other miscellaneous options, you can easily reboot or shut down your console from Goldleaf, by pressing ZL or ZR in any moment.\\n\\nProviding keys\\nIf you provide a file with several Switch keys (commonly named as prod.keys or keys.dat) you will be able to do some extra stuff with Goldleaf: (remember that you have to place it as sd:/goldleaf/keys.dat)\\n\\nUnless you already have dumped qlaunch's (aka Home Menu) RomFs (or at least the files within lyt folder) in sd:/goldleaf/qlaunch directory, you will need to provide the previously mentioned key file with several keys, so that Goldleaf can extract directly the RomFs of the console's qlaunch contents to use it.\\n\\nYou have the option to extract NCA contents (ExeFs, RomFs or section 0), but you will need the previously mentioned keys too.\\n\\nGoldtree and USB installs\\nUSB communication is slightly different from Tinfoil's one, so Tinfoil's old Python script, AluminumFoil nor other tools won't work properly.\\n\\nGoldtree will ask you to choose a NSP after establishing connection with Goldleaf, and it will be received and installed by Goldleaf.\\n\\nKeep in mind that USB support is a bit unstable, and sometimes it might fail. Anyway, it should work most of the times.\\n\\nBasic controls\\nThe controls are quite intuitive in Goldleaf, but here you have a brief explanation of them:\\n\\nPress A to select options from menus, browse folders, or in case it's a file, to browse a menu with file options (copy, delete...)\\n\\nPress B to cancel a dialog or to go back to the previous page / menu.\\n\\nPress X to paste the path of the clipboard. Obviously, this option is only available on file browsers. (SD or NAND)\\n\\nPress Y to browse a menu with directory options, similar to the one used with files, instead of browsing the directory. Obviously, this option is only available on file browsers. (SD or NAND)\\n\\nPress ZL or ZR anywhere to browse a menu with reboot / shut down options, in case you want to reboot or shut down the console.\\n\\nPress Plus (+) or Minus (-) to exit Goldleaf and return to hbmenu. This option is only available if Goldleaf is loaded as a NRO binary. (more special cases like this one below)\\n\\nMovement is quite obvious. Using the L-stick, the R-stick or the D-pad you can move through menu or dialog options. On menus (like the file browsers or the main menu) the R-stick provides a way faster scrolling.\\n\\nSpecial features\\nGoldleaf differs on some features depending on whether it is loaded as a NRO or as an installed title:\\n\\nGoldleaf can be exited via Plus (+) or Minus (-) buttons if it's loaded as a NRO, but as regular titles have to be exited from the Home Menu, this feature is not available as a title.\\n\\nGoldleaf disables Home button pressing while installing a NSP if it's loaded as a title, but this feature isn't available as a NRO binary for technical reasons related to applets.\\n\\nGoldleaf cannot launch NRO binaries if it's loaded as a title due to technical reasons. They can only be launched from another NRO binary.\\n\\nIssues and support\\nIn case you find a bug or you need help with Goldleaf, you have several places to ask.\\n\\nMany errors are very common and can be misunderstood, and you should document a bit for some errors instead of directly calling them issues:\\n\\nIt's a common issue for some NSPs, although they are completely valid ones, being detected as wrong NSPs. Although they can be really wrong NSPs, it is usually caused by firmware mismatch. For instance, in case you are trying to install a title which requires at least 5.1.0 version (which uses key generation 4) on a lower firmware version, it won't be recognised as a valid NSP for cryptographical reasons. (the console cannot decrypt the NSP because it is encrypted with unknown keys which are within 5.1.0 update)\\n\\nThe USB installation can sometimes freeze in the middle of the install. If that happens, try closing Goldleaf and Goldtree, uninstalling the wrongly-installed title and retrying.",
"changelog": "v1.1.1\\nNote that on 1.1.x versions I've changed key internal and external aspects of Goldleaf, so please report any new issues you find on these versions so I can get to fix them ;)\\nChanged the JSON libraries used internally (should slightly improve performance)\\n\\nThe export settings field was renamed to exports for convenience\\nReverted default config changes to use 8MB for copy and install buffers (the previous 16MB default config would make USB freeze)\\n\\nThe explore-content menu was slightly redesigned by merging USB drives in the main explorer menu: new (removed) inserted USB drives will automatically (dis)appear\\n\\nAnimations were made slightly faster\\n\\nFixed a bug where the firmware key generation would be not read properly on Mariko models\\n\\nFixed UI bugs where several menu info/icons were not properly hid when moving to other menus\\n\\nFixed a minor bug when parsing pending update versions\\n\\nAdditionally mounted filesystems are properly removed from the menu now\\n\\nFixed a bug where deleting an entire program would not be reflected in the menu (it would still show up)\\n\\nFixed a major bug where (sometimes?) some contents would not be deleted properly (I specially apologize for this one, further testing of the last version would have shown this behavior quickly)\\n\\nUpdated Korean and Spanish translations\\n\\nAdded an option to clear Goldleaf logs from the app itself (mostly for debugging/testing things, maybe someone else other than me will find this useful)\\n\\nv1.1.0\\Updated for latest Plutonium (UI library):\\n\\nWhen cancelling a dialog, the \"cancel\" option is focused before closing (to also indicate visually it was cancelled)\\n\\nDefault resolution is always 1080p internally (see consequences below)\\n\\nGoldleaf\\n\\nFixed an issue where custom background colors were not properly parsed by Goldleaf\\n\\nGoldleaf is 1080p now! Various relevant UI changes come in this release:\\n\\nThe color scheme is no longer randomly generated at startup: there is now a default blue light/dark color scheme (although you can still customize it yourself) along with the project's gold color\\n\\nNew icons are used everywhere (since I had to find new ones that had good resolutions)\\n\\nGoldleaf's settings have (slightly) changed: setting names are (slightly) different now, and the color customization is done in a more organized way (check the README for all details)\\n\\nThe memory/space menu has been reorganized, taking up space in a more visually appealing way\\n\\nToo-long texts are clamped now, so that they don't protrude outside their expected bounds\\n\\nNow directory sizes are only computed if a setting (disabled by default) is enabled, since it lead to slowdowns when selecting large directories for other purposes.\\n\\nWhen exporting/dumping contents, names containing invalid FS characters (\":\", \"/\" or \"\") are now replaced to avoid issues when creating the exported NSP.\\n\\nRemoved the old crash handling system, which worked half the time and made things annoying: crashes are handled like regular homebrew (with the usual system crash-screen), and detailed information about what caused the crash is logged in Goldleaf's log file\\n\\nIcons are now internally shared resources (previously, for each menu item/place it was used, a new icon copy was loaded in memory), which should reduce the memory footprint and somewhat improve performance\\n\\nAdded confirmation dialogs to the power-off/reboot dialog, to avoid unwanted ZL/ZR presses causing unwanted shutdowns/reboots\\n\\nUsing the web browser is no longer allowed unless Goldleaf is launched as an application (since otherwise it won't work and just cause a crash)\\n\\nFolders have now two different icons, visually distinguishing between empty and non-empty directories\\n\\nFixed a bug where the message after exporting ticket/cert was not shown at all (an empty, long box was only displayed)\\n\\nThe \"image\" menu icon is now shown also for PNG/WEBP images (even though they cannot be set as user icons)\\n\\nUpdated key generation recognition up to the latest 20.0.0/20.0.1 firmwares\\n\\nFor used tickets, the game title is displayed instead of the application ID on the ticket menu items (the ID can still be viewed by selecting a given ticket)\\n\\nAdded special handling when removing an account that is also linked (removing requires it to be unlinked first, this is now done automatically)\\n\\nAdded special result description messages for dedicated result codes (those with no previous description, or those where the base description was not really informative to users)\\n\\nFixed ETA calculation when copying directories (which would display nonsense when copying multiple small files) so that it displays somewhat coherent values\\n\\nThe user icon is exported again after changing it\\n\\nA bug was fixed where logging wouldn't happen correctly in certain menus\\n\\nMounted filesystems are now properly disposed when exiting Goldleaf\\n\\nPressing Y when a file is focused in the file browser will also display its options (like pressing A, so Y results in the same behaviour for files and directories)\\n\\nThe previous content system has been completely replaced by a brand-new game list menu:\\n\\nThis no longer considers/lists NAND-System contents, as that was a mostly useless (and slow) feature\\n\\nSlowness when loading contents has been reduced by using lazy-loading threaded code and caching many things\\n\\nGames and their contents are directly browsed now, instead of having to choose storages\\n\\nUseful information for debugging/dev purposes is displayed now as well (last record event and view flags)\\n\\nSize computing is more simple and straightforward now\\n\\nSave data mounting was fixed for games which use device savedata instead of per-user savedata (like Animal Crossing: New Horizons)\\n\\nIf no user was yet selected, trying to mount the save data will directly prompt to select a user, and mount it if succeeded\\n\\nThe tickets menu was moved to the main menu\\n\\nThe update menu was merged with the about menu: you can now check updates by pressing A on the about page\\n\\nFixed a dump replace-all bug where english strings would say \"g_Clipboard\" instead of \"clipboard\"\\n\\nTicket information now also shows the key generation version range (not only on NSP installation info)\\n\\nEmpty *.bin files can no longer be launched (or rather, Goldleaf attempting to launch them)\\n\\nMade transitions and movement in menus slightly faster (for convenience) and with more icons/dedicated messages for each menu\\n\\nThe text viewer was slightly improved, allowing to also displace horizontally to read long lines, and only rendering the visible part of each line",
"filesize": 4695,
"extracted": 12289,
"md5": "09dc3af51c5c8edf812267b1c32c304b",
"sha256": "1690e85ff92f6a01e860598f5595086308cc67efa99fb2c426a48d5b6782aa5f",
"updated": "10/06/2025",
"appCreated": "10/06/2025",
"binary": "/switch/Goldleaf/Goldleaf.nro",
"screens": 4,
"app_dls": 618035
},
{
"updated": "23/05/2020",
"appCreated": "23/05/2020",
"app_dls": 6902,
"screens": 2,
"md5": "ef992580ff93ff9e83a418a48e469c38",
"category": "game",
"binary": "/switch/GuitarNX/GuitarNX.nro",
"name": "GuitarNX",
"license": "n/a",
"title": "GuitarNX",
"url": "https://github.com/Tijeras94/GuitarNX/releases",
"description": "A Guitar Hero like game",
"author": "Tijeras94",
"changelog": "0.0.1\\n\\nInitial Release",
"extracted": 61221,
"version": "0.0.1",
"filesize": 54750,
"details": "GuitarNX is a game based on the Guitar Hero video game in which we must play the colored notes that come towards us, the difficulty of the songs vary but contains 4 levels for each of which are ; Super Easy, Easy, Medium, Expert, all of them depending on the properties of the song.\\n\\nYou can add music from the format of \"Frets on fire\" : visit http://fretsonfire.wikidot.com/custom-songs"
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 2805,
"screens": 0,
"md5": "93f8e30720b40ee0376a317b5584ea25",
"category": "game",
"binary": "/switch/hclswitch/HCL-Switch.nro",
"name": "HCL-switch",
"license": "none listed",
"title": "HCL-switch",
"url": "https://github.com/Rinnegatamante/HCL-Switch",
"description": "A port of Hydra Castle Labyrinth for PSVITA.",
"author": "Rinnegatamante",
"changelog": "n/a",
"extracted": 35696,
"version": "1.1",
"filesize": 33341,
"details": "Hydra Castle Labyrinth, originally Meikyuujou Hydra, is a freeware Indie platformer developed by E. Hashimoto, a.k.a. Buster, and released on his website.\\n The original game was entirely in Japanese, but saw a translation patch months after its original creation.\\n The game hearkens back to early 'Metroidvania' games like Knightmare II: The Maze of Galious and Legacy of the Wizard: the player explores an immense maze-like dungeon, collecting tools and keys that allow them to proceed deeper. Certain areas are cordoned off from the main dungeon area, and each presents a more linear zone with a boss at the end. \\nThe player can find new equipment to make themselves stronger as well."
},
{
"updated": "03/10/2023",
"appCreated": "03/10/2023",
"app_dls": 1035,
"screens": 0,
"md5": "49fc65d90f22062209d2e8b025076ff6",
"category": "tool",
"binary": "none",
"name": "HOSInputDisplay",
"license": "GPLv3",
"title": "HOS-InputDisplay",
"url": "https://github.com/fruityloops1/HOS-InputDisplay",
"description": "Input display sysmodule",
"author": "fruityloops1",
"changelog": "n/a",
"extracted": 94,
"version": "1.3.2",
"filesize": 51,
"details": "Sysmodule that acts as a server for HOS-InputDisplay\\n\\nFeatures:\\nDisplays button inputs\\n3D Model to display gyro data (joycons/pro controller)\\nAutomatically detects controller color\\nUser configurable colors\\n\\nFind Windows/Linux client program at https://github.com/fruityloops1/HOS-InputDisplay/releases"
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 1196,
"screens": 0,
"md5": "558702cc8bf7bdb8954bbeb16630ffa4",
"category": "game",
"binary": "/switch/Hamsters_NX.nro",
"name": "Hamsters",
"license": "MIT License",
"title": "Hamsters NX",
"url": "https://switchbrew.github.io/nx-hbl/",
"description": "hamster breeding game",
"author": "Cid2mizard",
"changelog": "n/a",
"extracted": 287,
"version": "1.0",
"filesize": 100,
"details": "This is a hamster breeding game in text mode , \\nmore precisely the remake of an old game that I played in college running originally on Mo5 and TO7 \\n\\n I don't know the author but you find it here for windows => \\nhttp://denouval.chez.com/hamster.htm . \\nThe is a port of my 2DS/3DS homebrew => https://gbatemp.net/threads/release-hamsters-2ds.383457/."
},
{
"name": "Hekate",
"title": "hekate",
"description": "Bootloader - CTCaer mod",
"author": "CTCaer",
"version": "6.4.1",
"license": "GPLv2",
"url": "https://github.com/CTCaer/hekate/releases",
"category": "advanced",
"details": "Custom Nintendo Switch bootloader, firmware patcher, and more.\\n\\nCheck out the Github page for more information: https://github.com/CTCaer/hekate .\\n\\nFeatures\\n\\nFully Configurable and Graphical with Touchscreen and Joycon input support\\nLauncher Style, Background and Color Themes\\nHOS (Switch OS) Bootloader -- For CFW Sys/Emu, OFW Sys and Stock Sys\\nAndroid & Linux Bootloader\\nPayload Launcher\\neMMC/emuMMC Backup/Restore Tools\\nSD Card Partition Manager -- Prepares and formats SD Card for any combo of HOS (Sys/emuMMC), Android and Linux\\nemuMMC Creation & Manager -- Can also migrate and fix existing emuMMC\\nSwitch Android & Linux flasher\\nUSB Mass Storage (UMS) for SD/eMMC/emuMMC -- Converts Switch into a SD Card Reader\\nUSB Gamepad -- Converts Switch with Joycon into a USB HID Gamepad\\nHardware and Peripherals info (SoC, Fuses, RAM, Display, Touch, eMMC, SD, Battery, PSU, Charger)\\nMany other tools like Archive Bit Fixer, Touch Calibration, SD/eMMC Benchmark, AutoRCM enabler and more",
"changelog": "v6.4.1\\nSupports booting ALL current CFWs, Android, Linux and payload tools.\\nNo more SD card removals\\n\\n Latest HOS supported: 21.0.0\\n\\n\\n\\nhekate v6.4.1 hotfix changes\\n-\\n- HOS 21.0.0 support\\n- Fixed NOGC patches for HOS 21.0.0- (v6.4.1 hotfix)\\n- TUI now has a Load Nyx option in case the SD card was inserted later or init temporarily failed.\\n- HOS: Sanitized MC carveouts for very old versions\\n- L4T: Fixed TSECB permissions for TSEC GSC\\n- Various fixes and improvements\\n\\n\\n\\nemuMMC Changes\\n-\\n- HOS 21.0.0 support\\nAs always based on https://github.com/m4xw/emuMMC\\n\\n\\n\\nNyx v1.8.1 changes\\n-\\n- HOS 21.0.0 support\\n- eMMC Partition Manager\\n A new functionality was added so users with > 32/64GB emuMMC can resize HOS USER partition to fit the new eMMC easily\\n As a side-effect, since that mirrors a SD partitioning, adding/flashing Linux and Android partitions is also supported.\\n All performance related tricks for SD are also applied here and to the HOS USER partition.\\n As always, resizing HOS USER partition re-formats it.\\n The functionality is hidden and can be accessed by holding Partition SD Card for 5 seconds.\\n- Many fixes/improvements to Partition Manager\\n - Partition manager's FAT fs creation was further improved to additionally optimize performance for FAT records access- on new partitioning/formatting\\n - A bug was fixed when partitioning SD Card with Android Dynamic scheme that would cause the emuMMC partition to be offset by -30MB in GPT table\\n Use Fix Hybrid MBR/GPT to apply the fix on existing setups\\n - Fixed an issue on resized emuMMC where it would not allow HOS to create PrFILE2 SAFE record (can't be applied retroactively)\\n - Fix Hybrid MBR / GPT functionality is now extended\\n Added removal of invalid/out-of-bounds and empty partitions from GPT\\n Added a fix for wrong emuMMC offset because of older bugged Android Dynamic scheme\\n - An issue was fixed when creating 58GB FULL emuMMC on Switch OLED where it would be possible to overwrite the last 1MB of it (no need to retroactively fix)\\n - An issue was fixed on resized emuMMC where it was invalidating backup GPT (no need to retroactively fix)\\n - Raw based resized emuMMC in partition manager now allows up to 24GB (was 12GB)\\n - FULL emuMMC sizes are not allowed in the partition manager anymore on upgraded and bigger- eMMCs to avoid confusion with create emuMMC (it's not allowed there already).\\n- Improved Package1/2 dumping\\n It can now dump and decrypt both main and safe (recovery) pkg firmware and also the relevant BCTs.\\n Additionally, the FS kip that supports both FAT32 and exFAT will now be renamed to FS_exfat.kip1, while the FAT32 only one will remain with FS.kip1\\n- Automatic Daylight Saving Time- support for clock was added.\\n Since timezones do not adjust clock on the same date/time, it's done on an averaged timely manner to avoid TZ clutter.\\n An issue was also fixed with calculating time/day/month.\\n The pop up to adjust time will show up again on first boot. Adjust it accordingly to fix the bug and to select auto dst.\\n- Joycon as PC HID Gamepad improved\\n It now allows OS to control the report rate in order for OS driver to not cause a pipe fail or congestion (it also fixes OSes where it gets disconnected)\\n It's also possible for Host now to manually request input reports\\n- SD Card Info now shows warning if vendor of SD is fake\\n- All battery and power management ICs in Battery Info are now checked for communication errors and if the version matches.\\n In case one of them can't be reached an Error! message will show up.\\n- Several UX issues were fixed on various backup/restore tools\\n Fixed verification % and bar if restored backup is smaller than partition\\n Bar is now orange for restoring when writing to eMMC/emuMMC.\\n Fixed bar color on restoring after verification\\n Allow verification to be skipped for all parts in partial mode (FAT32 or small card) automatically after the first skip\\n Corrected several warnings where it would refer to eMMC instead of emuMMC\\n- HW Info will now say when SBK/DK is locked and can't be read, instead of showing FF.\\n- SDMMC errors now update automatically after running SD benchmark to avoid reentering SD Card Info to check them\\n- bpmpclock is now extended from 3 to 5 modes. 4 being the slowest boost and 5 being the stock clock.\\n- Various fixes and improvements\\n\\n\\n\\nBDK changes\\n-\\n- DIRLIST: dirlist function was revamped and it now uses flags for options that also allow ASCII/Aa-Zz ordering selection.\\n- INI: Restored ASCII ordering for ini_parse when reading .ini files\\n- SMMU: Ability to disable smmu was added\\n- USB: Removed unused endpoints from descriptors and adjusted driver to not expect them\\n- USB: HID: Idle rate support was added for HID gadgets so badly coded OS drivers do not cause a pipe fail\\n- USB: HID: Get report support was added in case host wants to pull a report manually\\n- RAMDISK: Size was extended 1280 MB via reordering memory mapping\\n- FatFS: mkfs was improved further in order to optimize filesystem performance even more\\n- FatFS: PrFILE2: Fixed an issue on mkfs that would not allow PrFILE2 to create a SAFE record\\n- RTC: Fixed an off-by-one calculation for Month that affects also day and time because of conversion calculations.\\n- RTC: Added DST support\\n- PMC: pmc_enable_partition was renamed to pmc_domain_pwrgate_set\\n- FUSE: Added a fuse sense function\\n- HWINIT: Fix RAM_SVOP_PDP set for good \\n- HWINIT: Refactored T210 bootloader MBIST WAR\\n- Tegra: Added BIT/BCT headers for T210 and T210B01\\n- Minerva: Updated to v1.5\\n- Various fixes and improvements\\n\\n\\nFAQ\\n-\\n\\nClick to expand FAQ notes
\\n\\n- Which Linux/Android distributions are supported in Partition Manager?\\n For L4T Linux you can use the official Ubuntu Bionic 3.4.0 and newer or any other supported distro.\\n For android you can get Android 10/11 (legacy) or 13/14 (dynamic) or newer.\\n\\n- I don't care about emuMMC/Linux/Android. Can the Part manager be used for something else?\\n Yes. You can still reformat your SD card to a single FAT32 partition.\\n You can even use it when you have exFAT and you want to format to FAT32.\\n It is also suggested to format your sd card via hekate. That's because it prepares it for performance. something that many partitioning tools neglect.\\nClick to expand FAQ notes
\\n\\n- Which Linux/Android distributions are supported in Partition Manager?\\n For L4T Linux you can use the official Ubuntu Bionic 3.4.0 and newer or any other supported distro.\\n For android you can get Android 10/11 (legacy) or 13/14 (dynamic) or newer.\\n\\n- I don't care about emuMMC/Linux/Android. Can the Part manager be used for something else?\\n Yes. You can still reformat your SD card to a single FAT32 partition.\\n You can even use it when you have exFAT and you want to format to FAT32.\\n It is also suggested to format your sd card via hekate. That's because it prepares it for performance. something that many partitioning tools neglect.\\n