OmniNX/variants/light/switch/sphaira/cache/appstore/repo.json
2026-02-07 22:51:06 +01:00

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No EOL
1,021 KiB
JSON

{
"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<MS4\\n<MIM\\n\"Creepy Curly\" NPC\\n\\n\\n"
},
{
"updated": "18/09/2019",
"appCreated": "10/01/2025",
"app_dls": 2381,
"screens": 0,
"md5": "0e537071f0970d5c29807c4843f7feff",
"category": "tool",
"binary": "/switch/CalculateNX/CalculateNX.nro",
"name": "CalculateNX",
"license": "n/a",
"title": "CalculateNX",
"url": "https://github.com/CompSciOrBust/CalculateNX/releases",
"description": "A simple calculator for the Nintendo Switch",
"author": "CompSciOrBust",
"changelog": "n/a",
"extracted": 8206,
"version": "1.0.1",
"filesize": 3276,
"details": "A simple calculator for the Nintendo Switch.\\n\\nI made this to learn how touchscreens work with SDL. Only handheld mode it supported.\\n\\nCredits\\n\\nLibNX and DevkitPro for making the toolchain.\\n\\nDalton Maag for the Ubuntu font."
},
{
"updated": "11/10/2021",
"appCreated": "11/10/2021",
"app_dls": 3887,
"screens": 0,
"md5": "5dd7af5bbdc2f27a38796f7386a2a91d",
"category": "tool",
"binary": "/switch/Calculator_NX/Calculator_NX.nro",
"name": "Calculator_NX",
"license": "MIT",
"title": "Calculator_NX",
"url": "https://github.com/EmreTech/Calculator_NX/releases",
"description": "A simple calculator program made in C++",
"author": "EmreTech",
"changelog": "2.0.1\\n\\nBug fixes in 2.0.1:\\n\\nRemoved the user having to manually exit out of the app after an update has been downloaded\\nFixed versioning in overlay\\n\\n2.0.0\\n\\nNew features in 2.0.0:\\n\\nComplete rewrite, starting from scratch\\nNew UI look (still powered by Borealis yoga)\\nCan now evaluate expressions\\nReimplementation of the updater\\nAdded a new Tesla menu Overlay! (Comes in a separate file from the original app)\\n\\n1.3.2-beta2\\n\\nNew features with 1.3.2 Beta 2:\\n\\nFixing bugs and compiler warnings\\nRemoving the CMD app\\nImprovements:\\n\\nImproved how the config and download folders are made if they both don't exist\\nFixed compiler warnings about functions in calculator.hpp being defined as static even though that's not needed\\n\\n1.3.1\\n\\nFixed an issue where switching to the CMD version of the app didn't work, and the other way around.\\n\\n1.3.0\\n\\nCalculator_NX now comes with a GUI! The GUI is made with the borealis library, which uses the Apache v2.0 license.\\nIf you prefer the older, CMD look of the app, you can switch to it! (This feature is untested)\\n\\n1.2.0\\n\\nChanged the calculation method to allow an \"infinite\" amount of numbers and floating-point numbers\\n\\n1.2.0-beta\\n\\nThis has not been tested, be aware of any bugs/glitches and report them to the issue tracker.\\n\\n1.1.0\\n\\nThis has some changes related to crashing when you type in letters instead of numbers. I also customized the Makefile to add more details about the app itself.",
"extracted": 3434,
"version": "2.0.1",
"filesize": 1485,
"details": "A simple calculator program made in C++, which is also my first Switch Homebrew application! Controls are Up to select Addition, Down to select Subtraction, Left to select Multiplication, and Right to select Division. Once you selected an operator, press L to calculate."
},
{
"updated": "12/06/2021",
"appCreated": "12/06/2021",
"app_dls": 10707,
"screens": 0,
"md5": "0ec28a71886f89df0ae56bb35365790c",
"category": "game",
"binary": "/switch/Cannonball_Switch/Cannonball_Switch.nro",
"name": "Cannonball_Switch",
"license": "none",
"title": "cannonball-switch",
"url": "https://github.com/rsn8887/cannonball/releases",
"description": "Switch Port of Cannonball",
"author": "rsn8887",
"changelog": "1.08git-vita/-rsn8887\\n\\nrecompiled with 12.0.0 support\\n\\n1.07switch\\n\\nFix black screen due to linking with latest SDL2\\n1.06switch\\n\\nrecompiled with 9.0.0 support\\n",
"extracted": 7982,
"version": "1.08git-vita/-rsn8887",
"filesize": 3079,
"details": "Overview\\nThis is my Switch port of Cannonball, an enhanced Outrun engine by djyt.\\n\\nThanks djyt for writing such a great program and making sure it is easily portable.\\n\\nThanks to ScHlAuChi for testing.\\n\\nThanks to my Patreon supporters: Andyways, CountDuckula, Matthew Machnee and Sean Ritzo.\\n\\nNOTE: Arcade roms for Outrun Version B are required to run this engine. The roms are NOT included in the download (see installation instructions).\\n\\nA detailed Manual and FAQ are here: https://github.com/djyt/cannonball/wiki\\n\\nSwitch Installation Instructions\\nArcade roms from Outrun version B are required to run this homebrew, they are not included.\\n\\nExtract the contents of cannonball_switch.zip into the folder switch/ on your sdcard. You should have a folder switch/Cannonball_Switch/.\\nObtain the arcade roms for Outrun Version B and extract them into switch/Cannonball_Switch/roms\\nLaunch the .nro file using your favorite homebrew launcher, enjoy Outrun in almost perfect 60 fps.\\nThis version of Cannonball is called 'Cannonball_Switch' to distinguish it from Lantus' port\\nSwitch Controls\\nNote: Buttons can be re-mapped in menu\\n\\nMinus = insert coin\\nPlus = start\\nY = gas / OK in menu B = brake X = change gears\\nL = change in-game camera\\nR = menu Dpad = menu navigation and digital steering wheel controls\\nLeft stick = analog steering wheel if analog is set to ON or WHEEL ONLY, otherwise this is digital. Right stick = analog gas/brake if analog is set to ON\\n\\n\\nRom names\\n-------------------------------------------------------------------------------\\nPlace OutRun Revision B ROMs in this directory.\\nThey must be named as follows:\\n-------------------------------------------------------------------------------\\nepr-10187.88\\nepr-10327a.76\\nepr-10328a.75\\nepr-10329a.58\\nepr-10330a.57\\nepr-10380b.133\\nepr-10381a.132\\nepr-10382b.118\\nepr-10383b.117\\nmpr-10371.9\\nmpr-10372.13\\nmpr-10373.10\\nmpr-10374.14\\nmpr-10375.11\\nmpr-10376.15\\nmpr-10377.12\\nmpr-10378.16\\nopr-10185.11\\nopr-10186.47\\nopr-10188.71\\nopr-10189.70\\nopr-10190.69\\nopr-10191.68\\nopr-10192.67\\nopr-10193.66\\nopr-10230.104\\nopr-10231.103\\nopr-10232.102\\nopr-10266.101\\nopr-10267.100\\nopr-10268.99\\n\\n-------------------------------------------------------------------------------\\nThe original Japanese release of OutRun featured slightly different tracks \\nand course ordering.\\n\\nOptionally, you can include the following files from the Japanese version to\\nplay these alternate tracks:\\n-------------------------------------------------------------------------------\\n\\nepr-10380.133\\nepr-10382.118\\nepr-10381.132\\nepr-10383.117\\nepr-10327.76\\nepr-10329.58\\nepr-10328.75\\nepr-10330.57\\n\\n-------------------------------------------------------------------------------\\nFixed Audio Rom (Optional)\\nhttp://reassembler.blogspot.co.uk/2013/01/outrun-original-game-shipped-with.html\\n-------------------------------------------------------------------------------\\n\\nopr-10188.71f"
},
{
"updated": "25/05/2023",
"appCreated": "25/05/2023",
"app_dls": 46794,
"screens": 0,
"md5": "7ee70e55ba1aae0f935fa905ca2edb16",
"category": "tool",
"binary": "none",
"name": "CaptureSight",
"license": "Lesser GPLv3",
"title": "CaptureSight",
"url": "https://github.com/zaksabeast/CaptureSight/releases/",
"description": "view Pokemon, Raid seeds, Future shiny frames/IVs, and more!",
"author": "zaksabeast",
"changelog": "0.12.8\\n\\nUpdated libtesla and built with latest libnx. This should hopefully fix crashes while in docked mode.\\n\\n0.12.7\\n\\nUpdated for switch 16.0.0\\n\\n0.12.6\\n\\nUpdated required PLA version to be 1.1.1\\n\\n0.12.3\\n\\nArceus 1.1.0 support\\n\\n0.12.2\\n\\nBDSP 1.2.0 support\\n\\n0.12.1\\n\\nAll data reading was rewritten in rust, and c++ is now purely for visuals\\nBDSP can read multiple wild Pokemon for Eterna Forest (Thanks @Drakansoul!)\\nSupport for Legends Arceus was added\\n- Wild Pokemon view\\n- Party Pokeon view\\n- Main RNG view\\n- Spawner seed list view (both active and inactive spawners)\\n- 1.0.2 support was added since the last pre-release (Thanks @SteveCookTU!)\\n\\n0.11.0\\n\\n- Support for BDSP v1.1.3 was added (Thanks @SteveCookTU!)\\n- The readme was updated with new features and install instructions (Thanks @ShinySylveon04!)\\n- BDSP Roamer view was added\\n- BDSP Trade view was added\\n- Pokemon gender was added beside the Pokemon's name in the Pokemon view\\n\\n0.10.1\\n\\n- Support for BDSP v1.1.2 was added\\n- Shiny Pokemon now have \"Shiny\" by their name in the summary screen\\n- EV order has been fixed\\n\\n0.10.0\\n\\nCaptureSight was (mostly) rewritten in rust\\nThe applet has been removed and only the overlay will be maintained going forward\\nSome views, such as RNG views, are detachable and can be kept open while input is sent to the game. Attaching and detaching controls from CaptureSight is done by pressing The Up Dpad button\\nNew views were added to Sword and Shield\\n- Main RNG\\n- Trainer TID/SID\\nBrilliant Diamond and Shining Pearl support was added\\n- Main RNG\\n- Random Group 0 and 1 RNGs\\n- Party, Wild, and Underground Pokemon\\n- Daycare\\n- Trainer TID/SID\\nThe Pokemon view was updated to show TID/SID and optionally hide EC/PID\\nHelpful error messages will be shown if an unsupported game, unsupported update, or issue with dmnt:cht occurs when loading the game\\n\\n0.9.2\\n\\nThis release fixes any potential issues running on Switch version 12.0.0 with Atmosphere 0.19.1.\\n\\n0.9.1\\n\\nAdded\\nApplet: Dmax Adventure Rental and Encounter Pokemon can be viewed for the next adventure\\nApplet: Pokemon alternate form numbers can be viewed on the Pokemon Summary screen (Thanks @ShinySylveon04!)\\nApplet: The shiny type of a Pokemon can be viewed on the Pokemon Summary screen (Thanks @ShinySylveon04!)\\nUpdated\\nBoth: Dens have been split into separate views for the base game and each DLC\\nBoth: Internal RNG use has been improved (Thanks @Admiral-Fish!)\\nBoth: Pokemon sprites, species, moves, and abilities have been updated for Crown Tundra (Thanks PKHeX!)\\nApplet: German translations have been updated (Thanks @Leanny!)\\nApplet: Each box has been split into its own view, instead of having one giant list of Pokemon\\nFixed\\nBoth: Crown Tundra wild Pokemon are shown correctly\\n\\n0.9.0-alpha\\n\\nAdded\\nBoth: Initial Crown Tundra support (Thanks @ShinySylveon04 for the trade offset!)\\nApplet: Show IVs and Ability in Den details\\n\\nNote: This is being made available early for testing purposes, helping communities with Raid RNG, and providing offsets for people. Event raids currently don't work. Please report any other bugs you encounter.\\n\\n0.8.0\\n= Added =\\nApplet: OT gender is now shown on the Pokemon Summary screen\\nApplet: Spanish translations are now available (Thanks @Subject21J and Captain Santana#5332!)\\n\\n= Updated =\\nBoth: 'None' will now be displayed when a Pokemon has a species of 0\\nBoth: Raid results and upcoming raid advances have been removed\\nApplet: The applet has been rewritten using borealis\\nApplet: Chinese translations have been updated (Thanks @wwwwwwzx!)\\nApplet: Italian translations have been updated (Thanks @Real96!)\\nApplet: French translations have been updated (Thanks @RichardPaulAstley!)\\n= Fixed =\\nBoth: Forced shiny Pokemon should now have information correctly displayed\\nBoth: Viewing legendary Pokemon in the 'Wild' view should work correctly (Thanks @Real96 and @Lusamine!)\\n\\n0.7.0\\nInitial support for Isle of Armor DLC\\nThanks to @3096 for the updated offsets\\nThanks to the @projectpokemon discord for the new species sprites\\nThanks to @Leanny for the several hours spent mapping out the den locations and nest correlations\\nThis is a breaking release that will require having the latest Pokemon update. If backwards compatibility with non-updated games is something you'd like supported, please consider opening an issue on Github for discussion.\\n\\n0.6.2\\n\\nOverlay: Updated libtesla to fix Atmosphere-NX/Atmosphere#965 (comment) (Thanks @fennectech!)\\n\\n0.6.1\\n\\nBoth: Updated Atmosphere-libs, Plutonium, and libtesla\\nOverlay: Fix running on Switch v10.0.0\\nNote: This removes viewing den species and box Pokemon in the overlay only. If you're interested in having the box view in the overlay come back, please comment in this issue\\n\\n0.6.0\\n\\nAdded\\nApplet: German translations (Thanks @Leanny!)\\nApplet: Ability filter (1, 2, H) for Raid Settings\\nApplet: Den and nest selector for Raid Settings\\nApplet: Show type match ups (i.e. 2x weak to Grass, 0.5 resistant to Water)\\nApplet: Alternate form sprites and types (enjoy Alolan and Galarian forms! - Thanks PKHeX!)\\nOverlay: Animated \"Calculating\" message when calculating raid seed (Thanks @ulucs!)\\nOverlay: Show abilities on Pokemon summary screen\\nUpdated\\nBoth: Fix off by one error when finding raid species\\nOverlay: Fix viewing event raids when the console uses certain languages\\nOverlay: Update libtesla (Thanks to @WerWolv and contributors - they did a great job on this!)\\nOverlay: Max raid advance search for overlay is 5,000 due to memory constraints (applet is still 10,000)\\n\\n0.5.0\\n\\nAdded\\nApplet: Animated \"Calculating\" message when calculating raid seed (thanks @ulucs!)\\nApplet: Shiny Pokemon sprites for Pokemon and Den screens (thanks @ulucs!)\\nApplet: Italian translations (thanks @Real96!)\\nApplet: Navigate to the previous screen by pressing \"B\" (previously navigated to the main screen)\\nApplet: Shiny and flawless IV filters for raid searches (you can now see multiple shiny advances!)\\nOverlay: Show all dens in overlay\\nUpdated\\nApplet: Improve Pokemon summary screen design (inspired by Pokemon Home)\\nApplet: Show \"Empty\" for invalid and empty Pokemon instead of \"Error\"\\nOverlay: Update libtesla (fixes CaptureSight-Overlay working with latest Tesla)\\nOverlay: Finding Pokemon raid seeds has changed from pressing \"A\" on the Pokemon summary screen to pressing \"Y\" when hovering over a Pokemon in a Pokemon list\\nBoth: Show 10K+ for advances over 9999 in the Den viewer\\nBoth: Match den Ids with RaidFinder and PKHeX raid plugin\\nBoth: Rename \"Frame\" to \"Advance\"\\n\\n0.4.0\\n\\nAdded\\nOverlay: The game no longer freezes when calculating a Pokemon's raid seed (Thanks @ulucs!)\\nOverlay: Den species is shown for each den on the den view\\nApplet: Exit the app with the plus button (+) on the warning screen\\nApplet: \"Event\" is shown beside event dens on the den view\\nShow shiny raid type (square or star) in the den and raid searcher views\\nEvent Pokemon are read from memory (Thanks @Leanny for the awesome Raid Plugin reference)\\nNo need to update to see the latest events\\nEdited events should display properly\\nUpdated\\nApplet: The den view no longer shows seeds\\nSeeds can still be found in the Raid Searcher view\\nShowing the seed on the den view had no value since CFW users can use the Raid Searcher to find spreads\\nShow \"10K+\" instead of \"9999\" when a shiny frame is higher than \"9999\" on the raid search screen\\nSmall code cleanliness changes\\nFixed\\nOverlay: Pokemon egg cycles now display properly\\nA Pokemon with a shiny frame higher than \"9999\" doesn't show \"0\" anymore\\nCertain seeds that would fail to be calculated from a Pokemon will now be found (Thanks to SergeiLankoff#3699 on the /r/PokemonMaxRaids discord for collecting data to fix this",
"extracted": 1207,
"version": "0.12.8",
"filesize": 428,
"details": "CaptureSight is a Nintendo Switch homebrew to view Pokemon data while playing Pokemon games.\\n\\nFeatures:\\nView Pokemon species, attacks, IVs, etc. for\\nWild Pokemon\\nIn-Trade Pokemon\\nRaid Pokemon\\nParty Pokemon\\nBox Pokemon\\nView all Active Dens\\nCurrent seed for Raid RNG\\nThe number of advances until a Shiny Pokemon\\nSpecies of a den (has a bug with event Pokemon - see below)\\nStars of a den\\nFind the raid seed that created a Pokemon\\nJoin a trade or raid with a person who doesn't have custom firmware and use CaptureSight to get their raid seed\\nView upcoming IVs for any den or Pokemon raid seed\\nSince CaptureSight can show the next shiny frame, upcoming IVs, and seed that created a Pokemon, no external tools are needed for Raid RNG\\nWith raid and trade views, anyone without custom firmware only needs to know someone with custom firmware to do Raid RNG\\nThe Applet has translations for multiple langues based on the Switch language setting\\nHow do I use CaptureSight?\\nTo use the applet:\\n\\nDownload the latest CaptureSight\\nStart Pokemon Sword, Shield, Brilliant Diamond or Shining Pearl\\nOpen the homebrew menu and launch CaptureSight\\nTo use the overlay:\\n\\nSetup WerWolv's Tesla - https://gbatemp.net/threads/tesla-the-nintendo-switch-overlay-menu.557362/\\nUnzip the archive to get CaptureSight.ovl\\nStart Pokemon Sword, Shield, Brilliant Diamond or Shining Pearl\\nPress the key combo to open Tesla Menu (L + Dpad Down + R joystick as of this writing)\\nOpen CaptureSight with Tesla\\n"
},
{
"updated": "21/03/2022",
"appCreated": "21/03/2022",
"app_dls": 5267,
"screens": 0,
"md5": "923dba336d1b05a358c88a40a95cb0f9",
"category": "game",
"binary": "/switch/CenaNX/cena.nro",
"name": "CenaNX",
"license": "MIT",
"title": "CenaNX",
"url": "n/a",
"description": "Port of John Cena dating sim.",
"author": "faithvoid",
"changelog": "n/a",
"extracted": 80177,
"version": "1.0.0",
"filesize": 54991,
"details": "Unofficial port of the Ren'Py visual novel \"John Cena's Sexy High School Adventure!!!\" by Lazlo319, using the Ren'Py Switch SDK.\\n\\n"
},
{
"name": "Checkpoint",
"title": "Checkpoint",
"description": "Save Manager",
"author": "FlagBrew",
"version": "3.10.2",
"license": "GPLv3",
"url": "https://github.com/FlagBrew/Checkpoint",
"category": "tool",
"details": "Why use Checkpoint?\\n\\nCheckpoint is created following ideas of simplicity and efficiency. The UI has been designed to condense as many options as possible, while keeping it simple to work with.\\n\\nMoreover, Checkpoint is extremely lightweight - while being packaged with a nice graphic user interface - and is built using the most recent libraries available.\\n\\nCheckpoint for Switch natively supports NAND saves for the titles you have played. Title information are loaded automatically.\\n\\nWorking path\\n\\nCheckpoint relies on the following folders to store the files it generates. Note that all the working directories are automatically generated on first launch (or when Checkpoint finds a new title that doesn't have a working directory yet).\\n\\n - sdmc:/switch/Checkpoint: root path\\n - sdmc:/switch/Checkpoint/config.json: custom configuration file\\n - sdmc:/switch/Checkpoint/saves/<title id> <game title>: root path for all the save backups for a generic game\\n\\nUsage\\n\\nCheckpoint for Switch only runs on homebrew launcher. Make sure you're running up-to-date payloads.\\n\\nThe first launch will take considerably longer than usual (usually 1-2 minutes depending on how many titles you have installed), due to the working directories being created - Checkpoint will be significatively faster upon launch from then on.\\n\\nYou can scroll between the title list with the DPAD/LR and target a title with A when the selector is on it. Now, you can use the DPAD or the touchscreen to select a target backup to restore/overwrite.",
"changelog": "v3.10.2\\nI intended to add more value to this release by trying to enhance few things here and there, but I didn't manage to do it in the short time I had to get this build ready. I hope to bring something new and fresh to Checkpoint soon to keep the spark of this project alive.\\n\\nSometimes I wish I could write this software from scratch again to incorporate into it all the cool things and concepts I learned in the last 10 years of being a Software Engineer. But focus switches from one thing to another, interests change and, most importantly, time and energy are very limited in this moment in time.\\n\\nBut there will be another moment again, in which the spark will burn at full power.\\n\\n What's new\\n\\n- Fixed: breaking compatibility issue with latest Switch OS version.\\n- Fixed: compiled with latest version of the needed dependencies.\\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\\n\\n\\n<img width=\"300\" height=\"300\" alt=\"frame(10)\" src=\"https://github.com/user-attachments/assets/8d43383f-c4c8-4d3c-b5ff-05e82e03c1d9\" />\\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<br>\\n\\nv1.0.11\\nVersion v1.0.11 Changelog\\n\\n- Updated libultrahand to v2.1.4\\n\\n<br>\\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\\n<details>\\n <summary>Click to expand FAQ notes</summary>\\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</details>\\n\\n\\n\\nNotes\\n-\\n\\nCheck readme.md: ./README.md for more.\\n\\nNOTE:\\nFor maximum performance of UMS in Windows, you need to run nyx_usb_max_rate__run_only_once_per_windows_pc.reg, only once per PC you have.\\nIt only affects hekate's usb device. You can also view that file with text editor and see what it does. Linux/Mac OS users do not need that.\\n\\n How to update:\\n- Drag n drop bootloader folder into sd card root and hit merge/replace.\\n No need to delete that folder first, especially if you want your configs and payloads.\\n- You can choose to update your RCM injection device or PC with the new hekate_ctcaer_x.x.x.bin or not.\\n In any case, bootloader/update.bin, will be checked and if newer it will get loaded.\\n update.bin is hekate and it is already copied with the bootloader folder drag n drop update process.\\n\\n\\n Download:\\n\\nv6.4.0\\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 v6.4.0 changes\\n-\\n- HOS 21.0.0 support\\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 v1.8.0 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\\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\\n<details>\\n <summary>Click to expand FAQ notes</summary>\\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</details>\\n\\n\\n\\nNotes\\n-\\n\\nCheck readme.md: ./README.md for more.\\n\\nNOTE:\\nFor maximum performance of UMS in Windows, you need to run nyx_usb_max_rate__run_only_once_per_windows_pc.reg, only once per PC you have.\\nIt only affects hekate's usb device. You can also view that file with text editor and see what it does. Linux/Mac OS users do not need that.\\n\\n How to update:\\n- Drag n drop bootloader folder into sd card root and hit merge/replace.\\n No need to delete that folder first, especially if you want your configs and payloads.\\n- You can choose to update your RCM injection device or PC with the new hekate_ctcaer_x.x.x.bin or not.\\n In any case, bootloader/update.bin, will be checked and if newer it will get loaded.\\n update.bin is hekate and it is already copied with the bootloader folder drag n drop update process.\\n\\n\\n Download:\\n\\n6.3.1\\nHOS 20.1.0 support\\n\\n6.3.0\\nHOS 20.0.0 support\\nConfig: Added pkg3 key support that replaces fss0 with the same exact functionality\\nfss0 will still work for compatibility reasons but it's now deprecated.\\nAt some point fss0 will become obsolete, so make sure you update your configs to use pkg3 instead.\\nThe templates were updated to use that.\\nConfig: Added pkg3kip1skip key support. Only for advanced users, read README.\\nConfig: atmosphere key is now renamed to kernelprocid to match what it does\\nOnly advanced users that do not use fss0/pkg3 are affected by this\\nConfig: fss0experimental key was renamed to pkg3ex\\nFixed parsing of system_settings.ini for usb3 enable. Thanks @new-waifu for reminding that.\\nFixed an issue that could have caused black screen on stock booting in some rare cases (kernelldr related)\\nL4T: Updated SC7exit firmware to latest\\nL4T: Added sld_type key that allows you to disable seamless display\\nOr use the deprecated coreboot method\\nVarious fixes and improvements\\nemuMMC Changes\\n\\nHOS 20.0.0 support\\nAs always based on https://github.com/m4xw/emuMMC\\nNyx v1.7.0 changes\\n\\nHOS 20.0.0 support\\nSD/eMMC Benchmark now shows 95th and 5th percentile industry standard IOPS info. It also now uses in-spec A2 test sizes.\\nAdditionally, the window was made more compact so the info underneath it is still visible for sharing screenshots.\\nIt's preferable to compare between sd cards on the same updated benchmark, because of the changes.\\nThe 95% best accesses is generally your expected performance.\\nThe 5% worst accesses shows degraded nand parts or copies from SLC/MLC to TLC/QLC nands, big cache flushes, bad controller management, fw bugs, etc.\\nSD info now checks if card's A2 support is proper or not. White: full support, Yellow: needs quirks, Red: broken.\\nSD info will now immediately show SDMMC errors before calculating free space in FAT partition\\nFixed an issue where emuMMC could fail to be found for backing up or restoring\\nFixed an issue where emuMMC could fail to be backed up\\nRAM real capacity detection is now more robust\\nMade Nyx a bit more faster.\\nFixed an issue where reserved Android partition size could be calculated wrong on the HOS leftover slider\\nFixed an issue where a window could not be closed with B button on Joy-Con\\nNyx reload will now check if nyx.bin still exists and not reload, so user can fix that with UMS again\\nVarious fixes and improvements\\nBDK changes\\n\\nDIRLIST: It now uses alphabetical ordering instead of ASCII based\\nSDMMC: Do not allow out of bound accesses since they need a power cycle to clear the error\\nSDMMC: Add performance extension register parsing support\\nUITLS: qsort compare functions added for int, char and char case insensitive.\\nSE: Support 0 sized SHA256 hashing\\nSE and DISPLAY drivers do not use heap anymore\\nVarious fixes and improvements",
"filesize": 991,
"extracted": 2422,
"md5": "7f1bdab2e49769350d26f5fba58f3c99",
"sha256": "7ebb8b132a866a1db3f11be5f5cc5adb18974a5bf421a7c82dbbff4bd79e377c",
"updated": "16/11/2025",
"appCreated": "16/11/2025",
"binary": "none",
"screens": 4,
"app_dls": 201569
},
{
"updated": "10/10/2019",
"appCreated": "10/10/2019",
"app_dls": 7200,
"screens": 0,
"md5": "f7ff4c66ea70859fedbd2e5be0bb9b1c",
"category": "tool",
"binary": "/switch/HekateBrew/HekateBrew.nro",
"name": "HekateBrew",
"license": "GPLv2",
"title": "HekateBrew",
"url": "https://github.com/bemardev/HekateBrew/releases",
"description": "Nintendo Switch Homebrew for Hekate",
"author": "bemardev",
"changelog": "1.0\\n\\nAdd option to define a hekate config or payload to autoboot (when launching HekateBrew)\\n(If autoboot is enabled, you have 3 seconds to press any key or touch the screen to cancel it)\\n\\n0.9\\n\\n\"Reboot to Hekate\" from main menu\\nHekate options page\\n\\n0.8\\n\\nAdd the possibility to define a custom path for payload folder.\\nUI rewrite :\\nAll Hekate configs are in a same layout\\nAll payloads are in a same layout too.\\nAdd settings file\\nAdd settings UI to modify HekateBrew settings and Hekate configuration\\nAdd File, List and Slider Dialogs for settings page\\n\\n0.7\\n\\nAdd the possibility to define a custom path for payload folder.\\nUI rewrite :\\nAll Hekate configs are in a same layout\\nAll payloads are in a same layout too.\\nAdd settings file\\nAdd settings UI to modify HekateBrew settings and Hekate configuration\\nAdd File, List and Slider Dialogs for settings page\\n\\n0.5\\n\\nFirst published release\\n\\n",
"extracted": 10615,
"version": "1.0",
"filesize": 4382,
"details": "Features\\n\\nHekateBrew is a simple Nintendo Switch Homebrew for\\n\\nLaunching Hekate configs described in hekate config file and ini directory.\\n(config logos are shown if they are defined as icon= in ini file)\\n\\nLaunching payloads from hekate payloads directory.\\n(payload logos are shown if they exist in payload folder with the same name and .bmp or .png extension)\\n\\nLaunching payloads from Argon-NX payloads directory.\\n(payload logos are shown if they exist in Argon-NX logos directory)\\n\\n\\nCredits\\n\\nswitchbrew for the libnx project and switch-examples\\ndevkitPro for the devkitA64 toolchain and libnx support\\nCTCaer for the continued hekate and storage in payload binary\\nXorTroll for Plutonium\\nSciresM for Atmosphere"
},
{
"updated": "12/03/2022",
"appCreated": "10/01/2025",
"app_dls": 129,
"screens": 0,
"md5": "12bdf84b50b46f1c2eae4efe9d145481",
"category": "_misc",
"binary": "/switch/HelloColours/hello_colours.nro",
"name": "HelloColours",
"license": "The Unlicense",
"title": "Hello Colours!",
"url": "https://github.com/OkiStuff/hello_colours",
"description": " Quick Application to test your NX.",
"author": "Frankie A.",
"changelog": "n/a",
"extracted": 6804,
"version": "1.0.1",
"filesize": 2581,
"details": "Hello Colours is an SDL Application that lets you cycle between 11 colours to test your Homebrew environment.\\n\\nPress (b) to cycle between colours\\nPress (+) to exit"
},
{
"updated": "27/10/2019",
"appCreated": "29/02/2020",
"app_dls": 4085,
"screens": 0,
"md5": "4eb1dbcfea3085429fc0c71593bf6355",
"category": "tool",
"binary": "/switch/HomeBrew-Manager/HomeBrew-Manager.nro",
"name": "HomeBrew-Manager",
"license": "GPLv2",
"title": "HomeBrew-Manager",
"url": "https://github.com/KranKRival/HomeBrew-Manager/releases",
"description": "A simple homebrew manager",
"author": "KranKRival",
"changelog": "n/a",
"extracted": 902,
"version": "1.0.0",
"filesize": 321,
"details": "A simple homebrew manager\\n\\napologies for the lack of info the dev didnt provide much :)"
},
{
"updated": "04/10/2021",
"appCreated": "21/02/2021",
"app_dls": 34515,
"screens": 2,
"md5": "abd88c9f9c6032e941c55811200d9022",
"category": "tool",
"binary": "/switch/Homebrew-Details/homebrew_details.nro",
"name": "Homebrew-Details",
"license": "GPLv3",
"title": "Homebrew Details",
"url": "https://github.com/Chrscool8/Homebrew-Details/releases",
"description": "A Homebrew App Manager",
"author": "Chrscool8",
"changelog": "1.05\\n\\nNew setting to toggle going to or returning straight from to HB-D from menus or apps!\\n\\n1.04\\n\\nFeature:\\n- Show app icon in app panel\\n\\nTweaks:\\n- Don't check for updates on first run\\n- Avoid potential slooooow black screen opening\\n\\n1.03\\n\\nFeature:\\n- Info module on main screen\\n\\nTweaks:\\n- Battery info notice when info not available\\n\\nCrash Fixes:\\n- Check text encoding before writing to json\\n- Stricter validation of nacp info to avoid crashing or reading garbage\\n\\n1.01\\n\\nFeatures:\\n\\n- New \"What's New\" panel on main screen that shows recent changelogs (like this!)\\n- New Forwarder .nsp installable to your home menu\\n\\nFixes:\\n\\n- Tiny potential problem affecting early 1.0 updates fixed\\n- Fix situation where blacklists may not apply\\n\\nNew Forwarder Overview:\\n\\n- Display versions of HB-D on your card\\n- Choose and run your choice manually\\n- Automatically run your choice without additional input\\n\\n1.0\\n\\nLong time, no see! For the last four months or so I've been rewriting the application almost completely from the ground up. Here's what's new.\\n\\nFeatures:\\n\\n- Scan files more than twice as fast\\n- Cache app lists to json and instantly reload them on next run without having to rescan\\n- Cache app icons for instantly reloading menus\\n- Sort list by categories (name, path, author, size, category)\\n- Sort list ascending or descending\\n- Group sorted lists by category (none, author, category, from appstore)\\n- Groundwork for language localization\\n- Groundwork for multiple view styles (icon grid and icon list coming soon)\\n- Welcome Page and Introduction for first run\\n- Settings is now a categorized json\\n- Pin Favorite apps to the top of the list\\n- Move Settings and Updater into their own panels accessible by list or main screen\\n- Delete folder if deleting app and it's the only thing in the folder\\n- Basically every other aspect rewritten for speed and stability\\n\\nFrameworks:\\n\\n- Updated nlohmann json\\n- Updated libnx\\n- Updated borealis ui\\n- Updated curl\\n\\nv0.95 - 2020/10/12\\n\\n- Added a new setting of what to exit to (between hb-menu and hb-d).\\n\\nv0.94 - 2020/10/08\\n\\n- Added a new multi-forwarder nsp that you can install to your home menu so you can organize the actual hb-d.nro where you'd like as follows:\\nUsing your favorite nsp installer, install the forwarder that is attached to this post or found in this location after running the app once:\\n\\nsdmc:/config/homebrew_details/forwarder/HomebrewDetails_MultiForwarder.nsp\\n\\nIt will check for and launch this application from any of the following locations:\\n\\nsdmc:/switch/homebrew_details.nro\\nsdmc:/switch/homebrew_details/homebrew_details.nro\\nsdmc:/switch/homebrew-details/homebrew_details.nro\\n\\nv0.93 - 2020/09/28\\n\\n- Added a new panel in the settings menu where you can add blacklisted folders (they'll be skipped during search)\\n- Added the ability to pin your favorite apps to the top of the list for easy access\\n\\nv0.91 - 2020/08/13\\n\\n- Added a new notes panel to each app\\n\\nV0.90 - 2020/08/07\\n\\n- Better AppStore app scanning (Should find them all now!)\\n- Protection against moving AppStore apps (Until I make a fancier solution soon)\\n\\nv0.89 - 2020/08/05\\n- Copy App Files\\n- Move App Files\\n- Little Fixes\\n\\nv0.87 - 2020/08/02\\n- Added control stick support to borealis\\n\\nv0.86 - 2020/08/02\\n- Threaded Scanning\\n- Scan Progress Bar\\n\\nv0.85 - 2020/07/30\\n- New native and more efficient folder scanning\\n- More info about available updates\\n- Version, name, description, release date\u200b\\n- New staged Update Wizard\\n- Threaded downloads for updates\\n- Updater progress bar\u200b\\n- Status info in the main page header\\n- Date, time, battery level, charging status\u200b\\n- App Launching 99% reliable (especially when launching HD from a forwarder app for max RAM)\\n- Image assets exported to a folder (/config/homebrew_details/assets/) for theming/customization(?)\\n- Edit/Replace any assets in this folder and see the changes in the program\\n- Delete them and they'll be regenerated to default on next launch\u200b\\n- Lax App Store app scanning setting (if it's missed some apps in the past, this will get more of them)\\n- Better newline support in App Store descriptions (and everywhere)\\n- Some additional setting descriptions\\n- Customizable controls for launching/details so you can choose whichever you'll use more often\\n- Made the whole program much more streamlined and modular\\n- borealis update to be more stable all around\\n- Tons of little fixes\\n- Pin/Favorite Apps to the top of the list (Available now in debug mode)\\n\\nv0.74 - 2020/07/20\\n- Experimental App Launching support! It doesn't work for all apps yet and is still a huge work in progress, but if you wanna try it, you can enable debug mode in the settings. After a restart, you'll have a new option in the app's pop up menu.\\n\\nv0.73 - 2020/07/19\\n- Debug Mode toggle in settings to turn on a bunch of insider-info\\n- Autoscan toggle to make it so you don't have to push to start when launching\\n- The path of the .nro is now shown under the name in general lists\\n- Misc little fixes to protect against crashes\\n- Trello board created where you can see what I'm working on and vote on things you want to be higher priority\\n\\nv0.71 - 2020/07/17\\n- This version (and later) will properly update itself no matter where or what it's called, be it /switch/homebrew_details.nro or /switch/hedgehog/butts.nro\\n\\nv0.70 - 2020/07/17\\n- Now you can update directly from the app on your Switch!\\n\\nv0.65 - 2020/07/16\\n- Add more search options, including scanning the SD root and the full SD card\\n- Added a safe mode so that if the app crashes during a search (for example, when scanning a full SD card would take toooo long and you force close the app) it resets some settings to default so you never get locked out of the app\\n\\nv0.60 - 2020/07/15\\n- New Toolbox menu with atmosphere's Reboot to Payload!\\n\\nv0.50 - 2020/07/14\\n- Fix for app store app counting\\n- New debug panel that shows variable states and some deeper stats I'm soon going to use in the future\\n- Full settings framework for easily saving and loading preferences to file\\n- As such, there's a new settings panel with the first toggleable option, scanning just the /switch/ folder or the /switch/ folder and all subfolders\\n\\nv0.435 - 2020/07/13\\n- Fixed another edge case with the update checker from v0.42\\n\\nv0.43 - 2020/07/13\\n- Possible hotfix for v0.42\\n\\nv0.42 - 2020/07/13\\n- App counts now shown next to category type\\n- Update checker to notify you if there's a new version available (can't auto-update ...yet)\\n- New Manage tab in an entry's menu with Delete function (Note: deleting an app does not remove its entry until a rescan, but the file is gone and you can't delete it twice)\\n- You can now go back to the intro screen to rescan your app folder for changes\\n\\nv0.40 - 2020/07/12\\n- New intro screen to sit between launching and scanning (so you don't have to watch a blank screen while it loads) which also holds framework for a progress screen in the future\\n- Even cleaner fixes for different cases of 0 apps\\n- Version number noted in app\\n- Some small tweaks\\n- General system stability improvements to enhance the user's experience\\n\\nv0.31 - 2020/07/12\\n- Fix for 0 app store app crash in v0.30\\n\\nv0.30 - 2020/07/12\\n- Apps that you've downloaded from the HB App Store are detected and categorized. They also come with a lot more metadata, which is scanned and shown.\\n- Text entries that are too long are automatically clipped and able to be expanded.\\n- A Forwarder NSP that you can install to your home menu for quick access.\\n- Groundwork for launching apps directly from HD.\\n\\nv0.20 - 2020/07/11\\n- Rewrote and optimized huge chunks of the code\\n- Better sorting when dealing with capitalization\\n- Full source now available on Github\\n- Tweaks and placeholders to prepare for upcoming features",
"extracted": 26233,
"version": "1.05",
"filesize": 20075,
"details": "What is it? \\nThis is an app that allows you to view details about, launch, categorize, and manage all the .nro files on your Switch using borealis for a native-feeling UI. It also includes a toolbox of handy quick actions like rebooting to a payload. It is nearly a feature-complete replacement/alternative for the official hbmenu.\\n\\nWhat's the current feature-set?\\n- Launch Apps\\n- Scan your SD card for homebrew programs (.nros)\\n- View details about your apps\\n- Sort the files into AppStore-acquired and local app categories\\n- Rename, Copy, Move, Delete an app's files\\n- Reboot to a payload\\n- Check online for and download HD updates\\n- Themeable image assets\\n- Status info in the main page header (Date, time, battery level, charging status)\\n- Customizable Controls\\n- Use an installable forwarder nsp to access directly from the home menu\\n- Pin/Favorite Apps to the top of the list (Available now in debug mode)\\n\\nWhat will it be? \\nHopefully, an all-around manager for all your apps. Some people have already expressed that they'd like it to be a full hbmenu replacement. With app launching, it's just about there already. Coming soon is blacklisting folders in the scan, checking for and updating app store apps, and more.\\n\\nWhy does it exist? \\nTwo main reasons: I've contributed some code to the official hbmenu, but I wanted to try making something totally original for practice working with Switch dev tools. Also, I wanted a new and modern way to do the above current and future features, but there wasn't really a centralized app with a pretty GUI that accomplished all of that."
},
{
"updated": "27/04/2020",
"appCreated": "27/04/2020",
"app_dls": 29495,
"screens": 0,
"md5": "4b328f2b1838de2e52f4aa029df3f285",
"category": "legacy",
"binary": "/switch/Homebrew_SD_Setup/sdsetup-switch.nro",
"name": "Homebrew_SD_Setup",
"license": "Mozilla PLv2",
"title": "Homebrew SD Setup",
"url": "https://github.com/noahc3/sdsetup-switch/releases",
"description": "Switch Homebrew App for SDSetup",
"author": "noahc3",
"changelog": "v0.3\\n\\nAdditions:\\n\\nThe app now contains an autoupdater and will update itself when it sees a new version available.\\nVersion numbers are now displayed next to each package.\\nThe download progress screens now have icons.\\nIn the future there will be a spinner to indicate the download is still active and the app is not frozen, but I need threading to get fixed in LovePotion first.\\nFixes:\\n\\nThe sdsetup.zip file downloaded to the SD card is now correctly deleted.\\nThe app now exits to the home menu after a download to fix (workaround) a bug where hbmenu would hang if you tried to launch another app after downloading with SDSetup.\\nThis will be fixed properly in the future.\\n\\nv0.21\\n\\nUUID passed to server is now random rather than static (debugging leftover)",
"extracted": 10333,
"version": "v0.3-alpha",
"filesize": 4467,
"details": "Warning: The current release of the app is buggy and not officially supported. You should strongly consider avoiding use of this app and instead use https://www.sdsetup.com or the Homebrew App Store until further notice.\\n\\nUpdate homebrew and CFW without ever leaving the comfort of your Switch!\\nThis app allows you to access and download packages from www.sdsetup.com right on your Switch, no PC required! Many homebrews and CFWs can be updated without ever taking out your SD card.\\n\\nThe app features both touch controls and controller support via a cursor.\\n\\nSee the SDSetup repo for more information on the whole SDSetup project."
},
{
"updated": "15/09/2022",
"appCreated": "15/09/2022",
"app_dls": 2907,
"screens": 0,
"md5": "92163407699f3d6d2987943df3555d74",
"category": "game",
"binary": "/switch/HuntForTheShadowRider.nro",
"name": "HuntfortheShadowRider",
"license": "GPLv3",
"title": "Hunt for the ShadowRider",
"url": "https://github.com/faithvoid/GodotNXPorts/",
"description": "Hunt for the Shadow Rider (Godot Port)",
"author": "bluestreak0, faithvoid",
"changelog": "This is version 1.0 listed as Untold to track versions better .. apologies for the confusion.",
"extracted": 71061,
"version": "Untold",
"filesize": 45738,
"details": "A port of bluestreak0's \"Hunt for the Shadow Rider\", using Stary2001's Godot build.\\n\\nControls:\\n\\n- D-Pad: Move (L+R) / Jump + Climb (Up) / Crouch (Down)\\n- B: Jump/Up (to make jumping a bit easier) / Cancel\\n- Y: Shoot\\n- Plus: Pause\\n- Minus: Quit\\n\\nOriginal Description:\\n\\nA rogue Shadow Rider has escaped to the year 2078. You are the only Hunter left who can take him down.\\n\\nThis is an open-source game made for the Open Jam 2019. The code is on github, at https://github.com/alexhuntley/Hunt-for-the-Shadow-Rider. It is under the GPLv3 license.\u200b"
},
{
"updated": "05/02/2024",
"appCreated": "05/02/2024",
"app_dls": 2828,
"screens": 0,
"md5": "4e4db6fd9ecf2ac2b79b9757ba78ab5a",
"category": "game",
"binary": "/switch/Hurrican/Hurrican.nro",
"name": "Hurrican",
"license": "n/a",
"title": "Hurrican",
"url": "https://github.com/rsn8887/Hurrican/releases",
"description": "Hurrican for Nintendo Switch",
"author": "rsn8887",
"changelog": "1.04\\n\\nFixed joystick array overflow to properly fix crashes (thanks DeltaV)\\n\\n1.03\\n\\nFixed crashes in tutorial and later\\n\\n1.02\\n\\nRe-compiled with 12.0.0 support\\n\\n1.01\\n\\nRe-compile with 9.0.0 support\\n\\n1.00\\n\\nFirst Release",
"extracted": 68353,
"version": "1.04",
"filesize": 41671,
"details": "This is my Switch port of Hurrican, a freeware jump and shoot game created by Poke53280 that is based on the Turrican game series. Blast your way through nine action-packed levels filled with different enemies and powerups.\\n\\nEverything needed to play is already included in the archive.\\n\\nPort by @rsn8887.\\n\\nVisit my Patreon: https://www.patreon.com/rsn8887\\n\\nTHANKS\\n\\nThanks to Poke53280 team for making such a great game, releasing the source, and making it freeware.\\n\\nThanks to the other developers such as DKS and Pickle for extending the Hurrican source and adding SDL/OpenGL-ES support and more.\\n\\nThanks to ScHlAuChi for telling me about this.\\n\\nThanks to devkitPro for making Switch homebrew possible.\\n\\nThanks to my supporters on Patreon: Andyways, CountDuckula, Jason Crawford, Greg Gibson, Jesse Harlin, \u00d6zg\u00fcr Karter, Matthew Machnee, Milenko, and RadicalR.\\n\\nControls\\nLeft analog stick = walk/duck/aim (hold up/down to look)\\nDpad = walk/duck/aim (hold up/down to look)\\nY = shoot\\nB = jump\\nX = hold for lightning beam (control angle with stick/dpad left/right)\\nA = powerline\\nR = grenade\\nL = cycle weapon type\\nZR = smart bomb\\nCurrent Limitations\\nDon't try to remap buttons in the controls menu, it asks for a button press, but doesn't react to Joycon input. The only way out is to force quit the game with the home button. If you mess up preferences, just delete /switch/Hurrican/hurrican.cfg\\n\\nThe tutorial level (if you select \"Start Tutorial\" instead of \"Start New Game\") currently crashes just after loading."
},
{
"updated": "30/04/2024",
"appCreated": "30/04/2024",
"app_dls": 5446,
"screens": 0,
"md5": "5dc4edb2e529867486440f66bb3f1c25",
"category": "tool",
"binary": "/switch/internal-speaker.nro",
"name": "InternalSpeakers",
"license": "GPLv3",
"title": "Internal Speakers",
"url": "https://github.com/paulocode/switch_internal_speakers_nro",
"description": "Use internal speakers while docked",
"author": "paulocode",
"changelog": "n/a",
"extracted": 362,
"version": "1.0.0",
"filesize": 122,
"details": "This homebrew allows you to dock your switch while still using the internal speakers as audio output.\\n\\nWhy? Not all monitors have speakers."
},
{
"updated": "28/07/2018",
"appCreated": "29/02/2020",
"app_dls": 1396,
"screens": 0,
"md5": "523d1917df93f2c1cb07fc1847455347",
"category": "game",
"binary": "/switch/InvadersNX/InvadersNX.nro",
"name": "InvadersNX",
"license": "none listed",
"title": "InvadersNX",
"url": "https://github.com/MaesterRowen/InvadersNX/releases",
"description": "A space invaders type game.",
"author": "MaesterRowen",
"changelog": "n/a",
"extracted": 5555,
"version": "1.0",
"filesize": 3091,
"details": "This game is a port for a game I created for the Xbox 360 homebrew scene a year or so ago; and wanted to port it over to the Nintendo Switch as a learning project and to get myself familiar with SDL2."
},
{
"updated": "12/05/2020",
"appCreated": "12/05/2020",
"app_dls": 24184,
"screens": 4,
"md5": "4cc09ad122952bf287038fa6fddcad65",
"category": "tool",
"binary": "/switch/JC-color-swapper/JC-color-swapper.nro",
"name": "JC-color-swapper",
"license": "GPLv3",
"title": "JC-color-swapper",
"url": "https://github.com/HamletDuFromage/JC-color-swapper/releases",
"description": "Change the colors of you Joy-Cons",
"author": "HamletDuFromage",
"changelog": "1.2\\n\\nPress [L] to backup a profile, [R] to restore it\\n\\n1.1\\n\\nAdded pages in the main screen to support a larger amount of color profiles.\\n\\n1.0.1\\n\\nBasically the Switch wants BGR and I fed it RGB. It's fixed now.",
"extracted": 1404,
"version": "1.2",
"filesize": 525,
"details": "A Nintendo Switch homebrew app to change the color of the Joy-Con controllers. Comes bundled with default themes but you can easily add your own.\\n\\n### Add custom themes\\nYou can add custom themes by editing profiles.json. You can add new entries and modify existing ones, just make sure that you're using the exact same formatting."
},
{
"updated": "28/03/2020",
"appCreated": "28/03/2020",
"app_dls": 2498,
"screens": 0,
"md5": "b34ef475d4435dbc411ecc16160a037a",
"category": "tool",
"binary": "/switch/JCTB.nro",
"name": "JCToolbox",
"license": "n/a",
"title": "JCToolBox",
"url": "https://github.com/CompSciOrBust/JCToolBox/releases",
"description": "Joycon ToolBox",
"author": "CompSciOrBust",
"changelog": "0.2\\n\\nThis release is a rewrite that adds config support.",
"extracted": 794,
"version": "0.2",
"filesize": 332,
"details": "A Switch homebrew for setting joycon colours.\\n\\nConfig file\\n\\nThe config file should be placed in sdmc:/config/JCTB.cfg\\n\\nThe structure of the config file is Colour set name Left joycon body colour Left joycon buttons colour Right joycon body colour Right joycon buttons colour\\n\\nAll colours should be in RGB hexadecimal format."
},
{
"updated": "18/06/2022",
"appCreated": "18/06/2022",
"app_dls": 231,
"screens": 0,
"md5": "93a4addde7be15e53bb6d5f4b7866d6b",
"category": "game",
"binary": "/switch/jewelthief.nro",
"name": "JewelThief",
"license": "GPLv3",
"title": "Jewel Thief",
"url": "https://github.com/TheLogicMaster/jewelthief",
"description": "Remake of the '90s classic, Jewel Thief",
"author": "TheLogicMaster",
"changelog": "n/a",
"extracted": 39335,
"version": "2.0",
"filesize": 24095,
"details": "This game is a remake of the legendary Jewel Thief game made by Paul Ligeski from ServantWare in 1991. Ported to Switch using SwitchGDX.\\n\\nThe National Museum is in a tissy. The country's jewel collection has been stolen and scattered all over creation. Your mission is to travel to far away places and steal back the jewels from their unrightful owners. As you leave your mother wishes you well and reminds you to be careful...\\n\\nPort by TheLogicMaster\\nRemake by Christian DeTamble\\nOriginal Game: Paul Ligeski"
},
{
"updated": "22/09/2019",
"appCreated": "29/02/2020",
"app_dls": 1571,
"screens": 0,
"md5": "5466ed2db74fc4e7c627a761a6195fa3",
"category": "_misc",
"binary": "/switch/JoyConMouse/JoyCon_Mouse_POC.nro",
"name": "JoyConMouse",
"license": "Apache v2",
"title": "JoyConMouse",
"url": "https://github.com/KranKRival/JoyConMouse/releases",
"description": "POC of mouse cursor using SDL2",
"author": "KranKRival",
"changelog": "n/a",
"extracted": 8627,
"version": "0.0.0",
"filesize": 3531,
"details": "this is a proof of concept of a mouse created with sdl2 and controlled by the left analog stick of the joycon theres button added to determine the button press"
},
{
"updated": "09/10/2020",
"appCreated": "09/10/2020",
"app_dls": 3988,
"screens": 0,
"md5": "5f6d148acbc33cce441d06728c30ef56",
"category": "game",
"binary": "/switch/kartswitch/kartswitch.nro",
"name": "Kartswitch",
"license": "GPLv2",
"title": "Kart switch",
"url": "https://github.com/heyjoeway/Kart-Public/releases",
"description": "SRB2 Kart Public",
"author": "heyjoeway",
"changelog": "1.3\\n\\nNo Switch-specific changes. Unlike previously, this build does feature support for HTTP downloads!\\n\\nFor the full notes on 1.3 read here: https://github.com/STJr/Kart-Public/releases/tag/v1.3\\n\\n1.2\\n\\nJust updating Kart to 1.2. No Switch-specific changes. However, this build does not feature the new support for HTTP downloads at the moment. You'll still have to download your add-ons the old-fashioned way.\\n\\nFor the full notes on 1.2 read here: https://github.com/STJr/Kart-Public/releases/tag/v1.2",
"extracted": 540467,
"version": "1.3",
"filesize": 223815,
"details": "SRB2Kart is a kart racing mod based on the 3D Sonic the Hedgehog fangame Sonic Robo Blast 2, based on a modified version of Doom Legacy.\\n\\nThis fork aims to support the Nintendo Switch.\\n\\nFeatures\\nFull online support\\nFull mouse/keyboard support\\nFull software keyboard support\\nNotes\\nI've included a kartconfig.cfg that sets the resolution to 800x450 by default. It doesn't really do anything else so you can leave it out if you'd like.\\nThe game takes a bit to boot. A faster SD card may help with this.\\nWithout a config file, the game's default resolution is 320x200. I recommend setting it to 800x450 for the best balance of performance and visuals.\\nThe game continues to run while on the Switch's home screen when you are unable to pause to prevent lag-switching.\\nIf you want to play the game with mouse/keyboard, you'll have to bind most of the buttons yourself.\\nAll button bindings are set to match the Xbox controller layout (Xbox A -> Switch B, Xbox X -> Switch Y, etc.)"
},
{
"name": "Kens-Labyrinth",
"title": "Ken's Labyrinth",
"description": "Ken's Labyrinth Port",
"author": "sacredbanana",
"version": "4.2.1",
"license": "Custom",
"url": "https://github.com/sacredbanana/lab3d-sdl/releases",
"category": "game",
"details": "Enhanced version of the MS-DOS classic 3D shooter Ken's Labyrinth.\\n\\nLAB3D/SDL is a port of Ken's Labyrinth to modern operating systems, using\\nOpenGL for graphics output and the SDL library to provide user input, sound\\noutput, threading, and some graphics support functions. Music output is\\nthrough Adlib emulation or MIDI (MIDI only on Windows, Linux and other\\noperating systems with OSS-compatible sound APIs).\\n\\nThis code has been tested on Windows 98, Windows ME, Windows XP,\\nSuSE Linux 7.2 and 8.1, Debian Linux 2.2, SunOS 5.8 (Solaris 8) and\\nFreeBSD 4.7.\\n\\nImprovements over the original Ken's Labyrinth:\\n\\n- Runs natively on 32-bit Windows or Unix.\\n- Supports big-endian CPUs.\\n- Uses OpenGL to provide hardware accelerated, anti-aliased graphics with\\n trilinear interpolation in true colour (where available).\\n- Hi-res texture support.\\n- Multiple simultaneous sound effects.\\n- Improved General MIDI music.\\n- Adlib emulation.\\n- Game controller support.\\n- Many bug fixes.\\n\\n",
"changelog": "v4.2.1\\n- Linux installation now done in the proper way via \"make install\"\\n- Make now also produces a .deb file\\n- Fix compiler error\\n\\nNintendo Switch version rebuilt with latest devkitPro\\nFix crash when enabling sound if the game was started without sound",
"filesize": 6493,
"extracted": 11617,
"md5": "075cec1e511bf286fd1ce919cd1b1d6f",
"sha256": "30ee8a893d50747a3f0f5e0fd6e2474d2dbf87690c944998bdfda6a65ed83ff9",
"updated": "21/09/2025",
"appCreated": "21/09/2025",
"binary": "/switch/Kens-Labyrinth/Kens-Labyrinth.nro",
"screens": 0,
"app_dls": 2280
},
{
"name": "KeyX",
"title": "KeyX",
"description": "Major features: Turbo, Remapping, and Macro",
"author": "TOM",
"version": "1.2.7",
"license": "GPLv3",
"url": "https://github.com/TOM-BadEN/KeyX",
"category": "tool",
"details": "Supports Turbo, Remapping and Macro\\n\\nBeautiful and modern UI design\\nThe changes to the settings take effect immediately.\\nRecord macros directly using Tesla overlay with comprehensive guidance\\nOptional notification popups\\nBlue icons on home page indicate remapped buttons\\nYellow badges indicate turbo-enabled buttons\\nRed badges indicate macro-bound buttons",
"changelog": "v1.2.7\\nEN\\n\\n- Fixed a bug where requesting the pdmqry service could cause the system service session count to overflow, leading to a crash.\\n- Currently, this bug has only been observed in the game Taiko no Tatsujin Rhythm Festival (01002460135A4000), causing it to crash.\\n- Thanks to @masagrator for providing the solution.\\n\\nThe CN and EN versions differ only in the Tesla overlay title; everything else is identical.\\n\\nv1.2.6\\nEN\\n\\n- Added key macro functionality\\n- The red badge on the home page indicates that the key has a macro bound\\n- Macros can be recorded directly using the Tesla plugin, and the recording guide is complete and visually refined\\n- Added keyboard input module, allowing file renaming through Tesla\\n- Both stick and button states will be recorded\\n- Maximum recording duration is 30 seconds\\n- Recording frame rate is 60 FPS\\n- Pressing the corresponding shortcut key plays once\\n- Holding the corresponding shortcut key loops playback\\n- Pressing the shortcut key again during playback cancels playback\\n\\n Fixes\\n\\n- Fixed a bug where an IPC call could cause Tesla to freeze\\n- Fixed an issue where using turbo and remapping simultaneously could cause key confusion\\n- Fixed some bugs that I already forgot what they were\\n\\n Others\\n\\n- Compiled with the latest libnx, it now supports HOS21\\n- Refactored the refresh mechanism of the ovl plugin\\n- Completely refactored the automatic key (turbo and macro) module in the system module\\n- Memory usage increased from 297 KB to 343 KB\\n\\nThe CN and EN versions differ only in the Tesla overlay title; everything else is identical.",
"filesize": 764,
"extracted": 1584,
"md5": "36f11ec109093b85406d3e39958903b1",
"sha256": "10d20c9abc228b6238e4ee76a9d21c162ce8d494dac5e649d7f12ac4a050d6e5",
"updated": "19/11/2025",
"appCreated": "18/11/2025",
"binary": "none",
"screens": 1,
"app_dls": 633
},
{
"updated": "04/11/2019",
"appCreated": "29/02/2020",
"app_dls": 6717,
"screens": 0,
"md5": "acf8d00fc34ef0099c2a89e90a0bef2a",
"category": "tool",
"binary": "/switch/KipSelect/Kip_Select.nro",
"name": "KipSelect",
"license": "GPLv3",
"title": "Kip Select",
"url": "https://github.com/Sciguy429/KipSelect",
"description": "A toolkit and KIP manager for atmosphere",
"author": "Sciguy429",
"changelog": "3.1.0\\n\\nMerge useful changes from the old menu-refactor branch. There was a lot of stuff here, i'm not going to list all of it as most of it was internal changes and bug-fixes anyway.\\nBy popular request this tool now recognizes some home-brew system modules and displays basic information about them. There is a google form available here If I've missed any popular modules. Keep in mind these descriptions only show up for layeredfs based modules. It is actually possible to pull this kind of information directly out of a KIP file.\\nUpdate NSWreleases.xml\\n\\n3.0.9\\n\\nFixed incorrectly displayed Atmosphere versions.\\nCenter the detail window header.\\nAdd a size limit to the detail window header so the text doesn't bleed off the screen.\\nRedo error.cpp/h to make adding new errors easier.\\nProperly throw a error if a non 200 HTTP response is received.\\nClarify curl errors.\\nFix reboot to Atmosphere code, it should no longer need to cause a console crash.\\nFixed quite a few spelling errors.\\n\\n3.0.8\\n\\nFixed the serious crashing bug in the short lived 3.0.7 release.\\nUsing some modified code from hactool Kip Select now pulls both the official kip name and titleid from the physical kip file.\\nNSWreleases.xml has been updated to the latest version.\\n\\n3.0.6\\n\\nIn Atmospheres latest release support for rebooting directly into a payload was added. This tool now leverages this in order to (almost) seamlessly restart back into Atmosphere. In the latest Atmosphere release a file called \"/atmosphere/reboot_payload.bin\" was added, this file is pretty much a direct copy of fusse_launcher.bin and is necessary for this function to work. After triggering the restart the console will crash, this is normal, press volume up to continue the restart, this seems to be a problem with Atmosphere, as there official example program dose the same thing.\\nIn all Instances where the tool works with the SD card the proper prefix sdmc:/ has been added.\\nCleared up a few error descriptions, i'm probably going to end up completely refactoring this stuff again.\\nSome preparations have been made to support cfw's other than Atmosphere. Renix support should be trivial as it's built pretty much directly off of Atmosphere, keep a eye out for a beta release in the next few days if you are interested.\\n\\n3.0.5\\n\\nLFS now displays the name of most system titles! Atmospheres integrated patches will no longer show up as numbers.\\nFixed odd bug in net code that could have caused a console crash.\\n\\n3.0.4\\n\\nYou can now download a updated NSWreleases.xml from within the tool. This file gets stored on the root of the SD card. If detected at launch the tool will use it instead of the file bundled in its romfs.\\n\\n3.0.3\\n\\nLFS now edits the correct flag, meaning enabling and disabling LFS items should now work properly.\\nThe tool now displays further information about LFS titles, such as there title name, if it can. Currently it dose this by using a bundled NSWreleases.xml, but in the future you will be able to update this file.\\nFixed a bug where if a titleid folder was named in lowercase the console would crash.\\nSome internal fixes to the makefile to make it easier for others to build the project.",
"extracted": 4248,
"version": "3.1.0",
"filesize": 1837,
"details": "Warning: Do not use the reboot option if your SD card is formatted as exfat.\\n\\nA WIP toolkit for the switch cfw Atmopshere, it started out as a simple KIP manager but has become much more over time. This toolkit is intended for use with Atmosphere Fusee, it will still somewhat work other packs like Kosmos but stuff may be broken.\\n\\nFeatures:\\n - Enabling And Disabling Of KIPS\\n - Configuring BCT.ini\\n - Managing LayeredFS titles\\n - Console reboot (DO NOT USE WITH EXFAT SDCARD)\\n"
},
{
"updated": "13/04/2020",
"appCreated": "13/04/2020",
"app_dls": 378,
"screens": 0,
"md5": "0e4819bd97531999e75803124d91f13a",
"category": "_misc",
"binary": "/switch/Kirikiri/krkrs_demo.nro",
"name": "Kirikiri",
"license": "BSD v3",
"title": "Kirikiri - Demo",
"url": "https://github.com/uyjulian/krkrs/releases",
"description": "Kirikiri for Nintendo Switch",
"author": "uyjulian",
"changelog": "n/a",
"extracted": 36343,
"version": "1.1.0",
"filesize": 18033,
"details": "This download is a demo build of Kirikiri game development , provided to demonstate the functionality of the project.\\n\\nIf you follow the source link you will find the sdk package for developers to build their own projects."
},
{
"updated": "21/06/2022",
"appCreated": "21/06/2022",
"app_dls": 500,
"screens": 0,
"md5": "bb5e2420dc9297553a6d3a8248efe77a",
"category": "game",
"binary": "/switch/Klooni1010.nro",
"name": "Klooni1010",
"license": "GPLv3",
"title": "Klooni 1010",
"url": "https://github.com/TheLogicMaster/Klooni1010",
"description": "libGDX game based on the original 1010!",
"author": "TheLogicMaster",
"changelog": "n/a",
"extracted": 25848,
"version": "0.8.6",
"filesize": 9100,
"details": "Klooni 1010! is an open source copy of 1010! with the same game-play dynamics of the original game. In-app purchases and ads have been removed, and the UI and sound assets have been replaced.\\n\\nThis game has been ported to Switch using SwitchGDX.\\n\\nPort: TheLogicMaster\\nRemake: LonamiWebs\\nOriginal game: Gram Games"
},
{
"updated": "02/11/2024",
"appCreated": "02/11/2024",
"app_dls": 4977,
"screens": 0,
"md5": "7baade6cc61f23bd1128485ef96b1b29",
"category": "tool",
"binary": "none",
"name": "LANHelperTesla",
"license": "GPLv2",
"title": "LANHelper (Tesla)",
"url": "https://github.com/matthew-5pl/LANHelper-Tesla",
"description": "LAN Play IP Generator for CFW users",
"author": "matte_f",
"changelog": "1.1.0\\n\\nThis release adds support for XLink Kai IP generation! It basically automates this process.\\nFixed a bug where pressing B on the main screen wouldn't close the overlay.",
"extracted": 1173,
"version": "1.1.0",
"filesize": 435,
"details": "A Tesla Overlay that lets you quickly generate and set valid and unique IP addresses for Switch LAN Play!\\nOnce you're done playing, you can also use LANHelper to quickly reset your IP address to be automatically assigned with DHCP.\\nBased on experience, using this overlay is much faster than opening Settings and changing the addresses from there."
},
{
"updated": "15/02/2019",
"appCreated": "29/02/2020",
"app_dls": 1222,
"screens": 0,
"md5": "1fdde1ddd0ba8893fc8e98af66811ae4",
"category": "tool",
"binary": "/switch/LoveStory_Demo/LoveStory_Demo.nro",
"name": "LoveStory_Demo",
"license": "MIT",
"title": "Love Story (demo)",
"url": "https://gbatemp.net/threads/lovestory-a-visualnovel-library-for-lovepotion.509152/",
"description": "A VisualNovel Library for LovePotion",
"author": "Shrike",
"changelog": "1.2\\n\\nError messages warn you if pictures you want to load can not be found\\nYou can now add multiple Description_Texts with the new DescriptionTextImageIndex parameter\\nIf == -1 its the OLDWAY (Legacy: Your old code will still work.)\\nSecond Character Image is now Mirrored on the y axis.\\nA soundmanager is added, that will keep track of aktivated/deaktivated sound and music before playing\\nSmall Bugfix (Removed Debugsound \"WUFF\")\\nCharacterDescriptionScreen has now a \"Landscape\" TV-MODE (Activate/Deactivate: In lovestory.lua set variable tvMode = true/false)\\nNew Function: Character:clearCache()\\n-> Deletes all loaded Sounds/Images and forces the game to reload them when needed\\n-> This frees RAM (depending on your amount of loaded pictures/sounds)",
"extracted": 66942,
"version": "1.2a",
"filesize": 56426,
"details": "LoveStory is a VisualNovel library for LovePotion on the Nintendo Switch.\\n\\nLoveStory\u2019s purpose is to simplify the creation of VisualNovels as well as the integration of a simple to use DialogueSystem for story driven games for Nintendo Switch.\\nTo write your own VisualNovels I reccomend to download the demo-game and edit novel.lua to your needs.\\nYou can find a full documentation of how to use LoveStory in the LoveStory_Documentation.pdf attached to this download.\\n\\nFeatures of LoveStory:\\n\\nEasy to use dialogue implementation for the creation of VisualNovels or other story-driven games\\nNo fancy programming skills needed to create VisualNovels with the help of this library \\nChangeable character pictures for emotions and clothing-sets\\nDecision making for complex story-lines and multiple endings\\nTwo characters can be shown the same time\\nComplete touch-support for easy game control\\nDialogue boxes can be hidden with touch-swipe or joycon-input\\nSound and music support: You are able to create full dubbed versions of your in-game conversations\\nEasy managing of multiple characters thanks to character-classes\\nSpecial character-screen when holding the switch in portrait-mode, with a big picture and more character information shown (Currently not working: Use R-Button)\\nYou are able to show a background image with or without your characters in front and easily change it anytime\\nSkip all the current dialogue with only holding down the LZ-key (shoulder-button)\\nFuture Updates: If the community has wishes for future improvements or features I will try to implement them in one of the next versions"
},
{
"updated": "15/01/2019",
"appCreated": "29/02/2020",
"app_dls": 2625,
"screens": 0,
"md5": "6b60f8dec2afe2d8d4a2f3ee3cfd529b",
"category": "game",
"binary": "/switch/lugaru/lugaru.nro",
"name": "Lugaru",
"license": "GPLv2",
"title": "Lugaru",
"url": "https://github.com/usineur/lugaru/releases",
"description": "ninja rabbit fighting game",
"author": "usineur",
"changelog": "v1.3-nx1\\n\\nFirst public release.",
"extracted": 48405,
"version": "1.3-nx1",
"filesize": 39121,
"details": "The game\\nLugaru (pronounced Loo-GAH-roo) is a cross-platform third-person action game. The main character, Turner, is an anthropomorphic rebel bunny rabbit with impressive combat skills. In his quest to find those responsible for slaughtering his village, he uncovers a far-reaching conspiracy involving the corrupt leaders of the rabbit republic and the starving wolves from a nearby den. Turner takes it upon himself to fight against their plot and save his fellow rabbits from slavery.\\n\\nHistory\\nLugaru was originally developed by David Rosen of Wolfire Games and was open sourced in 2010. It was made cross-platform with the help of Ryan C. Gordon.\\n\\nVarious forks were made at that time, and the most interesting developments were put back together under the OSS Lugaru organization, originally on Google Code and then on Bitbucket.\\n\\nThis new repository on GitLab is run by the same team, and aims at revitalizing the development effort to clean things up, ensuring the code base builds and runs fine on all supported platforms, and easing the packaging of Lugaru in Linux distributions.\\n\\nIdeally, the updated code base could also be used to update the Lugaru HD version sold by Wolfire Games once proven better than the current commercial builds.\\n\\nRun it through hbloader or hbmenu.nsp. Old Album method is not recommended (may cause crashes).\\nControls:\\nCheck in Options for current mapping. Press + to access menu (in-game).\\nNote that ZL and ZR are reserved for camera."
},
{
"updated": "18/04/2020",
"appCreated": "18/04/2020",
"app_dls": 29908,
"screens": 0,
"md5": "4bb5e9c38e74b06f2451b030be37cee0",
"category": "emu",
"binary": "/switch/MAME-NX/mame.nro",
"name": "MAME-NX",
"license": "none",
"title": "MAME-NX",
"url": "https://github.com/lantus/mame-nx/releases",
"description": "MAME 0.72 for the Nintendo Switch",
"author": "lantus",
"changelog": "v2.3\\n\\nUpdated to latest libnx.\\nJoystick is now enabled by default\\n\\nv2.2\\n\\nRemoved SDL2\\nVIDEO_DIRECT_RGB fixed (fixes many games)\\nFixes For The Power Instinct Games (arcadez)\\nUpdate Namco System 1 video to MAME 0.72.1b (arcadez)\\nSega 16 fixes (arcadez)\\n\\nv2.1\\n\\nROT90 fix",
"extracted": 38549,
"version": "2.3",
"filesize": 11214,
"details": "MAME 0.72 for the Nintendo Switch"
},
{
"updated": "18/09/2019",
"appCreated": "29/02/2020",
"app_dls": 27478,
"screens": 0,
"md5": "c0559980570d32fd440c94b95724af56",
"category": "game",
"binary": "/switch/MarioBrosNX/files/MarioBrosNX.nro",
"name": "MarioBrosNX",
"license": "GPLv2",
"title": "MarioBrosNX",
"url": "https://github.com/KranKRival/MarioBrosNX/releases",
"description": "A clone of nes super mario bros for the nintendo switch created in C++ and SDL2",
"author": "KranKRival",
"changelog": "1.3.2\\n\\nBring support for 9.0.0\\n\\n1.3.1\\n\\n1.Fixed small typo on loading screen\\n2.Reduced game size by 60\\n3.moved to png instead of bitmaps\\n4.Improved game stability",
"extracted": 27646,
"version": "1.3.2",
"filesize": 15458,
"details": "MarioBrosNX C++/SDL2, Created by \u0141ukasz Jakowski 2014, Ported to the Nintendo Switch By Krank/KuranKu 2019\\n\\nDisclaimer:\\n\\nAll ingame images and sound belong to its authors and none other, the right for mario bros title belongs to nintendo. this game created for fun and love of the community\\n\\nHAVE FUN MARIO!!!"
},
{
"updated": "20/01/2019",
"appCreated": "29/02/2020",
"app_dls": 1382,
"screens": 0,
"md5": "f0db7f26497319d01fae829ee964607a",
"category": "game",
"binary": "/switch/MazeNX/MazeNX.nro",
"name": "MazeNX",
"license": "MIT",
"title": "MazeNX",
"url": "https://github.com/simontime/MazeNX/releases",
"description": "Scary Maze Game clone",
"author": "simontime",
"changelog": "v1.2.0\\n\\nAdded mouse support!\\n\\nUpdated controls:\\nNow plays just like the original when the mouse is plugged in.\\nAlso this seems to be the first homebrew title ever made that uses libnx mouse support\\n\\nv1.1.0\\n\\nAdded touch support!\\n\\nUpdated controls:\\nTouch in the direction you want to go.\\nTouch with 2 or more fingers to move faster.\\n\\n",
"extracted": 721,
"version": "1.2.0",
"filesize": 351,
"details": "A scary maze game clone for Switch\\n\\nControls:\\n\\nJoysticks/D-pad to move\\nHold ZR to move faster\\nOr:\\nTouch in the direction you want to go.\\nTouch with 2 or more fingers to move faster.\\nOr:\\nPlay via a mouse!"
},
{
"name": "McOsu-NX",
"title": "McOsu-NX",
"description": "Custom unofficial osu! practice client",
"author": "McKay42",
"version": "33.10",
"license": "GPLv3",
"url": "https://github.com/McKay42/McOsu-NX/releases",
"category": "game",
"details": "WARNING: Use HBL takeover or NSP HBL to launch, or you WILL run out of memory and crash!\\n\\nHow to use:\\nNOTE: You don't have to create any folder structures, everything is already prepared. Follow the guide on extracting beatmaps/skins below, and simply put them into /switch/McOsu/Songs/ or /switch/McOsu/Skins/ on your microSD card. Default beatmaps are already included, so just follow their structure.\\n\\nHow to add beatmaps/skins: https://steamcommunity.com/sharedfiles/filedetails/?id=880768265\\n\\nFAQ: https://steamcommunity.com/app/607260/discussions/0/1620599015885400990/\\n\\nThe game will give you a big fat warning on the main menu if it doesn't have access to enough memory (< 1 GB).\\n\\nAt least on my system, if you still launch HBL via the Album applet, then only ~400 MB out of 4 GB are available, and some of that is already used up. (This might not even be a problem anymore with newer Atmosphere/ReiNX/etc. versions.)\\n\\nI have only tested this on firmware 5.1, with a pretty old SD setup and RajNX (which is no longer maintained), but never change a running system you know.\\n\\nIf you get audio crackling after minimizing the game or going into sleep mode: To fix it, Go to Options > Audio > Restart SoundEngine (fix crackling)\\n\\nIf you are playing beatmaps with a lot of sliders visible at the same time, and consistently getting less than 60 fps, improve performance by enabling Options > Skin > \"Use slidergradient.png\"\\n\\nIf you get stuck at 0% loading forever, then the resource loader thread could not be created. Try restarting the game, HBL, and your system, in that order. This has only happened to me once, so it shouldn't be a problem.\\n\\nAll speed changing mods are unavailable (DT/HT/DC/NC, Speed/BPM Multiplier, Timewarp) because the audio library does not support varying playback speed (yet).\\n\\n",
"changelog": "33.10\\n\\nNon-switch-specific changes\\n\\n33.00\\n\\nNon switch-specific changes from version 33: https://steamcommunity.com/games/607260/announcements/detail/3128313422581495579\\n\\n31.08\\n\\nNon switch-specific changes: https://steamcommunity.com/games/607260/announcements/detail/1691601090541194677\\n\\n29.31\\n\\nRecompiled with libnx v3.0.0 (to support input without hid-mitm)\\n\\n29.3\\n\\nKeyboard/Mouse support, with some limitations:\\nText typing is not supported, only raw keys/hotkeys/gameplay work\\nMouse sensitivity can only be set to \u2265 1.0, use DPI settings of your mouse if you want to go lower\\nImproved touch handling slightly\\nNon switch-specific changes",
"filesize": 59105,
"extracted": 78145,
"md5": "3a685ddaed20dda07b5f53234b427c5c",
"sha256": "33b778e6975cf98377678fa119b185dbc010b7a313cd9ae5d4ebfa17e4942d21",
"updated": "22/03/2025",
"appCreated": "01/02/2025",
"binary": "/switch/McOsu/McEngine.nro",
"screens": 0,
"app_dls": 6854
},
{
"name": "MegaZeux",
"title": "Megazeux",
"description": "MegaZeux is a game creation system",
"author": "AliceLR",
"version": "2.93d",
"license": "GPLv2",
"url": "https://github.com/AliceLR/megazeux/releases",
"category": "game",
"details": "MegaZeux is a game creation system originally released in 1994 and still being developed today. At DigitalMZX you'll find an enormous collection of MegaZeux games and a forum inhabited by friendly MegaZeux veterans. In-depth community info can be found in the MZX Wiki.\\n\\nYou can chat to the team @ https://discord.gg/XJCvb4P\\n\\nGames can be found here : https://vault.digitalmzx.net/search.php?browse=AllGames&desc=CACHE_downloadCount",
"changelog": "2.93d\\nReleased on June 9th, 2025.\\n\\n2.93c\\n\\nReleased on February 28th, 2025",
"filesize": 4974,
"extracted": 12192,
"md5": "5e6cd21ebf88b77d6e6686805ad9544f",
"sha256": "f159fbcabfe30dc7bcb7a91ba4b4b6e3dce4511f24681fb018eb124b8658de08",
"updated": "10/06/2025",
"appCreated": "09/06/2025",
"binary": "/switch/megazeux/megazeux.nro",
"screens": 0,
"app_dls": 1574
},
{
"updated": "29/12/2018",
"appCreated": "10/01/2025",
"app_dls": 2902,
"screens": 0,
"md5": "534dcc3c8cc1c62541260bc3623fcbdb",
"category": "game",
"binary": "/switch/Super_Methane_Brothers/smb.nro",
"name": "MethaneBros",
"license": "GPLv2",
"title": "Super Methane Brothers",
"url": "https://github.com/carstene1ns/super-methane-brothers",
"description": "Super Methane Bros remake",
"author": "carstene1ns",
"changelog": "No code change, sync with version number on Github",
"extracted": 1873,
"version": "release_1",
"filesize": 317,
"details": "Help the Super Methane Brothers Puff & Blow! Trap baddies in a gas cloud. Suck into your gas gun. Throw against a wall to destroy them.\\n\\nExtra Info : https://gbatemp.net/threads/release-super-methane-brothers.500731/#post-7910398"
},
{
"updated": "28/10/2021",
"appCreated": "28/10/2021",
"app_dls": 2436,
"screens": 0,
"md5": "8f5cd3879ecb3a5e86e33070729236ba",
"category": "tool",
"binary": "/switch/MiiPort.nro",
"name": "MiiPort",
"license": "n/a",
"title": "MiiPort",
"url": "https://github.com/Genwald/MiiPort",
"description": "A tool for importing and exporting Miis.",
"author": "Genwald",
"changelog": "n/a",
"extracted": 7916,
"version": "0.1.1",
"filesize": 3137,
"details": "Imports and exports Miis in multiple formats, including QR codes.\\nPlace Mii character files in \"sd:/MiiPort/Miis/\" with a file extension that corresponds to their format.\\nCurrently supported import formats include:\\n- jpeg images of Mii QR codes\\n-- requires the Mii QR key\\n- charinfo\\n-- can also use the .bin extension\\n- NFIF\\n-- can also use the .dat extension\\n- coredata\\n- storedata\\nNote: Only switch versions of these formats are supported. For importing from previous consoles, use a QR code."
},
{
"updated": "23/07/2018",
"appCreated": "10/01/2025",
"app_dls": 1184,
"screens": 0,
"md5": "3dd062b4b08fe33f8f232a06567b5fb7",
"category": "game",
"binary": "/switch/Minesweeper/Minesweeper-Switch.nro",
"name": "Minesweeper",
"license": ".",
"title": "Minesweeper",
"url": "https://github.com/rincew1nd/Minesweeper-Switch/releases",
"description": "Minesweeper for Switch",
"author": "rincew1nd",
"changelog": "n/a",
"extracted": 1695,
"version": "2.0",
"filesize": 785,
"details": "Basic implementation of Minesweeper in C++ and SDL2 for Nintendo Switch.\\n\\nFeel free to report bugs and contribute!\\n\\nControls\\nPlus for exit\\nTouch screen for anything else"
},
{
"updated": "09/09/2018",
"appCreated": "29/02/2020",
"app_dls": 373,
"screens": 0,
"md5": "0a2f72836d6703a89049e04d0bc9a1f4",
"category": "game",
"binary": "/switch/MinesweeperNX/minesweeper.nro",
"name": "MinesweeperNX",
"license": "N/A",
"title": "MinesweeperNX",
"url": "https://github.com/sh3rlock97/MinesweeperNX",
"description": "Minesweeper Game",
"author": "sh3rlock97",
"changelog": "n/a",
"extracted": 106,
"version": "initial",
"filesize": 40,
"details": "Minesweeper for Nintendo Switch using LibNX\\n\\n##Controls:\\nOpen Field / Remove Flag: A\\nSet Flag: B"
},
{
"name": "MissionControl",
"title": "MissionControl",
"description": "Use controllers from other consoles",
"author": "ndeadly",
"version": "0.14.0",
"license": "GPLv2",
"url": "https://github.com/ndeadly/MissionControl/releases",
"category": "tool",
"details": "Use controllers from other consoles natively on your Nintendo Switch via Bluetooth. No dongles or other external hardware neccessary.\\n\\nNotice: After installing this package, reboot your console to activate the module!\\n\\nFeatures\\n\\nSupports all Switch firmware versions.\\nConnect up to 8 non-switch Bluetooth controllers simultaneously without any additional hardware.\\nMake use of native HOS menus for controller pairing, button remapping (firmware 10.0.0+) etc.\\nSupport for rumble and motion controls (compatible controllers only)\\nLow input lag.\\nFile-based virtual controller memory allowing for data such as analog stick calibration to be stored and retrieved.\\nUnlocks such as button remapping and stick calibration for third-party Licensed Pro Controllers.\\nEnables use of JoyConDroid without root access.\\nSpoofing of host Bluetooth adapter name and address.\\nmc.mitm module adds extension IPC commands that can be used to interact with the bluetooth process without interfering with the state of the system.\\nSupported Controllers\\n\\nCurrently, the following controllers are supported. If you have a third-party variant of one of the below, or a Bluetooth controller that isn't listed, consider submitting a controller request issue.\\n\\nNintendo Wii Remote + extensions (Nunchuck, Classic Controller, Classic Controller Pro, SNES Mini, TaTaCon (Taiko drum), MotionPlus)\\nNintendo Wii Balance Board (experimental)\\nNintendo WiiU Pro Controller\\nSony Dualshock3 (Playstation 3) Controller\\nSony DualShock4 (Playstation 4) Controller\\nSony Dualsense (Playstation 5) Controller\\nSony Dualsense Edge Controller\\nMicrosoft Xbox One S/X Controller (not to be confused with Series S/X controllers - these use Bluetooth LE, which isn't currently supported)*\\nMicrosoft Xbox Elite Wireless Controller Series 2\\nNVidia Shield Controller (2017 Model)\\nOuya Controller\\nGamestick Controller\\nGembox Controller\\niCade Controller\\nIpega Controllers (7197, 9017s, 9023, 9055, 9062S, 9076, 9078, 9087, 9096 confirmed working. Others may also work)\\ng910 Wireless Bluetooth Controller\\nXiaomi Mi Controller\\nSteelseries Free\\nSteelseries Nimbus\\nSteelseries Stratus Duo\\nSteelseries Stratus XL\\nGameSir G3s\\nGameSir G4s\\nGameSir T1s\\nGameSir T2a\\nHori Onyx\\n8BitDo SN30 Pro Xbox Cloud Gaming Edition\\n8BitDo Ultimate 2.4G Wireless Controller\\n8BitDo ZERO (Most other 8BitDo controllers have a Switch mode available. May require firmware update)\\nPowerA Moga Hero\\nPowerA Moga Pro\\nPowerA Moga Pro 2\\nMad-Catz C.T.R.L.R\\nMad-Catz L.Y.N.X 3\\nRazer Raiju Tournament\\nRazer Raiju Ultimate\\nRazer Serval\\nMocute 050\\nMocute 053\\nGen Game S3\\nAtGames Legends Pinball Controller + Arcade Control Panel\\nHyperkin Scout\\nBetop 2585N2\\nAtari Wireless Modern Controller\\nSCUF Vantage 2\\n*Not all Xbox One wireless controllers support Bluetooth. Older variants use a proprietary 2.4Ghz protocol and cannot be used with the Switch. See here for information on identifying the Bluetooth variant.\\n\\nRequirements\\n\\nHackable Nintendo Switch running an up-to-date version of Atmosph\u00e8re custom firmware. Other custom firmwares are not supported.\\nCompatible Bluetooth controller",
"changelog": "v0.14.0\\nSupport the dev on Ko-fi: https://ko-fi.com/J3J01BZZ6\\nDiscord server: Discord server: https://discord.gg/gegfNZ5Ucz\\n\\nThis release adds support for firmware 21.0.0, some new controllers, and a bugfix. See below for the full changelog.\\n\\nNew users landing on this release page should first check out the readme on the main project page: https://github.com/ndeadly/MissionControlreadme for the official project documentation. There you can find installation and usage instructions along with an FAQ section that will answer most of your questions.\\n\\n Changelog\\n- Added full support for firmware 21.0.0\\n- Added support for Amazon Fire TV Game Controller\\n- Added support for GameSir G7 Pro Controller\\n- Fixed an issue where Joycon clones without the (L) or (R) designator in the name string would be detected incorrectly\\n\\nNew users landing on this release page should first check out the readme on the main project page: https://github.com/ndeadly/MissionControlreadme for the official project documentation. There you can find installation and usage instructions along with an FAQ section that will answer most of your questions.\\n\\nv0.13.6\\n\\nThis release adds support for firmware 20.5.0.\\n\\nNew users landing on this release page should first check out the readme on the main project page: https://github.com/ndeadly/MissionControlreadme for the official project documentation. There you can find installation and usage instructions along with an FAQ section that will answer most of your questions.\\n\\n Changelog\\n- Recompiled with latest Atmosphere-libs commit for 20.5.0 support\\n\\nv0.13.5\\nThis release adds support for firmware 20.4.0, and a new configuration option for disabling support for pairing Dualshock 3 controllers via USB.\\n\\nThe new configuration option dualshock3_enable_usb_pairing allows for disabling USB pairing of Dualshock 3 controllers for compatibility with sys-con. When both sysmodules are running, Dualshock 3 controllers can't be used via USB due to conflicting interface filters for detecting the controller. Disabling this option allows sys-con to detect the controller, at the expense of being able to pair them for wireless use.\\n\\n_Note: Dualshock 3 controllers can still be used wirelessly with this option disabled, they just must be paired prior to disabling it_\\n\\nNew users landing on this release page should first check out the readme on the main project page: https://github.com/ndeadly/MissionControlreadme for the official project documentation. There you can find installation and usage instructions along with an FAQ section that will answer most of your questions.\\n\\n Changelog\\n- Added support for firmware 20.4.0\\n- Added option to config .ini for disabling dualshock 3 usb pairing\\n\\nv0.13.4\\n- Added support for firmware 20.3.0",
"filesize": 169,
"extracted": 187,
"md5": "8b91deda7f2fcc4a9ff95253831d2f30",
"sha256": "13728475b29e3a6a3986e48d48976027753ffef10cb3879032a46867fc378d10",
"updated": "16/11/2025",
"appCreated": "16/11/2025",
"binary": "none",
"screens": 0,
"app_dls": 578058
},
{
"updated": "28/08/2019",
"appCreated": "29/02/2020",
"app_dls": 11154,
"screens": 0,
"md5": "d02700ebf57d264b2dd91c284cdc05c7",
"category": "tool",
"binary": "/switch/Mod_Manager/Mod_Manager_0.3.nro",
"name": "Mod_Manager",
"license": "GPLv3",
"title": "Mod-Manager",
"url": "https://github.com/Syzygye/Mod-Manager/releases",
"description": "LayeredFS \"mods\" folders manager.",
"author": "Syzygye",
"changelog": "0.3\\n\\nUpdated the mods limit to 38.\\n\\n0.2\\n\\nAdd sxos compatibility.",
"extracted": 255,
"version": "0.3",
"filesize": 107,
"details": "Enable and disable LayeredFS mods quickly.\\n\\nCompatible with Atmosphere and Sxos."
},
{
"name": "Moonlight-Switch",
"title": "Moonlight-Switch",
"description": "Moonlight port for Nintendo Switch",
"author": "XITRIX",
"version": "1.3.4",
"license": "GPLv3",
"url": "https://github.com/XITRIX/Moonlight-Switch/releases",
"category": "tool",
"details": "Moonlight-Switch is a port of Moonlight Game Streaming Project for Nintendo Switch.\\n\\nControls:\\n- Mouse\\nWith touch screen you can move your coursor, tap to left click, scroll 2 fingers to scroll.\\n\\nWhile touching screen ZR and ZL buttons will work like left and right mouse buttons.\\n\\nAlso While touching screen L and R sticks will work like scrolling wheel.\\n\\nUSB mouse working as well.\\n\\n- Keyboard\\nYou can use onscreen keyboard, tap 3 fingers on screen to show it.\\n\\nUSB keyboard working as well.\\n\\n- Gamepad\\nBy default Switch gamepad configured as X360 gamepad (A/B and X/Y swapped). Key mapping availale in application settings.\\n\\nUp to 5 gamepads (includes handheld mode) supported. Half of joycons are also supported.\\n\\n- Ingame overlay\\nTo open overlay, press - and + key simultaneously by default or Hold ESC on keyboard.\\n\\nKey combination and holding time are configurable in settings.",
"changelog": "v1.3.4\\nImprovements:\\n- moonlight-common-c upgraded\\n\\nFirst official iOS release: https://apps.apple.com/mt/app/moonlight/id1587249034\\n\\n1.3.3\\nMissing localizations not fallback to English\\n\\n1.3.2\\nFixes a crash\\n\\n1.3.1\\nGeForce Experience audio encryption fix: #230\\nMinor localization fixes: #233 | #231\\n\\n1.3.0\\nNew:\\nFrame buffer queue\\nSunshine Encryption support added\\nHost rename\\nSupport for custom ports\\nSticks dead zone configuration\\nReconnection attempt in case of unexpected termination error\\nFrench localization and keyboard\\n\\nImprovements:\\nMultithreading improvements, app's UI works faster\\nBetter debug statistics\\n\\nFixes:\\nCURL crash on Host ping attempt\\nTwo finger scrolling and right click gesture",
"filesize": 10704,
"extracted": 22614,
"md5": "b222dccbcb126acb1d668c515300b46d",
"sha256": "ec39371a55e6dbc688537e57ce376c6739ce7dc39a0bedf0585109dffef8f5f1",
"updated": "13/10/2025",
"appCreated": "05/10/2025",
"binary": "/switch/Moonlight-Switch/Moonlight-Switch.nro",
"screens": 5,
"app_dls": 205758
},
{
"updated": "25/03/2020",
"appCreated": "25/03/2020",
"app_dls": 29514,
"screens": 0,
"md5": "a752b72701b764674a692c49d10a6f44",
"category": "tool",
"binary": "/switch/N-Xplorer.nro",
"name": "N-Xplorer",
"license": "n/a",
"title": "N-Xplorer",
"url": "https://github.com/CompSciOrBust/N-Xplorer/releases",
"description": "Multi-functional file manager",
"author": "CompSciOrBust",
"changelog": "0.7.1\\n\\nThis update is unfinished but 0.7.1 contains some annoying bugs and my switch has hardware failure so I'll have to release this in it's current state. Be aware that some new features may not work as expected since I have been unable to thoroughly test them myself. Thanks to @muxi1 for doing testing for me.\\n\\nChanges:\\nFixed bug that causes segfault after installing a N-Xplorer update.\\nFixed bug that causes file extensions not to be recognized if a file name contains more than one dot.\\nZip extraction now extracts to a folder. Leave the name empty to extract to the current folder.\\nAdded ability to theme the settings UI.\\nFixed crash when copying a file smaller than 0.25 GB.\\nAdded more sorting options (not fully implemented due to problems mentioned above).\\n\\n0.7.0\\n\\nWhat's new?\\nChanged \"Copy\" in the sub menu to \"Select\" to clear up confusion.\\nAdded code for sorting the files by size and name (descending and ascending).\\nAltered behavior of the B button. End users shouldn't notice much of a difference.\\nAdded settings GUI.\\nBegan adding theme support.\\nAdded ability to mount saves (experimental).\\nImproved file copying speeds.\\nAdded zip extraction.\\nAdded in app self updater.\\nAnd probably other stuff I'm forgetting about.\\n\\nJust press minus to access the new settings menu.\\n\\n0.6.4\\n\\nAdded parental controls when accessing nand filesystems.\\nFixed bug that mounted the user partition to both user:/ and sys:/.\\nAdded GUI save options to the text editor (Save and exit, save as and exit, and exit without saving).\\nRemoved the negative button functionality in the text editor. That is now in the GUI.\\nProbably internal stuff I'm forgetting about.\\n\\n0.6.3\\n\\nThis release cleans up the code a bit and makes debugging easier using nxlink.\\nThe following new features were added:\\nSupport was added for the user and system partitions on the nand. Be careful when doing things here as you could brick your system or corrupt save data.\\nThe cursor will now remember it's position when going up a directory (pressing b).\\nIf you create a new folder but the name already exists it will append a number to the folder name (this works the same as creating new folder in Microsoft Windows).\\n\\n0.6.2\\n\\nThis release moved the logic and input to a separate thread from the GUI.\\nCopying files was made more stable.\\nQuick navigation was added by using the left and right buttons on the main explorer UI\\nSeconds was added to the clock.\\nImages can now be zoomed, rotated, and moved around the screen.\\nYou can now exit a text file without saving by pressing minus (this is only temporary until I make a better solution).\\nA message was added while deleting files so that you know the app isn't just frozen if it takes longer than expected.\\nPlus can now be used to exit the app from the main explorer UI more quickly (requested by muxi).\\nBugs were fixed and the app is more stable in general now.\\nProbably other stuff I'm forgetting.\\n\\nThanks to @muxi1 and qpwoei for helping to test this release.\\n\\n0.6.1\\n\\nThis release changes how the clipboard works and adds a on screen message while files are being copied. The clock will continue to run in a separate thread.",
"extracted": 9852,
"version": "0.7.1",
"filesize": 3998,
"details": "Multi-functional file manager for the Nintendo Switch\\n\\nHow to use\\nMain UI\\nUp / Down buttons to move up and down the list\\n\\nA to open a file / folder\\n\\nPlus / Y to open and close the sub menu\\n\\nText Editor\\nUp / Down change lines\\n\\nA edit line\\n\\nLeft deletes a line\\n\\nRight adds a line\\n\\nB save and exit\\n\\nImage Viewer\\nB exit\\n\\nCredits\\nLibNX and DevkitPro for making the toolchain.\\n\\nSpitzfire for the original logo which I modified.\\n\\nEveryone in the Team AtlasNX dev chat for general help in this and other projects."
},
{
"updated": "05/10/2021",
"appCreated": "05/10/2021",
"app_dls": 47410,
"screens": 0,
"md5": "c5d210df7fb15f553a4d7559c1bef25b",
"category": "tool",
"binary": "/switch/NX-Update-Checker/NX-Update-Checker.nro",
"name": "NX-Update-Checker",
"license": "MIT",
"title": "NX-Update-Checker",
"url": "https://github.com/16BitWonder/NX-Update-Checker/releases",
"description": "Content Checker",
"author": "16BitWonder",
"changelog": "1.5.4\\n\\nA small QOL update that adds cartridge version DB functionality\\n\\nInserted cartridges' bundled version will now be stored and read from a local cartridge version database, in order to prevent informing users of updates already on the cartridge while they aren't inserted.\\n\\n1.5.3\\n\\nAnother bug-fix update that allows all entries under a title to be parsed\\n\\nFixed an issue that prevented more than 10 entries being loaded for a title, making games with many DLC that were installed appear as though they were not\\n\\n1.5.2\\n\\nYet another bug-fix update that corrects an issue that had been introduced in v1.0.0\\n\\nFixed an issue present in all versions v1.0.0 - v1.5.1 where the first local title parsed would be ignored during update/DLC checking\\n\\n1.4.1\\n\\nSmall update today that points NX-Update-Checker towards a new repository instead of titledb.\\n\\nThe application now points towards nx-versions for versions.txt\\nAdopted similar printing scheme from versions.txt parser into installed title parser for a slight speed-up\\n\\n1.4.0\\n\\nYet another release that brings some much needed QoL improvements, this time from the talented aedalzotto!\\n\\nThe application will now first attempt to grab the latest versions.txt over the internet, then fallback to any versions.txt that may already be within the nro's directory should connection fail\\nThe versions.txt parsing code has been dramatically improved, now taking seconds to completely parse instead of minutes\\n\\n1.3.0\\n\\nIt has come to my attention that kind folks over at Reswitched's Discord Server didn't like that this application was pointing there, and didn't figure to ask me to change it.\\nHaving found out about this today and not wanting to create any friction over there, here is a new release \\n\\n1.2.0\\n\\nA time-stamp is now printed to Available-Updates.txt\\nUser now picks from (up to 40) json files within the nro's directory to use as the versionlist, removing the requirement that the versionlist must be named 'versionlist.json'\\nversionlist.json updated 2020-03-22 | 12:48\\n\\n1.1.0\\n\\nLocally installed titles will now display version strings in console and the produced txt",
"extracted": 1407,
"version": "1.5.4",
"filesize": 568,
"details": "A small console application that checks a Switch's installed contents against a provided versionlist for newer updates, and then writes the titles with newer updates and the latest version to sdmc:/Available-Updates.txt.\\n\\nUsage\\nReswitched versionlist.json format has been deprecated and will no longer function with this application\\nUsers must now download the latest versions.txt from the titledb Repository and place it within the same directory as the nro\\nHaving switched to titledb, this application can now additionally parse available updates for installed DLC\\nRun the nro with your favorite variation of the HBMenu\\nWatch the pretty text move across the screen\\nProfit(?)\\nNotice\\nThis app was specifically written to parse the versionlists posted in the ReSwitched Discord Server, if you provide a versionlist.json with even a slightly different format it is likely this application will not parse it correctly.\\n\\nKudos\\nBig thanks to the folks over at the Reswitched Discord that have set up the versionlist bot. Without a nice stream of updated versionlists this wouldn't be feasible."
},
{
"updated": "13/02/2021",
"appCreated": "13/02/2021",
"app_dls": 3876,
"screens": 0,
"md5": "572cadc6a61b75193142867308a84784",
"category": "tool",
"binary": "/switch/NX-ntpc/nx-ntpc.nro",
"name": "NX-ntpc",
"license": "The Unlicense",
"title": "NX-ntpc",
"url": "https://gbatemp.net/threads/time-syncing-app-sysmodule-for-offline-switch.544227/",
"description": "NTP client for the Switch.",
"author": "thedax",
"changelog": "https://github.com/thedax/NX-ntpc/releases\\n\\nThis release has had its source code removed by its developer on github and therefore has been moved to the legacy category until it becomes active once more.\\n\\n1.0.4\\n\\nAttempt to fix the rare random hang when waiting for server response\\nNow displays error messages if you're not connected to the internet\\n\\n1.0.2\\n\\nRefactor printing.\\nAsk user if they wish to enable internet time sync and reboot to fix the time if time sync isn't enabled, otherwise the time will automatically update correctly, even if Nintendo's servers are blocked.\\nWe still can't set the user clock directly, but this is as good as it gets for now.",
"extracted": 372,
"version": "1.0.4",
"filesize": 139,
"details": "A crude NTP client for the Switch.\\n\\nWhat's it do?\\nIt contacts a time server at http://ntp.org and sets the Nintendo Switch's clock appropriately.\\n\\nRun the NRO from the hbmenu, or send it over nxlink. An internet connection is required for this application to work, but it does not contact Nintendo's servers, so it should be friendly in 90DNS and other Nintendo-blocked environments. If \"Synchronise Clock via Internet\" (in System Settings -> System -> Date & Time) is enabled before launching this application, the time will automatically update correctly on the console's Home Screen. If it is not enabled, the application will ask if you wish to enable it, and then reboot afterward to correct the time, or offer a way to exit without enabling internet time sync."
},
{
"updated": "08/08/2022",
"appCreated": "08/08/2022",
"app_dls": 253536,
"screens": 4,
"md5": "149a47027c4a3b309ed31c7a9d71b6be",
"category": "tool",
"binary": "/switch/NX-Shell/NX-Shell.nro",
"name": "NX-shell",
"license": "GPLv3",
"title": "NX-Shell",
"url": "https://github.com/joel16/NX-Shell/releases",
"description": "File Manager",
"author": "joel16",
"changelog": "4.01\\n\\nFixed rename bug introduced in v4.00\\nAdded option to disable extended font support. (Initially disabled by default -- this boosts the application start up speed)\\nAfter USB is unmounted via settings the device state will now be properly switch back to sdmc.\\n\\n3.20\\n\\nAdded support for extracting .ZIP archives.\\nFixed crashes when trying to exit the application after opening an image.\\nNow uses Use libnsbmp to decode BMP files. (This fixes issues loading certain BMP files).\\nDisabled window padding when displaying images so that the full screen images (1280x720) aren't bound to a scroll bar.\\nAdded a popup for viewing image properties such as filename, width and height. (Use the 'X' button to open this popup after opening an image).\\nAdded an option under settings to toggle filename display when viewing images.\\nAdded an option under settings to toggle logs. (Any failed FS functions will be logged if this option is enabled. Useful for debugging purposes). A restart of the application is required if this is enabled/disabled.\\nInitial implementation of a text reader for reading logs/configs (eventually to evolve into to an editor).\\nMany other under the hood changes/cleanups and consistency changes.\\n\\n3.10\\n\\nFixed crash when last open directory is a TitleID.\\nA storage bar is displayed below the current working directory indicator. (Based on the current active file system)\\nNX-Shell can now open various images formats. (BMP, GIF, JPG/JPEG, PGM, PPM, PNG, PSD, TGA and WEBP)\\nA progress bar will be displayed when files are being copied.\\nAdded checkboxes to select multiple files for copying/moving and deleting. (Only works if you're working from one directory)\\nAdded an option to select all checkboxes in a directory.\\nAdded an option to clear all selected files in a directory. (Note this also clears the copy/move path in the clipboard)\\nMinor UI adjustments. (Alignment fixes, popups/windows being out of place, better spacing between buttons, etc.)\\nNow based on Dear ImGui v1.7.8.\\nDisabled Dear ImGui's inifilename config.\\nFurther improvements to overall system stability and other minor adjustments have been made to enhance the user experience. (No but really though, there have been many under the hood changes, clean-ups and improvements)\\n\\n\\n3.01\\n\\nPlease delete the imgui.ini file before running this version, it will be regenerated with the accurate window size. This should fix the weird window issue introduced in the last release.\\n\\nThis build is currently in beta to gather feedback and improve the current codebase. A lot of NX-Shell's old features and functionalities are missing in this version. Some features may be deprecated entirely, and new ones may be introduced.\\n\\n3.00\\n\\n** This build is currently in beta to gather feedback and improve the current codebase. A lot of NX-Shell's old features and functionalities are missing in this version. Some features may be deprecated entirely, and new ones may be introduced. **\\n\\nFeatures:\\n\\nDelete files and folders.\\nCopy/Move files and folders.\\nRename files and folders (standard switch keyboard).\\nCreate files and folders (standard switch keyboard).\\nDisplays file properties such as size, time created, modified and accessed.\\nSorting options (Sort by name, date, size).\\nSet archive bit.\\n\\nUpdate: Controller input fixes, recompiled NRO from nightly build.\\n\\n2.11\\n\\nThis is a hot fix for v2.10 which resulted in issues with file deleting, copy/move etc. This also addresses the system version 9.00 fix.\\n\\nChange-log:\\n\\nFix FS logic which resulted in files not being deleted, copied or moved.\\nDisplay a message when deleting a file until it has been removed. (A progress bar is shown for deleting multiple files).\\n\\n2.10\\n\\nPlease note: The ebook reading feature has been removed, for more information look here. This is a minor release only updated for the urgent system version 9.00+ fix.\\n\\nChange-log:\\n\\nFix for system version v9.00+.\\nCleaned up audio decoder functions and updated dr_libs (flac/wav decoders)\\nOnly log data if developer options are enabled.\\nCleaned up FS functions and fix read/write for libnx v2.3.0\\nRemoved some unused textures and unnecessary scaling.\\nConserve zoom and rotation when navigating images (Vuelos)\\nDisable sleep for FTP mode, some FS functions (Cut/Copy) and in audio player.\\nClose the menu-bar when a device is selected.\\nHandle mounting other devices better. (No more redundant functions calls)\\nFix cancel button not reverting option menu in the second page.\\nRemove many redundant calls, and overall code clean up.\\n\\n\\n2.00\\n\\nUpdated SDL_FontCache as well as SDL2 to latest revisions available.\\nMajor music player changes:\\nAdded support for the following formats: IT, FLAC, MOD, OPUS, S3M and XM.\\nAll audio files now display timestamps (current and duration) as well as a progress bar.\\nAll audio formats display metadata (album, artist, title, etc) if found. Formats such as MP3, FLAC, OPUS will display a cover image if found.\\nAll audio formats are seekable via the touch screen. Simply drag your finger across the progress bar to select a location to seek to.\\nImplemented libarchive support:\\nAllows for the extraction of .7z, AR, ISO 9660, RAR, ZIP, AR, XAR as well as some other formats supported by libarchive.\\nDisplay a dialog asking for the user's confirmation before extracting an archive since some can take a while.\\nRemove usbComm service initialization which wasn't used and caused a crash on FW 7.0X+.\\nProperly make use of transparency when displaying dialogs, progress bars, and the menu bar.\\nAdded support for viewing .webp images.\\nDefault to 'No' for file deletion.\\nCleanup fake heap when setting a custom heap which caused RetroArch to crash if it was opened after closing NX-Shell.\\nDisplay a simple error dialog for failed file system functions. (an error code as well as the function that failed would be displayed).\\nFixed use of blend mode under SDL2 which caused transparency issues in some cases.\\n\\n1.20\\n\\nNow uses official software keyboard with text validation for creating/renaming folders and files.\\nRefactored FS code to support copying to/from other mount points. (copying files now uses internal fs functions)\\nProperly get free/max storage for each partition using FS rather than NS.\\nFixed progress bar from incorrectly blending into the background.\\nUpdate SDL_FontCache to v0.10 and revert back to using the Roboto font - which now properly displays accented characters such as \u00e9.\\nDisplay MP3 id3v2 cover art image if found.\\n\\n1.10\\n\\nBetter word wrapping on all platforms\\nFixed script errors that can prevent progress\\n\\n1.05\\n\\nNote: If you're updating this from an older version, it is recommended to delete your /switch/NX-Shell/ folder before you install this update. This is the last version where you'll have to do this. Future updates will automatically handle this.\\n\\nFeatures:\\n\\nMake use of the GPU hardware acceleration.\\nSwitch to internal FS functions to display directory list.\\nAdded config version to config files - If a new version is found where the config file needs to be changed, it will automatically be deleted and regenerated.\\nReplaced the executable icon with something more dark theme friendly.\\nLocal time is now supported.\\nDisplays file permissions in properties.\\nDisplay storage bar for current mounted device. (some devices/mount points don't have this)\\nAllow user to browse other user partitions from menu bar. (Very little can be done at this time, since it seems FS functions are locked out of using them).\\nLock applet during write/cut/copy/delete processes.\\nAdded a \"More...\" button in file options.\\nAdded a \"Refresh\" button refresh directory list.\\nAdded a \"New file\" button to create an empty file.\\nAdded a button to set archive bit on checked directories or currently highlighted/selected directories. - This\\nfeature is a work in progress. Don't use this with any important directories unless you know what you're\\ndoing. This feature can only be accessed if \"Developer options\" is enabled.\\nAdded a new options in Settings called \"Developer options\". If this toggle is set, any FS function that fails to execute properly will be logged in a file called debug.log, which can be found in /switch/NX-Shell/debug.log.\\nWrap CWD display if it gets too long.\\nImprove book reader controls in landscape mode (Right stick right/left should zoom in/out in landscape mode)\\n\\nFixes:\\n\\nFix last saved directories not properly being read due to having spaces in their names.\\nFix automatic scroll when selecting a checkbox.\\nFix exit key (PLUS) in music player, image viewer and settings.\\nBook reader no longer displays status bar after every page. Only displayed during zooming or if screen is touched in the middle or outside touch area depending on the orientation.\\nMany under the hood changes\\n\\n1.04\\n\\nFix progress bar colour in dark theme.\\nFix OSK highlighted colour.\\nFix 'B' causing refresh when attempting to navigate to parent directory.\\nImage viewer/Music Player: Only populate the directory list with entries once to avoid issues.\\nUse delta time for animation.\\nBook Reader: Fix next/prev in landscape mode.\\nFix sorting options not being loaded properly from config.",
"extracted": 8891,
"version": "4.01",
"filesize": 3529,
"details": "(Multi purpose file manager) to the Nintendo Switch.\\n\\n\\nFeatures:\\nDelete files and folders.\\nCopy/Move files and folders.\\nRename files and folders (standard switch keyboard).\\nCreate files and folders (standard switch keyboard).\\nDisplays file size\\nImage viewer (GIF, JPG, PNG, WEBP)\\nDisplays animated GIFs.\\nExtract various archives such as ZIP, RAR, 7Z, ISO 9660, AR, XAR and others supported by libarchive.\\nSorting options (Sort by name, date, size).\\nToggle dark theme.\\nAudio playback. (Following formats are supported: FLAC, IT, MOD, MP3, OGG, OPUS, S3M and WAV)\\nTouch screen in most cases."
},
{
"updated": "17/05/2020",
"appCreated": "28/03/2019",
"app_dls": 3743,
"screens": 0,
"md5": "a790932a72aff96538db19e951f899f6",
"category": "legacy",
"binary": "/switch/NXBlood/nblood.nro",
"name": "NXBlood",
"license": "n/a",
"title": "NXBlood",
"url": "Developer removed source",
"description": "NBlood port for the Nintendo Switch",
"author": "Jan200101",
"changelog": "0.96\\n\\nmerge from upstream\\nuse nblood.pk3 from the romfs\\n\\n0.95\\n\\nmerged upstream changes\\n\\n0.9.4\\n\\nmerged upstream changes\\n\\n0.93\\n\\nadd options for joysticks\\nyou can now set the scale of both joysticks\\n\\n0.92\\n\\nreenable music player\\nopl3 player works fine\\nthe midi player requires additional files, which I'd argue is not worth manually downloading and placing at the moment\\n\\nthe way joysticks are handled has been reworked and is closer to now NBlood handled it\\n\\n0.91\\n\\nbutton mapping has been updated to be simpler to use\\nupstream patch to fix reversed strafing has been merged",
"extracted": 9871,
"version": "0.9.6",
"filesize": 4228,
"details": "THE DEVELOPER HAS REMOVED THE SOURCE FROM PUBLIC VIEW . SO THIS APP HAS BEEN MOVED TO LEGACY. POSSIBLE NO FURTHER UPDATES.\\n\\n\\nNXBlood is a port of NBlood for the Switch which itself is a attempted Source port of the 1997 game Blood\\nthe port is relatively feature complete compared to the existing version of NBlood\\n\\nAll credit to the actual port of Blood go to http://nukeykt.retrohost.net for his fantastic NBlood\\n\\nInstallation:\\n\\ncopy the following files into nblood on your root\\n\\nBLOOD.INI\\nBLOOD.RFF\\nBLOOD000.DEM-BLOOD003.DEM\\nGUI.RFF\\nSOUNDS.RFF\\nSURFACE.DAT\\nTILES000.ART-TILES017.ART\\nVOXEL.DAT\\n\\n\\nControls:\\nTHERE CURRENTLY IS NO WAY OF CHANGING CONTROLLER CONFIGURATIONS IN-GAME\\nif you do want to change your controls anway you can edit the nblood.cfg in your /nblood folder\\n\\n\\nIn-game:\\nLeft Joystick - Movement\\nRight Joystick - Looking around\\nRight Joystick pressed - Crouching\\nA - Use\\nB - Jump\\nY - Use item\\nZR - Fire\\nZL - Alternative Fire\\nR & L - Switching Weapons\\nUp - Holder Weapon\\nLeft & Right - Switch items\\nDown - Toggle Map mode ( does not view map )\\nMinus - View Map\\n\\nKeyboard and Mouse are fully supported and you are free to use them\\n\\nCREDITS:\\nfor NBlood"
},
{
"name": "NXCGOL",
"title": "NX-CGOL",
"description": "Conway's Game Of Life on the Switch",
"author": "tbwcjw",
"version": "25.06.07_00.06",
"license": "MIT",
"url": "https://github.com/tbwcjw/nxcgol",
"category": "_misc",
"details": "An implementation of Conway's Game of Life for the Nintendo Switch. Conway's Game of Life is a cellular automaton where simple rules determine the birth, survival, or death of cells on a grid, creating complex evolving patterns over time.",
"changelog": "- Added 'stagnant wait'. The simulation will carry on running X number of generations before starting a new colony (if auto_restart is enabled).\\n- Changed some config keys to be more descriptive.\\n- Default simulation speed is now 80%, a comfortable middle ground.\\n-Setting 'auto_restart' to false in the config has no effect.",
"filesize": 131,
"extracted": 306,
"md5": "2d96fb19089d9ed43d0578124a513d82",
"sha256": "1b02e880a2fb945ac03c28dfd0c8d4670b5f89eebd90bcdcfe89de4774357820",
"updated": "22/07/2025",
"appCreated": "07/06/2025",
"binary": "/switch/nxcgol/application.nro",
"screens": 1,
"app_dls": 168
},
{
"name": "NXDucoMiner",
"title": "NX-Duco-Miner",
"description": "A multithreaded DUCO Miner for the Ninte",
"author": "tbwcjw",
"version": "25.07.22_13.16",
"license": "GPLv3",
"url": "https://github.com/tbwcjw/nxducominer",
"category": "_misc",
"details": "NX-Duco-Miner is a SHA1 mining tool for the Duino-coin cryptocurrency \"DUCO\". It features multithreading for mining jobs, automatic node selection, CPU Boosting, Duino-coin wallet IoT integration and a web dashboard.",
"changelog": "Added node name as identifier, when automatically selecting node. Added charge state (Charging, Discharging, Charging slowly, Plugged in not charging). On connection loss, the miner will retry until reconnected. On connection loss, the miner will retry until reconnected. Various layout tweaks. A full changelog with bug fixes can be found on the releases page.",
"filesize": 409,
"extracted": 820,
"md5": "15e928536579f44dd45c4a55da338384",
"sha256": "58ae48f4838f2424a21e1bc4db421c5de30b0eeababa5675dfe567d00392e48b",
"updated": "22/07/2025",
"appCreated": "22/07/2025",
"binary": "/switch/nxducominer/application.nro",
"screens": 0,
"app_dls": 1259
},
{
"name": "NXFetch",
"title": "NX-Fetch",
"description": "Neofetch for switch",
"author": "Xc98",
"version": "1.3.0",
"license": "MIT",
"url": "https://github.com/Xc987/NX-Fetch",
"category": "_misc",
"details": "Neofetch for the nintendo switch. Prints system info and switch icon ascii art in the style you would see in neofetch.\\nPress DPad left / right to change joycon ascii colors",
"changelog": "If user hasnt been preselected, it will display the first user. The displayed user can be changed by pressing L / R\\nprint resolution in docked mode and display hz\\nprint SD and NAND disk procentage usage\\nprint all connected controllers (P1 to P8 connected via bluetooth and connected in handheld)\\nupdate the printed info category text (\"BL\", \"CFW\" etc) accent color if joycon ascii colors are changed",
"filesize": 130,
"extracted": 629,
"md5": "ef97277c37c1284ac8447f605c0e4c02",
"sha256": "5833433b1d77bd44bfe718c182ebd676013c361ed01d76e9c021e8e66d65c791",
"updated": "12/04/2025",
"appCreated": "11/04/2025",
"binary": "/switch/NXFetch/NXFetch.nro",
"screens": 1,
"app_dls": 1856
},
{
"updated": "21/10/2021",
"appCreated": "10/01/2025",
"app_dls": 32325,
"screens": 2,
"md5": "5bf68486fe766b287f1332c2d1a6271f",
"category": "tool",
"binary": "/switch/NXGallery/NXGallery.nro",
"name": "NXGallery",
"license": "MIT",
"title": "NXGallery",
"url": "https://github.com/iUltimateLP/NXGallery/releases",
"description": "View your album from your phone or PC.",
"author": "iUltimateLP",
"changelog": "2.0.0\\n\\nThis is a huge rework of the existing NXGallery project.\\n\\n* a complete new UI which adapts to the Switch visuals, and your preferred color scheme\\n* a scannable QR code to simplify the connection between the Switch and your smartphone\\n* a faster and more optimized web frontend which will not load all full images anymore but only thumbnails\\n* a new way of accessing the media files - all bugs regarding file-based emuMMC or different configurations should be fixed now\\n* ...and more technical stuff",
"extracted": 5127,
"version": "2.0.0",
"filesize": 1591,
"details": "NXGallery is a Nintendo Switch Homebrew Application to transfer your screenshots or videos to your phone or PC in no-time. Simply run this app and enter the address prompted on the screen in your web browser and et voil\u00e0, you can share your favourite moments!"
},
{
"name": "NXMP",
"title": "nxmp",
"description": "Video player for Nintendo Switch",
"author": "proconsule",
"version": "0.9.2",
"license": "n/a",
"url": "https://github.com/proconsule/nxmp/releases",
"category": "tool",
"details": "NXMP is an open-source Nintendo switch media player\\n\\nIt is based on MPV and FFMPEG, it supports a wide range of file format\\n\\nCurrently, it supports:\\n\\n- Local File Browser\\n- HTTP and FTP Browser (you can add as many sources as you like)\\n- Enigma2 Decoder support (for viewing tv channel from the decoder)\\n- USB support up to 32 devices (supporting FAT NTFS and EXT4) thanks to the libusbhsfs\\n\\n\\nButtons Mapping\\n\\n- A select (play/pause during playback)\\n- B back (stop during playback)\\n- Y Main Menu\\n- X show OSD (during playback)\\n- R L ZR ZL (seek +/- during playback)\\n- + Exit NXMP\\n- R Stick Button Toggle Masterlock (during playback, only A button will work)\\n- Dpad Right (during playback show right menu)\\n- Dpad Left (during playback close right menu)",
"changelog": "0.9.2\\nAdded\\n\\nPDF file support\\nFixed\\n\\nfixed archive file seek (useful for playback video file inside an archive)\\nfixed archive reading from USB\\nplaylist from local sdcard and USB drives\\nsettings language selection/save\\n\\n0.9.1\\nAdded\\n\\nAdded new network config syntax (fixes password with @ and add pubkey auth for sftp connections)\\nUPNP (same code of 0.8.0 with minor fixes)\\nHW Deinterlace\\nFile based translations (using json files, use the files on langs directory as reference)\\nPKGBUILD for libnfs,libsmb2,sqlite3\\nFixed\\n\\nNFS entry duplication\\nSoftware decoding (broken on 0.9.0 deko3d version)\\nUSB Browser fixed (no more duplicated devices)\\nRemoved\\n\\nShadermania (now NXMP uses only deko3d, no more opengl)\\nChanges\\n\\nChanged Rendering routine in a more sane way\\nNow NXMP runs also in applet mode\\nUpdated all libs to last version\\nUpdated brasilian translation",
"filesize": 43985,
"extracted": 71252,
"md5": "02caac61d1c21bccadd9d006dcee7300",
"sha256": "d1cad07f7345aa85bd6cee52da0f5ac058459a20810017b309a6393011b05079",
"updated": "17/05/2025",
"appCreated": "17/05/2025",
"binary": "/switch/nxmp/nxmp.nro",
"screens": 4,
"app_dls": 84073
},
{
"name": "NXMilk",
"title": "NXMilk",
"description": "Audio player supporting projectM VIS",
"author": "proconsule",
"version": "0.4.0",
"license": "n/a",
"url": "https://github.com/proconsule/NXMilk",
"category": "tool",
"details": "Audio player supporting projectM VIS",
"changelog": "v0.4.0\\n[0.4.0]\\n\\n- Updated libusbdvd to 0.0.7 (see release changelog)\\n- Added Eject/Mount command for usbdvd\\n- Now it should read all CD/DVD/BD\\n\\nEnjoy!\\n\\nv0.3.0\\n[0.3.0]\\n\\nThis version is a little milestone, using https://github.com/proconsule/libusbdvd nintendo switch can now read CD/DVD/BD\\n\\nIs an WIP library\\n\\nAdded\\n- USB-DVD USB-BD Drive support \\n- ISO9660 with Joliet support\\n- RockRidge support\\n- UDF 1.02 support\\n- Support CD-ROM DVD-ROM and BD-ROM (BD lack UDF 2.60 support)\\n-\\n\\n0.2.0\\nAdded\\n\\nNetwork support (SSH/SMB/NFS)\\nCUE/BIN support (AUDIO CD Image playback) support also mixed mode image (data+audio)\\nISO9660 support (CD/DVD image)\\nArchive support (RAR/ZIP/TAR.GZ) audio file inside an archive (fast inmemory seek for file < 100MB)\\nAdded argv file playback for sphaira file assocation\\nBacklight On/Off for minimize power consumption\\nChanges\\n\\nChanged milk builtin presets\\n\\n0.1.0\\nAfter a long time an update.\\n\\nAdded\\nuser defined file extensions (for exotic audio extensions, FFMpeg format support is huge)\\n\\nFixed\\nlocal/usb switch (now return to startpath)\\n\\nChanges\\nupdated libs (libusbhsfs,projectM,openmpt)\\nchanged usb behavior (from event to callback)\\nfixed minor bugs\\n\\nhope you all enjoy using NXMilk!",
"filesize": 19458,
"extracted": 35830,
"md5": "5043f98c50537551a79f5dc496ad9f37",
"sha256": "73ed106e29e83ea3eca027a3f551fd74ab72e6dafe467a2560d9748434f7905d",
"updated": "29/08/2025",
"appCreated": "29/08/2025",
"binary": "/switch/NXMilk.nro",
"screens": 0,
"app_dls": 9219
},
{
"name": "NXModManager",
"title": "NX-Mod-Manager",
"description": "local mod management for the NX",
"author": "TOM (Bad EN)",
"version": "2.27",
"license": "MIT",
"url": "https://github.com/TOM-BadEN/NX-Mod-Manager",
"category": "tool",
"details": "This is a plugin dedicated to local MOD management and does not provide MOD download functionality.\\nThe installation method is copy-based. Although this is slower than moving files directly, it is designed to facilitate backup and MOD management, so this will never be changed.\\n\\nPlugin Features:\\n\\n- Modern, aesthetically pleasing interface.\\n- Supports multiple languages, automatically following the system language.\\n- Powerful local management features, such as custom names and descriptions.\\n- Supports MTP transfer (experimental), for moving MOD files only.\\n- Allows adding MODs through the plugin or manually.\\n- Supports fast game search.",
"changelog": "v2.27\\n\u4e2d\u6587\\n\\n- \u4f7f\u7528\u6700\u65b0\u7684libnx\u91cd\u65b0\u7f16\u8bd1\uff0c\u652f\u6301AMS1.10\u4e0eHOS21\\n- \u4fee\u590dzip\u6587\u4ef6\u540d\u6709\u5176\u4ed6\".\"\u7684\u65f6\u5019\u8bc6\u522b\u4e0d\u5230\u7684\u95ee\u9898\\n\\n EN\\n\\n- Recompiled with the latest libnx, supporting AMS 1.10 and HOS 21. \\n- Fixed the issue where zip files with additional \".\" in the filename could not be recognized.\\n\\nv2.26\\n\u4e2d\u6587\\n\\n\u4f18\u5316\u51b2\u7a81\u68c0\u6d4b\u903b\u8f91\uff0c\u73b0\u5728\u5141\u8bb8\u591a\u4e2aMOD\u4e4b\u95f4\u5b58\u5728\u516c\u7528\u6587\u4ef6\u3002\\n\u53d6\u6d88\u6309B\u6253\u65ad\u5378\u8f7dMOD\u7684\u529f\u80fd\u3002\\n\u4fee\u590d\u6587\u4ef6\u7c7b\u578bMOD\u5b89\u88c5\u7684\u4e00\u4e2a\u6076\u6027BUG\\nEN\\nOptimized conflict detection logic, now allowing multiple mods to share common files.\\nRemoved the feature to cancel mod uninstallation by pressing B.\\nFixed a critical bug in file-type mod installation.",
"filesize": 2095,
"extracted": 3397,
"md5": "ab47f4b41e8ba354ec7caff3f2d48c4d",
"sha256": "faddb007dc952b780c4decaf8ed1a12eea22b6b589eda5895309e21bda0f468c",
"updated": "19/11/2025",
"appCreated": "19/11/2025",
"binary": "/switch/NX-Mod-Manager/NX-Mod-Manager.nro",
"screens": 0,
"app_dls": 6046
},
{
"name": "NXRemoteLauncher",
"title": "NX Remote Launcher",
"description": "Remote Switch game launcher",
"author": "Kiran Kunigiri",
"version": "1.0.1",
"license": "MIT",
"url": "https://github.com/kirankunigiri/nx-remote-launcher",
"category": "tool",
"details": "A Nintendo Switch homebrew app to browse, filter, and launch Switch games from your phone. Open the app on your Switch, and scan the QR code to view your games.\\n\\n- View your game library.\\n- Filter by genre and player count.\\n- View game details, trailer, and tap to launch.",
"changelog": "First initial release!",
"filesize": 4054,
"extracted": 13306,
"md5": "bc6be0af919174e8631207e1ca07f21e",
"sha256": "ce8d5272b59164012d5bc988d41352dd16346ac727a2c0fbfcd47988ce88f368",
"updated": "31/03/2025",
"appCreated": "31/03/2025",
"binary": "/switch/NXRemoteLauncher/NXRemoteLauncher.nro",
"screens": 0,
"app_dls": 13397
},
{
"name": "NXSaveSync",
"title": "NX-Save-Sync",
"description": "Sync save files between switch and pc",
"author": "Xc98 ",
"version": "2.2.0",
"license": "MIT",
"url": "https://github.com/Xc987/NX-Save-Sync",
"category": "tool",
"details": "NX Save Sync is a switch homebrew app to quickly sync save files between switch and an emulator.\\n\\nControls:\\nPress L / R in main menu to move between tabs or move between pages when selecting a title\\nPress ZL / ZR to change the selected user\\n\\nUsage:\\nFor a guide on how to use switch / pc app, check github repo:\\nhttps://github.com/Xc987/NX-Save-Sync",
"changelog": "v2.2.0\\nPrint title save file size in MB / KB in switch app\\nAllow exiting while waiting for pc to connect or waiting for pc to start server in switch app\\nAllow selecting device and BCAT as the user in switch app\\nWhen receiving saves, skip titles not installed in switch app 3\\nAllow using switch app after sending / receiving\\nAdd secondary switch ip config in switch and desktop app 3\\nAdd zip compression config in switch app\\nAdd option to delete saved titles in desktop app\\nAdd debug window in desktop app\\nAdd pop up to keep or delete temp files in switch (deleted automatically in desktop app)\\nMake copy and download buffer bigger to speed up the process in switch app\\n\\n2.1.0\\nAdd selecting multiple or all titles in switch and desktop app #1\\nAdd listing saved titles and add a new title in desktop app\\nFix pushing from switch to pc titles with special or non ascii chars in the name #2\\nList only titles that have a save file for the selected user in switch app\\n\\n2.0.0\\nAdd gui for pc app and make switch app gui a bit better\\nFix save file commiting on switch app\\nAdd changeable pc app themes\\nRemove option exit switch app while waiting for pc to start server or for pc to connect to switch",
"filesize": 214,
"extracted": 503,
"md5": "601aa2bd854339ee4096671ab1682475",
"sha256": "bfaf6b58ab46afc9e3732bad1de42d84658c99c631b4030b570e007d3981fc34",
"updated": "13/06/2025",
"appCreated": "13/06/2025",
"binary": "/switch/NX-Save-Sync/NX-Save-Sync.nro",
"screens": 0,
"app_dls": 6072
},
{
"updated": "18/06/2020",
"appCreated": "18/06/2020",
"app_dls": 1310,
"screens": 0,
"md5": "bc6d6fd88c7d5b7f1988a6a5a97e8de6",
"category": "game",
"binary": "/switch/NXoodles/NXoodles.nro",
"name": "NXoodles",
"license": "GPLv3",
"title": "NXoodles!",
"url": "https://github.com/MrJPGames/Noodles-/releases",
"description": "Noodles! clone for Nintendo Switch",
"author": "MrJPGames",
"changelog": "1.1\\n\\nYou can now use this with the latest CFW versions, as a result of the libNX update the inputs work once more.\\nNothing else has changed.\\n\\n1.0.1a\\n\\nFix where selecting a level would cause the next level to be loaded instead.\\nFix where rotating tile did not have audio with touch controls\\nB can now be used to rotate a tile counter clockwise\\n\\n1.0.1\\n\\nSound added\\nMenu now allows you to scroll faster by holding a button down\\nMenu allows right and left directions to move 10 levels up or down",
"extracted": 9908,
"version": "1.1",
"filesize": 4264,
"details": "Looking for a relaxing, strategic and addictive puzzle? Find your Zen and become one with Noodles! Tap to spin and connect all the noodle pieces \u2013 once you solve a puzzle, figure out the strategy and beat your own score to get FIVE STARS!"
},
{
"name": "NXthemes_Installer",
"title": "NXThemes Installer",
"description": "NxThemes Installer",
"author": "exelix11",
"version": "4.8.3",
"license": "GPLv2",
"url": "https://github.com/exelix11/SwitchThemeInjector/releases",
"category": "theme",
"details": "Manage custom themes directly on the Switch",
"changelog": "v4.8.3\\nThis release adds support for firmware 21.0.0\\n\\nNothing else changed from the previous release.\\n\\nv4.8.2\\nThis release implements the new themezer api, fixing 152\\n\\nv4.8.1\\nThis release add additional compatibility fixes to support old themes on 20.0 and newer firmware.\\n\\nIn particular:\\n- Themes with old animations should no longer crash the home menu when installed\\n- The settings section has new options to force the compatibility mode when installing themes, this should help with certain themes that only have a wallpaper designed around the placement of icons of a specific version of the home menu.\\n\\nA lot of the 20.0 compatibility quirks still apply, you can read more in the post for the previous release: https://github.com/exelix11/SwitchThemeInjector/releases/tag/v4.8\\n\\n4.8\\nThis release of the theme tools brings support for the new 20.0 firmware as well as support for replacing the icons of all the new applet icons.\\n\\nCompatibility with 20.0\\n\\nSince the new firmware changes some aspects of the home menu layout the installer will try to fix old themes automatically. With the feedback of a few people who tested the beta builds and my testing of the most popular layouts on themezer i can say most themes should work fine with only minor UI differences.\\n\\nWe know of one specific layout that is currently broken on 20.0 and i expect a few more will pop up along the way, in those cases the layout author will have to manually fix it and provide a 20.0 compatible version.\\n\\nMaking 20.0 layouts\\n\\nIf you're making layouts and want to make sure they work on all fimware versions you should be careful to not move the applet icons around otherwise they will leave empty spots when the layout is installed on an older firmware, you can read more on the wiki.\\n\\nIf you made a 20.0 theme before this release you should diff your layout again with latest layout editor otherwise it might not show properly due to the auto fix mistaking it for an old layout.\\n\\nFinally, i'd like to thank @new-waifu, @ELY3M and @Migushthe2nd and the others on discord for the help in getting this release done and tested.\\n\\n4.7.1\\n\\nSupport for 17.0\\nExpose patch templates functionality in the PC theme injector, allows for patching custom szs files\\nMinor changes in bflan serialization, mostly for the layout editor",
"filesize": 3314,
"extracted": 7921,
"md5": "eca4e74a25283596698e4131407c09e8",
"sha256": "bf9aacaa1638936940808d81cf56e11a4749dbff935bd2afef2e6b8aef598519",
"updated": "17/11/2025",
"appCreated": "17/11/2025",
"binary": "none",
"screens": 0,
"app_dls": 743920
},
{
"updated": "05/02/2024",
"appCreated": "05/02/2024",
"app_dls": 17602,
"screens": 0,
"md5": "25d5bdda7c068c8f43c6808a2d58782a",
"category": "game",
"binary": "/switch/nzportable/nzportable.nro",
"name": "NaziZombiesPortable",
"license": "GPLv3",
"title": "Nazi Zombies: Portable",
"url": "https://github.com/nzp-team/nzportable/",
"description": "Call of Duty: Zombies de-make, in Quake.",
"author": "NZ:P Team",
"changelog": "n/a",
"extracted": 88319,
"version": "nightly",
"filesize": 50690,
"details": "A Work-in-Progress Quake \"demake\" of the Zombies mode from Call of Duty.\\n\\nThe game itself is mostly feature-equivalent with Call of Duty: World at War on a generic level. Gameplay components are implemented, with some parity differences, but most World at War maps and their gimmicks are not yet represented. Various small features from Call of Duty: Black Ops are present, but not on as wide of a scale as compared to World at War. Bundled with a lot of Custom Maps created by community members.\\n\\nThe Nintendo Switch version is powered by Quakespasm-NX, a port of Quakespasm done by fgsfdsfgs."
},
{
"name": "Neumann",
"title": "Neumann",
"description": "SaveDate Backup & Restore Tool",
"author": "turtle-insect",
"version": "0.0.30-2",
"license": "GPLv3",
"url": "https://github.com/turtle-insect/Neumann/releases",
"category": "tool",
"details": "Nintendo Switch SaveDate Backup & Restore Tool\\n\\nSpecial Thanks\\n\\nEdiZon\\nswitch-portlibs-examples",
"changelog": "v0.0.30-2\\nupdate\\nbuild libnx 4.10.0\\n\\nv0.0.30\\nlibnx 4.10.0\\n\\n0.0.29\\nlibnx 4.9.0\\n0.0.28\\n\\nlibnx 4.8.0\\n\\n0.0.27\\n\\nlibnx 4.7.0\\n\\n0.0.26\\n\\nlibnx 4.6.0\\n\\n0.0.25\\n\\nlibnx 4.5.0\\n\\n0.0.24\\n\\nlibnx 4.4.2\\n\\n0.0.23\\n\\nlibnx 4.3.0\\n\\n0.0.22\\n\\nlibnx 4.2.2\\n\\n0.0.21\\n\\nlibnx 4.2.1\\n\\n0.0.20\\n\\nlibnx 4.2.0\\n\\n0.0.18\\n\\nlibnx 4.1.3\\n\\n0.0.15\\n\\nlibnx 4.1.0\\n\\n0.14\\n\\nlibnx 4.0.1\\n\\n0.0.13\\n\\nchange key process\\n\\n0.0.12\\n\\nlibnx 4.0.0\\n\\n0.0.11\\n\\nlibnx 3.3.0\\n\\n0.0.10\\n\\nlibnx 3.2.0\\n\\n0.0.9\\n\\nlibnx 3.1.0",
"filesize": 1136,
"extracted": 2346,
"md5": "a6ead45ff3b91808d3b9b1134b9257d3",
"sha256": "a588c1c65e7216e42ce758a2e7485e2ad7439431c4b1d872941a25e462619744",
"updated": "16/11/2025",
"appCreated": "16/11/2025",
"binary": "/switch/Neumann/Neumann.nro",
"screens": 0,
"app_dls": 34296
},
{
"updated": "10/01/2025",
"appCreated": "30/04/2024",
"app_dls": 37096,
"screens": 0,
"md5": "9b6ec8f069ac724773aaa1a605c4456c",
"category": "emu",
"binary": "/switch/noods.nro",
"name": "NooDS",
"license": "GPLv3",
"title": "NooDS",
"url": "https://github.com/Hydr8gon/NooDS/releases",
"description": "A (hopefully!) speedy DS emulator",
"author": "Hydr8gon",
"changelog": "n/a",
"extracted": 8201,
"version": "release",
"filesize": 2658,
"details": "The goal of NooDS is to be a fast and portable DS and GBA emulator. It features accurate software rendering with upscaling, and can take advantage of multiple cores for better performance.\\n\\nNooDS is available for Windows, macOS, Linux, Android, Switch, Wii U, and Vita. NooDS should be able to run most things without any setup. DS BIOS and firmware files must be provided to boot the system menu, a GBA BIOS file can be optionally provided."
},
{
"updated": "20/09/2022",
"appCreated": "20/09/2022",
"app_dls": 1152,
"screens": 0,
"md5": "69e1e82347687cfc0157c694d2214855",
"category": "game",
"binary": "/switch/onscripter-nx/onscripter-nx-hd.nro",
"name": "ONScripterNX",
"license": "GPLv2",
"title": "ONScripter-NX",
"url": "https://github.com/clamintus/onscripter-nx",
"description": "ONScripter Engine",
"author": "clamintus",
"changelog": "0.3\\n\\nThank you for your patience!\\nIt's been eight months, I know, but I hope that this was worth the wait!\\n\\nWith every update ONScripter-NX becomes more and more complete. I want people to enjoy their beloved novels on their Switch while feeling at ease, not with a chunky app that doesn't do the work right. With this update I tweaked the engine a bit to improve the playing experience in the long run. I hope I've made progress towards my goal, improving your playing experience too!\\n\\nFollow the instructions on README.md to know how to install ONScripter-NX.\\n\\nGame-specific zips are just convenience builds.\\nThey already come with some of the necessary files included, so you just need to copy the arc*.nsa/arc*.sar files from an original copy of the game.\\n\\nChangelog:\\n\\nHD support - yes! Play your old novel like you had never been able to! More info about it in the README page (seriously, read it!)\\nA new command has been added to adjust text display speed.\\nBy pressing the Left Stick, you can switch between the three available text display speeds (slow~normal~fast).\\nONScripter-NX will also memorize your selected text speed for that game.\\nMenu navigation is now a lot easier thanks to repeated input support.\\nNow you can hold the stick to scroll menu entries faster.\\nThis also works when navigating text history using D-Up and D-Down, and basically in every other directional input use case too.\\nNow the app deinitializes RomFS properly at shutdown.\\nA proper deinit function has been created. It will be called at app's shutdown, and will be eventually populated with more deinitializing code, if needed in the future. For now it just contains the RomFS deinit call...\\n\\n0.2\\n\\nFixed a crash due to trying to load unexistent font file when no arc-files were found.",
"extracted": 9406,
"version": "0.3",
"filesize": 3961,
"details": "Open-source port of the ONScripter visual novel engine.\\nPorted version: onscripter-20060724-insani\\nAny game compatible with this version of ONScripter should run fine! If not, press Y to report an issue. :)\\nEnjoy!\\n\\n\\nONScripter (O-N-Scripter) is a program that interprets and executes scripts written for NScripter in its own way.\\n\\n\\n-- Port additions --\\n - 4:3 aspect ratio simulation\\n - Touchscreen support\\n - RomFS integration\\n - Optimized flush implementation\\n\\n\\n-- How to play --\\n\\nGo to the folder where onscripter-nx.nro is located (/switch/ followed by onscripter-nx/ or game-specific folder name)\\nCopy the game files in that folder:\\narc*.nsa / arc*.sar\\nnscript.dat / nscript.___\\nYou don't need this if you are using a game-specific version of ONScripter-NX.\\nSoundtracks (CD folder, ...)\\ndefault.ttf font\\nYou don't need this if you are using a game-specific version of ONScripter-NX.\\nLaunch ONScripter-NX from hbmenu\\nNote: Launching from the album applet seems to work, but it is strongly advised to launch it by holding R on an installed game to avoid potential memory problems since that's the normal environment where Switch homebrews are designed to run.\\nEnjoy!\\n\\n-- Controls --\\n\\n A : Enter (or proceed in text mode)\\n B : Back (or proceed in text mode)\\n X : Right-click Menu\\n Y : Draw full page at once\\n Joystick UP / Joystick LEFT : Previous element\\n Joystick DOWN / Joystick RIGHT : Next element\\n D-Pad UP / L : Scroll up text history\\n D-Pad DOWN / R : Scroll down text history\\n ZL / ZR (held) : Skip mode\\n Plus : Exit to homebrew menu"
},
{
"updated": "16/12/2019",
"appCreated": "29/02/2020",
"app_dls": 630,
"screens": 0,
"md5": "1640ef5d61816bc0deb60923302aa3e3",
"category": "game",
"binary": "/switch/odamex/odamex.nro",
"name": "Odamex",
"license": "GPLv3",
"title": "Odamex",
"url": "https://github.com/Ch0wW/odamex/releases",
"description": "A Classic Doom multiplayer port",
"author": "Ch0wW, The Odamex Team",
"changelog": "pre-08X-alpha-2\\n\\nFix \"kill\" command spam, and fix the command being usable during the intermission screen.\\nReenabled classic Coop scoreboard online, and during demos.\\nAdded con_autohide to hide the console on specific conditions.\\nFix classic deathmatch demos to not properly sync after a player's death.\\nFixed a case where TDM scores weren't properly refreshed on non-warmup games.\\nSecrets are now syncronized between clients.\\nAdded support for Freedoom up to 0.12.1. Please note the game now makes you aware if you are using an outdated IWAD.\\nTeam/Chat beeps can now be disabled. Please be aware that Odamex still makes chat from the server itself is still audible.\\nFix clients being able to get stuck on a stair with sv_unblockplayers.\\nNew CVAR sv_nompthings to remove mp-only items.\\nNew CVAR sv_instantswitch to instantly change weapons.\\nAdded a door fix from Nautilus.\\nAdded network loop improvements from jsd.\\nAdded new CVARs sv_coop_completionist, sv_skipkills, sv_skipsecrets for a new coop mutator called \"the completionist\". Callvote calls are also supported (thanks jsd !)\\nClient fixes from jsd.\\nRecompiled with latest libnx builds.\\n\\npre-08X-alpha-1\\n\\nAdded co_fixarchvileflame CVAR to potentially fix the archvile's flame going crazy on rare occasions.\\nAdded support for Episode 4's PAR times (from Doom 3 BFG's).\\nMenu hotkeys are now working again.\\nOdamex now auto-disables a few options in SP/MP in the menu (such as load/save).\\nAdded support for skystretch | forcenoskystretch | nocrouch in the MAPINFO.\\nmap \"lobby\" now enables the lobby's MAPINFO flag.\\nSome various platform-specific WADDIR optimisations have been made.\\nCheat \"give\" now works again.\\nDisable cheat \"IDDT\" after loading a new map or joining a server.\\nCheat commands \"IDDQD\", \"IDKFA\" and \"MDK\" have been created.\\nAdded basic binding support for the automap.\\n\\nswitch081-v3\\n\\nUpdated with the latest libnx libraries, for 9.0 support.\\nAutomap is now bound by default to (-) instead of RSHOULDER.\\nFix for bug #1280 (forced colors after switching teams aren't properly refreshed)\\nFix team scores increasing during warmup\\nFix callvote arguments being case-sensitive\\n(unsure if will be felt or not) mouse support is disabled because of the latest update.\\ncompiling Odamex is now easier since it is integrated within the CMake fil",
"extracted": 13706,
"version": "pre-08X-alpha-2",
"filesize": 6393,
"details": "Odamex is a multiplayer-centric client/server source port originally based on Zdoom 1.22/csDoom. Despite offering many modern features and comforts, the engine is also capable of playing back many vanilla Doom demos. In addition to its strong netcode, other significant modern features include a truecolor software renderer, widescreen, uncapped frame rates, on-the-fly wad loading, and net demos with playback controls."
},
{
"updated": "29/06/2023",
"appCreated": "29/06/2023",
"app_dls": 1530,
"screens": 0,
"md5": "e98da12bf0ddd99973d00935fd6a6ea7",
"category": "game",
"binary": "/switch/OpenArenaNX/OpenArenaNX.nro",
"name": "OpenArenaNX",
"license": "GPLv2",
"title": "OpenArenaNX",
"url": "https://github.com/faithvoid/OpenArenaNX",
"description": "OpenArena (port)",
"author": "faithvoid",
"changelog": "v0.7.8.1 - Hotfix\\n\\nRe-compiled with the new libNX for newer firmwares!\\n\\nv0.7.8 - Renderer Upgrade\\n\\nAll builds now compile with renderergl2 as default. In my experience this makes a few things look a bit better, might(?) smooth out performance, and futureproofs everything a touch (in case someone wanted to implement a newer renderer engine later down the line).\\n\\nIf upgrading from a previous build, all you need to replace is OpenArenaNX.nro / Q3ArenaNX.nro\\n\\nv0.7.7 - Better Gyro Support\\n\\nGyro now automatically detects whether the user's controller is in handheld or wireless mode and adjusts the axis accordingly. Haven't tested with a pro controller, but would imagine it should work fine, as the fix specifically targets handheld mode. This means apart from finding slightly more natural gyro defaults for both handheld and wireless mode, the end user can enjoy seamless gyro controls between input methods.\\n\\nIf updating an older version, extract to the original folder and replace all files when prompted.\\n\\nv0.7.6 - Basic Gyro Support\\n\\nRewrote fgsfdsfgs's sdl_input_nx.c from ioquake3-nx to reference current HID refactor names, therefore enabling basic gyro support. (albeit technically incomplete due to no automatic switching of yaw axis to yaw/roll between controllers.)\\n\\nGyro can be enabled from the control settings in the main menu. The stock gyro configuration is meant for handheld use, so if you're using a pro/wireless controller you'll have to also type \"/in_gyromouse_yaw_axis 1\" (and if you want to go back to handheld type the last command with a 0 instead of 1). Gyro speed can be adjusted by adjusting the mouse speed.",
"extracted": 10785,
"version": "0.7.8.1",
"filesize": 4271,
"details": "A port of ioquake3 + OpenArena for the Nintendo Switch. Compatible with both controllers and keyboard + mouse controls! Based off of ioquake3 1.36 and OpenArena 3.00a.\\n\\nInstallation:\\n\\n- Copy baseoa from a free copy of OpenArena, making sure not to replace any files.\\n- Launch via HBMenu (by pressing R, not album!)\\n- Start fragging!\\n\\nKnown Issues:\\n- Sleep mode will crash the game and potentially Horizon. Still ironing out why this happens, so be cautious.\\n- A small amount of slowdown can happen during really hectic battles in larger maps.\\n- If you switch between controller and keyboard + mouse input mid-match, your camera may start spinning wildly. Just press ESC/+, click with your desired input, then press ESC/+ again and it should resolve it. This might not even be a real bug and might just be my wireless keyboard, but I'm putting it here just to be safe.\\n\\nOtherwise, the game works as you'd expect, and supports most, if not all mods that don't use dynamic libraries."
},
{
"updated": "18/09/2019",
"appCreated": "18/09/2019",
"app_dls": 4449,
"screens": 0,
"md5": "b9afae46ddc94f6f837a295e2ca2668c",
"category": "game",
"binary": "/switch/OpenJazzNX/OpenJazzNX.nro",
"name": "OpenJazzNX",
"license": "GPLv2",
"title": "OpenJazzNX",
"url": "https://github.com/KranKRival/OpenJazzNX/releases",
"description": "Port of OpenJazz to the nintendo switch With SDL2 Support.",
"author": "KranKRival",
"changelog": "v 1.2.1\\n\\nBring support for 9.0.0\\n\\nV 1.2.0\\n\\n1.Fixed sound bug on loading level\\n2.Fixed sound bug on game pause\\n3.Fixed level select font and palette\\n4.Fixed in-game menu font and palette\\n5.Fixed Load-game menu font\\n6.Fixed most font color bugs\\n7.Renamed ESC key with Minus on all screens",
"extracted": 10934,
"version": "1.2.1",
"filesize": 4341,
"details": "To play the game you need to put jazz jackrabbit game files in same directory as OpenJazzNX.nro\\n\\nTHIS DOWNLOAD INCLUDES THE SHAREWARE FILES TO PLAY THE GAME !!!\\n\\ncool\\n\\nBugs:\\n\\n1.Level Bonus crashing the game while quit it or finish it, i have disabled the Bonus while playing the game it self untill i fix it\\nhmm who need that bonus doe ?! xD (game will go to next level without using the bonus) im not sure if its me or its comes from OpenJazz Engine ?!\\n\\nTodo:\\n\\nFix the Bugs (not bugsbunny) its Jack man :8\\n\\nHave Fun Jack !!!"
},
{
"updated": "22/03/2023",
"appCreated": "22/03/2023",
"app_dls": 3126,
"screens": 12,
"md5": "dc085d115b606aad1c2879300bee2cd3",
"category": "game",
"binary": "/switch/OpenSupaplex/OpenSupaplex.nro",
"name": "OpenSupaplex",
"license": "GPLv3",
"title": "OpenSupaplex",
"url": "https://github.com/sergiou87/open-supaplex/releases",
"description": "Classic scrolling tile-based puzzle game",
"author": "sergiou87",
"changelog": "7.1.2\\n\\nNEW:\\n\\nAdded proper Linux support (thanks @DarthGandalf).\\nFIXED:\\n\\nThe Nintendo Switch port can now be played in Applet Mode. Virtual keyboard support has been disabled (thanks @rjimenezda).\\n\\n7.1.1\\n\\nFIXED:\\n- LB/L1/L and RB/R1/R buttons won't change the game speed anymore when used in the main menu.\\n- Wii and Wii U ports had the wrong title in the Homebrew Channel.\\n- Fixed game panel behavior when you restart a level with it hidden. Now it will be shown when you restart a level.\\n\\n7.1\\n\\nNEW:\\n- Added support for PSP, Nintendo 3DS, Windows 64bit, macOS, PS3, Wii and Wii U.\\n- Added Music and Sound Effects.\\n- Added support for saving and loading game states.\\n- Bumped the default game speed from 5 to 10 (maximum). \\n- Added different scaling modes.\\n- Improved gamepad controls:\\n - LB/L1/L and RB/R1/R buttons can be used in the main menu to select a different level set.\\n - LB/L1/L and RB/R1/R buttons can be used in during the game to change the game speed.\\n - Y/Triangle button (X on Nintendo consoles) shows/hides the bottom panel during the game.\\n - B/Circle button (A on Nintendo consoles) displays, for a few seconds, the number of red disks you have.\\n - Back/Select/Minus during a game will exit the level immediately.\\n - Start/Plus during a game will pause the game.\\n- Added advanced menu giving access to many options that were only available with a keyboard before, or not available at all:\\n - Restart the level.\\n - Sound and music volume.\\n - Change the scaling mode.\\n - Game speed.\\n - Play/record demos.\\n - Debug options (show FPS, load/save state, remove Zonks/Snik Snaks\u2026). If you use these, your progress won't count!!\\n - And more things!\\n- Added command line options in platforms that support this. Just run the game with `--help` for more info.\\n\\nFIXED:\\n- Fixed many MANY bugs. Now the game should behave exactly as the original, validated by almost 7000 pre-recorded demos.\\n",
"extracted": 33277,
"version": "7.1.2",
"filesize": 23203,
"details": "OpenSupaplex is an open-source reimplementation of Supaplex by sergiou87. Supaplex is a video game created by Philip Jespersen and Michael Stopp, two Swiss students, and published by Digital Integration in 1991. It is an extended clone of Boulder Dash.\\n\\nSupaplex introduces a number of new elements that were not present in Boulder Dash, including bugs, pieces of base that randomly cause a life-threatening electrostatic discharges, Ports, which limit Murphy's movement to specific directions, and terminals, which set off yellow Utility Disks. Utility Disks are explosive floppy disks and come in three different colors: Orange Disks work like Zonks, but explode when hit or when falling. Yellow Disks do not fall yet may be pushed in any direction, but not pulled (which allows creating Sokoban-like puzzles), and explode when the Terminal is used. Red Disks can be carried and dropped when convenient, exploding seconds after.\\n\\nSupaplex is the first Boulder Dash-like game that is not fully grid-based: while the playing field is an obvious grid, the objects do not 'snap' from one grid position to another, but can be halfway or 'in between' grid positions while moving or falling. This behavior has led to a number of well-known bugs that can be turned to the player's advantage, many of which need to be exploited to complete fan-made levels. For instance, by turning around quickly, the player can cause an enemy or rock to 'bounce' off Murphy.\\n\\nThe game also applies 'gravity' on some levels, which means that Murphy will fall down empty spaces and will be unable to go back up, unless he climbs up by using bases. Gravity is not actually designated - the player can only notice via trial-and-error.\\n\\nControls:\\n- Up/Down/Left/Right: left joystick or directional pad\\n- Removing bases/infotrons next to Murphy: Y button + direction\\n- Detonate red disk: hold Y button\\n- Show/hide bottom game panel: X button\\n- Show number of red disks: A button\\n- Change game speed: L and R buttons\\n- Exit/back: - button\\n- Pause: + button"
},
{
"updated": "12/05/2021",
"appCreated": "12/05/2021",
"app_dls": 6674,
"screens": 0,
"md5": "bffb1c90e1132ee8f6f83998f9ac9ed7",
"category": "game",
"binary": "/switch/openttd/openttd.nro",
"name": "OpenTTD",
"license": "GPLv2",
"title": "OpenTTD",
"url": "https://github.com/rsn8887/OpenTTD",
"description": "Transport Tycoon Deluxe simulator",
"author": "rsn8887",
"changelog": "1.07\\n\\nre-compile with 12.0.0 support\\n\\n1.06\\n\\nre-compile with 9.0.0 support\\n\\n1.05\\n\\nfix right click drag scrolling\\n\\n1.04\\n\\nre-compile with libnx v2.2.0 to fix potential crashes with firmware 8.0.x\\n\\n1.03\\nI made some control enhancements \\n\\n1.02\\ncompile with lzma and lzo2 compression libraries to allow loading old compressed savegames/scenarios\\nhold ZR / ZL for slow / fast mouse to make it easier to position the pointer with the left stick\\ncorrectly display free disk space in load/save dialogs\\npress minus to switch button mappings between two presets: ZL/ZR = slow/fast mouse, Y/X = zoom, or ZL/ZR = zoom, Y/X = slow/fast mouse\\n\\n1.01\\nmusic is now working\\nimprove smoothness of mouse pointer motion\\nreduce analog joystick deadzone for better mouse pointer control\\nupdate graphics and sound files to latest freeware versions from www.openttd.org\\nenable cursor key map scrolling on USB keyboard\\nenabled mouse wheel zoom\\n\\nv1.0\\n\\nInitial Release",
"extracted": 131552,
"version": "1.07",
"filesize": 73727,
"details": "# About\\nOpenTTD is a transport simulation game based upon the popular game Transport Tycoon Deluxe, written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.\\n\\nOpenTTD is licensed under the GNU General Public License version 2.0, but includes some 3rd party software under different licenses. See the section \"Licensing\" below for details.\\n\\n# Contacting\\nThe easiest way to contact the OpenTTD team is by submitting bug reports or posting comments in our forums. You can also chat with us on IRC (#openttd on irc.oftc.net).\\n\\nThe OpenTTD homepage is https://www.openttd.org.\\n\\nYou can also find the OpenTTD forums at https://www.tt-forums.net.\\n\\nThis is my Switch port of OpenTTD, a re-implementation of Transport Tycoon Deluxe.\\n\\nPort by @rsn8887, based on the Vita port by @angguss. I made some control enhancements and I also enabled sound on the Vita port, too (pull request to @angguss made).\\n\\n# Thanks\\n\\nThanks to the many developers who worked on this game.\\n\\nThanks to @angguss for his excellent Vita port, on which this Switch port is based.\\n\\nThanks to my supporters on Patreon: Andyways, CountDuckula, Greg Gibson, Jesse Harlin, \u00d6zg\u00fcr Karter, Matthew Machnee, and RadicalR.\\n\\n# Installation\\n\\nA public domain graphics set (OpenGFX) is included. If you want the choice to also use original dos game graphics, copy over the files\\n```\\nSAMPLE.CAT\\nTRHCOM.GRF\\nTREND.GRF\\nTRTITLE.GRF\\nTRG1.GRF\\nTRGC.GRF\\nTRGH.GRF\\nTRGI.GRF\\nTRGT.GRF\\n```\\nto `/switch/openttd/baseset/`\\n\\nIf the above files are present, a new option will appear when you go to game settings from the titlescreen. There you can select between the two graphics sets `original dos` and `openGFX`.\\n\\n# Controls\\n\\n- Left analog stick = mouse pointer control\\n- D-Pad or right analog stick = scrolling the map.\\n- A/right trigger = left mouse click\\n- B/left trigger = right mouse click\\n- Y = zoom-in\\n- X = zoom-out\\n- Double click A/right trigger over a text field = bring up on-screen keyboard\\n- The touch screen is used for indirect mouse input, like on a laptop touchpad. Move a single finger to move the mouse pointer. Use short tap for left click. Hold a single finger while tapping a second finger for right click. Drag with two fingers to drag and drop.\\n\\n# Current Limitations\\n\\n- No music (requires midi)\\n- No network support\\n"
},
{
"updated": "15/01/2019",
"appCreated": "29/02/2020",
"app_dls": 10121,
"screens": 0,
"md5": "f9e2daa1399091db4227d25c8af4a622",
"category": "game",
"binary": "/switch/OpenLara/OpenLara.nro",
"name": "Openlara",
"license": "BSD v2",
"title": "OpenLara",
"url": "https://github.com/XProger/OpenLara/releases",
"description": "Classic Tomb Raider open-source engine",
"author": "XProger",
"changelog": "n/a",
"extracted": 60727,
"version": "latest",
"filesize": 41736,
"details": "Classic Tomb Raider open-source engine\\n\\ninspired by OpenTomb project http://opentomb.github.io/\\n\\nNOTE THIS DOWNLOAD INCLUDES A PLAYABLE PSX VERSION OF THE GAME.\\nYOU CAN HOWEVER FOLLOW THE INSTRUCTIONS BELOW.\\n\\nInstructions:\\n\\nfor original PC, PSX and Sega Saturn CD version owners\\n\\n copy data from your CD into /switch/OpenLara/\\n (! to extract content from PSX CD images please use this tool https://github.com/m35/jpsxdec !)\\n\\nfor ported android version owners\\n\\n unzip data file /sdcard/obb/com.squareenix.tombraider1classic/main.42.com.squareenix.tombraider1classic.obb into /switch/OpenLara/\\n\\nfor Steam/GOG version owners\\n\\n go to ..\\Steam\\steamapps\\common\\Tomb Raider (I)\\ and run dosbox.exe\\n enter these commands\\n mount C .\\n imgmount d '.\\game.dat' -t iso -fs iso\\n xcopy D:\\DATA\\ C:\\DATA\\\\n after that you'll get level files in the new 'DATA' folder copy them into /switch/OpenLara/\\n\\nfor advanced users\\n\\n copy level and title screen files (PHD, PSX, PCX, PNG, RAW, SAT, SAD, SPR, SND, BIN) into '/switch/OpenLara/level/1/'\\n copy audiotrack files (track_*.ogg, track_*.mp3) into '/switch/OpenLara/audio/1/'\\nSTEP 2: Open switchbrew hbmenu (Album app) and run OpenLara\\n\\nTo switch into two players mode hold L and R buttons on both joy-cons.\\nClicking on the sticks mapped as Start button and used to respawn your player to the position of another.\\nHold L and R buttons on the one of joy-cons to switch back to single player mode.\\n\\nFeedback:\\n bug reports : https://github.com/XProger/OpenLara/issues\\n questions : https://www.facebook.com/OpenLaraTR"
},
{
"updated": "30/09/2019",
"appCreated": "29/02/2020",
"app_dls": 9012,
"screens": 0,
"md5": "3379c36802dffdcc05c61d17325ed4b8",
"category": "game",
"binary": "/switch/PacManNX/PacManNX.nro",
"name": "PacManNX",
"license": "GPLv2",
"title": "PacManNX",
"url": "https://github.com/KranKRival/PacManNX/releases",
"description": "PacMan Clone",
"author": "KranKRival",
"changelog": "n/a",
"extracted": 11675,
"version": "1.0.0",
"filesize": 5703,
"details": "A Clone of original PacMan For The Nintendo Switch made in C++ using SDL2"
},
{
"updated": "11/10/2024",
"appCreated": "11/10/2024",
"app_dls": 3167,
"screens": 0,
"md5": "fad241dbfb9a3cf8ae7c1169f346c401",
"category": "game",
"binary": "/switch/pacpac_switch.nro",
"name": "Pacpac",
"license": "GPLv3",
"title": "Pacpac",
"url": "https://codeberg.org/glitchapp/pacpac",
"description": "PacPac (fork from https://github.com/tyl)",
"author": "glitchapp",
"changelog": "n/a",
"extracted": 15593,
"version": "pacpac-mobile-0.1-6",
"filesize": 7741,
"details": "This a fork of 'pacpac', a pacman clone written by \"tylerneylon\".\\n\\nThings I replaced and modified in this fork:\\n\\nIncreased overal resolution.\\nAdded textures to the wall\\nReplaced all primitives that draw the characters with tiles and textures"
},
{
"updated": "18/05/2020",
"appCreated": "10/01/2025",
"app_dls": 415,
"screens": 0,
"md5": "3085ccb1bd419dd50e0c33af234eaccc",
"category": "_misc",
"binary": "/switch/ParticleFire-NX/ParticleFire-NX.nro",
"name": "ParticleFire-NX",
"license": "GPLv3",
"title": "ParticleFire-NX",
"url": "https://github.com/faithvoid/ParticleFire-NX/releases",
"description": "POC port of sorhanps particlefire-revision",
"author": "faithvoid",
"changelog": "n/a",
"extracted": 7870,
"version": "1.0",
"filesize": 2908,
"details": "Proof of concept Nintendo Switch port of sorhanp's \"particlefire-revision\". It does nothing except look pretty and make a decent screensaver.\\n"
},
{
"updated": "03/06/2019",
"appCreated": "10/01/2025",
"app_dls": 3597,
"screens": 0,
"md5": "bad069da331a2d4a3276badb9873af52",
"category": "tool",
"binary": "/switch/PayloadLauncher/payload_launcher.nro",
"name": "Payload-Launcher-Apple",
"license": "GPLv2",
"title": "Payload-Launcher",
"url": "https://github.com/LordApple/Payload-Launcher/releases",
"description": "Allows users to reboot into payloads from SD",
"author": "LordApple",
"changelog": "3.0\\n\\nYou can now press X when hovering over a payload to set it as your favorite payload. And from then on you can press the R button to instantly reboot to your favorite payload",
"extracted": 8196,
"version": "3.0",
"filesize": 3250,
"details": "To make payloads show up in the app, just add your payloads to sdmc:/payloads/ and the app should find them all. Thanks to SciresM For being a lawyer, and creating the reboot to payload code. and XorTroll For taking on too many projects, and creating Plutonium."
},
{
"updated": "21/11/2021",
"appCreated": "21/11/2021",
"app_dls": 63043,
"screens": 0,
"md5": "19e17d618c1f38a694dc63099747ae21",
"category": "tool",
"binary": "/switch/Payload_launcher/Payload_Launcher.nro",
"name": "Payload_launcher",
"license": "MIT",
"title": "Payload_Launcher",
"url": "https://github.com/suchmememanyskill/Payload_Launcher",
"description": "Launch payloads via the reboot-to-payload system",
"author": "Such Meme, Many Skill",
"changelog": "3.0.2\\n\\nAnother recompile. Fixes issue #13. I have no idea about the current state of the application. Please use something else than this tool\\n\\n3.0.1\\n\\nrecompile to work with atmosphere 0.19.0+\\n\\n3.0.0\\n\\nThe app has been rewritten (again) to make use of SDL, so everything looks pretty, and not like a glorified console.\\n\\n2.0.2\\n\\nFix heap size so no gui apps crash after opening payload_launcher\\n\\n2.0.0\\n\\nAdds some more colours to the ui\\nLots of the code completely rewritten to not be 1 giant mess\\nPayload favourites are now handled by adding it's location to the ini file, so now it doesn't generate a favourites.payload besides the nro.\\nNew logo\\nAdded fast scroll with the right joystick\\nonly 20 payloads a folder? good one, this version can load up to 500.\\n\\nv1.1.4\\n\\nReverts dax's pr to cleanup the strings after using my app\\n\\n\\nv1.1.3\\n\\nFix paths sometimes breaking (thanks dax)\\nChange heap init code to only be ran when opening the keyboard\\n\\nv1.1.2\\nAdded a keyboard to manually put in a path\\n\\n1.1.0\\n\\nAdded the support to change which folder the program should look to find the payloads.\\nBy default, the app will ask the user between hekate's payload folder, argon-nx's payload folder, the root folder and the /payloads folder. You can set a path manually by navigating to the payload_config.ini generated in the same folder as the nro.",
"extracted": 8007,
"version": "3.0.2",
"filesize": 3189,
"details": "With this app you can list a folder, and launch payloads inside of it. You can also favourite a payload for quick launching with X, and set the currently selected payload as atmosphere's reboot payload by pressing -."
},
{
"updated": "21/06/2022",
"appCreated": "21/06/2022",
"app_dls": 1525,
"screens": 0,
"md5": "04586585074c29bf6d92b45107160e22",
"category": "game",
"binary": "/switch/PepperAndCarrotRunningGame.nro",
"name": "PepperandCarrot",
"license": "GPLv3",
"title": "Pepper and Carrot",
"url": "https://github.com/TheLogicMaster/PepperAndCarrotRunningGame",
"description": "Pepper&Carrot themed endless runner game",
"author": "TheLogicMaster",
"changelog": "n/a",
"extracted": 39392,
"version": "1.0",
"filesize": 22545,
"details": "This game is a derivative of the Pepper&Carrot web comic created by David Revoy. It's an endless runner where the goal is to collect potion ingredients and avoid obstacles.\\n\\nPort: TheLogicMaster\\nGame: WinterLicht"
},
{
"updated": "19/07/2018",
"appCreated": "29/02/2020",
"app_dls": 530,
"screens": 0,
"md5": "3b7e068ea37f4896b132177a07461c73",
"category": "game",
"binary": "/switch/Pickr.nro",
"name": "Pickr",
"license": ".",
"title": "Pickr",
"url": "https://github.com/BernardoGiordano/Pickr/tree/master/switch",
"description": "Port of the game Pickr3DS",
"author": "BernardoGiordano",
"changelog": "n/a",
"extracted": 1446,
"version": "1.1.1-1",
"filesize": 350,
"details": "Pickr is a port of the game Pickr3DS by BernardoGiordano.\\n\\nThe original idea was founded by Sean M. Tracey.\\n\\n The objective of the game is to tap the odd colour found on the screen until you run out of lives."
},
{
"updated": "28/08/2022",
"appCreated": "28/08/2022",
"app_dls": 879,
"screens": 0,
"md5": "3833fba22cc6653f1403baf6533e69db",
"category": "game",
"binary": "/switch/pixelwheels.nro",
"name": "PixelWheels",
"license": "GPLv3",
"title": "Pixel Wheels",
"url": "https://github.com/TheLogicMaster/pixelwheels-switchgdx",
"description": "A top-down retro racing game",
"author": "TheLogicMaster",
"changelog": "n/a",
"extracted": 51216,
"version": "0.22.0",
"filesize": 31416,
"details": "Pixel Wheels is a top-down retro racing game made with LibGDX. It features multiple tracks and vehicles. And various bonus and weapons to help you get to the finish line first!\\n\\nRace for the first place on various tracks. Pick up bonuses to boost your position or slow down competitors!\\n\\nPorted by TheLogicMaster using SwitchGDX\\nGame Developer: Aur\u00e9lien G\u00e2teau"
},
{
"updated": "01/10/2018",
"appCreated": "10/01/2025",
"app_dls": 386,
"screens": 0,
"md5": "0c0cb80168e5a84c62f252539b2f7ef1",
"category": "game",
"binary": "/switch/Pixel_Shuffle_NX/Pixel_Shuffle_NX.nro",
"name": "Pixel_Shuffle_NX",
"license": "MIT",
"title": "Pixel Shuffle NX",
"url": "https://github.com/Cid2mizard/Pixel_Shuffle_NX/releases",
"description": "Puzzle game.",
"author": "Cid2mizard",
"changelog": "1.0\\n\\nInitial Release.",
"extracted": 9280,
"version": "1.0",
"filesize": 7048,
"details": "Pixel Shuffle NX is the adaptation of the puzzle game Pixel Shuffle http://www.gimme5games.com/play-game/pixelshuffle for Nintendo Switch.\\n\\nRearrange the columns to reveal the picture!\\n\\n81 Levels -\\n\\n- EASY - No time for view solution.\\n\\n- MEDIUM - Time limited for view solution.\\n\\n- HARD - No view solution.\\nControls -\\n\\nMenu -\\n\\n - C-Pad / D-Pad / Touch - Choose level.\\n\\n - L / R - Next / Previous page.\\n\\n - A / Touch - Begin level.\\n\\nInGame -\\n\\n - Touch - Shuffle.\\n\\n - L / R - View solution.\\n\\n - Y - Re-Shuffle.\\n\\n - B - Return.\\n\\n - Plus - Exit game.\\n\\nThanks -\\n\\n- devkitpro and switchbrew.\\n\\n- Eric Matyas (www.soundimage.org) for Music.\\n\\n- SavingCleo (savingcleo.deviantart.com) for Palette."
},
{
"updated": "01/06/2023",
"appCreated": "01/06/2023",
"app_dls": 1326,
"screens": 0,
"md5": "5f91b12d82257971f9a74bab7ce65049",
"category": "game",
"binary": "/switch/Pong-NX.nro",
"name": "PongNX",
"license": "n/a",
"title": "Pong-NX",
"url": "https://github.com/Zamacian/Pong-NX",
"description": "A Nintendo Switch version of Pong.",
"author": "Zamacian",
"changelog": "n/a",
"extracted": 9971,
"version": "1.0.0",
"filesize": 4148,
"details": "Use UP and DOWN on the D-Pad to move the left paddle . Use X and B to move the right paddle .\\n\\nYou can exit using MINUS or PLUS at any moment .\\n\\nAny other button will start the game if it isn't already ."
},
{
"updated": "07/01/2019",
"appCreated": "29/02/2020",
"app_dls": 9601,
"screens": 0,
"md5": "e66c51243fe85590021d64a97901dc51",
"category": "tool",
"binary": "/switch/ptnx/powertoolsnx.nro",
"name": "PowertoolsNX",
"license": "none",
"title": "PowertoolsNX",
"url": "https://github.com/CVFireDragon/PowerToolsNX/releases",
"description": "reboot or power off your Nintendo Switch",
"author": "CVFireDragon",
"changelog": "n/a",
"extracted": 292,
"version": "1.0",
"filesize": 132,
"details": "v1.0\\n\\nAdded a Warning label.\\nFixed a typo (thanks MODDED WARFARE on youtube for telling me)\\n\\nv0.3b\\n\\nAdded Reboot into RCM mode. Please don't use this on exFat... it will not go too well (thanks hippy dave for this being possible)\\n\\nv0.2\\n\\nAn app that can reboot or power off your Nintendo Switch\\n\\nTodo\\nMake a reboot into RCM option (probs not possible for a while)"
},
{
"updated": "29/06/2023",
"appCreated": "29/06/2023",
"app_dls": 8446,
"screens": 0,
"md5": "20073c797a076c1a05ec6a3bd61b8485",
"category": "game",
"binary": "/switch/Q3ArenaNX/Q3ArenaNX.nro",
"name": "Q3ArenaNX",
"license": "GPLv2",
"title": "Q3ArenaNX",
"url": "https://github.com/faithvoid/OpenArenaNX/",
"description": "Quake III Arena (port)",
"author": "faithvoid",
"changelog": "v0.7.8.1 - Hotfix\\n\\nRe-compiled with the new libNX for newer firmwares!\\n\\nv0.7.8 - Renderer Upgrade\\n\\nAll builds now compile with renderergl2 as default. In my experience this makes a few things look a bit better, might(?) smooth out performance, and futureproofs everything a touch (in case someone wanted to implement a newer renderer engine later down the line).\\n\\nIf upgrading from a previous build, all you need to replace is OpenArenaNX.nro / Q3ArenaNX.nro\\n\\nv0.7.7 - Better Gyro Support\\n\\nGyro now automatically detects whether the user's controller is in handheld or wireless mode and adjusts the axis accordingly. Haven't tested with a pro controller, but would imagine it should work fine, as the fix specifically targets handheld mode. This means apart from finding slightly more natural gyro defaults for both handheld and wireless mode, the end user can enjoy seamless gyro controls between input methods.\\n\\nIf updating an older version, extract to the original folder and replace all files when prompted.\\n\\nv0.7.6 - Basic Gyro Support\\n\\nRewrote fgsfdsfgs's sdl_input_nx.c from ioquake3-nx to reference current HID refactor names, therefore enabling basic gyro support. (albeit technically incomplete due to no automatic switching of yaw axis to yaw/roll between controllers.)\\n\\nGyro can be enabled from the control settings in the main menu. The stock gyro configuration is meant for handheld use, so if you're using a pro/wireless controller you'll have to also type \"/in_gyromouse_yaw_axis 1\" (and if you want to go back to handheld type the last command with a 0 instead of 1). Gyro speed can be adjusted by adjusting the mouse speed.",
"extracted": 10827,
"version": "0.7.8.1",
"filesize": 4273,
"details": "A port of ioquake3 for the Nintendo Switch. Compatible with both controllers (including WIP gyroscope support!) and keyboard + mouse controls! Based off of ioquake3 1.36.\\n\\nInstallation:\\n\\n- Copy baseq3 from a copy of Quake III Arena (demo or full version) to the Q3ArenaNX folder, making sure not to replace any files.\\n- Launch via HBMenu (by pressing R, not album!)\\n- Start fragging!\\n\\nKnown Issues:\\n- Sleep mode will crash the game and potentially Horizon. Still ironing out why this happens, so be cautious.\\n- A small amount of slowdown can happen during really hectic battles in larger maps.\\n- If you switch between controller and keyboard + mouse input mid-match, your camera may start spinning wildly. Just press ESC/+, click with your desired input, then press ESC/+ again and it should resolve it. This might not even be a real bug and might just be my wireless keyboard, but I'm putting it here just to be safe."
},
{
"updated": "25/04/2021",
"appCreated": "10/01/2025",
"app_dls": 7672,
"screens": 0,
"md5": "58ae34e5fbcced7abafeb132915a95c7",
"category": "game",
"binary": "/switch/quakespasm/quakespasmnx.nro",
"name": "QuakespasmNX",
"license": "n/a",
"title": "QuakespasmNX",
"url": "https://github.com/fgsfdsfgs/QuakespasmNX/releases",
"description": "Port of Quakespasm",
"author": "fgsfdsfgs",
"changelog": "0.92.3-nx-0.4.0\\n\\nsynced with upstream changes;\\nrebuilt with latest libnx .\\n\\n0.92.1-nx-0.3.0\\n\\nadded more gyro aiming options (based on @falquinho's PR);\\nsynced with upstream changes;\\nrebuilt with latest libnx;\\nstability improvements to enhance the user's experience\\n\\n0.92.1-nx-0.2.0\\n\\nadded gyro aiming (based on @falquinho's PR);\\nadded swkbd input in text fields and console (based on @Ch0wW's branch);\\nadded joystick settings menu;\\nadded a new mod select menu (accessed from the Options menu);\\nadded 1080p support;\\nfixed multiplayer;\\nstability improvements to enhance the user's experience.",
"extracted": 8825,
"version": "0.92.3-nx-0.4.0",
"filesize": 3365,
"details": "Switch port of Quakespasm. Uses SDL2 as the backend, supports OGG and MP3 music and most other features of Quakespasm.\\n\\nSome of the features of the port:\\n\\nhardware-accelerated OpenGL 2.x-based rendering in 1280x720;\\nsound, including support for OGG and MP3 music tracks;\\nsupports the Mission Packs and other mods compatible with Quakespasm (Quoth, Arcane Dimensions), with a simple mod selector menu;\\nanalog controls and shit;\\nmost other features of Quakespasm, such as:\\nadvanced renderer with cool stuff, such as colored lighting, fog, translucent water, high-res textures, model interpolation, etc;\\nscalable, optionally translucent HUD and menus;\\nmusic support, as mentioned earlier;\\nraised engine limits;\\nbuilt-in controller support, which means I had to do basically nothing to make it work on the Switch.\\n\\nTHIS DOWNLOAD COMES COMPLETE WITH THE SHAREWARE PAK, if you have your own copy please refer to the source link for instructions."
},
{
"name": "QuickNTP",
"title": "QuickNTP",
"description": "A Tesla plugin for Nintendo Switch to sync time with NTP servers",
"author": "nedex",
"version": "1.5.2",
"license": "GPLv2",
"url": "https://github.com/nedex/QuickNTP/releases",
"category": "advanced",
"details": "THIS HOMEBREW REQUIRES THE TESLA MENU AND OVERLAY INSTALLED: \\n\\nhttps://apps.fortheusers.org/switch/Tesla-menu\\nhttps://hb-app.store/switch/nx-ovlloader\\n\\nSyncs the Nintendo Switch time with a list of NTP Servers.\\n\\nWhen using a custom DNS (or a limited connection), it might not be possible to update your clock using Nintendo servers, causing the Switch to get out of sync easily.\\nWith this Tesla plugin, you can now quickly update your clock using your custom NTP servers with the touch of a button.\\n\\nFeatures\\n\\n- Update the time by selecting from a list of servers (customizable!)\\n- Show the current offset compared to the selected server\\n- Set the internal network time to the time set by the user in system settings (time traveling, yay!)\\n\\nNotes\\n\\n- When using this application, make sure the \"Synchronize Clock via Internet\" option is enabled in System settings since this program changes the \"Network clock\".\\n- Also, don't send a lot of requests: NTP servers should be requested in 36 hours intervals.",
"changelog": "v1.5.2\\nNotes\\n\\n- Updated to latest libnx for Atmosphere 1.10.0 support\\n\\nConfirmed working on HOS 21.0.0 (15).\\nWorking as usual on previous firmwares.\\n\\n Requirements\\n\\n- Tesla overlay (nx-ovlloader)\\n- Tesla-menu\\n\\n Quick installation\\n\\nUse the HB App Store: https://github.com/fortheusers/hb-appstore/releases to install nx-ovlloader, Tesla-Menu- and QuickNTP.\\n\\n Manual installation\\n\\n- Extract the zip file directly to the switch root or:\\n - Copy the .ovl file in /switch/.overlays/ in the same directory (it might be hidden on unix-based systems)\\n - (optional) Copy the .ini file in /config/ in the same directory\\n- Start the Tesla overlay (no need to restart the console)\\n- Select QuickNTP from the menu\\n\\n1.5.1\\n\\nConfig file can now be placed in several valid locations\\n\\n1.5.0\\n\\nCustomizable list of servers via ini file\\nUpdated to latest libnx and libtesla\\n\\n1.2.8-1\\n\\nUpdated to latest libnx\\n\\n1.2.8\\n\\nUpdated to latest libtesla which fixes a crash in docked mode\\n\\n1.2.7\\n\\nSupport for 16.0.0\\n\\n1.2.6\\n\\nAdded Cloudflare and Google NTP servers ( Thanks to @DraconicNEO! )\\nTested up to 14.1.2 with Atmosphere 1.3.2\\n\\n1.2.5\\n\\nUpdated to C++20\\nCode optimized: now using exceptions and \"proper\" strings\\n\\n1.2.1\\n\\nUpdated with libnx 4.1.3-1 and newer libtesla.\\nTested up to 12.1.0 with Atmosphere 0.19.5\\n\\n1.2.0\\n\\nAdded new option to set network time to user-set time\\nTested up to 10.2.0 with Atmosphere 0.14.4",
"filesize": 147,
"extracted": 320,
"md5": "720d8ceb257a1361acf0e55e5b9fe808",
"sha256": "8443e426b5cc0f2e0960a5ea99fb75832157624d8fc2be610415f6ac6dc4ae87",
"updated": "19/11/2025",
"appCreated": "18/11/2025",
"binary": "none",
"screens": 1,
"app_dls": 29993
},
{
"updated": "03/12/2018",
"appCreated": "10/01/2025",
"app_dls": 9569,
"screens": 0,
"md5": "9dd899444bdf8bf9fd6f9072ae774b58",
"category": "tool",
"binary": "/switch/RCMReboot/RCMReboot.nro",
"name": "RCMReboot",
"license": "n/a",
"title": "RCMReboot",
"url": "https://gbatemp.net/download/rcmreboot.35294/",
"description": "Reboot into RCM",
"author": "hippydave",
"changelog": "v1.0f - Fixed release zip to get rid of hidden MacOS files. Actual files unchanged.\\nv1.0 - first version",
"extracted": 9784,
"version": "1.0f",
"filesize": 3825,
"details": "I do not condone using this app if your SD card is EXFAT formatted.\\nnatinusala & ctcaer pointed out that Atmosphere's method to reboot to RCM, and therefore the method used by this app, does not properly shutdown HOS so there is some unquantified risk of file corruption. Still use at your own risk on fat32, but just don't use it on exfat please.\\n\\nIntended for use on Switches that don't have AutoRCM installed.\\n\\nThis uses a new feature added to exosphere in Atmosphere 0.8.1, so it won't work in other CFWs unless they add it in a compatible way. Also Atmosphere 0.8.1 got a silent update with a bug fix to get this feature working, so if you already downloaded it before sometime on 1st Dec you might need to update it again (if it crashes with an orange screen instead of going to RCM, you need to update). There's a commit hash in the filename, make sure you have atmosphere-0.8.1-master-bd76e73 (or if you're living in the future, Atmosphere 0.8.2 or higher will be fine too). It sounds like it currently only works if you load Atmosphere using fusee-primary.bin, not if you use hekate to load Atmosphere as separate files (using hekate to load fusee-primary.bin is ok). This will likely be fixed when hekate is updated.\\n\\nThere are two versions included in the zip, each available as an .nro (put it in its folder inside the \"switch\" folder on the root of your sd card) and as an installable .nsp (install with the stupidly-named installer of your choice).\\n- RCMRebootInstant will reboot to RCM as soon as it loads.\\n- RCMReboot will give you a 5 second countdown with a chance to change your mind.\\n\\nThe reason RCMReboot is a much bigger file than the Instant version is that I used cpasjuste's cross2d library to put stuff on screen, mostly because I've been using it for the other project I'm working on and it saved me time. Sweet library, check it out.\\n\\nCredits to cpasjuste for the aforementioned cross2d, re.lax for nro2nsp (which uses hacbrewpack by the-4n), SciresM for Atmosphere, libnx, and for fixing the bugs in them I found while making this, and everyone else who worked on Atmosphere, libnx, devkitpro and all that good stuff.\\n\\nSource included for peace of mind, and in case of licence requirement. If I've got anything horribly wrong with licensing or credits just let me know. If you want to build it yourself you'll need libnx updated with the latest commit (which isn't in a release build at the time of writing), and to figure out the cross2d setup for the non-Instant version."
},
{
"updated": "03/12/2018",
"appCreated": "29/02/2020",
"app_dls": 5804,
"screens": 0,
"md5": "48bbcebe10cb1ce971ff843a0266eceb",
"category": "tool",
"binary": "/switch/RCMRebootInstant/RCMRebootInstant.nro",
"name": "RCMRebootInstant",
"license": "n/a",
"title": "RCMRebootInstant",
"url": "https://gbatemp.net/download/rcmreboot.35294/",
"description": "Reboot into RCM",
"author": "hippydave",
"changelog": "v1.0f - Fixed release zip to get rid of hidden MacOS files. Actual files unchanged.\\nv1.0 - first version",
"extracted": 329,
"version": "1.0f",
"filesize": 165,
"details": "I do not condone using this app if your SD card is EXFAT formatted.\\nnatinusala & ctcaer pointed out that Atmosphere's method to reboot to RCM, and therefore the method used by this app, does not properly shutdown HOS so there is some unquantified risk of file corruption. Still use at your own risk on fat32, but just don't use it on exfat please.\\n\\nIntended for use on Switches that don't have AutoRCM installed.\\n\\nThis uses a new feature added to exosphere in Atmosphere 0.8.1, so it won't work in other CFWs unless they add it in a compatible way. Also Atmosphere 0.8.1 got a silent update with a bug fix to get this feature working, so if you already downloaded it before sometime on 1st Dec you might need to update it again (if it crashes with an orange screen instead of going to RCM, you need to update). There's a commit hash in the filename, make sure you have atmosphere-0.8.1-master-bd76e73 (or if you're living in the future, Atmosphere 0.8.2 or higher will be fine too). It sounds like it currently only works if you load Atmosphere using fusee-primary.bin, not if you use hekate to load Atmosphere as separate files (using hekate to load fusee-primary.bin is ok). This will likely be fixed when hekate is updated.\\n\\nThere are two versions included in the zip, each available as an .nro (put it in its folder inside the \"switch\" folder on the root of your sd card) and as an installable .nsp (install with the stupidly-named installer of your choice).\\n- RCMRebootInstant will reboot to RCM as soon as it loads.\\n- RCMReboot will give you a 5 second countdown with a chance to change your mind.\\n\\nThe reason RCMReboot is a much bigger file than the Instant version is that I used cpasjuste's cross2d library to put stuff on screen, mostly because I've been using it for the other project I'm working on and it saved me time. Sweet library, check it out.\\n\\nCredits to cpasjuste for the aforementioned cross2d, re.lax for nro2nsp (which uses hacbrewpack by the-4n), SciresM for Atmosphere, libnx, and for fixing the bugs in them I found while making this, and everyone else who worked on Atmosphere, libnx, devkitpro and all that good stuff.\\n\\nSource included for peace of mind, and in case of licence requirement. If I've got anything horribly wrong with licensing or credits just let me know. If you want to build it yourself you'll need libnx updated with the latest commit (which isn't in a release build at the time of writing), and to figure out the cross2d setup for the non-Instant version."
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 3470,
"screens": 0,
"md5": "90a0c2de682e4a4887d2a4a3d456c693",
"category": "game",
"binary": "/switch/REminiscence/REminiscence.nro",
"name": "REminiscence",
"license": "none listed",
"title": "REminiscence",
"url": "https://github.com/Cpasjuste/REminiscence/releases",
"description": "REminiscence (flashback) engine",
"author": "Cpasjuste",
"changelog": "n/a",
"extracted": 40231,
"version": "1.0",
"filesize": 12842,
"details": "Here is the first release of the REminiscence (flashback) engine, initially developped by Gregory Montoir, for the Nintendo Switch.\\n\\nControls\\nA = ENTER\\nB = SPACE\\nX = SHIFT\\nY = BACK\\nPLUS = ESCAPE (menu)"
},
{
"updated": "07/05/2020",
"appCreated": "07/05/2020",
"app_dls": 1357,
"screens": 0,
"md5": "c1d3436488e7569e6ac619cfd8975289",
"category": "tool",
"binary": "/switch/RandPlayNX/RandPlayNX.nro",
"name": "RandPlayNX",
"license": "GPLv3",
"title": "RandPlayNX",
"url": "https://github.com/JrRadiant/RandPlayNX/releases",
"description": "start a random game ",
"author": "JrRadiant",
"changelog": "n/a",
"extracted": 370,
"version": "0.0.9",
"filesize": 157,
"details": "A simple homebrew tool for NX to help you start a random game from your game library. Hope this time you can actually play your games without the need of a painful choice.\\n\\nTested with FW 10.0.2, CFW atmosph\u00e9re 0.12.0.\\n\\nHow to use:\\n\\nFirst of all, count all your games at your Switch library. You can do it faster by counting lines at the All Games screen first, then multiple it by 6, adding the additional X<6 games if needed.\\nSo, you have 128 games installed for example. (No more than 3000 games, please. ^^)\\nLaunch the app, press A.\\nEnter the total amount of your games (128).\\nMaroon is the number of horizontal lines to skip at All Games screen,\\nYellow number is the number of the actual game to play on the next row.\\nPress B and run your game that was chosen by a Random God! ^_^ (Well, forsooth, it's a rand() seeded by your local timestamp.)"
},
{
"updated": "25/01/2020",
"appCreated": "29/02/2020",
"app_dls": 7336,
"screens": 0,
"md5": "b97a480317ec6838ac536f01ff352a41",
"category": "tool",
"binary": "/switch/reset_parental_controls/reset_parental_controls.nro",
"name": "Reset-Parental-Controls-NX",
"license": "GPLv3",
"title": "Reset-Parental-Controls-NX",
"url": "https://github.com/ITotalJustice/Reset-Parental-Controls-NX/releases",
"description": "Reset the pin for Parental Controls!",
"author": "ITotalJustice",
"changelog": "1.1.1\\n\\nA quick update that fixes crashing on fw 9.1.0 when trying to change the pin.\\n\\nThe crash (and the fix) is explained in the fix crash on fw 9.1.0 commit.",
"extracted": 277,
"version": "1.1.1",
"filesize": 118,
"details": "An easy way to change the pin for parental controls for the Nintendo Switch! (cfw required)\\n\\nFeatures:\\n- Pressing (A) will launch the applet for changing the pin for parental controls.\\n- This can be used as a way to remove parental controls for those that have forgotten their pin.\\n- If you don't have parental controls enabled, then pressing (A) will enable them once you enter a pin.\\n\\nHow to remove parental controls (after changing the pin in this app):\\n\\n1. Go to system settings.\\n\\n2. Parental Controls.\\n\\n3. Change Settings (it will ask for the pin that you set using my app).\\n\\n4. Once the pin is entered, press (X) to remove parental controls!"
},
{
"name": "RetroNX",
"title": "Retroarch",
"description": "Many Retroarch emulators all-in-one",
"author": "m4xw, libretro, and more",
"version": "1.22.1",
"license": "GPLv3",
"url": "https://github.com/libretro/RetroArch/releases",
"category": "emu",
"details": "Notice: This is a fairly large package, so it may take some time to download! Therefore, in order to keep file sizes down, this package contains only six cores: melonds, mgba, gambatte, mupen64plus_next, snes9x, and nestopia. For other cores, use the built-in Online Updater. For more themes, use the built-in Online Updater.\\n\\nAdditionally, if you are seeing asset/icon issues with your theme, try: Main menu -> online updater -> update assets, and restarting.\\n\\nCourtesy of m4xw\\n----------------------------------------------------\\nFor more information regarding RetroArch, the location/names of BIOS files, and compatibility with ROMs, please refer to the official Libretro documentation at:\\nhttps://docs.libretro.com/\\nUse the sidebar under \"Core Documentation\" to read more about the core you're looking for.\\n\\nF.A.Q.\\n\\nQ: My Switch has crashed/softlocked, and RetroArch doesn't work properly!\\nA: First, make sure you are on a Horizon OS version (I.E. Nintendo's Switch OS) higher than 1.0.0. Second, no matter which firmware you are on, ALWAYS FORMAT YOUR SD CARD AS FAT32; NO EXCEPTIONS. If you continue to use RetroNX under the ExFAT filesystem, we cannot provide additional support beyond the previously elaborated-upon disclaimer.\\n\\nQ: I'm trying to save changes to the settings, but it doesn't commit!\\nA: Save the current configuration with no content loaded. You can do this from any core.\\n\\nQ: My question is not listed here/where can I go for additional support?\\nA: The fastest method for support and staying up-to-date on progress for RetroNX, you can join the Discord server with the following link:\\n https://discord.gg/jTmfAEx\\nWhen you are posting about issues related to the cores (assuming you have read through this readme and identified your problem is uncommon/unrelated to the above), please list the following pieces of information in your report alongside the issue:\\n - Horizon OS version (I.E. Switch OS firmware version)\\n - Core used\\n - Whether core used is a Master/Stable or Nightly/Unstable; what is the builddate of said core?\\n - Version of the Hekate payload used\\nMake sure to post in the channel listed #retroarch-homebrew.\\n----------------------------------------------------\\nCredits:\\nm4wx - Primary developer of RetroNX/Libretro-NX.\\nlifajucejo, others - Supporting developers/contributers to the RetroNX project.\\nSwitchbrew - Developers/contributors for the LibNX project and API which RetroNX is built on.\\nOriginal Libretro Team - Primary developer of the Libretro/RetroArch project that RetroNX is built upon.\\nAll the testers and users that report notable issues.\\nAn Average Seong - Packaging the build in a convenient pack/writer of the very README you're reading! Thanks for reading to the end.",
"changelog": "v1.22.0 from RA's buildbot\\n\\n3DS: Add 800px mode for New 3DS models\\nJPEG: Fix clamping bug in JPEG decode\\nMENU/XMB: Improvements for mobile/touch. More natural horizontal/vertical scrolling\\nCAMERA: Use ffmpeg libavfilter virtual input device as default\\nCLOUDSYNC: Enable icloud_drive cloud sync backend on MacOS / iOS\\nCLOUDSYNC: Don't always trust the server hash\\nCLOUDSYNC: Enable WebDAV support for Android\\nCLOUDSYNC: Speed up cloudsync on Apple\\nDATABASE: Improve multidisk game scanning\\nDATABASE: Filter in Database Manager now works for genre and region\\nINPUT: Default key and mouse binds for lightgun Start and Select buttons\\nINPUT: Turbo mode corrections\\nINPUT: Turbo fire settings are now saved to remaps, not to overrides\\nINPUT: Fix menu usage when OK/Cancel has mouse binds\\nINPUT: Ignore menu mouse startup position before moving\\nINPUT: Fix heavy slowdown when using Bluetooth XInput controllers with rumble\\nINPUT: Reset and close content hotkeys now require confirmation, similar to quit\\nINPUT: Menu toggle and hotkey enable can now be assigned to the same key\\nINPUT: Option to have hotkeys follow the port mapped first to the core\\nINPUT/ANDROID: Favor mouse coordinates for lightgun\\nINPUT/UDEV: Fix lost terminal settings after restart from menu\\nINPUT/BSV/REPLAY: Bumped replay format version to 2. Old replays will still play back fine.\\nINPUT/BSV/REPLAY: Add option to skip deserializing checkpoints from replay files (it introduces jank in some emulators).\\nINPUT/BSV/REPLAY: Add checkpoint and initial savestate compression, following the savestate_file_compression config boolean. Use zstd if available, or fall back to zlib.\\nINPUT/BSV/REPLAY: Add incremental checkpoints based on statestreams (depending on HAVE_STATESTREAM compile time flag). As an example, 60 pcsx_rearmed savestates would take 267MB uncompressed; with incremental encoding this is reduced to 77MB. Compressing the result can reduce the size to just 4MB.\\nINPUT/BSV/REPLAY: Checkpoint compression and encoding can be combined. For example, 60 pcsx_rearmed checkpoints can take up just 15MB if each state is incremental and compressed. This is not as optimal as using incremental states without save state compression followed by offline compression, but is a good compromise in many use cases.\\nINPUT/BSV/REPLAY: Add hotkeys and text commands to force a checkpoint insertion into the currently recording replay, and to seek backwards to the previous checkpoint and forwards to the next checkpoint.\\nINPUT/BSV/REPLAY: Add a text command to seek to a specific frame of the currently playing/recording replay; it will return via the command replier the actual seeked-to frame (right now it only supports seeking to checkpoints).\\nINTL: Add Irish Gaelic to selectable languages\\nLIBRETRO: Deprecate intfstream_open_writable_memory\\nLIBRETRO: New environment function RETRO_ENVIRONMENT_GET_TARGET_SAMPLE_RATE\\nMENU: Common Thumbnail Background option for all menu drivers\\nMENU: Move core options reset from Settings/Configuration to Main Menu / Configuration Files\\nMENU: Use right analog stick for thumbnail cycling in playlists\\nMENU: Option to always suggest cores, even when a core is already loaded\\nMENU: Option to show Favorites before History\\nMENU: Media history playlists are now visible in playlist manager\\nMENU: Import Content visibility defaults reverted\\nMENU: Update CRTSwitchRes menu options for future use\\nMENU: Debug builds are indicated in Information menu\\nMENU: Save As / Save Main options for configuration file\\nMENU: Unwanted input is prevented when menu is triggered by toggle combo\\nMENU: 32-bit values in cheats and rumble are not presented as huge lists\\nMENU: Less important widgets are now sized like task notifications\\nMENU: Play count is added to runtime log\\nMENU: Configurable startup page (several options beside default Main Menu)\\nMENU: Shader menu rework, combined save/remove menus, save current, Y and Start hotkeys for shader parameters and background opacity toggle\\nMENU: Single-click start option from playlists and Explore view\\nMENU: Allow kiosk mode and hiding of Settings menu also in GLUI and RGUI\\nMENU: Task widget improvements\\nMENU/GLUI: Show thumbnails in Explore view\\nMENU/XMB: Select button toggles thumbnails in playlists\\nMENU/XMB,OZONE: Fix content icons when playlist tabs are hidden\\nMENU/OZONE: Horizontal padding factor option\\nMENU/OZONE: Custom font selection and scaling factor\\nMENU/RGUI: Clock format is now configurable and moved to top header\\nNETPLAY: Push room info to lobby\\nNETWORK: Fixes for nmcli wifi driver\\nNETWORK: Network command interface enabled for Android, iOS, TVOS\\nOTHER: ZStandard support and libchdr update for support of chd files converted with createdvd option\\nOVERLAY: Speed limit on touch pointer tracking\\nOVERLAY: Dedicate each touch pointer to hitboxes or pointing devices\\nOVERLAY: Fix overlay turbo fire\\nPLAYLIST: Built-in playlists are now stored under playlists/builtin\\nPLAYLIST: Fix subsystem information in playlists\\nREPLAY: Bugs fixed regarding rewind\\nREPLAY: Same timeline check and future state check for replays vs. savestates\\nSAVESTATES: Savestate thumbnails are default enabled for x86_64 builds\\nSAVESTATES: Slot is now remembered using the runtime log file\\nSAVESTATES: Slot hotkey widget shows save state thumbnail\\nSCAN: Fix crash with Sega CD\\nSCAN: Log files without database match\\nSCAN: Optimization of database queries by content file size\\nVIDEO: Fix auto swap interval setup\\nVIDEO: Improvements for integer scale half scaling\\nVIDEO: Adjustments to smart integer scaling, considering title safe area\\nVIDEO: Frame delay improvements for the automatic setting\\nVIDEO: Auto-enable GPU recording with HW context cores\\nVIDEO: Fix viewport bias when using custom aspect ratio\\nVIDEO/D3D11/D3D12: snappy extra vsync presentation mode\\nVIDEO/GL: Fallback OpenGL symbol loader for Linux devices with EGL < 1.5\\nVIDEO/GL: Support for Cg and GLSL shaders in the GLCore video driver\\nVIDEO/GL: Improve GLES version detection\\nVIDEO/SHADER: Shader hold function, useful for some lightguns and shader comparison\\nVIDEO/SWITCHRES: Horizontal and vertical geometry adjustment options added\\nVIDEO/SWITCHRES: Game overrides\\nVIDEO/WAYLAND: Support for xdg-toplevel-icon-v1\\nVIDEO/WAYLAND: Fix deadlock when using Wayland Vulkan driver\\nVIDEO/WAYLAND: Fix fullscreen on auto monitor index (partial)",
"filesize": 61014,
"extracted": 186167,
"md5": "b35d62efea0bae2aef14fc0be09430d8",
"sha256": "3860d928db9717d0a41509ba08cc78b0b1240adf5c02e8960b6410ba1d85bea9",
"updated": "15/11/2025",
"appCreated": "15/11/2025",
"binary": "/switch/retroarch_switch.nro",
"screens": 0,
"app_dls": 923538
},
{
"name": "RingRacers",
"title": "Ring Racers",
"description": "Technical Kart Racer",
"author": "Craftyawesome",
"version": "2.4-r2",
"license": "GPLv2",
"url": "https://github.com/Craftyawesome/RingRacers-Switch/releases/",
"category": "game",
"details": "\"Dr. Robotnik's Ring Racers\" is a Technical Kart Racer, drawing inspiration from \"antigrav\" racers, fighting games, and traditional-style kart racing.\\n\\nDesigned to minimize randomness and emphasize player expression, Ring Racers isn't just about precise handling--you'll need to master tense combat, resource management, and taking risks under pressure.\\n\\nRing Racers is not a \"pick-up-and-play\" experience. If you aren't already a racing fanatic, the learning curve will be quite steep.\\n\\nIt takes a while to boot up, longer than SRB2/kart do. Increase the CPU clock with something like sys-clk. It helps framerates significantly, which is needed to get modes with multiple racers to a playable framerate. Legacy GL is not very stable, especially with multiple racers. Consider using software only. I would recommend a resolution of 708x400 under software, and 800x450 for less complex tracks or one racer. Legacy GL can handle larger at similar framerates. Buttons match the Xbox controller layout.",
"changelog": "v2.4-r2\\nRecompile for Atmosphere 1.10\\nMerged upstream 2.4-maintenence\\n\\nOnly NRO download is required if you installed a previous release of 2.4.\\n\\nPlease see the official site for release notes: https://www.kartkrew.org/news/2025-11-02_dr-robotniks-ring-racers-version-24.html\\n\\nUpdate to 2.4\\n\\nPlease see the official site for release notes: https://www.kartkrew.org/news/2025-11-02_dr-robotniks-ring-racers-version-24.html",
"filesize": 741969,
"extracted": 836560,
"md5": "7a779871b222a2facd9b408427419c86",
"sha256": "31b45d12f9a78ecf505f34f075e58b9e2b4d392df67b95612e2b0037fd5bb4c7",
"updated": "15/11/2025",
"appCreated": "15/11/2025",
"binary": "/switch/RingRacers/RingRacers.nro",
"screens": 0,
"app_dls": 3203
},
{
"updated": "25/01/2020",
"appCreated": "29/02/2020",
"app_dls": 15610,
"screens": 0,
"md5": "25adcd0057db8f56c8d35794375d880e",
"category": "game",
"binary": "/switch/SDLPoP/SDLPoP.nro",
"name": "SDLPoP",
"license": "n/a",
"title": "SDLPoP",
"url": "https://github.com/usineur/SDLPoP",
"description": "Open-source SDL Prince of Persia clone",
"author": "usineur, NagyD",
"changelog": "1.3 (version vita-1.7 for tracking purposes)\\n\\nBased on v1.20 release (2019-10-13)\\n\\n1.2\\n\\nBased on v1.19 release (2019-03-31)\\nZL / ZR buttons can decrease/increase time (\"cheats\" must be enabled in menu)\\n\\nv1.1\\n\\nHW acceleration support\\nswkbd support",
"extracted": 8811,
"version": "vita-1.7",
"filesize": 3581,
"details": "This is an open-source port/conversion of the DOS game Prince of Persia.\\nIt is based on the disassembly of the original PoP1 for DOS."
},
{
"updated": "16/09/2019",
"appCreated": "29/02/2020",
"app_dls": 1524,
"screens": 0,
"md5": "ccc7daff42307cea4bc3a38301f564c8",
"category": "tool",
"binary": "/switch/SMM2CourseInjector/CourseInjector.nro",
"name": "SMM2CourseInjector",
"license": "n/a",
"title": "SMM2CourseInjector",
"url": "https://github.com/Chrs2324/SMM2CourseInjector/releases",
"description": "SMM2 Course Injector",
"author": "Chrs2324",
"changelog": "1.0.1\\n\\nRebuilt to work on new 9.0.0 firmware.",
"extracted": 742,
"version": "1.0.1",
"filesize": 295,
"details": "An application that allows you to automatically add SMM2 courses to your save file! To get started, simply create a new course and save it onto the course bot. Then, create a folder titled \"smm2 courses\" and place it in \"sdmc:/switch\". Next, add your downloaded courses to the folder. Once you've placed your courses in the folder, simply run the application and it will inject the courses into your save file!"
},
{
"name": "SPSV",
"title": "SPSV",
"description": "Displays playtime of all installed apps",
"author": "meesterP",
"version": "4",
"license": "EUPL-1.2",
"url": "https://github.com/m4st3rP/Switch-Play-Statistics-Viewer",
"category": "tool",
"details": "This is a Switch Application that shows a selected users play statistics, currently just the playtime, for all installed applications.\\nCompatible with HOS 16 (see GitHub for compatability with older versions).",
"changelog": "v4\\nAdded icon to NRO\\nCompiled with libnx 4.9.0",
"filesize": 130,
"extracted": 297,
"md5": "03f0bb2ec3c2de7c942395e5a70a1a78",
"sha256": "aa715496a171ebba0646e845c93237c41ea77c416e56ae9b84deb7fff06e5313",
"updated": "11/06/2025",
"appCreated": "11/06/2025",
"binary": "/switch/Switch-Play-Statistics-Viewer.nro",
"screens": 0,
"app_dls": 5784
},
{
"name": "SRB2Kart",
"title": "SRB2Kart",
"description": "Classic styled kart racer",
"author": "Craftyawesome, heyjoeway",
"version": "1.6-r8",
"license": "GPLv2",
"url": "https://github.com/Craftyawesome/Kart-Public",
"category": "game",
"details": "SRB2Kart is a kart racing mod based on the 3D Sonic the Hedgehog fangame Sonic Robo Blast 2, based on a modified version of Doom Legacy.\\n\\nThis fork aims to support the Nintendo Switch.\\n\\nFeatures:\\nFull online support\\nFull mouse/keyboard support\\nFull software keyboard support\\nNotes:\\nThe game takes a bit to boot. A faster SD card or higher CPU clock may help with this.\\nOpenGL is used by default on this port. To switch to software either delete renderer.txt or write software in that file.\\nAutomatic resolution runs at 720p on handheld and 1080p docked (OpenGL only). For software I recommend 800x450.\\nThe game is CPU bottlenecked even on OpenGL. Models are an additional small performance loss.\\nThe game continues to run while on the Switch's home screen when you are unable to pause to prevent lag-switching.\\nIf you want to play the game with mouse/keyboard, you'll have to bind most of the buttons yourself.\\nAll button bindings are set to match the Xbox controller layout (Xbox A -> Switch B, Xbox X -> Switch Y, etc.)",
"changelog": "v1.6-r8\\nRecompile for Atmosphere 1.10\\n\\nOnly NRO download is required if you installed a previous 1.6 version.\\n\\nFor the full notes on 1.6 read here: https://github.com/STJr/Kart-Public/releases/tag/v1.6\\n\\n1.6r7\\nAdd an option to toggle renderer (requires restarting the game)\\nReduce Z-fighting in OpenGL\\nFix saved resolution being ignored with auto resolution off\\nImprove menus related to auto resolution",
"filesize": 220424,
"extracted": 531934,
"md5": "7ba2b7d54efc81b02cfe92c7ef6faafb",
"sha256": "b6790c041750569184d0842dadcfa3d7221adf135f219252c2b8fcccbb5abe73",
"updated": "16/11/2025",
"appCreated": "15/11/2025",
"binary": "/switch/kartswitch/kartswitch.nro",
"screens": 0,
"app_dls": 20049
},
{
"name": "SSBUModManager",
"title": "SSBU Mod Manager",
"description": "A simple mod manager for SSBU on Switch",
"author": "Slackliniste",
"version": "1.1.3",
"license": "MIT",
"url": "https://github.com/K-Schmitt/HomebrewModManagerSSBU",
"category": "tool",
"details": "HomebrewModManagerSSBU is a homebrew application that allows you to easily manage your SSBU mods directly from your Nintendo Switch. The application provides an intuitive console interface for enabling/disabling your mods with multilingual support and multiple sorting options.",
"changelog": "v1.1.3\\n- Improved navigation controls for a smoother experience\\n- Quick UI adjustments for better readability\\n- Fixed a minor UI-related bug\\n\\nv1.1.0\\nImplemented scrollable mods list ( 24 mods per page) and global enable/disable button.",
"filesize": 194,
"extracted": 356,
"md5": "cae9782219218488e30386adddd94c52",
"sha256": "bef27082d3cafaa70c5c519c7b46713563ca94c3db8f4ca5cb1d028ae73fc57b",
"updated": "15/07/2025",
"appCreated": "15/07/2025",
"binary": "/switch/SSBUModManager/SSBUModManager.nro",
"screens": 1,
"app_dls": 6225
},
{
"name": "SaltyNX",
"title": "SaltyNX",
"description": "Background process for the Nintendo Switch for file/code modification",
"author": "masagrator, shinyquagsire23",
"version": "1.6.0",
"license": "n/a",
"url": "https://github.com/masagrator/SaltyNX/releases",
"category": "advanced",
"details": "Background process for the Nintendo Switch for file/code modification\\n\\nCreated by: https://github.com/shinyquagsire23\\n\\nThis fork includes many QoL improvements\\n\\n\\nFor additional functions you need SaltyNX-Tool.\\n\\n",
"changelog": "v1.6.0\\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- Streamlined compiling Core and Bootstrap so 32-bit and 64-bit share now the same source code with few ifdefs\\n - Because this is a big change, it may have introduced some bug I am not aware of\\n\\nv1.5.9\\n- Change method for retrieving focus of Application\\n - It doesn't change anything in Core so perfect compatibility is maintained\\n - Now CPU usage doesn't spike drastically while some games are running, causing sysmodule to be randomly unresponsive - if user decides to enable 60 HZ in HOME Menu in FPSLocker\\n\\nv1.5.8\\n- Remove exposing focus state\\n - Was causing compatibility issues with some games like Super Mario Galaxy or Trails in the Sky 1st\\n - \"60 Hz in HOME Menu\" from FPSLocker goes back to using old method\\n\\nv1.5.7\\nCheck focus state only when notification is received instead on every frame.\\n\\nv1.5.6\\n- Change method of how game's focus state is retrieved\\n - This allows us to ditch old code for finding focus state of game, fixing an issue with rampaging CPU core in some games when they were out of focus IF user enabled \"60 Hz in HOME Menu\" option in FPSLocker\\n - Now Core also exposes game's current focus state so other developers can use it (This doesn't inform if game was paused or not, this is solely retrieving its focus state - look at libnx AppletFocusState enum in applet.h for more informations)\\n- Change method of forcing game into pause (FPSLocker's Halt unfocused game), now Core only manages how game should handle focus state, leaving to kernel maintaining game in pause state which should have better compatibility than previous method\\n\\nv1.5.5\\nStop reporting resolutions that have height higher than 1440 pixels.\\n\\nv1.5.4\\n- Add support for reading resolutions from nvnCommandBufferSetScissor and nvnCommandBufferSetScissors, resolutions are pushed as Viewport. Any resolution passed to Scissor is ignored that was the same as last resolution pushed to Viewport. This fixes an issue with reading resolution in games on Pokemon Engine which are using Scissors for dynamic resolution.\\n- Core32 now is using hard float ABI, making it faster and smaller.\\n- Add to toolbox.json version of sysmodule so Sysmodules 1.4.0+ overlay can show properly sysmodule's version.\\n\\nv1.5.3\\nFixed a bug in 64-bit Core with FPSLocker patches that were using negative offsets in addresses (fixes an issue with WARRIORS OROCHI 4 / \u7121\u53ccOROCHI3 patches).\\n\\nv1.5.2\\nAdd support for changing in real time amount of buffers in compatible NVN games (Requires FPSLocker 3.0.1+)\\n\\nv1.5.0\\n- Add support for next generation of FPSLocker patches introduced in FPSLocker 3.0.0 release\\n- Fix compatibility with Unity 6 games (Hollow Knight Silksong, Disney Dreamlight Valley 1.18.0)\\n- NX-FPS: report resolutions only with width higher than 160 px\\n- FPSLocker patch is now applied every frame in handheld instead of every second. This can cause crashes with some old patches on game's boot, it can be solved by removing patch in FPSLocker, downloading new config with FPSLocker 3.0.0+ and creating from it new patch\\n- With each new release \"Debug_files.zip\" will be included for easier debugging of specific release version\\n\\nv1.4.8\\nFix a bug introduced in 1.4.3 release with underclocked OLED not readjusting colors after waking from sleep.\\n\\nv1.4.7\\nFixed a bug in vulkan layer, causing crash in Until Then game\\n\\nv1.4.6\\n- Share how many frames were generated by game (this fixes an issue with Status Monitor \"FPS Graph\" wrongly detecting paused games for brief moments, update Status Monitor to get proper support)\\n\\nv1.4.5\\nFix reporting doubled FPS value in Crypt of the NecroDancer\\n\\nv1.4.4\\nFix an issue where GetDefaultDisplayResolution could return 0x0 in some cases, leading to game crash.\\n\\nv1.4.3\\n- Add option to always force 60 Hz when in HOME Menu while Display Sync is turned on (requires FPSLocker 2.3.1+)\\n- Add support for overriding Default Display Resolution (Requires ReverseNX-RT 2.3.0+)\\n- Fix an issue for V1 and V2 models which in docked mode would report 0Hz if user was not using display sync\\n\\nShadow update 05.08.2025 07:16 GMT: Fixed an issue where disabling system control in ReverseNX-RT didn't update custom DDR in game.\\n\\nv1.4.2\\n- Fix an issue with Red Dead Redemption not detecting properly if it's in docked mode or handheld for NX-FPS internal use, causing FPS lock issues in docked mode\\n- Optimize dumping resolutions\\n\\nv1.4.0\\n- Read separately FPS targets for docked and handheld from FPSLocker save (requires FPSLocker 2.3.0+)\\n- Add SaltyNX version to logs of sysmodule and Cores\\n- Fix an issue with sysmodule not injecting Core anymore to next games if Core initialization failed which resulted in game crash before Core had a chance to close connection\\n- Improve NX-FPS's PFPS stat reporting\\n- Read separate docked overclocking settings for 720p (requires FPSLocker 2.3.0+)\\n- Now game read speed in Core is opt-out instead of opt-in (to get game read speed use Status Monitor Overlay 1.2.0+)\\n\\nv1.3.1\\n- Separate display sync for handheld and docked (Requires FPSLocker 2.2.1+ for proper support)\\n- Fix memory leak related to reading external display's config (it was crashing system)\\n- Give an option to measure game files read speed if filestats.flag exists\\n\\nv1.3.0-release\\n- Add support for overclocking compatible external display's refresh rate up to 120 Hz\\n- Add support for downclocking OLED internal display refresh rate down to 45 Hz\\n- Add support for downclocking Retro Remake SUPER5 refresh rate down to 40 Hz (with initial support for other Retro Remake displays)\\n- Fix an issue with not clearing shared memory after application is closed, resulting in tools such as Status Monitor and FPSLocker reporting false values\\n\\nRequires FPSLocker 2.2.0 and newer to properly utilize new functions. Its readme also has more informations about specific issues related to new functions.\\n\\n1.2.7\\nFix crash in some units when going to sleep mode (bug introduced in 1.2.6).\\n\\n1.2.5\\nAdd option to force game into custom made suspend when in Home Menu (requires FPSLocker 2.1.3+).\\n\\n1.2.4\\nFix FPS Lock not working when Display Sync was disabled.\\nReport proper interval for EGL if game is passing invalid value\\n\\n1.2.3\\nReduce size of Core32 by 15% and Core by 35% which allows us to make sysmodule take 64kB less RAM\\nAllow changing amount of buffers in Vulkan games (requires FPSLocker 1.2.2+)\\nFix an issue with some games overreporting frames (120 instead of 60), such as Hades\\nFix an issue where very few Erista units had constant image stutters and loading times increased since 1.2.0 release\\n\\n1.2.2\\nFixed an old bug where games with big .bss segment were booting significantly longer than other games (For example games using Regista or LucaSystem engine were booting 30-40 seconds. With this fix it's now less than 5 seconds).\\nSysmodule log now prints info how much time have passed since sysmodule booted.\\nMinor sysmodule optimizations",
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"sha256": "67e69e378ff1d57b1d915b14bedd16cd6feda8af673c3c817784cc550f4a143f",
"updated": "16/11/2025",
"appCreated": "15/11/2025",
"binary": "/SaltySD/saltysd_core.elf",
"screens": 0,
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},
{
"name": "SaltyNX-Tool",
"title": "SaltyNX-Tool",
"description": "To manage SaltyNX functions",
"author": "masagrator",
"version": "1.1.1",
"license": "GPLv3",
"url": "https://github.com/masagrator/SaltyNX-Tool/releases",
"category": "tool",
"details": "To manage functions of this SaltyNX fork min. 0.2.0a\\n\\nTo use only in Applet mode. ",
"changelog": "1.1.1\\nAdded compatibility for Atmosphere 1.10.0+\\n\\n1.1\\n\\nChanged interface from console to Borealis framework.\\nAdded icon\\nWith Borealis it should be easier to understand notifications and other things.\\n\\n1.0.4\\n\\nDouble validate SaltyNX to solve false positives issue.\\n\\n1.0.3\\n\\nAdd option to disable log writing by SaltyNX >=0.2.0a\\n\\n1.0.2\\n\\nNow SaltyNX-Tool checks if it's in Applet Mode.\\n\\n1.0.1\\n\\nDeleted disabling cheats in Atmosphere, it's obsolete from SaltyNX 0.1.2a.",
"filesize": 2649,
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"sha256": "889f56ec3f06b24c5b98f115065fbe260b8173ce9e38a80316689d171e657332",
"updated": "16/11/2025",
"appCreated": "15/11/2025",
"binary": "/switch/SaltyNX-Tool.nro",
"screens": 0,
"app_dls": 30710
},
{
"name": "ScratchEverywhere",
"title": "Scratch Everywhere!",
"description": "Play Scratch games on your Switch!",
"author": "NateXS and Grady Link",
"version": "0.29",
"license": "LGPLv3",
"url": "https://github.com/ScratchEverywhere/ScratchEverywhere",
"category": "tool",
"details": "A custom Scratch runtime that allows you to run Scratch 3 projects on your Nintendo Switch! This is an official port of the original runtime for the 3DS.\\n\\nSee the Github README for more info on what features are supported.\\n\\nMouse\\n3DS: Glide your finger/stylus on the bottom screen to move the mouse, and tap the bottom screen to click.\\nWii U GamePad: You can use the touchscreen on the GamePad.\\nWii Remote: You can use the Wii sensor bar to control the mouse.\\nOther Controllers: Enter Mouse Mode by holding L. Use the D-pad to move the mouse, and press R to click.",
"changelog": "v0.29\\nNew Features\\n- PSP Port!\\n\\n Switch Changes\\n- Upgraded to the latest libnx version, meaning SE! is now supported on Firmware 21.0.0.\\n\\n 3DS Changes\\n- Fixed app not closing when closed from the Main Menu\\n\\n Runtime Changes\\n- The Main Menu is feeling a bit jolly...\\n- Changed Arialn font to Liberation Sans Narrow font\\n\\n Parity Changes\\n- Added instant block execution\\n - In Scratch, if nothing on screen happens, all blocks run as if Run Without Screen Refresh was on. SE! now handles this behavior.\\n- Sprites now correctly run their blocks in layer order\\n- The direction blocks are now correctly clamped and rounded\\n- The Change Variable by x block now works correctly when putting in letters as input\\n- Fixed some blocks not running without screen refresh when they should\\n- The Pick random block now correctly works with non-decimal numbers\\n- NaN is now correctly handled as a number when put in block inputs\\n- Booleans now work as they would in Scratch\\n- Uppercase letters in hex colors now work correctly\\n- SE! now handles Scratch's rare null input bug correctly\\n- Fixed Broadcast and wait block's weird behavior from a clone who's ready to be deleted\\n\\nv0.28\\nRuntime Changes\\n- Added Music to the Main Menu (tunes by @Dogo6647 !)\\n- [Non-3DS Platforms]- Added support for TurboWarp's High Quality Pen option\\n- Fixed audio issues with unzipped projects\\n - Fixed sounds not being able to replay\\n - Fixed sounds not being able to change volume\\n- Fixed a bunch of parity issues related to Infinity and nan numbers\\n- Fixed crashes related to list blocks\\n- Projects that contain Lists with many items now load faster\\n- The Open project block: https://scratchbox.grady.link/project/twStEkSKjQaH can now choose projects from the SD card (Via pull request 425)\\n\\n PC Changes\\n- Builds for Windows, MacOS, and Linux will now be put in releases!\\n- Migrated to CMake for compilation\\n- Added support for RomFS projects\\n\\n PS Vita Changes\\n- Fixed audio not working\\n- Sped up compilation time\\n\\n DS Changes\\n- Fixed audio not working\\n\\n 3DS Changes\\n- Fixed Pen texture being off by 1 pixel\\n\\nv0.27\\nTHE GREAT PORTENING\\n\\n DS Port!\\n- They thought it was impossible... but impossible is my middle name.\\n- It's recommended that you read the README for the limitations of this port!\\n- You will likely come across many crashes, so please open up a GitHub issue if you experience them!\\n- KNOWN ISSUES\\n - Unpacking projects and changing controls crash the system\\n - Cloud variables will not be supported\\n - RAM is very limited, so try to keep projects small\\n - A bunch of Audio limitations, see README for details\\n- Via pull request 362!\\n\\n Web Port!\\n- @gradylink has ported the Runtime to WebAssembly!\\n- With this, ScratchBox: https://scratchbox.grady.link is also updated to use SE! \\n- Via pull request 334!\\n\\n PS4 Port!\\n- @PwLDev has spent over 3 months porting SE! to the PS4!\\n- Now all 3.5 modded PS4 users can enjoy Scratch games on the big screen!\\n- KNOWN ISSUES\\n - Cloud variables is not currently supported\\n- Via pull request 278!\\n\\n\\n Runtime Changes\\n- Optimized Sprite rendering performance\\n- Fixed huge memory leak with If else block\\n- Fixed Main Menu and audio memory leaks\\n- Switch costume to blocks with a number as an input now chooses the correct costume\\n- Fixed positioning of Monitors (Visible Variables)\\n- Changed the look of Monitors look a bit more like Scratch\\n- Added support for more Monitor types\\n- Added Scratch Everywhere! controller custom block\\n - Returns the current controller being used\\n- [SDL2 Platforms]- Fixed scaling of Pen stamped Sprites\\n\\n 3DS Changes\\n- Fixed rendering with the Pen extension\\n- The Pen extension can now be used in dual screen mode\\n- The mouse can no longer go off screen\\n- Fixed compilation error when ENABLE_AUDIO is off\\n\\n Wii Changes\\n- Fixed projects being at an unplayable Framerate\\n\\n Wii U Changes\\n- The Stop \"All\" block now correctly takes you back to the Main Menu\\n\\n Vita Changes\\n- Sounds from the stage now play as Streamed audio\\n\\n Switch Changes\\n- Fixed keyboard menu not closing when closing the software keyboard\\n\\nv0.26\\n3DS Changes\\n- Migrated from SDL2 to SDL3 for audio\\n - Overall audio performance will be better with this change!\\n - Every sound is now a streamed sound, meaning you no longer have to put certain sounds in the stage!\\n- Refactored images to use 2x less RAM!\\n- Unused images will now stay in memory for longer before being freed\\n - Changed from 4 seconds to 21 seconds\\n- Audio now works when using .cia\\n\\n GameCube Changes\\n@Extrems has done a ton of work to the GameCube port recently!\\n- Migrated to libogc2\\n- Fixed not being able to find projects in Main Menu\\n - This means the GameCube build can finally come back to releases!\\n- Fixed GameCube controller inputs getting stuck\\n- Fixed system time getting reset to January 1st, 2000\\n- Fixed progressive scan mode being forcibly enabled when using component video\\n- General GameCube code cleanup\\n- All via pull request 411!\\n\\n Switch Changes\\n- Fixed audio not working\\n- Fixed Dockerfile builds crashing\\n - This should also fix the crashing that was present in Beta 25.\\n- Fixed resolution not getting changed correctly\\n- Swapped ABXY buttons from Xbox layout to Nintendo layout\\n- Added correct error text for no projects in Main Menu\\n- Fixed icon not showing up\\n\\n Runtime Changes\\n- Lists now have a maximum length of 200,000 items\\n- the equals block is now case-insensitive, matching Scratch behavior\\n- Stop \"other scripts in this sprite\" block now stops playing sounds in the sprite\\n- Sounds are now in memory longer before getting freed\\n - Changed from 8 seconds to 21 seconds\\n- Sound loading is no longer threaded\\n - This means that every time a new sound is loading, the game will freeze for a bit, until the sound is loaded.\\n - There are pros and cons to this, but ultimately this change makes audio more stable.\\n- [SDL2]- Sounds in the stage can now be stopped by Stop all sounds block\\n- The Stop all sounds block now stops every playing sound, not just sounds in the sprite\\n- Fixed collision on off-center costumes\\n- Fixed sprites with off-center costumes being rendered in the wrong position\\n- Images now stay loaded in memory when stamping with Pen\\n- Custom controls will now only try to load with projects from the Main Menu\\n- Main Menu buttons can now be clicked with touchscreen devices\\n- Renamed Running flag block text in loading screen to Finishing up!\\n\\nv0.25\\nNew Features\\n\\n- Pen Support!\\n - The heavily requested and long awaited Scratch extension is finally here!\\n - Pen is not currently supported on Switch or PS Vita.\\n - Pen will not work correctly on 3DS when using dual-screen mode.\\n - There may be more issues we haven't found, so please open up bug reports!\\n\\n- Project splitting!\\n - Ever wanted to make a huge game but you're hitting memory limits? Now you can split your game into multiple Scratch projects to get around this!\\n - It uses custom blocks to open projects\\n - You can find more information with the example project: https://scratchbox.grady.link/project/twStEkSKjQaH!\\n\\n- Turbo Mode\\n - If Turbo mode is enabled in your Scratch project, Scratch Everywhere! will also enable it!\\n\\n\\n Parity Changes\\n\\n- Time based blocks now uses the device's local time instead of a set time zone\\n- Days since 2000 block now updates every millisecond instead of every second\\n- Current \"month\" block now returns the correct month\\n- Added support for more hidden Scratch blocks\\n\\n\\n Runtime Changes\\n\\n- Big refactor to how numbers work under the hood\\n - Performance overall should be a bit better\\n- Fixed Sprite collision box being rotated the wrong way\\n- Added support for nine-slice rendering in the Main Menu\\n\\n 3DS / Wii U Changes\\n\\n- Cloud variables should now work correctly (this was my bad, I compiled it wrong last beta)\\n\\nv0.24\\nNew Features\\n- Add support for changing your username in the main menu settings\\n - If disabled, the username block will return your console's nickname\\n - If enabled, you can choose a custom username and the username block will return that instead\\n\\n Runtime Changes\\n- The touching block now works correctly with vector images\\n- Fixed sound effects getting cut off if a new one gets played\\n- Sound effects now get unloaded from memory after a few seconds of it not playing\\n- Sound effects with low volume now play correctly\\n- Sound blocks now work correctly if the input is another block\\n- The main menu buttons has been replaced with new SVG versions\\n- The main menu GUI now scales depending on screen resolution\\n- Added project loading screen to SDL2 platforms\\n- Reverted project.sb3 auto opening at startup\\n\\n 3DS Changes\\n- Fixed a bug causing some vector images to appear bigger than it should\\n\\n Wii Changes\\n- The username block now returns the Wii's nickname\\n\\nv0.23\\nNew Features\\n- Scratch Everywhere! Custom Blocks!\\n - This actually isn't a new feature, but we never talked about them at all so I'll talk about it here :)\\n - Similar to TurboWarp's is compiled? and is TurboWarp? blocks, We've made a few new blocks that Scratch Everywhere! can understand!\\n - You can still upload your projects to the Scratch website when using these new blocks!\\n - is Scratch Everywhere!? block returns true if your project is running on Scratch Everywhere, and returns 0 otherwise.\\n - is New 3DS block returns true if your project is being played on a New 3DS, returns false otherwise.\\n - Scratch Everywhere! platform returns the platform your game is being played on (3DS,Wii,etc).\\n - A project containing these blocks can be downloaded here: https://scratchbox.grady.link/api/project/K26OtTN2WDJ9/download!\\n\\n\\n- Unpack project option in project settings!\\n - Instead of the normal way the runtime works by putting the entire scratch project in memory, unpacking a project eliminates this by only loading things when it needs to!\\n - Unpacked projects are great for large projects, and projects with a ton of images!\\n - Depending on the speed of your SD card, unpacked projects can run way faster than normal projects!\\n - Unpacked projects will have a lightning symbol next to it, and will appear towards the bottom of the project menu.\\n\\n- Bottom Screen option in project settings!\\n - For 3DS, you can enable any project to be played on the bottom screen instead of the top screen!\\n - Great for projects where the touchscreen plays a key factor in gameplay!\\n - This also means Scratch Everywhere! can be used with a broken top screen! (I know at least 1 person will be happy about this)\\n\\n Runtime Changes\\n- If you have a project in your Scratch Everywhere! folder named project.sb3, the project will now automatically run when opening the app.\\n- Changed D-Pad controls in Main Menu\\n - NOTE:- If you're using a Wii Remote, this means you now have to use the remote sideways to navigate the Main Menu.\\n- Added more splash text to the Main Menu\\n- Fixed a ton of memory leaks under the hood\\n\\n 3DS Changes\\n- Fixed buttons in the Main Menu sometimes not loading correctly\\n\\n Switch Changes\\n- Changed resolution to the handheld's native 1280 x 720, instead of being a weird stretched resolution\\n\\nv0.22\\nNew Features\\n- Brightness costume effect added!\\n- Logs now get saved to a log file\\n - Log file is located in the same spot your scratch projects are placed\\n - [3DS]- Logs are only saved when holding Select while launching the app\\n\\n Runtime Fixes\\n- Fixed When this sprite clicked being ran for every sprite instead of only the sprite that's clicked\\n- Fixed When this sprite clicked being able to click multiple sprites in one click\\n- Fixed a few crashes that could happen related to audio\\n- Fixed backdrop rendering\\n- Added some new Main Menu splash text\\n- A bunch of code refactoring under the hood\\n\\n 3DS Changes\\n- Fixed bottom screen not rendering correctly\\n\\nv0.21\\nNew Features\\n- Main menu splash text!\\n - A random message will appear at the bottom of the logo!\\n\\n Runtime Changes\\n- Reverted vector image collision fix\\n - This caused many issues with image rendering, so vector image collision will be inaccurate until we find a better fix.\\n- Fixed collision not working on clones\\n- Broadcast and Broadcast and wait blocks should work more consistently\\n- Fixed sprites sometimes rendering behind the backdrop\\n- Added version number in main menu\\n- Changed font in main menu\\n- Fixed controls menu not saving or loading properly\\n- Removed .sb3 extension in the project menu\\n\\n 3DS Changes\\n> [!IMPORTANT]\\n> This beta release changes the location Scratch projects need to be placed at! \\n> Changed from sd:/3ds/ to sd:/3ds/scratch-everywhere! Make sure to move your projects!\\n- CIA release!\\n - Highly requested feature finally brought together!\\n - Via pull request 317!\\n- New RAM_AMOUNT compile variable\\n - Used for old 3DS to specify the maximum amount of RAM it can use\\n - More info in the README\\n- Changed executable name from Scratch to scratch-3ds\\n- Optimized text rendering\\n\\n PS Vita Changes\\n- Significantly improved performance!\\n - Via pull request 321!\\n\\n Known Issues\\n- Backdrop images may not render correctly\\n- [3DS]- File size is much larger due to using new fonts\\n\\nv0.20\\nNew Features\\n- PS Vita port!\\n- - Via pull request (274)\\n\\n Scratch Parity\\n- Added When this sprite clicked block\\n- Added When backdrop switched to block\\n- Added Show list and Hide List blocks (Via 295)\\n- Added support for dragging sprites\\n\\n Runtime Changes\\n- Added support for more clones when Infinite Clones is enabled in TurboWarp or other Scratch Mods\\n- Mouse position is now more consistent\\n- Fixed collision on vector images being half the size it should be\\n- Fixed Move __ steps block not fencing the sprite correctly\\n\\n Wii Changes\\n- Fixed projects not searching in the right location in the SD card\\n\\n 3DS Changes\\n- Changed icon\\n\\nv0.19\\nScratch Parity\\n- Added support for hidden While block\\n- Support last, all, and random as list indexes\\n- Support Infinity and -Infinity\\n- The default distance in the distance to block is now 10000\\n- The mod block now works like Scratch does\\n- Support scientific notation\\n- Support octal, hex, and binary numbers\\n- Support string comparisons\\n- List block items no longer get separated by a space if all items are one character long\\n\\n Runtime Changes\\n- Fixed crash when custom block arguments are used outside of the custom block definition\\n- Fixed layering working incorrectly\\n\\n 3DS Changes\\n- Stereoscopic 3D support!\\n- - Uses Scratch's layering system to determine 3D depth\\n- - NOTE: using 3D may result in worse performance. I'm working to fix this.\\n- Fixed unzipped projects crashing after some time\\n\\n Wii U / Switch Changes\\n- Added stick click support!\\n- - Left stick click is c\\n- - Right stick click is v\\n\\nv0.18\\nNew Features\\n- Scratch Everywhere! logo\\n- Added support for more image types\\n\\n 3DS Changes\\n- When compiling an unzipped project, all bitmap images get converted to .t3x format\\n- - This means images will load way faster, and the problem with images not loading is gone!\\n- Fixed audio cracking (again)\\n- - Note: audio may still crack in certain scenarios.\\n\\n Wii U Changes\\n- Fixed icon and boot splash not showing up on the home screen\\n\\n Wii Changes\\n- Fixed audio not working\\n- Fixed wrong date in meta.xml\\n\\n Switch Changes\\n- Fixed audio not working\\n\\n0.17\\nNew Features\\n\\nScratch Everywhere!\\n- The name has been changed to Scratch Everywhere!\\n- That's Scratch Everywhere! with the exclamation point btw..\\n- It made 0 sense to keep the name Scratch 3DS as this is now on 5 different platforms...\\n- speaking of which...\\n\\n**Switch Port!**\\n- For all 1.5 people who own a modded Switch, you can now enjoy Scratch games!\\n- Via pull request (#97)!\\n\\nAll new main menu screen!\\n- The Main Menu has gone through a huge refactor under the hood!\\n- It should be a smoother and better experience overall!\\n- It's still a work in progress, but now it should be a little easier to add stuff to it in the future!\\n\\nCustom controls!\\n- In the Project menu is a new option to remap the controls of any project!\\n- Control mappings get loaded and saved to `scratch-everywhere/'project_name'.json`\\n - Wii U is `sd:/wiiu/scratch-wiiu/'project_name.json'`\\n\\nRuntime changes:\\n- Sprite fencing has been implemented!\\n - Can be disabled with TurboWarp or other Scratch mods.\\n- The `Stop 'All'` block now takes you back to the Main Menu instead of the homebrew menu!\\n - Note: The Wii U will still exit the app, as it would freeze when going back to the Main Menu for some reason.\\n- Booleans (anything set to `true` or `false`) now doesn't get set to `1` or `0` by the runtime mistakenly\\n- Fixed a couple of crashes that could happen while loading\\n- Custom blocks with no definition now works as intended\\n- The runtime can now be compiled with `ENABLE_AUDIO=0`.\\n - For the 3DS, this means smaller file size, and you no longer need SDL2 to compile.\\n\\n3DS Changes:\\n- Fixed crash when closing the app\\n- Fixed audio cracking issue\\n- Sprites are no longer rendered in fractional positions, fixing some image weirdness\\n- Changed image filtering from `nearest` to `linear`\\n - This fixes the image fuzziness and weirdness issues, with a tradeoff to some images looking slightly blurry. I might add a filtering option to the Main Menu in the future.",
"filesize": 7866,
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"md5": "da030a954302f0007c3f571bd8906925",
"sha256": "bd6239e798f51f560e590267deebd2ab55c6e28f06601c13cc7237974144f4fc",
"updated": "17/11/2025",
"appCreated": "17/11/2025",
"binary": "/switch/scratch-nx/scratch-nx.nro",
"screens": 0,
"app_dls": 2523
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 3919,
"screens": 0,
"md5": "5f31e70ee7d4221d424c7e20e9633ff5",
"category": "tool",
"binary": "/switch/ScreenTester-NX/ScreenTester-NX.nro",
"name": "ScreenTester",
"license": ".",
"title": "ScreenTester-NX",
"url": "https://github.com/Marice/ScreenTester-NX/releases",
"description": "Screen Testing App",
"author": "marice",
"changelog": "n/a",
"extracted": 2128,
"version": "0.2",
"filesize": 493,
"details": "This program displays different colors to detect dead/stuck pixels on your Nintendo-Switch screen.It can cycle colors on your Switch screen very rapidly to try and repair stuck/dead pixels."
},
{
"updated": "21/10/2022",
"appCreated": "21/10/2022",
"app_dls": 2086,
"screens": 0,
"md5": "4d12a23af33c01fb155298ef8367264e",
"category": "game",
"binary": "/switch/SealedBite.nro",
"name": "SealedBite",
"license": "GPLv2",
"title": "Sealed Bite",
"url": "https://github.com/faithvoid/GodotNXPorts/",
"description": "Sealed Bite (Godot Port)",
"author": "faithvoid",
"changelog": "n/a",
"extracted": 55236,
"version": "Untold",
"filesize": 28159,
"details": "What sort of trouble can you get into in the forest?\\n\\nA port of Sealed Bite by Securas to the Nintendo Switch.\\n\\nControls:\\n\\n- D-Pad or Analog: Move\\n- B: Jump / Confirm\\n- Y / R-Trigger: Attack\\n- Plus: Pause\\n\\nThis is version 1.0 of Sealed Bite .. the version is listed as Untold for accurate version tracking .. apologies for the confusion."
},
{
"updated": "04/01/2020",
"appCreated": "04/01/2020",
"app_dls": 2801,
"screens": 0,
"md5": "7929c3862a0d1beec1db3f462fb15db5",
"category": "game",
"binary": "/switch/ssam_tfe/ssam_tfe.nro",
"name": "Serious-Engine-TFE",
"license": "GPLv2",
"title": "Serious-Engine The First Encounter",
"url": "https://github.com/fgsfdsfgs/Serious-Engine/releases",
"description": "Switch port of icculus' fork of Serious Engine",
"author": "fgsfdsfgs",
"changelog": "n/a",
"extracted": 117357,
"version": "nx1",
"filesize": 78487,
"details": "Serious Sam Engine including The first encounter DEMO.\\n\\nWARNING: This port is very janky. Play at your own risk.\\n\\nKnown issues\\nThe game takes a long time to load.\\nPerformance is quite bad, especially on some levels, which seems to mostly be caused by dynamic lights.\\nThe stock demos desync. I'm not sure if this is because this is technically version 1.10 and those are from 1.07, or because of something I did.\\nBecause this is version 1.10 and most PC servers run 1.07, you can't connect to them. Not sure if I can just change the version number to 1.07, since that might cause desync if there are any significant differences.\\nLow framerate/broken timing in menus.\\nYou can't control the NETRICSA menus (except for quitting them with the PLUS button).\\nNotes\\nThis probably requires full RAM access, so don't run it from the Album.\\nIf the game hangs at the first NETRICSA screen, that means it's still loading, wait a few seconds.\\nI have enabled the \"Precache shadowmaps\" option by default, which results in less lag in game, but significantly increases load times. If you don't want that, you can disable it in \"Advanced options\" -> \"Rendering options\".\\nYou can turn dynamic lights off for a performance increase by setting shd_iAllowDynamic in Scripts/PersistentSymbols.ini to 0, but beware: dynamic lights are an integral part of some levels.\\nYou can bring up the console by pressing MINUS. Press A to enter commands.\\nPlay around with the Scripts/PersistentSymbols.ini file and Advanced rendering settings. I still haven't figured out the optimal configuration.\\nIf the game crashes, take a look at the log file in the game folder (ssam_tfe/ssam_tfe.log or ssam_tse/ssam_tse.log)."
},
{
"updated": "04/01/2020",
"appCreated": "04/01/2020",
"app_dls": 2661,
"screens": 0,
"md5": "ca5dd8f4d31b368d69c845ffb7b8b2a4",
"category": "game",
"binary": "/switch/ssam_tse/ssam_tse.nro",
"name": "Serious-Engine-TSE",
"license": "GPLv2",
"title": "Serious-Engine The Second Encounter",
"url": "https://github.com/fgsfdsfgs/Serious-Engine/releases",
"description": "Switch port of icculus' fork of Serious Engine",
"author": "fgsfdsfgs",
"changelog": "n/a",
"extracted": 146617,
"version": "nx1",
"filesize": 118539,
"details": "Serious Sam Engine including The second encounter DEMO.\\n\\nWARNING: This port is very janky. Play at your own risk.\\n\\nKnown issues\\nThe game takes a long time to load.\\nPerformance is quite bad, especially on some levels, which seems to mostly be caused by dynamic lights.\\nThe stock demos desync. I'm not sure if this is because this is technically version 1.10 and those are from 1.07, or because of something I did.\\nBecause this is version 1.10 and most PC servers run 1.07, you can't connect to them. Not sure if I can just change the version number to 1.07, since that might cause desync if there are any significant differences.\\nLow framerate/broken timing in menus.\\nYou can't control the NETRICSA menus (except for quitting them with the PLUS button).\\nNotes\\nThis probably requires full RAM access, so don't run it from the Album.\\nIf the game hangs at the first NETRICSA screen, that means it's still loading, wait a few seconds.\\nI have enabled the \"Precache shadowmaps\" option by default, which results in less lag in game, but significantly increases load times. If you don't want that, you can disable it in \"Advanced options\" -> \"Rendering options\".\\nYou can turn dynamic lights off for a performance increase by setting shd_iAllowDynamic in Scripts/PersistentSymbols.ini to 0, but beware: dynamic lights are an integral part of some levels.\\nYou can bring up the console by pressing MINUS. Press A to enter commands.\\nPlay around with the Scripts/PersistentSymbols.ini file and Advanced rendering settings. I still haven't figured out the optimal configuration.\\nIf the game crashes, take a look at the log file in the game folder (ssam_tfe/ssam_tfe.log or ssam_tse/ssam_tse.log)."
},
{
"updated": "31/05/2020",
"appCreated": "31/05/2020",
"app_dls": 6030,
"screens": 0,
"md5": "a98e42b5812535eda820416329bc972c",
"category": "advanced",
"binary": "none",
"name": "ShareNX-Overlay",
"license": "GPLv2",
"title": "ShareNX-Overlay",
"url": "https://github.com/HookedBehemoth/ShareNX-Overlay/releases",
"description": "ShareNX as an overlay for the Nintendo Switch.",
"author": "HookedBehemoth",
"changelog": "1.1.3\\n\\nRecompiled with latest libtesla and libnx\\nReduces fs session usage\\n\\n1.1.2\\n\\nFix crash in remote error handling\\n\\n1.1.1\\n\\nFixes compatibility with newer nx-ovlloader.",
"extracted": 1421,
"version": "1.1.3",
"filesize": 563,
"details": "ShareNX Overlay\\n\\nShareNX as an overlay for the Nintendo Switch.\\n\\nShare your last screenshot while ingame.\\n\\nThis Homebrew runs under nx-ovlloader."
},
{
"updated": "22/03/2019",
"appCreated": "29/02/2020",
"app_dls": 242,
"screens": 0,
"md5": "8fa0bfc60cc3c07c51916ef64bc711e3",
"category": "game",
"binary": "/switch/Shasciw/Shasciw.nro",
"name": "Shasciw",
"license": "n/a",
"title": "Shasciw",
"url": "https://github.com/R1ckyman/Shasciw/releases",
"description": "Switch homebrew game for two players",
"author": "R1ckyman",
"changelog": "v1.7.0\\n\\nImproved a lot the general controls.\\nAdded up to 8 players.\\nAdded a settings menu for selecting the players and controls.\\nImproved the keyboard for selecting names and letters.\\nOther changes in UI colors and objects.\\nA lot of bugs and crashed fixed.",
"extracted": 461,
"version": "1.7.0",
"filesize": 155,
"details": "Game info:\\nASCII shooter game for up to 8 players\\nThe objective is to eliminate the others player (or enemy team in the future).\\nTurn based game, with special objects to help you.\\nObjects which upgrades players stats.\\nTODO:\\nAdd settings.ini\\nAdd a team selector.\\nAdd save/load game.\\nControls\\nJoycons are held horizontal\\n\\n[Left Joycon]\\n\\n[Keyboard]\\nDPAD (\u2191,\u2193,\u2192,\u2190) to select a letter and SL to enter.\\nZL to switch caps.\\n[Game]\\nDPAD (\u2191,\u2193,\u2192,\u2190) for moving the character.\\nSL for action or to use a selected object.\\nSR to open the inventory.\\nAfter action selected, DPAD (\u2191,\u2193,\u2192,\u2190) to select the direction.\\n[Right Joycon]\\n\\n[Keyboard]\\nX,B,A,Y to select a letter and SL to enter.\\nSR to select caps.\\n[Game]\\nX,B,A,Y for moving the character.\\nSL for action or to use a selected object.\\nSR to open the inventory.\\nAfter action selected, X,B,A,Y to select the direction."
},
{
"updated": "06/03/2021",
"appCreated": "06/03/2021",
"app_dls": 1225,
"screens": 0,
"md5": "0978cb853953abd08fcb2a5e65c35ebd",
"category": "game",
"binary": "/switch/Shiromino/Shiromino.nro",
"name": "Shiromino",
"license": "MIT",
"title": "Shiromino",
"url": "https://github.com/Saaaahil/shiromino/releases",
"description": "Switch port of Tetris Grand Master Clone",
"author": "Saaaahi",
"changelog": "1.0.2\\n\\nAdded option to pause game with minus button",
"extracted": 29127,
"version": "1.0.2",
"filesize": 22357,
"details": "Recreates various game modes from the Tetris: The Grand Master series. Score saving & replays are broken, currently."
},
{
"name": "ShoWiFi",
"title": "ShoWiFi",
"description": "Display current wifi network info",
"author": "vgmoose",
"version": "1.1.1",
"license": "GPLv3",
"url": "https://github.com/vgmoose/ShoWiFi",
"category": "concept",
"details": "This is a simple helper app to display the SSID and password of the currently connected Wifi network. Useful if you don't remember your password and want to look it up to use on a different device.",
"changelog": "1.1.1\\nRenders QR code directly in memory without going through SD (works even with SD write lock)\\nFixes regression where the offline message wasn't being displayed\\n\\n1.1\\nDisplays a Wifi QR code to easily scan on other devices!",
"filesize": 11214,
"extracted": 21912,
"md5": "3c6f75f2f5d2b34551dae0fdaacf1734",
"sha256": "055d985f18cddc55315cfce75445690e467b0512420a403623e31389ea84185c",
"updated": "27/04/2025",
"appCreated": "26/04/2025",
"binary": "/switch/ShoWiFi/ShoWiFi.nro",
"screens": 1,
"app_dls": 2309
},
{
"updated": "28/10/2018",
"appCreated": "28/10/2018",
"app_dls": 1855,
"screens": 0,
"md5": "6b1461ee6ede32244a47e6984477cada",
"category": "game",
"binary": "/switch/simon-nx/SIMON-NX.nro",
"name": "SimonNX",
"license": "none",
"title": "Simon NX",
"url": "https://github.com/K3yn/simon-nx/releases",
"description": "Memory Game",
"author": "K3yn",
"changelog": "simon-nx0.2\\n\\nadded 2 levels\\nplayable touch and only with joy in dock mode\\n\\nv0.1 - Initial Release",
"extracted": 5302,
"version": "simon-nx0.2",
"filesize": 3857,
"details": "Simon is an electronic game of memory skill invented by Ralph H. Baer and Howard J. Morrison, with software programming by Lenny Cope. The device creates a series of tones and lights and requires a user to repeat the sequence. If the user succeeds, the series becomes progressively longer and more complex. Once the user fails or the time limit runs out, the game is over. The original version was manufactured and distributed by Milton Bradley and later by Hasbro after it took over Milton Bradley. Much of the assembly language was written by Charles Kapps[citation needed], who taught computer science at Temple University and also wrote one of the first books on the theory of computer programming. Simon was launched in 1978 at Studio 54 in New York City and was an immediate success, becoming a pop culture symbol of the 1970s and 1980s.\\n\\nFeatures :\\n\\n- U can use differents accounts for play.\\n- Highscores\\n- Tactil\\nControls : - Double Touch or D-pad + A : Menu Selection - Short Touch or Short A : enable color - - : Back to menu - : Restart game - Plus : Exit game"
},
{
"name": "SimpleModAlchemist",
"title": "Simple Mod Alchemist",
"description": "Fast and stable mod management!",
"author": "gtiersma",
"version": "v1.0",
"license": "GPLv3",
"url": "https://github.com/gtiersma/Simple_Mod_Alchemist",
"category": "tool",
"details": "SimpleModManager + State Alchemist = Simple Mod Alchemist\\n\\nTwo tools combine to become an ultimate app for fast changing of game mods with improved stability!\\n\\n---\\n\\nEach individual game mod must be organized on the SD card as \"/mod_alchemy/[ TITLE ID ]/[ GROUP ]/[ THING MOD REPLACES ]/[ MOD NAME ]/romfs/...\"\\nFor example, \"/mod_alchemy/0100152000022000/Characters/Mario/Shrek/romfs/Driver/Mario.szs\"\\n\\nIt's also always good idea to backup your mods, just to be safe.\\n\\nSee the GitHub repo readme for much more info!\\n\\n---\\n\\nSpecial thanks:\\n\\n* Nadrino for creating SimpleModManager\\n* Natinusala, xfangfang and any other contributors to Borealis\\n* SciresM and devkitPro",
"changelog": "v1.0 - INITIAL RELEASE\\nForked from SimpleModManager. Initial major changes:\\n* Full UI upgrade, fixing data-access crashing errors from the old version\\n* Mods are categorized in groups and by what they replace\\n* Huge speed boost (mod files are moved, not copied)\\n* Can automatically bring over mods from SimpleModManager to start using right away\\n* Scalable - it now safe to use with lists of hundreds of mods\\n* More to come!",
"filesize": 4094,
"extracted": 8900,
"md5": "5b080dbda42127014e303a955a587d49",
"sha256": "02638305aa119c42cd6748dafdbd2c146e36e9bc7b3b397cab9e642ddbbb8f1f",
"updated": "19/11/2025",
"appCreated": "02/09/2025",
"binary": "/switch/Simple_Mod_Alchemist.nro",
"screens": 0,
"app_dls": 234
},
{
"name": "SimpleModDownloader",
"title": "SimpleModDownloader",
"description": "Download mods for your Switch!",
"author": "PoloNX",
"version": "2.2.0",
"license": "GPLv3",
"url": "https://github.com/PoloNX/SimpleModDownloader",
"category": "tool",
"details": "An easy tool to download mods for your switch!\\nEver wish you didn't have to keep switching back and forth from your switch to your computer to download and install mods? Now you can download mods from your switch with this tool!\\n(SimpleModManager needs to be installed to install mods)",
"changelog": "2.2.0\\nBug fix Latest\\nA bug was introduced with a recent change in the gamebanana api. thanks to @Starwarsfan2099 who fixed it in #93\\nI improved the code about images, it is now limited to 8 but I will improve this in the future",
"filesize": 4497,
"extracted": 10232,
"md5": "177b5aba344f48e63430c5cd7e629c90",
"sha256": "9674c7636fb081e4bb8583719391d988fbf99b315a68cb05ac2c24735bae5e63",
"updated": "15/07/2025",
"appCreated": "10/07/2025",
"binary": "/switch/SimpleModDownloader.nro",
"screens": 0,
"app_dls": 73082
},
{
"name": "SimpleModManager",
"title": "SimpleModManager",
"description": "A Simple Game Mod Manager",
"author": "nadrino",
"version": "2.1.2",
"license": "GPLv3",
"url": "https://github.com/nadrino/SimpleModManager/releases",
"category": "tool",
"details": "SimpleModManager is an homebrew app for the Nintendo Switch CFW : Atmosphere. It allows to manage your mods (via LayeredFS).\\n\\nAt the ROOT of your SDcard, there is a /mods/ folder.\\n\\nTree structure :\\n\\n/mods/<NameOfTheGame>/<NameOfTheMod>/<ModTreeStructureFromAtmosphereFolder>\\n\\nExample :\\n\\n /mods/The Legend of Zelda - Breath of the Wild/First Person View/titles/01007EF00011E000/romfs/Actor/Pack/GameRomCamera.sbactorpack",
"changelog": "(HBAS: This package no longer includes the overlay)\\n\\n2.1.2\\n\\nNow every mod management action (apply, check, delete etc...) is cancelable\\nFixing titleID display\\n\\n2.1.0\\n\\nRestructuring the core engine & cleaning code. Should be a lot more stable. For this version, I've dropped the overlay module as it instantaneously crash even with the simplest include.\\n\\nThe console version is now shipped appart as the escape codes (colors for example) are not displayed correctly when compiled with borealis.\\n\\n2.0.4\\n\\nCompiled with latest libnx (v4.0.0)\\n\\n2.0.3\\n\\nCompiled with latest libnx. Tested on fw 10.1.0 with Atmosphere 0.14.1.\\n\\nNew features:\\n\\nUpdated borealis (GUI submodule)\\n\\n2.0.2b\\n\\nCompiled with latest libnx. Tested on fw 10.0.4 with Atmosphere 0.13.0.\\n\\nNew features:\\n\\nOverlay module is now fixed: apply/disabling mods won't crash Atmosphere anymore!\\n\\n2.0.2\\n\\nCompiled with latest libnx. Tested on fw 10.0.4 with Atmosphere 0.13.0.\\n\\nNew features:\\n\\nFixing focus loss when mod checking is faster than the display animation\\nFixing last install preset not being remembered while restarting the app\\nFixing loading subtitle display for mods checking\\nIncreasing read buffer size for file comparison (faster mods status check)\\nAdding color to mods status tags\\n\\n2.0.1\\n\\nCompiled with latest libnx. Tested on fw 10.0.4 with Atmosphere 0.13.0.\\n\\nNew features:\\n\\nMinor UI improvements\\nUpdating loading display for mod sets operations\\nAdding icons to options labels\\n\\n\\n2.0.0\\n\\nCompiled with latest libnx. Tested on fw 10.0.4 with Atmosphere 0.13.0.\\n\\nNew features:\\n\\nFirst release of the GUI.\\nNow SMM will automatically find the game image to the game folders.\\nMods management operation (applying, removing, checking) are now done asynchronously. This improves speed and allows a better loading monitor display.\\nCaveats:\\n\\nFew features are still missing from the consoleUI version (like showing conflicts or detailed view of the status of each mod file). You can still switch back to the old UI by going to the Settings menu. You can switch back to the GUI as well.\\nSometimes while playing with the mods preset editor might cause some random crashes. Those don't affect your mods files or parameters of SMM since they're related to the GUI memory allocation. If it happens just relaunch the app and everything you've done should be there.\\n\\n1.6.0\\n\\nCompiled with latest libnx. Tested on fw 10.0.3 with Atmosphere 0.12.0.\\n\\nNew features:\\n\\nFirst release of the Tesla module !\\nMinor changes in the UI of the applet version\\n\\n1.5.2\\n\\nCompiled with latest libnx. Tested on fw 10.0.3 with Atmosphere 0.12.0.\\n\\nNew features:\\n\\nSlight modification in the UI.\\nZL and ZR now show a menu in which you can select the options.\\nAdding option to specify which preset should be used in this folder (in ZL/ZR menu).\\nFixed a bug while removing a mod from a preset.\\n\\n1.5.1\\n\\nCompiled with latest libnx. Tested on fw 10.0.2 with Atmosphere 0.12.0.\\n\\nNew features:\\n\\nNow SMM remembers the last install-preset you used.\\nMods status cache is now considering install-preset\\nNow by pressing \"Y\", you can also check the conflicts a given mod wrt the others.\\nAfter the creation(edition) of a presets, SMM will now show the list conflicted files and the mod that will be considered for each of these files. Also the total size of the preset is printed.\\nAdding default install preset : \"root\", where the mods are installed in \"/\".\\nRe-design the buttons layout.\\nFixes:\\n\\nFixing a bug in the config file reading that prevented the program to get non install-preset related options: stored-mods-base-folder and last-program-version.\\nTechnical:\\n\\nNow mods status cache file is writen as \"mods_status_cache.txt\"\\nAdding \"use-gui\" parameter, but will only be used by the GUI build\\nNow FS is properly handled by \"enableEmbeddedSwitchFS\"/\"disableEmbeddedSwitchFS\"\\nmkdir is now handled by native Switch FS calls\\n\\n1.5.0\\n\\nNew features :\\n\\nNow using built in filesystem functions for IO. (see Performance Improvement section below)\\nOptimized presets\\nNow if you apply any preset where several mods overwrite the same file, only the file of the last mod will be actually written.\\nChanging location of the config file : \"/config/SimpleModManager/parameters.ini\".\\nYou will be warn at the first launch of the v1.5.0 if you already had SimpleModManager before. The program will automatically detect the old parameter file, and move it to the new location\\nLast cursor position is now save: each time you go back to the mod list, the cursor will no longer be at the begining of the list.\\nRemoving cache of files list. (saving some RAM)\\nPreparing ground for a Tesla overlay :).\\nPerformance Improvement :\\n\\nMods status check : 300% faster (CRC check reimplementation helped a lot)\\nDisabling mods : 40% faster\\nApply mods (tested with preset) : 20% faster\\n\\n1.4.1\\n\\nCompiled with latest libnx. Tested on fw 10.0.2 with Atmosphere 0.12.0.\\n\\nNew features :\\n\\nAdding checksum support (CRC32) with cache\\nAdding keyboard to rename presets\\nFixing various displaying bugs\\nFixing mod presets editing\\nKey mapping changes:\\n\\nY will now show you the files status of the selected mod\\nZL will force a recheck of applied mods (CRC32)\\n\\n1.4.0\\n\\nNew feature : ability to create and apply presets of mods\\nNow handles key persistence\\nMinor bugs fixes\\n\\n1.3.1\\n\\nCompiled with latest libnx (Compatible with 9.1.0)\\n\\n1.3.0\\n\\nAdding multiple presets in config file\\nPossibility to swap preset during the app execution with \"Y\"\\n\\n1.2.0\\n\\nAdding the possibility to change destination folder (Feature Request)\\nAdding parameter file reading (Initiated by kowbot, thanks !)\\nChanging keybinding\\nFixing bugs\\nCosmetics changes\\n\\n1.1.0\\n\\nCompiled with latest libnx (Compatible with 9.0.0)\\nFew changes in the ui\\nMinor bug fix\\n\\n1.0.0\\n\\nTested on Nintendo Switch Firmware : 8.1.0 and 9.0.0",
"filesize": 4107,
"extracted": 9078,
"md5": "97ee5890f8a00a803acb8a2d0ae1e59d",
"sha256": "67aa620f97a186f54580849f8a125234c6654ddb47bf4680858d509d717aac1a",
"updated": "03/08/2025",
"appCreated": "07/05/2023",
"binary": "/switch/SimpleModManager/SimpleModManager.nro",
"screens": 1,
"app_dls": 73156
},
{
"updated": "03/07/2020",
"appCreated": "03/07/2020",
"app_dls": 7586,
"screens": 0,
"md5": "bc79ad3f40dcac8d82659c2110ea2d34",
"category": "tool",
"binary": "/switch/SkyMM-NX/SkyMM-NX.nro",
"name": "SkyMM-NX",
"license": "MIT",
"title": "SkyMM-NX",
"url": "https://github.com/caseif/SkyMM-NX/releases",
"description": "Simple mod manager for Skyrim",
"author": "caseif",
"changelog": "1.1.2\\n\\nSkyMM-NX v1.2 fixes issues with the Atmosphere version check, and fixes compilation against newer libnx versions.\\n\\n1.1.1\\n\\nSkyMM-NX v1.1.1 amends the path detection to check the Exosphere version rather than the Horizon version. This fixes functionality on older Horizon firmwares using Atmosphere 0.10.x.\\n\\n1.1.0\\n\\nSkyMM-NX 1.1.0 adds support for Atmosphere 0.10.x, and now uses the new RomFS path when firmware 9.1.0+ is detected.\\n\\nAdditionally, this release implements persistent scrolling. The menu selection will now scroll automatically when a directional input is held.",
"extracted": 1276,
"version": "1.1.2",
"filesize": 362,
"details": "SkyMM-NX is a simple mod manager that runs on your Switch and provides an easy way to toggle mods on and off.\\n\\nSkyMM will attempt to discover all mods present in Skyrim's ROMFS on the SD card and present them through its interface. Through the interface, you can toggle mods on or off, or change the load order by holding Y. Note that the load order for pure replacement mods (lacking an ESP) will not be preserved when the respective mods are disabled.\\n\\nWhen the save function is invoked, the INI and Plugins files will be modified accordingly and saved to the SD card.\\n\\nCurrently, the app requires that all mods follow a standard naming scheme:\\n\\nBSA files with a suffix must use a hyphen with one space on either side between the base name and the suffix\\nExample: Static Mesh Improvement Mod - Textures.bsa\\nNote that a mod may have exactly one non-suffixed BSA file\\nBSA files with an associated ESP file must match the ESP's name, not including the suffix\\nExample: Static Mesh Improvement Mod - Textures.bsa matches Static Mesh Improvement Mod.esp\\nAll BSA files for a given mod must match each other in name\\nExample: Static Mesh Improvement Mod - Textures.bsa matches Static Mesh Improvement Mod - Meshes.bsa"
},
{
"updated": "21/03/2022",
"appCreated": "21/03/2022",
"app_dls": 38292,
"screens": 8,
"md5": "c95532492393fc683ada0de2c5abcea9",
"category": "tool",
"binary": "/switch/SkyNX/SkyNX.nro",
"name": "SkyNX",
"license": "GPLv3",
"title": "SkyNX",
"url": "https://github.com/DevL0rd/SkyNX/releases",
"description": "Stream your PC games to your Switch!",
"author": "DevL0rd",
"changelog": "1.5\\n\\nUpdating everything to work with latest libnx / Atmosphere.\\n\\n1.4\\n\\nAdded AMD Encoding, thanks to (ibanezbass)[https://github.com/ibanezbass]\\nAdded Intel Encoding, thanks to (ibanezbass)[https://github.com/ibanezbass]\\nFixed auto overclock on latest CFWs.\\nPaused threads on sleep. Still has sleeping issue though :/\\nExtended sleep time to a ridiculous ammount to try and mitigate sleep issue.\\nSlightly improved TCP stream verification.\\nFixed donate button.\\n\\n1.3.1\\n\\nPacket verification hotfix\\n\\nThis release requires updating both the app and the streamer!\\n\\n1.3\\n\\nAdded support for up to 8 players.\\nPress LS + RS to toggle mouse control.\\nGyro mouse smoothing.\\nTouch always enabled regaurdless of input method.\\nSmall latency improvements.\\nFixed stream ending on HID packet size too small. Should fix random stream ending.\\n\\n1.2\\nUse Analog sticks and triggers to control mouse\\nUse gyro to control mouse like a Wii remote.\\nBuilt in Nvidia encoding for low latency.\\nAutomatically sets desktop resolution for max performance. (Optional)\\nLimit stream to 30fps (Good for emulators like Cemu)\\nAdded some tooltips\\nAdded start on boot.\\nAdded prompt to reboot after installing drivers.\\nAdded donate button. You know, just in case you wanna by me a coffee ;)\\nFixed resolution detect on scaled monitors.\\nFixed audio volume.\\n\\n1.1\\n\\nNo bug fixes just yet, just wanted to, idk... Add motion support for Cemu!\\n\\nNotes\\nThis updates both the streamer and the app. Please reinstall both to get this working.\\n\\n1.0\\n\\nRelease version.",
"extracted": 20128,
"version": "1.5",
"filesize": 9269,
"details": "Download the latest desktop streamer from https://github.com/DevL0rd/SkyNX/releases\\nInstructions on how to get the streamer setup are here aswell!\\n\\nFor troubleshooting, see https://github.com/DevL0rd/SkyNX\\n\\nFeatures:\\nStream PC games with audio to switch at 60fps!\\nHandles up to 4 JoyCon pairs. (4 Players at once!)\\nOptionally disable video to use the JoyCons as remotes on PC!\\nOptionally disable audio.\\nOptionally swap A and B AND X and Y.\\nHandles basic touch input.\\nHandles right click. (Touch with 1 finger, tap with the second)\\nHandles scrolling. (Your standard 2 finger scroll.)\\n"
},
{
"updated": "24/05/2020",
"appCreated": "20/02/2020",
"app_dls": 347,
"screens": 0,
"md5": "0f0e6011c95294dcb31b2a75ffcf7c35",
"category": "game",
"binary": "/switch/Slinks-Adventure/slinks-adventure-v0.0.2pa-Switch.nro",
"name": "Slinks-Adventure",
"license": "GPLv3",
"title": "Slink's Adventure",
"url": "https://github.com/leecloudvictor/Slinks-Adventure",
"description": "A neat little platformer",
"author": "kiiwiibiirb",
"changelog": "0.0.2-prealpha\\n\\nAdded Start Menu\\nRemoved Godot splash screen\\nAdded test music button for sound test (will be removed in v0.0.3-prealpha)\\nAdded lock and key. The hat being the key and the yellow squares being a \"locked door\"",
"extracted": 40332,
"version": "0.0.1-alpha",
"filesize": 17607,
"details": "Slink is just your average little dude (dude-et... thing???) but the evil Blink has taken away everyone's hats! Except for you. Now it's up to you to defeat Blink and they're army of henchmen... But without hurting them directly...?\\n\\nControls\\n\\nLeft stick/d-pad - Movement A - jump\\n\\nOrginal Repo has been moved closed : https://github.com/kiiwiibiirb/Slinks-Adventure/releases"
},
{
"updated": "13/10/2019",
"appCreated": "29/02/2020",
"app_dls": 440,
"screens": 0,
"md5": "9b513cd1d979e01a8503cd956156481b",
"category": "game",
"binary": "/switch/SlitherlinkNX/SlitherlinkNX.nro",
"name": "SlitherlinkNX",
"license": "none",
"title": "SlitherlinkNX",
"url": "https://github.com/Tardigrade-nx/SlitherlinkNX/releases",
"description": "A homebrew logic puzzle game",
"author": "Tardigrade-nx",
"changelog": "1.1\\n\\nRecompiled with latest libnx to fix the buttons\\nUndo = R/ZR, loop back = L/ZL\\n\\n1.0 Initial Release",
"extracted": 11579,
"version": "1.1",
"filesize": 5813,
"details": "Introduction\\nSlitherlink is a logic puzzle game created in 1989 by Japanese publisher Nikoli, famous for creating Sudoku, among many other puzzle games. See https://en.wikipedia.org/wiki/Slitherlink for more info.\\n\\nI discovered the game a few years ago on the Nintendo DS with 'Puzzle Series Vol. 5: Slitherlink', which was never released outside of Japan. It's such a good game I became addicted to it, just like with Picross and Nurikabe.\\n\\nThis is my version of the game for the Nintendo Switch. It's a rewrite of one of my previous projects for the Dingoo A320. It features 456 levels in four sizes: 5x5 (easy), 7x7, 10x10, 20x20 (hard). There's also a save state function, undo button, and more.\\n\\nRules\\nIn SlitherlinkNX, you draw lines on a grid to create a meandering path, following the rules:\\n\\nThe path must form a single loop, without crossing itself or branching.\\nThe numbers indicate how many lines surround each cell. Empty cells may be surrounded by any number of lines.\\nThere is one unique solution for each level. You can draw small x's on segments that cannot be connected. You should be able to find the solution by logical deduction only, without guessing.\\n\\nFor Slitherlink beginners, I strongly recommend to consult the Wikipedia page, especially chapter 'Solution methods', which is a big help at the start: https://en.wikipedia.org/wiki/Slitherlink#Solution_methods\\n\\nControls\\nd-pad: move cursor\\nX/A/B/Y: draw a line, then a cross, then nothing, in the corresponding direction\\nL + X/A/B/Y: draw a cross, then a line, then nothing, in the corresponding direction\\nR: undo previous action\\n+: open menu, allowing to: retry, save state, or quit\\n\\nCredits\\nDevelopment: Tardigrade (http://beyondds.free.fr/)\\nOriginal game: Nikoli (http://www.nikoli.com/)\\nPuzzles: Krazydad (http://www.krazydad.com/slitherlink/)\\nFont: Chopin Script\\nSounds: Junggle\\nBackground: aopsan"
},
{
"updated": "29/12/2018",
"appCreated": "10/01/2025",
"app_dls": 8423,
"screens": 0,
"md5": "e3de41a3f162789305771098b96ea166",
"category": "game",
"binary": "/switch/Snake/Snake.nro",
"name": "Snake",
"license": "n/a",
"title": "Snake",
"url": "https://gbatemp.net/download/snake-lovepotion-source-code-version.35086/",
"description": "The classic Snake game",
"author": "Shrike",
"changelog": "n/a",
"extracted": 6449,
"version": "4",
"filesize": 4076,
"details": " made this little port of Snake for the Switch with LovePotion (thx TurtleP & Co for all the help <3 Bless your discord server)\\n\\nNEW UPDATE: SNAKE Version 4 (New Style, Now working with 5.x.x )\\n\\nHey I'm back (again) and I have a brand new version of Snake for LovePotion with me (thx TurtleP & Mik & Co for all the help <3 Bless your discord server).This time Mik (Renbo Design) from the 'Tiny Turtle Industries' Discord supported me with his great artworks. <3 !!!In addition to that, this is the first time the game is compiled to only 1 NRO file, instead of a whole folder with Lua files.If you want to look at the code anyways (maybe for learning some LovePotion/Lua) just contact me.Also this version works with 5.x.x and every other firmware.Don't forget: The 2 player-mode is started by pressing '+'' on the right joycon."
},
{
"name": "SnakeNX",
"title": "SnakeNX",
"description": "The classic Snake game!",
"author": "Abdelali221",
"version": "1.1",
"license": "MIT",
"url": "https://github.com/abdelali221/SnakeNX",
"category": "game",
"details": "Snake game ported to the Switch, based on SnakeWii/DS.\\n\\nHow to play :\\n\\nD-Pad : Move the snake.\\n+ : Pause menu.\\n- : Exit the game.",
"changelog": "1.1 : Fixed some minor bugs.\\n\\n1.0 : First release.",
"filesize": 3335,
"extracted": 7542,
"md5": "f564b8d392bb18552d9ca4aaa55b0710",
"sha256": "45610abcfac68f00c5c870f68aef5167f4937f15b02cf1dfbd7d8cbcc0574415",
"updated": "15/05/2025",
"appCreated": "13/05/2025",
"binary": "/switch/SnakeNX/SnakeNX.nro",
"screens": 0,
"app_dls": 288
},
{
"updated": "29/11/2021",
"appCreated": "29/11/2021",
"app_dls": 18106,
"screens": 0,
"md5": "abe18a31c6b18f585cf7bfa7ea4e9cfe",
"category": "game",
"binary": "/switch/scd2011/scd2011.nro",
"name": "Sonic-CD",
"license": "n/a",
"title": "Sonic-CD-11-Decompilation",
"url": "https://github.com/heyjoeway/Sonic-CD-11-Decompilation",
"description": "A Full Decompilation of Sonic CD 2011",
"author": "heyjoeway",
"changelog": "1.3.0\\n\\nWorkin that sucker to death\\n\\n1.1.2\\n\\nFix compilation\\n\\n1.1.0\\n\\nAnalog support fixed.\\n\\n",
"extracted": 8151,
"version": "1.3.0",
"filesize": 3272,
"details": "A full decompilation of Sonic CD 2011, based on the PC remake with improvements & tweaks from the mobile remakes. Ported to the Switch.\\n\\nSUPPORT THE OFFICIAL RELEASE OF SONIC CD\\nWithout assets from the official release this decompilation will not run.\\n\\nYou can get the official release of sonic cd from:\\n\\nWindows (Via Steam)\\nIOS (Via the App Store)\\nAndroid (Via Google Play)\\nAndroid (Via Amazon)\\nEven if your platform isn't supported by the official releases, buy it for the assets (you don't need to run the official release, you just need the game assets.)\\n\\nInstallation Instructions\\nYou can find downloads in releases.\\n\\nMake sure your Switch can run homebrew.\\nExtract the contents of the zip to the root of your SD card.\\nCopy the assets to /switch/scd2011 on your Switch's SD card. You will need the following files/folders:\\nhelp (folder, optional as How to Play is broken)\\nvideos (folder)\\nData.rsdk\\nfonts.arc\\nimages.arc\\nsounds.arc\\nStrings.str\\nStart Sonic CD via hbmenu (or whatever method you prefer).\\nNOTE: It is recommended full RAM access. This means you shouldn't launch hbmenu from the album applet when running this. With the latest Atmosphere build and its default config, you can hold R while starting any game to open hbmenu with full RAM access. If you have any issues make sure the game has full RAM access before reporting them; launching as an applet will not be supported."
},
{
"updated": "07/11/2022",
"appCreated": "07/11/2022",
"app_dls": 41419,
"screens": 0,
"md5": "2af58e7145e48fb6f569bd26664f710c",
"category": "game",
"binary": "/switch/sonic3air/Sonic3AIR.nro",
"name": "Sonic3-AIR",
"license": "GPLv3",
"title": "sonic3air",
"url": "https://github.com/Ultracoolguy/sonic3air/releases",
"description": "A Sonic 3 & Knuckles remaster",
"author": "Ultracoolguy",
"changelog": "22.09.10.0--rel1\\n\\nFixed crash when exiting game\\nMake sure to add Sonic 3 & Knuckles ROM to the folder. If you want to reduce size you can delete the doc folder.",
"extracted": 152060,
"version": "22.09.10.0--rel1",
"filesize": 139218,
"details": "THIS DOWNLOAD REQUIRES YOU TO ADD YOUR OWN ROM\\n\\nA fan-made widescreen remaster of Sonic 3 & Knuckles, made by Eukaryot and ported by Ultracoolplayer. It includes a remastered soundtrack, mod support, and many other QoL changes!\\n\\nThe release does not ship with a Sonic 3 & Knuckles ROM. You need to provide it yourself inside the sonic3air_switch folder."
},
{
"name": "Status-Monitor-Overlay",
"title": "Status-Monitor-Overlay",
"description": "Monitor many stats of Nintendo Switch hardware",
"author": "masagrator",
"version": "1.3.2",
"license": "GPLv2",
"url": "https://github.com/masagrator/Status-Monitor-Overlay/releases",
"category": "advanced",
"details": "Monitor Your hardware in real time!\\n\\nThis is an overlay homebrew dedicated to Nintendo Switch. You need to have installed Tesla environment to use it.\\n\\nTool contains three modes to choose, each one is explained here : https://github.com/masagrator/Status-Monitor-Overlay/blob/master/docs/modes.md\\n\\nYou can exit from selected mode by pressing and holding Left Stick + Right Stick. To exit from main menu press B.\\n\\nIf it's not working in dock, you need to first start Status Monitor, then put Nintendo Switch to dock.\\n\\nWhat is currently supported:\\n\\nCPU Usage for each core (Cores #0-#2 are used by apps/games, Core #3 is used by OS, background processes and also Tesla overlays)\\nGPU Load\\nCPU, GPU & RAM actual frequency\\nUsed RAM categorized to: (not supported by FWs <5.0.0)\\nTotal\\nApplication\\nApplet\\nSystem\\nSystem Unsafe\\nSoC, PCB & Skin temperatures (Skin temperature not supported by FWs <5.0.0)\\nFan Rotation Level\\nPFPS and FPS (with help of NX-FPS, more info in repo. Not installing it results in not showing FPS counters on overlay)\\nPlanned:\\nAdd Graph mode\\n\\nRequirements:\\n\\nFrom 0.4.1 you need Tesla Menu >=1.0.2\\n\\nThanks to:\\n\\nRetroNX channel for helping with coding stuff\\nSunTheCourier for sys-clk-Overlay from which I learned how to make my own Tesla homebrew\\nHerbaciarz for providing screenshots from HDMI Grabber\\nFAQ:\\nQ: This homebrew has any impact on games?\\n\\nA: Negligible, you won't see any difference. Almost everything is done on Core #3, other cores usage is below 0.001%.\\n\\nTroubleshooting:\\nQ: Game sometimes hangs when using Status Monitor Overlay. Why?\\n\\nA: This is because of dmnt:cht nature. Some games don't like that it's peaking constantly at its memory and they stuck. This happens only if you are using NX-FPS plugin. Solution is to just close Status Monitor Overlay (you don't need to close Tesla Menu) and wait few seconds until game will resume.",
"changelog": "v1.3.2\\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- Optimize CPU usage calculation so now there is less time spend on executing each loop, in result getting more precise results\\n- Fix how CPU usage is calculated so now overlay doesn't report randomly minus 0.\\n\\nv1.3.1\\nFix an issue where in Mini and Full modes two resolutions were showing up next to each other, first being 0x0. Now it shows up only second resolution in that case.\\n\\nv1.3.0\\n- Add touch screen functionality to Mini, FPS Graph, FPS Counter and Game Resolutions modes.\\n - You can now temporarily change position of them to wherever you want on screen. Position will reset after exiting chosen mode.\\n - If you have issues with touch screen, you can disable touch screen functionality in config file by changing touch_screen to false, more here: https://github.com/masagrator/Status-Monitor-Overlay/blob/master/docs/config.md. \\n- Changed behavior of combo key so now it's more consistent between various FPS, now it won't exit until at least 200 ms will pass holding buttons.\\n- Instead of printing 254, 254.0 or inf for FPS it will print now \"n/d\" aka \"no data\". \\n\\nEdiit 30.10.2025 13:24 GMT: Fixed an issue with Mini mode going out of bounds when using touch screen to change its position, switching to docked mode which has different font size.\\n\\nv1.2.4\\nAdd to Mini Mode next to RAM Load which part of it belongs to CPU and GPU.\\n\\nv1.2.3\\nIn Full mode and Mini mode if only one reported resolution is changed, other one now stays in the same place. This solves an issue where some games have similar amount of calls to two different resolutions, resulting in constantly swapping places.\\n\\nv1.2.2\\n- Round FPS Average to PFPS if difference is in range +/- 0.25 (you can turn off rounding in config file), thanks to this we can minimize changes in FPS Average where some games are under constant changes while they provide in fact locked 60 FPS. For best results utilize always newest SaltyNX!\\n - This wasn't utilized before because PFPS reading was too unstable so current solution would not work. In SaltyNX 1.4.0 was introduced a better way to measure PFPS without cheating which gives now much stable results for referencing.\\n- Change optimization level from -O2 to -O3 for better performance at cost of slighly bigger overlay\\n\\nv1.2.1\\n- Fix an issue with FPS Graph incorrectly detecting when game is paused, causing random pausing for a short moment (Requires SaltyNX 1.4.6+)\\n\\nv1.2.0\\n- Redesign game informations in Full mode to match stylistically with hardware informations\\n- Add information about game read speed in Full and Mini modes (for Mini mode you must add \"READ\" value to \"show\" key, more in docs and config template). Requires SaltyNX 1.4.0+ to work properly.\\n- Fix FPS Graph not showing properly max FPS value if display refresh rate is 100 Hz or higher\\n- Redesign sleep logic so now overlay has snappier reaction time\\n\\nShadow update 31.07.2025 17:45 GMT: Fixed threads related to reading CPU usage, it didn't apply proper logic to exit them immediately when requested which could slow down moving between different modes.\\n\\n1.1.9\\nFix an issue with FPS Graph not pausing when game doesn't push new frames\\n\\n1.1.8\\nAdd support for SaltyNX 1.2.1+\\nNow it can read viewport resolutions from EGL and Vulkan games\\nAdded font cache to lower impact on games performance (you can disable it in config.ini with key font_cache but it's not advised)\\nWhen there is only one resolution available to read, Full and Mini mode will print just one resolution instead of second being \"0x0\"\\nAlso figured out an issue that was bothering some people and that cannot be fixed:\\nSometimes I got reports that Status Monitor freezes when trying to open it, or Album freezes with Status Monitor already opened...\\nThat issue comes from having too much apps + sysmodules running that try to access sdcard.\\n\\nYou can disable SaltyNX logging with SaltyNX-Tool to have at least one session more available. If even disabling it doesn't help, consider removing sysmodules or killing them with Sysmodules overlay when not using them.\\n\\n1.1.7a\\n\\nAdd support for SaltyNX 1.2.0+ (older versions are now unsupported when it comes to using FPS Graph)\\nFix reading config issue for Mini mode #88\\n\\n1.1.6\\n\\nSmall code refactor which resulted in slightly smaller size\\nSupport SaltyNX 1.0.3+ display refresh rate update logic in FPS Graph to fix issue with graph randomly not adjusting height to refresh rate (if there is older SaltyNX used, overlay will use old logic)\\n\\n1.1.4\\n\\nFix issue with overlay potentially crashing system on overlay's boot related to nv services\\nFix potential issue with sleep mode at 19.0.0+ that was first discovered in sys-clk retronx-team/sys-clk#85\\nFor some reason using tsSessionGetTemperature is enough to crash system while is in sleep mode\\nIt was fixed by moving from ts service to i2c. Readings are not filtered, so reading output and behavior can be slightly different than what we were used to.\\n\\n1.1.3\\n\\nSwitch reading fan rotation level from \"fan\" service to \"pwm\" service\\nThis allows avoiding potential conflict with other homebrew/sysmodules (f.e. Nx-FanControl) because only one process can have fan controller session in \"fan\" service.\\n\\n1.1.2\\n\\nFix Resolutions sometimes going out of bounds in Full Mode\\nUpdate SaltyNX to 0.9.2+ for better compatibility with games using Id Tech engines and Creation Engine\\n\\n1.1.1\\n\\nAdded options to show 2 the best candidates for game's internal resolution in Mini and Full modes.\\nAdded keys to config that can disable showing FPS and Resolutions in Full mode\\nAdded value RES to show key in Mini mode that shows Resolutions.\\nUpdate SaltyNX to 0.9.1+ for better compatibility with games using Id Tech engines",
"filesize": 205,
"extracted": 445,
"md5": "88295557ff28cf248a407755d6ba165b",
"sha256": "dcf069e9214722246a31b9ce0e69cbfeb815cf656343f73076a8ad8ea11a78fb",
"updated": "15/11/2025",
"appCreated": "15/11/2025",
"binary": "none",
"screens": 0,
"app_dls": 153785
},
{
"name": "SuDokuL",
"title": "SuDokuL",
"description": "Sudoku made with SDL2",
"author": "Mode8fx",
"version": "1.42",
"license": "MIT",
"url": "https://github.com/Mode8fx/SuDokuL",
"category": "game",
"details": "A Sudoku game made with SDL2.\\n\\nFeatures:\\n- Sudoku puzzle generator\\n- Touch screen support\\n- A scrolling background that lets you change the size, scroll speed and scroll direction\\n- Those mini-numbers to help you keep track of harder puzzles\\n- An optional cheat that auto-fills a cell (press X or Y 10 times)\\n- 7 different MOD format songs",
"changelog": "v1.42\\nA quick, minor update to add a couple more things.\\n\\n Changes:\\n- Added Mini-Grid State- setting. You now have the option to either reset the mini grid to its default state upon closing (original behavior) or retain its state (new default behavior).\\n- Added Seed Menu- cheat on the difficulty selection menu. (hint: Class of 1981)\\n- Other assorted polish.\\n\\n Known Bugs:\\n- [Gamecube] Saving/loading only works on an SD Gecko or SD2SP2; optical drive emulators such as FlippyDrive are not supported.\\n\\nEnjoy!\\n\\nv1.41\\nThis update includes specific fixes for PC, Linux, Android, and Gamecube. Other systems do not need to update.\\n\\n Bug Fixes:\\n- [Android] Fixed app ID- to be unique instead of using the generic SDL app ID (please uninstall the old app and install this one instead).\\n- [Gamecube] Fixed save data- reading/writing (mostly; see known bug below).\\n- [Linux] Changed save data location- to point to current executable directory instead.\\n- [PC (Windows)] Re-added icon- to executable.\\n\\n Known Bugs:\\n- [Gamecube] Saving/loading only works on an SD Gecko or SD2SP2; optical drive emulators such as FlippyDrive are not supported.\\n\\nEnjoy!\\n\\nAn update! This one is full of fixes and improvements. And also...\\n\\nNew Ports:\\n\\nAdded 3DS port! This version allows you to swap between the top and bottom screens, so you can choose between the top screen's wider aspect ratio or the bottom screen's touch controls.\\nIt runs at an average of around 58 FPS on a New 3DS, or around 21 FPS on an Old 3DS (though this only really affects how smooth the background scrolling is).\\n(Re-)Added Android port! This was dropped a few versions ago, but now it's back with all the latest enhancements. And your game is now autosaved when you minimize the app via the Home/Recent Apps button.\\nIf you already had the old version installed, you should uninstall it before getting this one since it won't overwrite.\\nChanges:\\n\\nEnhanced controller support! Input is now read from all connected controllers, and you can freely connect/disconnect controllers as desired.\\nScaled background size relative to screen resolution. This means all resolutions should now have around the same background sizes as opposed to large resolutions being tiny.\\nRedesigned the grid and menu cursors. The grid cursor is now slightly smaller in 240p, and slightly larger in other resolutions.\\n[PC (Windows+Linux)] Progress is now autosaved when exiting via the window's X button (or right click -> Close window).\\n[Linux] Set Native resolution as default.\\nTechnical Improvements:\\n\\nTons of performance optimizations! These were needed for the 3DS port since it uses software rendering, but other systems also benefit. These include heavily optimizing sprite transparency, scaling, text surfaces, and code inlining, along with a bunch of other minor optimizations that add up.\\n3DS frame rate is around 2-3x what it was before these changes were made.\\nTo use an existing port as a comparison, PSP FPS increased from low 40s to low 50s.\\nReduced file size, RAM usage, and load times by optimizing graphics.\\nThe FunKey version in particular is now less than 1 MB!\\n[Windows] The game is now compiled with MSYS instead of Visual Studio, and DLLs are now statically linked to the executable. That means the entire game is now a single EXE.\\nIn my testing, the x64 version flagged Windows Defender on one machine. This is a false positive; if it happens to you, just use the x86 version instead.\\nOther assorted improvements and cleanup.\\nBug Fixes:\\n\\nFixed grid number placement. Numbers are now more consistently in the middle of each cell, regardless of resolution or position.\\nImproved grid cursor placement. Likewise, the position of the cursor sprites is now more consistent.\\n[FunKey] Fixed some visual inconsistencies to match the SDL2 versions.\\nEnjoy!",
"filesize": 5301,
"extracted": 11577,
"md5": "0a3719f09d08a4eca7136ae66492f1a3",
"sha256": "e19d6b90266bfd3e5993142e8f25a68a65d2d6a88d8ed874654f0a2f5f598b2b",
"updated": "02/08/2025",
"appCreated": "31/07/2025",
"binary": "/switch/SuDokuL/SuDokuL.nro",
"screens": 3,
"app_dls": 3050
},
{
"updated": "16/09/2019",
"appCreated": "10/01/2025",
"app_dls": 1452,
"screens": 0,
"md5": "753538aa2cf279084697b668cc0c9b35",
"category": "game",
"binary": "/switch/SudokuNX/SudokuNX.nro",
"name": "SudokuNX",
"license": "GPLv3",
"title": "SudokuNX",
"url": "https://github.com/ZetaDesigns/SudokuNX/releases",
"description": "A Sudoku Game for the Nintendo Switch",
"author": "ZetaDesigns",
"changelog": "v1.0.1\\n\\nThis release does not have any new features, it is simply to make the app work with the recent changes to HID, now compiled with latest libnx",
"extracted": 20503,
"version": "1.0.1",
"filesize": 3388,
"details": "SudokuNX is an open-source Sudoku game for the Nintendo Switch.\\n\\nThis was actually my first project with SDL2.\\n\\nFeatures:\\n- create random Sudoku\\n- detect when Sudoku is solved\\n\\nTo-Do:\\n- Touchscreen input\\n- Difficulties\\n\\nIf you encounter any Issues or have feature requests feel free to open an Issue on the repository!\\n\\nSpecial Thanks to @Doodil who helped me a lot with the generator!"
},
{
"name": "Super-Haxagon",
"title": "Super-Haxagon",
"description": "A Super Hexagon Clone",
"author": "RedTopper",
"version": "3.9.1",
"license": "GPLv3-or-later",
"url": "https://github.com/RedTopper/Super-Haxagon/releases",
"category": "game",
"details": "SuperHaxagon is a cross-platform, open source Super Hexagon clone for the Nintendo 3DS, Nintendo Switch, Windows, Linux, Portmaster, Miyoo Mini, and the TI-Nspire (yes, the calculator). It is developed in C++ and uses no additional libraries for the core logic, making it easy (in theory) to port to new platforms. It also has a GUI based level editor called Haxa Editor.\\n\\nFeatures\\n\\nCross-platform with modular drivers\\nMusic timed camera and spin effects\\nDevice independent 3D effects\\nSupports any aspect ratio\\nSupports high refresh rates\\nCreate custom levels\\nSave files for scores\\nBuild toolchain with cmake\\n",
"changelog": "3.9.1\\nThis version is almost exactly the same as 3.9.0, except the downloads include two new files, outlined below. If you already have v3.9.0 and have installed it properly, there isn't much need to update. (And if you don't know what version you have, you should probably update!)\\n\\nChangelog\\n\\nnspire: There are now at least two buttons to perform all basic actions, in case one of your keys is sticky.\\nsdl2 and sfml: Drivers and downloads have been renamed to better show what back-end the driver is using.\\nall: Downloads now have a README.md that gives offline instructions on how to set up your platform, as well as a link back to this repo.\\nall: Downloads now have a vX.X.X.txt file that includes some metadata for the release, like which commit hash the download came from, version information, how it was built, and the time it was built.\\n\\n3.9.0\\nmacos: new platform!\\nsteamdeck: new platform!\\nall: License change to GPLv3 (or later) for the core game.\\nall: Levels no longer speed up during \"level ups\"\\nall: LAST Major driver refactor, ALL platform specific files are now located in 'driver'\\nall: All platforms now build with GitHub actions!",
"filesize": 23748,
"extracted": 30571,
"md5": "b386937dbf39656cd81d89d4561d2c0c",
"sha256": "e8f580516a2fb1317dd7783accfbc3a3b3e67e53db584bb134c684e802c94ea6",
"updated": "23/04/2025",
"appCreated": "22/04/2025",
"binary": "/switch/SuperHaxagon/SuperHaxagon.nro",
"screens": 1,
"app_dls": 5407
},
{
"updated": "27/03/2023",
"appCreated": "16/07/2022",
"app_dls": 32536,
"screens": 0,
"md5": "44b458e9d633893bf0ec620c1bcd16f0",
"category": "tool",
"binary": "/switch/SuperModysseyLoader/SuperModysseyLoader.nro",
"name": "SuperModysseyLoader",
"license": "MIT",
"title": "Super Modyssey Loader",
"url": "n/a",
"description": "Easily install Super Mario Odyssey Mods.",
"author": "hostedposted",
"changelog": "n/a",
"extracted": 34289,
"version": "3",
"filesize": 13073,
"details": "Super Modyssey Loader allows you to easily install Super Mario Odyssey mods from the GameBanana site.\\n\\nJust boot up the app, select the mod, and then click Install!"
},
{
"updated": "29/03/2022",
"appCreated": "29/03/2022",
"app_dls": 2315,
"screens": 0,
"md5": "9fbb0f65ff302393ebc6d44c40047c0d",
"category": "game",
"binary": "/switch/supertux-switch/supertux-switch.nro",
"name": "SuperTuxMilestone1",
"license": "GPLv2",
"title": "SuperTux Milestone 1",
"url": "https://github.com/headshot2017/supertux-switch",
"description": "Super Mario clone ported from PC",
"author": "Headshotnoby",
"changelog": "0.1.1b\\n\\nFixed issue with DPad movement where: moving with the left stick first, then pressing left/right on the DPad would move Tux on the opposite direction until you also press that direction.\\nChanged controls to be more comfortable: X and Y to run/fire, A and B to jump.\\n\\n0.1.1a\\n\\nDPad/Arrows can now be used to move Tux ingame\\nAdded \"Stretched\" video setting to toggle 4:3 aspect ratio stretching to 16:9 (disabled by default)",
"extracted": 23468,
"version": "0.1.1b",
"filesize": 11959,
"details": "SuperTux is a jump'n run like game, with strong inspiration from the Super Mario Bros games for Nintendo.\\n\\nRun and jump through multiple worlds, fighting off enemies by jumping on them or bumping them from below.\\nGrab power-ups and other stuff on the way.\\n\\n\\nStory:\\n- Penny gets captured! -\\n\\nTux and Penny were out having a nice picnic on the ice fields of Antarctica.\\nSuddenly, a creature jumped from behind an ice bush, there was a flash, and Tux fell asleep!\\n\\nWhen Tux wakes up, he finds that Penny is missing. Where she lay before now lies a letter. \"Tux, my arch enemy!\" says the letter. \"I have captured your beautiful Penny and have taken her to my fortress. The path to my fortress is littered with my minions. Give up on the thought of trying to reclaim her, you haven't a chance! -Nolok\"\\n\\nTux looks and see Nolok's fortress in the distance. Determined to save his beloved Penny, he begins his journey."
},
{
"updated": "28/01/2023",
"appCreated": "28/01/2023",
"app_dls": 37021,
"screens": 0,
"md5": "ad13c90df53bec292c0c8442ef52ece0",
"category": "tool",
"binary": "/switch/switch-ftp-client.nro",
"name": "SwitchFTPClient",
"license": "GPLv2",
"title": "Switch FTP Client",
"url": "https://github.com/cy33hc/switch-ftp-client",
"description": "Simple FTP Client app for the switch",
"author": "cy33hc",
"changelog": "v1.0.7\\n\\nAdd Thai, Greek and Arabic language\\n\\nv1.0.6\\n\\nAdd Hungarian language translations\\nEmulate left analog stick as Dpad and right analog stick for fast scrolling\\n\\nv1.0.5\\n\\nSwitched to an alternate implementation of IMGUI gui library which fixes some random flicking graphics\\n\\nv1.0.4\\n\\nAuto detect system language and apply translations. For non standard languages like Catalan,Croatian,Euskera,Galego,Indonesian,Ryukyuan you'll still need to update the config file\\n\\nv1.0.3\\n\\nFixed a bug where if you try to rename a file without changing the name, it caused the file to be deleted.\\n\\nv1.0.2\\n\\nMinor UI fixes\\nFiles over 2GB does not display properly and progress dialog not showing the progress",
"extracted": 29131,
"version": "1.0.7",
"filesize": 16306,
"details": "A simple FTP Client app for the switch to connect to a remote FTP Server to transfer files back and forth."
},
{
"name": "SwitchLanController",
"title": "SwitchLanController",
"description": "Use N. Switch as a Wireless LAN joystick",
"author": "Leandro Puentes Rivas",
"version": "1.0",
"license": "n/a",
"url": "https://github.com/devnull-tech/SwitchLanController-Client",
"category": "tool",
"details": "Use your Nintendo Switch as a wireless LAN joystick. \\nSteps:\\n1- Download and install the server on your PC (https://github.com/devnull-tech/SwitchLanController-Server)\\n1.2- Just follow the repo's steps it will be more verbose in the future\\n2- Install the SwitchLanController-Client (this app) on your switch\\n3- Connect PC and Switch in the same network\\n4- Run the server and then open the app\\n5- Type your PC ip address and connect",
"changelog": "V1.0 - First release\\n- Basic functionalities, everything seems to be going well.\\n",
"filesize": 17200,
"extracted": 45064,
"md5": "d24917780dcd9f7f00f71ece110506d1",
"sha256": "d9020e2b0bad6d92bed9be6b480d9f5b1cb656f55e6fa86f1bbaf1ef2432fee9",
"updated": "03/05/2025",
"appCreated": "02/05/2025",
"binary": "/switch/SwitchLanController/SwitchLanController.nro",
"screens": 0,
"app_dls": 461
},
{
"name": "SwitchNotificationLED",
"title": "Switch Notification LED",
"description": "Notification LED hombrew app",
"author": "Mellow20ne",
"version": "1.0",
"license": "n/a",
"url": "https://github.com/Mellow20ne/Switch-Notification-LED/",
"category": "advanced",
"details": "Switch Notification LED, homebrew app. Works with multiple connected controllers (Joy-Cons/Pro controller). You can connect controllers while in the app, and use 'R', to cycle through them to active the LED on controller you want.\\nLED modes: ON (Full brightness), Dim brightness, and Fading.",
"changelog": "Initial release",
"filesize": 201,
"extracted": 681,
"md5": "34ea7fa63bc49d57a8cd3ce6b6fc65a8",
"sha256": "eebbb218d089669627473750766d1d5e9b19286228d31e13c69c90343a4040d7",
"updated": "22/03/2025",
"appCreated": "28/11/2024",
"binary": "/switch/Notification_LED.nro",
"screens": 0,
"app_dls": 17446
},
{
"name": "SwitchP8",
"title": "Switch P8",
"description": "Pico-8 emulator for nintendo switch",
"author": "voliva",
"version": "0.5.0",
"license": "MIT",
"url": "https://github.com/voliva/ps4-p8/tree/switch",
"category": "emu",
"details": "A Pico-8 emulator for the switch.\\n\\nStatus: Not finished - Compatibility is still limited, but there are many cartridges it can run already.\\n\\nFeatures:\\n- Play many of the pico-8 cartridges (compatibility limited, works best with old ones)\\n- Play with some pre-bundled cartridges, or add your own in /data/p8-cartridges\\n- Load cartridges directly from Lexaloffle's BBS \"featured\" and \"new\" lists.\\n- Save states (at the moment simplistic, one save state per cartridge).\\n- Sound effects and music implemented.\\n\\nProject developed freely by a pico-8 fan. Although it uses Lexaloffle's Pico-8 cartridges, this is not endorsed in any way by them or any of the original cartridge creators.",
"changelog": "v0.5.0\\nFeatures\\n- New options menu\\n - CRT/DOT matrix filters\\n - Volume control\\n - Invert O/X button controls\\n\\nCompatibility fixes\\n- math functions (ceil, sqrt, sin, cos) can take optional parameters\\n\\nv0.4.1\\nFeatures\\n- Custom font compatibility\\n- Support games with their own rendering loop through \"flip\". Save states for these games will not work yet.\\n\\nCompatibility fixes\\n- stat(table) should behave like stat(0)\\n- printing backspaces\\n- stop looping SFX after length mark\\n- tonum(\"\") should return empty instead of 0\\n- time() should go in exact intervals based on frame rate instead of the actual time.\\n\\nv0.4.0\\nThis update mainly focuses on the switch version:\\n\\n- switch: Move all application data (cartridges, savestates, etc.) to /switch/switch-p8 to reduce clutter.\\n- enable pico-8 saves without needing a specific folder setup.\\n- splore: add a context menu accessible with \"pause\" (button +) to save a BBS cartridge to the local SD.\\n- local cartridges: add a context menu to delete cartridges from the local SD.\\n- add animation to splore cartridges\\n\\nFixes\\n- implement pico-8 load() function, a function that loads external cartridges.\\n- avoid skipping too many frames\\n\\nv0.3.2\\n- Fixes\\n - fget(_, nil)\\n - tostring(float) was not showing the correct number\\n - tonum(nil) crash,\\n - str[number] indexing was returning null.\\n - split() would convert \"-\" to \"0\"\\n - min() and max() with nil values\\n - pairs(nil) should return an empty iterator\\n- p8scii\\n - inline binary characters (\\^.)\\n - inline hex characters (\\^:)\\n\\nPS4-P8 has been ported to Switch",
"filesize": 3564,
"extracted": 8293,
"md5": "89c01fdf745bf822531074c3fb981c0f",
"sha256": "ec9d3f012a00b83a427ccda47582ddbd3fe083137dc8eae5f16c6b14b4a14718",
"updated": "18/10/2025",
"appCreated": "17/10/2025",
"binary": "/switch/SwitchP8/switch-p8.nro",
"screens": 0,
"app_dls": 1039
},
{
"updated": "27/07/2020",
"appCreated": "27/07/2020",
"app_dls": 5347,
"screens": 0,
"md5": "0e7a70cd36b6f773b6c06fd49d2dd423",
"category": "advanced",
"binary": "/switch/switchpresence-rewritten/SwitchPresence-Rewritten-Manager.nro",
"name": "SwitchPresence-Rewritten",
"license": "GPLv2",
"title": "SwitchPresence-Rewritten",
"url": "https://github.com/SunTheCourier/SwitchPresence-Rewritten/releases",
"description": "Discord rich presence switch",
"author": "SunTheCourier",
"changelog": "1.8.2\\n\\nFixed connecting to PresenceClient\\n\\n1.8.1\\n\\nThe SwitchPresence Client has moved! you can now find it at PresenceClient.\\n\\nServer\\nReceived breaking changes, make sure to switch to PresenceClient!\\n\\n1.8\\n\\nClient\\nPresence data will now persist up to a minute after the server or client disconnects\\nServer\\nMemory footprint greatly decreased\\nThreads should now be lower priority allowing for a tiny performance gain\\nUpdate frequency increased from every 5 seconds to every second.\\nSwitch toolbox json included\\n\\n1.7\\n\\nhttps://github.com/Sun-Research-University/SwitchPresence-Rewritten/releases/tag/v1.7\\n\\n1.6.1\\n\\nhotfix\\n\\n1.6\\n\\nUpdated to support AMS v0.10.0 and greater\\nIf you installed AMS v0.10.1 and your switch crashes, reinstall AMS v0.10.1 as there was a shadow bug fix to the release\\nUpdated to use libnx v3.0.0\\n\\n1.5\\n\\nProper Icon Added (#15)\\nAllow for special characters to be displayed properly in Discord (this will allows games like Pok\u00e9mon Sword/Shield with the character \u00e9 to show up properly in rich presence!)\\n\\n1.4.2\\n\\nFixed an issue where sysmodule would not launch at all\\nFixed an issue where pressing B on the main menu would not exit the homebrew\\n\\n1.4.1\\n\\nFixed an issue where Manager Homebrew would not enable/disable SwitchPresence\\n\\n1.4\\n\\nFixed an issue where MAC address lookups failed (#12)\\nFixed an issue where icons would fail to dump (#10)\\nRewrote lots of code to better improve performance for the manager application (#11)\\n\\n1.3\\n\\nClient is now able to take a MAC address to connect to the switch (this can automatically be taken when the switch is connected using the IP)\\nMany bug fixes\\nThanks to @cathery (#7) for all the code for these features and fixes!\\n\\n1.2.2\\n\\nRecompiled with latest LibNX for fw 9.0.0 compatibility\\nClient\\nFixed a bug where if the server was shut down via manager, client would stay connected",
"extracted": 1116,
"version": "1.8.2",
"filesize": 475,
"details": "Change your Discord rich presence to your currently playing Nintendo Switch game! Concept taken from SwitchPresence by Random\\n\\nSetup\\n\\nGeneral switch setup can be found here : https://switch.homebrew.guide\\n\\nSimply Create an application at the Discord Developer Portal call your application Nintendo Switch or whatever you would like and then enter your client ID and switch's IP into the SwitchPresence client!\\n\\nYou can also optionally dump game icons using a helper homebrew included in releases it will also give you the option to toggle the SwitchPresence sysmodule!\\nAfter you have dumped the icons you can bulk upload them to your Discord Developer Application under Rich Presence->Art Assets you can upload them with the name given to them on dump or optionally upload your own icon and set the SwitchPresence client to load that icon using the name of the custom icon.\\n\\nTechnical Info\\n\\nThe protocol for the sysmodule is a very simple struct sent via TCP\\n\\nstruct titlepacket\\n{\\n u32 magic; //Padded to 8 bytes by the compiler\\n u64 tid;\\n char name[512];\\n};\\n\\nPlease note that magic is padded to 8 bytes which can be read into a u64 if wanted\\nThe Packet is sent about every 5 seconds to the client from the server (in this case the switch).\\nIf a client is not connect it will not send anything."
},
{
"updated": "24/11/2021",
"appCreated": "10/01/2025",
"app_dls": 383,
"screens": 0,
"md5": "e2402742c931926f4305b084e5263818",
"category": "tool",
"binary": "/switch/SwitchSlide/SwitchSlide.nro",
"name": "SwitchSlide",
"license": "n/a",
"title": "SwitchSlide",
"url": "https://github.com/WompaStompa/SwitchSlide",
"description": "Like a slide rule, but for Switch.",
"author": "WompaStompa",
"changelog": "n/a",
"extracted": 5600,
"version": "0.1.1",
"filesize": 148,
"details": "Just a very basic edit of switchbrew's simplegfx example and touch-screen example.\\n\\nHow to use a slide rule. (https://www.sliderulemuseum.com/SR_Class/OS-ISRM_SlideRuleSeminar.pdf)\\n\\nIssues:\\nSlowly sliding your finger horizontally across the screen is kinda jittery and makes lining up your calculation a bit of a pain. To counter this, slide at a normal speed and a steep vertical angle. The vertical component of the slide will effectively just get ignored but the small horizontal component will always be accounted for.\\nThe scales won't line up perfectly when slid relative to one another because I only lined up the gradations with the nearest pixel. So for example, the 3.4 line would go at x position 1280*log\u2081\u2080(3.4) = 680.293, so I just put it at x coordinate 680. They should all be close enough to the true value that the power of estimation will give you accurate enough results.\\n\\nTake advantage of the power of iteration to get increasingly accurate results. For example, say you wanted to know 590\u00f7101.\\n\\n1. Estimate what the answer should be. 590 is about 600 and 101 is about 100, so 590\u00f7101 should be about 6.\\n2. Use the slide rule to get an answer of about 5.84.\\n3. 5.84\u00d7101 = 589.84. This means our error is (590-589.84)\u00f7101 = 0.16\u00f7101.\\n4. Use the slide rule to evaluate 0.16\u00f7101 to be about 0.001584.\\n5. Add the error correction to our first calculation to get 590\u00f7101 = 5.841584.\\n6. 5.841584\u00d7101 = 589.999984. If this still isn't accurate enough for what you're doing, iterate again. In this case though, you could just notice that the next iteration would be a power of 10 times a previous iteration, meaning you've already found the repeating decimal expansion.\\n\\nThe scales from top to bottom are:\\n\\n- Double Logarithmic (1 to 10 to 100)\\n- Folded Single Logarithmic with index at Pi (\u03c0 to 10, 10 = 1, 1 to \u03c0)\\n\\n- Blue line denoting boundary between slide and top stator\\n- Folded Single Logarithmic with index at Pi (\u03c0 to 10, 10 = 1, 1 to \u03c0)\\n- Red Inverse Single Logarithmic (10 to 1)\\n- Single Logarithmic (1 to 10)\\n\\n- Blue line denoting boundary between slide and botom stator\\n\\n- Single Logarithmic (1 to 10)\\n- Linear (0 to 1)\\n\\nFuck OpenGL and gpu compute, software render is all I need.\\n"
},
{
"name": "SwitchVerifier",
"title": "SwitchVerifier",
"description": "Verify yourself as a real Switch owner",
"author": "LotP",
"version": "2.1.0",
"license": "GPLv3",
"url": "https://github.com/LotP1/SwitchVerifier",
"category": "tool",
"details": "This tool uses information from your Nintendo Switch device to generate a token that can be used to verify yourself as a real switch owner.\\nUse it with a Discord App/Bot in the supported Discord servers to verify yourself.\\nThe tool does not require internet access.",
"changelog": "2.1.0\\nResolved complaints about the token containing the full serial:\\nthe token now only contains a partial serial and a value consisting of the sum of the remaining values, so the individual remaining values cannot be accessed no matter what.\\nthis means it is now completely impossible to obtain the full original serial from the token.\\n\\n2.0.0\\nToken order has been shuffled.\\nHardware values used for verification have been changed.\\nMore timing information is now supplied with the token.\\nToken is now also written to a file for easy copy/paste with ftp or usb file transfer.\\nCurrently works with these discord servers:\\n- Ryubing\\n- (contact me on discord lotp if you would like to add this to your server)",
"filesize": 142,
"extracted": 399,
"md5": "1859d2a6c01390f32b042c0d9d6fbfcb",
"sha256": "ef1f3a381ead48dea9d6860158ac8c595f0d4b1408758021779c977c7d3be77f",
"updated": "02/04/2025",
"appCreated": "01/04/2025",
"binary": "/switch/SwitchVerifier/SwitchVerifier.nro",
"screens": 0,
"app_dls": 2295
},
{
"name": "SwitchWave",
"title": "SwitchWave",
"description": "Hardware accelerated media player",
"author": "averne",
"version": "1.0.1",
"license": "GPLv3",
"url": "https://github.com/averne/SwitchWave/",
"category": "tool",
"details": "A hardware-accelerated media player for the Nintendo Switch, built on mpv and FFmpeg. Features: \\n\\nCustom hardware acceleration backend for FFmpeg, with dynamic frequency scaling. The following codecs can be decoded:\\n\\nMPEG1/2/4\\n\\nVC1\\n\\nH.264/AVC (10+ bit not supported by hardware)\\n\\nH.265/HEVC (12+ bit not supported by hardware)\\n\\nVP8\\n\\nVP9 (10+ bit not supported by hardware)\\n\\nCustom graphics backend for mpv using deko3d, supporting:\\n\\nPlayback at 4k60fps\\n\\nDirect rendering (faster software decoding)\\n\\nCustom post-processing shaders\\n\\nCustom audio backend for mpv using native Nintendo APIs, supporting layouts up to 5.1 surround\\n\\nNetwork playback through Samba, NFS or SFTP\\n\\nExternal drive support using libusbhsfs\\n\\nRich and responsive user interface, even under load",
"changelog": "v1.0.1\\nFixes playback of files with very long paths in the recent tab\\nFixes a rare corruption of native screenshots\\nMiscellaneous UX improvements",
"filesize": 13226,
"extracted": 34562,
"md5": "343b60cb9e487fc752025fff53ceccb8",
"sha256": "f43cfb711b3c81762c7ac50c8ebbf394f4b49023301ea61b597f8b55e1a7d8ac",
"updated": "22/03/2025",
"appCreated": "01/11/2024",
"binary": "/switch/SwitchWave/SwitchWave.nro",
"screens": 4,
"app_dls": 4463
},
{
"updated": "15/11/2022",
"appCreated": "15/11/2022",
"app_dls": 65641,
"screens": 0,
"md5": "23402546610e1dacea17781b3b644442",
"category": "tool",
"binary": "/switch/Switch_90DNS_Tester/Switch_90DNS_tester.nro",
"name": "Switch_90DNS_Tester",
"license": "Lesser GPLv3",
"title": "Switch 90DNS tester",
"url": "https://github.com/meganukebmp/Switch_90DNS_tester/releases",
"description": "test 90DNS on the switch",
"author": "meganukebmp",
"changelog": "1.0.4\\n\\nThis update adds a new icon by @DraconicNEO\\nIt also adds a new message for when the program is running in an offline state (disconnected or airplane mode) to avoid ambiguity.\\nProgram should now build against latest libnx HID changes. Thanks to @wolfmic\\n\\n1.0.3\\n\\nThis update adds new china specific domains to the checklist from PRs #1 and #2\\nIt also adds a better status display (coloring the domain name and showing \"in progress\" dots)\\nIt also expands the statuses reported by the resolver to include unresolved domains closing issue #3.\\nSome minor efficiency refactoring.\\n\\n1.0.2\\n\\nRecompiled with the latest libnx, input should work fine on 9.0.0+",
"extracted": 392,
"version": "1.0.4",
"filesize": 146,
"details": "A simple switch homebrew that does DNS resolution to see if we reach Nintendo's servers."
},
{
"name": "Switchfin",
"title": "Switchfin",
"description": "Nintendo Switch Jellyfin client",
"author": "dragonflylee",
"version": "0.7.7",
"license": "Apache v2",
"url": "https://github.com/dragonflylee/switchfin",
"category": "tool",
"details": "Switchfin is third-party PC player for Jellyfin that provides a native user interface to browse and play movies and series.\\nSupported media items: movies, series, seasons, episodes\\nDirect play and transcoding",
"changelog": "v0.7.7\\nFixed\\n\\n- switch: compatibility update for 21.0.0\\n- adjust direct play logic\\n\\n Add\\n\\n- context menu for tag favorite\\n\\nv0.7.6\\nFixed\\n\\n- login issue on jellyfin 10.11\\n- switch: tls1.3 support by mbedtls\\n- ps4: av1 direct playback\\n\\nv0.7.5\\nAdd\\n\\n- add song/artist tab for music\\n- support receive media files as args\\n- i18n: add russian localization @wildrun0\\n- add keyboard action binding config\\n\\njson\\n{\\n \"setting\": {\\n \"key_last\": \"pgup\",\\n \"key_next\": \"pgdn\",\\n \"key_volume_up\": \"0\",\\n \"key_volume_down\": \"9\",\\n \"key_danmaku\": \"d\",\\n \"key_video_profile\": \"f1\",\\n \"key_video_quality\": \"f2\",\\n \"key_video_speed\": \"f3\",\\n \"key_setting\": \"f4\",\\n \"key_refresh\": \"f5\",\\n \"key_forward\": \"]\",\\n \"key_rewind\": \"[\",\\n \"key_video_osd\": \"o\",\\n \"key_video_pause\": \"space\"\\n }\\n}\\n\\n\\n Fixed\\n\\n- ps4: image load thread config\\n- Fix: distorted multichannel audio on PS4 by @mbars03 in https://github.com/dragonflylee/switchfin/pull/140\\n\\n New Contributors\\n- @mbars03 made their first contribution in https://github.com/dragonflylee/switchfin/pull/140\\n\\nv0.7.4\\nFixed\\n\\n- LiveTV not working\\n\\nv0.7.3\\nFixed\\n\\n- LiveTV not working\\n\\nv0.7.2\\nFixed\\n\\n audio/sub selection when transcode\\n vita: compress image texture\\n resume play on movie tab\\n linux/macos fixed zero-copy hwdec\\n\\nFull Changelog: https://github.com/dragonflylee/switchfin/compare/0.7.1...0.7.2\\n\\n0.7.1\\nAdd\\n\\nadd suggest/genres tab for collection\\nFixed\\n\\nseries/movie view logo layout\\nrefactor media collection view\\nimage load for search sugguest\\n\\n0.7.0\\nAdd\\n\\nrefactor series view layout\\nadd people view of series/movie\\nadd Brazilian Portuguese localization (@brunorossetto)\\nswitch: external drive support using libusbhsfs\\nFixed\\n\\nexception catch under macOS\\nremote load large file list\\nuse mpv watch-later for remote\\nsubtitle not display on vita\\n\\n0.6.3\\nFixed\\n- websocket close gracefully\\n- vita\\n- transcode audio codec\\n- upgrade ffmpeg 7.1.1\\n\\nAdd\\n- player option for video rotate\\n- photo viewer support",
"filesize": 15224,
"extracted": 30771,
"md5": "588a01982ad47b7a5a752efdfe8af06b",
"sha256": "7e8e1524d5c0493c98ea7533ce184423f86de1ed8a6e8c3dc97c29736e96f884",
"updated": "19/11/2025",
"appCreated": "17/11/2025",
"binary": "/switch/Switchfin/Switchfin.nro",
"screens": 0,
"app_dls": 53824
},
{
"name": "SysDVR",
"title": "SysDVR",
"description": "Capture switch games directly on your PC via network",
"author": "exelix11",
"version": "6.2.2",
"license": "GPLv2",
"url": "https://github.com/exelix11/SysDVR/releases",
"category": "advanced",
"details": "This is an experimental sysmodule that allows capturing the running game output to a pc via USB or network connection.\\nTwo versions are provided:\\n\\nSysDVR.zip is the \"full\" version, can stream using both modes and comes with an homebrew app to switch between them\\nSysDVR-USB-Only.zip(not included in this download) will only stream via USB but uses less memory and should run alongside multiple sysmodules.\\nYou should use the full version unless you have specific requirements.\\n\\nTo play the stream mpv player is recommended as it's the most straight forward to set up, any other player that supports raw h264 streams via tcp or stdin should work but you may have to configure it manually.\\n\\nLimitations\\nVideo quality is fixed to 720p @ 30fps with h264 compression (hardware limit)\\nAudio quality is fixed to 16bit PCM @ 48kHz stereo. Not compressed\\nOnly works on games that have video recording enabled (aka you can long-press the capture button to save a video)\\nVideo and audio are two different streams, they're likely to desync as they require two different player instances. Vlc does support a secondary audio stream but i didn't manage to get it working properly.\\nOnly captures game output. System UI, home menu and homebrews running as applet won't be captured\\nVideo feed is not realtime, there will always be a minimum of ~1 second of delay.\\nStream quality depends heavily on the environment, bad usb wires or low wifi signal can affect it significantly.\\nUSB streaming is not available when docked\\nRequires firmware >= 6.0.0\\nClearly with these limitations this sysmodule doesn't allow \"remote play\" and does not replace a capture card.\\n\\nUsage\\nSetting up the sysmodule\\nThe provided builds already contain the correct file structure, you should just be able to extract them to your sd card.\\nCFWs other than atmosphere should work but I won't provide support for them.\\n\\nBy default SysDVR will stream over network, to switch between modes and set the default one you can use the SysDVR Settings homebrew included in the zip.\\n\\nNetwork streaming\\nThis is the easiest way to stream, In this mode the sysmodule is completely standalone, you should be able to play the video stream just by running mpv tcp://<switch ip address>:6666 --no-correct-pts --fps=30 and mpv tcp://<switch ip addr>:6667 --no-video --demuxer=rawaudio --demuxer-rawaudio-rate=48000 for audio.\\nWhen using network streaming it's not recommended to stream both audio and video at the same time as it may cause slowdowns. In general network streaming has more lag and delay compared to USB, it is worth the time to set it up, especially for gameplay recording.\\n\\nUSB streaming\\nTo stream via usb you need the UsbStream program, it's built using .NET core and is compatible with linux as well.\\nFirst of all you should make sure to install .NET core 3 on your pc, then proceed to setup the drivers, this step is needed only the first time:\\n\\nDriver setup on windows\\nOn windows you may get the device not found or platform not supported errors or very bad performance on the stream, in this case you may have the wrong driver set up.\\nPlug your switch in the computer while running SysDVR in USB mode and launch zadig install the libusb-win32 driver for the \"Nintendo Switch\" device. Before installing make sure the target device USB ID is 057e 3006, if it's different the sysmodule may not be running, try waiting a bit (it should start around 20 seconds after the console boot) or check again your setup.\\nThis won't interfere with other applications that communicate with the switch via usb as this sysmodule uses a different product id.\\n\\nDriver setup on linux\\nOn linux you may have errors about loading the libusb-1.0 library, this happens when the file name is different than the one expected by dotnet, you can make a symlink as described on the LibUsbDotNet repo:\\nsudo find / -name \"libusb-1.0*.so*\" and then\\n\\ncd /lib/x86_64-linux-gnu\\nsudo ln -s libusb-1.0.so.0 libusb-1.0.so\\n(Example commands, change the paths with the one you find on your pc)\\n\\nStreaming\\nMost Windows users can simply use UsbStreamGUI, it will allow you to select the streaming mode and launch UsbStream directly.\\n\\nLinux users will have to use the UsbStream command line interface (Note that this is available on windows too and provides a few more options compared to UsbStreamGUI)\\nLaunch UsbStream like this: UsbStream video <streaming mode> <arg> audio <streaming mode> <arg>\\nThese are valid streaming modes:\\n\\nstdin : pipes the received data directly to a video player via stdin, this will use no caching so you'll have low delay but it may lag. This will likely require you to provide the args to pass to the player, you can do so like this: video stdin <player executable> args \"<args list>\"\\nmpv : same as stdin but will automatically set up the args for mpv so it just requires the path\\ntcp : opens a tcp server so players can connect to it and use their own caching mechanism to remove or reduce lag (at the price of an higher delay)\\nfile : writes the received data directly to a file so it can be converted to a common format later.\\nWhen using mpv the arg is the path of mpv on your pc (use the .com file on windows), you have to repeat it twice if using both streams.\\nThe tcp option requires a free port number and the file option the output file path.\\nTo disable a stream just omit the name and its fields.\\n\\nExample commands:\\n\\nUsbStream audio mpv C:/programs/mpv/mpv : Plays audio via mpv located at C:/programs/mpv/mpv, video is ignored\\nUsbStream video mpv ./mpv audio mpv ./mpv : Plays video and audio via mpv (path has to be specified twice)\\nUsbStream video tcp 1337 audio file C:/audio.raw : Streams video over port 1337 while saving audio to disk\\nLaunching UsbStream without any parameter will display more options and examples.\\nTo connect to the tcp streams you can use: mpv tcp://localhost:<video port> --no-correct-pts --fps=30 for video and mpv tcp://localhost:<audio port> --no-video --demuxer=rawaudio --demuxer-rawaudio-rate=48000 for audio\\n\\nTips\\nTo get the most out of this sysmodule you will have to do some testing to find configuration that works best for you, here are some tips and useful information:\\n\\nIf the video stream doesn't start immediately try moving the camera around in the game, to display something the video player needs to acquire a video keyframe first.\\nAn usb 3 wire is slightly better than usb 2, but both should work.\\nQuality also depends on the cpu utilization of the game you're running, OC can improve performances.\\nUsing cache will reduce lags at the cost of an higher delay, for mpv it's on by default (except when using usb stream with mpv mode), if you want to try without it the command line arg for mpv is --cache=no --cache-secs=0. There's a lot of room for experimenting here, try different values to find the combination that works best for you.\\nIf using no caching when the screen goes full black or white (eg loading screens) it may cause some desync and the stream will start to drop frames, eventually it will fix by itself but it could take some time, the fastest solution is to open the home menu for a few seconds and then resume the game, for usb stream you can try setting the --desync-fix flag (this will introduce glitches).\\nCommon issues\\nAfter copying the sysmodule to the sd atmosphere won't boot anymore\\nThis happens if you have too many sysmodules or ones particulary heavy like sysftpd, remove them to launch SysDVR.\\nIf you really need other sysmodules at the same time you can try using the USB-Only version as it uses less memory (512K vs 3MB)\\nTo remove SysDVR delete the /atmosphere/titles/00FF0000A53BB665 folder, to remove other sysmodules if you're not sure about the right ID delete the whole /atmosphere folder and download a fresh copy of atmosphere.\\n\\nHomebrews using USB like GoldLeaf or nxmtp won't launch anymore\\nThis is because the USB interface is being used by SysDVR, if you're using the full version you can swith streaming modes using the SysDVR Settings homebrew included in the zip.\\n\\nWhen using network stream there's a lot of delay or it increses over time\\nMpv will use a cache buffer to avoid lag when the connection drops some packets but this increases delay, you can disable it by using --cache=no --cache-secs=0\\n\\nThe video is laggy or there are a lot of glitches\\nMake sure the connection between the console and your pc is good enough, if streaming via network move both closer to the router or switch to LAN, for USB try using an higher quality wire.",
"changelog": "v6.2.2\\nThis release fixes a number of minor issues reported by users.\\nMost importantly the sysmodule and settings app are now built using latest libnx for 21.0 support.\\n\\nSince 21.0 further reduced the available memory for sysmodules remember that you can load and unload SysDVR at any time from the settings app. You can also use the usb-only build which does not support streaming over the network but uses less memory.\\nFor reference, as of this release SysDVR uses slightly less than 1MB of ram while the usb-only version around 500KB.\\n\\n6.2.1\\nThis releases introduces support for dynamically terminating and starting the SysDVR sysmodule without rebooting the console.\\nThis feature should help reduce the impact of the new memory limits added on firmware 20.0.\\nThis feature is available both in the settings homebrew and for use for third party sysmodule managers through the toolbox.json file\\n\\n6.2\\nFix video recording when recording two videos in a row (#307)\\nAdded an option to disable controller input when playing through a PC (#315)\\nAdded Spanish language by @unaigonzalezz (#290)\\nAdded Brazilian Portuguese language by @discollizard (#293)",
"filesize": 3210,
"extracted": 7599,
"md5": "a1ba7978f4fbfc883cdaec76bcebe03e",
"sha256": "0151d4f19c300fe00360e34a0f50563ceceb1ba6c3916cd45807bd632651affe",
"updated": "17/11/2025",
"appCreated": "17/11/2025",
"binary": "/switch/SysDVR-conf.nro",
"screens": 0,
"app_dls": 117000
},
{
"updated": "23/12/2020",
"appCreated": "23/12/2020",
"app_dls": 699,
"screens": 0,
"md5": "c196069b9848900dcf6f61611a16ecaa",
"category": "game",
"binary": "/switch/systemshock/systemshock.nro",
"name": "SystemShock",
"license": "GPLv3",
"title": "Systemshock",
"url": "https://github.com/capsterx-switch/systemshock/releases",
"description": "Shockolate - Same great System Shock, new great taste",
"author": "capsterx-switch",
"changelog": "n/a",
"extracted": 9680,
"version": "0.8.2-r5",
"filesize": 4055,
"details": "Shockolate is a cross platform source port of System Shock, using SDL2. This runs well on OSX, Linux, and Windows right now, with some missing features that need reviving due to not being included in the source code that was released.\\n\\nThe end goal for this project is something like what Chocolate Doom is for Doom: an experience that closely mimics the original, but portable and with some quality of life improvements including an OpenGL renderer and mod support!\\n\\n"
},
{
"updated": "30/12/2018",
"appCreated": "29/02/2020",
"app_dls": 469,
"screens": 0,
"md5": "ec51c24123ae8452a73ad959a70634c5",
"category": "game",
"binary": "/switch/T-Rekt-NX/T-Rekt_NX.nro",
"name": "T-Rekt-NX",
"license": "GPLv3",
"title": "T-Rekt NX",
"url": "https://github.com/Manurocker95/T-Rekt-NX/releases",
"description": "T-Rekt for Nintendo Switch",
"author": "Manurocker95",
"changelog": "v1.1\\n\\nNow the save data is a json. You can now save as much data as you like ;)\\n\\nSettings are saved in data.sav.\\n\\nMultilanguage support with JSONs for every language.",
"extracted": 24857,
"version": "1.1",
"filesize": 16626,
"details": "T-Rekt for nintedo switch\\n\\nThe Dev has very little info on the application."
},
{
"updated": "30/12/2018",
"appCreated": "29/02/2020",
"app_dls": 351,
"screens": 0,
"md5": "82c195a337cb563cdc78dda6f6564828",
"category": "game",
"binary": "/switch/TIL-NX/TIL_NX.nro",
"name": "TIL-NX",
"license": "GPLv3",
"title": "TIL NX",
"url": "https://github.com/Manurocker95/TIL_NX/releases",
"description": "TIL the game for Nintendo Switch",
"author": "Manurocker95",
"changelog": "v1.0\\n\\nFirst Release",
"extracted": 23556,
"version": "1.0",
"filesize": 16050,
"details": "TIL the game for nintendo switch\\n\\nThe Dev has very little info on the application."
},
{
"name": "TKMM-NX",
"title": "TKMM-NX",
"description": "Tears of the Kingdom Mod Manager",
"author": "Lord Bubbles",
"version": "2.0.0-rc1",
"license": "MIT",
"url": "https://github.com/TKMM-Team/TKMM-NX",
"category": "advanced",
"details": "TKMM-NX is a lightweight Linux operating system based on Lakka (LibreELEC) with custom adaptations that allow TKMM to seamlessly run on the Nintendo Switch, without the need for a PC.\\n\\nThis distro does not require modifying the partitions on the SD card. It is directly available from the \"More Configs\" menu in Hekate after installation.\\n\\nTKMM, or Tears of the Kingdom Mod Manager, is a mod merger and manager for TotK (yes, that is a very creative name).\\n\\nUnlike other mod managers, TKMM merges the individual mod files to ensure the best possible compatibility with every mod available.\\n\\nBefore going through the initial setup, please make sure that your keys are dumped using the latest version of Lockpick_RCM, and that both the base game and update are installed on your micro SD card.\\n\\nOtherwise, if those are installed on the internal storage, or if you have the game in a physical cartridge, you will need to dump it with NxDumpTool as a NSP or XCI file (split files work).",
"changelog": "v2.0.0-rc1\\n\\n\\nEnabled eMMC in boot script",
"filesize": 305412,
"extracted": 403985,
"md5": "c2c23faae7c5e1935791a98af9c68e59",
"sha256": "352ed0d068dcccaa515a2fb02f8a8e96363f3c1d89289794ee26413d9e0aaaf2",
"updated": "13/10/2025",
"appCreated": "13/10/2025",
"binary": "none",
"screens": 1,
"app_dls": 4458
},
{
"updated": "10/10/2024",
"appCreated": "10/10/2024",
"app_dls": 20058,
"screens": 0,
"md5": "9a6e459edf3451ee6345e9a7dafbaa1e",
"category": "game",
"binary": "/switch/taisei/taisei.nro",
"name": "Taisei",
"license": "n/a",
"title": "taisei",
"url": "https://github.com/taisei-project/taisei/releases",
"description": "Touhou Project clone and fangame",
"author": "taisei-project",
"changelog": "1.4.2\\n\\nThis is a stable maintenance release. It features some bugfixes, optimizations, and other improvements backported from the v1.5 development tree.\\n\\nReworked gamepad input handling and configuration:\\nThe free/restricted axis distinction is gone; the joystick always operates in \"free\" mode.\\nAdded direction snapping functionality to help aid exact movement in cardinal and/or diagonal directions. The snapping angle can be adjusted from 0% (disabled) to 100% (similar to the old \"restricted\" mode). The snapping angle can also be biased towards cardinals or diagonals.\\nWhen the maximum zone is less than or equals dead zone, moving the character will always move at maximum speed (as in the old \"restricted\" mode).\\nMost of these settings are now visualized in the options menu and can be tested there.\\nChanged the default Spell Card (Bomb) and Power Surage gamepad bindings to Left Trigger and Right Trigger respectively.\\nIf autorestart is enabled for spell practice, it will now try to load a quicksave if one exists.\\nAdded a \"load quicksave\" option to the pause menu in practice modes.\\nCutscenes that have been seen before can now be completely skipped.\\nAdded an option to reset the config to last saved values.\\nReduced some sprite batching CPU overhead.\\nOptimized rendering of scenes with many lasers.\\nOptimized loading of webp files.\\nOptimized various math routines.\\nImproved performance of some shaders.\\nDue to bad OpenGL drivers, macOS releases now use ANGLE for rendering by default. This fixes serious performance issues on some Apple systems.\\nWorked around broken rendering in WebGL on Apple systems with certain versions of ANGLE (see #386). The ANGLE bug has been fixed upstream, but certain systems are known to still be affected, such as iOS 18.\\nFixed crashes related to opening the pause menu.\\nFixed the cutscene text spontaneously disappearing on some systems.\\nFixed laser rendering errors during screen-shake effects.\\nFixed some minor general rendering errors.\\nFixed rendering errors specific to WebGL and ANGLE on Windows.\\nFixed ongoing asynchronous tasks (e.g. screenshot encoding) sometimes failing to finish when exiting the game.\\nFixed some erroneous build warnings when building with Clang 18+.\\nFixed pseudo-random lookup order when a resource exists in multiple locations. This allows files placed in sub-packages to override those from 00-taisei.zip reliably.\\nRemoved the defunct gles20 renderer backend.\\nScreenshots now use asynchronous GPU downloads.\\nAdded --width and --height command line parameters.\\nThe default config can now be customized by adding a config.default file to the game's resources.\\nAdded documentation for previously undocumented environment variables to ENVIRON.rst.\\nAdded an experimental \"framedump\" mode that can be used to render videos; see ENVIRON.rst for details.\\nAdded a watchdog in kiosk mode that resets the game to the main menu and default settings after a period of inactivity.\\nAdded the TAISEI_KIOSK_PREVENT_QUIT environment variable to control whether Quit is available in kiosk mode.\\nAdded a some basic test programs for the renderer API.\\n\\n1.4.1\\n\\nThis is a stable maintenance release. It features some bugfixes and optimizations backported from the v1.5 development tree.\\n\\nFixed a crash that happened after a few minutes would pass without any input if the intro cutscene had previously played (#371).\\nFixed a crash when attempting to start a stage on OpenBSD systems (#372).\\nFixed heavy audio distortion on the Switch (#374).\\nThis was a matter of updating the SDK, and entailed no code changes on Taisei's side.\\nOn the Switch the resolution will now automatically adapt to the console's docked/undocked state.\\nThreaded loading is now enabled on the Switch.\\nOptimized a few hot paths in the game update loop.\\nOptimized the tree branch mesh in the Stage 2 background to avoid rendering a lot of tiny triangles.\\nWorked around a Meson issue that broke Emscripten builds (42a7e49).\\nEnabled some \"modern\" WASM features for the Emscripten build. This raises the browser version requirements for the official build to Chromium 91 or Firefox 89.\\nAdded a gamemode build option to control whether to enable GameMode integration on Linux.\\n\\n1.4\\n\\nThis is a major release, with substantially redesigned stages and bosses, new story, new backgrounds, and heavy internal rewrites.\\n\\n1.3.2\\n\\nThis is a stable maintenance release. It features various bugfixes, optimizations, and minor features backported from the v1.4 development tree.\\n\\nThere are no gameplay changes and this version should be replay-compatible with the initial v1.3 release.\\n\\n1.3.1\\n\\nSilent update : recompiled with latest libnx\\n\\nThis is a stable maintenance release. It features some important bugfixes and a few optimizations and visual improvements backported from the v1.4 development tree, as well as new character art by @afensorm.\\n\\nOther than fixing some rare game-breaking bugs, there are no gameplay changes and this version should be replay-compatible with the initial v1.3 release.\\n\\nSemi-official homebrew Switch binaries are now also available, thanks to @p-sam's porting efforts. Use at your own risk.",
"extracted": 189532,
"version": "1.4.2",
"filesize": 182126,
"details": "Taisei (\u6cf0\u897f, lit. Occident) is a free and open-source fangame of the T\u014dh\u014d series, written in C using SDL2 and OpenGL.\\n\\nBasically, it is a shoot \u2019em up game with lots of bullets (the genre is literally called bullet hell). It doesn\u2019t aim to rebuild a particular installment of the T\u014dh\u014d games, but is rather an original game set in the world of T\u014dh\u014d. Enjoy dodging through 6 stages full of new bullet patterns on four difficulty levels!\\n\\nIf you have never played T\u014dh\u014d before, you can have a look at our manual for an explanation of the controls and game mechanics. The game is mostly done and very playable, so feel free to give it a try!\\n\\nVisit our website at https://taisei-project.org/ for more information.\\n\\nThe license is linked here :\\n\\nhttps://github.com/taisei-project/taisei/blob/master/COPYING"
},
{
"updated": "12/07/2024",
"appCreated": "12/07/2024",
"app_dls": 1760,
"screens": 0,
"md5": "631d4d4132d96c657c02adec5848e94f",
"category": "emu",
"binary": "/switch/tamatool-nx/tamatool-nx.nro",
"name": "TamatoolNX",
"license": "GPLv2",
"title": "Tamatool-NX",
"url": "https://github.com/Avellea/tamatool-nx",
"description": "Tamagotchi P1 Emulator",
"author": "Avellea",
"changelog": "n/a",
"extracted": 9202,
"version": "1.0.0",
"filesize": 4058,
"details": "Tamagotchi P1 Emulator based on jcrona's tamatool project, and nn9dev's tamatool-vita port.\\n\\nFeatures basic saving and loading, as well as speeding up the emulator."
},
{
"updated": "29/07/2024",
"appCreated": "29/07/2024",
"app_dls": 35730,
"screens": 0,
"md5": "3108a37333d5b8ae9bc65da756240dda",
"category": "advanced",
"binary": "none",
"name": "TegraExplorer",
"license": "GPLv2",
"title": "TegraExplorer",
"url": "https://github.com/suchmememanyskill/TegraExplorer/releases",
"description": "A payload-based file manager for your switch!",
"author": "suchmememanyskill",
"changelog": "4.2.0\\n\\nThis update overhauls how system wipe's inside tegraexplorer are done. This should now fix the black screen on boot after performing a system wipe, and also save battery calibration values after a wipe.\\n\\nPlease report any issues in the Issues tab\\n\\nSystemwipe message has been edited to convey a bigger sense of danger when using the wipe script.\\nGenerate save index (#91, #96)\\nThis fixes the black screen issue\\nKeep the aging save (and index it) (#97, #99)\\nThis fixes battery issues after a system wipe\\nOn a lite system, this would have previously caused the battery to charge to unsafe levels. If you have previously ran the systemwipe script on a lite, you cannot run this script again to fix this.\\nMassive thanks to @JeffVi, who single-handedly fixed the systemwipe script\\n\\n4.1.1\\n\\nThis is actually just v4.1.0-b1, with 2 changes\\n\\n@bleck9999 added that the power and volume buttons can always be used as up/down/a\\nThe keyboard is also now fixed with just power/volume controls\\nThe firmwaredump script no longer automatically tries to read the firmware\\nPS: I messed up the selected branch of which this release is based, and i seemingly cannot edit this. it's based on this commit\\n\\n4.1.0-b1\\n\\nUpgrade BDK to Lockpick-RCM 1.19.10\\nNew keydump strategy, hopefully mitigating pkg1 hotfixes\\nThanks a lot to @JeffVi for helping me port the Lockpick_RCM BDK to TegraExplorer!\\n\\nThanks a lot to @lucasaf04 for testing this on an oled console for me\\n\\n4.0.1-hotfix4\\n\\nHotfix for key dumping on firmware 16.0.0, brought to you by @FlyingBananaTree! (again)\\n\\n4.0.1-hotfix3\\n\\nHotfix for key dumping on firmware 15.0.0, brought to you by @FlyingBananaTree!\\n\\n4.0.1-hotfix2\\n\\nThis is a hotfix to support fw 14.0.0, added by @dezem. Thanks!\\n\\n4.0.1-hotfix\\n\\nThis is a hotfix of TE 4.0.1 that contains the new PKG1 of 13.2.1. I'm still working on a proper release\\n\\n4.0.1\\n\\nFixes an error regarding broken error text output.\\n\\n4.0.0\\n\\nTegraScript v3!\\nEmbedded scripts!\\nThe firmware dump script has been replaced by an embedded script, which also shows the actual firmware version now!\\nA System wipe (factory reset) script is also embedded into TegraExplorer now\\nScripts put in sd:/TegraExplorer/scripts now show up in the main menu\\nCompiling with the SCRIPT_ONLY define will allow you to embed more scripts due to more space\\nProbably more that i forgot\\n\\nThis release wouldn't have been possible without the help of @bleck9999 and @maddiethecafebabe. Big thanks to them!\\n\\n3.0.6\\n\\nAdds support to dump keys on 12.1.0\\n\\nNote: this also implements lockpick_rcm's handling of future firmwares\u2122\ufe0f, so these support updates should be less frequent\\nUpdate bdk\\n\\nAdd payload compression\\n\\nShow a key dump error upon entering an mmc partition without dumping keys\\n\\nFix displaying small files in the hex view\\n\\n3.0.5\\n\\nSmall update to support key dumping on 12.0.2\\n\\n3.0.4\\n\\nThis is a small update to support 12.0.0\\nAlso gives out a nicer error message if pkg1 is unknown, rather than scary hex\\n\\n3.0.3\\n\\nAdded partition encrypting and decrypting. For the end user, this is only noticable in that prodinfo is now dumped decrypted. (and during restoring encrypted). WARNING: there is no option currently to restore an encrypted prodinfo part\\nShow SD mount error when user attempts to mount sd\\n\\n3.0.2\\n\\nUpdated bdk to hekate 5.5.2\\nFix up some broken code in the controller logic (switch lites should now not freak out anymore)\\nAdd a reboot normally option in the main menu\\nAdd safeguards for mariko to be unable to reboot to rcm\\nFix an issue where if too much data was read from the internal storage, invalid data would be returned\\n\\n3.0.1\\n\\nA charging icon has been added\\nScreenshots have been added\\nScript fixes (see the TegraScript Repo for more detail)\\nFile deletion now has a 500ms wait time\\nThis release of TegraExplorer runs a lot faster when you have minerva on your sd card. This means that having the bootloader folder of hekate 5.1.0+ on your sd cards speeds things up a lot!\\n\\n2.0.5\\n\\nFixed biskey dumping on 11.0.0\\n\\n2.0.4\\n\\n.cmnt.nca style dumping (for daybreak) using a prod.keys file\\n\\n2.0.3\\n\\nLots of changes have been made to the TegraScript language. See the changelog there for the changes.\\nBisfile extraction has been cleaned up\\nMenu code has been cleaned up\\nSmall bugs have been fixed\\nPayload size has been reduced slightly\\nNote:\\nThis release of TegraExplorer runs a lot faster when you have minerva on your sd card. This means that having the bootloader folder of hekate 5.1.0+ on your sd cards speeds things up a lot!\\nIn this version of TegraExplorer some features are disabled unless you're running with minerva. Currently this is limited to taking screenshots\\n\\n2.0.2\\n\\nAdded\\nSave signing using a prod.keys file\\nFixed\\nSome various gfx bug fixes\\nFix scripts asking for confirmation on flashing files back\\nHopefully fix formatting (f_fdisk returned 1!)\\nRemoved\\nThe save dumping option in the tools menu is now gone. You can still do this via this tegrascript\\n\\n2.0.1\\n\\nSpeed up sd formats\\nLittle speed up in file copying\\nReduced file size a little\\n\\n2.0.0\\n\\nAdded\\nThe screen is now horizontal, The GUI has been tweaked to fit the new dimensions\\nA scroll bar has been added\\nAdditional info is displayed on the right side of the screen\\nJoycon support has been added\\nThis also means the TegraScript Language has changed to reflect this\\nDue to having more buttons, a way to input text has been added. This means you can add folders, rename folders and rename files when you have both joycons connected\\nIf you do not have the joycons on your system, LeftUp is vol+, LeftDown is vol-, and A is power\\nYou can take a screenshot by pressing the screenshot button on the left joycon\\nCurrent controls:\\nUp/Down: Left stick up/down\\nSelect: A\\nBack: B\\nFast Up/Down: Right stick up/down\\nScreenshot: Capture button\\nFixed\\nLoading into folders is now a lot faster as the way file sizes are cached changed\\nNavigating around folders is now a lot faster as the way screen updates has changed\\n(some) spelling errors have been corrected\\nNote:\\nThis release of TegraExplorer runs a lot faster when you have minerva on your sd card. This means that having the bootloader folder of hekate 5.1.0+ on your sd cards speeds things up a lot!\\nIn this version of TegraExplorer some features are disabled unless you're running with minerva. Currently this is limited to taking screenshots\\n\\n\\n\\n1.5.2\\n\\nAdded\\nThe file size display has been altered\\ncoreboot.rom boot support\\nPKG1ID is shown on pkg1 dump failure\\nChanges to the TegraScript Language\\nFixed\\nPartition dumps and restores above 4gb had some trouble keeping track of it's %. This has been fixed. Yes this is kinda pointless as you can't even do this without modifying TE\\nMerge Lockpick_RCM changes\\nReduced file size by changing firmware dumps and save dumps\\nScreen scrolling (as in, scrolling the entire screen) is now about 10% faster\\n\\n1.5.1-hotfix\\n\\nSmall release to fix some bis dumping bugs and add the 10.0.0 pkg1 version\\n\\n1.5.1\\n\\nSome small bugs have been fixed and some misc stuff has changed in scripts. The changes to scripts have been listed in the TegraScript Repo\\n\\n1.5.0\\n\\nAdded\\nReworked TegraScript. You can find out more about this new scripting lang in the TegraScript repo to find out how to use it and to find some premade scripts\\nReworked the mmc view. Now you'll see the entirety of the gpt + boot01. (This makes interacting with gpt partitions easier)\\nFixed\\nHide errors inside scripts\\nGive accurate file count in the top right\\n\\n1.4.0\\n\\nAdded:\\n\\nAdded better warnings, with descriptions\\nRevamped gfx system\\nBis restoring, extracting, dumping\\nFixed:\\nLots of things. Stuff should be faster and more stable\\n\\n1.3.2\\n\\nFixes:\\n\\nFile based emummc's not mounting properly\\nFix errors after using copy_recursive()\\nAdded:\\n\\nBattery indicator\\n\\n1.3.1\\n\\nAdd 3 new scripting elements for future use in some of my guides\\n\\n1.3.0\\n\\nAdded\\nScripting\\nEmuMMC reading\\nFixed\\n\\npkg1id is now used as foldername for fw dumps to avoid conflicts\\nChanged some function behaviour internally\\nFolder attribs get copied correctly\\nThe first 16MiB get cleared now on a SD format\\nScripting:\\nScripts have an extension of .tegrascript . you can read more about them in the wiki\\n\\n1.2.1\\n\\nSD partitioning failing\\n\\n1.1.1\\n\\nFrom this release onward, partitions should be aligned by 1mb.\\n\\n1.1.0\\n\\nAdded User & Safe mounting!\\nFixed not being able to format with an invalid partition on the sd card\\n\\n1.0.2\\n\\nFixes issue #2 by preventing 32gb sd cards from being formatted for an emummc setup\\nFixes screen going fucky by scrolling in a list of folders\\nImproves on the Tools > Display Console Info menu\\nFixes some spelling\\n\\n1.0.1\\n\\nThis release fixes a mistake in TE 1.0.0 that made it format sd's to a cluster size of 8K, instead of the standard 32k. This would cause very slow performance of the sd card.\\n\\n1.0.0\\n\\nThe release marks the completion of the TegraExplorer rewrite.\\n\\nFeatures added:\\n\\nSD formatting\\nCopying between emmc and sd\\nHex viewing\\nNote:\\nThis release of TegraExplorer runs a lot faster when you have minerva on your sd card. This means that having the bootloader folder of hekate 5.1.0+ on your sd cards speeds things up a lot!\\n\\n\\n0.1.1\\n\\nadd 9.0 pkg1 which fixes tegraexplorer on 9.0",
"extracted": 187,
"version": "4.2.0",
"filesize": 104,
"details": "A payload-based file explorer for your switch!\\n\\nUsage\\nGet your favorite payload injector\\nInject TegraExplorer as a payload\\nNavigate around the menus using the vol+, vol- and power buttons\\n\\nFunctions\\nNavigate the SD card\\nNavigate the System partition of your sysnand/sysmmc\\nInteract with files\\nDeleting, copying or moving files\\nLaunching payloads files\\nViewing the hex data of a file\\nInteracting with folders\\nDeleting or copying folders\\nDumping your current firmware to sd\\nFormatting the sd card\\nSupport\\nFor general CFW support, go to the Nintendo Homebrew discord\\n\\nFor question specifically for TegraExplorer, go to my discord\\n\\nCredits\\nBased on Lockpick_RCM, and thus also based on Hekate\\n\\nLots of help from:\\n\\nshchmue\\nDenn"
},
{
"updated": "01/06/2023",
"appCreated": "01/06/2023",
"app_dls": 273387,
"screens": 0,
"md5": "4a5ba36a981684b0904b31d1bcc3daca",
"category": "advanced",
"binary": "none",
"name": "Tesla-menu",
"license": "GPLv2",
"title": "Tesla-Menu",
"url": "https://github.com/WerWolv/Tesla-Menu/releases",
"description": "The Nintendo Switch overlay menu",
"author": "WerWolv",
"changelog": "1.2.3\\n\\nUpdate libtesla\\n\\n1.2.2\\n\\nProper 16.0.0+ Support\\n\\n1.2.1\\n\\nUpdate libtesla (#57)\\n\\n1.2.0\\n\\nThis is just a small release to sort overlays according to their file name on disk.\\n\\nWith this you can now for example prefix overlay files you want to appear in the list first with 0_, 1_ and so on.\\n\\n1.1.4\\n\\nUpdate for latest Atmosphere + libnx hid changes\\n\\n1.1.3\\n\\nUpdate to libtesla 1.3.3 to fix crashes with too many sysmodules running\\n\\n1.1.1\\n\\nUpdated to libtesla v1.3.1\\nThis fixes an issue that caused touch input to not work at all in the Tesla Menu\\n\\n1.1.0\\n\\nUpdated Tesla to make use of latest libtesla features\\nDisplay version numbers of overlays\\nNew help message for if no overlays were found\\n\\n1.0.2\\n\\nUpdated code to latest libtesla\\n\\n1.0.1\\n\\nFixed a bug that rarely caused crashes when moving the focus around in a list\\nFixed inputs only be accepted from handheld mode",
"extracted": 379,
"version": "1.2.3",
"filesize": 158,
"details": "The initial overlay menu to be loaded by nx-ovlloader. It's main purpose is to let the user select other overlays to be loaded. The default directory for overlays is /switch/.overlays where only .ovl files (Plain old .nro files renamed to .ovl to differentiate them from normal homebrew) get loaded."
},
{
"updated": "16/12/2024",
"appCreated": "14/06/2024",
"app_dls": 1796,
"screens": 2,
"md5": "c8a2ee60a30283424ce0c84c7a7801f0",
"category": "tool",
"binary": "none",
"name": "TestApp",
"license": "none",
"title": "TestApp",
"url": "https://fortheusers.org",
"description": "Testing App",
"author": "pwsincd",
"changelog": "n/a",
"extracted": 577,
"version": "1.0",
"filesize": 0,
"details": "Test 02"
},
{
"updated": "02/10/2019",
"appCreated": "29/02/2020",
"app_dls": 3895,
"screens": 0,
"md5": "082ce172d70b46f4bc31ca9c15e67f4d",
"category": "game",
"binary": "/switch/TetrisNX/TetrisNX.nro",
"name": "TetrisNX",
"license": "MIT",
"title": "TetrisNX",
"url": "https://github.com/KranKRival/TetrisNX/releases",
"description": "Tetris clone for the nintendo switch",
"author": "KranKRival",
"changelog": "n/a",
"extracted": 11998,
"version": "1.0.0",
"filesize": 6617,
"details": "Tetris clone made in C using SDL2 for the nintendo switch\\n\\nThis nintendo switch release slightly diffrent from the original source:\\n\\n1.Fixed broken sound / recode from scratch\\n2.Changed the screen aspects and some values to match the nintendo switch\\n3.Changed/Added some colors, it was way too colorless\\n4.Anhanced the controls and added held keys for full Tetris expirience\\n5.Some code changes and fixes\\n6.Removed usedless mouse on main screen and replaced with Keys\\n7.Also Added pause as there was none\\n8.Complete remove the wraped LOG\\n9.anyting else i have forgot about\\n\\nYo this 4 years old unfinished game is playble now :)"
},
{
"name": "TetrisOverlay",
"title": "Tetris Overlay",
"description": "A Tetris overlay for the Nintendo Switch",
"author": "ppkantorski",
"version": "0.4.1",
"license": "GPLv2",
"url": "https://github.com/ppkantorski/Tetris-Overlay",
"category": "game",
"details": "An Ultrahand-enhanced Tesla overlay that brings classic Tetris gameplay to the overlay menu. This overlay allows for in-menu gameplay with dynamic UI elements, saving and loading of game state, and high score tracking.\\n\\nNotice: Requires Ultrahand Overlay or Tesla Menu.",
"changelog": "v0.4.1\\nRecompiled with latest libultrahand (v2.1.8).\\n\\nList of changes:\\n1. libnx has been updated for AMS 1.10+ support.\\n2. Haptics have now been implemented (on when enabled in the Ultrahand settings).\\n3. Slight tweaks to compilation settings.\\n\\nv0.4.0\\nRecompiled with latest libultrahand (v2.1.4).\\n- Various fixes within libultrahand.\\n\\nv0.3.9\\nRecompiled with latest libultrahand (v2.1.1).\\n- New notifications implementation.\\n\\nv0.3.8\\nRecompiled with latest libultrahand (v2.0.1).\\n- Underscan fixes, controller input isolation and more.\\n\\nv0.3.7\\nList of changes:\\n1. Recompiled with latest libultrahand (v2.0.0).\\n - Overlay / package launching, libultrahand signature, etc.\\n2. Bug fix for bottom menu touch regions.\\n3. Variable optimizations and removal of fstream.\\n\\nv0.3.6\\nList of changes:\\n1. Tetris pieces are now dropped with exactly 1 block's distance into the game-board frame.\\n2. Updated with latest libultrahand (v1.9.10).\\n - Improved widget, slightly improved rendering, etc.\\n\\nv0.3.5\\nList of changes:\\n1. Various code and compiler optimizations for smoother gameplay.\\n2. Updated using latest libultrahand (from Ultrahand Overlay 1.9.6 pre-release).\\n - Faster rendering than v0.3.4; true 60fps on stock clocks with wallpapers.\\n\\n0.3.4\\nSignificant rendering improvements and bug fixes in libultrahand.\\n\\n60fps rendering with wallpapers.\\nForeground bug fix (losing input isolation during title ID changes).\\nVarious code optimizations and library updates.",
"filesize": 489,
"extracted": 1032,
"md5": "f2b8aa9c9c7894ede184e030493807dd",
"sha256": "65c90c2d97699babe1d7ac3ea46e8bda07f929de41bd96e4aaa2306876ad38f9",
"updated": "16/11/2025",
"appCreated": "16/11/2025",
"binary": "none",
"screens": 0,
"app_dls": 14601
},
{
"name": "ThemezerNX",
"title": "ThemezerNX",
"description": "A switch theme downloader ",
"author": "suchmememanyskill",
"version": "2.0.2",
"license": "GPLv3",
"url": "https://github.com/suchmememanyskill/themezer-nx/releases",
"category": "theme",
"details": "This app downloads themes from https://themezer.net/ and installs them through the nxthemesinstaller.\\n\\nYou probably want to have the nxthemesinstaller either installed via the hbappstore or as nro in the switch folder in order for this app to be able to install themes.\\nYou can also download themes, and they'll be stored inside sd:/Themes/ThemezerNX/(target)/(creator)/(themename).nxtheme\\n\\n\\n\\n",
"changelog": "2.0.2\\nProperly url encode request parameters so requests to the themezer-api don't get blocked\\nUpdate the themezer api (see #12)\\nDownload to /Themes/ThemezerNX/(Target) - (Author) - (Themename).nxtheme instead of /Themes/ThemezerNX/(Target)/(Author)/(Themename).nxtheme\\n\\n2.0.0\\nA lot of the ui has been re-organised or re-colored by @Migushthe2nd!\\n\\nAdded:\\nButton shortcuts are now displayed in the UI\\nIcons have been added to the side menus\\nThe path /switch/NXThemesInstaller/NXThemesInstaller.nro is now an option for the installer nro placement (thanks @FlyingBananaTree)\\nErrors in queries are now displayed to the user, rather than silently ignored\\nModified:\\nThe color scheme and iconography now more closely resembles the site's UI\\nButton shortcuts have been expanded, besides L and R now X, Y and minus have an assignment (see above)\\nThe queued installs menu now only shows installs that are queued\\n\\n1.1.2\\n\\nThemezer-nx now auto starts at the Packs tab, rather than the All tab\\nThe LR buttons can now be used to navigate between pages",
"filesize": 4017,
"extracted": 9225,
"md5": "8879b0f5aa4cfed46bde9d8d05bc9bce",
"sha256": "3ce81d40171ae78706d84fc40ae7f04c90341e3db14b2a41b411932fdfff2f0a",
"updated": "28/09/2025",
"appCreated": "18/08/2025",
"binary": "none",
"screens": 1,
"app_dls": 405624
},
{
"updated": "25/01/2020",
"appCreated": "10/01/2025",
"app_dls": 3208,
"screens": 0,
"md5": "771852d18f852145b6b731953a1f0a78",
"category": "legacy",
"binary": "/switch/TicTacToeNX/TicTacToeNx.nro",
"name": "TicTacToeNX",
"license": "none",
"title": "TicTacToeNX",
"url": "https://github.com/lorrdfarquad/TikTacToeNX/releases",
"description": "tictactoe game",
"author": "lorrdfarquad",
"changelog": "\\nMASTER : initial release",
"extracted": 291,
"version": "1.0",
"filesize": 112,
"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\\n\\nMy version of tic tac to ported to the nintendo switch.\\n\\n\\n\\n."
},
{
"name": "TimerNX",
"title": "Timer-NX",
"description": "A countdown timer for Nintendo Switch",
"author": "SudoTronics",
"version": "1.0",
"license": "GPLv3",
"url": "https://github.com/Sudachi-E/Timer-NX",
"category": "tool",
"details": "A countdown timer for your Nintendo Switch. Set custom durations, with the ability to pause and resume and get notified when time's up with both haptic feedback and audio alerts.",
"changelog": "Initial release",
"filesize": 121,
"extracted": 270,
"md5": "756761e1986742e81b19530bb9de300d",
"sha256": "814611e7a7847fcceafa0ff7d951b40852d522f93fc22b9cc225a2de66e9dd79",
"updated": "19/11/2025",
"appCreated": "19/11/2025",
"binary": "/switch/TimerNX/TimerNX.nro",
"screens": 0,
"app_dls": 61
},
{
"name": "TotKUnexplored",
"title": "TotK Unexplored",
"description": "View all unfound collectibles in TotK",
"author": "lud99",
"version": "1.0.3",
"license": "n/a",
"url": "https://github.com/lud99/totk-unexplored",
"category": "tool",
"details": "Easily view what hasn't been discovered in your Tears of the Kingdom savefile on your Nintendo Switch.\\n\\nMain Features\\n18 types of collectibles can be tracked\\nKoroks\\nShrines\\nLightroots\\nCaves\\nBubbuls\\nWells\\nChasms\\nLocations\\nHinoxes\\nTaluses\\nMoldugas\\nFlux Constructs\\nFroxes\\nGleeoks\\nSage's Wills\\nOld Maps\\nAddison Signs\\nSchema Stones\\nYiga Schematics\\n\\nLegend to easily toggle what collectibles to see and also to switch between showing missing, showing completed or showing all collectibles.\\nObject info about collectibles. Name, position, and other info.\\nScan a Qr Code with your phone to see an image of the map to look at while playing\\n\"Korok paths\" are drawn so it is easy to find koroks that involve flower trails, races and transporting a lonely korok back to its friend.\\nQuickly swap between the Depths, Surface and Sky layers",
"changelog": "1.0.3\\n\\nMade loading of some (probably newer) savefiles work\\n\\n1.0.2\\n\\nAdded high resolution map images when using the app with title override (4500x4500 instead of 1500x1500)\\nRemoved 3 locations that are not required to be visited for 100% completion\\n\\n1.0.1\\n\\nFixed caves with multiple entrances not being marked correctly as found\\nFixed text overlap\\nDisabled Qr Codes-feature when running the app with title override. See issue #2 for more info",
"filesize": 52684,
"extracted": 60099,
"md5": "5f6ccae3481c98c1291069f84d4f0c36",
"sha256": "1a856624ea77a1a7d8f7b9c3831c52ccc84ecb6f284419a1522f6c0c194a5a8c",
"updated": "22/03/2025",
"appCreated": "27/02/2025",
"binary": "/switch/totk-unexplored/totk-unexplored.nro",
"screens": 0,
"app_dls": 37935
},
{
"updated": "16/06/2022",
"appCreated": "16/06/2022",
"app_dls": 284,
"screens": 0,
"md5": "cc65033a1f55b6685f971e9aa01baac6",
"category": "game",
"binary": "/switch/tripeaks-gdx.nro",
"name": "TriPeaks",
"license": "GPLv3",
"title": "TriPeaks",
"url": "https://github.com/TheLogicMaster/tripeaks-switchgdx",
"description": "A simple tri-peaks solitaire game",
"author": "TheLogicMaster",
"changelog": "n/a",
"extracted": 34135,
"version": "1.0.1",
"filesize": 10195,
"details": "This is a simple tri-peaks solitaire game using the Java game framework, LibGDX. It was ported to Switch using the SwitchGDX backend."
},
{
"updated": "02/11/2024",
"appCreated": "03/11/2024",
"app_dls": 710,
"screens": 0,
"md5": "05e53b79878f62c2a190b2b9337bdede",
"category": "game",
"binary": "/switch/triplane-turmoil/triplane-turmoil.nro",
"name": "Triplane_Turmoil",
"license": "GPLv3",
"title": "Triplane Turmoil",
"url": "https://github.com/sergiou87/triplane-turmoil/releases",
"description": "A side-scrolling dogfighting game",
"author": "sergiou87",
"changelog": "1.0.11\\n\\nFixed support for multiple controllers\\nFixed running on Nintendo Switch\\n\\n1.0.10\\n\\nThis just addresses some input issues with the Switch port in firmware 9.0.0+ by building it with the latest libnx version.",
"extracted": 12545,
"version": "1.0.11",
"filesize": 4937,
"details": "Intro\\n=====\\n\\nTriplane Classic is a side-scrolling dogfighting game featuring solo\\nmissions and multiplayer mode with up to four players. It is a port of\\nthe original Triplane Turmoil game for DOS and aims to match the\\noriginal game exactly so that high scores remain comparable to the\\noriginal.\\n\\nThis is a fork of the original port of the game (http://triplane.sourceforge.net/)\\nbut updated to SDL2, so that is easier to port to other platforms.\\nIt also adds support for 4 XInput game controllers instead of only\\n2 joysticks.\\n\\nPlease read the manual page for information on how to actually play\\nthe game. Also see README.install if you want to build the game from\\nsource code.\\n\\nNintendo Switch Port\\n====================\\n\\nThe Nintendo Switch port has been built using DevkitPro (https://devkitpro.org/)\\nand libnx (https://github.com/switchbrew/libnx).\\n\\nThe whole game should be playable, controls have been adapted to the\\nSwitch, including the use of the touch screen or the left joystick\\nand the A button as a mouse to navigate the menus.\\n\\nThe roster is not functional yet, as you cannot input text, so 4\\nplayers are created by default, which have assigned the corresponding\\ngamepad to their player number.\\n\\nThe default controls are:\\n- Up/Down: left joystick or directional pad\\n- Guns: Y button\\n- Bombs: B button\\n- Roll: X button\\n- Power: R button\\n- Exit/back: - button\\n- Help: + button\\n\\nTrademarks\\n==========\\n\\nTriplane Turmoil is a trademark of Dodekaedron Software\\nCreations Oy.\\n\\nTriplane Turmoil 2 is a trademark of Draconus Entertainment Ltd.\\n\\nTriplane Classic is not a trademark. However, if you make substantial\\nmodifications that, for example, change the scoring system, we\\nencourage you to pick a new name for your modified game so that users\\nare not confused.\\n\\nContact\\n=======\\n\\nTeemu J. Takanen <tjt@users.sourceforge.net>\\n\\nTimo Juhani Lindfors <timo.lindfors@iki.fi>\\n\\n"
},
{
"name": "Trogdor-Reburninated",
"title": "Trogdor-Reburninated",
"description": "Burninate the countryside!",
"author": "Mode8fx",
"version": "2.31",
"license": "MIT",
"url": "https://github.com/Mode8fx/Trogdor-Reburninated/releases",
"category": "game",
"details": "An enhanced recreation of the Homestar Runner Flash game, \"Trogdor\", expanded with new features.\\n- New Options menu to customize your game\\n- Level select\\n- New cheats\\n- Optional soundtrack from Stinkoman 20X6, another Homestar Runner game\\n- Multiple screen scaling options\\n- Bugs from the original game have been fixed",
"changelog": "v2.31\\n\u266a Another freakin' update, another freakin' update log \u266a: https://homestarrunner.com/sbemails/197-your-edge\\n\\nJust some things I forgot to fix in the last update.\\n\\n Changes\\n- Music now plays at a lower volume during late level transitions.\\n- [PC] You can now input cheats using original keyboard keys (e.g. the Konami code now supports using the A and B keys like the Flash version).\\n\\n Bug Fixes\\n- Fixed Level Beaten animation being wobbly.\\n- Improved Level Beaten animation on low-res displays.\\n- [3DS, FunKey] Fixed the player spawning slightly inside a cottage on one level layout.\\n- [FunKey] Shifted HUD slightly to the left to prevent cutoff.\\n- [PC] Fixed a couple minor bugs involving mid-game window scaling.\\n- [Wii U (Aroma)] Moved WHUB file to the correct location so the RPX won't appear alongside it in the Home Menu.\\n\\nEnjoy!\\n\\n2.3\\n\\n\u266a Let's go back to a Flash game! Come on, come on, come on, come on... \u266a\\n\\nMostly some much-needed fixes, but also...\\n\\nNew Port:\\n\\nAdded Android port! No on-screen touch controls, you're gonna need a controller/keyboard.\\nChanges:\\n\\nEnhanced controller support! Input is now read from all connected controllers, and you can freely connect/disconnect controllers as desired.\\nReplaced some Stinkoman Flash music with CD quality versions from the Homestar Runner Original Soundtrack plus remastered tracks by CoolGuyBug.\\nImproved looping in some audio tracks.\\n[Linux] Set Native resolution as default.\\n[Linux] Assets/save data can now be read from the same directory as the executable.\\nBug Fixes:\\n\\nFixed collision issue that caused the player to sometimes get stuck directly above a cottage.\\n[3DS] Fixed screen tearing/glitchy top screen.\\n[3DS] Restored screen scaling options.\\n[3DS] Restored transparency on pause screen.\\n[Gamecube] Fixed asset path, so audio and saving now work as intended.\\n[Windows+Linux] Fixed assets not being read when you run the game from a directory other than the one containing the executable.\\nOther assorted minor bug fixes and polish.\\nOptimizations:\\n\\nReduced file size, RAM usage, and load times by optimizing graphics and music.\\nSlightly optimized graphics rendering.\\n[3DS] Significantly reduced file size by switching to optimized OGG audio.\\n[Windows] The game is now compiled with MSYS instead of Visual Studio, and DLLs are now statically linked to the executable. That means the entire game is now a single EXE (minus audio).\\nEnjoy!",
"filesize": 12703,
"extracted": 19061,
"md5": "d7880056bc6c1185c4c4ce3f85727ae2",
"sha256": "d4ba8aa768585cc7c740e243b215c8cc07a71ca15038c6098271f83398fd572d",
"updated": "24/08/2025",
"appCreated": "24/08/2025",
"binary": "/switch/Trogdor-RB/Trogdor-Reburninated.nro",
"screens": 2,
"app_dls": 3583
},
{
"name": "TsVitch",
"title": "TsVitch",
"description": "TV finally on Switch",
"author": "giovannimirulla",
"version": "0.2.1",
"license": "GPLv3",
"url": "https://github.com/giovannimirulla/TsVitch/",
"category": "tool",
"details": "This app turns your Nintendo Switch into a powerful multimedia streaming device. With a user-friendly interface and extensive customization options, you can easily access and enjoy your favorite IPTV channels.\\n\\nMultimedia Streaming: Stream IPTV channels directly on your Nintendo Switch with support for M3U playlists.\\nOptimized UI: User interface designed for the Nintendo Switch touchscreen and Joy-Con controls.\\nDefault Playlist: Includes a preloaded playlist sourced from the Free-TV/IPTV repository.\\nDisclaimers\\n\\nLegal Compliance: The app does not host or provide IPTV content. Users must ensure their playlists comply with local laws.\\nEducational Purpose: Provided 'as-is' without warranties. The author disclaims responsibility for misuse or damages.",
"changelog": "0.2.1\\nChannel loading is now faster.\\nVarious fixes and stability improvements.\\nThis update enhances user experience with expanded language support and polished visual elements. Special thanks to the community contributors for their valuable input!\\n\\n0.2.0\\n\\nNew Features\\n\\nFavorites: You can now save your favorite channels.\\nHistory: View the history of watched channels.\\nSearch bar: Quickly search among channels.\\nFilters: Channel list filtering and added country list.\\nImproved image display: Fixed how channel and interface images are shown.\\nEnhanced navigation: Added \"Next\" and \"Previous\" buttons for easier channel browsing.\\nTranslations: New languages and updates to existing translations.\\nImprovements\\n\\nSidebar improved with new buttons.\\nOptimized images and logo display.\\nBug Fixes\\n\\nVarious fixes and stability improvements.\\nThis update enhances user experience with expanded language support and polished visual elements.",
"filesize": 16463,
"extracted": 34765,
"md5": "31eaf0aac56492248391d53bb3fa7c1b",
"sha256": "554180fac49b3d371087d3fec1542631f4107b1de0e2172e9725af089fb3febb",
"updated": "28/05/2025",
"appCreated": "28/05/2025",
"binary": "/switch/TsVitch.nro",
"screens": 1,
"app_dls": 15194
},
{
"updated": "21/09/2022",
"appCreated": "21/09/2022",
"app_dls": 1956,
"screens": 0,
"md5": "2ea52fe9630f3b4546a7f69dcb391166",
"category": "tool",
"binary": "/switch/tsukihime/onscripter-nx-hd.nro",
"name": "Tsukihime",
"license": "GPLv2",
"title": "Tsukihime",
"url": "https://github.com/clamintus/onscripter-nx",
"description": "ONScripter Engine",
"author": "clamintus",
"changelog": "0.3\\n\\nThank you for your patience!\\nIt's been eight months, I know, but I hope that this was worth the wait!\\n\\nWith every update ONScripter-NX becomes more and more complete. I want people to enjoy their beloved novels on their Switch while feeling at ease, not with a chunky app that doesn't do the work right. With this update I tweaked the engine a bit to improve the playing experience in the long run. I hope I've made progress towards my goal, improving your playing experience too!\\n\\nFollow the instructions on README.md to know how to install ONScripter-NX.\\n\\nGame-specific zips are just convenience builds.\\nThey already come with some of the necessary files included, so you just need to copy the arc*.nsa/arc*.sar files from an original copy of the game.\\n\\nChangelog:\\n\\nHD support - yes! Play your old novel like you had never been able to! More info about it in the README page (seriously, read it!)\\nA new command has been added to adjust text display speed.\\nBy pressing the Left Stick, you can switch between the three available text display speeds (slow~normal~fast).\\nONScripter-NX will also memorize your selected text speed for that game.\\nMenu navigation is now a lot easier thanks to repeated input support.\\nNow you can hold the stick to scroll menu entries faster.\\nThis also works when navigating text history using D-Up and D-Down, and basically in every other directional input use case too.\\nNow the app deinitializes RomFS properly at shutdown.\\nA proper deinit function has been created. It will be called at app's shutdown, and will be eventually populated with more deinitializing code, if needed in the future. For now it just contains the RomFS deinit call...",
"extracted": 14650,
"version": "0.3",
"filesize": 5369,
"details": "This package of ONScripter-NX is configured to automatically include some necessary files for running Tsukihime.\\nSome files (i.e. assets packs) still need to be extracted from the original game in order to play Tsukihime with ONScripter-NX.\\n\\nInstructions:\\nCopy the following files from an original copy of Tsukihime to your Switch's SD card:\\n- arc.nsa\\n- arc.sar\\n- arc1.nsa\\n- the CD folder\\n\\nGame files and folders must go in /switch/tsukihime/ or wherever the .nro application has been placed.\\n\\nJoy-Con Controls:\\nA -> Enter (or advance text)\\nB -> Go back (or advance text)\\nX -> Right-click Menu\\nY -> Toggle \"Draw full page at once\" mode\\nD-Pad Up / L -> Scroll up Text Lookback\\nD-Pad Down / R -> Scroll down Text Lookback\\nHold ZL / ZR -> Skip text\\nPlus -> Exit the game\\n\\nJoystick Controls:\\nUp / Left -> Previous Element\\nDown / Right -> Next Element\\n\\nTouch is supported too."
},
{
"name": "Turnips",
"title": "Turnips",
"description": "turnip prices previewer",
"author": "averne",
"version": "1.7.4",
"license": "GPLv3",
"url": "https://github.com/averne/Turnips/releases",
"category": "tool",
"details": "Homebrew turnip prices previewer for Animal Crossing: New Horizons\\n\\nCredits\\n\\nThe NHSE project for save decrypting/parsing.\\nCianuro for the icon.",
"changelog": "v1.7.4\\nAdd support for Polish language.\\n\\nv1.7.3\\nUpdate for 2.0.8\\n\\n1.7.2\\nUpdate for AC:NH v2.0.7\\n\\n1.7.1\\n\\nLatin translation\\n\\n1.7.0\\n\\nTraditional Chinese, Japanese and Ryukyuan translations\\n\\n1.6.19\\n\\nUpdate for 2.0.6\\n\\n1.6.18\\n\\nUpdate for v2.0.5\\n\\n1.6.17\\n\\nUpdate for v2.0.4\\n\\n1.6.16\\n\\nUpdate for v2.0.3\\n\\n1.6.15\\n\\nUpdate for v2.0.2\\n\\n1.6.14\\n\\nUpdate for v2.0.1\\n\\n1.6.13\\n\\nUpdate for v2.0.0\\n\\n1.6.12\\n\\naddresses issue 44 on github.\\n\\n1.6.10\\n\\nUpdate for v1.10.0\\n\\n1.6.9\\n\\nUpdate for v1.9\\n\\n1.6.8\\n\\nUpdate for v1.8.0\\n\\n1.6.7\\n\\nUpdate for v1.7.0\\nAdd Korean translations\\nUpdate for new libnx and imgui\\n\\n1.6.6\\n\\nInclude missing Chinese characters in font atlas\\n\\n1.6.5\\n\\nUpdate Chinese NPC names\\n\\n1.6.4\\n\\nUpdate for v1.5.1\\n\\n1.6.3\\n\\nUpdate for v1.5.0\\n\\n1.6.2\\n\\nUpdate for v1.4.2 (fixes #28)\\n\\n1.6.1\\n\\nv1.4.1 support\\n\\n1.6.0\\n\\nv1.4.0 support\\n\\n1.5.2\\n\\nUpdate for v1.3.1, bump version\\n\\n1.5.1\\n\\nAdds support for Celeste, Wisp and Gullivarr in the visitors tab.\\n\\n1.5.0\\n\\nDisplay upcoming visitors for the week, along with the weather seed\\nReorganized gui into tabs\\nSwitched to a deko3d graphics backend: leaner binary, faster loading times\\n\\n1.4.1\\n\\nUpdate for v1.2.1\\n\\n1.4\\nBump version\\n\\n1.3\\n\\nImplement background drawing\\n\\n1.2\\n\\nUpdate for new 1.2.0 ACNH save type",
"filesize": 850,
"extracted": 1280,
"md5": "6123e8085dead51c44de2216bafcad85",
"sha256": "220e95dc611a41385710dc065828b7c0f800c3c83e799e6279e2edbc18f93a56",
"updated": "14/09/2025",
"appCreated": "14/09/2025",
"binary": "/switch/Turnips/Turnips.nro",
"screens": 1,
"app_dls": 40753
},
{
"name": "UMSDPong",
"title": "UMSDPong",
"description": "Just pong",
"author": "Kriperovich",
"version": "1.0.4",
"license": "n/a",
"url": "https://github.com/Kriperovich2/umsdpong-switch",
"category": "concept",
"details": "An ASCII pong port, see github.com/Kriperovich2/umsdpong-switch for source code.\\n\\nUMSD stands for ULTRA MEGA SUPER DUPER PONG!\\n\\n \"The legend returns. 8 years in the making. A revival of the game that started it all.\"",
"changelog": "",
"filesize": 112,
"extracted": 269,
"md5": "26dea2b1195dce773e0adff8424188d9",
"sha256": "9366480d867053e70ea945164ed8d2b9b9df8cd60ab8b282a594fd1404052dc5",
"updated": "06/07/2025",
"appCreated": "07/06/2025",
"binary": "/switch/UMSDPong/UMSDPong.nro",
"screens": 0,
"app_dls": 406
},
{
"updated": "26/08/2020",
"appCreated": "26/08/2020",
"app_dls": 3116,
"screens": 0,
"md5": "d992afb45d11b898235e88715e6528d6",
"category": "tool",
"binary": "none",
"name": "USBBotbase",
"license": "n/a",
"title": " USB-Botbase",
"url": "https://github.com/fishguy6564/USB-Botbase/releases",
"description": "control switch via wifi",
"author": "fishguy6564",
"changelog": "1.1\\n\\nAdds screenshot dumping support\\nChanges writing and dumping methods to use svc calls to be more in parallel to sys-botbase.",
"extracted": 63,
"version": "1.1",
"filesize": 48,
"details": "USB-Botbase is based off of sys-botbase by olliz0r. This versions implements USB support and removes network support.\\n\\nDependencies\\nPython3 is the required version of python needed to run scripts for USB-Botbase.\\nPyusb is necessary in order to communicate to the Nintendo Switch. You can install Pyusb by using the following pip command.\\npip install pyusb\\nA usb backend is necessary. Please use Zadig and install the libusbk driver to your Nintendo Switch by plugging it in while running the sys-module.\\nInstall libusb with this.\\nWarning, Please Read!\\nUsing a hacked switch online CAN get you banned. The developers of sys-botbase and I are not responsible for any damages or bans that may occur when using this. You use this at your OWN risk."
},
{
"name": "UltimateTrainingModpack",
"title": "UltimateTrainingModpack",
"description": "An application to drastically improve the training mode in Super Smash Bros Ultimate",
"author": "jugeeya",
"version": "7.0.0",
"license": "n/a",
"url": "https://github.com/jugeeya/UltimateTrainingModpack/releases",
"category": "tool",
"details": "A Skyline plugin using cargo-skyline for adding features to the training mode. It interfaces with skyline-web to provide a menu for customizing training options. (Note: This download will also install/update skyline)\\n\\nThe features in this modpack are configured through the menu, which can be accessed within training mode by pressing SPECIAL+UPTAUNT. Generally they fall into these categories:\\n\\nMash Settings; Defensive Settings: Controls CPU behavior\\nSave State Settings: Saves and loads the positional state of the player and CPU\\nMiscellaneous Settings: Displays additional information onscreen, enables or disables stage hazards\\n\\nMenu Settings:\\nWhen multiple options are selected, one of the selected options will be chosen at random. Open / focused menus can be reset by pressing the Y button. All menus can be reset to the default by pressing the Z/ZR button. These defaults can be saved upon exiting the menu by pressing X when in-menu. Use this to make a preset that fits your personal training style.\\n\\nSave States:\\nAt any time in Training Mode, you can press Shield + Down Taunt to save the state of training mode. This will save the position, state, and damage of each fighter, which can then be reverted to at any time with Shield + Up Taunt. With the mirroring setting, loading the save state will flip the positions, allowing you to practice your skills facing both directions. Use this instead of the built-in training mode reset!\\n\\nYou can switch Save State slots by using the associated toggle! There are 5 slots you can save, and they are persisted between loads of the game!",
"changelog": "7.0.0\\n- Added support for SSBU v13.0.4 - @ThatNintendoNerd, @SuddyN, @asimon-1, @jugeeya\\n- When Mash Toggles is blank, display frame advantage on-hit - @asimon-1\\n- Fix a bug that allowed invalid menu selections - @asimon-1\\n- Fix a bug that would cause distance-based mash triggers to fire during Aegis swap - @asimon-1\\n- Multiple under-the-hood refactors - @asimon-1\\n- Multiple under-the-hood refactors - @austintraver\\nInclude version information in crash modals - @mk360",
"filesize": 1211,
"extracted": 2606,
"md5": "897516bf61899e81ab811d151ab69ee1",
"sha256": "2e740df1f706407b1f0ba99cd2365066b1944af527cd69042c6959c16d6243c6",
"updated": "03/07/2025",
"appCreated": "03/07/2025",
"binary": "/atmosphere/contents/01006A800016E000/romfs/skyline/plugins/libparam_hook.nro",
"screens": 4,
"app_dls": 25129
},
{
"name": "UltrahandOverlay",
"title": "Ultrahand Overlay",
"description": "The fully craft-able overlay executor.",
"author": "ppkantorski",
"version": "2.1.8",
"license": "GPLv2",
"url": "https://github.com/ppkantorski/Ultrahand-Overlay",
"category": "tool",
"details": "WARNING: This will overwrite Tesla Menu if already installed. Includes ppkantorski's nx-ovlloader fork. \\n\\nUltrahand Overlay is a Tesla Menu replacement built from the ground up off of libtesla that provides powerful C/C++ commands through the usage of its own custom interpretive programming language (similar to Shell/BASH). It is a versatile tool that enables you to create and share custom command-based packages, providing enhanced functionality for managing files and directories on your SD card.\\n\\nWith Ultrahand, you have the flexibility to customize and shape your file management system according to your needs, empowering you with greater control over your system configurations.\\n\\nSupport the dev on Ko-fi: https://ko-fi.com/ppkantorski",
"changelog": "v2.1.8\\nList of changes:\\n1. AMS 1.10.0+ and HOS 21 support.\\n - Overlays not recompiled with latest libnx no longer work without manual force enabling (potentially dangerous).\\n - Unsupported overlays can now be hidden (toggle is within the settings menu).\\n - Important:- All homebrew on AMS 1.10+ must to be recompiled with latest libnx for properly ensured support.\\n2. Anti-aliasing is now applied to rounded rects, uniform rounded rects, bordered rounded rects, and circles.\\n - Overall smoother, less pixelated / jagged edges.\\n3. Slightly improved wallpaper loading speed + menu opening speed.\\n4. Memory expansion toggle / notification bug fix.\\n5. Initial state bug fix for main settings menu toggles.\\n6. Bug fix for ini file saving. (buffer was too large)\\n - This fixes the open overlay command in Ultrahand packages.\\n7. Bug fix for ini file parsing not returning null on failed parsings.\\n8. Fixed Chinese font selection to ensure all glyphs display correctly on Traditional Chinese systems.\\n - Special thanks to @BadFish-HSrui.\\n9. nx-ovlloader/nx-ovlloader+ has now been updated (v1.1.2) for AMS 1.10+ support.\\n10. libnx has been manually recompiled with -Os as well as several other code generation optimizations.\\n11. Various minor bug fixes and corrections.\\n\\nv2.1.7\\nList of changes:\\n1. Bug fix for notification text being drawn transparent when hidden (related to the global alpha limiter).\\n2. Bug fix for toggling Memory Expansion preventing users from exiting the Ultrahand settings menu.\\n3. Ini method optimizations (faster loading).\\n4. Proper menu return to last selected overlay / package when version labels are hidden.\\n - A unique ID is now used to facilitate precise returns.\\n5. Widget backdrop now utilizes the alpha limiter.\\n6. Language config map (for the initial and repeated parsing of languages) is no longer static.\\n - This should free up more memory in the global heap.\\n7. Slight improvements for haptics initializations (to prevent failed initializations that sometimes happen on first boot).\\n7. Various minor code optimizations.\\n\\nv2.1.6\\nList of changes:\\n1. Proper return to the last selected item after changing settings in the main Ultrahand settings menu. \\n - Ultrahand settings menu can also now be entered from the hidden overlays / packages page. \\n2. Improved shake highlight animation. \\n3. Faster wallpaper loading. \\n4. Various rendering optimizations. \\n5. Global alpha limiter for glyph rendering.\\n - This will improve appearances when transitioning from shown to hidden and vise versa.\\n - renderer->a is no longer needed for drawString calls in libultrahand. \\n6. Bug fix for click animation not triggering on toggle list items. \\n7. Various code optimizations (8kb smaller than v2.1.5).\\n\\nv2.1.5\\nList of changes:\\n1. New haptic feedback and sound effects options in Features under Miscellaneous in the settings menu.\\n - Haptic feedback is off by default.\\n - Sound effects are on by default, but require sound files: https://github.com/ppkantorski/Ultrahand-Overlay/tree/main/sounds to be added to /config/ultrahand/sounds/.\\n - Users updating to v2.1.5 must run Update from the Software Update page one more time after updating for the included sound effects to be properly installed.\\n - Users can manually disable updates of the sound effect files by adding a file named NO_SOUND_EFFECTS_UPDATES.flag into /config/ultrahand/flags/.\\n - Sound effects are only enabled on nx-ovlloader+, not regular nx-ovloader.\\n - Side-note:- Sounds and haptics will also be applied to every overlay compiled with libultrahand v2.1.5+.\\n - Notice:- Sound files must be relatively small to prevent memory related issues and keep latency low.\\n2. Transition bug fixes for cached List frames.\\n - These fixes ensure the overlay list changes are synchronized with the top and bottom parts of the OverlayFrame during menu transitions.\\n3. Various refinements and bug fixes to the download file command.\\n - Buffer sizes have been tweaked, memory related improvements applied, and boundary case crashes resolved.\\n4. Memory related improvements for copy and move commands running on the interpreter thread.\\n5. The \"Selection is empty!\" message is now properly centered, and applied to the overlay menu when no overlays have been added.\\n - This ensures that translations are properly center text instead of drawing text misaligned.\\n6. Memory related improvements to wallpaper loading / reloading.\\n7. Cleanup of notification processing queue.\\n8. Cleanup of screenshots and recording layer initializations.\\n9. Various code refinements, bug fixes, and tweaks.",
"filesize": 791,
"extracted": 1587,
"md5": "afabd647765c0f66ea56318ae8993c21",
"sha256": "7156fceecc2c9eb1592c381ad7e42ced127fef62c293032e93026b7041861313",
"updated": "16/11/2025",
"appCreated": "16/11/2025",
"binary": "none",
"screens": 1,
"app_dls": 66767
},
{
"updated": "21/06/2022",
"appCreated": "10/01/2025",
"app_dls": 623,
"screens": 0,
"md5": "41c79d87cdf6eb94cade0e92a11a43c0",
"category": "game",
"binary": "/switch/Unlucky.nro",
"name": "Unlucky",
"license": "GPLv3",
"title": "Unlucky",
"url": "https://github.com/TheLogicMaster/Unlucky",
"description": "An RPG based around RNG",
"author": "TheLogicMaster",
"changelog": "n/a",
"extracted": 28609,
"version": "1.0",
"filesize": 11441,
"details": "Unlucky is a LibGDX Android RPG game based on RNG (random number generator) with a turn-based battle system. RNG is usually frowned upon in games, but this game's entire theme is RNG. Everything from attacks in battle to item enchanting to movement is based on RNG.\\n\\nThe player ventures and battles monsters in maps with various themes. Currently there are three available worlds all with 10+ levels in each world. In these maps, the player will have to defeat monsters and find a star tile to complete the level. Monsters may drop items that can improve the player's strength. These items may be sold in the shop for gold or enchanted to increase their power. There are currently 100+ items dropped by monsters and sold in the shop.\\n\\nPort by: TheLogicMaster using SwitchGDX\\nGame by: mingli1"
},
{
"updated": "29/04/2023",
"appCreated": "29/04/2023",
"app_dls": 20763,
"screens": 0,
"md5": "82b9a98d127dec9cf233553201e39b77",
"category": "tool",
"binary": "/switch/untitled/untitled.nro",
"name": "Untitled",
"license": "MIT",
"title": "Untitled",
"url": "https://github.com/ITotalJustice/untitled",
"description": "Batch title-uninstaller",
"author": "ITotalJustice",
"changelog": "1.3.0\\n\\nlists corrupted games\\noption to stop scanning for games and exit early\\noption to select all games for deletion\\nminor ui improvements\\nadd missing assets folder",
"extracted": 651,
"version": "1.3.0",
"filesize": 244,
"details": "Select multiple titles at once, and delete them with a click of a button.\\n\\nMuch faster than deleting them one-by-one via Data Management."
},
{
"updated": "13/11/2021",
"appCreated": "13/11/2021",
"app_dls": 7761,
"screens": 0,
"md5": "400a096e04ed75382786c5f2fef5316e",
"category": "tool",
"binary": "/switch/UpThemAll.nro",
"name": "UpThemAll",
"license": "GPLv2",
"title": "UpThemAll",
"url": "https://github.com/HookedBehemoth/UpThemAll",
"description": "Update all switch games",
"author": "HookedBehemoth",
"changelog": "n/a",
"extracted": 751,
"version": "2.0.0",
"filesize": 340,
"details": "UpThemAll includes a graphical interface (new to v2.0.0) that assists users with updating their Nintendo Switch games conveniently and easily.\\n\\nPress a button and they'll be updated all in one go!"
},
{
"updated": "20/07/2018",
"appCreated": "20/07/2018",
"app_dls": 35070,
"screens": 0,
"md5": "747cfa8e97d0592f77efa420d6babb23",
"category": "emu",
"binary": "/switch/VBA_NEXT/vba-next.nro",
"name": "VBA_NEXT",
"license": ".",
"title": "vba-next-switch",
"url": "https://github.com/RSDuck/vba-next-switch",
"description": "VBA Next Emulator",
"author": "RSDuck",
"changelog": "n/a",
"extracted": 2538,
"version": "0.7",
"filesize": 993,
"details": "A VBA-M port for Nintendo Switch. It's based of the libretro port(the actual emulator) and 3DSGBA(the GUI, although heavily refactored).\\n\\nAfter porting 3DSGBA(which often crashed probably because of a huge amount of memory leaks), I tried porting mGBA which ran not so well. That's why I decided to experiment with a lighter less accurate emulator, which lead to this port.\\n\\nNeeds libnx and devkitPro to build. Just run make.\\n\\nFeatures\\nQuite high compability(haven't tried many games)\\nSave games and save states\\nFrameskip\\n\\nCurrent Version Updates\\n\\nComplete UI overhaul. Now it looks almost native!\\nSetting to offset the real time clock"
},
{
"updated": "08/09/2019",
"appCreated": "29/02/2020",
"app_dls": 2942,
"screens": 0,
"md5": "58aed08160a52e09b6cd60a1f6b7a8fe",
"category": "tool",
"binary": "/switch/VGMplayerNX/VGMPlayerNX.nro",
"name": "VGMplayerNX",
"license": "GPLv2",
"title": "VGMPlayerNX",
"url": "https://github.com/simontime/VGMPlayerNX/releases",
"description": "A WIP VGM player for Nintendo Switch.",
"author": "simontime",
"changelog": "0.1\\n\\nAlpha Prerelease\\n",
"extracted": 10792,
"version": "0.1",
"filesize": 4828,
"details": "A WIP VGM player for Nintendo Switch.\\n\\nIt's a start.\\n\\nControls:\\n\\nZL/ZR: Previous/Next track\\nA: Select file or directory / Play/Pause\\nB: Stop / Go back directory\\nX: Change play mode\\n+: Exit"
},
{
"updated": "14/01/2021",
"appCreated": "14/01/2021",
"app_dls": 409,
"screens": 0,
"md5": "a644f102bd9b51944f5a72030d2922c9",
"category": "game",
"binary": "/switch/cnc/vanillatd.nro",
"name": "Vanilla-Conquer",
"license": "GPLv3",
"title": "Vanilla-Conquer",
"url": "https://github.com/capsterx-switch/Vanilla-Conquer/releases",
"description": "Vanilla Conquer for switch",
"author": "capsterx-switch",
"changelog": "0-r6\\n\\nThis removes a huge vtable hack to replace cnc save/load games with a similar (hack) as redalert uses\\n\\nvcnc-redalert-v0-r4\\n\\n switch-utils so that scancode works for text input and so mouse events can be set\\na hack that somewhat seems to make saving not crash but there is likely\\na bug somewhere\\nMake it so each game can have it's own keymap\\nForce game to use a menu even if the intro is skipped\\nchanged default keymap so ZL=left mouse ZR=right mouse\\n\\nv0-r3\\n\\nUpdate switch-utils so that scancode works for text input and so mouse events can be set\\na hack that somewhat seems to make saving not crash but there is likely\\na bug somewhere\\nMake it so each game can have it's own keymap\\nForce game to use a menu even if the intro is skipped\\nchanged default keymap so ZL=left mouse ZR=right mouse\\n\\nv0-r2\\n\\nAdding support for redalert\\n\\nIt will look for files in:\\nsdmc:/switch/redalert/CD1/\\nsdmc:/switch/redalert/CD2/\\nsdmc:/switch/redalert/CD3/\\nsdmc:/switch/redalert/CD4/\\nsdmc:/switch/redalert/RADVD\\n\\nFor this to work the \"CD\" directory needs a file called \"CD_LABEL\" with the text of CD1, CD2, ... indicating the CD\\n\\nv0-r1\\n\\nInitial release\\n\\nTo install the game you need to unzip the release onto your sdcard. You will also need the original files from the CD. These are the ones I have\\nAUD.MIX CCLOCAL.MIX CONQUER.MIX DESEICNH.MIX DESERT.MIX GENERAL.MIX LOCAL.MIX MOVIES.MIX SCORES.MIX SOUNDS.MIX SPEECH.MIX TEMPERAT.MIX TEMPICNH.MIX TRANSIT.MIX UPDATE.MIX UPDATEC.MIX WINTER.MIX WINTICNH.MIX\\nthey are in the directory /switch/cnc/\\n\\nThere is a default keymapping in /switch/cnc/keymap.keys I have them currrently set to\\nTOUCH_MOUSE=TRUE\\n\\nDOUBLE_TOUCK_KEYBOARD=TRUE\\nRSTICK_MOUSE=TRUE\\nDPAD_ARROWS=TRUE\\nLSTICK_ARROWS=TRUE\\nMINUS=ESC\\nPLUS=ENTER\\nA=SPACE\\n\\nFor information on how the file format works, look at\\nhttps://github.com/capsterx-switch/switch-utils",
"extracted": 26733,
"version": "0-r6",
"filesize": 10284,
"details": "No extras. No bloat. No major changes. Just the games on your favourite platform.\\n\\nThis project aims to be a clean portable upstream for anyone wanting to mod the Remastered Collection or add features to the original standalone games.\\n\\nCurrent project goals are tracked as GitHub issues with the goal label.\\n\\nAll contributions towards project goals are welcome. Please use GitHub issues in advance to make sure your work will be accepted. If you are suggesting a new feature please bear in mind that we do not plan on adding gameplay changes. Work that do not fit the project will be recommended to be developed as a downstream project.\\n\\nDevelopers hang around The Assembly Armada Discord server if you feel like chatting.\\n\\n"
},
{
"updated": "19/06/2025",
"appCreated": "16/12/2018",
"app_dls": 694,
"screens": 0,
"md5": "9eb7942bc69026bf58ae18ca643f4537",
"category": "emu",
"binary": "/switch/vm-switch/vm-switch.nro",
"name": "Vapor_spec",
"license": "n/a",
"title": "Vapor Spec",
"url": "https://github.com/minkcv/vm-switch/releases",
"description": "Vapor Spec for Nintendo Switch",
"author": "minkcv",
"changelog": "1.3\\nSupport for full screen sprites\\n\\n1.1.0\\n\\nNew build has better performance. No code changes, performance increase is likely due to updates to libraries.\\n\\nGame binaries are updated to perform better as well. Also added pong2 binary.\\n\\nv1.0.0\\n\\nThis release uses the OpenGL ES API to improve framerate. It also uses libnx input instead of SDL2. The menu now also uses OpenGL instead of the default console.\\n\\nv0.4.1\\n\\nThis update has no code changes, just the icon is new.\\n\\nv0.4.0\\n\\nThe display scaling is now locked to 3x and the game display is centered in the switch screen. Game ROM is now working so sprites display correctly. Breakout is also included now but it runs rather slowly.\\n\\n",
"extracted": 6671,
"version": "1.3",
"filesize": 2512,
"details": "This App is outdated. Use the retroarch core instead.\\n\\nVapor Spec is a virtual game platform with capabilities similar to 80s game consoles. It can run on Windows, Linux, and the Switch, which allows you to develop a game once and run it on multiple platforms.\\n\\nThere are example programs and documentation available in the main repo here:\\nhttps://github.com/minkcv/vm"
},
{
"updated": "29/06/2023",
"appCreated": "10/01/2025",
"app_dls": 717,
"screens": 0,
"md5": "8f35962c40d7942eca0af671bfdb773c",
"category": "game",
"binary": "/switch/VoyagerNX/VoyagerNX.nro",
"name": "VoyagerNX",
"license": "GPLv2",
"title": "VoyagerNX",
"url": "https://github.com/faithvoid/VoyagerNX",
"description": "Star Trek Voyager: EF Holomatch (Port)",
"author": "faithvoid",
"changelog": "v0.8.5.1 - Hotfix\\n\\nRe-compiled with the new libNX for newer firmwares!\\n\\nv0.8.5 - Renderer Upgrade\\n\\nAll builds now compile with renderergl2 as default. In my experience this makes a few things look a bit better, might(?) smooth out performance, and futureproofs everything a touch (in case someone wanted to implement a newer renderer engine later down the line).\\n\\nIf upgrading from a previous build, all you need to replace is VoyagerNX.nro.\\n\\nv0.8.4 - Better Gyro Support\\n\\nGyro now automatically detects whether the user's controller is in handheld or wireless mode and adjusts the axis accordingly. Haven't tested with a pro controller, but would imagine it should work fine, as the fix specifically targets handheld mode. This means apart from finding slightly more natural gyro defaults for both handheld and wireless mode, the end user can enjoy seamless gyro controls between input methods. (Note you'll still have to enable gyro manually by typing \"in_gyromouse 1\" in the console or copying the hmconfig.cfg settings from the GitHub readme, as there's still no menu prompt for it). Also, properly switched to \"main\" branch as the, well, main branch (hello Tulip Voyager!)\\n\\nIf updating an older version, extract to the original folder and replace all files when prompted.\\n\\nv0.8.3 - Basic Gyro Support\\n\\nIncluded is a build with basic gyro support that I'd consider stable still incomplete (no menu options, gyro code doesn't automatically detect controller and switch the yaw axis between yaw/roll), so it's being moved up to v0.8.3\\n\\nTo enable gyro support, you have to open the console menu in-game, type \"/in_gyromouse 1\". The stock gyro configuration is meant for handheld use, so if you're using a pro/wireless controller you'll have to also type \"/in_gyromouse_yaw_axis 1\" (and if you want to go back to handheld type the last command with a 0 instead of 1). Gyro speed can be adjusted by adjusting the mouse speed.",
"extracted": 10632,
"version": "0.8.5.1",
"filesize": 4266,
"details": "A port of Star Trek Voyager: Elite Force Holomatch to the Nintendo Switch, using the Lilium Voyager engine.\\n\\n(You must have a copy of Star Trek Voyager: Elite Forces Holomatch to play this, since you'll need to copy the baseEF folder from an existing installation to the VoyagerNX folder)."
},
{
"updated": "30/12/2018",
"appCreated": "29/02/2020",
"app_dls": 1667,
"screens": 0,
"md5": "a91c73ac6cd4bcacb9a82f1035c01b80",
"category": "game",
"binary": "/switch/Whats-in-the-box-NX/Whats_In_The_Box_NX.nro",
"name": "Whats-in-the-box-NX",
"license": "GPLv3",
"title": "Whats in the box NX",
"url": "https://github.com/Manurocker95/WhatsInTheBoxNX/releases",
"description": "Whats in the box for Nintendo Switch",
"author": "Manurocker95",
"changelog": "v1.1\\n\\nSave data is added so you can close the game and continue in any time.",
"extracted": 13697,
"version": "1.1",
"filesize": 7259,
"details": "Whats in the Box for nintendo switch\\n\\nThe Dev has very little info on the application."
},
{
"updated": "03/11/2018",
"appCreated": "29/02/2020",
"app_dls": 3512,
"screens": 0,
"md5": "3db880c17224f711c1c77106a00c07c3",
"category": "game",
"binary": "/switch/wolf3d/Wolf4SDL.nro",
"name": "Wolf4SDL-Switch",
"license": "none",
"title": "Wolf4SDL",
"url": "https://github.com/keeganatorr/Wolf4SDL-Switch/releases",
"description": "port of Wolfenstein 3D",
"author": "keeganatorr",
"changelog": "v1.0\\n\\nAdded joystick support, sound still has issues",
"extracted": 1387,
"version": "1.0",
"filesize": 527,
"details": "NOTICE: Requires a wolf3d folder from your Wolfenstein 3d install (Activision/GT version) copied to sd:/switch/wolf4sdl/ folder, and will crash without this.\\n\\n cross-platform port of Wolfenstein 3D with a number of changes and additions.\\n\\nControls\\n\\nKeys\t Controls\\nD-Pad Up\tForward\\nD-Pad Down\tBack\\nD-Pad Left\tTurn Left\\nD-Pad Right\tTurn Right\\nMinus\t Return to Menu/ESC\\nPlus\t Pause\\nA / ZR\t Fire/OK\\nB\t Open\\nX\t Strafe/Turn\\nY / ZL \tRun\\nL\t Previous Weapon\\nR\t Next Weapon\\n\\nINSTALL\\n\\nwolf3d/audiohed.wl6\\nwolf3d/audiot.wl6\\nwolf3d/config.wl6\\nwolf3d/gamemaps.wl6\\nwolf3d/maphead.wl6\\nwolf3d/savegam0.wl6\\nwolf3d/vgadict.wl6\\nwolf3d/vgagraph.wl6\\nwolf3d/vgahead.wl6\\nwolf3d/vswap.wl6\\nTo /switch/wolf4sdl/ on SD Card"
},
{
"updated": "17/11/2020",
"appCreated": "17/11/2020",
"app_dls": 1982,
"screens": 0,
"md5": "2b0831d866a50ca6b39d9abec591e7d8",
"category": "game",
"binary": "/switch/abuse/abuse.nro",
"name": "abuse",
"license": "n/a",
"title": "abuse",
"url": "https://github.com/capsterx-switch/abuse/releases",
"description": "abuse-sdl port for the switch",
"author": "capsterx-switch",
"changelog": "0.8r3\\n\\nThis should hopefully fix the odd aspect ratio 320x200 does. Along with remapping ZR/ZL",
"extracted": 84656,
"version": "0.8r3",
"filesize": 61811,
"details": "Welcome to Abuse, the port of the classic game Abuse to the Simple\\nDirectMedia Layer. Abuse was originally developed by Crack dot Com and\\nreleased in 1995 for MS-DOS. A Linux version was also made available at\\na later date. It had a few limitations the most restrictive of which was\\nthat it only ran on an 8-bit display, and only in a window.\\n\\nAbuse will run at any colour depth and supports fullscreen mode, as\\nwell as many other new features. It should also be more portable and\\nhopefully run on a variety of *nix variants, and possibly other systems\\nsupported by the SDL library.\\n"
},
{
"updated": "10/01/2025",
"appCreated": "22/03/2023",
"app_dls": 389266,
"screens": 0,
"md5": "85f80aaf45cc23b70de43a82d56273af",
"category": "tool",
"binary": "/switch/appstore/appstore.nro",
"name": "appstore",
"license": "GPLv3",
"title": "Homebrew App Store",
"url": "https://github.com/vgmoose/appstorenx",
"description": "Download and manage homebrew apps",
"author": "4TU Team",
"changelog": "2.3.2\\nFixes 'Most Recent' sorting order\\nAll other fixes in 2.3.1 (see below)\\n\\n2.3.1\\nAll Platforms:\\n\\n- Uses full qwerty keyboard on Search/Feedback pages\\n- Adjustments to the App details page:\\n - View multiple Screenshots when available\\n - List to-be-installed files with button press\\n - Change uninstall button to X, to prevent accidental clicks\\n- Faster zip extraction for large packages (Thanks @Maschell!)\\n- Allow changing of music by replacing background.mp3 file\\n - MP3 title and artist are now displayed in the UI\\n- Adds SFX when moving cursor through menus\\n- Save and remember music/sfx toggle setting\\n\\nSwitch Specific:\\n\\n- Add background music (Slimers (T-T)b cover by drewinator4)\\n - https://www.youtube.com/watch?v=Tb02CNlhkPA\\n- Default music playback to OFF\\n - Switch users get upset when the speakers make noise\\n- Displays a warning notice if the user launches in Applet mode\\n- Change sidebar color from gray to red\\n\\n2.2\\n- No more loading bar! Icons load on the fly\\n- Recovery mode added, accessed by pressing repeatedly L/R immediately after launching\\n- Switched to Chesto/resinfs for drawing UI and asset storage\\n- Updated Credits/About Screen\\n- Bugfixes around UI and unpacking files\\n\\n2.1\\n- Install and browse themes directly\\n- Launch NROs directly after installing\\n- Faster downloads!\\n- Exit using minus button\\n\\n2.0\\nNew Features:\\n- Search functionality with on screen keyboard\\n- Allow sorting of app list by: most recently updated, download count, alphabetically, download size, and randomly\\n- Add new \"Advanced\" category including some system/hekate modules\\n- Redesigned \"App Details\" screen to show much more information about each app such as long scrollable description, download count, download size, and last updated date\\n- Added feedback reporting for any app to collect data about what works and doesn't work. This feedback will be passed along to the app's author if appropriate\\n\\nEnhancements:\\n- All touch and controller controls refactored and more responsive to input (highlights, buttons, etc)\\n- Add four-column \"wide\" view activated by pressing L or ZL in the app listing\\n- New offline screen when internet connection isn't detected instead of empty progress bar\\n- List other apps by the same author from the details page\\n\\nBug fixes:\\n- Switched to curl instead of old hacky HTTP downloading curl\\n- Empty folders are now removed upon uninstallation of a package\\n- Corrupt cached icons should no longer freeze loading\\n- Uses romfs for storing images instead of an external folder\\n- Some settings for cleaning up any empty folders leftover by the old app and wiping the icon cache",
"extracted": 13871,
"version": "2.3.2",
"filesize": 7603,
"details": "The Homebrew App Store is graphical frontend to the get package manager for downloading and managing homebrew on the Nintendo Switch. This is a replacement to the Wii U Homebrew App Store.\\n\\nFor further information you can visit source repo here : https://gitlab.com/4tu/hb-appstore"
},
{
"updated": "27/07/2020",
"appCreated": "27/07/2020",
"app_dls": 2070,
"screens": 0,
"md5": "777f8409755146b52ebbd70296de03c6",
"category": "n/a",
"binary": "/switch/appstore_survey/HBAS-Survey.nro",
"name": "appstore_survey",
"license": "MIT",
"title": "HB App Store Survey",
"url": "n/a",
"description": "User feedback survey",
"author": "4TU Team",
"changelog": "Update survey link",
"extracted": 162,
"version": "1.0.1",
"filesize": 80,
"details": "Hello! We would like to better understand how our users are using the Homebrew App Store service.\\n\\nInstalling and running this app will open a website to a survey we kindly request you fill out detailing your experience with the service.\\n\\nThank you very much.\\n\\nIf you'd rather not install the app, you can also fill out the survey on a computer at http://fortheusers.org/survey\\n\\nAfter the survey, you can remove this app. App based on BrowseNX by crc32, and modified by sirocyl."
},
{
"updated": "28/12/2024",
"appCreated": "28/12/2024",
"app_dls": 15669,
"screens": 0,
"md5": "4fe25904e37050bfc86ed8f41d8b6263",
"category": "advanced",
"binary": "/switch/ArgonRTP/ArgonRTP.nro",
"name": "argon-nx",
"license": "GPLv3",
"title": "argon-nx",
"url": "https://github.com/Storm21CH/argon-nx/releases/tag/v1.1-SE",
"description": "GUI payload chainloader",
"author": "Guillem96 / Storm21CH",
"changelog": "2.0-SE_FWD\\n\\nUpdated Forwarders and System Module for v2.0 Atmosphere Version1.8.0+\\n\\n2.0-SE\\n\\nNew features 2.0:\\n\\nbdk update to 6.10\\nLanguage selection and function changed to have more languages.\\nAdded Unicode and special characters for more languages.\\nAdded Spanish by Impeeza\\nChinese by Faker Dev\\n\\n1.9-SE\\n\\nThis update is only required for Mariko and Aula consoles, has no advantage on Erista consoles, which use Reboot to Payload functions as usual.\\nMariko and AULA \"Reboot to Payload\" function chain\\nPer HBL nro, menu nsp, system modules to nro (010000000000100B Nintendo Store Button), and ArgonNX-SE RTP Payload Tesla Overlay with possibility to choose a payload and reboot\\nThe whole thing works via ArgonNX-SE and this must then also be used as the root payload.bin. Please note SD folders and files.\\n\\n1.8-SE\\n\\nNew feature: Ability to load a custom splash for each payload\\nThe image must have a resolution of 1280x720px and format ARGB32, like background.bmp\\nThe image must have the same name as the payload and be located in the \"argon/payloads\" folder, e.g. at fusee.bin = fusee.bmp\\n\\n1.7-SE\\n\\nNew function to select the autolaunch payload under tools. The desired payload is automatically copied and renamed. And the ability to delete the autolaunch payload.\\nUpdated to 1.7\\nGeneral bug fixes and stability fixes\\n\\n1.5-SE\\n\\nMenu colors can now be set arbitrarily:\\nTextcolor\\nTab Textcolor\\nStandard Payload Icon color\\nNew icons for Emunandswitcher and ArgonNX-SE itself\\nUpdated to 1.5\\nGeneral bug fixes and stability fixes\\n\\n1.4-SE\\n\\nUpdate to hekate bdk 5.7.2\\nAULA OLED Switch support\\nHardware Info Page revised\\nFix slider brightness value for AULA\\nAdded language selection\\nUpdated to 1.4\\nGeneral bug fixes and stability fixes\\n\\n1.3-SE\\n\\nBuild with newest hekate HW Libs 5.5.7\\nSome Buttons Theme fix\\nFixed a Error after autoclosing a window with X Button (Close Filemanager and other Windows)\\n13.07.21 Fixed a folder Bug, please redownload!\\n\\n1.2-SE\\n\\nNew Features 1.2:\\n\\nUpdate SX removed\\nAdded Filemanager for Argon and Emunandswitcher\\nAdded Reboot Menu with Power Button\\nKey assignment usage Filemanager:\\n\\nTouch screen as usual\\nJoycon Mouse, A = Enter folder / Choose Buttons, B = Back Folder, X = Close Window\\nJoypad up / down Filelist navigation, A = Enter folder, B = Back Folder, X = Close Window\\n\\n1.1-SE\\n\\nNew Features:\\n\\nAutolaunch Payload:\\nIf the file \"autolaunch.bin\" (your payload) is in the \"argon\" folder, this payload should start.\\n(Volume -) hold during the payload run, starts ArgonNX-SE...\\n\\n1.1-alpha\\n\\nFixing critical bug. Now ArgonNX launches using any payload sender.\\nArgon now is composed by 2 payloads (2 stages).\\nFirst stage configures hardware\\nSecond stage loads the GUI\\nBootlogo/splash and wait until GUI is loaded.\\nImprove system stability to enhance user experience.\\n\\n1.0-alpha\\n\\nArgonNX's UI has been rewritten using LittlevGL library. This rewrite has a lot of benefits. Some benefits include:\\nPrettier font\\nFaster rendering\\nBetter touch support\\nIn general terms improves UX\\nNow payloads are listed inside tabviews where each tab contains a group of 4 payloads.\\nNew tab of tools. By now tools only are related to reboot stuff (reboot to rcm, power off, reboot to ofw)\\nBackground size back to 1280*720. No more weird image flippings.\\nArgonNX Command Line Interface to simplify the process to create logos and backgrounds.\\nNow there is no need to declare a default.bmp logo inside the argon/logos directory.\\nImprove system stability to enhance user experience.\\n\\nv0.3\\n\\nNow background must be in a vertical position. New background size must be smaller or equal than 720x1280. (Performance reasons)\\nUsing double buffering for rendering in order to avoid flickering and also improve performance.\\nFully touch support. Thanks to @pixel-stuck\\nNow payloads are sorted by name.\\nCorrectly deallocate argon-nx from memory when launching payloads.\\nImprove system stability to enhance user experience.\\n\\nv0.2\\n\\nargon-nx.bin: ArgonNX payload ready to inject it via TegraGUI or TegraSmash.\\nsd-files.zip: Basic structure of ArgonNX for sd card. Includes a custom background, minerva training and a custom title.",
"extracted": 18403,
"version": "v2.0-SE_FWD",
"filesize": 8162,
"details": "What Argon is?\\nArgon is a noble gas. Argon comes from Greek Argon, neuter of argos meaning lazy , idle or inactive. Argon recieved this name because its chemical inactivity.\\n\\nArgon NX is an immutable payload which is injected to your Nintendo Switch via Fusee Gelee exploit.\\n\\nPurpose\\nThe purpose of Argon NX is to stay immutable, so you can always inject it, without caring about other payloads getting updated (Always use ArgonNX for TegraSmash, TegraGUI, TrinkedM0 ...).\\n\\nHow can it be?\\nWhen Argon NX is injected it automatically launches the payload.bin loacted at argon directory on your SD Card root.\\n\\nIf payload.bin is not present or VOOLUME DOWN button is pressed on payload injection, Argon NX will list all payloads located at argon/payloads, and you will be able tp select one of theme to launch it.\\n\\nIf you want, you can choose a payload logo by adding a 32 argb bmp(200*200) file named as the payload to argon/logos directory.\\n\\nCompatibility\\nWorks with all cfw payloads. Not tested with TeamXecuter SXOS payloat but it should work too.\\n\\n"
},
{
"updated": "04/03/2019",
"appCreated": "29/02/2020",
"app_dls": 4972,
"screens": 0,
"md5": "773500aaa9434412e40b3e57437fc28c",
"category": "game",
"binary": "/switch/AvP_Gold/AvP_Gold.nro",
"name": "avp",
"license": "n/a",
"title": "Alien-vs.-Predator-Gold-Switch",
"url": "https://github.com/retronx-team/Alien-vs.-Predator-Gold-Switch/releases",
"description": "Alien vs. Predator Gold port",
"author": "M4xw, (c) 1999-2000 Rebellion",
"changelog": "v0.0.3\\n\\n-Restore CMake build system for now\\n\\nv0.0.2\\n\\n-Fixed menu left/right joycon controls\\n-Removed cmake, added Makefile\\n-Compiler Optimizations\\n\\nv0.0.1\\n\\nInitial Release",
"extracted": 12060,
"version": "0.0.3",
"filesize": 4724,
"details": "Introduction\\n------------\\n\\nThis is an unofficial Nintendo Switch port of the Fox Interactive /\\nRebellion Developments game, Aliens Versus Predator Gold.\\n\\nMore information can be found at the project homepage and the Discourse\\nforum.\\n\\nhttp://icculus.org/avp/\\nhttp://community.ioquake.org/c/avp\\n\\nNotes\\n-----\\nRequires the full game (AvP Gold or AvP 2000), both GOG or Steam work.\\nIf you use AvP 2000, go there https://icculus.org/avp/files/etc/ and download english.txt, rename it to language.txt and put it with the assets into the same Folder as the NRO.\\n\\nA correct setup will look like this:\\n\\n -language.txt\\n -cd tracks.txt\\n -AvP_Gold.nro\\n -FMVs\\n -fastfile\\n -avp_rifs\\n -avp_huds\\n\\nAll folders (but FMVs) must be lower case, also every file in every dir must be lower case.\\n\\n+ is Escape, - is Enter\\n\\nDon't forget to map joycon controls in the options, else you will not be able to do much ingame, also it currently renders in 1080p, so handheld text will look small.\\n\\nCredits\\n-------\\nThe original game is by Rebellion Developments.\\n\\nTim Beckmann, various code cleanup fixes\\nChuck Mason, initial OpenAL implementation\\n\\nFor everything else, there's http://community.ioquake.org/c/avp"
},
{
"name": "bbloc",
"title": "bbloc",
"description": "A text and code editor.",
"author": "Romain337",
"version": "alpha_4",
"license": "n/a",
"url": "https://github.com/notnotme/bbloc/tree/nintendo_switch",
"category": "tool",
"details": "A text editor which work with a command prompt.\\n\\nYou open the prompt by using a keystroke (\"ctrl+shift+space\", with AZERTY layout), and type the command you want, like \"open [file_path]\", \"save [file_path]\". You can use the \"tab\" key to auto-complete commands and most arguments.\\n\\nThe UI tints and dimension can be altered by modifying variables using the prompt.\\n\\nWhen the prompt is not open, the text goes into the buffer.\\n\\nPlease check the README file on github to know how it work in details. \\n\\n",
"changelog": "valpha_4\\n- fix update logic (refresh only when necessary on all platforms)\\n- fix wrong mapping bol -> bof\\n- fix wrong mapping bof <-> eof\\n- cursor column position stick to column when possible\\n\\nvalpha_3\\nLatest build including all refactoring.\\n\\nRelease \"0\" pre-alpha.\\n\\nRight now I cannot work more on it, as I need to rampup in my new work, and it will take some times. But I like this project and will update it later when free times will allow it.",
"filesize": 4032,
"extracted": 12208,
"md5": "2ad2e2c7ccbc24b56b9caee7776d3e3f",
"sha256": "556c51dd462cd11a2dc08898321878a3cbe4bcaf1962a5ea4a0fdc2c379ddc08",
"updated": "03/09/2025",
"appCreated": "03/09/2025",
"binary": "/switch/bbloc/bbloc.nro",
"screens": 1,
"app_dls": 555
},
{
"updated": "05/11/2021",
"appCreated": "05/11/2021",
"app_dls": 2178,
"screens": 0,
"md5": "55017e1d5d8146c6ebbfa984bb8ed965",
"category": "tool",
"binary": "/switch/bean-controller-checker/bean-controller-checker.nro",
"name": "bean-controller-checker",
"license": "GPLv3",
"title": "BeanNX Button Checker",
"url": "https://github.com/TransKat/bean-controller-checker/releases",
"description": "Allows you to test buttons on your NX controllers.",
"author": "TransKat",
"changelog": "2.1.0\\n\\nPreparations for BeanNX Stick Checker.\\nRemoved stick position checking\\nSwitched from + and - to exit to just +\\n\\n2.0.0\\n\\nThanks to Slluxx, we now have stick tracking. I may implement a better UX for stick tracking though.\\nTo activate it, press both sticks simultaneously. To exit stick mode, do the same.\\n\\n1.1.1\\n\\nIt now takes you to the home menu while killing the app\\n\\n1.0.1\\n\\nAdded a new icon",
"extracted": 467,
"version": "2.1.0",
"filesize": 126,
"details": "A simple homebrew app that allows you to check the buttons on your NX controller. No setup required, just download and launch."
},
{
"updated": "22/04/2022",
"appCreated": "22/04/2022",
"app_dls": 2158,
"screens": 0,
"md5": "97d17daee0ba504e5aac50af30c88973",
"category": "tool",
"binary": "/switch/bean-stick-checker/bean-stick-checker.nro",
"name": "bean-stick-checker",
"license": "GPLv3",
"title": "BeanNX Stick Checker",
"url": "https://github.com/TransKat/bean-stick-checker",
"description": "Homebrew app to check stick position.",
"author": "TransKat",
"changelog": "2.0.0\\n\\nThe entire user experience has been redone.",
"extracted": 340,
"version": "2.0.0",
"filesize": 127,
"details": "Small little homebrew app for Nintendo Switch to check the stick positions on controllers."
},
{
"updated": "10/10/2024",
"appCreated": "10/10/2024",
"app_dls": 1663,
"screens": 0,
"md5": "9a228548e66f0e0cf46174d4712e5ac0",
"category": "advanced",
"binary": "none",
"name": "bitmap-printer",
"license": "n/a",
"title": "bitmap-printer",
"url": "https://github.com/HookedBehemoth/bitmap-printer/releases",
"description": "bitmap-printer",
"author": "HookedBehemoth",
"changelog": "1.3.0e\\n\\nPatch for 19.0.0.1080\\nFix warning about ptr arithmetic with void*\\n\\n1.3.0d\\n\\nadd 18.0.0.1060 patch by @CosmicCurator in #22\\n\\n1.3.0c\\n\\nadd 16.0.0.1040 patch in #16\\nadd 17.0.0.960 patch by @CosmicCurator in #18\\n\\n1.3.0b\\n\\nadd 15.0.0.1120 patch\\n\\n1.3.0\\n\\nImprove performance slightly\\n\\n1.2.0\\n\\nFix usage if launched with boot2 flag (lol)\\nCleanup to reduce memory footprint\\nThis now uses 0x1f000 (~130 000) bytes (last version 0x3f000 (~258 000) bytes)\\n\\n1.1.6\\n\\nadded the patch for firmware 11.0.0\\n\\n1.1.4\\n\\n-Reduced fs session usage by two\\n-This could have caused issues with users that used too many other sys-modules\\n\\n1.1.3\\n\\nNow renames files to time of creation ( YYYY-MM-DD_hh-mm-ss.bmp)\\n\\n1.1.2\\n\\nAll currently available system versions were tested and confirmed working.",
"extracted": 17,
"version": "1.3.0e",
"filesize": 19,
"details": "This system module captures the capture button event and instead of saving a compressed (jpeg) image on the sd card it stores an uncompressed RGB bitmap on the sd card.\\n\\nWhy does it need patches?\\n\\nThe IPC calls I use are caps:sc 1201-1203 that check a flag for debug mode. The patch makes the function call always return true.\\n\\nWorks on HOS versions 3.0.0-15.0.0 (2022.10.13)."
},
{
"updated": "08/10/2019",
"appCreated": "08/10/2019",
"app_dls": 3060,
"screens": 0,
"md5": "af2f67000823d7cf32e2014d5b96baac",
"category": "game",
"binary": "/switch/blobby/blobby.nro",
"name": "blobby",
"license": "GPLv2",
"title": "Blobby-Volley-2-Switch",
"url": "https://github.com/SilentFlyBy/Blobby-Volley-2-Switch/releases",
"description": "A Blobby Volley 2 port for Nintendo Switch",
"author": "SilentFlyBy",
"changelog": "0.3.1\\n\\nadd replays folder\\n",
"extracted": 11572,
"version": "0.3.1",
"filesize": 5927,
"details": "This is a port of the popular Volleyball game you all know from the good old LAN-party days. This is still in heavy WIP, so expect some features to be broken.\\n\\nWhat works:\\nLocal play with 2 full controllers (\"full\" means no \"single-mode\" Joycons)\\nBots and custom bot scripts\\nRuleset scripts\\n"
},
{
"updated": "26/04/2021",
"appCreated": "26/04/2021",
"app_dls": 22143,
"screens": 0,
"md5": "3fc2c84d2478e825c69bf224e8ecade4",
"category": "tool",
"binary": "/switch/botw-unexplored/botw-unexplored.nro",
"name": "botw-unexplored",
"license": "n/a",
"title": "BotW Unxplored",
"url": "https://github.com/lud99/botw-unexplored/releases/",
"description": "View unfound koroks and shrines in BotW",
"author": "lud99",
"changelog": "2.0.0\\n\\nAdded Shrines (+ DLC if it's present), Taluses, Hinoxes and Moldugas.\\nAdded a legend where you can toggle which of the collectibles you want to see.\\nIt's now possible to use the app while playing the game. This is achived by making backups of your savefile, which are then loaded while the game is running.\\nAdded guides for finding the koroks. The text and images are taken directly from Zeldadungeons interactive map. Simply tap a korok and a guide will pop up. Very helpful for certain korok seeds that are hard to find with only a location on a map.\\nWhen a korok is selected, press B to manually mark it as complete. Very helpful if you're using the app while playing as the latest savedata can't be read. Otherwise you would have to remember all the koroks you've found during this play session, which could become difficult. The correct korok progress will be restored once the game has been closed.\\n\"Korok paths\" have also been added to help finding some koroks. If you've used Zeldadungeons interactive map, then you know what they are.\\nAdded support for Master Mode. Press Y to toggle it.\\nDrastically improved performance when a lot of objects are displayed. Can easily run at 60fps now.\\nThe app remebers your last camera position and zoom. This makes it easy to get back to the korok you looked at last time, if you for example switch between BotW and the app. (You can also press X in the Homebrew menu to star it for quicker access)\\nNow tries to load the last used user so you won't have to use the dialog picker every time you start the app.\\nAdded more error messages and all logs are saved to a text file in case the app doesn't work",
"extracted": 21183,
"version": "2.0.0",
"filesize": 14806,
"details": "Easily view what hasn't been discovered in your Breath of the Wild savefile on your Switch.\\n\\nThe korok seeds that haven't been collected and the locations that are left to visit are shown on a map, where it's easy to see koroks or locations you've missed. You can also see shrines, hinoxes, taluses and moldugas too.\\n\\n- Use the analog sticks or the touch screen to move around.\\n- Press X to open the legend and use either the touch screen or the D-pad to navigate the menu (note that the analog sticks won't work here)\\n- Tap a korok to see a guide on how to find it. You can press B to manually mark it as complete. This is useful if you're using the app while playing BotW, as the app won't be able to load your latest savefile in that case. The koroks you've marked as found will be removed once the savefile is able to be loaded it again, so don't worry if you wrongly marked a korok as found."
},
{
"updated": "26/02/2023",
"appCreated": "26/02/2023",
"app_dls": 50051,
"screens": 0,
"md5": "ce63bf0f94c2c8f6f08992a9f6d189a2",
"category": "tool",
"binary": "/switch/botwsaveeditor/BOTW-Save-Editor-GUI.nro",
"name": "botwsaveeditor",
"license": "GPLv3",
"title": "BOTW Save Editor GUI",
"url": "https://github.com/Jpe230/BOTW-Save-Editor-GUI/releases",
"description": "A BOTW savegame editor",
"author": "Jpe230",
"changelog": "Switched from the non GUI to the GUI version by the same DEV\\n\\nuntagged-d3311465bd147285773c\\nV0.3\\n\\n-Added controls descriptions\\n-Shortened Weapons names to fit\\n-Automated Master Mode detection\\n-Fixed compile erros",
"extracted": 3590,
"version": "untagged-d3311465bd147285773c",
"filesize": 1769,
"details": "I made this simple Homebrew app to edit your rupees, weapon durability and arrow quantity.\\n\\nIt is still a WIP, I've got much to improve.\\n\\nInstructions:\\n\\nOpen BOTW with your current user. Wait until the title screen, then exit it. (Close the game, too);\\nOpen the Save Editor and select save file slot. (Usually it is 5 or 0).\\nUse DPAD UP/Down to Increase/Decrease the integer. Use DPAD Left/Right to move the cursor.\\nUse L/R to move between items.\\nPress A to Commit Changes.\\nPress + to exit."
},
{
"updated": "18/10/2018",
"appCreated": "29/02/2020",
"app_dls": 874,
"screens": 0,
"md5": "deeb33e50958f0e15dfcb4e7e3387ffd",
"category": "tool",
"binary": "/switch/brainfuck/Brainfuck_Interpreter.nro",
"name": "brainfuck",
"license": "none",
"title": "Brainfuck Interpreter",
"url": "https://github.com/TheKgg/switch-brainfuck",
"description": "Brainfuck Interpreter",
"author": "Thekgg",
"changelog": "n/a",
"extracted": 361,
"version": "1.0",
"filesize": 98,
"details": "Initial release for Switch Brainfuck. Probably not going to be updated any time soon.\\n\\nPut a .bf file with code (only code, no comments) in either the root of your emulator's SD card or in the same folder as your .nro. It will be booted on start. When it asks for input move the left joystick to select a number."
},
{
"updated": "16/07/2018",
"appCreated": "02/07/2018",
"app_dls": 1497,
"screens": 0,
"md5": "ff3e7711df317bcc7058cc049efdcc87",
"category": "concept",
"binary": "none",
"name": "brewjsexamples",
"license": "N/A",
"title": "Brew.js Examples",
"url": "https://github.com/BrewJS/Switch/releases",
"description": "Javascript examples for Brew.js",
"author": "XorTroll",
"changelog": "n/a",
"extracted": 3257,
"version": "1.0",
"filesize": 3138,
"details": "Check the github page for usage info! https://github.com/BrewJS/Switch"
},
{
"updated": "25/04/2021",
"appCreated": "25/04/2021",
"app_dls": 186554,
"screens": 0,
"md5": "181c69f63f06a7bf111374331834a9aa",
"category": "tool",
"binary": "/switch/Browser.nro",
"name": "browsenx",
"license": "MIT",
"title": "BrowseNX",
"url": "https://github.com/crc-32/BrowseNX",
"description": "Launches Browser without the need for a DNS",
"author": "crc-32",
"changelog": "0.4.1\\n\\nUpdated to use the latest libnx, this may fix some issues users are having\\n\\n0.4.0-hotfix\\n\\nFixes incorrectly named file in release zip\\n\\n0.4.0\\n\\nAdded support for 9.0.0 officially via building for latest libnx\\nNow using libnx implementation of web applet\\nLaunching from an applet never worked and no longer needs to, so now errors and informs you how you can launch from a title\\nUpdated switch-sys-tweak sysmodule to latest master build (still only used to remove supernag)\\n\\nv0.3.1\\n\\nSince the detection for supernag seems to override the sysmodule, now checking if the sysmodule is running and if it is, ignoring the supernag state (this fixes the issue where despite the supernag being patched, BrowseNX would still complain)",
"extracted": 376,
"version": "0.4.1",
"filesize": 171,
"details": "BrowseNX allows you to launch the built-in Switch web browser without needing a DNS. The NRO version currently doesn't allow for html5 video support (just like the DNS) and you have to run it from hbmenu/hbloader that has replaced an app or game, NOT Gallery.\\nThe NSP version available on the github releases is a full browser, including html5 video support.\\n\\nThis also installs https://github.com/p-sam/switch-sys-tweak which disables the supernag, allowing you to access the browser even if you aren't on the latest version."
},
{
"updated": "03/10/2018",
"appCreated": "29/02/2020",
"app_dls": 811,
"screens": 0,
"md5": "477ab2c77b95ec407b0a981cffbafa08",
"category": "game",
"binary": "/switch/bs/bs.nro",
"name": "bs",
"license": "n/a",
"title": "Bermuda Syndrome",
"url": "https://github.com/usineur/bermuda/releases",
"description": "Bermuda Syndrome engine reimplementation",
"author": "usineur",
"changelog": "n/a",
"extracted": 197938,
"version": "1.0",
"filesize": 146528,
"details": "This program is a re-implementation of the engine used in the game Bermuda\\nSyndrome made by Century Interactive and published by BMG in 1995. The original\\ndata files are required (retail or demo versions).\\n\\nThis rewrite is based on the reversing of the original Windows executable.\\n\\nControls:\\nKeys \u202f\\nArrow Keys Move Jack\\nA Interact / Skip dialogues or cutscenes\\nB Run / Put away weapon\\nX Use weapon / Pull out weapon\\nY Display bag\\n+ Open menu\\n- Toggle 1:1 / fullscreen\\nL / R Quick load / save\\nZL / ZR Decrease / Increase game state slot\\n\\nCredits:\\n\\nCyx (Gr\u00e9gory Montoir) for original reverse work and modern engine."
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 7668,
"screens": 0,
"md5": "5dcc81815ec7cce863dc798bbab89cdd",
"category": "game",
"binary": "/switch/cannonball-nx/cannonball.nro",
"name": "cannonball",
"license": "Copyleft",
"title": "CannonBall",
"url": "https://github.com/lantus/cannonball-nx/releases",
"description": "Outrun Engine ported to Switch",
"author": "lantus",
"changelog": "n/a",
"extracted": 6236,
"version": "1.00",
"filesize": 686,
"details": "Ported to the Switch by MVG. Original release by djyt.\\n\\nOriginal Release - https://github.com/djyt/cannonball\\n\\nNOTE: Arcade roms for Outrun Version B are required to run this engine. The roms are NOT included in the download\\nPlace OutRun Revision B ROMs in roms folder"
},
{
"updated": "28/10/2018",
"appCreated": "28/10/2018",
"app_dls": 1256,
"screens": 0,
"md5": "ce90ab4846da8d0e75978b42383800fe",
"category": "game",
"binary": "/switch/d1x-switch/d1x-switch.nro",
"name": "d1x-switch",
"license": "none",
"title": "dx1-switch",
"url": "https://github.com/aagallag/DXX-Switch/releases",
"description": "source port of Descent.",
"author": "aagallag",
"changelog": "n/a",
"extracted": 1633,
"version": "0.58.6",
"filesize": 651,
"details": "A Nintendo Switch port of Descent I. This is a fork of DXX-Retro, which is a fork of DXX-Rebirth, which is a fork of the original engine source code created by Parallax Software Corporation.\\n\\nCopy descent.hog and descent.pig to the switch/d1x-switch directory. These files are included with a purchase of the game. Tested with Descent I from Steam.\\n\\n\\nKnown issues and missing features\\nMultiple save files don't work (currently hardcoded to player.plr)\\nDoesn't support the joysticks\\nNo music\\nOnly tested with the Descent files from Steam; GOG and CD-ROM releases have not been tested\\nDoesn't utilize 1080p resolution when docked\\nNeed an icon\\nResize the text for larger resolutions (Bug only on D1X Switch)\\nEnable the original HUD\\nNetwork/Multiplayer is not enabled\\nLevel Selection menu doesn't work (no way to input a different level)\\n\\nDXX Retro is released under the D1X-Rebirth License "
},
{
"updated": "28/10/2018",
"appCreated": "28/10/2018",
"app_dls": 1302,
"screens": 0,
"md5": "bc106d3340ff09e98fe7afae6a94736c",
"category": "game",
"binary": "/switch/d2x-switch/d2x-switch.nro",
"name": "d2x-switch",
"license": "none",
"title": "dx2-switch",
"url": "https://github.com/aagallag/DXX-Switch/releases",
"description": "source port of Descent.",
"author": "aagallag",
"changelog": "n/a",
"extracted": 2061,
"version": "0.58.6",
"filesize": 743,
"details": "A Nintendo Switch port of Descent II. This is a fork of DXX-Retro, which is a fork of DXX-Rebirth, which is a fork of the original engine source code created by Parallax Software Corporation.\\n\\nCopy descent2.ham, descent2.hog, descent2.s22, and all *.pig files to switch/d2x-switch directory. These files are included with a purchase of the game. Tested with Descent II from Steam.\\n\\n\\nKnown issues and missing features\\nMultiple save files don't work (currently hardcoded to player.plr)\\nDoesn't support the joysticks\\nNo music\\nOnly tested with the Descent files from Steam; GOG and CD-ROM releases have not been tested\\nDoesn't utilize 1080p resolution when docked\\nNeed an icon\\nResize the text for larger resolutions (Bug only on D1X Switch)\\nEnable the original HUD\\nNetwork/Multiplayer is not enabled\\nLevel Selection menu doesn't work (no way to input a different level)\\n\\nDXX Retro is released under the D1X-Rebirth License "
},
{
"updated": "19/10/2018",
"appCreated": "10/01/2025",
"app_dls": 33122,
"screens": 0,
"md5": "a02224acfd2b89f48e3f682e5ce6db59",
"category": "tool",
"binary": "/switch/n1dus/n1dus.nro",
"name": "dOPUS",
"license": "GPLv3",
"title": "n1dus",
"url": "https://github.com/zhaoloving/n1dus",
"description": "NSP/XCI manager for the Nintendo Switch",
"author": "Hidki",
"changelog": "0.7\\n\\ndOPUS becomes n1dus\\nNo more need for exFAT! Can now install and extract both NSP and XCI files over 4GB on a FAT32 SD Card :) (exFAT is notorious for being prone to file corruptions on the Switch). Read instructions there!\\nClock will now show the right time according to your switch timezone setting (thanks libnx :) ).\\nNow will look for keys.dat, keys.txt or prod.keys in '/', '/switch', or '/switch/n1dus'",
"extracted": 9948,
"version": "0.7",
"filesize": 3887,
"details": "n1dus formerly known as dOPUS is an installer and converter of NSP and XCI files for the Nintendo Switch. It is Based on Tinfoil and 4NXCI.\\n\\nDISCLAIMER: Use dOPUS at your own risk. I'm not responsible for any damage, data loss, or anything else dOPUS may cause.\\n\\nRequires sdmc:/keys.dat in order to extract/install XCI files.\\n\\nKeys can be extracted using tesnos' kezplez or shchmue's fork of kezplez. Hers supports the fuses and TSEC being dumped in multiple locations as well as also supporting firmware 6.0."
},
{
"updated": "26/11/2020",
"appCreated": "26/11/2020",
"app_dls": 1780,
"screens": 0,
"md5": "f0a3e9bbd7725f8a21919b50f1efa7b4",
"category": "tool",
"binary": "/switch/delve/delve.nro",
"name": "delve",
"license": "GPLv3",
"title": "Delve",
"url": "https://github.com/noirscape/delve/releases",
"description": "A simple terminal based gopher client",
"author": "noirscape",
"changelog": "1.1\\n\\nNew features:\\n\\nAdded keyboard support. swkbd already supported it, but the menus can now be navigated entirely with a keyboard. Use F1 to open the command menu, down to scroll down and F2 at any point to exit.\\nQuick recap of the controls (also in the readme):\\n\\nPress - to open the system keyboard to enter commands (see the help command for more on the commands you can use).\\nPress down while the pager is active (there's a message about the pager) to display the next bit of text.\\nTo use, simply extract the sd.7z and merge the resulting folder with your sdroot.",
"extracted": 355,
"version": "1.1",
"filesize": 154,
"details": "delve - A simple terminal gopher client\\nThis is a port of the delve gopher client to the Nintendo Switch. Requires Homebrew to run.\\n\\nHas slight differences with the original delve, which are described below.\\n\\nDifferences with the original delve\\nPager works as follows:\\nPress the down key to show the next piece of information.\\nPress - to enter a command at any point.\\nNo support for command histories (incompatible with swkbd).\\nDefault config file is loaded from /switch/delve/delve.conf.\\nNo support for custom type handlers.\\nExtra marker to indicate the end of a command.\\n"
},
{
"updated": "21/07/2018",
"appCreated": "29/02/2020",
"app_dls": 59032,
"screens": 0,
"md5": "0d38267d5d3adc9ddd628ff340fa6447",
"category": "emu",
"binary": "/switch/desmume/DeSmuME-NX.nro",
"name": "desmume",
"license": "GPLv2",
"title": "DeSmuME-NX",
"url": "https://github.com/Laproxi/DeSmuME-NX/releases",
"description": "Play DS roms! (in sd:/switch/desmume/roms)",
"author": "Laproxi MasterFeizz",
"changelog": "n/a",
"extracted": 4512,
"version": "0.0.3",
"filesize": 1653,
"details": "The last couple of days I decided to mess around with the switch, so for my first release I decided on a DS emulator.\\nThe interface is very crude based on the Vita port I worked on a few years back. Basically just put some roms inside sdmc:/switch/desmume/roms and play.\n\nPress + and - to exit"
},
{
"updated": "15/07/2019",
"appCreated": "10/01/2025",
"app_dls": 10941,
"screens": 0,
"md5": "d39826399c22687861d99cc3d6157f8e",
"category": "game",
"binary": "/switch/diablo-nx/diablo-nx.nro",
"name": "devilution-nx",
"license": "The Unlicense",
"title": "devilution-nx",
"url": "https://github.com/lantus/devilution-nx/releases",
"description": "Diablo for the Nintendo Switch",
"author": "lantus",
"changelog": "0.95\\n\\nMore bug fixes. Thanks rsn887 and erfg12!\\n\\nPrevent \"spell not rdy\" speech on exit dialog\\nMap L/R/A to char/inv/select spell, closer to PS1\\nMap B button to cancel in menu, and A to OK\\nPrevent walking with dpad while talking to people\\nAllow B button to skip intro (in addition to plus)\\nSupport physical USB keyboards\\nImplement touch controls\\nImprove event code, fix touch controls pointer missing\\nEnsure touch keyboard fails gracefully without softlock\\nSwap A/B in menu so B is OK, A is cancel\\nRemove hacks that are not neccessary with new event handling\\nUse SDL_GameController for portability, make touch portable\\nSimplify controller switch statements\\nUse SDL Game Controller also for menu navigation\\n\\n0.94\\n\\nLeft stick click for quest log\\nY in inventory to read books\\nFix infinite stats\\n\\n0.93\\n\\nlots of bug fixes! Thanks erfg12!\\n\\nFixed attack/pickup/open actions\\nFixed left/right/up/down movements\\nFixed inventory and hotspell snap grid\\nFixed towner chat\\nPlus opens menu, Minus opens automap\\nChanged readme to show Windows and MacOS compilation instructions\\nD-pad emulates joystick\\nAutomap moves with right joystick when open\\nController buttons now closely mimic PS1 controller setup (please don't let ppl change this again)\\nAdded lots of SWITCH definitions to hopefully get it closer to merging with master code",
"extracted": 12390,
"version": "0.95",
"filesize": 4930,
"details": "Diablo build for modern operating systems. This is the Nintendo Switch Port. It's still in Beta as i continue to map the controls over from the PC version\\n\\nHow To Play:\\n\\nCopy DIABDAT.MPQ from original Diablo game disc or GOG version.\\nLaunch diablo-nx.nro\\nEnjoy :)\\n\\nControls\\n\\nLeft Analog : Move Hero\\nB : Attack\\nY : Open Chest/Talk/Pick Up\\nX : Inventory\\nR : Character\\nRight Analog : Simulate Mouse\\nZR : Left Mouse Click\\nZL : Drink Heal Potion\\nMinus : Escape to Menu\\n\\n\\nNotes\\n\\nWhen pressing 'B' to Attack a monster. it will try to attack the nearest on. Im still playing around with the control scheme. There are lots of bugs."
},
{
"updated": "22/10/2018",
"appCreated": "22/10/2018",
"app_dls": 394,
"screens": 0,
"md5": "baf6058db2405c133c1141ef78191d29",
"category": "game",
"binary": "/switch/dhewm3/dhewm3nx.nro",
"name": "dhewm3",
"license": "GPLv3",
"title": "dhewm3",
"url": "https://github.com/fgsfdsfgs/dhewm3/releases",
"description": "port of dhewm 3",
"author": "fgsfdsfgs",
"changelog": "0.1.0_nx\\n\\nInitial Switch release. More of a PoC than an actual playable port.",
"extracted": 15878,
"version": "0.1.0_nx",
"filesize": 6707,
"details": "dhewm 3 is a Doom 3 GPL source port, known to work on at least Windows, Linux, macOS and FreeBSD.\\n\\nThe goal of dhewm 3 is bring DOOM 3 with the help of SDL to all suitable platforms.\\n\\nBugs present in the original DOOM 3 will be fixed (when identified) without altering the original gameplay.\\n\\nThe official homepage is: https://dhewm3.org\\n\\nThe project is hosted at: https://github.com/dhewm\\n\\nDownload the latest release: https://github.com/dhewm/dhewm3/releases/latest\\n\\nConsult the FAQ at: https://github.com/dhewm/dhewm3/wiki/FAQ\\n\\nReport bugs here: https://github.com/dhewm/dhewm3/issues\\n\\n\\nCompared to the original DOOM 3, the changes of dhewm 3 worth mentioning are:\\n\\n64-bit port\\nSDL for low-level OS support, OpenGL and input handling\\nOpenAL for audio output, all OS-specific audio backends are gone\\nOpenAL EFX for EAX reverb effects (read: EAX-like sound effects on all platforms/hardware)\\nBetter support for widescreen (and arbitrary display resolutions)\\nA portable build system based on CMake\\n(Cross-)compilation with MinGW-w64\\n\\n\\nThe game, both the NRO and the data files (i.e. the base and/or d3xp folders), should be installed to /switch/dhewm3/ on your SD card.\\n\\nnxlink debugging is enabled when either DEBUG or NXLINK_DEBUG is defined.\\n\\nCopy over pak000.pk4 through pak008.pk4 from your PC Doom 3 installation's base folder to /switch/dhewm3/base/. Make sure the game is patched to the latest version (1.3.1). The Steam version is already patched. Doom 3 BFG files won't work."
},
{
"updated": "24/10/2019",
"appCreated": "24/10/2019",
"app_dls": 16229,
"screens": 0,
"md5": "ac5603184b3090a769177c742323e7f5",
"category": "game",
"binary": "/switch/doom64ex/doom64ex.nro",
"name": "doom64",
"license": "GPLv2",
"title": "Doom64EX",
"url": "https://github.com/fgsfdsfgs/Doom64EX/releases",
"description": "A recreation of DOOM 64",
"author": "fgsfdsfgs",
"changelog": "0.2.0-nx\\n\\nproper gamepad code backported from svkaiser/Doom64EX/rom branch;\\nrebuilt with latest libnx (9.0 support).",
"extracted": 9197,
"version": "0.2.0-nx",
"filesize": 3592,
"details": "NOTE THIS REQUIRES SOME ADDITIONAL FILES TO PLAY!!\\n\\nDoom 64 EX is a reverse-engineering project aimed to recreate Doom64 as close as possible with additional modding features.\\n\\nFeatures:\\nhardware accelerated rendering;\\nsound and music;\\nanalog controls;\\nall other features of Doom 64 EX probably work (except network games).\\n\\nTo install and run the game, follow these steps:\\nObtain a Doom 64 ROM in either n64, z64 or v64 format. I think region and version do not matter, as long as the ROM is unmodified.\\nExtract the wadgen folder from doom64ex_nx_v010.zip to somewhere on your PC.\\nRun wadgen/WadGen.exe and point it to your Doom 64 ROM. This should generate two files inside the wadgen folder: DOOM64.WAD and DOOMSND.SF2.\\nExtract the switch folder from doom64ex_nx_v010.zip to the root of your SD card.\\nCopy DOOM64.WAD and DOOMSND.SF2 you got in step 3 to /switch/doom64ex/ on your SD card.\\nIf you already have Doom 64 EX installed on your PC or something, you can just do steps 4 and 5 right away, using the files from your existing installation.\\n\\n\\nSome notes:\\nthe framerate is capped at 60 FPS by default, if you want framerates closer to what you would get on an actual N64, set Options -> Setup -> Framerate to Capped;\\nsometimes the music skips a little bit and/or channels go out of sync for a moment, this is most noticeable in the intro;\\nas usual, if you have exFAT, better quit the game using the 'Quit Game' option in the menu instead of just killing hbmenu;\\nI have only tested this on a US v1.1 Z64 ROM, not sure if every ROM out there works, but most should.\\n\\nCredits:\\nSamuel Villarreal (svkaiser) and others for Doom 64 EX;\\nfincs, Armada651, Subv and probably others for their work on the OpenGL/mesa/libdrm stuff;\\nMidway Games and Nintendo for Doom 64;\\nid Software for Doom."
},
{
"updated": "23/12/2020",
"appCreated": "23/12/2020",
"app_dls": 715,
"screens": 0,
"md5": "ab37ad8d6eac4f8dbadee5629a907890",
"category": "game",
"binary": "/switch/d2x-rebirth/d2x-rebirth.nro",
"name": "dxxrebirth",
"license": "GPLv3",
"title": "dxxrebirth",
"url": "https://github.com/dimag0g/dxx-rebirth/releases",
"description": "Open-source engine for Descent 1 and 2",
"author": "dimag0g",
"changelog": "n/a",
"extracted": 115679,
"version": "0.61",
"filesize": 101398,
"details": "dxx-rebirth root directory is /switch/d1x-rebirth and /switch/d2x-rebirth for Descent 1 and 2, respectively. Put the release files there, then add the files from your copy of the game or the shareware files from https://www.dxx-rebirth.com/game-content/. The release already includes addons from https://www.dxx-rebirth.com/addons/ : the high resolution pack for D1 and OGG music for both D1 and D2.\\n\\nGame controls can be changed in the game options. Default configuration mimics the layout used by Sublevel Zero. There are 3 pre-configured profiles (cockpit/hudbar/maxview) corresponding to the 3 HUD modes. Currently hotkey-triggered HUD options can only be changed using a keyboard on a PC version, or by manually editing the config files.\\n\\nOriginal source code from Parallax Software is under Parallax license.\\nAdditional artwork is \u00a9 by Christian Beckhaeuser 2005 - 2019"
},
{
"updated": "04/10/2021",
"appCreated": "04/10/2021",
"app_dls": 10254,
"screens": 0,
"md5": "48b31a22b800bc7642fd6a85491d1436",
"category": "tool",
"binary": "/switch/eBookReaderSwitch/eBookReaderSwitch-0.4.0.nro",
"name": "eBookReaderSwitch",
"license": "n/a",
"title": "eBookReaderSwitch",
"url": "https://github.com/SeanOMik/eBookReaderSwitch/releases",
"description": "ebook / pdf reader",
"author": "SeanOMik",
"changelog": "0.4.0\\n\\nSimple touch controls, that's it.\\nTouch the bottom/top of the screen to zoom in/out and left/right to change the page.\\nMinor input fixes and tweaks on the status bar icons.\\n\\n0.3.1-beta\\n\\nBuilt with the latest version of LibNX, now it works with AMS 19.4\\n\\n0.3.0-beta\\n\\nMoronigranja got the file format issues with some pdfs, and all epub, cbz, and xps.\\n\\n0.2.2-beta\\n\\nAll button prompts are now images instead of text.\\nExample: \" 'B' - Exit \" is replaced with \" (switch_b_control.png) Exit \" (terrible explanation).\\nPossibly unsupported file formats now have an image to the left of the file.\\n\\n0.2.1-beta\\n\\nNow saves page numbers in \"/switch/eBookReader/saved_pages.cfg\"\\nNew app icon image (ugly but works).\\n\\n0.2.0-beta\\n\\nBuilt with the new LibNx update so controls will work fine in 9.0.0.\\nAdded dark mode, enabled by default (press \"-\" to toggle).\\nDue to me just inverting colors, colored images wouldn't look so nice.\\nWhen reading a book there is a help menu if you press the \"+\" button.\\nThe book folder is created by default on the start.\\n\\n0.1.1-beta\\n\\nApparently some people couldn't start the app, should be fixed\\nIn portrait mode, the text now displays at the top of the screen instead of the side.",
"extracted": 43810,
"version": "0.4.0",
"filesize": 29735,
"details": "This is a project I've recently just started working on again. Currently its using MuPDF as its backend. Currently only most pdf files work.\\n\\nCurrent State:\\n\\nIt finally works!\\nSo far, only MOST of the PDF files I've tested works.\\nJust about ALL of the code isn't even mine but taken from an old commit of NX-Shell."
},
{
"updated": "03/10/2018",
"appCreated": "29/02/2020",
"app_dls": 5868,
"screens": 0,
"md5": "95cabd9343b20bf565a51188041537d7",
"category": "tool",
"binary": "/switch/Easypower/EasyPower.nro",
"name": "easypower",
"license": ".",
"title": "EasyPower",
"url": "https://github.com/klockee/EasyPower/releases",
"description": "A quick utility to reboot the Nintendo Switch",
"author": "klockee",
"changelog": "0.2\\n\\nAdded icons and an installable (.nsp) version created with The-4n's hacBrewPack. The titleID for the .nsp is 0104561737950000.",
"extracted": 244,
"version": "0.2",
"filesize": 108,
"details": "A quick utility to reboot the Nintendo Switch - load the .nro through hbmenu or any other method to reboot the console immediately."
},
{
"updated": "15/07/2021",
"appCreated": "15/07/2021",
"app_dls": 3615,
"screens": 0,
"md5": "74afbe3bd737a12e6966f8597837238a",
"category": "tool",
"binary": "/switch/ebookViewerNX/EbookViewerNX.nro",
"name": "ebookViewerNX",
"license": "n/a",
"title": "ebookViewerNX",
"url": "https://github.com/SegFault42/ebookViewerNX/releases",
"description": "Ebook reader",
"author": "SegFault42",
"changelog": "0.2.0\\n\\nShow page number in reading mode\\nHorizontal progress bar in home menu\\n.cbz support\\n.cbr support",
"extracted": 45895,
"version": "0.2.0",
"filesize": 31094,
"details": "Ebook reader for nintendo switch using mupdf library\\n\\nUsage :\\n\\n\\nMove all ebooks in /switch/ebookViewerNX folder\\n\\nWarning : ebook title must not have '='\\nEnjoy !\\n\\n\\nControl :\\n\\n- Home menu :\\n- Launch ebook : A\\n- Next book : Right ( with Right joystick )\\n- Previous book : Left ( with Right joystick )\\n- Quit : Start button\\n- Help : X button\\n\t\\n- Reading :\\n\\n- Hide/Show bar : A\\n- Portrait/Landscape : ZR\\n- Next page : Right ( with Right joystick )\\n- Previous page : Left ( with Right joystick )\\n- Next 10 pages : Up ( with Right joystick )\\n- Previous 10 pages : Down ( with Right joystick )\\n- Quit : Start button\\n- Help : X button"
},
{
"updated": "20/10/2018",
"appCreated": "30/09/2018",
"app_dls": 17405,
"screens": 0,
"md5": "d30a9660a1c4ae5f6e6a4b324594ac98",
"category": "advanced",
"binary": "none",
"name": "ebooks",
"license": "Gutenberg/Copyleft",
"title": "Ebooks Collection",
"url": "https://www.gutenberg.org",
"description": "62 Popular and public domain ebooks",
"author": "Various Authors",
"changelog": "Initial packaging",
"extracted": 71150,
"version": "1.0",
"filesize": 69880,
"details": "This package contains 62 ebooks from various popular authors that are either in the public domain or available under a copyleft license. A majority of the books are available under The Project Gutenberg License, which reads:\\n\\n\"This eBook is for the use of anyone anywhere at no cost and with almost no restrictions whatsoever. You may copy it, give it away or\\nre-use it under the terms of the Project Gutenberg License included with this eBook or online at www.gutenberg.org\".\\n\\nAlso included are books written by Cory Doctorow which are available under Creative Commons licenses. In particular, you should check out \"Little Brother\", written in 2008 it's still more relevant than ever today. For more information on a specific books license, see the first few pages of the epub.\\n\\nCurrently there is one app that is capable of displaying ebooks, and that's \"NX-Shell by Joel16\".\\n\\nList of Included Books (installed to sd:/ebooks):\\n\\nAlexander Hamilton John Jay and James Madison - The Federalist Papers\\nArthur Conan Doyle - A Study in Scarlet\\nArthur Conan Doyle - The Adventures of Sherlock Holmes\\nArthur Conan Doyle - The Hound of the Baskervilles\\nBram Stoker - Dracula\\nCharles Darwin - On the Origin of Species\\nCharles Dickens - A Christmas Carol\\nCharles Dickens - A Tale of Two Cities\\nCharles Dickens - Great Expectations\\nCharles Dickens - Hard Times\\nCharlotte Bronte - Jane Eyre\\nComplete Works of William Shakespeare\\nCory Doctorow - Content\\nCory Doctorow - For the Win\\nCory Doctorow - Homeland\\nCory Doctorow - Little Brother\\nCory Doctorow - Overclocked\\nCory Doctorow - Pirate Cinema\\nDante Alighieri - The Divine Domedy\\nDare Carnegie and J Berg Esenwein - The Art of Public Speaking\\nDr Jekyll and Mr Hyde\\nElsie Benedict and Ralph Benedict - How to Analyze People on Sight\\nEmily Bronte - Wuthering Heights\\nFranz Kafka - Metamorphosis\\nFrederick Douglass - Life of Frederick Douglass, an American Slave\\nFriedrich Nietzsche - Beyond Good and Evil\\nHenry David Thoreau - Walden\\nHerman Melville - Moby Dick\\nHG Wells - The Time Machine\\nHG Wells - The War of the Worlds\\nHomer - The Odyssey\\nHomer - The Illiad\\nHP Lovecraft - The Call of Cthulhu\\nJames M Barrie - Peter Pan\\nJane Austen - Emma\\nJane Austen - Persuasion\\nJane Austen - Pride and Prejudice\\nJonathan Swift - A Modest Proposal\\nJonathan Swift - Gulliver's Travels\\nJoseph Conrad - Heart of Darkness\\nKing James Bible\\nL Frank Baum - The Wonderful Wizard of Oz\\nLeo Tolstoy - War and Peace\\nLesslie Hall - Beowulf\\nLewis Carroll - Alices Adventures in Wonderland\\nLouisa May Alcott - Little Women\\nMark Twain - Huckleberry Finn\\nMark Twain - The Adventures of Tom Sawyer\\nMary Shelley - Frankenstein\\nMiguel de Cervantes - Don Quixote\\nNathaniel Hawthorne - The Scarlet Letter\\nRobert Louis Stevenson - Treasure Island\\nRudyard Kipling - The Jungle Book\\nSilvanus Thompso - Calculus Made Easy PDF\\nSt Augustine - Confessions\\nSun Tzu - The Art of War\\nThe Interesting Narrative of the Life of Olaudah Equiano The African\\nThe Kama Sutra\\nThomas Paine - Common Sense\\nVictor Hugo - Les Miserables\\nWorks of Edgar Allan Poe Vol I\\nWorks of Edgar Allan Poe Vol II"
},
{
"updated": "26/12/2019",
"appCreated": "29/02/2020",
"app_dls": 7889,
"screens": 0,
"md5": "73cd26feee5a82f5faed8bb10f70cb23",
"category": "game",
"binary": "/switch/eduke32/eduke32.nro",
"name": "eduke32",
"license": "GPLv2",
"title": "eduke32",
"url": "https://github.com/fgsfdsfgs/eduke32/releases",
"description": "Duke Nukem 3D engine",
"author": "Cpasjuste fgsfdsfgs",
"changelog": "r8093_nx_2\\n\\nupdated source to svn r8093 (thanks, @parkerlreed);\\nrebuilt with libnx 2.5.0 or whatever is the latest one.\\n\\ncpasjuste changes :\\n\\nFixes launch crash from files being in wrong directory! Please feel free to use the \"Report Issue\" button above if there are any other problems.",
"extracted": 58612,
"version": "r8093_nx_2",
"filesize": 40542,
"details": "Here is a port of the excellent eduke32 engine to the switch.\\n\\nThis Download includes the Shareware version of the game.\\n\\nYou can however alter the game type by copying DUKE3D.GRP and DUKE.RTS to /switch/eduke32 folder\\n\\nFurther information on this can be found here : http://wiki.eduke32.com/wiki/Installation_and_configuration."
},
{
"updated": "04/09/2023",
"appCreated": "04/09/2023",
"app_dls": 206592,
"screens": 0,
"md5": "fb820e1fe5a85d481246991186209ab0",
"category": "tool",
"binary": "none",
"name": "emuiibo",
"license": "GPLv2",
"title": "emuiibo",
"url": "https://github.com/XorTroll/emuiibo/releases",
"description": "MitM'ing NFP services for Amiibo emulation!",
"author": "XorTroll",
"changelog": "1.1.1\\n\\nDependencies were adjusted to properly support Java 8 as well (emuiigen)\\n\\nA consequence of this is that combo boxes are no longer searchable (for now)\\n\\n1.1.0\\n\\nSelected status option (on/off) is now saved via SD flags, so that after a reboot the selected option remains\\n\\nFixed an input-related bug which would cause weird issues when trying to open hbmenu/album while emuiibo was intercepting a game\\n\\nLogging (if enabled) now logs to a log file inside the SD card (instead of official LogManager, which is less intuitive for regular users)\\n\\nNow converted bin-files have a proper mii set (it's not their actual mii since it's still a technical problem to use it, but previously none was set thus showing an invalid/blank mii - now a random one is generated like in other places with nonexistent miis)\\n\\n1.0.0\\n\\nThis update's major milestone (among others) is to finally intercept nfp:sys service, AKA intercepting system settings/applet amiibo support - hence, many changes here are because of this\\n\\nemuiibo is no longer a pre-release, by the way ;)\\n\\nNOTE: don't forget to update to the latest nx-ovlloader/Tesla menu!\\n\\nThe virtual amiibo format went through some major changes system-settings support required:\\n\\nNow area information is saved in <amiibo>/areas.json, which stores pairs of access_id and program_id values. System settings support also requires knowing the program ID of the title using the area, which is why now area information is saved here\\n\\nThis JSON also contains a current_area_access_id field: system settings's option to delete an amiibo's save data conflicts with emuiibo's implementation of saving (real amiibos have a single game save data while emuiibo allows multiple), so this field contains the currently \"selected\" area, which consists on the area system settings will see and show info of/delete\\n\\nIn order to convert old formats to this new changes, the areas.json file will be created automatically, but since there is no way for emuiibo to tell the program ID of plain amiibo areas, it will set a certain ID by default (to be distinguishable from the rest, I opted for \"Retain Interactive Display Menu\"'s one, which is a debug program), and for the correct ID to be set on the area info, the user must use the amiibo with the game in question. I know this can be a bit tedious, but it's the best way to handle it\\n\\nNow virtual amiibos with names longer than 10 characters are ignored and considered as invalid. Due to certain technical reasons (and Nintendo being too inconsistent with its formats) I originally thought the limit was at 40, but in certain contexts (like system settings) where the 10-char limit is imposed, existing virtual amiibos with longer names tend to cause weird/unexpected behavior\\n\\nThe system settings formatting option will remove all virtual amiibo areas (won't unregister it like with real amiibos since virtual amiibos have no concept of being (un)registered)\\n\\nThe system-settings game-save-deleting option will remove the selected amiibo area, which can be changed from the overlay. This selected area will also be the one system-settings always shows\\n\\nNow the random-UUID option has its own field in the amiibo.json file (use_random_uuid), so that amiibos will have their own UUID which won't be cleared when random-UUID wants to be enabled (see related overlay changes)\\n\\nOld formats supported in older emuiibo versions (raw bin dumps and older virtual amiibos) are fully supported now! Backwards-compatibility has been reimplemented so that these outdated formats are automatically converted to the modern format on boot (for bin dumps, the dump binary file gets moved but not deleted)\\n\\nCriptography is now supported, so that if /switch/key_retail.bin is present, the encrypted sections of bin dumps will be accessible by emuiibo, so that the resulting converted amiibos will contain all the amiibo data present there (this includes game app-data areas, AKA amiibo game save-data)\\nemuiibo\\n\\nCompiled with latest libraries\\n\\nAll the format changes above resulted in code changes to support it, of course\\n\\nThe emuiibo IPC service (used by the overlay and other homebrew to control emuiibo) has some new commands reflecting the format changes. As always, the overlay is the best example of a homebrew using this service to control amiibo emulation\\n\\nSome amiibo ID internal bugs were fixed (again, huge shoutout to Nintendo for being unnecessarily and heavily inconsistent with their amiibo formats across platforms), which would've previously caused some isssues with certain games (like Monster Hunter Rise, Splatoon, etc.)\\n\\n0.6.4\\n\\nFixed some minor issues related to virtual amiibo area saving\\nFixed a weird internal issue where sometimes emuiibo would become unaccessible under certain circumstances\\n\\n0.6.3\\n\\nFixed support for latest Atmosphere versions (0.19.x) and for 12.x system updates. Note that this emuiibo version (and next ones) won't work on older Atmosphere versions.\\n\\n0.6.2\\n\\nSmall nx library corrections/improvements\\nAtmosphere 0.18.0 support (always use emuiibo with latest ams if it's supported!)\\n\\n0.6.1\\n\\nFixed controller support - some games couldn't be used with detached JoyCons / other controllers on v0.6, that has been fixed on this version.\\n\\nWhen exporting system miis on startup, now emuiibo doesn't use the mii's name as the mii folder's name, the mii's name is written to a name.txt file instead to avoid potential FS issues with non-UTF8 names, and the mii folder's name will just be an index.\\n\\n0.6\\n\\nemuiibo has been through a complete rewrite in Rust \ud83e\udd80 (except for the overlay), so everything has changed internally:\\n\\nSupport for latest Atmosphere (0.14.4), and next releases unless breaking changes are introduced\\n\\nemuiibo no longer handles conversion of raw amiibo dumps or old emuiibo formats - only the current format is supported (the one used since 0.5.x)\\n\\nHeap size has been considerably reduced (last version used 0x40000, current one only uses 0x4000!) - in addition, the exefs NSP's size has been reduced too, being now 5 times smaller than 0.5.x\\n\\nRegarding the known issues with time services and sysmodules, emuiibo no longer makes use of this service to avoid creating more issues, even though this implies that virtual amiibos' \"last write date\" won't be set when a virtual amiibo is modified - luckily, not emulating this anymore doesn't change anything relevant nor break anything\\n\\nemuiibo's IPC interface other processes may use to communicate with it has a minor change - thus, 0.5.x or older overlays WON'T WORK with this version's emuiibo!\\n\\n0.5.1\\n\\nNote: this is nothing more than a quick update in order to support latest CFW - emutool wasn't even updated, the only thing which changed is its version number, and emuiibo has no relevant changes other than small bugfixes.\\n\\nUpdated libnx, libstratosphere/Atmosphere-libs and JSON libraries. emuiibo requires C++20 now, as Atmosphere-libs do so.\\n\\nChanged size from 0x20000 to 0x40000 to avoid some memory issues people experienced.\\n\\nFixed a small bug when dumping console miis to the SD card on startup.\\n\\n0.5\\n\\nemuiibo has been completely rewritten, and this has been incredibly helpful, since almost any issue present for previous versions is no longer a problem ;)\\n\\nKey combos are no longer a thing, since they were a not very friendly way of controlling emuiibo, and having an overlay is 100 times more helpful.\\n\\nThe way emuiibo internally \"mimics\" Nintendo's amiibo services has been improved a lot. This was what caused many games to not work fine (Link's Awakening, Diablo 3, Fire Emblem...). In fact, emuiibo is introducing a new feature which makes amiibo emulation slightly more similar to real amiibos, which made those specific games work (see below).\\n\\nVirtual amiibo connecting/disconnecting: these two are the equivalents of placing a real amiibo in the NFC point/R-stick (connecting it) and removing it from that spot (disconnecting it). Previously, emuiibo \"tried\" to take care of that manually (games like SSBU asked the user to remove the amiibo after saving progress), which resulted in many games freezing when they read amiibos. Now, simply disconnect the amiibo when you need to remove it, and connect it to use it again!\\n\\nSupport for raw bin amiibo dumps works now (it was broken for v0.4)\\n\\nOld (v0.3.x and v0.4) amiibo formats are converted on startup, so no need to create new amiibos, old ones should work :)\\n\\nIPC API changed completely, check the overlay's source as an example of how it works.\\n\\nNow logs are reset on each reboot, so make sure to not reboot or make a copy of emuiibo's log file if wou want to preserve them! (this was done since the log file would get excessively big if it wasn't cleaned)\\n\\nThis is a new addition to the project and, probably, the best and easiest way of controlling emuiibo (thanks to WerWolv for such an amazing project)!\\n\\nThis are its current features:\\n\\nToggle on/off emulation\\n\\nControl virtual amiibo emulation with emuiibo, select a virtual amiibo as active, connect/disconnect it (see above)\\n\\nBrowse through categories, keep your virtual amiibos organized\\n\\nSee in real time if the currently opened game is being intercepted by emuiibo (if you have the overlay open while the game runs, you might be able to spot the exact instant in which emuiibo intercepts the game's amiibo access)\\n\\n\\n\\n0.4\\n\\nemuiibo was updated to latest libnx and libstratosphere, what might fix possible bugs those had before. (libstratosphere's new IPC API is far more accurate now)\\n\\nInternal heap usage was decreased from 0x75000 to 0x5000. (almost 24 times less heap!)\\n\\nSeveral implementation mistakes were corrected, which might have caused issues.\\n\\nThose problems with certain amiibos (mainly BOTW ones) have been fixed, which were caused by a bad handling of amiibo IDs (N sends them in a slightly different way)\\n\\nNow emuiibo has a settings file: settings.json inside emuiibo's directory. The only setting it has for now is whether input combos are enabled, and this defaults to true.\\n\\nIf you want to disable input combos, just edit the file and change the field comboEnabled from true to false, or the opposite to re-enable them.\\n\\nAdded logging, so that most interactions are logged to a logging file (emuiibo.log) in emuiibo's directory, to help with potential issues.\\n\\n0.3.1\\n\\n9.0.0 support\\n\\n0.3\\n\\nEmuiibo has been fully rewritten, what involves several changes:\\n\\nAmiibo moves should be faster now since on previous versions the amiibo dir would be re-scanned (thus iterated over every amiibo) each time user moved to the next amiibo.\\n\\nAmiibo structure and filesystem layout have changed to a WAY more proper one. (see below)\\n\\nNew amiibo structure - dumps no longer required!\\n\\nThe only relevant part of an amiibo is its unique ID (the rest can be emulated), thus having online databases of this IDs, dumps are useless, but still supported ;)\\n\\nAmiibos go now inside /emuiibo/amiibo/ for a better directory layout. Don't worry about backwards compatibility. (see below)\\n\\nAmiibos can be placed inside /emuiibo/amiibo// to be only used in that specific game. Amiibos outside those directories will be used on any game.\\n\\nBackwards compatibility for any kind of amiibo, considering that 3 types exist: single dumps, 0.2.x format and the new 0.3+ format\\n\\nSay hello to a new tool to create virtual amiibos easily - emuGUIibo!\\n\\nMade using Windows Forms, so should be supported by Mono\\n\\nAccesses a full amiibo list from an online API, so the user just has to select an amiibo and customize it!\\n\\nAmiibos are generated on the user-specified directory. If a drive with /emuiibo directory is detected, emuGUIibo will assume it's a console's SD card and default (but not force) that path.\\n\\n(Probably developer only) nfp:emu service changes:\\n\\nCommands were renamed and reordered, so make sure you update your implementation.\\n\\nAdded new command to get emuiibo version by 3 integers (major.minor.micro)\\n\\n0.2.1\\n\\n8.1.0 support, working as always\\n\\nA new command was introduced in nfp:emu (RescanAmiibos)\\n\\n0.2\\n\\nAmiibo progress saving support\\n\\nGames like SSBU allow saving their progress on amiibos. Now this is supported by redirecting savedata to files inside amiibo's \"areas\" directory.\\n\\nThis, in fact, provides another advantage, as real amiibos just allow savedata for one title, while this system allows to have multiple saves.\\n\\nAmiibo system changed\\n\\nFirst of all, don't worry. All amiibo BIN files found in emuiibo dir will be auto-converted to the new system.\\n\\nThe new system has every amiibo in a different directory, which contains the amiibo (\"amiibo.bin\"), a JSON metadata file (\"amiibo.json\"), an \"areas\" directory (see above) and a mii char-info copy (\"mii.dat\").\\n\\nOn this system everything can be customized. In order to change miis you would need the char-info data, which is stored inside the console. To help with this, emuiibo will dump all console miis inside \"miis\" directory in emuiibo dir, named with the index + mii name (example: \"0-XorTroll.dat\"). To use it, copy to the amiibo dir and name it as \"mii.dat\".\\n\\nAn interesting option can be added to the JSON (\"randomizeUuid\" boolean), which makes emuiibo randomize the amiibo UUID. Having this means special circumstances in certain games, like being recognized as a different amiibo each time in BotW, hence infinite supply.\\n\\nIMPORTANT! After using 0.2, since the old system gets changed to the new one, 0.1 won't find any amiibos as they're not on the root dir now. Thus, avoid using 0.1 after using 0.2.\\n\\nHOME button LED blink (7.x+, sadly)\\n\\nOn firmwares on 7.x or higher, performing a combo makes the HOME button blink, which is a simple and nice system to signal that a combo has been performed. Not supported on previous versions for technical limitations.\\nnfp:emu service changed, with new commands\\n\\nAlso, a remainder that the next Goldleaf version (0.6) is going to have emuiibo support, featuring real amiibo dumping to emuiibo-style and more!\\n\\n",
"extracted": 1359,
"version": "1.1.1",
"filesize": 670,
"details": " Virtual amiibo (amiibo emulation) system for Nintendo Switch\\n\\n## Virtual amiibos\\nVirtual amiibos go inside `sd:/emuiibo/amiibo`. For instance, an amiibo named `MyMario` would be `sd:/emuiibo/amiibo/MyMario/<amiibo content>`. They can go inside sub-directories, like `sd:/emuiibo/amiibo/SSBU/Yoshi`.\\n\\nA virtual amiibo is detected by emuiibo based on two aspects: a `amiibo.json` and a `amiibo.flag` file must exist inside the virtual amiibo's folder mentioned above. If (for whatever reason) you would like to disable a virtual amiibo from being recognised by emuiibo, just remove the flag file, and create it again to enable it.\\n\\nThe JSON file contains all the aspects and data an amiibo needs to provide to games, except a few special ones (per-game savedata, protocol and tag type...)\\n\\n## Usage and controlling\\n\\nIf you set up everything mentioned above, you're ready to use emuiibo ingame.\\n\\n**Tip:** Enable it (emulation status) before you start a game, because it does not work in some games if you enable it after launching the game! It really depends on how the game uses amiibos internally, so this guarantees emuiibo will intercept the game.\\n\\nTo see if emuiibo is working ingame, check if emuiibo is intercepting the game when it's trying to access amiibos. If it's not, try launching the game with emuiibo enabled first.\\n\\nTo open the Tesla overlay, hold down **L1 + DPAD-down** and then press **R3 (right stick)**. If you did it, the overlay will open on the left side of the screen. Now choose emuiibo.\\n\\nYou can see/control the following options in the top part of the overlay:\\n\\n- **Emulation status (on/off)**: when emuiibo's emulation status is on, it means that any game trying to access/read amiibos will be intercepted by emuiibo. When it's off, it means that amiibo services will work normally, and nothing will be intercepted. This is basically a toggle to globally disable or enable amiibo emulation.\\n\\n- **Active virtual amiibo**: it's the amiibo which will be sent to the games which try to scan amiibos, if emulation is on. If the amiibo happens to have an image, this will be displayed in the top part of the overlay.\\n\\n- **Virtual amiibo status (connected/disconnected)**: when the active virtual amiibo is connected, it means that the amiibo is always \"placed\", as if you were holding a real amiibo on the NFC point and never moving it - the game always detects it. When it is disconnected, it means that you \"removed\" it, as if you just removed the amiibo from the NFC point. Some games might ask you to remove the amiibo after saving data, so you must disconnect the virtual amiibo to \"simulate\" that removal. This is a recent feature, since emuiibo tried to handle this automatically in previous versions, causing some games to fail.\\n\\n- **Random UUID (on/off)**: when a virtual amiibo is selected, this will toggle the random UUID option on the amiibo (see above), which will make emuiibo use randomized UUIDs any time a game accesses the amiibo.\\n\\nIn the main menu of the bottom part, You can browse virtual amiibos (and thus select them) through the (sub)directories in `sd:/emuiibo/amiibo`. You can also mark some of them as favorites, which can be easily accessed from a separate menu below.\\n\\nAfter you selected an amiibo, you can see it's selected on top in the overlay and that it is *connected*.\\nA virtual amiibo being **connected** is the equivalent of holding a real amiibo figurine/card on the NFC point. To **disconnect** the amiibo (the equivalent of removing a real amiibo from the NFC point), just select the same amiibo again.\\n\\nTo go back in the menus, just press **B** button.\\n\\n**Example of use**:\\n\\n1. Open the overlay and choose emuiibo\\n2. Enable emuiibo\\n3. Start the game\\n4. Navigate to the games NFC feature to use the amiibo and activate it\\n5. Open the overlay and choose your amiibo (the amiibo will then be *connected*).\\n6. The game should now register/make use of it\\n7. If the game tells you to remove the amiibo, *disconnect* it.\\n\\n## For developers\\nemuiibo hosts a custom IPC service, also named emuiibo, which can be used to control amiibo emulation by other homebrew tools.\\n\\nThe overlay's code serves a good example to see how to control emuiibo with libnx.\\n\\n## Credits\\n- Everyone who contributed to the original nfp-mitm project (and other forks): Subv, ogniK, averne, spx01, SciresM\\n- AmiiboAPI web API, which is used by emutool to get a proper, full amiibo list, in order to generate virtual amiibos.\\n- 3dbrew for their detailed documentation of amiibos, even though some aspects are different on the Switch.\\n- LoOkYe for writing emuiibo's wiki and helping with support.\\n- AD2076 and AmonRaNet for helping with the tesla overlay.\\n- AmonRaNet for all the work he put into the overlay.\\n- AmonRaNet, Impeeza, amazingfate, qazrfv1234, shadow2560 and SimoCasa for providing/helping with translations.\\n- Thog / Ryujinx devs for reversing mii services and various of its types.\\n- Citra devs for several amiibo formats used in 3DS systems.\\n- Manlibear for helping with improvements and development of emutool.\\n- All the testers and supporters from my Discord server who were essential for making this project progress and become what it is now :)\\n\\n## License exemption\\n\\nThe Ryujinx project/team is exempt from GPLv2 licensing, and may make use of emuiibo's code licensing it under their current license."
},
{
"updated": "04/07/2019",
"appCreated": "29/02/2020",
"app_dls": 529,
"screens": 0,
"md5": "d48b214c4508fa21e45a7affbc6648ca",
"category": "tool",
"binary": "/switch/emummc-toggle/emummc-toggle.nro",
"name": "emummc-toggle",
"license": "n/a",
"title": "emummc-toggle",
"url": "https://github.com/LittlestCube/emummc-toggle/releases",
"description": "emummc-toggle",
"author": "LittlestCube",
"changelog": "n/a",
"extracted": 368,
"version": "0.0.1",
"filesize": 163,
"details": "Finished this right before I saw the hekate 5.0.0 update. :(\\n\\nNot to mention the worst code ever written, completely threw DRY out the window."
},
{
"updated": "04/07/2019",
"appCreated": "29/02/2020",
"app_dls": 1924,
"screens": 0,
"md5": "5bff36da90a65172e24c879a2ee85626",
"category": "tool",
"binary": "/switch/emummc-toggler/emuMMC-Toggle.nro",
"name": "emummc-toggler",
"license": "GPLv3",
"title": "emummc-toggler",
"url": "https://github.com/noirscape/emummc-toggler/releases",
"description": "Toggle the emummc_enabled on and off from your switch",
"author": "noirscape",
"changelog": "n/a",
"extracted": 779,
"version": "1.1.1",
"filesize": 302,
"details": "This very simple homebrew just flips the number in emummc/emummc.ini that determines if Atmosphere should load emuMMC.\\n\\nIdea\\n\\nRemoves the need for SD pulls to reboot from emuMMC to sysMMC or vice versa if using fusee-primary.\\n\\nUsage\\n\\nOpen the .nro using the HBL.\\n\\nPress - to toggle emuMMC on or off.\\nPress + to exit the application.\\n\\nDon't attempt to toggle emuMMC if it says something is wrong. That's bad behavior."
},
{
"name": "ezRemoteClient",
"title": "ezRemote Client",
"description": "Remote File Manager for FTP, SMB, WebDAV",
"author": "cy33hc",
"version": "1.13",
"license": "GPLv3",
"url": "https://github.com/cy33hc/switch-ezremote-client",
"category": "tool",
"details": "A File Manager application that allows you to connect the Switch to remote FTP, SMB, WebDAV servers to transfer and manage files.",
"changelog": "v1.13\\nUpdated OnScreen Keyboard to global version which allows all language input\\n\\n1.12\\nAdd support for browse and download release artifacts from github repos. Under the server just enter the git repo of the homebrew",
"filesize": 18329,
"extracted": 34268,
"md5": "29f508db5ac35ac396aacd23bc428de6",
"sha256": "6e9f1a78e047de3a5dd71b188a022b55aaca67c57c53b5772ee236024deaa29c",
"updated": "23/03/2025",
"appCreated": "21/03/2025",
"binary": "/switch/ezremote-client.nro",
"screens": 0,
"app_dls": 27556
},
{
"updated": "12/05/2021",
"appCreated": "12/05/2021",
"app_dls": 1670,
"screens": 0,
"md5": "bc3c157ab51d6e4af749639a9003a35f",
"category": "game",
"binary": "/switch/f2bgl/f2bgl.nro",
"name": "f2bgl",
"license": "n/a",
"title": "f2bgl",
"url": "https://github.com/usineur/f2bgl/releases",
"description": "Fade To Black engine",
"author": "usineur",
"changelog": "0.3.1\\n\\n- fixed memory leak with sounds\\n- removed dependency on FFmpeg",
"extracted": 12546,
"version": "0.3.1",
"filesize": 5593,
"details": "ABOUT\\n\\nf2bgl is a re-implementation of the engine used in the game Fade To Black\\nmade by Delphine Software and released in 1995.\\n\\nTHIS DOWNLOAD COMES WITH THE PC DEMO VERSION FOR YOU TO TRY.\\n\\nFollow the info here https://github.com/usineur/f2bgl to include the full game.\\n\\nCONTROLS\\n\\nIn-game hotkeys\\n\\nLeft stick / Left D-pad Move Conrad (run)\\nHold R + Move Conrad Walk, step aside (also in gun mode)\\nA Activate / Shoot\\nB Toggle gun mode\\nY Reload gun\\nX Jump\\nZR Use secondary weapon\\nZL Use item\\n- Open inventory menu\\n+ Open saveload menu\\n\\nInventory menu\\n \u202f\\nL Next category\\nR Consult item\\nA Select item\\n< Previous item\\n> Next item\\n- Exit this menu\\n\\nSaveload menu\\n \u202f\\nup/down Toggle Save / Load mode\\nleft/right Previous / Next slot\\nA Validate\\n+ Exit this menu\\n\\nKNOWN BUGS/ISSUES\\n\\nYou may encounter graphics glitches and crashes. Some of them exists in the original engine which is still WIP.\\nNote: this port is based on the 0.2.3 version.\\n\\nCREDITS\\n\\nGregory Montoir, for the original engine;\\nEverybody behind libnx, SDL2, OpenGL, mesa, libdrm, ..."
},
{
"name": "fastCFWswitch",
"title": "fastCFWswitch",
"description": "Overlay to reboot into payloads",
"author": "Hartie95",
"version": "1.3.2",
"license": "GPLv2",
"url": "https://github.com/Hartie95/fastCFWswitch",
"category": "advanced",
"details": "A tesla based overlay to boot into different payloads on the Nintendo Switch.\\n\\nSetup the tesla menu and nx-ovlloader\\nModify the configuration in /config/fastCFWSwitch/config.ini\\n\\nConfiguration :\\nhttps://github.com/Hartie95/fastCFWswitch#configuration\\n",
"changelog": "1.3.2\\nMostly just a rebuild with libnx 4.10.0 to make sure its compatible with 21.0.0\\n\\n1.3.1\\n\\nUpdated libtesla for 16.0.0 compability\\n\\n1.3.0\\n\\nfastCFWswitch now uses the more secure way to reboot (ams:bpc)\\nThis should reduce the amount of possible fs corruptions\\nSXOS and reinx still use the old, manual reboot\\n\\n1.2.0\\n\\nThis release adds support for hekates boot to ums feature.\\nTo use it, create an entry with the ums field set to one of the values defined in the README\\n\\n1.1.1\\n\\nThis release mostly just adds some small internal changes, like an update to the latest libTesla version, and a few internal refactorings.\\nIt also adds an error message on Mariko switches, since those don't support reboot to payload.",
"filesize": 318,
"extracted": 768,
"md5": "09febf1b90b522f96b3c7a8bebd257ef",
"sha256": "63b7cf26b3ebdff274f3e5aa6c6e1a5c2187d5cec57c5a680c2b4a88fe12d138",
"updated": "16/11/2025",
"appCreated": "22/01/2022",
"binary": "none",
"screens": 1,
"app_dls": 14205
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 6243,
"screens": 0,
"md5": "ee4303e634b5ade0b4214dfc9bd9abbe",
"category": "emu",
"binary": "/switch/libretro_fceumm.nro",
"name": "fceumm",
"license": "none listed",
"title": "FCEUMM",
"url": "https://gbatemp.net/threads/retroarch-switch.492920/",
"description": "NES Retroarch Core",
"author": "Retroarch",
"changelog": "n/a",
"extracted": 2525,
"version": "very beta",
"filesize": 979,
"details": "A very beta version of this core , games play from the SD card.\\n\\nScreen settings\\nGame Saves\\nButton Config\\nAnalog input."
},
{
"updated": "15/02/2020",
"appCreated": "29/02/2020",
"app_dls": 977,
"screens": 0,
"md5": "0e5f31db667915deb6acb63e2dc52838",
"category": "game",
"binary": "/switch/femulti/femulti.nro",
"name": "femulti",
"license": "n/a",
"title": "Fire Emblem Multiplayer",
"url": "https://github.com/nmattela/femulti",
"description": "Fire Emblem Multiplayer",
"author": "nmattela",
"changelog": "n/a",
"extracted": 37180,
"version": "prerelease",
"filesize": 14151,
"details": "WORK IN PROGRESS\\n\\nThis is a game I made on Godot in my spare time in like a month so yea it's full of bugs and has an awful GUI :p. I'm willing to continue work on this if people are interested/willing to help, for now it's pretty much a proof of concept. Contact me if you have any questions, issues, ideas, or whatever. Discord tag is Scartlex#2761, or contact me via email on \\n\\nnicolas.mattelaer@gmail.com."
},
{
"name": "fheroes2",
"title": "fheroes2",
"description": "Free Heroes of Might and Magic II engine",
"author": "dimag0g",
"version": "1.1.12",
"license": "GPLv2",
"url": "https://github.com/ihhub/fheroes2",
"category": "game",
"details": "Details\\nInstallation\\n\\nYou will need a copy of the official game to run this port. Put the game files in /switch/fheroes2 (specifically ANIM, DATA, MAPS and MUSIC folders), ANIM and MUSIC folders are optional: you can play without any music or movies. If you don't have the ANIM folder, create it and copy whatever *.smk files you have from DATA to ANIM.\\n\\nControls\\n\\n- Touchscreen - emulates mouse, including dragging\\n- L-stick - move mouse cursor\\n- R-stick/D-pad - scroll\\n- A - left mouse click\\n- B - Right mouse click\\n- X - Escape\\n- Y - Enter\\n- (+) - Cast spell\\n- (-) - End turn\\n- R - Cycle through towns\\n- L - Cycle through heroes\\n\\nMore info at https://github.com/dimag0g/fheroes2/tree/switch",
"changelog": "v1.1.12\\n- Add initial support of Random Map Generator\\n- Add a button to toggle on/off all skills or monsters in the Editor dialogs\\n- Add basic support of iOS version of the engine\\n- Make multiple AI improvements on the Adventure Map and during battles\\n- Change Turn Order dialog position for high resolutions\\n- Add many new buttons and popup dialogs\\n- Over _50_ issues have been closed since the 1.1.11 release\\n\\nFull list of changes can be found here: https://github.com/ihhub/fheroes2/wiki/Change-Log.\\n\\nPlease follow the installation guide: https://ihhub.github.io/fheroes2/INSTALL.html to download and install fheroes2.\\n\\nv1.1.11\\n- Allow to customize and ban spells for the Mage Guild in the Editor\\n- Allow to select monsters for Random Monster objects in the Editor\\n- Fix multiple rendering and logical issues in the Editor\\n- Fix several logical problems with objects on the Adventure Map\\n- Multiple UI improvements for buttons, pop-up messages etc.\\n- Over _40_ issues have been closed since the 1.1.10 release\\n\\nFull list of changes can be found here: https://github.com/ihhub/fheroes2/wiki/Change-Log.\\n\\nPlease follow the installation guide: https://ihhub.github.io/fheroes2/INSTALL.html to download and install fheroes2.\\n\\nv1.1.10\\n- Fix several issues and crashes in the Editor\\n- Rework multiple dialogs, buttons and fonts\\n- Add new artwork: Virtual Keyboard icon, Swordsman frame, Bay for Wizard castle, Magic Book corner and more\\n- Add the Good, Bad, Magne map\\n- Over _40_ issues have been closed since the 1.1.9 release\\n\\nFull list of changes can be found here: https://github.com/ihhub/fheroes2/wiki/Change-Log.\\n\\nPlease follow the installation guide: https://ihhub.github.io/fheroes2/INSTALL.html to download and install fheroes2.\\n\\nv1.1.9\\n- Add the ability to set owner color for capturable objects in the Editor\\n- Add the Black Cat and Barrel objects\\n- Update rendering of spells in battles and fix several rendering issues\\n- Improve performance for the Editor and language support\\n- Over _**30**_ issues have been closed since the 1.1.8 release\\n\\nFull list of changes can be found [here](https://github.com/ihhub/fheroes2/wiki/Change-Log).\\n\\nPlease follow the [**installation guide**](https://ihhub.github.io/fheroes2/INSTALL.html) to download and install fheroes2.\\n\\nv1.1.8\\nImprove the usability of text input controls and Virtual Keyboard manipulation\\nUpdate several dialogs to include additional information about items and objects\\nFix text rendering issues text in several places\\nOver 30 issues have been closed since the 1.1.7 release\\n\\nv1.1.7\\nImprove the AI logic during battles and on the Adventure Map\\nAllow changing the campaign difficulty at any time\\nFix multiple rendering issues on the Adventure Map\\nExpand the Virtual Keyboard to support more languages\\n\\nv1.1.6\\nRework multiple buttons in the game and introduce additional buttons in both the Editor and gameplay\\n\\nExpand the functionality of Adventure Map events\\n\\nDisplay additional information for Adventure Map objects in the Editor\\n\\nFix various rendering and logical issues in the Editor\\n\\nOver 50 issues have been closed since the 1.1.5 release\\n\\nFull list of changes can be found here.",
"filesize": 8042,
"extracted": 18531,
"md5": "a83058bebaf873597428df16ae396393",
"sha256": "22dfab155122cfe51cd6f1e60eea77689d5b3708ae8676aa870b81084cbf278e",
"updated": "09/11/2025",
"appCreated": "09/11/2025",
"binary": "/switch/fheroes2/fheroes2.nro",
"screens": 0,
"app_dls": 10498
},
{
"updated": "16/07/2018",
"appCreated": "29/06/2018",
"app_dls": 2379,
"screens": 0,
"md5": "beda334643ac5979836a038edd20ab50",
"category": "concept",
"binary": "/switch/Flavortown/Flavortown.nro",
"name": "flavortown",
"license": ".",
"title": "Flavortown",
"url": "https://github.com/AlphonseElric/Flavortown",
"description": "simple SDL made demo",
"author": "AlphonseElric",
"changelog": "n/a",
"extracted": 2734,
"version": "n/a",
"filesize": 1889,
"details": "Simple POC using SDL displays and image and plays a sound."
},
{
"updated": "15/12/2024",
"appCreated": "15/12/2024",
"app_dls": 275375,
"screens": 0,
"md5": "048fa2e3993eca0a54ac2e68d8c20e74",
"category": "tool",
"binary": "/switch/ftpd/ftpd.nro",
"name": "ftpd",
"license": "n/a",
"title": "ftpd",
"url": "https://github.com/mtheall/ftpd/releases/",
"description": "FTP Server for Switch",
"author": "mtheall, TuxSH",
"changelog": "3.2.1\\n\\nCenter 3DS window selector on top screen\\nUpdate to Dear ImGui v1.91.5\\nGeneral system stability improvements to enhance the user\u2019s experience\\n\\n3.2.0\\n\\nDSi wifi support with update to libnds-2.0.0\\nmDNS support\\nglob support\\nImGui stereoscopic effect on 3DS\\nRemoved CIA build for 3DS\\nDO NOT ASK ME TO SUPPORT CIA\\nBuild with CMake\\nUpdate to Dear ImGui v1.91.4\\nGeneral system stability improvements to enhance the user\u2019s experience\\n\\n3.1.0\\n\\nAccess Point mode on Switch\\nReset button for configuration\\nUpdate to Dear ImGui 1.83\\nGeneral system stability improvements to enhance the user\u2019s experience\\n\\n3.0.0\\n\\nEven better graphics than ever (Dear ImGui backend)\\nNDS support\\nExit button changed from B to PLUS/START\\nUser/Password support\\nScrollable log\\nStatus icons/text (battery/wifi/time)\\n\"Classic\" builds retain console interface\\nFurther improvements to overall system stability and other minor adjustments have been made to enhance the user experience\\n\\n2.3.1\\n\\nRebuild against latest toolchains\\nFurther improvements to overall system stability and other minor adjustments have been made to enhance the user experience\\n\\n2.3\\n\\nNew Supported Commands:\\nMLSD\\nMLST\\nSIZE\\nOther Features:\\nSwitch support\\nBacklight toggle (Start button)\\nMore compatibility with non-compliant clients\\nFurther improvements to overall system stability and other minor adjustments have been made to enhance the user experience\\n\\n2.2.0-947dc137\\nShow local IP address on Switch correctly.",
"extracted": 1982,
"version": "3.2.1",
"filesize": 987,
"details": "This is a port of ftpd for 3DS.\\nTo use it, run the application and then connect to your Switch's IP with an ftp program on port 5000.\\n\\n\\nContains both standard and classic versions."
},
{
"name": "ftpsrv",
"title": "ftpsrv",
"description": "small and fast ftp server",
"author": "iTotalJustice",
"version": "1.2.2",
"license": "n/a",
"url": "https://github.com/ITotalJustice/ftpsrv",
"category": "tool",
"details": "An ftp server for the switch, designed with performance in mind.\\n\\nNOTE: to enable login, you must either set \"anon = 1\" or set a valid username and password in \"/config/ftpsrv/config.ini\"",
"changelog": "",
"filesize": 436,
"extracted": 1006,
"md5": "ab96a2379a3f0ec9677dbe23eb57f7e3",
"sha256": "23caf41817fd0c76395623fa0611610793010a9485633e004d4b7dd29a98d2e1",
"updated": "23/03/2025",
"appCreated": "16/01/2025",
"binary": "/switch/ftpsrv.nro",
"screens": 0,
"app_dls": 1334
},
{
"updated": "17/07/2018",
"appCreated": "29/02/2020",
"app_dls": 6572,
"screens": 0,
"md5": "818d389723d11a798e2d0f2a1d5a222b",
"category": "tool",
"binary": "/switch/gagorder/gag-order.nro",
"name": "gagorder",
"license": ".",
"title": "Gag Order",
"url": "https://github.com/Adubbz/Gag-Order/releases",
"description": "Patches SuperNag",
"author": "Adubbz",
"changelog": "n/a",
"extracted": 284,
"version": "0.1.0",
"filesize": 103,
"details": "Initial release. Expect a lack of polish, and possible issues. Tested only on 4.1.0.\\n\\nDisclaimer:\\n\\nI am not responsible for any issues or damage this causes."
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 6965,
"screens": 0,
"md5": "0230d028b0cee2821841b4856759edda",
"category": "emu",
"binary": "/switch/gambatte.nro",
"name": "gambatte",
"license": "none listed",
"title": "Gambatte",
"url": "https://gbatemp.net/threads/retroarch-switch.492920/",
"description": "A GBC Retroarch Core",
"author": "Retroarch",
"changelog": "n/a",
"extracted": 3090,
"version": "beta 11_03_2018",
"filesize": 1088,
"details": "A very beta version of this core , games play from the SD card.\\nCurrent Issues\\nScreen settings\\nButton Config\\nAnalog input."
},
{
"updated": "11/09/2018",
"appCreated": "29/02/2020",
"app_dls": 210,
"screens": 0,
"md5": "1ca19d7253525af756c01ff64205739d",
"category": "game",
"binary": "/switch/game-example/game-example.nro",
"name": "game-example",
"license": "N/A",
"title": "Game-example",
"url": "https://github.com/Dontwait00/game-example/releases",
"description": "(wip) game-example",
"author": "Dontwait00",
"changelog": "1.0\\n\\nfinished adding walls;\\nfixed walls printf not accurate;\\nfixed Makefile;",
"extracted": 262,
"version": "1.0.0",
"filesize": 111,
"details": "(wip) game-example\\n\\nreally very basic game-example homebrew for switch"
},
{
"name": "gcdumptool",
"title": "nxdumptool",
"description": "Game dumper for the Nintendo Switch",
"author": "DarkMatterCore",
"version": "2025.11.16",
"license": "GPLv3",
"url": "https://github.com/DarkMatterCore/nxdumptool",
"category": "tool",
"details": "Generates XCI/NSP/HFS0/ExeFS/RomFS/Certificate/Ticket dumps from Nintendo Switch gamecards and installed SD/eMMC titles.",
"changelog": "Updated to latest version from GitHub.",
"filesize": 1223,
"extracted": 2548,
"md5": "eb2213a16c49abc57524ab1a96b10984",
"sha256": "fd8f409518b88e70df45efa69a4d1c82706b3ef0f689e53a296869c91fd0a415",
"updated": "17/11/2025",
"appCreated": "16/11/2025",
"binary": "/switch/nxdt_rw_poc/nxdt_rw_poc.nro",
"screens": 0,
"app_dls": 207594
},
{
"updated": "29/12/2018",
"appCreated": "29/02/2020",
"app_dls": 13549,
"screens": 0,
"md5": "332935fdbcfdfd853e09075d1d8ae75a",
"category": "emu",
"binary": "/switch/gdkGBA.nro",
"name": "gdkgba",
"license": "n/a",
"title": "gdkGBA",
"url": "https://github.com/jakibaki/gdkGBA",
"description": "Discontinued GBA emulator",
"author": "jakibaki",
"changelog": "n/a",
"extracted": 836,
"version": "v9",
"filesize": 341,
"details": "To set up I strongly recommend putting the original gba_bios.bin in sd:/switch/gba_bios.bin!\\n\\nAfter that put the roms into sd:/switch/roms/ and start the homebrew.\\n\\nAs soon as retroarch gets updated for 5.0 this will instantly become obsolete!\\n\\nMore info : https://gbatemp.net/threads/gameboy-advance-emulator-port-gdkgba-works-on-5-0.504186/"
},
{
"updated": "16/07/2018",
"appCreated": "10/01/2025",
"app_dls": 8663,
"screens": 0,
"md5": "e2df5ae96e6391a8d42b82c02f56bb2f",
"category": "emu",
"binary": "/switch/libretro_gearboy.nro",
"name": "gearboy",
"license": "none listed",
"title": "Gearboy",
"url": "https://gbatemp.net/threads/retroarch-switch.492920/",
"description": "A Gameboy Retroarch Core",
"author": "Retroarch",
"changelog": "n/a",
"extracted": 3128,
"version": "beta",
"filesize": 1097,
"details": "A very beta version of this core , games play from the SD card, and saves Now work.\\n\\nCurrent issues:\\n\\nScreen settings\\nButton Config\\nAnalog input."
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 17547,
"screens": 0,
"md5": "4fb6b737044ec8b3539caf58a543dcb1",
"category": "emu",
"binary": "/switch/libretro_genesisgx.nro",
"name": "genesisgx",
"license": "none listed",
"title": "Genesis Plus GX",
"url": "https://gbatemp.net/threads/retroarch-switch.492920/",
"description": "A SEGA Retroarch Core",
"author": "Retroarch",
"changelog": "n/a",
"extracted": 7475,
"version": "very beta",
"filesize": 1404,
"details": "A very beta version of this core , games play from the SD card.\\n\\nScreen settings\\nGame Saves\\nButton Config\\nAnalog input."
},
{
"updated": "22/10/2018",
"appCreated": "10/01/2025",
"app_dls": 863,
"screens": 0,
"md5": "ef5bd00e7edc84ca6c198c7d1a68a942",
"category": "game",
"binary": "/switch/gol/gol.nro",
"name": "gol",
"license": "none",
"title": "Game of Life",
"url": "https://github.com/Srynetix/libnx-gol/releases",
"description": "Game of Life for Nintendo Switch",
"author": "Srynetix",
"changelog": "n/a",
"extracted": 150,
"version": "1.2",
"filesize": 40,
"details": "How to play\\n\\nL: Pause game\\nR: Resume game\\nA: Randomize cells\\nX: Clear screen\\nY: Speed up x5\\n+: Quit game\\n\\nPress touch screen to revive cells."
},
{
"updated": "14/07/2023",
"appCreated": "14/07/2023",
"app_dls": 7562,
"screens": 0,
"md5": "7c37bf69de0efb4303bea3ec49c51715",
"category": "game",
"binary": "/switch/gzdoom/gzdoom.nro",
"name": "gzdoom",
"license": "GPLv3",
"title": "GZDoom",
"url": "https://github.com/fgsfdsfgs/gzdoom/releases",
"description": "GZDoom adds an OpenGL renderer to the ZDoom source port",
"author": "fgsfdsfgs",
"changelog": "nx4.11pre-2\\n\\nfixed console input.\\n\\nnx4.7.1-1\\n\\nrebased port on latest upstream (4.7.1+);\\n- this means the GLES2 renderer is now available and functioning, which might benefit performance;\\n- the game should also now default to GLES2;\\nrebuilt with newest libraries.\\n\\nnx4.6pre-7\\n\\nrebased port on latest upstream (4.5.0+);\\nrebuilt with newest libraries.\\n\\nnx4.4pre-6\\n\\nmerged latest upstream changes (4.3.3+);\\nyou can now enter console commands by hitting A in the console;\\nincreased amount of possible PWADs in the launcher to 10\\n\\nnx4.3pre-5\\n\\nmerged latest upstream changes (4.2.1+);\\nrebuilt with latest libnx (9.0.0 support).\\n\\nnx4.3pre-4\\n\\nmerged latest upstream changes (4.2+);\\nthat seems to have fixed the not-saving-joystick-settings bug.\\n\\nnx4.2pre-3\\n\\nmerged latest upstream changes (4.1.3+).",
"extracted": 40548,
"version": "nx4.11pre-2",
"filesize": 23423,
"details": "GZDoom is a modder-friendly OpenGL source port based on the DOOM engine.\\n\\nPlace supported IWAD (eg. doom2.wad) files in sd:/switch/gzdoom/iwads\\nThis package comes with Freedom wads.\\n\\nAny custom files (PWADs, PK3s, DEHs, LMPs, whatever) should be placed into the gzdoom/pwads folder.\\nThe launcher has predefined default profiles for most supported IWADs. You can also add your own profiles by pressing Y on the main tab. Any changes will be saved to gzdoom/launcher.ini.\\nThe launcher will only detect files in gzdoom/iwads and gzdoom/pwads. You can use the Override RSP file option if you have to load files from other locations.\\nMultiplayer does work, however only Switch <=> PC multiplayer has been tested. You can start a netgame from the launcher. Don't forget to change the player number from 1 and read the warning message.\\nThe IP that's placed in the address field by default is your Switch's local IP, others can use that to connect to it if they're on the same network.\\nOnly the player that hosts the game needs to set gameplay settings, however everyone has to pick the same set of custom files as the host.\\nFatal errors are logged into error.log. You can also turn on logging in the launcher."
},
{
"name": "hbmenu",
"title": "Homebrew Menu",
"description": "Run and load other Homebrew apps",
"author": "yellows8, plutoo",
"version": "3.6.1",
"license": "n/a",
"url": "https://github.com/switchbrew/nx-hbmenu/",
"category": "tool",
"details": "Homebrew Launcher for Switch!\\nPlaces hbmenu.nro on the root of your SD card.\\nSee https://switchbrew.org/wiki/Homebrew_Menu for more usage instructions.\\nAfter the exploit, HBL is launched by visiting the Album from the home menu.",
"changelog": "3.5.1\\nUpdate theme.c by @octopuserectus in #169\\nFix: Incomplete and Incorrect Russian Localization by @Vyacguru in #170\\nFix build pc version on macOS by @Vyacguru in #174\\nuse SDL2 for rendering on pc testbed by @WinterMute in #180\\nAdded a warning for homebrew using an outdated ABI by @Adubbz in #183",
"filesize": 1219,
"extracted": 2397,
"md5": "7e04919ef2351a8061ab3d58d531c696",
"sha256": "f2618e1471a6a41b3e880a27d3930cf8164ea7f3afa20466fdc9e6a4e503479a",
"updated": "16/11/2025",
"appCreated": "15/11/2025",
"binary": "/hbmenu.nro",
"screens": 0,
"app_dls": 311496
},
{
"name": "hdr-launcher",
"title": "hdr-launcher",
"description": "Easily install/update/launch HDR!",
"author": "HDR-Development",
"version": "0.7.5",
"license": "GPLv3",
"url": "https://github.com/techyCoder81/hdr-launcher-react",
"category": "tool",
"details": "A dedicated application to seamlessly install/update/launch HDR, the gameplay overhaul mod for Smash Ultimate.",
"changelog": "v0.7.5\\nWhat's Changed\\n- stage config hotfix by @SuddyN in https://github.com/techyCoder81/hdr-launcher-react/pull/87\\n- update tourney config button layout by @SuddyN in https://github.com/techyCoder81/hdr-launcher-react/pull/88\\n\\nv0.7.4\\nWhat's Changed\\n- Update test.yml by @techyCoder81 in https://github.com/techyCoder81/hdr-launcher-react/pull/86\\n- Add multiple pages to Tourney Mode by @SuddyN in https://github.com/techyCoder81/hdr-launcher-react/pull/85\\n\\nv0.7.3\\n\\nversion bump\\n0.7.2\\nFrigate Husk Name Update\\n\\n0.7.1\\nFix Seasonal Stagelist Enabled Override by @SuddyN in #82\\n\\nAdds support for official stage lists to the launcher. These stage lists can be found in hdr-stages, and will not overwrite your own personal stage list.",
"filesize": 10202,
"extracted": 12352,
"md5": "de60e3a2eb84249881bad2b321c5cf37",
"sha256": "e1c2e3acaf63ad68c61a51ec8d4c426fc7f1091eb17948ee01b3cb4ebb2be872",
"updated": "26/08/2025",
"appCreated": "26/08/2025",
"binary": "/atmosphere/contents/01006A800016E000/romfs/skyline/plugins/hdr-launcher.nro",
"screens": 0,
"app_dls": 24969
},
{
"updated": "29/12/2018",
"appCreated": "29/02/2020",
"app_dls": 259,
"screens": 0,
"md5": "1e4b3ea4f35685faa2553b6a6342592d",
"category": "game",
"binary": "/switch/hexgem/hexgem.nro",
"name": "hexgem",
"license": "n/a",
"title": "Hexgem",
"url": "https://github.com/carstene1ns/hexgem",
"description": "A puzzlgame",
"author": "carstene1ns",
"changelog": "n/a",
"extracted": 17140,
"version": "1.0",
"filesize": 14061,
"details": "Hi, this is the first release of HEXGEM, a board game.\\n\\nSwitch gems to get 3 or more in a row. Get as much points as possible before the time runs out.\\n\\nControls\\n\\nTouch = Select gem\\nDrag = Switch gems\\nMINUS = Back, Close\\n\\nINFO : https://gbatemp.net/threads/hexgem-board-game.512540/"
},
{
"updated": "01/05/2020",
"appCreated": "01/05/2020",
"app_dls": 2520,
"screens": 0,
"md5": "2d47ed722d7de140f14db79059d47b3d",
"category": "advanced",
"binary": "none",
"name": "hid-mitm-plus",
"license": "GPLv2",
"title": "hid-mitm-plus",
"url": "https://github.com/PaskaPinishkes/hid-mitm-plus/releases",
"description": "Use Gamepads over the network",
"author": "PaskaPinishkes",
"changelog": "PLUS-0.2-ALPHA\\n\\nUntested pre release that tries to fix a bug in 0.1 where controllers aren't detected by the Switch in the latest AMS versions\\n\\nPLUS-0.1-ALPHA\\n\\nPre Release.",
"extracted": 213,
"version": "PLUS-0.2-ALPHA",
"filesize": 153,
"details": "hid-mitm-plus: a hid-mitm fork to allow the Nintendo Switch to be playable through Parsec or Steam Remote Play\\n\\nhid-mitm-plus is a hid-mitm (by jakibaki) fork that allows for up to 4 controllers (and in the future 8) to be used on a Nintendo Switch from a PC using the network. The purpose for this is to allow the Nintendo Switch to be playable through services such as Parsec (tested and working!) or Steam Remote Play Together (if you somehow manage to and I would love to hear an explanation)\\nCurrently, this sysmodule is still a WIP with a pre-release available as a lot of optimizations and testing must be made.\\nMore details are available on the github repository and any kind of feedback is welcomed!\\n\\nRequirements:\\n\\nAtmosphere (ReiNX and SX OS are untested)\\nPython 3\\nIf you want to use a streaming service such as Parsec, you'll need either:\\na) A capture card such as Elgato HD60 S or Pro; or\\nb) SysDVR (https://gbatemp.net/threads/sysdvr-stream-gameplay-directly-to-a-pc.550616/)\\n\\nInstructions:\\n\\nGo to Settings > Internet and write down somewhere the IP Address, you'll need it\\nOpen Command Prompt and go to the folder where you extracted the hid-mitm-plus pre-release\\nDownload the input_pc.py from the source repo or after this download its on the SD.\\nExecute \"py -3 -m pip install inputs\"\\nExecute \"python3 input_pc.py [IP ADDRESS]\", replacing [IP ADDRESS] with the IP that appears on the Switch Internet Settings\\nIf you have a controller connected, now the switch should detect it!\\n"
},
{
"updated": "26/11/2020",
"appCreated": "29/10/2019",
"app_dls": 6303,
"screens": 0,
"md5": "5ad7480669a50a2a8fae19e5524e4882",
"category": "game",
"binary": "/switch/hode/hode.nro",
"name": "hode",
"license": "n/a",
"title": "hode",
"url": "https://github.com/usineur/hode/releases",
"description": "engine used in the game Heart of Darkness",
"author": "usineur",
"changelog": "0.29d\\n\\nImport 0.2.9a, 0.2.9b, 0.2.9c and 0.2.9d changes\\nadded gain to sounds\\nadded no-hit cheat for 'rock' and 'lava'\\nadded original sounds limiter (16 channels)\\nfixed checkpoint 7 for 'lar1' screen 19\\nfixed some bounding box checks\\nfixed sound glitches when resuming the game after a cutscene\\nadded PSX hint screens\\nadded 'volume' submenu\\nfixed sounds volume and panning\\nfixed walk on chain bridge in 'lar1' screen 3\\nfixed gate not closing in 'lar2' screen 8\\n\\n0.2.9\\n\\nImport 0.2.9 changes\\nadded PSP and Wii platforms specific code\\nadded support for PC demo v1.0 data files\\nfixed screen state for 'fort' screens 16 and 17\\nfixed checkpoint for 'pwr1' screen 21\\nfixed PAF animation glitches with last frame\\n\\n0.2.8\\n\\nImport 0.2.8 changes\\nadded PSX background overlays (MDEC)\\nfixed crash playing paf animation #3 with Italian PC data files\\n\\n0.2.7\\n\\nadded 'projection' submenu\\nadded PSX backgrounds (MDEC)\\nfixed menu on big endian platforms\\n\\n0.2.6\\n\\nImport 0.2.6 changes\\nadded initial code for menu\\nadded initial code for PSX sounds (SPU ADPCM)\\nfixed skull animation in 'rock' screen 18\\n\\n0.2.5\\n\\nImport 0.2.5 changes\\n\\n0.2.4\\n\\nImport 0.2.4 changes\\n\\n0.2.3\\n\\nImport 0.2.3 changes\\n\\n0.2.2\\n\\nImport 0.2.2 changes",
"extracted": 70676,
"version": "0.2.9d",
"filesize": 55501,
"details": "About:\\n------\\n\\nhode is a reimplementation of the engine used by the game 'Heart of Darkness'\\ndeveloped by Amazing Studio.\\n\\nRunning:\\n--------\\n\\nBy default the engine will try to load the files from the current directory\\nand start the game from the first level.\\n\\nThese defaults can be changed using command line switches :\\n\\n Usage: hode [OPTIONS]...\\n --datapath=PATH Path to data files (default '.')\\n --level=NUM Start at level NUM\\n --checkpoint=NUM Start at checkpoint NUM\\n\\nDisplay and engine settings can be configured in the 'hode.ini' file.\\n\\nStatus:\\n-------\\n\\nWhat is working :\\n* Andy\\n* Cinematics (PAF)\\n* Hint screens\\n* Level screens\\n* Monsters logic (MST)\\n* Plasma Cannon\\n* Shooting collisions\\n* Sound playback (SSS)\\n* Special Powers\\n\\nWhat is missing :\\n* Menus\\n\\n\\nCredits:\\n--------\\n\\nAll the team at Amazing Studio for possibly the best cinematic platformer ever developed.\\n\\nTHIS PACKAGE CONTAINS THE PC DEMO FILES FOR YOU TO TRY."
},
{
"updated": "15/08/2018",
"appCreated": "29/02/2020",
"app_dls": 1229,
"screens": 0,
"md5": "7b6c2ca1443fd271acf28c900290405c",
"category": "game",
"binary": "/switch/HotPocolate.nro",
"name": "hot_pocolate",
"license": "GPL3",
"title": "Hot-Pocolate",
"url": "https://github.com/illteteka/Hot-Pocolate/releases",
"description": "TACTILE ENTERTAINABLE ADORNMENT",
"author": "illteteka",
"changelog": "n/a",
"extracted": 33755,
"version": "1.0",
"filesize": 29966,
"details": "HOT POCOLATE is an application built for monster collecting cop-locked .gifs and blending them into a silk-seizure anxiety-maize.\\n\\nHow to play: Before playing HOT POCOLATE, queue up some music and get in a comfortable position. Hold the the left Joycon like a TV remote and hit any button on beat with the music. After becoming entranced, the background will sync up with the music that is playing.\\n\\nWARNING: Hot Pocolate may potentially trigger seizures for people with photosensitive epilepsy.\\n\\nFeatures:\\nBinary versions of HOT POCOLATE contain over 100!! (wow!) unique .gifs to scroll through at your leisure.\\nTwo semi-secret chief executive officer battles inspired by classic arcade games.\\nThe good stuff:\\nHOT POCOLATE is applicable to several unique operating systems, including:\\n\\nA Nintendo Switch capable of running homebrew (tested and working on firmware 5.1.0)\\nA screensaver for Microsoft Windows\\nYour overpriced Mac computer\\n\\nMade with love, ILL TETEKA, 2018\\n\\nSpecial thanks: NotQuiteApex for testing and feature suggestions (GO PLAY HIS GAME!!!!!), TurtleP for porting L\u00f6ve to the honking Switch, Chris for convincing me to finish this, And YOU especially if you\u2019re still reading this...\\n\\nTroubleshooting, Nintendo Switch only: If the application refuses to boot for whatever reason, start Hot Pocolate with both Joycons attached and then remove the left Joycon when the application starts. In docked mode, I get good results by placing the Switch in sleep mode before docking."
},
{
"updated": "20/08/2018",
"appCreated": "28/05/2018",
"app_dls": 825,
"screens": 0,
"md5": "4f88953abb03a0cf77b17ed3679baf57",
"category": "game",
"binary": "/switch/HOTA/HOTA.nro",
"name": "hota",
"license": ".",
"title": "hota",
"url": "https://github.com/usineur/hota",
"description": "Heart of the alien game",
"author": "usineur",
"changelog": "1.1\\n\\nGraphic filter can be disabled with '-' button\\n\\n1.2\\n\\nRevamp controls",
"extracted": 46220,
"version": "1.2",
"filesize": 37123,
"details": "Heart of The Alien open-source engine rewrite.\\n\\nSee the source Link for more info."
},
{
"updated": "31/12/2018",
"appCreated": "29/02/2020",
"app_dls": 19631,
"screens": 0,
"md5": "f5d63d0667f5855565afccbee63bf6a2",
"category": "tool",
"binary": "/switch/In-Home-Switching/In-Home-Switching.nro",
"name": "in-home-switching",
"license": "GPLv3",
"title": "In-Home-Switching",
"url": "https://github.com/jakibaki/In-Home-Switching/releases",
"description": "Video streaming from Windows to Nintendo Switch",
"author": "jakibaki, D-VAmpire",
"changelog": "v0.2\\n\\nMassive overall performance improvements\\nAudio support\\nIP showing in-App\\nOverclocking profiles\\nConfigs on PC, thanks to SunTheCourier\\n\\n\\nInitial release\\n\\n- Video streaming from Windows to Nintendo Switch\\n- Controller input from Switch to Windows",
"extracted": 12938,
"version": "0.2",
"filesize": 5139,
"details": "\\nThis is a homebrew that enables streaming of PC games to the Nintendo Switch!\\n\\nHave you ever been told by your parents that spending hours sitting in front of a PC was bad for you (like I was)? Well, now you can play your games portably anywhere in your house!\\n\\nThis project is fairly new, so please do not consider it totally stable. If you encounter issues, feel free to submit them.\\n\\n\\nFeatures:\\n\\n- Stream PC screen to a Nintendo Switch in your local network\\n- 720p (full Switch-Tablet display resolution)\\n- 40-60 FPS (if not see Troubleshooting)\\n- Low delay (again, see Troubleshooting)\\n- Capture controller input on Nintendo Switch\\n- Emulate an Xbox controller on the PC\\n- PC app offers picture quality adjustments\\n\\n\\nHow to Use:\\n\\nFor the PC App, you will need to execute In-Home-Switching.exe which you can download from:\\nhttps://github.com/jakibaki/In-Home-Switching/releases\\n\\nOn PC, Scp drivers must also be installed (just unzip and execute Driver Installer/ScpDriverInstaller.exe). Otherwise the program will crash silently.\\n\\nAlso please set your PC resolution to 1280x720p in Windows for getting much better performance of screen capturing while running the app.\\n\\nOn the Switch, find out its IP address (in the Internet settings) and start the app with your Switch CFW. Then type in the Switch's IP address on the PC app and hit the Connect button.\\n\\n\\nCurrent Limitations:\\n\\n- Only works with Windows 8 (64-bit) and newer\\n- No audio support atm\\n- No support for Switch CFW other than Atmosph\u00e8re or Kosmos\\n\\n\\nKnown issues:\\n\\n- So far Switch crashes when put to sleep with app running (please close app beforehand, we have not fixed this issue yet)\\n- App breaks when Switch changes from docked to handheld mode or vice-versa. Please quit the app before doing so.\\n\\n\\nFurther notices:\\n\\nThis app uses core overclocking to 1785 MHz on the Nintendo Switch. We use this measure in order to decode the incoming videos efficiently. As far as we know, there have been no reported cases of this damaging any devices. In other words, it is considered safe. Still we do not warrant for any potential device damage caused by this homebrew.\\n\\n\\nTroubleshooting:\\n\\n-- Nice videos, but sadly that delay makes it unplayable --\\n\\nIf you are experiencing delays greater than 0.1 seconds, either your PC is just too slow for your chosen quality options (try worsening image quality) or your local network is bad. Basically we need instant data transfer in your network to work properly (this has nothing to do with throughput, just latency).\\nSome WiFi-routers unfortunately just aren't up to the task.\\n\\n-- These framedrops hurt my eyes! --\\n\\nYour PC is probably too slow for encoding with the games/applications on. Try other applications, lower image quality and, if you haven't already, set your PC screen resolution to 1280x720p (saves scaling).\\n\\n-- No drops, but my framerate is just very low --\\n\\nWell, in our tests we had 60 FPS on Windows 10 with low image quality... I guess you can try the same strategies as for fixing framedrops, I hope that helps.\\n\\n\\nLicense:\\n\\nThis code is licensed GPLv3 and this has a reason: We do not want to see (or read about) any parts of this project in non-open-source software (everything that is not GPLv3 licensed). Please share the notion of free code for everyone.\\n\\n\\nCredits to:\\n\\n- ffmpeg for being such a powerful media tool that we use on PC and Switch.\\n- SwitchBrew for libNX and its ffmpeg inclusion\\n- Atmosph\u00e8re for being such a great Switch CFW\\n- Captura for showing us how to capture frame input with Windows Duplication API\\n- simontime for his switch-usb-screen-stream-sharp project for Windows\\n- ScpDriverInterface for the Xbox drivers on Windows"
},
{
"updated": "10/10/2021",
"appCreated": "10/01/2025",
"app_dls": 2458,
"screens": 0,
"md5": "87b8a7ce2bf46ae63c7e17bbcc42ce04",
"category": "game",
"binary": "/switch/ioquake3nx.nro",
"name": "ioquake3nx",
"license": "GPLv2",
"title": "ioquake3-nx",
"url": "https://github.com/danifunker/ioq3",
"description": "ioQuake 3 Arena port for Switch (12.x)",
"author": "danifunker",
"changelog": "n/a",
"extracted": 10966,
"version": "0.0.1",
"filesize": 4366,
"details": "My first attempt at updating a port!\\n\\nForked from https://github.com/fgsfdsfgs/ioq3 and recompiled and updated to support switch firmware 12.x.\\n\\nI removed the gyro functions since it wasn't compiling properly."
},
{
"updated": "24/02/2020",
"appCreated": "29/02/2020",
"app_dls": 6305,
"screens": 0,
"md5": "83946a92ceb45c2fae8f4d825a4db741",
"category": "tool",
"binary": "/switch/ipswitch/ipswitch.nro",
"name": "ipswitch",
"license": "GPLv3",
"title": "ipswitch",
"url": "https://github.com/3096/ipswitch/releases",
"description": "Use text to generate `.ips` patches to use with Atmosphere.",
"author": "3096",
"changelog": "0.2.2\\n\\nBuild with newer libnx: 9.0.0+ HID works again\\nIncreased line buffer used in pchtxt parsing to 4096 bytes\\nAdded a more comprehensive message when build id is not found in pchtxt\\nAdded a check for Atmosphere directory\\nGeneral software stability improvements to enhance the user's experience",
"extracted": 405,
"version": "0.2.2",
"filesize": 194,
"details": "Pronounced as IPS-witch.\\n\\nUse text to generate .ips patches to use with Atmosphere.\\n\\n\\nHow to use\\n\\nThis program reads .pchtxt (patch text) files and can create .ips patches. .pchtxt is a in-house text file format to represent patches. You can find the specs for .pchtxt below.\\n\\nThe program looks for .pchtxt files with the path sdmc:/switch/ipswitch/{patch_description}/{whatever_name}.pchtxt. The dir {patch_description}/{whatever_name}.pchtxt is used for display purpose and help user to identify the patch. The {patch_description} folder name is used as the folder name in atmosphere/exefs_patches/{patch_description}.\\n\\nRun the homebrew and it will let you select a .pchtxt file to generate .ips patch with.\\n\\nStructure of .pchtxt File\\n\\n.pchtxt will be a text file. See the splat310.pchtxt for some simple Splatoon 2 3.1.0 edit I provided for example."
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 2249,
"screens": 0,
"md5": "5eeaa4567a1c5b42b6dc614aeff897da",
"category": "emu",
"binary": "/switch/Jaguar/Virtual_Jaguar.nro",
"name": "jaguar",
"license": "n/a",
"title": "Virtual Jaguar",
"url": "https://gbatemp.net/threads/retroarch-switch.492920/page-49",
"description": "Virtual Jaguar Emulator.",
"author": "Natehaxx",
"changelog": "n/a",
"extracted": 3404,
"version": "beta",
"filesize": 1145,
"details": "Virtual Jaguar libretro core a initial beta release."
},
{
"updated": "16/03/2020",
"appCreated": "16/03/2020",
"app_dls": 3611,
"screens": 12,
"md5": "5ce592f8d9cc12b3847080dba27d1a8a",
"category": "game",
"binary": "/switch/jellycar/JellyCar.nro",
"name": "jellycar",
"license": "n/a",
"title": "JellyCar",
"url": "https://marcinp.xyz/2020/03/14/jellycar-for-swich/",
"description": "JellyCar for Swich",
"author": "Drakon",
"changelog": "n/a",
"extracted": 46961,
"version": "not_listed",
"filesize": 38257,
"details": "It finally happened. Switch version of the game is released.\\nIt took me far more time that i was expecting..\\n\\nTo clarify \u2013 It wasn\u2019t so hart to port it to Swich. There\u2019s OpenGL 4.3 for rendering, SDL2 for sound , input and touch is also easy. More challenging was finding Switch that I could use to test game\\n\\nSimply I didn\u2019t have time or power to work on it.\\n\\nSource code will be released shortly after some last cleanup."
},
{
"name": "jksv",
"title": "JKSV",
"description": "Save Manager",
"author": "J-D-K",
"version": "11/16/2025",
"license": "GPLv3",
"url": "https://github.com/J-D-K/JKSV/releases",
"category": "tool",
"details": "If you appreciate the dev's work, please consider supporting development through a donation. Any contribution is appreciated, but never required! Creating and maintaining these tools takes a lot of time and effort. Donation link: https://ko-fi.com/W7W51JF9W6\\n\\nRewritten from the ground up:\\n\\nJKSV's rewrite aims to accomplish the following:\\n\\nClean up and modernize the codebase: The original master branch code became a mess over time and is extremely difficult to navigate and maintain.\\nZero global variables: Everything is encapsulated via interfaces. This alone makes the rewrite easier to work with and much less fragile in comparison to the original.\\nImproved error logging: The master branch did an extremely poor job at logging errors. The rewrite corrects this greatly. Each error is logged with the file, line, and column making errors and bugs easier to track down.\\nDesigned with translations in mind: Unlike the original, translations weren't a feature that were tacked on later. This also made the original difficult to maintain.\\nUse standard formats: JKSV originally used a custom file parser for data files. This has been removed in favor of JSON using libjson-c.\\nUses FsLib instead of fs_dev.c:\\nAll file operations are handled using FsLib. FsLib is a C++ wrapper I wrote around libnx's FS API.\\nFsLib also handles SD card redirection so libraries that depend on C standard I/O can read and write files to and from the SD card.\\nMore convenient Google Drive login.\\nImprove WebDav Support and code.\\nTitle Cache: Titles found on the system are cached the same way JKSM was. This improves boot time greatly on higher Switch firmware versions.\\nThe title cache is also auto-invalidating. No need to manually update it like JKSM on 3DS.\\nProper use of C++ features:\\nPolymorphism and state patterns instead of scattered global variables and logic.\\nSmart pointers to enure no memory leaks can occur.\\nC APIs wrapped in smart pointers and classes to ensure proper cleanup.\\nTemplated task system to reduce code duplication and complexity.\\nSDL textures are all wrapped and managed by a central texture manager.\\nJKSV's rewrite is a ground-up rewrite. It shares none of the original's code at all. Everything has been reworked and rewritten.\\n\\nFeatures:\\n\\nSupports all save data types used on Nintendo Switch:\\nAccount (User)\\nSystem\\nBCAT\\nDevice / Shared\\nTemporary\\nCache\\nSystem BCAT\\nExport Options:\\nStandard, unpacked folders for editors.\\nZIP for better compatibility.\\nNOTE: ZIP is required and enforced for cloud backup!\\nAll At Once:\\nJKSV can backup all the save data on the system or for individual users at once.\\nCloud Support:\\nIf configured, JKSV currently supports:\\nGoogle Drive\\nWebDav\\nJKSV can be configured to upload these automatically.\\nCreate Save Data:\\nJKSV can create save data for any title on your system by itself. No need to start a game to import data for it.\\nJKSV can create save data for every title found on your system at once for a single user.\\nSVI File Support:\\nImport and create save data for titles not installed on your system.\\nNOTE: These are not properly installed to the system. Use at your own discretion!\\nResize save data:\\nJKSV can extend save data to any size you would like. This is useful for games such as Minecraft.\\nCleanup Tools\\nJKSV features functions and tools to make cleanup less of a chore compared to Nintendo's Data Management and confirmation prompts:\\nJust hold A for three seconds to:\\nDelete save data for individual games.\\nDelete all save data for a single user at once.\\nStatistics:\\nView basic data and statistics about the save and title.\\nCustomizable:\\nJKSV features many options to customize it to your liking.\\nSafety:\\nJKSV can require holding to complete destructive operations or be set to make quick automatic backups upon restoring backups.",
"changelog": "v11/16/2025\\nJKSV 11/16/2025\\n- A fix for uploading to certain WebDAV servers and providers by @soarqin in https://github.com/J-D-K/JKSV/pull/316\\n- Built with the latest libnx.\\n- Support for cache-type saves has been improved.\\n - When creating a cache save, you will now be prompted to specify an index and choose the location (NAND or SD).\\n- A thread-pooling system has been implemented to avoid repeatedly creating and destroying threads.\\n- A new queued buffering system has been added.\\n- Remote storage initialization and fetching are now threaded to help reduce boot times.\\n- A more comprehensive accent and Unicode-to-ASCII conversion table has been implemented.\\n - This will be the final revision of this code.\\n - Some output folder names may change again. I apologize for the inconvenience.\\n - Note:- I originally planned to provide a conversion tool, but the release of system update 21.0.0 forced me to prioritize compatibility fixes.\\n- The Title Information view has been overhauled to display more detailed data.\\n- Running under applets has been disabled. \\n- JKSV can now check for and download updates for itself.\\n- All logic for animations and state transitions has been consolidated.\\n- Logic for various UI elements has been cleaned up and adjusted.\\n- FsLib has been updated to address directory listings not being sorted correctly.\\n\\n Notes\\n- This is primarily a compatibility release for system update 21.0.0:\\n - I was in the middle of experimenting with sound-effect feedback. This work is incomplete and not final.\\n - Any and all bugs should be reported.\\n\\n Thank you to:\\n<p align=\"center\">\\n@aklover00 and @Thundereus. I appreciate it!\\n</p>\\n\\n<p align=\"center\">\\n<a href='https://ko-fi.com/W7W51JF9W6' target='_blank'><img height='42' style='border:px;height:42px;' src='https://storage.ko-fi.com/cdn/kofi3.png?v=6' border='0' alt='Support me for the countless hours I poured into JKSV' /></a>\\n</p>\\n\\nv09/13/2025\\nJKSV 09/13/2025\\n\\nThis release addresses the following issues:\\n- A bug in string sanitation logic has been corrected that would result in the final character being replaced with a null terminator.\\n- Non-safe path characters are now ignored instead of replaced with spaces. This prevents duplicate spaces in safe titles and nicknames.\\n - As a result, some titles may not match their previous output directories. I understand this might be inconvenient, but the change helps keep paths cleaner and more consistent, and it may also improve compatibility with certain WebDAV implementations.\\n\\nWhat's new:\\n- Korean language text has been updated thanks to @DDinghoya!\\n- State transition logic has been consolidated into a single class. \\n\\nI know this may be inconvenient, and I truly appreciate everyone\u2019s patience. I\u2019m doing my best, but I\u2019m only human.- If you notice anything wrong or off at all, don't hesitate to report it.\\n\\nv09/08/2025\\nJKSV 09/08/2025:\\nThis release addresses the following issues with the previous: https://github.com/J-D-K/JKSV/releases/tag/08%2F25%2F2025 release:\\n- Empty directories in ZIP backups are now preserved correctly.\\n- Directory entries in ZIP backups are now handled properly.\\n - This resolves a bug where ZIPs created by other programs could fail to restore.\\n- Available journaling space is now fetched directly from save data before falling back to default NACP values.\\n- Path sanitation logic has been corrected so Pok\u00e9mon titles now use the same output path as in the original JKSV.\\n- Addresses a small oversight where icons would fail to shrink back to their original size.\\n\\nWhat's new:\\n- File Mode has been implemented:\\n - Access it by highlighting a game, pressing X, and choosing Open in File Mode.\\n - Extra features such as browsing various filesystems on the Switch have been implemented now.\\n - NOTE: File Mode in the rewrite functions differently from the original JKSV in a few ways. It may take some adjusting.\\n- FsLib has been updated to be fully RAII-compliant.\\n- Various small tweaks and improvements across JKSV and its libraries.\\n\\n Thanks to:\\n@qazrfv1234 for updating the Traditional Chinese translation!\\n\\n Feedback:\\nIf you encounter bugs, issues, or have feature requests, feel free to report them here.\\n\\n Support\\nIf you appreciate my work with JKSV and would like to show support, you can. It's never required, but I do appreciate it! Thank you so much Nick and Impeeza! I really appreciate it!\\n</p>\\n<p align=\"center\">\\n<a href='https://ko-fi.com/W7W51JF9W6' target='_blank'><img height='42' style='border:px;height:42px;' src='https://storage.ko-fi.com/cdn/kofi3.png?v=6' border='0' alt='Support me for the countless hours I poured into JKSV' /></a>\\n</p>\\n\\nJKSV 08/25/2025\\nThis version of JKSV has been rewritten from the ground up. It shares none of original version's code. The goal of this was to make JKSV more stable, navigable, and maintainable.\\n\\nAs mentioned, JKSV has been completely overhauled and rewritten.\\n\\nC++ features: JKSV now makes proper use of polymorphism, RAII, STL containers, and smart pointers throughout.\\nState system: Replaces the old mess of global variables to track state. This alone makes the code far easier to follow and maintain.\\nResource management: No more manual memory management. No more memory leaks.\\nC APIs: All C library APIs are wrapped in classes and smart pointers. This ensures proper cleanup and makes the code easier to work with.\\nError logging: Errors are logged with file, function, and line number, making issues far easier to track down.\\nCode structure and quality: Overall readability and maintainability have been drastically improved.\\nCached boot.\\n\\nFaster startup: JKSV now caches title data to improve boot times. On recent firmwares, Nintendo\u2019s changes have slowed down NsGetApplicationControlData. Caching title information resolves this issue.\\nAutomatic invalidation: JKSV detects and rebuilds the cache itself whenever new titles are detected. Unlike JKSM on 3DS, there\u2019s no need to manually refresh this yourself.\\nRemote storage heavily reworked.\\n\\nSystem overhaul: The entire remote storage system has been reworked from the ground up.\\nExpansion: The new design makes it simpler to add support for additional services in the future.\\nImportant note: Adding support depends on the information a service requires. I\u2019m not handing over all of my personal info just so JKSV can support it.\\nOverhauled WebDav code.\\n\\nCompletely reworked: The WebDav code has been rewritten from the ground up.\\nNamespace agnostic: Instead of slicing and splicing namespaces to find XML tags, the new code ignores them entirely. This eliminates unnecessary string allocations and improves compatibility.\\nRecursive fetching: Your entire WebDav listing is now fetched and processed recursively on boot, rather than on-demand. This eliminates UI pauses when servers respond slowly.\\nConsistency: Changing the output path for a title on your Switch now also updates the folder on your WebDav server automatically. This should have been like this in the first place...\\nInstructions for setting up WebDav can be found here.\\nReworked Google Drive code.\\n\\nMajor cleanup: The Google Drive integration has been heavily reworked, fixing various issues and inconsistencies.\\nFull title support: Folder names once again use full UTF-8 titles. This was changed with the previous WebDav implementation and has been reverted.\\nNew login method: Instead of relying on the Switch\u2019s built-in web browser, JKSV now uses the Limited Input method. You can now log in with your phone or another device instead.\\nInstructions for setting up Google Drive can be found here.\\nReworked file handling logic.\\n\\nComplete overhaul: All file handling logic has been rewritten from the ground up.\\nBug fix: This addresses a rare issue where JKSV could get stuck at the end of a file transfer.\\nReworked UI Code.\\n\\nComplete overhaul: All UI code and elements have been rewritten and fine-tuned.\\nFamiliar Layout: The interface remains familiar, but everything underneath is completely different.\\nBetter translation support: The UI was designed from the ground up with translations in mind. In the original, this was just tacked on later.\\nText Menu (JKSM 2016) Mode Returns: For fans of the original JKSM on 3DS, JKSV now supports JKSM Mode where titles are listed using text menus instead of an icon grid array.\\nAdditions.\\n\\nAuto-Upload: JKSV can now automatically upload backups to your selected service and remove them from the SD card.\\nControllable compression level: You can set the compression level used when creating zipped backups.\\nText Menu (JKSM) mode: Toggle between icon grids and text menus for displaying titles.\\nToggleable System Saves: You can now toggle whether scanning, loading, and display Device, BCAT, Cache, and System is desired. Disabling all of them also improves boot times.\\nJKSV now includes a metadata file in backups containing information about the save. This improves accuracy and reliability when restoring saves.\\nNotes concerning missing features.\\n\\nInclude Device Saves with Users hasn't been implemented yet. It requires some careful consideration and planning.\\nFile Mode is not available yet.\\nFiltering paths from backup and deletion is not yet implemented.\\nAdditional Notes.\\n\\nMost backups from the original JKSV are compatible. Exceptions include titles that extend save data, which are now handled correctly in the rewrite.\\nThe SVI format has been revised. SVI files from the original JKSV are not compatible with this rewrite.\\nThe translations provided are all completed by AI. If you have revisions or would like to fix them, feel free to do so!\\nSome work may still be needed regarding cache type saves and handling them.\\nJKSV's rewrite does not use the same configuration file as the original. You will need to reconfigure it.\\nExtra, extra notes:\\n\\nUses FsLib, a C++ wrapper library I wrote around 3DS and Switch FS calls.\\n\\nMore control: FsLib allows me finer control over file operations.\\nFor example, if the final size of a file is known ahead of time, FsLib can skip redundant calls to extend the file during writes. This speeds up file transfers.\\nPaths are standardized upon construction to ensure compatibility with the Switch's FS.\\nImproved error handling and logging: Every operation returns whether it succeeded. If not, FsLib records an internal error string with the location and error code for easier debugging.\\nBecause of this, the option Use FS Commands Directly has been removed as it serves no purpose anymore.\\nUses SDLLib, a C++ wrapper library I wrote containing reusable functions all of my projects share.\\n\\nCentral Texture Manager: All textures are now loaded, tracked, and freed by a single manager, eliminating duplicate handling.\\nSurfaces & Textures wrapped: SDL Surfaces and Textures are wrapped in smart pointers or classes, ensuring proper cleanup.\\nImproved text handling: Text handling has been reworked and improved compared to the original JKSV implementation.\\nTL;DR\\n\\nThis is effectively a completely different program. It looks like JKSV, runs like JKSV, but it's a completely different beast.\\n\\nSupport\\n\\nI don\u2019t expect it, and it\u2019s absolutely not required, but rewriting JKSV to be the best it can be has, and still is, taking a lot of time and hard work. If you\u2019d like to show your appreciation, you can now, and I truly do appreciate it.\\n\\nURL: https://ko-fi.com/W7W51JF9W6",
"filesize": 4366,
"extracted": 9892,
"md5": "e655af1f7075c59cbb0b387f3e17d1a3",
"sha256": "d8429cd4839a2544dffc06f9b5f11fa609fb81884305292cd3e2d75269499583",
"updated": "16/11/2025",
"appCreated": "16/11/2025",
"binary": "/switch/JKSV/JKSV.nro",
"screens": 1,
"app_dls": 238857
},
{
"name": "julius",
"title": "Julius",
"description": "Port of Caesar 3 for Switch, based on devnoname120's Vita port.",
"author": "Bianca van Schaik",
"version": "1.8.0",
"license": "Affero GPLv3",
"url": "https://github.com/bvschaik/julius/releases",
"category": "game",
"details": "NOTE: This app requires files to be copied over from a legally obtained version of the original game: https://store.steampowered.com/app/517790/Caesar_3/\\n\\nThis is my Switch port of Julius, a Caesar III re-implementation, based on devnoname120's Vita port.\\n\\nJulius is an open source re-implementation of Caesar III.\\n\\nThe aim of this project is to create an open-source version of Caesar 3, with the same logic as the original, but with some UI enhancements, that is able to be played on multiple platforms. The same logic means that the saved games are 100% compatible, and any gameplay bugs present in the original Caesar 3 game will also be present in Julius.\\n\\nJulius requires the original assets (graphics, sounds, etc) from Caesar 3 to run.\\n\\nInstallation Instructions\\nCopy all the files from a Caesar 3 install into the switch/julius folder on you SD card, so that you have the file c3.eng and more in your folder, in addition to julius.nro. Caesar 3 can be purchased from gog.com for example.",
"changelog": "v1.8.0\\nGeneral improvements\\n\\nThe game now enters military mode when going to a legion with hotkey\\nWater range is always shown when building a reservoir, even when it cannot be placed\\nAdded on-screen notice when a screenshot is saved\\nEditor: allowed map editors to set player rank to \"Caesar\"\\nCampaign: Brundisium can now be played for 2 years after winning the mission\\nAdded option to invert direction of right-click-to-drag-map\\nAdded command line options:\\n--fullscreen starts the game fullscreen\\n--display ID start the game on the specified display; ID starts counting from 0\\nAndroid: enabled setting display scale on tablets\\nWindows: improved fullscreen handling: the game no longer scrolls when the mouse moves out of the window on Alt-Tab\\nLanguage improvements\\n\\nAdded support for Czech, Greek and Japanese\\nAdded support for Russian editor files\\nBugfixes\\n\\nFixed clone building hotkey not honoring disallowed buildings\\nFixed crash when Caesar 3 settings contain an invalid advisor\\nFixed sounds in videos on big endian systems\\nFixed multiple horn sounds on large invasions\\nFixed water buildings sometimes getting corrupted\\nFixed trees not forming forest on elevation\\nFixed visual inconsistencies on some building animations\\nFixed Android app not honoring rotation lock\\nTechnical improvements\\n\\nUpgraded SDL to 2.32.8, SDL_mixer to 2.8.1\\nAndroid: upgraded build tools and SDK version",
"filesize": 3760,
"extracted": 9772,
"md5": "692c83e59d7a2e8a2a06904fcd7c1df6",
"sha256": "f5bbd983c7849de93b9c7443e855ecb96dd0d3118958797fb02601be48dfc418",
"updated": "04/08/2025",
"appCreated": "31/07/2025",
"binary": "/switch/julius/julius.nro",
"screens": 1,
"app_dls": 1941
},
{
"updated": "12/06/2021",
"appCreated": "12/06/2021",
"app_dls": 1251,
"screens": 0,
"md5": "c9044286db12847a89e830837a0dcadb",
"category": "game",
"binary": "/switch/jumpnbump/jumpnbump.nro",
"name": "jumpnbump",
"license": "n/a",
"title": "Jump n Bump",
"url": "https://github.com/rsn8887/jumpnbump/",
"description": "A simple but addictive multiplayer game",
"author": "rsn8887",
"changelog": "1.02\\n\\nRe-compile with 12.0.0 support\\n\\n1.01 \\n\\nRe-compile with 9.0.0 support\\n\\n1.00\\n\\nInitial Release",
"extracted": 8274,
"version": "1.02",
"filesize": 3381,
"details": "Switch port of the classic multiplayer-only MS-DOS game Jump'n'Bump by Brainchild Design, based on the SDL2 port by Felix Haedicke.\\n\\nJump'n'Bump is a simple but addictive multiplayer game. The goal is to stomp as many other rabbits as possible to win the game.\\n\\nThanks to my supporters on Patreon: Andyways, CountDuckula, Greg Gibson, Jesse Harlin, \u00d6zg\u00fcr Karter, Matthew Machnee, and RadicalR.\\n\\nThanks to the many developers of the game, such as Mattias Brynervall, Andreas Brynervall, Anders Nilsson, and many more.\\n\\nThanks to Felix Haedicke for porting the game to SDL2 and Cmake.\\n\\nControls\\n\\nLeft analog stick / Dpad = move the character, up to four controllers are supported\\nB / Y / A / X = Jump\\nPlus/Minus/Select/Start = ESC (restart game/advance through statistic screens)\\nR (on controller 1) = toggle aspect ratio between original (default), 4:3, and 16:9\\nL (on controller 1) = toggle split Joycon mode on/off (Switch only)\\n\\nPhysical keyboard controls via Bluetooth (Vita) and USB (Switch):\\nCursor keys = white rabbit move and jump\\na d w = yellow rabbit move and jump\\ni j l = gray rabbit move and jump\\nKeypad 4 / 8 / 6 = brown rabbit move and jump"
},
{
"updated": "31/07/2018",
"appCreated": "10/01/2025",
"app_dls": 985,
"screens": 0,
"md5": "fa0aa9add3bfef3de2267d95b5f36bb4",
"category": "tool",
"binary": "/switch/kEx/kEx.nro",
"name": "kEx",
"license": "GPL 3.0",
"title": "kEx",
"url": "https://github.com/klockee/kEx/releases",
"description": "A full-system filebrowser",
"author": "klockee",
"changelog": "v0.0.3\\nAdded file deletion.\\n\\nv0.04\\nAdded text wrapping and button repetition!",
"extracted": 786,
"version": "0.04",
"filesize": 290,
"details": "Use the A button to enter a partition/directory, B button to go back, and + to exit.\\n\\nPress X to copy a file, and Y to paste the file either to the SD card, or the same partition (does not currently work across system partitions). There is currently no indicator during a copy, only after, so give large files some time to copy.\\n\\nPress - to delete a file (press the A button to confirm deletion, any other button to cancel).\\n\\nNOTE: This can be dangerous, use at your own risk!"
},
{
"updated": "16/07/2018",
"appCreated": "31/03/2018",
"app_dls": 35901,
"screens": 0,
"md5": "2b15386b98de9654e15616a3d4fe6eb5",
"category": "game",
"binary": "/switch/kgdoom/kgdoom.nro",
"name": "kgdoom",
"license": "ISC License",
"title": "kgDoom",
"url": "https://github.com/kgsws/kgdoom/commit/926b58c738a8458a31627a430611d1bdf6820c13",
"description": "A doom port. With Lua.",
"author": "kgsws",
"changelog": "n/a",
"extracted": 5710,
"version": "926b58c",
"filesize": 2256,
"details": "Disclaimer\\nPoint of this doom port is not to stay compatible or emulate original game accurately. Lua scripts in kgdoom.wad for original games do not reflect 100% original game behavior and are provided only for basic compatibility.\\n\\nInstall\\nTo install on Switch, you currently have to use HBL.\\nCopy kgdoom.nro and kgdoom.wad to /switch/kgdoom/ on your SD card. Also copy any IWADs you have to this directory.\\nIf you want to run PWAD mods, create directory /switch/kgdoom/pwads/ and copy these there.\\nWhen you start kgdoom, you will see WAD menu where you can pick IWAD, and optionally PWAD.\\n"
},
{
"updated": "29/12/2018",
"appCreated": "29/02/2020",
"app_dls": 9127,
"screens": 0,
"md5": "ae754ae435fb5ad0c342aec9be3e8033",
"category": "emu",
"binary": "/switch/khedgb.nro",
"name": "khedgb",
"license": "MIT",
"title": "khedgb",
"url": "https://github.com/jakibaki/khedgb",
"description": "Gameboy Color emulator",
"author": "jakibaki",
"changelog": "n/a",
"extracted": 1506,
"version": "1.0",
"filesize": 641,
"details": "If you're having trouble with this (or don't want to deal with the problems it has) I recommend following this tutorial to play gb/gbc games in the excelent vba-next port.\\n\\nSince retroarch isn't working on anything higher then 3.0 right now I ported the gameboy color emulator khedgb to the nintendo switch. (Works on all versions as far as I know)\\n\\nMore info : https://gbatemp.net/threads/gbc-emulator-port-khedgb-works-on-5-0.503969/"
},
{
"updated": "26/07/2018",
"appCreated": "29/02/2020",
"app_dls": 24870,
"screens": 0,
"md5": "10a56270abd4d29241ec26d0116f1350",
"category": "emu",
"binary": "/switch/LaiNes/LaiNes.nro",
"name": "laines",
"license": "BSD-2-Clause",
"title": "LaiNES",
"url": "https://github.com/Kevoot/LaiNESwitch",
"description": "NES Emulator for Nintendo Switch",
"author": "Kevoot",
"changelog": "n/a",
"extracted": 2804,
"version": "1.4",
"filesize": 1502,
"details": "Original by AndreaOrru Port by Kevoot\\nCompact, cycle-accurate NES emulator in ~1000 lines of C++.\\n\\nThe emulator comes bundled with a simple GUI to navigate the filesystem and set preferences. Use DPAD and 'A' to operate it. 'R' toggles between emulation and menu."
},
{
"name": "ldn_mitm",
"title": "ldn_mitm",
"description": "A mitm kip modified from fs_mitm",
"author": "spacemeowx2, DefenderOfHyrule",
"version": "1.20.0",
"license": "GPLv2",
"url": "https://github.com/DefenderOfHyrule/ldn_mitm/",
"category": "tool",
"details": "A mitm kip modified from fs_mitm.\\n\\nldn_mitm implements LAN connectivity by replacing the system's ldn service.\\n\\nThe original ldn service is only responsible for calling the WiFi service to scan and connect to nearby Switch. ldn_mitm uses the LAN UDP to emulate this scanning process. Therefore ldn_mitm is usually used with switch-lan-play. A configuration tutorial can be found here.",
"changelog": "v.1.20\\nThis release was compiled with the latest libnx and atmosphere-libs. It's also fully compliant with the TLS/ABI changes introduced in 21.0.0.\\n\\nv1.19.5\\nThis release was compiled with the latest libnx and atmosphere-libs.\\n\\nv1.19.4\\nThis release was compiled with the latest libnx and atmosphere-libs.\\n\\nv1.19.3\\nThis release was compiled with the latest libnx and atmosphere-libs.\\n\\nv1.19.2\\nThis release was compiled with the latest libnx and atmosphere-libs.\\n\\n1.19.1\\n1.9.1/20.X.0 Compatibility\\nThis release was compiled with the latest libnx and atmosphere-libs.",
"filesize": 332,
"extracted": 647,
"md5": "da6b0b90c824bf97abe5e12fbd881c54",
"sha256": "58769015bdb109393a325c74a71232d8b51a6d8225dd2b015809527abcb73030",
"updated": "16/11/2025",
"appCreated": "15/11/2025",
"binary": "/switch/ldnmitm_config/ldnmitm_config.nro",
"screens": 0,
"app_dls": 45691
},
{
"updated": "16/09/2019",
"appCreated": "29/02/2020",
"app_dls": 67363,
"screens": 0,
"md5": "3f04b2ad102835743d5f3fd19310d93a",
"category": "tool",
"binary": "/switch/lennytube/lennytube.nro",
"name": "lennytube",
"license": "Affero GPLv3",
"title": "lennytube",
"url": "https://github.com/noirscape/lennytube/releases",
"description": "Youtube on the Nintendo Switch",
"author": "noirscape",
"changelog": "1.0.2\\n\\nThis is a rebuild done on the latest libnx. This is to make sure controller inputs keep working.",
"extracted": 312,
"version": "1.0.2",
"filesize": 139,
"details": "Youtube on the Nintendo Switch (NRO format).\\n\\nRationale\\nThe YouTube title on the Switch is only usable if one is not banned, since the title in question logs in on Nintendo Network. Whilst it's possible to bypass this by patching the YouTube app, this is far from ideal as the resulting file is not allowed to be shared.\\n\\nThis application aims to circumvent that last problem by launching it's own WifiApplet, meaning no copyrighted data is ever involved.\\n\\nLimitations\\nDesktop mode only (TV mode is inaccessible, Mobile doesn't play videos properly).\\nWorks only from APPLICATION mode (it will display a warning and instructions how to do this if you're still running from APPLET)."
},
{
"updated": "12/09/2018",
"appCreated": "29/02/2020",
"app_dls": 3770,
"screens": 0,
"md5": "1046d20dab9fa37196f30ba94b6cecfc",
"category": "concept",
"binary": "/switch/test_am.nro",
"name": "libtransistor-examples",
"license": "ISC License",
"title": "libtransistor-examples",
"url": "https://github.com/reswitched/libtransistor",
"description": "Test NROs for libtransistor",
"author": "ReSwitched",
"changelog": "2.1.1\\n\\nAdditions\\n\\nAdded trn_recursive_mutex_interrupt_lock\\nVarious SVC bindings\\n\\nChanges\\n\\ntrn_result_to_errno now uses trn_lookup_result\\nKDebug inherits from KWaitable\\n\\nBugfixes\\n\\nWaiter deadlocks/delays\\nLifetime bug in C++ Waiter bindings\\n\\n2.1.0\\n\\nTo many to list see : https://github.com/reswitched/libtransistor/releases",
"extracted": 14263,
"version": "2.1.1",
"filesize": 6304,
"details": "This pack contains a series of test programs from ReSwitched.\\nHit the source button to find the source code and usage instructions and more info."
},
{
"updated": "16/07/2018",
"appCreated": "10/01/2025",
"app_dls": 1172,
"screens": 0,
"md5": "44ebfb507324a55a6a72cc9cfad07681",
"category": "game",
"binary": "/switch/liero/openliero.nro",
"name": "liero",
"license": ".",
"title": "Liero",
"url": "https://github.com/bmollot/liero/releases",
"description": "A Port of Liero",
"author": "idle_zealot",
"changelog": "n/a",
"extracted": 2205,
"version": "1.39a_nx",
"filesize": 896,
"details": "This is the fork of Liero made by and for the Nintendo Switch homebrew community of Liero players. Compared to Leiro (orbmit edition) it contains:\\n\\nRun on the Nintendo Switch\\n\\nThat's right! This is a straight port of the orbmit edition to the Switch. It relies on libnx and the associated SDL2 implementation."
},
{
"name": "mGBA",
"title": "mGBA",
"description": "Game Boy Advance Emulator",
"author": "endrift",
"version": "0.10.5",
"license": "MPL-2.0",
"url": "https://github.com/mgba-emu/mgba/releases",
"category": "emu",
"details": "mGBA is an emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack. It also supports Game Boy and Game Boy Color games.\\n\\nUp-to-date news and downloads can be found at https://mgba.io\\n\\nFeatures\\nHighly accurate Game Boy Advance hardware support[1].\\nGame Boy/Game Boy Color hardware support.\\nFast emulation. Known to run at full speed even on low end hardware, such as netbooks.\\nQt and SDL ports for a heavy-weight and a light-weight frontend.\\nLocal (same computer) link cable support.\\nSave type detection, even for flash memory size[2].\\nSupport for cartridges with motion sensors and rumble (only usable with game controllers).\\nReal-time clock support, even without configuration.\\nSolar sensor support for Boktai games.\\nGame Boy Camera and Game Boy Printer support.\\nA built-in BIOS implementation, and ability to load external BIOS files.\\nTurbo/fast-forward support by holding Tab.\\nRewind by holding Backquote.\\nFrameskip, configurable up to 10.\\nScreenshot support.\\nCheat code support.\\n9 savestate slots. Savestates are also viewable as screenshots.\\nVideo and GIF recording.\\nRemappable controls for both keyboards and gamepads.\\nLoading from ZIP and 7z files.\\nIPS, UPS and BPS patch support.\\nGame debugging via a command-line interface and GDB remote support, compatible with IDA Pro.\\nConfigurable emulation rewinding.\\nSupport for loading and exporting GameShark and Action Replay snapshots.\\nCores available for RetroArch/Libretro and OpenEmu.\\nMany, many smaller things.",
"changelog": "Important fixes include save state loading leading to a small portion of the ROM getting corrupted until reset, which affected games including Golden Sun, the Wii version (and potentially other versions) crashing when loading from ZIP files that are too large, and another issue with the updater.\\n\\nSee full changelog at: https://mgba.io/2025/03/08/mgba-0.10.5/",
"filesize": 2920,
"extracted": 7831,
"md5": "896c038299c8830bb6413231da2d9c2d",
"sha256": "20be0f72699415c2b25036833863ae1c9221be72371511bd186b28ae11214f55",
"updated": "23/03/2025",
"appCreated": "09/03/2025",
"binary": "/switch/mgba.nro",
"screens": 0,
"app_dls": 215380
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 15346,
"screens": 0,
"md5": "e9956ce83da8939ebbdd34495f7632a1",
"category": "emu",
"binary": "/switch/libretro_mame2000.nro",
"name": "mame2000",
"license": "none listed",
"title": "MAME 2000",
"url": "https://gbatemp.net/threads/retroarch-switch.492920/",
"description": "MAME Arcade Retroarch Core",
"author": "Retroarch",
"changelog": "n/a",
"extracted": 16450,
"version": "very beta",
"filesize": 3997,
"details": "A very beta version of this core , games play from the SD card.\\n\\nScreen settings\\nGame Saves\\nButton Config\\nAnalog input."
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 15579,
"screens": 0,
"md5": "64ef05708f671f4b874c4bcc94dbca53",
"category": "emu",
"binary": "/switch/mame2003.nro",
"name": "mame2003",
"license": "none listed",
"title": "MAME",
"url": "https://gbatemp.net/threads/retroarch-switch.492920/",
"description": "MAME 2003 Retroarch Core",
"author": "Retroarch",
"changelog": "n/a",
"extracted": 35788,
"version": "beta",
"filesize": 8300,
"details": "A very beta version of this core , games play from the SD card.\\n\\nnot working :\\n\\nScreen settings\\nAnalog input."
},
{
"updated": "01/05/2020",
"appCreated": "01/05/2020",
"app_dls": 652,
"screens": 8,
"md5": "1724df5f5e9efff13251d9c128f391ce",
"category": "game",
"binary": "/switch/manaplus/manaplus.nro",
"name": "manaplus",
"license": "GPLv2",
"title": "ManaPlus",
"url": "https://github.com/Cpasjuste/ManaPlus/releases",
"description": "The Mana Plus Client",
"author": "Cpasjuste",
"changelog": "n/a",
"extracted": 110712,
"version": "v1.9.3.23-1",
"filesize": 93369,
"details": "ManaPlus is a free OpenSource 2D MMORPG client for Evol Online, The mana world and similar servers.\\n\\nAt the moment ManaPlus is only fully supported client by Evol Online, The mana world, Land of fire (non free content) and other games.\\n\\nManaPlus supports tmwAthena, evol, hercules.\\n\\nMore information can be found on the source link and also @ http://manaplus.org/features"
},
{
"updated": "14/03/2021",
"appCreated": "14/03/2021",
"app_dls": 18134,
"screens": 0,
"md5": "25152496c865485e4b3f103d624f36c6",
"category": "game",
"binary": "/switch/maxpayne/max_nx.nro",
"name": "max_nx",
"license": "MIT",
"title": "Max Payne Mobile",
"url": "https://github.com/fgsfdsfgs/max_nx/releases",
"description": "Max Payne portable version.",
"author": "fgsfdsfgs",
"changelog": "n/a",
"extracted": 7982,
"version": "r1",
"filesize": 3219,
"details": "This is a wrapper/port of the Android version of Max Payne Mobile. It loads the original game binary, patches it and runs it. This is probably not entirely stable yet, so expect issues.\\n\\nThis is a port of the PS Vita version adapted to work on the Switch with AArch64 .so files.\\n\\n\\nYou're going to need:\\n\\n.apk file for version 1.7 (latest version at the time of writing) that includes arm64-v8a libraries;\\n.obb file for version 1.6 or 1.7 (usually located at /sdcard/android/obb/com.rockstar.maxpayne/main.3.com.rockstar.maxpayne.obb).\\nBoth files can be obtained from your phone if you have a copy of the game installed. Both files can be opened or extracted with anything that can extract .zip files.\\n\\nTo install:\\n\\nCreate a folder called maxpayne in the switch folder on your SD card.\\nExtract the contents of the assets folder from your .apk to /switch/maxpayne/.\\nExtract lib/arm64-v8a/libMaxPayne.so from your .apk to /switch/maxpayne/.\\nExtract the contents of the .obb file into /switch/maxpayne/. You can skip all the .msf files except for MaxPayneSoundsv2.msf and any extra languages that you want.\\n\\nNotes\\n\\nThis will not work in applet/album mode: even though MEMORY_MB can very well be lowered to 232MB in config.h, there's still 0MB left after the newlib heap is allocated. This can probably be fixed later. For now use a game override or NSP hbmenu.\\n\\nThe port has an extra config file, located at /switch/maxpayne/config.txt. It is created when you first run the game and allows you to tweak some internal settings. For more detailed descriptions of said settings check the wiki article.\\n\\nThe game will show an error message if it detects that anything is wrong. Please read those and check the relevant parts of your setup.\\n\\nIf the error says Could not find symbol ..., that likely means you have the wrong .apk or .so file. You need version 1.7, others will not work. Make sure also that you've extracted libMaxPayne.so from the arm64-v8a subfolder.\\n\\nIf the game crashes on startup, please post an issue with your last crash report attached."
},
{
"name": "mcpserver",
"title": "mcp-server",
"description": "an mcp server setup on switch",
"author": "FitzQ",
"version": "1.0",
"license": "n/a",
"url": "https://github.com/FitzQ/mcp-server",
"category": "advanced",
"details": "This project is an MCP Server for Nintendo Switch, providing the following features:\\n- tools\\n - Controller button control injection (supports buttons, joysticks, six-axis, etc.)\\n - Get the current ns screen frame\\n- resources\\n- prompts\\n\\nListening port is 12345\\nSwitch location: Hekate Toolbox -> Background Services -> mcp-server\\n\\nclient connection config:\\n{\\n \"servers\": {\\n \"switch-mcp-server\": {\\n \"type\": \"streamableHttp\",\\n \"url\": \"http://{your switch ip}:12345/mcp\"\\n }\\n }\\n}\\n\\nCurrent known issues\\n\\nSometimes the service won't start, but restarting the switch will fix it. This is because the program requests 2MB of heap memory when it starts. It's only 2MB... If it's smaller, the function that retrieves the NS image won't work properly.",
"changelog": "Initial release",
"filesize": 104,
"extracted": 133,
"md5": "a52a3026ec15153c2fff1ff58f0b1436",
"sha256": "f79d005728e6c075f716a3b4938c325d307f7c5f99ce962e2820187e6c4a5d24",
"updated": "18/08/2025",
"appCreated": "18/08/2025",
"binary": "none",
"screens": 0,
"app_dls": 875
},
{
"updated": "04/10/2021",
"appCreated": "18/07/2020",
"app_dls": 158263,
"screens": 0,
"md5": "41f8331ba52983f03f680092c5997af4",
"category": "emu",
"binary": "/switch/melonds/melonDS.nro",
"name": "melonDS",
"license": "GPLv3",
"title": "melonDS",
"url": "https://github.com/RSDuck/melonDS/releases",
"description": "DS emulator",
"author": "Hydr8gon / RSDuck",
"changelog": "release6fix1\\n\\nFixes a few bugs.\\n\\nrelease6\\n\\ndeko3D based renderers!\\n\\nrelease5fix1\\n\\nno info posted\\n\\nrelease 5\\n\\nno info posted \\n\\nrelease 4\\n\\ndon't render 3d again without a GX flush\\n\\nspeedup in 30 FPS games\\n\\ngbatemp release\\n\\nincludes closelid option amongst other edits.\\nread the gbatemp thread for details.\\nhttps://gbatemp.net/threads/melonds-for-switch.518300/\\n\\n\\nv0.8.3\\n\\nfix ARM 'shift by register' operands (fixes Mario Party DS 'Stick and Spin' minigame)\\nremove glBindImageTexture() (not needed and requires GL 4.2)\\nfix input bugs when using Ctrl/Alt/Shift keys for buttons\\nfix possible crashes when exiting (again. heh)\\n2D: support forcedblank+masterbrightness\\n2D: fill gaps in implementation (mode6 on sub GPU, mode7, 'prohibited' modes/sizes for OBJ and largeBG)\\nbuild fixes\\nfix division edge case (xperia64)\\nnew FPS limiter, audio sync, vsync for OpenGL\\nadd warning message if romlist.bin is not found (Zettymaster)\\n\\nv0.8.2\\n\\n-Updated to melonDS 0.8.2\\n-Added OpenGL renderer (experimental and kinda broken)\\n-Removed screen filtering option (incompatible with new OpenGL display)\\n\\n\\nv0.7.4-2\\n\\nChangelog:\\n-Fixed crappy audio in docked mode\\n-Improved the UI font\\n-Added new UI selector, styled like the one from the Switch UI\\n-Added complete UI touch control, including scrolling and button presses when touching the labels in the corner\\n-Added support for mapping multiple controls to a single button, as well as clearing mappings\\n-Added a frameskip setting\\n-Fixed overclock setting on Switch system 8.0.0\\n\\nBecause of the changes to the config system, you should delete your melonDS.ini file before using this version to avoid issues!\\n\\nv0.7.4\\n-Updated to melonDS 0.7.4\\n-Added continuous menu scrolling on input hold\\n-Improved audio quality in docked mode\\n-Overclocking now persists across docked/undocked switching\\n-Added ROM and folder icons for the file browser\\n-Added input and hotkey remapping\\n\\nv0.7.3\\n\\n-Updated to melonDS 0.7.3\\n-Only initialize microphone when it's selected as the input device (if microphone causes crashes for you, turning it off should fix it)\\n-Fix save state on the pause menu\\n\\nv0.7.2\\n\\n-Updated to melonDS 0.7.2\\n-Removed temporary timing hack\\n-Optimized menus\\n-File browser now remembers the last folder you launched a ROM from\\n-Added ability to close/open lid from the in-game menu\\n-Added option to adjust audio volume\\n-Added microphone input (if you have a headset with a microphone connected) or white noise input\\n\\nv0.7.1\\n\\nThe first full release!\\n\\nv0.5.2\\n\\n-Fixed crash when pressing R with no savestate\\n-The emulator now has time to finish up before exiting, ensuring savestates don't get corrupted\\n\\nv0.5.1\\n\\n-Fixed crappy sound output\\n\\nNotes:\\nIf sound is still crackly the game probably isn't running full speed!\\n\\nv0.5\\n\\n-Added Switch CPU overclocking; default off (1020 MHz), max 1785 MHz\\n-Added framerate cap to prevent games that now reach full speed from going too fast\\n-Somewhat fixed crappy audio (no longer choppy at full speed, but still crackles)\\n\\nNotes:\\nSet the overclock to maximum and some less intensive games will run full speed! Others will run much faster than they did before. Be warned that maximum overclock will probably heat up your Switch more than normal and extensive use might negatively affect your system.\\n\\nv0.4\\n\\n-Added screen rotation and screen layout settings; functionality is identical to desktop melonDS\\n-The emulation window is now drawn with OpenGL\\n-Having Vsync on is now just as fast as having it off\\n-Vsync option has been removed\\n\\nNOTE: Don't get too excited by the OpenGL! I'm only using it to draw the software renderer's output to the screen. There is NO speed boost from this right now. Yes, there is a bit of a speed boost in this build, but it has little to do with OpenGL.\\n\\nv0.3.1\\nFix sound output\\n\\nv0.3\\n\\nmelonDS was just bumped to version 0.7 a few hours ago, so here's another release from me as well! This release comes with an options menu containing four whole options (crazy, I know). I've also reworked some things to prevent flickering when navigating the menus.\\n\\nThe options added include:\\nBoot game directly - Disabling this will allow you to boot into the DS firmware instead of automatically running a game.\\nThreaded 3D renderer - Speeds up 3D rendering; you probably don't want to turn this off.\\nVsync - While not technically being Vsync, the functionality is similar enough. Disabling this will let the screen render without waiting for a frame to finish. It'll give you a performance increase at the cost of screen tearing and minor artifacts.\\nAudio output - Self-explanatory. Disable to sacrifice audio for a small performance boost.\\n\\nThe first two options are actual melonDS options, while the last two are custom ones I added for the purpose of increasing performance. You still probably won't get full speed, and the trade-offs may or may not be worth it, but at least it's something.\\n\\nv0.2\\n\\nThis release features the latest commits from upstream melonDS, which mainly feature the addition of experimental savestates. To use savestates on the Switch port, press L to save and R to load. You only get one slot per game. This is only temporary until I make some sort of actual menu system. Note that the DS L and R buttons are mapped to the Switch ZL and ZR buttons; don't get them mixed up!",
"extracted": 2902,
"version": "release6fix1",
"filesize": 1077,
"details": "This release is taken from here : https://gbatemp.net/threads/melonds-for-switch.518300/page-35#post-8830041\\n\\nmelonDS\\nDS emulator, sorta\\n\\nThe goal is to do things right and fast, akin to blargSNES (but hopefully better). But also to, you know, have a fun challenge :)\\n\\nThe source code is provided under the GPLv3 license.\\n\\nHow to use\\nmelonDS requires BIOS/firmware copies from a DS. Files required:\\n\\nbios7.bin, 16KB: ARM7 BIOS\\nbios9.bin, 4KB: ARM9 BIOS\\nfirmware.bin, 128/256/512KB: firmware\\nFirmware boot requires a firmware dump from an original DS or DS Lite. DS firmwares dumped from a DSi or 3DS aren't bootable and only contain configuration data, thus they are only suitable when booting games directly.\\n\\nPossible firmware sizes\\n128KB: DSi/3DS DS-mode firmware (reduced size due to lacking bootcode)\\n256KB: regular DS firmware\\n512KB: iQue DS firmware\\nDS BIOS dumps from a 3DS can be used with no compatibility issues. DSi BIOS dumps should be usable too, provided they were dumped properly.\\n\\nAs for the rest, the interface should be pretty straightforward. If you have a question, don't hesitate to ask, though!"
},
{
"updated": "04/11/2018",
"appCreated": "29/02/2020",
"app_dls": 326,
"screens": 0,
"md5": "bcf99edc4e732e3cd9b9e2280afeabac",
"category": "game",
"binary": "/switch/memory_game_nx/memory_game_nx.nro",
"name": "memory-game-NX",
"license": "none",
"title": "Memory Game NX",
"url": "https://github.com/K3yn/memory-game-nx/releases",
"description": "Memory Game",
"author": "K3yn",
"changelog": "v0.1 - Initial Release.",
"extracted": 10437,
"version": "0.1",
"filesize": 4429,
"details": "A work in progress memory game.\\n\\ncard game in which all of the cards are laid face down on a surface and two cards are flipped face up over each turn. The object of the game is to turn over pairs of matching cards.\\n\\nFeatures :\\n\\n- Tactil\\n- 1 only level atm.\\nControls :\\n\\n- Touch : Reverse card."
},
{
"updated": "29/12/2018",
"appCreated": "10/01/2025",
"app_dls": 1573,
"screens": 0,
"md5": "3d7026c133e5dd6723caf219a8e39083",
"category": "game",
"binary": "/switch/meritous/meritous.nro",
"name": "meritous",
"license": "n/a",
"title": "Meritous",
"url": "https://github.com/Nop90-Switch/Meritous-Switch",
"description": "Top View Dungeon Game",
"author": "Lancer-X, nop90",
"changelog": "n/a",
"extracted": 4652,
"version": "1.0",
"filesize": 2939,
"details": "Meritous is a cross between a top-view dungeon crawler and a bullet-hell shoot-em-up.\\n\\n In it, you control main character Merit, who travels through an enormous 3000-room labyrinth, the Orcus Dome, in order to find three artifacts called the PSI Keys, and restore them to their proper locations.\\n\\nFor more information known bugs and controls , please hit the SOURCE button.\\n\\nEXTRA INFO : https://gbatemp.net/threads/release-meritous-for-switch.498356/"
},
{
"updated": "15/09/2022",
"appCreated": "15/09/2022",
"app_dls": 1950,
"screens": 0,
"md5": "573bbc8ddc6508e355ddb9390aba2812",
"category": "tool",
"binary": "/switch/milkytracker/milkytracker.nro",
"name": "milkytracker",
"license": "GPLv3",
"title": "MilkyTrackerNX",
"url": "https://github.com/retronx-team/MilkyTrackerNX",
"description": "An FT2 compatible music tracker",
"author": "p-sam",
"changelog": "1.2.0-nx4\\n\\nCompiled against latest libnx (v2.5.0)\\nLatest upstream changes merged\\nBuild script refactored to remove redundant dependencies\\n\\n1.2.0-nx3\\n\\nSmall update which maps dpad buttons to keyboard arrows\\n\\n1.2.0-nx2\\n\\nThis release mainly adds controller shorcuts, and a number of fixes/improvements to file loading and touch input.\\n\\nPort specific controls\\nTouch screen : tap to click (hold controller L or R to right click)\\n\\nControllers shotcuts:\\n\\nDPAD-LEFT / Y \u2192 Keyboard CTRL\\nDPAD-UP / X \u2192 Keyboard SHIFT\\nDPAD-RIGHT / A \u2192 Keyboard ENTER\\nDPAD-DOWN / B \u2192 Keyboard SPACE\\nLB / RB \u2192 Mouse click (hold controller L or R to right click)\\nStick \u2192 Mouse move (pushing on the stick allows you to change speed)\\nPlus / Minus \u2192 toggle mouse move speed\\nRefer to the MilkyTracker readme for all keyboard shortcuts available.",
"extracted": 9573,
"version": "1.2.0-nx5",
"filesize": 3514,
"details": "MilkyTracker is an multi-platform music application for creating .MOD and .XM module files. It attempts to recreate the module replay and user experience of the popular DOS program Fasttracker II, with special playback modes available for improved Amiga ProTracker 2/3 compatibility.\\n\\nRefer to http://milkytracker.titandemo.org/?about for further details.\\n\\nPlease read the file INSTALL.md for installation instructions.\\n\\nThe docs/readme_unix file contains notes specific to the SDL port of MilkyTracker.\\n\\nRefer to platforms/nx/README.md for info specific to the Switch port of MilkyTracker."
},
{
"updated": "19/09/2018",
"appCreated": "19/09/2018",
"app_dls": 2570,
"screens": 0,
"md5": "ee20c0f2c6b76ea2c3d630e51d0a6a78",
"category": "game",
"binary": "/switch/Minesweeper_NX/Minesweeper_NX.nro",
"name": "minesweeper-NX",
"license": ".",
"title": "Minesweeper NX",
"url": "https://github.com/Cid2mizard/Minesweeper_NX/releases",
"description": "Minesweeper",
"author": "Cid2mizard",
"changelog": "n/a",
"extracted": 1286,
"version": "1.0",
"filesize": 600,
"details": "Minesweeper is a single-player puzzle video game. The objective of the game is to clear a rectangular board containing hidden mines without detonating any of them, with help from clues about the number of neighboring mines in each field. The game originates from the 1960s, and has been written for many computing platforms in use today.\\n\\nFeatures : - 3 difficulty levels (Easy, Normal & Hard) - Custom Level - Highscore\\n\\nControls : - Double Touch or D-pad + A : Menu Selection - Short Touch or Short A : Discover case/Delete flag - Long Touch or Long A : Place flag - B : Back to menu - X : Restart game - Plus : Exit game"
},
{
"updated": "12/06/2021",
"appCreated": "12/06/2021",
"app_dls": 789,
"screens": 0,
"md5": "cf11e11c179f541b448b5a2e18c7ea5a",
"category": "game",
"binary": "/switch/mirrormagic/mirrormagic.nro",
"name": "mirrormagic",
"license": "GPLv2",
"title": "Mirrormagic",
"url": "https://github.com/rsn8887/rocksndiamonds/",
"description": "In the tradition of Deflektor and Mindbender",
"author": "rsn8887",
"changelog": "1.15\\n\\non Switch, add 12.0.0 support. Only .nro files changed, data is the same.\\n\\n1.14\\n\\non Switch, add 9.0.0 support\\non Switch, fix .ogg audio playback\\non Switch, fix pointer getting stuck when controlled with physical USB mouse\\n\\n1.13\\n\\non Switch, fix automatically turning on/off VSync on selecting/deselecting Game Speed: 60 fps mode\\n\\n1.12\\n\\nfix crash when loading levelsets that change screenmode, such as \"Supaplex (Original)\"\\non Switch, fix slow-down when pressing home button\\non Switch, use 1080p resolution when docked\\n\\n1.11\\n\\nOn Switch, implement on-screen keyboard (only works when launching with nsp injection)\\n\\n1.10\\n\\nfixed problem on Switch with too-large screen in docked mode when loading saved config. The workaround was to change window size to 100% and save again. Now Fullscreen mode should be set to \"On\" and then this problem does not appear anymore.\\n\\n1.9switch\\n\\nsame as release 1.9, but added Switch executables to the downloads\\n1.9\\n\\nadd '60 fps' game speed setting for perfectly smooth motion in some levels on the Vita. It works well with the bundled Emerald Mine levelsets. This mode is 20% faster than the default setting 'normal.'\\n\\nremoved slow-down when playing levelsets that use the Emerald Mine engine with default graphics.",
"extracted": 13128,
"version": "1.15",
"filesize": 5826,
"details": "Mirrormagic is a game by Holger Schemel in the tradition of Deflektor and Mindbender. You guide a laser beam by adjusting mirrors before the time limit runs out.\\n\\nFor more information on how to play the game, or to load custom levels, view the source repo at github.com/rsn8887/rocksndiamonds/\\n\\nThanks:\\n- Thanks to my awesome supporters on Patreon, especially Andyways, CountDuckula, and Sean Ritzo.\\n- Thanks @FrangarCJ for help with optimizing the rendering.\\n- Thanks to Holger Schemel for making a great and portable game.\\n- Thanks to the many devs of VitaSDK for a great development environment.\\n\\n\\nVita/Switch-Exclusive Features:\\n\\n- game controller mapping including analog joystick mouse controls\\n- front touch controls with left/right mouse click and drag and drop gestures\\n- support for bluetooth keyboard and mouse\\n- the game runs smooth at the same speed as the desktop versions\\n- additional level package with thousands of levels as separate download (see 'More Levels')\\n- auto-hide mouse cursor when using the dpad\\n- easily switch player focus in multiplayer games using r+triangle and r+square\\n\\n\\nGamepad Controls (Switch):\\n\\nDpad or left stick = move player and navigate menus\\nright stick = move mouse pointer\\nB = primary button (+ direction for snap action or turning mirrors, also 'ok' in menu)\\nA = secondary button (drop dynamite)\\nY or L = left mouse button\\nX or R = right mouse button\\nMinus = quit (escape key, also cancels requesters)\\nPlus = pause (space key)\\nR+X = set focus to next player (ALL->1->2->3->4)\\nR+Y = set player focus to previous player (ALL<-1<-2<-3<-4)\\n\\n\\nTouch Controls:\\n\\nNote: for multi-touch gestures, the fingers have to be far enough apart from each other, so that the Vita will not erroneously recognize them as a single finger. Otherwise the pointer will jump around.\\n\\nSingle short tap = left mouse click\\nSingle short tap while holding a second finger down = right mouse click\\nSingle finger drag = move the mouse pointer\\nDual finger drag = drag'n'drop (left mouse button is held down)\\nThree finger drag = drag'n'drop (right mouse button is held down)"
},
{
"updated": "18/04/2021",
"appCreated": "18/04/2021",
"app_dls": 45149,
"screens": 0,
"md5": "70865d4e8a66c0f5266a2147002acdeb",
"category": "tool",
"binary": "/switch/moonlight-nx/moonlight.nro",
"name": "moonlight-nx",
"license": "GPLv3",
"title": "moonlight-nx",
"url": "https://github.com/rock88/moonlight-nx/releases",
"description": "Moonlight port for Horizon OS",
"author": "rock88",
"changelog": "1.2.0\\n\\nUI fixes and improvements;\\nWake Up on Lan feature;\\nFind Host PC feature;\\nHID keyboard/mouse support.\\n\\n1.1.0\\n\\nFix \"Gray screen\" issue;\\nFix incorrect mouse movements;\\nWorking scroll in UI and on a streaming PC (just scroll with two fingers);\\nAdd combo for Guide button (default is Minus+Plus);\\nCustomizable button mapping and combo keys for each game;\\nAllow to close current game, also allow to run game when another game already running;\\nLots of UI fixes and improvements.\\n\\n1.0.9\\n\\nUI and gamepad input improvements;\\nResize screen support (for dock mode);\\nNew logger with write to file feature (enable in Settings, also you can view logs on a new Logs screen);\\nNew mouse input mode - click by tap (also moved cursor to tap position, enable in Settings).\\n\\n1.0.8\\n\\nPartial gamepad input in UI (Doesn't work with buttons on topbar and Settings, A - select, B - back);\\nFix issue with exit from Main screen by pressing PLUS button;\\nAdd Streaming Optimal Playable Settings (set desktop and game resolution same as a stream resolution);\\nAdd Play Audio on PC option (enable/disable audio on PC while streaming);\\nSetup GamePad on a stream start (some games don't recognise gamepad without this feature);\\nFix game quit on a exit from stream by press L+R+Down;\\nRemove ffmpeg decoder capabilities which can cause internal decoder corruption;\\nUI bugfix and improvements.\\n\\n1.0.7\\n\\nFix Audren audio renderer;\\nRemove Adout audio renderer and all audio settings;\\nVideo records allowed.\\n\\n1.0.6\\n\\nStart stream from main thread;\\nHandle few errors.",
"extracted": 18696,
"version": "1.2.0",
"filesize": 8658,
"details": "Moonlight-NX is a port of Moonlight Game Streaming Project for Nintendo Switch.\\n\\nLaunch hbmenu over Title Redirection (for FULL RAM access)\\n\\n\\nControls\\n\\nMove cursor with move finger on touch screen;\\nL/R + tap on screen - Left/Right mouse click (allow to move cursor);\\nZL/ZR + tap on screen - Left/Right mouse click (without move cursor);\\nL+R+Down - exit from stream (and close current app);\\nL+R+Up - exit from stream (without closing current app);\\nL+R+Left - Alt+Enter (for enable/disable fullscreen mode);\\nL+R+Right - ESC key;\\nZL+ZR+Left - show video decoder/render stats;\\nZL+ZR+Right - hide video decoder/render stats;"
},
{
"updated": "25/03/2020",
"appCreated": "25/03/2020",
"app_dls": 28174,
"screens": 0,
"md5": "024022acffd9aa434504138598044b47",
"category": "tool",
"binary": "/switch/mtp-server-nx/mtp-server-nx.nro",
"name": "mtp-server-nx",
"license": "Apache v2",
"title": "MTP Server NX",
"url": "https://github.com/retronx-team/mtp-server-nx/releases",
"description": "A MTP Server implementation for Nintendo Switch",
"author": "Gillou68310",
"changelog": "1.3\\n\\nFix DB iteration on File / Folder Delete\\nThanks to RSDuck and turtle-insect\\n\\n1.1\\n\\nThis reduces startup times drastically, he also did the groundwork for a background service!\\nBuilt with libnx v2.5.0 for full 9.0.0 compat.\\n\\n1.0\\n\\nInitial Release",
"extracted": 983,
"version": "1.3",
"filesize": 389,
"details": "A port of https://manpages.ubuntu.com/manpages/xenial/man1/mtp-server.1.html for Nintendo Switch\\n\\nUsed to provide access to files over the MTP protocol, for use when connecting devices via USB.\\n\\nKnown Issues\\n\\nStartup takes long with a lot of Files on the SD Card, due to scanning\\nTransfer speed can still be improved\\nUntested on Horizon < 6.1"
},
{
"updated": "21/06/2022",
"appCreated": "21/06/2022",
"app_dls": 333,
"screens": 0,
"md5": "88b41dc429033a360faa76f2062bb9b4",
"category": "game",
"binary": "/switch/nomoore.nro",
"name": "nOmooRe",
"license": "GPLv3",
"title": "nO mooRe",
"url": "https://github.com/TheLogicMaster/nomoore",
"description": "One Room that doesn't change, time does",
"author": "TheLogicMaster",
"changelog": "n/a",
"extracted": 26869,
"version": "1.6",
"filesize": 12219,
"details": "One Room that doesn't change, but time does... Made in 48h for Ludum Dare 37.\\n\\nA short game about a girl who is not allowed to follow her dreams. Her name is Moore and her passion is drawing. She is in One Room that does not change, but time does...\\n\\nPort: TheLogicMaster\\nGame: Christian DeTamble"
},
{
"updated": "26/10/2021",
"appCreated": "29/02/2020",
"app_dls": 24323,
"screens": 0,
"md5": "b097c57b09ecfbb5e781675872f871d0",
"category": "tool",
"binary": "/switch/nXDownload/nXDownload.nro",
"name": "nXDownload",
"license": "n/a",
"title": "nXDownload",
"url": "https://github.com/Dontwait00/nXDownload/releases",
"description": "Download any file directly inside sdmc",
"author": "Dontwait00",
"changelog": "v1.1b\\n\\n[ADDED] https support\\n[FIX] lots of general system stability improvements to enhance the user's experience.\\n\\nv1.0b\\n\\n[ADDED] You can download files from private servers!\\n\\nfrom the main menu, choose Download tmp URL (with user & password); It will spawn the keyboard to insert Username (required), then, insert Password (if neccessary) (optional); After that, insert link i.e. ftp://server.c/hm.nsp\\n[ADDED] Now you can view how many Megabytes you reached!\\n\\n[FIX] old method caused to overwrite printf commands\\n[FIX] the entire source code now has been remapped!!\\n\\n[ADDED] Now nXDownload can create folders if not existed.\\n[ADDED] Debug added to source code! (uses nxlink)\\n[FIX] Fixed behaviors in general.\\n[FIX] New icon.jpg (just cleaned up)\\n[FIX] Now if file tmpfile.txt exist's, prints out the old link used, before choosing to overwrite.\\n[FIX] lots of general system stability improvements to enhance the user's experience.\\n\\nv0.9b\\n\\n[ADDED] Error codes are colored red, and warnings are colored yellow, and success colored as green!\\n\\n[ADDED] Now the function Write temporaly URL uses the software keyboard!\\n\\n[ADDED] Dangerous! Experimental software keyboard under Gallery applet by changing heap size.\\ndiscovered by XorTroll & jakibaki\\n\\n[FIX] Fixed (almost) everything on how the source behavies\\n\\n[FIX] Added few more comments inside source code!\\n\\nv0.8b\\n\\n[ADDED] Now files are named to original filename!\\n(Meaning that, most of the download links contains the filename of the file we are downloading right at the bottom path. This means that, as you are trying to download a file, make sure the link contains the filename! i.e. http://download.mediafire.com/../fcnw48f3/`example-v0-000100000000.nsp`)\\n\\n[ADDED] Now files bigger then 100mb can be downloaded!\\n\\n[ADDED] Now the homebrew has got a (horrible made) icon! Yay!\\n\\n[FIX] Now the source code is having problems do to libnx v1.5.0, so please, dont complain if its freezing for seconds/hours. Just give it the time to do his job untill is fixed from libnx or my source code. Im already annoied about it.\\n\\nv0.7b\\n\\n[ADDED] Write plain URL directly from the Switch! No need to turn off the console to inject 'input.txt'\\n[FIX] Minor fixes + changes inside source code\\n\\nv0.6b\\n\\nMinor bugs fix",
"extracted": 2009,
"version": "1.1b",
"filesize": 839,
"details": "Download any file directly inside sdmc:/ on the Nintendo Switch\\n\\nThis tool is pretty basic:\\n1 - Create a file .txt\\n2 - Add few lines with links\\n3 - Power on you're Switch, and start download you're file!\\nNOTE:\\nThis project uses my custom implementation of libcurl. You can use my own 'customCurl.h' header, without problems! Be sure at least to credit!\\n\\nuse command line \"pacman -S switch-curl\" inside Msys to be able to compile this program.\\nFeatures & ideas\\nAs this tool is pretty new, and lot of my freetime goes to debugging, probably will take much time before finishing it.\\nadd possibility to read a custom URL from sdmc:/switch/nXDownload/url.txt = Done!\\nadd pssibility to read multiple URL from 'url.txt'\\nadd support for plain URL's (meaning writing URL directly to the Switch!)\\nadd support for saving plain URL's (meaning written URL will be saved in a different file)\\nadd support for SDL2 projects!\\nfix major bugs!\\nAny idea you want i should add? Create a pull request: https://github.com/Dontwait00/nXDownload/pulls"
},
{
"updated": "16/07/2018",
"appCreated": "21/03/2018",
"app_dls": 2951,
"screens": 0,
"md5": "d8f78e08927c4d16dc16cfd28907a766",
"category": "emu",
"binary": "/switch/neopop-SDL/neopop/neopop.nro",
"name": "neopop_SDL",
"license": "N/A",
"title": "neopop-SDL",
"url": "https://gbatemp.net/threads/release-neopop-sdl-for-switch.499206/#post-7884164",
"description": "Neo Geo Pocket and Neo Geo Pocket Color emulator",
"author": "Nop90",
"changelog": "n/a",
"extracted": 6776,
"version": "0.2",
"filesize": 1959,
"details": "This is the 2nd preview release,with some bug fixes , I just compiled the emulator with my SDL lib making only minor tweaks, so there is a lot of work left for oprimizing everything.\\n\\n Please read the thread on GBAtemp for fuller instructions.\\n\\nhttps://gbatemp.net/threads/release-neopop-sdl-for-switch.499206/#post-7884164"
},
{
"updated": "08/05/2019",
"appCreated": "10/01/2025",
"app_dls": 1385,
"screens": 0,
"md5": "4b707e5bd5d789899af7acc0214d8179",
"category": "emu",
"binary": "/switch/noies/noies.nro",
"name": "noies",
"license": "GPLv3",
"title": "NoiES",
"url": "https://github.com/Hydr8gon/NoiES/releases",
"description": "A noice NES emulator",
"author": "Hydr8gon",
"changelog": "v1.2\\n\\nGeneral:\\n-Fixed incorrect cycle timings on CPU instructions\\n-Implemented mappers 7 and 15\\n-Implemented all illegal CPU instructions\\n-Added crop overscan setting\\n\\nSwitch:\\n-Improved the UI font\\n-Added new UI selector, styled like the one from the Switch UI\\n-Added complete UI touch control, including scrolling and button presses when touching the labels in the corner\\n-Added support for mapping multiple controls to a single button, as well as clearing mappings\\n-Added support for player 2 input using a second controller\\n-Added aspect ratio setting\\n\\nv1.1\\n\\nGeneral:\\n-Added MMC2 mapper support\\n-More accurate PPU memory accesses\\n-Fixed audio crackles caused by the triangle channel\\n\\nSwitch:\\n-Automatically open the last visited directory on startup\\n-Added an icon\\n-Added file and folder icons for the file browser\\n-Fixed distorted sound in docked mode\\n\\nv1.0\\n\\nInitial Release",
"extracted": 7826,
"version": "1.2",
"filesize": 2572,
"details": "I present to you my own original NES emulator for the Switch, NoiES! This entire emulator was written from scratch by me. I started this project just to teach myself about how emulators are made so that I can work on larger projects in the future, but it went farther than I originally expected and is now pretty much a full-fledged emulator, apart from some minor inaccuracies and some missing mappers.\\n\\nBut there are already other NES emulators for the Switch, why use this one?\\nWell, no reason in particular. As I said before, this was more a learning experience for me, but I ported it to the Switch for the homebrew bounty and I might as well release it. I suppose the biggest advantage I can offer is that since I developed the entire emulator core myself I am very familiar with it and can easily dive in to fix bugs and add new features.\\n\\nMinor inaccuracies?\\nYes, well, I've yet to test my CPU timing for cycle accuracy so no promises there. There are also some minor timing issues with the PPU, particularly with the MMC3 IRQ counter, which can be seen in the slight vibration of the status bar in Kirby's Adventure. Another odd bug I found is that I can't seem to navigate the items menu in The Legend of Zelda. Oh, and the audio system is still kind of a work in progress, so you might notice crackles (especially in docked mode!), missing sounds, or things that sound slightly off. (Wow, doing a great job selling it here)\\n\\nMappers?\\nRight. Every ROM has a mapper; it's basically what loads different portions of the ROM memory into the CPU memory for execution. I've implemented mappers 1 through 4, which should cover a large portion of the NES library. If you have any particular games you want to play that aren't supported, tell me the mapper number (the emulator will tell you which one it is if it isn't supported) so I can place higher priority on implementing it."
},
{
"updated": "16/11/2024",
"appCreated": "16/11/2024",
"app_dls": 4889,
"screens": 0,
"md5": "f5d655953098d69f8400f1b8edac87e9",
"category": "tool",
"binary": "/switch/nso-icon-tool/nso-icon-tool.nro",
"name": "nso-icon-tool",
"license": "GPLv3",
"title": "nso-icon-tool",
"url": "https://github.com/dslatt/nso-icon-tool",
"description": "Create custom avatars using NSO icons",
"author": "dslatt",
"changelog": "0.4.4\\n\\nAdded zhHans translation in #27; thanks to @WE1ZARD\\nFixed issue in ru translation file\\n\\n0.4.3\\n\\nReworked code that handles downloading/extracting the icon zipfile (#24 )\\n\\n0.4.2\\n\\nThis release adds the ability to use your own images when selecting icon components using the 'Frame', 'Character', or 'Background' sections. You can now use your own images and the NSO icon components together when creating your user icon.\\n\\nChanges:\\n\\nAdded 'custom' entry to icon component listing that allows you to select your own images to use as icon parts\\nDid some rework on the code to remove a dependency and cleanup some mess",
"extracted": 9977,
"version": "0.4.4",
"filesize": 3980,
"details": "nso-icon-tool allows you create custom avatars using icon elements used by NSO. You can also your own images to create avatars if desired.\\n\\nfeatures:\\naccess to an NSO icon element cache to create custom avatars\\nability to update element cache to access new additions\\nuse custom images when creating avatars"
},
{
"name": "nx-locale-switcher",
"title": "nx-locale-switcher",
"description": "Changes the locale for specific titles on your Nintendo Switch",
"author": "HamletDuFromage",
"version": "1.1.3",
"license": "GPLv3",
"url": "https://github.com/HamletDuFromage/nx-locale-switcher/releases",
"category": "tool",
"details": "A Nintendo Switch homebrew app that allows you to change the language and region of your games on a per-title basis, directly from your console. This makes use of Atmosph\u00e8re's per-game settings overriding. As such, this WILL NOT work on any other CFW.",
"changelog": "Update compatibility and languages",
"filesize": 2768,
"extracted": 7322,
"md5": "c78562630abe8e1b293ab8771b45cc54",
"sha256": "68d4994b2ae2007f4592f522373f5d1857603fabe2f384da28243b9bf13c3ed9",
"updated": "16/04/2025",
"appCreated": "15/04/2025",
"binary": "/switch/nx-locale-switcher/nx-locale-switcher.nro",
"screens": 2,
"app_dls": 18724
},
{
"updated": "14/01/2021",
"appCreated": "10/01/2025",
"app_dls": 574,
"screens": 0,
"md5": "035646f281f2454b571643f6fa60c487",
"category": "tool",
"binary": "/switch/nx-midi/nx-midi.nro",
"name": "nx-midi",
"license": "n/a",
"title": "nx-midi",
"url": "https://github.com/Cyuubi/nx-midi/releases",
"description": "Play MIDI files on your Nintendo Switch!",
"author": "Cyuubi",
"changelog": "1.1\\n\\nThis release changes some code to support libnx changes, as well as updating TML/TSF.\\n\\nWith the TML/TSF update, I have enforced a hardcoded max voices of 416, to prevent black MIDIs from stuttering.",
"extracted": 6894,
"version": "1.1",
"filesize": 2674,
"details": "\\nPlay MIDI files on your Nintendo Switch!\\n\\nUsage\\n\\nPlace any .sf2 and .mid file on the root of your SD card called default.sf2 and default.mid and enjoy!\\n\\nCredits\\n\\nschellingb - TinySoundFont (includes MIDI parser + soundfont engine)"
},
{
"updated": "10/05/2023",
"appCreated": "30/03/2020",
"app_dls": 164734,
"screens": 0,
"md5": "f937497ce6c5115fb8e7fd667fbe1500",
"category": "advanced",
"binary": "none",
"name": "nx-ovlloader",
"license": "n/a",
"title": "nx-ovlloader",
"url": "https://github.com/WerWolv/nx-ovlloader/releases",
"description": "Host process for loading Switch overlay OVLs",
"author": "WerWolv",
"changelog": "1.0.7\\n16.0.0 Support\\n\\n1.0.6\\n\\nA check preventing Tesla from running (and crashing / causing issues) on firmwares bellow 9.0.0 went missing with the last release. This re-adds that check again. Thanks to @friedkeenan\\n\\n1.0.5\\n\\nIncreased stack and heap size a bit again to prevent issues people were facing with certain overlays\\n\\n1.0.4\\n\\nUpdate to work with firmware version 10.0.0\\nReduced stack size to 0x10000 and heap to 0x400000\\nPLEASE MAKE SURE TO DELETE THE /atmosphere/contents/010000000007E51A FOLDER WHEN UPDATING!!!\\n\\n1.0.3\\n\\nBefore, libtesla exhausted service sessions which made qlaunch crash on firmwares lower than 9.0.0. nx-ovlloader now gracefully exits instead of making qlaunch crash.\\n\\nIf you're using a firmware lower than 9.0.0, please update!\\n\\n1.0.2\\n\\nThis version allows changing of the default overlay's argvs without having to overwrite the default nro path using envSetNextLoad\\n\\n1.0.1\\n\\nIf there's no ovlmenu.ovl present on the SD card, instead of fataling Tesla now gracefully exits and will try loading it again on next restart (or when enabled by the Kosmos Toolbox for example)",
"extracted": 356,
"version": "1.0.7",
"filesize": 156,
"details": "Host process for loading Switch overlay OVLs (NROs)\\n\\nThis is the loader service of the Tesla ecosystem. It's derrived from the default nx-hbloader. When being run, this service automatically tries to chainload /switch/.overlays/ovlmenu.ovl, the Tesla Menu. From there on it will load and switch between different overlays on request."
},
{
"updated": "14/04/2019",
"appCreated": "29/02/2020",
"app_dls": 1299,
"screens": 0,
"md5": "1308196e51f56ccb1e2f4e6814e3f40b",
"category": "misc",
"binary": "/switch/nx-vr/nx-vr.nro",
"name": "nx-vr",
"license": "none",
"title": "VR POC",
"url": "https://github.com/GreenDog72/nx-vr/releases",
"description": "VR test for switch homebrew",
"author": "GreenDog72",
"changelog": "0.0.1\\n\\nInitial Pre Release.",
"extracted": 6907,
"version": "0.0.1",
"filesize": 2513,
"details": "Basic VR concept\\n\\nA WIP\\n\\n:)"
},
{
"updated": "07/02/2021",
"appCreated": "07/02/2021",
"app_dls": 3708,
"screens": 0,
"md5": "34b65a1252d7e0928c91b8c6ce457781",
"category": "game",
"binary": "/switch/VVVVVV/NX-VVVVVV.nro",
"name": "nx-vvvvvv",
"license": "n/a",
"title": "NX-VVVVVV",
"url": "https://git.nicholemattera.com/NicholeMattera/NX-VVVVVV",
"description": "Port of VVVVVV.",
"author": "NicholeMattera",
"changelog": "2.0.1\\n\\nUpdated to the latest commit b5ef10cae5\\nBuilt with the latest version of libNX\\n\\n2.0.0\\n\\nUpdated to the latest commit 688f759967\\nComes with a bunch of new goodies like Over 30 FPS, Flip, and Glitchrunner modes.\\n\\n\\n1.1.0\\n\\n- New Feature: New Icon.\\n- New Feature: Added ability to skip initial loading screen.\\n- Bug Fix: Disabled level editor for time being until controls can be reworked.\\n- Bug Fix: Closing via home button no longer takes a long time to quit.\\n- Bug Fix: Custom levels are now working.\\n- Bunch of small fixes that contributors have merged in upstream.",
"extracted": 10156,
"version": "2.0.1",
"filesize": 3729,
"details": "App detailed Description:\\nA Nintendo Switch port of the popular game VVVVVV. This is a fork from the official source code of VVVVVV by Terry Cavanagh. You'll need the data.zip file from VVVVVV to actually run the game, or it's available to download separately for free in the Make and Play edition of the game. \\n\\nhttp://distractionware.com/blog/category/vvvvvv-make-and-play/"
},
{
"updated": "17/01/2020",
"appCreated": "29/02/2020",
"app_dls": 4354,
"screens": 0,
"md5": "5eb23afdbf2ea389eb3b993f2c9e5fe7",
"category": "tool",
"binary": "/nxTransmission/nxTransmission.nro",
"name": "nxTransmission",
"license": "GPLv3",
"title": "nxTransmission",
"url": "https://github.com/t-flo/nxTransmission/releases",
"description": "Unofficial homebrew port of Transmission",
"author": "t-flo",
"changelog": "nx_0.2.3\\n\\nReplace non ASCII characters in filenames.\\nudp trackers working.",
"extracted": 2770,
"version": "nx_0.2.3",
"filesize": 1162,
"details": "A homebrew port of Transmission 2.94 for Nintendo Switch with a very basic console UI. Torrents can be added/managed by a web browser remotely, or with something like Transdroid.\\n\\nexFAT support\\nThis was tested only with the FAT32 file-system. Using exFAT could lead to DATA CORRUPTION, especially if nxTransmission crashes.\\n\\nFAT32 limit\\nFAT32 has a file size limit of 4GB, files bigger than this limit are split automatically to a folder matching the original file name, and the file concatenation attribute is applied to the folder when the torrent fully completes. The file-system is detected based on the firmware version, and splitting is on by default if exFAT is not supported. The split setting can be forced from settings.json by adding entry\\n\\n \"nx-split-files\": true[or false]\\nNotes\\nTorrents are downloaded by default to the /Downloads folder on the sdcard.\\nYou can customize the settings by editing /switch/nxTransmission/settings.json, or in the browser with the web client. Be warned this can lead to speed and/or stability issues."
},
{
"updated": "29/03/2024",
"appCreated": "29/03/2024",
"app_dls": 10280,
"screens": 0,
"md5": "00a1dca95755131d268db70a2abca2a0",
"category": "game",
"binary": "/switch/nxengine-evo/NXEngine-Evo-v2.6.5-Switch.nro",
"name": "nxengine",
"license": "GPLv3",
"title": "NXEngine-evo",
"url": "https://github.com/nxengine/nxengine-evo/releases",
"description": "Cave Story Port.",
"author": "nxengine",
"changelog": "2.6.5-1 - no changes just tracking current version numbering.\\n\\n2.6.4\\n\\nTons of gameplay/weapons/ai fixes and optimizations (yes, boost jumping works now)\\nAnimated portraits\\nStrafing, configurable OK/Cancel.\\nSupport for custom soundtracks and playlists.\\nConfigurable SFX/Music volume.\\nSwitch port\\nOut-of-bounds tiles support to make maps look better on high/widescreen resolutions\\nDynamic title backgrounds based on 260.rec\\nNew improved and accurate Organya/Pixtone player and overall refactored soundmanager.\\nRefactored and cleaned up renderer (should make porting to libretro/whatever easier)\\nInitial mod support (couple of mods are coming later)",
"extracted": 40013,
"version": "2.6.5-1",
"filesize": 12003,
"details": "Cave Story / Doukutsu Monogatari is a Japanese freeware PC side-scrolling platformer game from 2004.\\n\\nThis is a reimplementation of the original freeware game engine, using its data files.\\nIt has nothing to do with Cave Story+ (published by Nicalis and being an actual, official Switch game)."
},
{
"updated": "29/12/2018",
"appCreated": "29/02/2020",
"app_dls": 15275,
"screens": 0,
"md5": "578fda2e3413d62e2308fc61b0ab5dd9",
"category": "tool",
"binary": "/switch/nxplay/NXPlay.nro",
"name": "nxplay",
"license": "n/a",
"title": "NXPlay",
"url": "https://github.com/XorTroll/NXPlay",
"description": "Media Player",
"author": "XorTroll",
"changelog": "This app is no longer being updated.",
"extracted": 4958,
"version": "0.1",
"filesize": 2757,
"details": "Beta Release\\n\\nPlace MP3, WAV, OGG, MOD or FLAC audios at sdmc:/switch/nxplay and enjoy!\\n\\nControls info is on the app itself.\\n\\n\\nI'm working on a ffmpeg port to make videos also available, may take some time as ffmpeg is so big."
},
{
"updated": "17/09/2018",
"appCreated": "17/09/2018",
"app_dls": 3248,
"screens": 0,
"md5": "6bae3d2cd112bedc1c227635bbd29578",
"category": "game",
"binary": "/switch/nxquake/nxquake.nro",
"name": "nxquake",
"license": "GPLv2",
"title": "nxquake",
"url": "https://github.com/fgsfdsfgs/nxquake/releases",
"description": "TyrQuake port",
"author": "fgsfdsfgs",
"changelog": "n/a",
"extracted": 27529,
"version": "0.2.0",
"filesize": 11895,
"details": "Switch port of TyrQuake (only the NetQuake part).\\n\\n If you have the full version, copy both pak0.pak and pak1.pak to /switch/nxquake/id1/.\\nIf you want to play Scourge of Armagon, copy pak0.pak from hipnotic to /switch/nxquake/hipnotic/. If you want to play Dissolution of Eternity, copy pak0.pak from rogue to /switch/nxquake/rogue/.\\nMake sure the pak files and the id1 directory have all-lowercase names, just in case.\\nYou can run NXQuake using Homebrew Launcher.\\nIf it crashes, look for console.log and error.log in /switch/nxquake/.\\nMission Packs and mods are supported. If you have more game folders than just id1 in /switch/nxquake/, a mod select menu will pop up when you launch NXQuake.\\n\\nTHIS DOWNLOAD INCLUDES THE SHAREWARE VERSION OF THE GAME."
},
{
"updated": "21/12/2022",
"appCreated": "21/12/2022",
"app_dls": 13104,
"screens": 0,
"md5": "ab1380e6862a82dc4e970d311cf6b43c",
"category": "game",
"binary": "/switch/nxquake2/nxquake2.nro",
"name": "nxquake2",
"license": "GPLv2",
"title": "nxquake2",
"url": "https://github.com/fgsfdsfgs/nxquake2/releases",
"description": "Port of the Yamagi Quake II client",
"author": "fgsfdsfgs",
"changelog": "_060\\n\\nmerged in latest upstream yquake2 (8.20+);\\nas a result of the above, better gamepad support;\\nas a result of the above, gyro aiming support (might be a bit buggy, disabled by default);\\nprobably more stuff that has been added since yquake2 7.45;\\nbuilt with latest libnx and devkitA64.\\n\\n_051\\n\\nrebased the port on latest upstream yquake2;\\nport now utilizes dynamic libraries for renderers and game code and thus supports some mods and Mission Packs;\\nbuilt with latest libraries and probably works on 12.0.0+/AMS0.190x+.",
"extracted": 72164,
"version": "_060",
"filesize": 41926,
"details": "This is the Yamagi Quake II Client, an enhanced version of id Software's Quake II with focus on offline and coop gameplay. Both the gameplay and the graphics are unchanged, but many bugs if the last official release were fixed and some nice to have features like widescreen support and a modern OpenGL 3.2 renderer were added.\\n\\nInstallation instructions\\n\\nCopy the baseq2 directory from your Quake 2 installation to /switch/nxquake2/. \\n\\nOGG music is supported and should be placed into /switch/nxquake2/baseq2/music/. See below for details.\\n\\nMission Packs and mods are not supported yet.\\n\\nIf the game crashes, check /switch/nxquake2/crash.log for details.\\n\\nTHIS DOWNLOAD INCLUDES THE DEMO VERSION OF THE GAME. For fuller instructions on running the full game with audio read here : https://github.com/fgsfdsfgs/nxquake2#full-versions."
},
{
"updated": "03/02/2019",
"appCreated": "29/02/2020",
"app_dls": 2450,
"screens": 0,
"md5": "4bad3156ef23d53218627edd0bc83464",
"category": "tool",
"binary": "/switch/nxsh/nxsh.nro",
"name": "nxsh",
"license": "BSD v3",
"title": "nxsh",
"url": "https://github.com/Cesura/nxsh/releases",
"description": "BusyBox-like remote shell for the Nintendo Switch over telnet",
"author": "Cesura",
"changelog": "v0.1.8-beta\\n\\nImplemented NAND browsing (see mount command). Big thanks to @friedkeenan for the contribution.\\n\\nv0.1.7-beta\\n\\nAdded JS scripting functionality via duktape. You can now write scripts and execute them, provided they are ECMAScript 5.1 compliant. See the examples/ directory for a bit more information.\\nAdded native print(), readFile(), and writeFile() functions ",
"extracted": 1112,
"version": "0.1.8-beta",
"filesize": 482,
"details": "About\\nI started this project as a convenient way to interact with the Switch over the network. Simply run the provided .nro file included and connect to your device via port 5050 to access a Unix-esque shell. A full list of currently-supported commands can be provided by typing 'help' at the prompt.\\n\\nFor more information, or to report a bug, check out the project on GitHub:\\nhttps://github.com/Cesura/nxsh\\n\\nConnecting \\nLinux/BSD/Mac OS\\nFirst ensure that you have the 'telnet' client installed on your local machine (it may or may not be bundled with your base distribution). For Mac users, I recommend installing the client via the Homebrew package manager. Then, connect in via:\\n\\n$ telnet [IP address] 5050\\n\\nWindows\\nThe built-in Windows telnet client does not play nicely with nxsh, so I recommend installing PuTTY. Note that connecting via a \"raw\" connection instead of a 'telnet' one will avoid a pesky 'command not found' message upon initialization of the shell. The telnet protocol sends some garbage text as it's negotiating the connection, so if you want a clean-looking shell, ditch that and go for a raw socket."
},
{
"updated": "10/05/2020",
"appCreated": "10/05/2020",
"app_dls": 7842,
"screens": 0,
"md5": "ba2ea08a69825d87e6472796f5b3e56e",
"category": "emu",
"binary": "/switch/Openbor/OpenBOR.nro",
"name": "openbor",
"license": "n/a",
"title": "OpenBor",
"url": "https://github.com/Cpasjuste/openbor",
"description": "OpenBOR is the ultimate 2D gaming engine",
"author": "cpasjuste",
"changelog": "3.0.7087-2\\n\\nadd rumble support (activate/deactivate from gamepads menu settings)\\n\\n3.0.7087\\n\\nadd opengl support\\nadd single/split joycon option menu\\nfix crash on exit\\nupdate to latest openbor git\\ngeneral system stability improvements to enhance the user's experience...",
"extracted": 9313,
"version": "3.0.7087-2",
"filesize": 3809,
"details": "OpenBOR is the ultimate 2D gaming engine with over 10+ years of active development behind it. With OpenBOR you can build anything from simple button mashers to elaborate projects rivaling the most lavish professional offerings. Download one of the dozens of ready to play game modules available here, or grab the development kit and start up one of your own!\\n\\n\\nPut your *.pak files in a Paks folder, inside OpenBOR.nro directory.\\n\\nOpenBOR official website: http://www.chronocrash.com/forum/"
},
{
"updated": "23/10/2018",
"appCreated": "08/12/2018",
"app_dls": 2075,
"screens": 0,
"md5": "be6279ac1d7d62c85ba6674561f62655",
"category": "game",
"binary": "/switch/openfodder/openfodder-switch.nro",
"name": "openfodder",
"license": "none",
"title": "Open Fodder",
"url": "https://github.com/keeganatorr/openfodder-switch/releases",
"description": "An open source port of Cannon Fodder ",
"author": "keeganatorr",
"changelog": "n/a",
"extracted": 82233,
"version": "1.4",
"filesize": 35930,
"details": "Cannon Fodder is an action-strategy shoot 'em up game developed by Sensible Software and published by Virgin Interactive.\\n\\nThe game is military-themed and based on shooting action but with a strategy game-style control system. The player directs troops through numerous missions, battling enemy infantry, vehicles and installations.\\n\\nOpen Fodder is an open source version of the Cannon Fodder engine, for modern operating systems.\\n\\n\\nControls\\nKeys\tControls\\nD-Pad or Analog\tMove Mouse\\nA or ZR\tClick\\nB or ZL\tFire\\nX\tSpeed up cursor\\nY\tSwap alt weapon\\nClick+Fire\tUse alt weapon\\nPlus\tPause\\nMinus\tShow map preview\\nMinus+L\tDecrease window size\\nMinus+R\tIncrease window size\\nPlus+Minus\tGo back\\n\\n\\nTHIS COME WITH THE AMIGA VERSION PRE PACKAGED NON OF WHAT IS WRITTEN BELOW IS REQUIRED AS WE HAVE DONE IT FOR YOU . however i have included this info should you struggle to have it run .\\n\\nRequires a copy of Cannon Fodder (DOS or Amiga, Amiga files work better)\\n\\n[DOS]: https://www.gog.com/game/cannon_fodder\\n\\n[Amiga]: http://www.whdownload.com\\nDownload this archive https://github.com/OpenFodder/data/releases/download/1.4/OpenFodder.zip. And extract the contents of OpenFodder/ to /switch/openfodder/ on your Nintendo Switch SD card.\\n\\n[DOS] Copy 'CF_ENG.DAT' from the CD (or the GOG install destination) to the /switch/openfodder/Data/Dos_CD folder.\\n[Amiga] Copy the contents of 'cf_data' into the /switch/openfodder/Data/Amiga directory.\\nCopy openfodder-switch.nro to /switch/openfodder/ and boot the game through the homebrew launcher."
},
{
"updated": "28/10/2019",
"appCreated": "29/02/2020",
"app_dls": 5188,
"screens": 0,
"md5": "85f9383afd2c64dfcb9f38d9ad3b8f2d",
"category": "game",
"binary": "/switch/openmw/openmw.nro",
"name": "openmw",
"license": "GPLv3",
"title": "OpenMW",
"url": "https://github.com/fgsfdsfgs/openmw/releases",
"description": "Unofficial Nintendo Switch port of OpenMW.",
"author": "fgsfdsfgs",
"changelog": "0.46.0-nx2\\n\\nrebuilt with latest libnx;\\nnow pops up a user selection screen on startup;\\nfixed some stuff related to usernames (thanks terabyte25).\\n\\n0.46.0-nx1\\n\\nInitial Switch release, based on latest OpenMW source (0.46.0 git). Expect issues.",
"extracted": 38426,
"version": "0.46.0-nx2",
"filesize": 16032,
"details": "OpenMW is an open-source game engine that supports playing Morrowind by Bethesda Softworks. You need to own the game for OpenMW to play Morrowind.\\n\\nOpenMW also comes with OpenMW-CS, a replacement for Bethesda's Construction Set.\\n\\nInstallation and running\\n\\nIf you already have an OpenMW install on your PC:\\n\\nCopy your openmw.cfg into /switch/openmw/config/ (for Windows users: it's in Documents/My Games/OpenMW).\\nCopy your data files (esm, esp, bsa) into /switch/openmw/data/.\\nIf you don't, but you own Morrowind:\\n\\nInstall Morrowind.\\nCopy the Data Files folder and Morrowind.ini file from your Morrowind installation into /switch/openmw/data/.\\nThen run OpenMW from hbmenu.\\n\\nKnown issues\\n\\nExiting the game using the HOME button during a loading screen will crash it.\\nCursor sometimes displays when it shouldn't.\\nPerformance isn't very good.\\nUser accounts that have non-ASCII characters in the name will be treated as an absence of user account (i.e. your saves will go into global).\\n\\nNotes\\n\\nYou have to run this from either NSP hbmenu or from a game override. Applet mode does not offer enough memory.\\nPress MINUS to bring up the software keyboard when an input field is selected.\\nClick LSTICK to enable/disable gamepad cursor control.\\nThis has only been tested with the English release of Morrowind GOTY Edition. Mods should probably work, however you'll have to either edit your openmw.cfg manually or use openmw-launcher on PC, then copy the config file over.\\nIf you have a user account active when you run the game, your saves will go into /switch/openmw/data/USERNAME, otherwise they'll go into /switch/openmw/data/global.\\nIf the game crashes, check /switch/openmw/fatal.log and /switch/openmw/config/openmw.log.\\n\\n\\n\\n\\n\\n"
},
{
"updated": "25/04/2021",
"appCreated": "25/04/2021",
"app_dls": 11930,
"screens": 0,
"md5": "d4cc7e0870f6e63e74c856cb5749730f",
"category": "game",
"binary": "/switch/openrct2/openrct2.nro",
"name": "openrct2",
"license": "GPLv3",
"title": "OpenRCT2",
"url": "https://github.com/rsn8887/OpenRCT2/releases",
"description": "OpenRCT2 (RollerCoaster Tycoon 2) port",
"author": "rsn8887",
"changelog": "1.06\\n\\nFix up and re-compile with 12.0.0 support\\n\\n1.05\\n\\nRe-compile with 9.0.0 support\\n\\n1.04\\n\\nFix right mouse click input\\nMap object rotation to dpad left and camera rotation to dpad right\\nMap backspace to zl+dpad left and escape to zl+dpad right to make room for new rotation mapping\\n\\n1.03\\n\\nMap shift, ctrl, backspace, and escape keys, useful to build above ground and quickly close windows.\\nMap cheat menu hotkey, now works by pressing the right stick in.\\nMake joystick pointer speed truly independent of fps. It now moves at constant speed even if the frame rate is low.\\nThe filtering options now work as expected. In docked mode, linear gives a slightly blurry image, and sharp nearest neighbor gives perfectly sharp pixels.\\nGeneral image quality improvements in both docked and handheld mode. The internal rendering now dynamically switches resolution between 1080p and 720p instead of always rendering at 720p. Also, the mouse pointer looks a bit sharper now in handheld mode.\\nThe window scaling option now works and can be used to blow up or shrink down the whole game screen, including the user interface.\\nDifferent game resolutions should also work in principle now. This involves editing the window_width and window_height entries in /switch/home/openrct2/config.ini. Only 16x9 ratios will work correctly. I think the default choice of 960x540 looks the best.\\n\\n1.02\\n\\nFix mouse cursor not turning into a hand when hovering over hotspots in the park\\nReduce joystick pointer speed slightly for easier control in-game.\\n\\n1.01\\n\\nInitial Release",
"extracted": 54558,
"version": "1.06",
"filesize": 23642,
"details": "This is my Switch port of OpenRCT2, a re-implementation of RollerCoaster Tycoon 2. A construction and management simulation video game that simulates amusement park management.\\n\\nData files from the original game are required to play this game.\\n\\nVisit my Patreon:\\nhttps://www.patreon.com/rsn8887\\n\\n# Thanks\\n\\nThanks to the many many developers who worked on this open source game.\\n\\nThanks to Chris Sawyer for writing the amazing original game.\\n\\nThanks to Milenko for testing and making screenshots.\\n\\nThanks to my supporters on Patreon: Andyways, CountDuckula, Greg Gibson, Jesse Harlin, \u00d6zg\u00fcr Karter, Matthew Machnee, and RadicalR\\n\\n# Installation\\n\\n- Copy all data files and folders from a working Windows OpenRCT2 installation to `/switch/openrct2/rct2/` so that you have a file `/switch/openrct2/rct2/rct2.exe` and many more files and folders there. For my testing, I used the data files from the gog.com version.\\n\\n- Note: This game takes quite long to load at first, because it generates a bunch of cache files. Subsequent boots are much faster.\\n\\n# Controls\\n\\nLeft analog stick = mouse pointer control\\nRight analog stick = scroll the map\\nR = left mouse click\\nL = right mouse click\\nZR = hold to slow down analog joystick mouse, useful to precisely position the pointer\\nZL = hold to speed up analog joystick mouse\\nA = right mouse click\\nB = left mouse click\\nY = shift key, hold and move mouse up/down to build above the ground\\nX = ctrl key, hold and move mouse to build multiple pieces at the same height above ground\\nDpad up = zoom out (page up key)\\nDpad down = zoom in (page down key)\\nDpad left = close topmost window (backspace key)\\nDpad right = exit construction mode (escape key)\\nR3 (press right stick in) = open cheat menu (ctrl-alt-c)\\nMinus = toggle between three touch control modes:\\nTouchpad style drag pointer with finger and tap to click, default:\\nMove a single finger to move the mouse pointer. Use short tap for left click. Hold a single finger while tapping a second finger for right click. Drag with two fingers to drag and drop.\\nJump to finger without click\\nThe pointer jumps to the finger, but the finger doesn't click. Use L/R or A/B to click\\nJump to finger with tap click\\nThe pointer jumps to the finger, and a short tap also generates a left click\\nPlus = bring up on-screen keyboard, useful for entering names, etc.\\nWhen pressing enter, it first erases existing text and replaces it with new text\\nPhysical USB keyboard and mouse are supported. Not all mice work. There's a mouse compatibility\\nchart.\\n\\nSee :\\n\\nhttps://github.com/rsn8887/openrct2/releases/latest for detailed installation instructions.\\n\\nThis is an initial appstore release and may include the full game in time."
},
{
"updated": "17/03/2023",
"appCreated": "17/03/2023",
"app_dls": 68766,
"screens": 0,
"md5": "b4f343f54b78426cf26d777814d3a566",
"category": "advanced",
"binary": "none",
"name": "ovlSysmodule",
"license": "GPLv2",
"title": "ovl-sysmodule",
"url": "https://github.com/WerWolv/ovl-sysmodules/releases",
"description": "A sysmodule selector for Tesla",
"author": "WerWolv",
"changelog": "1.3.1\\n\\nUpdate dependencies + fix warnings (#20)\\n\\n1.3.0\\n\\nToggling a Sysmodule from On to Off now also automatically prevents it from auto starting.\\nIf you'd still like to have the sysmodule auto start and only have it disabled until the next reboot, you can override it by pressing Y instead.\\n\\n1.2.2\\n\\nUpdate for latest Atmosphere + libnx hid changes\\n\\n1.2.1\\n\\nUpdated nx-ovlloader ProgramID to prevent killing it after the update\\n\\n1.2.0\\n\\n@HookedBehemoth decided to redo the entire thing building a much prettier interface and add some extra features:\\n\\nAdded ability to toggle sysmodules that need a reboot\\nAdded ability to toggle sysmodule auto booting\\nRedid the UI to make it look a lot cleaner\\nUpdated to libtesla v1.3.1 to make use of all the new features\\n\\n1.1.0\\n\\nCompatibility update for latest libtesla release",
"extracted": 385,
"version": "1.3.1",
"filesize": 168,
"details": "A Tesla overlay that allows you to toggle sysmodules on the fly"
},
{
"updated": "12/09/2023",
"appCreated": "12/09/2023",
"app_dls": 56368,
"screens": 0,
"md5": "4e9a124f8e51fb4729dc76ea1b12c24f",
"category": "emu",
"binary": "/switch/pfbneo/pfbneo.nro",
"name": "pFBA",
"license": "n/a",
"title": "pFBNEO",
"url": "https://github.com/Cpasjuste/pemu/releases",
"description": "final burn alpha emulator",
"author": "cpasjuste",
"changelog": "6.7.1\\n\\ncommon: cleanup media loading code\\ncommon: add unknown files even if it doesn't exist in gamelist.xml\\ncommon: change menus items position\\ncommon: fix games paths starting with ./\\ncommon: fix medias paths with recalbox gamelist.xml format\\ncommon: add ability to use custom gamelist.xml file in roms folders, overriding embedded (romfs) gamelist.xml\\ncommon: add SHOW_AVAILABLE menu option to hide missing files/roms/systems from gamelist (restart required)\\npfbneo: bump fbneo to latest git revision\\n\\n6.6\\n\\npfbn: support latest fbneo core (25f8e93)\\npfbn: fix memory leak on stop\\npfbn: fix default dip switch values (fix red hearth, some megadrive games\u2026\\ncommon: fix adding favorites in some cases\\ncommon: revert roms paths to default if not available\\n\\n6.5\\n\\npgen: fix hidden roms when file extension len is 2 (switch/vita/ps4)\\nvita: fix fps counter\\npgen: fix sram loading\\ncommon: disable config overwrite by default\\ninput: fix inputs not always cleared before processing\\npgen: fix emulation for roms size > 8MB\\npnes: remove load_archive hacks (use libarchive)\\npnes: use 0ldsk00l repo\\nlinux: hopefully fix missing shared libaries\\n\\n6.4\\n\\npgen: check for missing mega-cd bios on loading\\npgen: save per game mega-cd backup ram\\npgen: fix state saving (vita)\\npgen: fix scd_bram_cart.brm size\\npgen: add sram saving support\\npsnes: remove deprecated high res option\\npsnes: add AUDIO_SYNC option (on: perfect audio, off: minor audio stuttering in favor of fps)\\nvita: add more optimisations flags (improve fps)\\nvita: add WAIT_RENDERING option (improve fps but not working with effects)\\ncommon: fix wrong keys assignment in help bar (hopefully)\\ncommon: improve audio handling\\n\\n5.2\\n\\ncommon: fix audio sync (50hz roms in psnes/pnes and a few games like seiken densetsu 3)\\ncommon(skins): make menu text outline bigger\\ncommon(skins): fix fonts vertical positions\\ncommon: fix font padding and outline position\\ncommon: update gamelists (move to emulationstation format, lower memory usage)\\npfbneo: fix some games detected as clones (X-Men - Konami, ...)\\nswitch (pnes/psnes): update romlist help texture\\nswitch: fix single joycon mode for new c2d input (thanks R-YaTian)\\nlinux: add buttons gfx, enable some joystick buttons (wip)\\ncommon: general improvements to enhance the user's experience...\\n\\n5.1\\n\\npfbneo: fix some games (sfiii2,...) and megadrive system (sf2,...)\\npfbneo: fix video reinit code (mainly used by megadrive games)\\npfbneo: update gamelist.xml (fix mslug hacks system set as atomiswave, some clones, hacks and hb...)\\npfbneo: fix tg16 system id\\npfbneo: add/fix diagnostic and reset keys (press start 3 secondes for diag, coin 3 secondes for reset)\\npfbneo: fix Victory (Comsoft) system\\npfbneo: major input refactor (fix mortal kombat, outrun, etc...)\\npfbneo: handle fire6/fire7 (L2/R2) buttons\\npfbneo: use integers when possible for game list filtering (speed up system filtering)\\npfbneo: fix some flipped games orientation (comad..)\\npfbneo: use hiscore.dat from romfs\\npfbneo: remove audio sync option (automatically enabled when force 60hz option is disabled)\\npfbneo (switch): fix/invert fire buttons\\n\\n5.0\\n\\nfbneo: bump core to git rev e44cd75\\nfbneo: add system switch with fire buttons 5-6 (L/R)\\ninput: add menu1 and menu2 keys config option\\nupdate all databases\\nadd crt-geom-flat (for selected systems)\\nadd ps4 support\\nmany changes...\\n\\n4.4\\n\\npnes: update for latest pemu changes\\npfbn: add nes console support\\npfbn: update fbneo core to commit 89f2b6d\\nall: add \"big_preview\" skin\\nall: romlist: fix lower/upper cases sorting\\nall: romlist: don't filter on file extension, show any files in roms folder\\nall: load previews from default folders even if the game do not exist in database (\"media/mixrbv2/.png\", \"media/video/.mp4\")\\nall: add \"no preview\" image when no preview found\\nall: add a few effects to preview images/videos\\nall: further improvements to overall system stability and other minor adjustments have been made to enhance the user experience\\n\\n4.3\\n\\nadd SHOW_REAL_NAMES ui option to show zip names (or fbn names) instead screenscraper name in rom listing\\nlower videos previews size (1/2 size, 20 seconds instead 36).\\n\\n4.2\\n\\npemu: vita: fix roms paths in config.cfg not correctly loaded\\npemu: fix input configuration option menu (inputs, highlight, textures..)\\npfbn: fix option menu audio interpolation loop\\npemu: vita: fix \"Renderer::onUpdate\" called twice\\npfbn: vita: add crappy frameskip option (not working very well..)\\npemu: bump version to 4.2\\n\\n4.1\\n\\nhttps://github.com/Cpasjuste/pemu/releases/tag/4.1\\n\\n4.0\\n\\nadd screenscraper custom gamelist.xml support (help fixing database errors here)\\nadd screenshot support (put png files in \"roms/media/mixrbv2\")\\nadd video snaps support (put mp4 files in \"roms/media/video\")\\nadd lots of game filtering options\\nimprove game list scrolling\\nbetter favorites handling implementation\\nfix audio frequency option not applied\\nuse unibios 3.3 instead 3.1 by default for NeoGeo\\nupdate title image (pFBNEO, thanks to MarbleMad from screenscraper)\\ndisable console support, will be back later\\nupdate fbneo (Dec 3, 2019)\\nswitch: fix for firmware 9.x\\nlinux: add proper linux (ubuntu x64) support (set roms path in config.cfg)\\nwindows: add proper windows (x64) support (set roms path in config.cfg)\\nupdate build instructions\\nlot of untracked changes....\\n\\n3.4\\n\\nadd spectrum hardware roms filter\\nfix spectrum roms not detected/handled correctly\\nfix crash on some roms (Forgotten Worlds cps1, gaiapols...)\\nremove now unnecessary force 50hz option\\nupdate fba to latest git (2019-03-28)\\n\\n3.3\\n\\npfba: fix FORCE_60HZ option not always applied\\n\\n2.0\\n\\nuse OpenGL for rendering, which allow some nicer ui effects, and of course, more power (thanks armada, fincs, subv... for theire work on mesa/nouveau)\\npoint filtering can now be used in any rendering size\\nadd a few libretro shaders (retro-v2, scanlines, pixellate, crt easymode, crt geom, sharp bilinear, sharp bilinear scanlines, sabr v3, xbrz, supereagle). Note that some shader will work better in integer scaling (2x, 3x), and some will have a better effect with linear filtering (sharp bilinear). Also, some are very intensive (crt geom, sabr, xbrz) and may not work fullspeed in some emulators (pSNES)\\nadd fps counter option\\n\\n1.58\\n\\ntry to fix docked mode (untested, thanks m4xw for the tips)",
"extracted": 98728,
"version": "6.7.1",
"filesize": 25792,
"details": "The main goals of this final burn alpha port are :\\nhave a basic but user friendly user interface on non windows devices\\nuse a recent rendering interface for speed and effect support\\ncross-platform and code portability\\neasy updates of fba core (no modifications to the original sources)\\nuse arm asm m68k (cyclone) core on arm devices\\n\\nGENERAL INFORMATION'S\\nUsing icons on the Nintendo Switch will make main loading time longer if a lot of icons are detected. There's currently no plan to improve this.\\nYou can enable or disable single joycon support from the pFBA main menu (+). When enabled, all detected joycons (not docked) will be handled as a single controller/player.\\nPoint scaling is currently limited to 1x, 2x and 3x size. FIT, FIT 4/3 and FULL options will fallback to 3x.\\n\\nNINTENDO SWITCH CONTROLS (UI)\\n(L/R) : SWITCH FROM TITLE TO PREVIEW IMAGE\\n(+) : GENERAL OPTIONS + DEFAULT ROMS OPTIONS\\n(-) : PER ROM OPTIONS\\n(A) : RUN ROM\\n\\nNINTENDO SWITCH CONTROLS (IN-GAME)\\n\\n(+) : START\\n(-) : COINS\\n(+/-) + (A) : START\\n(+/-) + (B) : COINS\\n(+/-) + (X) : SERVICE SWITCH\\n(+/-) + (Y) : 1P + 2P START\\n(+/-) + (L/R) : PFBA MENU\\n(+) + (-) : UNIBIOS MENU (NEOGEO ONLY)"
},
{
"updated": "12/09/2023",
"appCreated": "13/05/2020",
"app_dls": 38176,
"screens": 0,
"md5": "0b61fa6b30a0f0777b1d734c4d758065",
"category": "emu",
"binary": "/switch/pnes/pnes.nro",
"name": "pNES",
"license": "n/a",
"title": "pNES",
"url": "https://github.com/Cpasjuste/pemu/releases",
"description": "Portable NES Emulator",
"author": "Cpasjuste",
"changelog": "6.7.1\\n\\ncommon: cleanup media loading code\\ncommon: add unknown files even if it doesn't exist in gamelist.xml\\ncommon: change menus items position\\ncommon: fix games paths starting with ./\\ncommon: fix medias paths with recalbox gamelist.xml format\\ncommon: add ability to use custom gamelist.xml file in roms folders, overriding embedded (romfs) gamelist.xml\\ncommon: add SHOW_AVAILABLE menu option to hide missing files/roms/systems from gamelist (restart required)\\npnes: bump nestopia to 1.52.0\\npnes: fix data paths (nestopia saves, etc...)\\n\\n6.6\\n\\ncommon: fix adding favorites in some cases\\ncommon: revert roms paths to default if not available\\npnes: should fix zip loading\\n\\n6.5\\n\\npgen: fix hidden roms when file extension len is 2 (switch/vita/ps4)\\nvita: fix fps counter\\npgen: fix sram loading\\ncommon: disable config overwrite by default\\ninput: fix inputs not always cleared before processing\\npgen: fix emulation for roms size > 8MB\\npnes: remove load_archive hacks (use libarchive)\\npnes: use 0ldsk00l repo\\nlinux: hopefully fix missing shared libaries\\n\\n6.4\\n\\npgen: check for missing mega-cd bios on loading\\npgen: save per game mega-cd backup ram\\npgen: fix state saving (vita)\\npgen: fix scd_bram_cart.brm size\\npgen: add sram saving support\\npsnes: remove deprecated high res option\\npsnes: add AUDIO_SYNC option (on: perfect audio, off: minor audio stuttering in favor of fps)\\nvita: add more optimisations flags (improve fps)\\nvita: add WAIT_RENDERING option (improve fps but not working with effects)\\ncommon: fix wrong keys assignment in help bar (hopefully)\\ncommon: improve audio handling\\n\\n5.2\\n\\ncommon: fix audio sync (50hz roms in psnes/pnes and a few games like seiken densetsu 3)\\ncommon(skins): make menu text outline bigger\\ncommon(skins): fix fonts vertical positions\\ncommon: fix font padding and outline position\\ncommon: update gamelists (move to emulationstation format, lower memory usage)\\npfbneo: fix some games detected as clones (X-Men - Konami, ...)\\nswitch (pnes/psnes): update romlist help texture\\nswitch: fix single joycon mode for new c2d input (thanks R-YaTian)\\nlinux: add buttons gfx, enable some joystick buttons (wip)\\ncommon: general improvements to enhance the user's experience...\\n\\n5.1\\n\\npnes: update gamelist.xml\\npnes: fix paths (for NstDatabase.xml, etc...)\\npnes: always force audio sync\\npnes: use romfs for NstDatabase.xml\\npnes: update nestopia to latest git revision (c103378)\\npnes: fix states menu\\npnes (ps4): fix datadir\\npnes/psnes: disable auto aspect ratio scaling mode\\npnes/psnes: improve scaling\\n\\n5.0\\n\\nfbneo: bump core to git rev e44cd75\\nfbneo: add system switch with fire buttons 5-6 (L/R)\\ninput: add menu1 and menu2 keys config option\\nupdate all databases\\nadd crt-geom-flat (for selected systems)\\nadd ps4 support\\nmany changes...\\n\\n4.4\\n\\npnes: update for latest pemu changes\\npfbn: add nes console support\\npfbn: update fbneo core to commit 89f2b6d\\nall: add \"big_preview\" skin\\nall: romlist: fix lower/upper cases sorting\\nall: romlist: don't filter on file extension, show any files in roms folder\\nall: load previews from default folders even if the game do not exist in database (\"media/mixrbv2/.png\", \"media/video/.mp4\")\\nall: add \"no preview\" image when no preview found\\nall: add a few effects to preview images/videos\\nall: further improvements to overall system stability and other minor adjustments have been made to enhance the user experience\\n\\n3.4\\n\\nfix uppercase roms not detected\\n\\n3.1\\n\\nskins: use zipped skins (put zipped skins in \"skins\" directory)\\nskins: add skin selection to main options menu\\nskins: change \"skin\" path to \"skins\"\\nskins: change \"ROM_ITEM\" name/type to \"TEXT\"\\nskins: add \"color_missing\", \"color_not_working\" and \"highlight_use_text_color\" options to \"ROM_LIST > TEXT\" skin config\\noptions menu: set states options menu at the first place, for easier in game access\\nstates menu: fix bug to return to main menu with back button\\nstates: allow loading a rom with it's state from the main rom menu\\nstates menu: add tween position for a better effect\\nswitch: input: use joystick click/press for either start (left joycon) or select (right joycon) on single joycon mode",
"extracted": 42045,
"version": "6.7.1",
"filesize": 15312,
"details": "Here is pNES, a NES emulator for the Nintendo Switch!\\npNES is based on the excellent Nestopia emulator!\\n\\nCapabilities\\n\\nSupport save states\\nSupport 2x, 3x, fit, fit 4/3 and fullscreen hardware scaling\\nSupport hardware filtering (shaders)\\nSupport titles, previews, and icons images (png), named as the rom name with png extension instead zip/sfc, in their respective directory (to be created if needed).\\nInstallation (roms)\\n\\ncopy roms to \"/switch/pnes/roms/\" directory on sdcard\\n\\nUsage\\n\\nPress (+) in the rom list to configure main options and default roms options\\nPress (-) in the rom list to configure per rom options\\nPress (+) AND (-) when in emulation to bring the options menu\\n\\nThanks\\n\\nScHlAuChi\\ndevkitPro and libnx people: yellows8, plutoo, profi200, WntrMute ....\\nScHlAuChi again :)"
},
{
"name": "padmacro",
"title": "pad-macro",
"description": "Controller macro recorder and playback",
"author": "FitzQ",
"version": "2.0.1",
"license": "GPLv3",
"url": "https://github.com/FitzQ/pad-macro",
"category": "tool",
"details": "pad-macro provides on-device controller macro recording and playback. The overlay offers a simple UI to edit and save config (/config/pad-macro/config.ini), pick macro files and start/stop the target program.",
"changelog": "v2.0.1\\n- change the storage dir from /switch/pad-macro/macros to /config/pad-macro/macros, you should move your macro files by yourself\\n- enable custom set combos\\n- enable edit macro file\\n\\nv2.0.0\\n- \u652f\u6301\u5b8f\u6587\u4ef6\u7f16\u8f91\\n- \u652f\u6301\u5b8f\u5546\u5e97\u4e0b\u8f7d\\n- \u4e0d\u517c\u5bb9\u8001\u7248\u672c\u5b8f\u6587\u4ef6\\n- \u6b22\u8fce\u5728\u6b64\u5206\u4eab\u5b8f\u6587\u952e\uff1a\u5b8f\u5546\u5e97: http://121.43.66.100/files/\\n\\nv1.0.1\\n- \u589e\u52a0\u4e86\u7ec4\u5408\u952e\u9009\u9879\\n- \u652f\u6301\u9009\u62e9\u5f55\u5236\u4e0e\u64ad\u653e\u7684\u9891\u7387\\n- \u652f\u6301\u9884\u89c8\u5b8f\u6587\u952e\u5185\u5bb9\uff08\u6309\u952e\u53ca\u5e27\u6570\uff09\\n\\ninit project. \\nsupported on joycon.",
"filesize": 667,
"extracted": 1404,
"md5": "c293fe72a95b440b07704ea4eceb02f4",
"sha256": "de3ff90cd39b5f4b3852975de193f73ed00c6f8138bf68a377e0e5761f139a2c",
"updated": "10/09/2025",
"appCreated": "10/09/2025",
"binary": "none",
"screens": 0,
"app_dls": 1713
},
{
"updated": "22/02/2024",
"appCreated": "20/04/2020",
"app_dls": 18020,
"screens": 0,
"md5": "28f08d4cc6ddf4e96e8a3029edb2a768",
"category": "game",
"binary": "/switch/sdlpal/sdlpal.nro",
"name": "pal",
"license": "GPLv3",
"title": "Legend of Sword and Fairy",
"url": "https://github.com/usineur/sdlpal/releases",
"description": "Legend of Sword and Fairy port",
"author": "usineur",
"changelog": "1.1-nx\\n\\nFix aspect ratio (thanks to @palxex )\\n\\n1.0-nx\\n\\nInitial release\\n\\n1.3 (old gbatemp release)\\n\\n\\nNo code changes, just bump to sync version number with Vita",
"extracted": 243646,
"version": "1.1-nx",
"filesize": 141161,
"details": "Li Xiaoyao, the protagonist of the game, is an orphan who lives with his aunt in a small fishing village near Suzhou, China. When his aunt falls sick, Li travels across the sea to a mystical island in search of a cure for his aunt. He meets a maiden Zhao Ling'er, whom he falls in love with. Although he was forced by Zhao's nanny to marry Zhao and remain on the island forever, he manages to escape with the medicine and succeeds in healing his aunt. However, he loses memory of his encounter on the island because he was tricked into consuming a memory-erasing drug earlier. When he meets Zhao again, he does not remember her but still saves her from a group of enemies, who have destroyed her home and murdered her nanny. He then decides to accompany her to southwestern China in search of her mother, who might still be alive.\\n\\nFollow the source link for more detailed instruction and controls."
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 14351,
"screens": 0,
"md5": "2b54e22281988a71e031430f81221aad",
"category": "emu",
"binary": "/switch/picodrive.nro",
"name": "picodrive",
"license": "none listed",
"title": "Picodrive",
"url": "https://gbatemp.net/threads/retroarch-switch.492920/",
"description": "A SEGA Retroarch Core",
"author": "Retroarch",
"changelog": "n/a",
"extracted": 2983,
"version": "1.1.0",
"filesize": 1077,
"details": "A very beta version of this core , games play from the SD card.\\nCurrent problems:\\nScreen settings\\nAnalog input."
},
{
"updated": "19/06/2025",
"appCreated": "04/04/2020",
"app_dls": 3961,
"screens": 0,
"md5": "b7633c5eb5db163eb4685cd33a61f4b2",
"category": "game",
"binary": "/switch/pinballnx/pinball.nro",
"name": "pinballnx",
"license": "MIT",
"title": "pinballnx",
"url": "https://github.com/minkcv/pinballnx/releases",
"description": "Pinball Game for Nintendo Switch",
"author": "minkcv",
"changelog": "1.0\\n\\nUpdated for compatibility with horizon os 10.0.3.\\n\\n0.9\\n\\nNo changes detailed.\\n\\n0.8\\n\\nUpdated table layout\\n\\n0.7\\n\\nNew features, fixes, performance improvements",
"extracted": 10056,
"version": "1.0",
"filesize": 4401,
"details": "A homebrew pinball game for the nintendo switch. \\n\\nTake the joycons off and turn the display to portrait.\\n\\nControls :\\n----------\\n\\nFlippers: L and R\\nPull Plunger: Either Stick Down\\nPause: Minus\\nNew Game: B\\nQuit: Plus"
},
{
"updated": "26/08/2020",
"appCreated": "26/08/2020",
"app_dls": 3525,
"screens": 0,
"md5": "3485fabd8f763fbcbac033f25788eebf",
"category": "tool",
"binary": "/switch/Pixel-Painter.nro",
"name": "pixel-painter",
"license": "n/a",
"title": "Pixel Painter",
"url": "https://github.com/16BitWonder/Pixel-Painter-Switch",
"description": "Create colorful pixel art",
"author": "16BitWonder",
"changelog": "1.8.0\\n\\nRemoved deprecated gfx API code (Yes, v1.7.0 was that old)\\nBuilt with latest libnx (v3.3.0) for 9.0.0+ compatibility\\nOnce again, this will likely be the final release unless it's somehow broken again.\\n\\n1.7.0\\n\\nMade it so that controls are only handled when a button is actually pressed\\nThis will likely be the final release unless it's broken again in the future.\\n\\n1.6.0\\n\\nFixed the application so it works as intended",
"extracted": 323,
"version": "1.8.0",
"filesize": 139,
"details": "My first Switch homebrew application, a port of my 3DS application Pixel-Painter.\\nUses the hello-world template from libnx as a base.\\nFeatures:\\n- The ability to draw with six different colors on the screen\\n- Controls and color information on the left side of the screen"
},
{
"name": "pkDex",
"title": "pkDex",
"description": "pkDex - Offline Pokedex for Switch Games",
"author": "Insektaure",
"version": "1.5.2",
"license": "Apache v2",
"url": "https://github.com/Insektaure/pkDex",
"category": "tool",
"details": "pkDex is a comprehensive Pokemon encyclopedia (Pokedex) application that allows users to offline browse and view detailed information about Pokemon for Switch games.\\n\\nMulti-Region Support: Browse Pokemon from different regions:\\n- Kanto\\n- Sinnoh\\n- Sinnoh Arceus\\n- Galar + DLC\\n- Paldea + DLC\\n\\nDetailed Pokemon Information:\\n- National and Regional\\n- Shiny Lock\\n- Types\\n- Evolution\\n- Version exclusivity\\n- In-game locations\\n- Images of both standard / shiny\\n- Packaged low resolution images, with dynamic loading high resolution if available on the SD card\\n\\nPokemon Tracker:\\n- Track caught Pokemon by marking them on the list",
"changelog": "v1.5.2\\n- Minor Feature release - Main App :\\n - Recompiled version using new libNX 4.10.0 for HOS 21.0.0 support (3)\\n\\n- Updater App :\\n - Recompiled version using new libNX 4.10.0 for HOS 21.0.0 support (3)\\n\\nv1.5.1\\nMinor Feature release - Main App :\\n\\n- Update Kalos (Legends: Z-A) locations & shiny lock status.\\n\\nv1.5.0\\nNew Feature release - Main App :\\n\\n- Add Pokemon Legends Z-A Pokedex support.\\n\\nv1.4.0\\nNew Feature release - Main App :\\n\\n- Add option to Download & Extract the High-Resolution Images Pack directly from the main application (since v1.4.0 and up).\\n\\nSettings menu :\\n\\n- Add an option to Download the High-Resolution Images Pack directly from the application.\\n- Add an option to Extract the downloaded High-Resolution Images Pack directly from the application.\\n\\nv1.3.2\\nMinor Feature release - Main App :\\n\\n- Add Changelog menu\\n\\nSettings menu :\\n\\n- Can now hide the main app bottom status bar\\n\\nv1.3.1\\nMinor Feature release - Main App :\\n\\n- Tracker now use one file per region to save \"_Captured_\" statuses instead of a big one (faster Read / Write)\\n\\nSettings menu :\\n\\n- Can now select & reset per region \"_Captured_\" statuses instead of all regions without distinction (this cannot be undone _-for now-_)\\n\\nHow to Use :- \\n\\n1. Download the latest pkDex.nro and pkDexUpdater.nro (_optional, can be downloaded from the main app_)\\n2. Copy pkDex.nroand pkDexUpdater.nro to be inside the /switch directory on your Switch's SD Card\\n3. You can download the optional High Res img pack (extract on the root of the Switch' SD Card) _-recommended-_\\n4. Open the app (applet or takeover mode)\\n5. Navigate the app\\n\\nv1.3.0\\nNew Feature release - Main App :\\n- Update file can be redownloaded (prompt to force download is update file already exist)\\n- Add Pokemon Tracker system\\n\\nCan now toggle \"Captured\" status on the list to mark Pokemon as Captured.\\n\\nYou can now keep track of what's missing in your collection (useful for Shiny Hunt)\\n\\nSettings menu :\\n- Add an option to reset all \"captured\" status (this cannot be undone -for now-)\\n\\nv1.2.0\\nNew Feature release - Main App :\\n- Can download the Updater app directly from the main application if missing (since v1.2.0 and up).\\n\\nUpdater App :\\n- Add new Updater app to update to latest version available directly from the Nintendo Switch.\\n\\nv1.1.1\\nUpdate release - Main App :\\n- Added Shiny Locked flag on pokemon view\\n\\nv1.1.0\\nNew Feature release - Main App :\\n- Update check on startup (to ensure you have the latest version -Enable by default-) (network connection needed)\\n- Update checks is only available since this release, previous ones don't have this feature !\\n\\nNew Settings menu :\\n- Disable automatic update check on startup (for those who prefer not to check for updates on launch)\\n- Manually check if an update is available (network connection needed)\\n\\nChanging the settings will generate a config.ini file in the /config/pkDex directory on the Switch SD Card, which will be used to store user preferences.\\n\\nv1.0.0\\nInitial Release",
"filesize": 11331,
"extracted": 14358,
"md5": "80f1df5a5da34c58ad606b214a174785",
"sha256": "9bee65ea467dcd1b4af68c9cee78b4c0311f3403a7b91ca06716eaea38d941f5",
"updated": "16/11/2025",
"appCreated": "16/11/2025",
"binary": "/switch/pkDex.nro",
"screens": 4,
"app_dls": 8495
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 4119,
"screens": 0,
"md5": "d088a590692a8e464489d27203ebcb3f",
"category": "game",
"binary": "/switch/Pong/Pong.nro",
"name": "pong",
"license": ".",
"title": "Switch Pong",
"url": "https://github.com/TheKgg/switch-pong",
"description": "Pong",
"author": "Thekgg",
"changelog": "n/a",
"extracted": 231,
"version": "1.0.1",
"filesize": 94,
"details": "Pong for the Nintendo Switch written using libnx.\\n\\nController 1 is the left bar, controller 2 is the right bar. Use the left stick to move."
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 11524,
"screens": 0,
"md5": "69d15bff151f4265a9ae3ba6bb0942bf",
"category": "game",
"binary": "/switch/postal/postal.nro",
"name": "postal",
"license": ".",
"title": "Postal",
"url": "https://github.com/lantus/postal-nx/releases",
"description": "Postal game",
"author": "MVG",
"changelog": "n/a",
"extracted": 3628,
"version": "1.00",
"filesize": 1034,
"details": "Ported to the Switch by MVG. Original game by Running with Scissors in 1997\\n\\nOriginal Source Release - https://bitbucket.org/gopostal/postal-1-open-source\\nRunning with Scissors Website - http://runningwithscissors.com/\\n\\nWide Screen and Twin Stick optimized for the Nintendo Switch :)\\nRuns on 5.x firmware.\\n\\nPlace Postal Data files in 'res' folder. You can get Postal Redux for 1.99 on GoG.com or via other means."
},
{
"updated": "17/09/2019",
"appCreated": "29/02/2020",
"app_dls": 3079,
"screens": 0,
"md5": "740e6fbee10724ff1b97142a19c98560",
"category": "game",
"binary": "/switch/powder-nx/powder-nx_v1.0.nro",
"name": "powder-nx",
"license": "GPLv3",
"title": "powder-nx",
"url": "https://github.com/VelocityRa/powder-nx",
"description": "Physics sandbox game with many elements",
"author": "VelocityRa",
"changelog": "n/a",
"extracted": 11334,
"version": "1.0",
"filesize": 4315,
"details": "Have you ever wanted to blow something up? Or maybe you always dreamt of operating an atomic power plant? Do you have a will to develop your own CPU? The Powder Toy lets you to do all of these, and even more!\\n\\nThe Powder Toy is a physics sandbox game, which simulates air pressure and velocity, heat, gravity and a countless number of interactions between different substances! The game provides you with various building materials, liquids, gases and electronic components which can be used to construct complex machines, guns, bombs, realistic terrains and almost anything else. You can then mine them and watch cool explosions, add intricate wirings, play with little stickmen or operate your machine.\\n"
},
{
"updated": "21/02/2022",
"appCreated": "21/02/2022",
"app_dls": 49224,
"screens": 0,
"md5": "aa1b6aa39a8e542a14882e41723dea9d",
"category": "tool",
"binary": "/switch/pplay/pplay.nro",
"name": "pplay",
"license": "n/a",
"title": "pplay",
"url": "https://github.com/Cpasjuste/pplay/releases",
"description": "video player for the Nintendo Switch",
"author": "Cpasjuste",
"changelog": "3.5\\n\\nadd back ftp support\\nbug fixes and stability improvements..\\n\\n3.4\\n\\nFix USB\\n\\nv3.1\\n\\nfix incorrect screen resolution\\nimprove scraper results with levenshtein algorithm\\nfew fixes and improvements\\n\\nv3.0\\n\\nfix for 9.0+ firmware\\nadd tmdb scraper\\nMany more untracked changes (UI, Browser, etc.)\\n\\nv2.1\\n\\nplayer: hide loading message and report error... on file loading error\\nplayer: fix http browsing of folders with the ' special characters\\nplayer: fix http loading of files with special characters\\nplayer: speedup http browsing\\n\\nv2.0\\nuse mpv interface as ffmpeg wrapper (provide a fast, stable and powerful experience)\\nadd external font support\\ndisable automatic media info extraction thread, media info is extracted when a media is loaded\\nlot of fixes and improvements\\n\\nv1.5\\n\\nenable rmvb extension support\\nincrease subtitle atlas size, should/may fix truncated subtitles\\nfix pause/resume when using home button\\nfix audio synchronization when using home button\\nreset osd play button when seeking\\nallow audio frequency < 48 khz without software conversion\\n\\nv1.4\\n\\nimplement threading (major speed improvement)!\\nfix date format in status bar\\nfix status bar not hidden on timeout hide\\nset lower buffering option by default (thanks threading)\\n\\nv1.3\\n\\nimprove audio decoding (fix some audio desynchronization, most 720p media seems to works fine even with medium buffering, this also fix some audio seeking problem in some media)\\nadd status bar (time and battery)\\nadd crappy pPlay title image\\nfix some random crashes when scanning media folder\\n\\nv1.2\\n\\nplayer: disable screen dimming and auto sleep when playing\\nplayer: fix pcm* audio format (unable to initialize audio resampler error)\\nplayer: fix \"unsupported sutbtitle format\" error (subtitle will be disabled)\\npplay: add ftp support (ftp://user:password@ip:port/), WIP (very slow loading time..)\\npplay: fix media information caching of long path/filename\\npplay: force loading of media information on load if not cached",
"extracted": 32454,
"version": "3.8",
"filesize": 14773,
"details": "pPlay is a video player for the Nintendo Switch. pPlay support most popular video formats, have subtitles (embedded ass) and http streaming support.\\n\\nUsage\\nUse left/right to switch menu's and windows... select a media and... have fun.\\nNotes\\npPlay should be able to play most media. While 720p should be mostly fine, 1080p support can vary with medias and bit rates. If so (audio de-sync for example), increasing buffering can help in most situation. This can be done in the main menu (left). Please note that increasing the buffer size will have some side effect like longer loading and seeking time, but also to stop a video (buffers needs to be released). This is more visible when using http streams, of course.\\n\\npPlay can stream media from an http server with directory listing enabled. To do so, you must edit the pPlay configuration file (pplay.cfg) to add your server address (NETWORK = 'http://samples.ffmpeg.org/';). Please note that you need a good and stable network connection for this, and you will probably have to set buffering to \"VeryHigh\" for smoother experience.\\n\\npPlay will extract media information in background, but i did spot a very few files which make the device crash. If so, you can disable this in pPlay configuration file (pplay.cfg): CACHE_MEDIA_INFO = 0;\\n\\npPlay will push the cpu speed when a 1080p media is played, and restore previous speed when paused or stopped. This is safe but can be disabled in the main option menu (left).\\n\\nPlease note that there is a (big?) delay when switching video/audio/subtitles streams to see the change. This is worked on but in the meantime, be patient :)"
},
{
"name": "ppsspp",
"title": "PPSSPP Standalone",
"description": "PPSSPP Standalone Switch",
"author": "m4xw",
"version": "1.17.x (Sept 9, 2024)",
"license": "GPLv2",
"url": "https://www.ppsspp.org/legacybuilds/",
"category": "emu",
"details": "PPSSPP Standalone Switch by m4xw\\n============================================\\n\\nThis is the first Standalone Release for PPSSPP.\\nIt's based on my libretro port with some few distinctions:\\n-JIT improvements (should now work on all Horizon version), masking is no longer required, thus JIT masking bugs are a thing of the past (will be backported to the libretro ver. this week).\\n-All config files reside in /switch/ppsspp/, the path can not be changed for the time being.\\n-You can copy your PPSSPP files from /retroarch/cores/savefiles/PPSSPP/ (savefiles are compatible, savestates are NOT, however I will add a export option to the Core soon-ish).\\n\\nNote:\\n\\n-Due to a toolchain Issue, starting like 15~ games in a row might lead to a crash, your mileage might vary depending of the number of JIT buffer allocations\\n\\nNotes\\n============================================\\n-If you are using ANY method of loading PPSSPP OTHER than Atmosphere's title redirection feature, DO NOT report issues that you encounter.\\n-Don't use NSP's.\\n-After upstreaming, this port will likely become the official\\n\\nSupport\\n============================================\\nSpecial thanks to hrydgard for everything he has done for the PPSSPP Project.\\n\\nIf you want to support his work, consider buying PPSSPP Gold https://central.ppsspp.org/buygold even if you don't use it!\\n\\nMy Patreon: https://www.patreon.com/m4xwdev\\n\\nLinks\\n============================================\\nSwitch Port Github: https://github.com/m4xw/ppsspp/\\nUpstream Github: https://github.com/hrydgard/ppsspp",
"changelog": "Update to 1.17.x version from Sept 9, 2024. For full changelog, see: https://www.ppsspp.org/news/release-1.17/",
"filesize": 19752,
"extracted": 41830,
"md5": "7d1aa226c86ff924f9211c82ff645793",
"sha256": "9296552c26d96c61f04d2aaf12f06f867cf59172b3748c1a4a97367c6361903f",
"updated": "29/04/2025",
"appCreated": "11/09/2024",
"binary": "/switch/ppsspp/PPSSPP_GL.nro",
"screens": 0,
"app_dls": 243532
},
{
"updated": "24/01/2020",
"appCreated": "29/02/2020",
"app_dls": 1214,
"screens": 0,
"md5": "55beef86864235935146519cb8d784f6",
"category": "tool",
"binary": "/switch/prodinfoenabler/ProdInfoEnabler.nro",
"name": "prodinfoenabler",
"license": "n/a",
"title": "prodinfoenabler",
"url": "https://github.com/darkxex/prodinfoenabler/releases",
"description": "enable and disable prodinfo writing.",
"author": "darkxex",
"changelog": "1.0.1\\n\\n9.1.0 Module is based in ancl.",
"extracted": 9858,
"version": "1.0.1",
"filesize": 4322,
"details": "ProdInfo Enabler\\n\\n\\nenable and disable prodinfo writing.\\n\\nThis application is based on the Benfah code.\\nThere is nothing to explain, just choose your firmware and press A.\\nWhen finished restart your console."
},
{
"updated": "12/09/2023",
"appCreated": "13/05/2020",
"app_dls": 91477,
"screens": 0,
"md5": "9ef25dc4250fb025f36d9517d375b688",
"category": "emu",
"binary": "/switch/psnes/psnes.nro",
"name": "psnes",
"license": "n/a",
"title": "pSNES",
"url": "https://github.com/Cpasjuste/pemu/releases",
"description": "A Snes9x port",
"author": "Cpasjuste",
"changelog": "6.7.1\\n\\ncommon: cleanup media loading code\\ncommon: add unknown files even if it doesn't exist in gamelist.xml\\ncommon: change menus items position\\ncommon: fix games paths starting with ./\\ncommon: fix medias paths with recalbox gamelist.xml format\\ncommon: add ability to use custom gamelist.xml file in roms folders, overriding embedded (romfs) gamelist.xml\\ncommon: add SHOW_AVAILABLE menu option to hide missing files/roms/systems from gamelist (restart required)\\npsnes: bump to latest git revision (153965e5f2fbb0b638868ac3fa89ff8b0363d22c)\\n\\n6.6\\n\\ncommon: fix adding favorites in some cases\\ncommon: revert roms paths to default if not available\\n\\n6.5\\n\\npgen: fix hidden roms when file extension len is 2 (switch/vita/ps4)\\nvita: fix fps counter\\npgen: fix sram loading\\ncommon: disable config overwrite by default\\ninput: fix inputs not always cleared before processing\\npgen: fix emulation for roms size > 8MB\\npnes: remove load_archive hacks (use libarchive)\\npnes: use 0ldsk00l repo\\nlinux: hopefully fix missing shared libaries\\n\\n6.4\\n\\npgen: check for missing mega-cd bios on loading\\npgen: save per game mega-cd backup ram\\npgen: fix state saving (vita)\\npgen: fix scd_bram_cart.brm size\\npgen: add sram saving support\\npsnes: remove deprecated high res option\\npsnes: add AUDIO_SYNC option (on: perfect audio, off: minor audio stuttering in favor of fps)\\nvita: add more optimisations flags (improve fps)\\nvita: add WAIT_RENDERING option (improve fps but not working with effects)\\ncommon: fix wrong keys assignment in help bar (hopefully)\\ncommon: improve audio handling\\n\\n5.2\\n\\ncommon: fix audio sync (50hz roms in psnes/pnes and a few games like seiken densetsu 3)\\ncommon(skins): make menu text outline bigger\\ncommon(skins): fix fonts vertical positions\\ncommon: fix font padding and outline position\\ncommon: update gamelists (move to emulationstation format, lower memory usage)\\npfbneo: fix some games detected as clones (X-Men - Konami, ...)\\nswitch (pnes/psnes): update romlist help texture\\nswitch: fix single joycon mode for new c2d input (thanks R-YaTian)\\nlinux: add buttons gfx, enable some joystick buttons (wip)\\ncommon: general improvements to enhance the user's experience...\\n\\n5.1\\n\\npnes/psnes: disable auto aspect ratio scaling mode\\npnes/psnes: improve scaling\\npsnes: fix 50hz audio\\n\\n5.0\\n\\nfbneo: bump core to git rev e44cd75\\nfbneo: add system switch with fire buttons 5-6 (L/R)\\ninput: add menu1 and menu2 keys config option\\nupdate all databases\\nadd crt-geom-flat (for selected systems)\\nadd ps4 support\\nmany changes...\\n\\n4.4\\n\\npnes: update for latest pemu changes\\npfbn: add nes console support\\npfbn: update fbneo core to commit 89f2b6d\\nall: add \"big_preview\" skin\\nall: romlist: fix lower/upper cases sorting\\nall: romlist: don't filter on file extension, show any files in roms folder\\nall: load previews from default folders even if the game do not exist in database (\"media/mixrbv2/.png\", \"media/video/.mp4\")\\nall: add \"no preview\" image when no preview found\\nall: add a few effects to preview images/videos\\nall: further improvements to overall system stability and other minor adjustments have been made to enhance the user experience\\n\\n4.3\\n\\npsnes: fix audio crackling\\npsnes: hide unneeded options from options menu\\npsnes: allow listing unknown files in rom listing\\npsnes: add BLOCK_INVALID_VRAM option\\npsnes: add TRANSPARENCY option\\npsnes: add DISPLAY_MESSAGES option\\npsnes: add FRAMESKIP, TURBO_MODE and TURBO_FRAMESKIP options\\npsnes: allow frameskip on switch, while not really needed...\\npsnes: update snes9x core to latest version (03/31/2020, 432fc08498b33190a41ae659c3c5fccbeb5b8b3e)\\npsnes: include all pFBN changes since last pSNES release (a lot)\\nall: add SHOW_REAL_NAMES ui option to show zip names (or fbn names) instead screenscraper name in rom listing\\nall: lower videos previews size (1/2 size, 20 seconds instead 36).\\n\\n3.4\\n\\nupdate to latest snes9x git (2019-03-28)\\nfix save states loading\\nuse bigger font size for menus\\nfix crash in some games (cool world...)\\nfix uppercase roms not detected\\n\\n3.1\\n\\nskins: use zipped skins (put zipped skins in \"skins\" directory)\\nskins: add skin selection to main options menu\\nskins: change \"skin\" path to \"skins\"\\nskins: change \"ROM_ITEM\" name/type to \"TEXT\"\\nskins: add \"color_missing\", \"color_not_working\" and \"highlight_use_text_color\" options to \"ROM_LIST > TEXT\" skin config\\noptions menu: set states options menu at the first place, for easier in game access\\nstates menu: fix bug to return to main menu with back button\\nstates: allow loading a rom with it's state from the main rom menu\\nstates menu: add tween position for a better effect\\nswitch: input: use joystick click/press for either start (left joycon) or select (right joycon) on single joycon mode\\n\\n\\nUses OpenGL now! New libretro shaders as well",
"extracted": 43557,
"version": "6.7.1",
"filesize": 15215,
"details": "Installation\\n\\ncopy 'psnes' directory to '/switch/' directory on sdcard\\ncopy roms to '/switch/psnes/roms/' directory on sdcard\\n\\nInformation\\n\\n\\npSNES 'should' work on any firmware (based on libnx and snes9x.git)\\npSNES actually support save states, 2x, 3x, fit, fit 4/3 and fullscreen hardware linear scaling and a simple (but nice?) ui.\\npSNES ui support titles images (png), named as the rom name with png extension instead zip, in the 'previews' directory (to be created if needed).\\npSNES does not actually support high resolution games...\\npSNES use a database file for rom handling. You'll need a 'db.xml' file located alongside the application. The current 'db.xml' file comes from 'Hyperspin' website, and only contains USA 'good rom / no-intro' set. Your rom files must be zipped and named as per this set. You'll find in the 'database' directory this file as backup/reference (Super Nintendo Entertainment System - hyperspin.xml) + a complete set from dat-o-matic (datomatic.no-intro.org). Rename this file to 'db.xml' and (re)place it in the same directory as the executable to use this one. You can make your own database file with filtering from this great website."
},
{
"updated": "22/07/2018",
"appCreated": "29/02/2020",
"app_dls": 1292,
"screens": 0,
"md5": "6e616a19f1369d00c2579b3bcecdfdb6",
"category": "game",
"binary": "/switch/pusha.nro",
"name": "pusha",
"license": "n/a",
"title": "Push A NX",
"url": "https://github.com/Maschell/PushA_NX",
"description": "Push A as fast as you can",
"author": "Maschell",
"changelog": "n/a",
"extracted": 2878,
"version": "1.0.1",
"filesize": 1071,
"details": "Back to the roots. Back in 2008 I started with writing homebrew on Wii. The first game I created was Push A.\\nNow, almost 10 years later, I quickly wrote a new version for the Switch.\\nHave fun!\\nHuge thanks to vgmoose, based on his examples."
},
{
"updated": "09/08/2018",
"appCreated": "09/08/2018",
"app_dls": 14115,
"screens": 0,
"md5": "458cbc07e0a93ae85be3f72a59908655",
"category": "tool",
"binary": "/switch/PyNX/PyNX.nro",
"name": "pynx",
"license": "ISC License",
"title": "Pynx",
"url": "https://github.com/nx-python/Pynx",
"description": "Python on NX",
"author": "AileenLumina",
"changelog": "\\n0.5.2\\nadded threading support\\n\\n0.6.0\\nImgui and Pyimgui support Documentation : http://pyimgui.readthedocs.io/en/latest/index.html \\nUrllib works properly now\\nNew python file launcher",
"extracted": 28581,
"version": "v0.6.0-alpha",
"filesize": 7448,
"details": "nx-python is an ecosystem for developing and running Python homebrew applications on the Nintendo Switch.PyNX serves as the entry point to running Python apps on your Switch. It is a homebrew app that contains a port of the CPython interpreter and allows you to run Python applications from the Homebrew Menu.\\nThe _nx module provides a low-level wrapper around libnx.\\n\\nThe nx package allows you to use Switch-specific functionalities, such as controller input and filesystem access, in your Python apps.\\nPython 3.5 is supported.\\n\\nThis release largely simplifies loading and distributing Python homebrew apps. When launching PyNX, you will now be greeted with a menu that allows you to select the Python program you want to launch. Python homebrew applications are now placed in the /switch/ directory on the SD card and can be a single .py file or a directory containing a main.py file. Python homebrews can also import each other, as long as the homebrew they're trying to import is installed."
},
{
"updated": "21/09/2018",
"appCreated": "29/02/2020",
"app_dls": 3209,
"screens": 0,
"md5": "2623b478d00adba01581ae2e0a048149",
"category": "game",
"binary": "/switch/rawgl/rawgl.nro",
"name": "rawgl",
"license": ".",
"title": "rawgl",
"url": "https://github.com/usineur/rawgl/releases",
"description": "Another World game",
"author": "usineur",
"changelog": "2.0\\nMesa support\\n\\n1.1\\n\\nUpdate to latest modifications\\nAdd language detection\\n\\n1.2\\n\\nFix graphic glitches",
"extracted": 9928,
"version": "2.0",
"filesize": 4609,
"details": "rawgl is a re-implementation of the engine used in the game Another World.\\n\\n3DO version is also compatible. Replace datafiles of the DOS version if wanted.\\nAnniversaries editions are not supported in this release.\\n\\nSee Source page for more info and controls."
},
{
"updated": "07/05/2020",
"appCreated": "07/05/2020",
"app_dls": 6753,
"screens": 0,
"md5": "6618a54fa22ed9a5583b9427dce03d89",
"category": "tool",
"binary": "/switch/reboottopayloadswitch/Reboot.nro",
"name": "reboottopayloadswitch",
"license": "GPLv2",
"title": "reboottopayloadswitch",
"url": "https://github.com/metehankaygsz/reboottopayloadswitch/releases",
"description": "Allows to boot payload file from hbmenu",
"author": "metehankaygsz",
"changelog": "n/a",
"extracted": 298,
"version": "1.0",
"filesize": 132,
"details": "(SXOS,Atmosphere,ReiNX,Hekate) You must rename payload file as 'payload.ini' and copy it to the SD card Atmosphere's Reboot to Payload, modified to boot payload.bin\\n\\nThis is Atmosphere's reboot to payload code, modified to change the directory is looks for the reboot payload in.\\n\\nThe original files can be found in GitHub here: https://github.com/Atmosphere-NX/Atmosphere https://github.com/Adran-Marit/Reboot-to-Payload"
},
{
"updated": "23/12/2020",
"appCreated": "23/12/2020",
"app_dls": 7034,
"screens": 0,
"md5": "025fb6edd8f3d1ad2cf8888682a82d42",
"category": "game",
"binary": "/switch/renpy-switch/renpy-switch-the-question-v1.7.5.nro",
"name": "renpy-switch",
"license": "MIT",
"title": "renpy-switch",
"url": "https://github.com/uyjulian/renpy-switch/releases",
"description": "Open source port of Ren'Py to the Nintendo Switch",
"author": "uyjulian",
"changelog": "1.7.5\\n\\nAdd required pygame_sdl2 modules\\nrenpy-switch-the-question-v1.7.5.nro is a sample visual novel entitled \"The Question\" that can be run on your Nintendo Switch.\\nrenpy-switch-sdk-v1.7.5.7z contains the files needed to build your own game, documentation named README.html, and an .elf file containing debugging symbols in the event an error occurs to assist in debugging.\\n\\n1.7.2\\n\\nUse unbuffered file reading\\nMore allocation related checks in media subsystem\\n\\n1.7.1\\n\\nNow actually using CPython 2.7.18 with the additional modules\\nUpdate to libnx 3.2.0\\nCorrect aspect ratio when aspect ratio of project is not 16:9\\nPartially automated packaging\\nAdded instructions on how to create nro using the files from the SDK archive\\nCorrected 3rd party library build instructions\\n\\n1.7\\n\\nOut of memory workaround removed (making it more likely that you can rollback, save, and restart the game)\\nOverclock removed\\nBetter error messages with error applet\\nMostly complete libnx bindings\\n_socket, _hotshot, and imageop modules added\\npymalloc now allocates memory aligned to page boundary\\nShow a helpful error message and quit when launched as applet\\nUpdate to libnx 3.1.0\\nUpdate to CPython 2.7.18\\nPython libraries are now imported from zip file using zipimport\\nIntegrated extra libraries into main distribution\\nUpdate to switch-sdl2 2.0.12\\nrenpy-switch-the-question-v1.7.nro is a sample visual novel entitled \"The Question\" that can be run on your Nintendo Switch.\\nrenpy-switch-sdk-v1.7.7z contains the files needed to build your own game, documentation named README.html, and an .elf file containing debugging symbols in the event an error occurs to assist in debugging.\\n\\n\\n\\n1.6.1\\n\\nno changes to sample nro.\\n\\n1.6\\n\\nSimplified build system\\nFixed controller support\\nTrimmed down executable size by using a special build of ffmpeg\\nPartial libnx bindings\\nAutomatically change clock based on if expensive operations are being done\\nJoin audio playback threads after they are finished\\nUpdated to Ren'Py 7.3.4; includes rendering bugfixes\\n\\nSimplified build system\\nTouch screen support\\nUpdated to Ren'Py 7.3.3; includes changes to reduce chance of running out of thread resources\\n\\n\\n1.4\\n\\nEnable optimization mode; now uses .pyo files instead of .pyc files\\nReverted changes to threading; now using pthread again\\nUse pthread_exit when exiting thread instead of doing nothing\\nAdd gl2 subsystem modules; not fully working yet\\nAdd patches for video playback\\nDisable Mesa debugging\\nClear some memory when loading image assets has failed; may reduce the chance of data aborts\\nCompiled with libnx v2.5.0, fixing controller input on firmware 9.0.0",
"extracted": 62149,
"version": "1.7.5",
"filesize": 33668,
"details": "This repository contains a port of Ren'Py to the Nintendo Switch.\\n\\nsample visual novel entitled \"The Question.\"\\n\\nTo create your own game please refer to the SOURCE link for info.\\n"
},
{
"updated": "20/09/2020",
"appCreated": "20/09/2020",
"app_dls": 658,
"screens": 2,
"md5": "9d114bd455ecba52315b66cf0b6f69e2",
"category": "game",
"binary": "/switch/residualvm/residualvm.nro",
"name": "residualvm",
"license": "GPLv2",
"title": "residualVM",
"url": "https://github.com/usineur/residualvm/releases",
"description": "A 3D game interpreter",
"author": "usineur",
"changelog": "0.4.0git-2\\n\\nFix possible crashs in Grim Fandango\\nFix double-events when using touch controls (thx @rsn8887)\\n\\n0.4.0git-1\\n\\nInitial Release.",
"extracted": 18142,
"version": "0.4.0git-2",
"filesize": 7709,
"details": "ResidualVM is a game engine reimplementation that allows you to play 3D adventure games such as Grim Fandango, Escape from Monkey Island, Myst III and The Longest Journey.\\n\\nResidualVM utilizes OpenGL for 3D graphics hardware acceleration. A software renderer is also included for machines without hardware OpenGL.\\n\\n2. Current state\\nAt this point ResidualVM is fit for normal use, when playing supported games, it is however worth noting that you should still save early and save often, as problems or dead ends might still exist (Grim Fandango itself originally had a few unintentional ways to get the game stuck).\\n\\n2.1. Which games does ResidualVM support?\\nCurrently ResidualVM supports Grim Fandango and Escape from Monkey Island, as well as Myst III and The Longest Journey.\\n\\n\\nA more detailed description of the requirements to get games running can be found here : \\n\\nhttps://github.com/usineur/residualvm#residualvm-a-3d-game-interpreter.\\n"
},
{
"updated": "12/06/2021",
"appCreated": "12/06/2021",
"app_dls": 1112,
"screens": 0,
"md5": "9d5270d36120a499cf6ca384b5a205f2",
"category": "game",
"binary": "/switch/rocksndiamonds/rocksndiamonds.nro",
"name": "rocksndiamonds",
"license": "GPLv2",
"title": "Rocks'n'Diamonds",
"url": "https://github.com/rsn8887/rocksndiamonds/",
"description": " a Boulderdash type game by Holger Schemel",
"author": "rsn8887",
"changelog": "1.15\\n\\n1.14\\n\\non Switch, add 9.0.0 support\\non Switch, fix .ogg audio playback\\non Switch, fix pointer getting stuck when controlled with physical USB mouse\\n\\n1.13\\n\\non Switch, fix automatically turning on/off VSync on selecting/deselecting Game Speed: 60 fps mode\\n\\n1.12\\n\\nfix crash when loading levelsets that change screenmode, such as \"Supaplex (Original)\"\\non Switch, fix slow-down when pressing home button\\non Switch, use 1080p resolution when docked\\n\\n1.11\\n\\nOn Switch, implement on-screen keyboard (only works when launching with nsp injection)\\n\\n1.10\\n\\nfixed problem on Switch with too-large screen in docked mode when loading saved config. The workaround was to change window size to 100% and save again. Now Fullscreen mode should be set to \"On\" and then this problem does not appear anymore.\\n\\n1.9switch\\n\\nsame as release 1.9, but added Switch executables to the downloads\\n1.9\\n\\nadd '60 fps' game speed setting for perfectly smooth motion in some levels on the Vita. It works well with the bundled Emerald Mine levelsets. This mode is 20% faster than the default setting 'normal.'\\n\\nremoved slow-down when playing levelsets that use the Emerald Mine engine with default graphics.",
"extracted": 13089,
"version": "1.15",
"filesize": 5747,
"details": "Rocks'n'Diamonds is a Boulderdash type game by Holger Schemel with many unique features, such as the ability to play remade levels from Boulderdash, Emerald Mine and Supaplex and many more levels.\\n\\nFor more information on how to play the game, or to load custom levels, view the source repo at github.com/rsn8887/rocksndiamonds/\\n\\nThanks:\\n- Thanks to my awesome supporters on Patreon, especially Andyways, CountDuckula, and Sean Ritzo.\\n- Thanks @FrangarCJ for help with optimizing the rendering.\\n- Thanks to Holger Schemel for making a great and portable game.\\n- Thanks to the many devs of VitaSDK for a great development environment.\\n\\n\\nVita/Switch-Exclusive Features:\\n\\n- game controller mapping including analog joystick mouse controls\\n- front touch controls with left/right mouse click and drag and drop gestures\\n- support for bluetooth keyboard and mouse\\n- the game runs smooth at the same speed as the desktop versions\\n- additional level package with thousands of levels as separate download (see 'More Levels')\\n- auto-hide mouse cursor when using the dpad\\n- easily switch player focus in multiplayer games using r+triangle and r+square\\n\\n\\nGamepad Controls (Switch):\\n\\nDpad or left stick = move player and navigate menus\\nright stick = move mouse pointer\\nB = primary button (+ direction for snap action or turning mirrors, also 'ok' in menu)\\nA = secondary button (drop dynamite)\\nY or L = left mouse button\\nX or R = right mouse button\\nMinus = quit (escape key, also cancels requesters)\\nPlus = pause (space key)\\nR+X = set focus to next player (ALL->1->2->3->4)\\nR+Y = set player focus to previous player (ALL<-1<-2<-3<-4)\\n\\n\\nTouch Controls:\\n\\nNote: for multi-touch gestures, the fingers have to be far enough apart from each other, so that the Vita will not erroneously recognize them as a single finger. Otherwise the pointer will jump around.\\n\\nSingle short tap = left mouse click\\nSingle short tap while holding a second finger down = right mouse click\\nSingle finger drag = move the mouse pointer\\nDual finger drag = drag'n'drop (left mouse button is held down)\\nThree finger drag = drag'n'drop (right mouse button is held down)"
},
{
"updated": "26/11/2020",
"appCreated": "26/11/2020",
"app_dls": 9883,
"screens": 0,
"md5": "fe13e396426f010ccb9d77b84ea75033",
"category": "tool",
"binary": "/switch/screen-nx/ShareNX.nro",
"name": "screen-nx",
"license": "GPLv2",
"title": "screen-nx",
"url": "https://github.com/HookedBehemoth/ShareNX/releases",
"description": "upload screenshots directly from your switch",
"author": "HookedBehemoth",
"changelog": "2.0.0b\\n\\nupdate pu\\n\\n2.0.0\\n\\nAlmost completely rewritten by @HookedBehemoth . Should look a lot less incompetent now!\\nSupport for other websites through the use of site-specific configuration files\\nConfigs must be placed in /switch/screen-nx/sites\\nConfigs can be changed by pressing the X button in-app\\nConfigs allow you to easily change the theme of the application, as well as the site to upload to\\nExamples can be found here. Feel free to submit a pull request with your own sites!\\nVideo thumbnails\\nImage thumbnails --- This completely fixes #2\\nSlightly modified UI with visible controls\\nProbably a lot of bugs fixed\\n\\n1.2.1\\n\\nFixed file sorting so that files created in the months of October, November, and December don't end up at the bottom of our list\\nAllow files older than a week to be re-uploaded (in case they got removed)\\nAdded an Icon\\nAdded a status message for uploading so you actually know the software is doing something\\n\\n1.2.0\\n\\nadded video support\\n\\n1.1.1\\n\\nThis release should work with the 9.0.0 HID changes.\\n\\n(current atmosph\u00e8re version mitigates this but you need to update your homebrew to use it on future versions.\\n\\n",
"extracted": 10836,
"version": "2.0.0b",
"filesize": 4946,
"details": "upload screenshots directly from your switch"
},
{
"name": "scummvm",
"title": "ScummVM",
"description": "Point and Click Adventures.",
"author": "scummvm",
"version": "2.9.1",
"license": "GPLv3",
"url": "https://github.com/scummvm/scummvm/releases",
"category": "emu",
"details": "Here is a port of the excellent ScummVM engine to the switch.",
"changelog": "2.9.1\\nGet ready to jam and slap da BASS!\\n\\nYes, it is this time of the year again! Please welcome the first ScummVM release of the year: ScummVM 2.9.1.\\n\\nThis maintenance release mainly focused on fixing bugs that our developers and users have uncovered since our last stable release.\\n\\nSCUMM:\\n\\nRestored the ScummVM 2.7.0 behavior of allowing all the DOS v2-v4\\n(i.e. Maniac Mansion to Monkey1) EGA titles to be played with the\\nAmiga palette again, using the Render mode game option.\\nFixed most of the iMUSE tracks being silent in the Booty Store,\\nin Monkey2.\\nFixed an accuracy issue with some character positioning in SCUMMv2\\nand below. This would happen when interacting with the devotee at\\nthe airport in Zak McKracken (all releases but the FM-TOWNS one),\\nfor instance.\\nFixed Moonbase Commander multiplayer mode crashing guests when\\nstarting the game.\\nFixed pops in Sega CD Monkey1 sound effects.\\nFixed saving over an existing save in COMI.\\nFixed excessive MIDI messages being sent during iMUSE music volume\\nreduction (e.g. in the Sam & Max intro), which could cause\\nslowed-down, garbled speech when using older, real MIDI hardware.\\nFixed an iMUSE crash when loading an older savegame with a sound\\nfade in progress.\\nFixed the Jolly Roger enhancement for Monkey1; enabling this\\nenhancement would prevent this flag from appearing when it should\\nno longer be visible anymore, but the fix was incomplete in some\\nVGA floppy releases.\\nFixed the enhancement for Smirk's cigar smoke in Monkey1 FM-TOWNS.",
"filesize": 115750,
"extracted": 195804,
"md5": "6c2be596a3bda2414c1a17211b1fe636",
"sha256": "41a4d6615d8bb38d6db444fa8cc1b76ad60c52652a1bb6348430c53e0e9a4dfc",
"updated": "26/05/2025",
"appCreated": "13/05/2025",
"binary": "/switch/scummvm/scummvm.nro",
"screens": 0,
"app_dls": 31249
},
{
"updated": "20/07/2018",
"appCreated": "10/01/2025",
"app_dls": 1238,
"screens": 0,
"md5": "9457158588b32f5596b194ccd24e4d3a",
"category": "game",
"binary": "/switch/switch_sdl_pong/switch_sdl_pong.nro",
"name": "sdl_pong",
"license": ".",
"title": "Sdl Pong",
"url": "https://github.com/I-EAT-CHEEZE-YO/switch_sdl_pong/releases",
"description": "Sdl Pong",
"author": "Cheeze",
"changelog": "n/a",
"extracted": 4790,
"version": "1.0",
"filesize": 2524,
"details": "This is my pretty basic attempt at implementing pong for the nintendo switch using c++ and sdl2. Im no expert at writing programs or nothing. It still needs a lot of work, anywho enjoy!"
},
{
"updated": "31/03/2020",
"appCreated": "31/03/2020",
"app_dls": 1881,
"screens": 2,
"md5": "03c685465ae1572eb0ced360024af2a6",
"category": "advanced",
"binary": "none",
"name": "snek",
"license": "GPLv2",
"title": "Snek",
"url": "https://github.com/d3st1nyh4x/snek/releases",
"description": "snek overlay for tesla launcher",
"author": "d3st1nyh4x",
"changelog": "0.8.0\\n\\nIntroducing High Scores and Saves!\\n\\nThis version is close to final, please make sure to send me any feedback.",
"extracted": 833,
"version": "0.8.0",
"filesize": 378,
"details": "A Snake like overlay for Tesla Launcher.\\n\\nbeta release, no saves or high score, probably bugs."
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 33189,
"screens": 0,
"md5": "dec666da38411f7c191c7d1b7bc82cca",
"category": "emu",
"binary": "/switch/retroarch_switch.nro",
"name": "snes9x_2010",
"license": "none listed",
"title": "SNES9x_2010",
"url": "https://gbatemp.net/threads/retroarch-switch.492920/",
"description": "A SNES Retroarch Core",
"author": "Retroarch",
"changelog": "n/a",
"extracted": 3744,
"version": "beta",
"filesize": 1199,
"details": "A very beta version of this core , games play from the SD card.\\n\\nScreen settings\\nGame Saves\\nButton Config\\nAnalog input."
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 30323,
"screens": 0,
"md5": "fe1f5149842d9aa36aa09b5784effd08",
"category": "emu",
"binary": "/switch/snes9x2010nx/snes9x2010nx.nro",
"name": "snes9x_2010_nx",
"license": "none listed",
"title": "SNES9x_2010_NX",
"url": "https://gbatemp.net/threads/retroarch-switch.492920/",
"description": "A SNES Retroarch Core",
"author": "Retroarch",
"changelog": "n/a",
"extracted": 3061,
"version": "beta",
"filesize": 1214,
"details": "A very beta version of this core compiled with LibNX, games play from the SD card.\\n\\nScreen settings\\nGame Saves\\nButton Config\\nAnalog input."
},
{
"updated": "22/02/2021",
"appCreated": "22/02/2021",
"app_dls": 40853,
"screens": 0,
"md5": "25a73d7816049a7e543a3079d50e4c29",
"category": "game",
"binary": "/switch/games/MysteryOfSolarusDX.nro",
"name": "solarus",
"license": "GPLv3",
"title": "Mystery of Solarus DX",
"url": "https://github.com/capsterx/solarus/releases/",
"description": "Fanmade Legend of Zelda game",
"author": "capsterx carstene1ns",
"changelog": "0.4.2-luajit\\n\\nSwitching to use switch-utils keymapper for configurable keys per-game\\n\\n0.4.2-luajit\\n\\nThe game Zelda - A Link To The Dream does not currently use the joypad on the file creation/selection menu, so as a quick workaround ZR was mapped to return so the game can be started.\\n\\n0.3-1.6.4\\n\\nThis release adds opengl which allows version >= 1.6 version games to use shaders.",
"extracted": 46259,
"version": "0.4.3-luajit",
"filesize": 30608,
"details": "This is my port of solarus engine to the nintendo switch\\n\\n\\nI did not find a prebuilt Plutonium or lua, so i included these in the source tree for convience.\\n\\nI took some code from https://github.com/carstene1ns/solarus-engine but have since modified it quite a bit also upgrading it to 1.6.4.\\n\\nI basically have the code for the switch ignoring the sdl axis movement and any of the joypad buttons that are directional and instead fake them as keyboard directions. Dont know if that's the best way to go about it, but it works.\\n\\nThe - key is mapped to 'escape' so you can actually exit the game\\n\\nhttps://github.com/capsterx/solarus#about-solarus"
},
{
"name": "sonicroboblast2",
"title": "Sonic Robo Blast 2",
"description": "Sonic Robo Blast 2 Port",
"author": "Craftyawesome, heyjoeway",
"version": "2.2.15-r2",
"license": "GPLv2",
"url": "https://github.com/Craftyawesome/SRB2",
"category": "game",
"details": "Sonic Robo Blast 2 is a 3D Sonic the Hedgehog fangame based on a modified version of Doom Legacy.\\n\\nThis fork aims to support the Nintendo Switch.\\n\\nNotes: The game takes a bit to boot. A faster SD card or higher CPU clock may help with this. The game defaults to software renderer. Consider changing to OpenGL. Performance is similar at low resolutions and better at high resolutions. The automatic resolution option runs at 800x450 on software, 1280x720 OpenGL handheld, 1920x1080 OpenGL docked. This can be disabled. The game is CPU bottlenecked even on OpenGL. Models are an additional small performance loss. The game continues to run while on the Switch's home screen when you are unable to pause to prevent lag-switching. If you want to play the game with mouse/keyboard, you'll have to bind most of the buttons yourself. All button bindings are set \"correctly\" out-of-the-box. You might want to tweak them to your liking though.\\n\\nAuthors: Sonic Team Jr, Craftyawesome, heyjoeway, carstene1n",
"changelog": "v2.2.15-r2\\nRecompile for atmosphere 1.10\\nCompile with -frapv\\n\\nFor the full notes on 2.2.15 read here: https://git.do.srb2.org/STJr/SRB2/-/wikis/Changelogs/2.2.15\\n\\nFix saved resolution being ignored with automatic resolution off\\nAdd a message when attempting to change resolution with auto resolution enabled\\n\\nFor the full notes on 2.2.15 read here: https://git.do.srb2.org/STJr/SRB2/-/wikis/Changelogs/2.2.15",
"filesize": 174167,
"extracted": 197603,
"md5": "1b2ee87077b0a0df13064e2114457142",
"sha256": "4596841cd25156a8c2e90b67df5545946a9a7776c85cbd2618ff922d450cd66f",
"updated": "15/11/2025",
"appCreated": "15/11/2025",
"binary": "/switch/srb2switch22/srb2switch22.nro",
"screens": 0,
"app_dls": 54443
},
{
"updated": "04/02/2020",
"appCreated": "29/02/2020",
"app_dls": 3901,
"screens": 0,
"md5": "f3a419dc378c951dfbf1c951da5cd766",
"category": "game",
"binary": "/switch/spacenx.nro",
"name": "spacenx",
"license": "MIT",
"title": "Space Game NX",
"url": "https://github.com/vgmoose/spacenx",
"description": "Shoot rocks in outer space, and stuff",
"author": "vgmoose",
"changelog": "n/a",
"extracted": 766,
"version": "1.1",
"filesize": 325,
"details": "This is a port of Space Game - https://github.com/vgmoose/space to the Switch, using libtransistor.\\nThe game is currently fully playable, but there's no music, enemy count is limited to compared to the Wii U version, and some Switch-specific features are planned."
},
{
"name": "sphaira",
"title": "sphaira",
"description": "A hbmenu alternative",
"author": "iTotalJustice",
"version": "1.0.0",
"license": "GPLv3",
"url": "https://github.com/ITotalJustice/sphaira",
"category": "tool",
"details": "A homebrew menu for the switch.\\n\\nFeatures: \\nLaunch homebrew\\nFile browser\\nAppstore\\nCreate / installer forwarders for homebrew\\nTheme browser, powered by Themezer\\nAnd many more! \\n A homebrew menu for the switch.",
"changelog": "v1.0.0\\nWhat's Changed\\n- General system stability improvements to enhance the user's experience.\\n\\n0.13.3\\n- Fixed account save listing where the profile uid differs from the account uid\\n\\n0.13.2\\n- Fixed CreateFolderWithPath for hdd crashing due to a nullptr dereference.\\n- Fixed flashcart detection in the GameCard menu.\\n\\n0.13.1\\n- Fixed potential deadlock if an invalid jpeg was loading with nvjpg.\\n\\n0.13.0\\n- fixed rare crash when closing the appstore.\\n- fixed gc menu not being able to select \"Back\" whilst a gamecard is not inserted.\\n- fixed themezer theme download crash when downloading certain themes that had % in their file name.\\n- fixed hdd freeze when doing hdd->hdd copy, zip or unzip due to a deadlock bug in usbhsfs (will be fixed upstream soon).\\n- fixed not deleting save before restoring, which could result in stale files being leftover.\\n- fixed es ticket struct being the wrong size, this could result in failed installs.\\n- fixed the filebrowser not displaying the correct current mount fs when translations were enabled.\\n- fixed filebrowser split screen button not working.\\n- fixed tik/cert files being placed at the beginning of the nsp when dumped, they're now placed at the end of the file list, following standardNSP.\\n- added save backup / restore to USB.\\n- homebrew refreshes itself when an app is installed / removed from the appstore, as well as downloading via ghdl.\\n- added support for all save types (system, bcat, cache, device).\\n- added more descriptive error messages for internal sphaira errors.\\n- enable boost mode as early as possible during init.\\n- added mtp custom mount support (sd card, image sd/nand, install, speed test).\\n- use the real save timestamp when creating a save zip backup.\\n- added common ticket patching if the ticket has been modified. this is applied during install and game dumping.\\n- added personalised -> common ticket convert option for installing.\\n\\n0.12.0\\n- fix ncz block installs.\\n- fix usbds setting zlt for both read/write, rather than just write.\\n- appstore add option to view installed files.\\n- appstore add option to view project website.\\n- add support for setting custom forwarder gif/logo from file.\\n- option to swap left/right side menus.\\n- multi-threaded zip and unzip.\\n- further optimise appstore installing by downloading zip to memory rather than file, multi-threading the md5 hash and multi-threading the unzip.\\n- use nxtc for title caching.\\n- use oss-nvjpg for jpeg loading (improved performance over stbi).\\n- add save menu, currently backup and restore are supported.\\n- further optimise zip/unzip code by increasing the file buffer size to reduce io r/w.\\n- fix action buttons in the filebrowser not responding to touch screen.\\n- Pt patches by @ninstar.\\n- Add default theme and update screenshots by @ninstar.\\n- Updated theme and new strings. by @Yorunokyujitsu.\\n- \u4e2d\u6587\u8bed\u8a00\u6587\u4ef6\u66f4\u65b0 by @Johnluckygogogo.\\n- Update fr.json by @chronoss09.\\n- fixed long strings, translate untranslated by @rashevskyv.",
"filesize": 1568,
"extracted": 3324,
"md5": "d6baad010edbd5d7e44aa5d161b3466d",
"sha256": "2a36804f031039e3f176a89fb8eac284130f058b81eed87ae927dad536950fac",
"updated": "19/11/2025",
"appCreated": "18/11/2025",
"binary": "/switch/sphaira/sphaira.nro",
"screens": 6,
"app_dls": 70447
},
{
"updated": "19/09/2019",
"appCreated": "29/02/2020",
"app_dls": 4763,
"screens": 0,
"md5": "cd3fc054b27b6a350866557d9797284d",
"category": "game",
"binary": "/switch/stepmania/stepmania.nro",
"name": "stepmania-nx",
"license": "n/a",
"title": "stepmania-nx",
"url": "https://github.com/retronx-team/stepmania-nx/releases",
"description": "Stepmania 5.x Switch Port",
"author": "retronx-team",
"changelog": "nx2\\n\\nFix drawing of 3D models, leading to missing parts for dancers, or crash in certain songs\\nResets back the video renderer at start, to prevent failures if the config file was edited\\nHOS 9.0.0 ready: compiled against latest libnx (v2.5.0)",
"extracted": 79640,
"version": "5.1-nx2",
"filesize": 64620,
"details": "Welcome to StepMania, a rhythm game simulator. If you're not familiar with the concept of rhythm games, it involves triggering inputs (e.g. buttons, foot panels) in time to the music. StepMania can be controlled with a keyboard or one of various specialized controllers.\\n\\nGetting Started\\n\\nSong Installation\\n\\nStepMania requires a specific folder layout when installing songs: Songs/[group folder]/[song folder]/\\n\\nUsing one of the included songs as an example:\\n\\nSongs/StepMania 5/Springtime/Kommisar - Springtime.mp3\\nSongs/StepMania 5/Springtime/spring.png\\nSongs/StepMania 5/Springtime/springbn.png\\nSongs/StepMania 5/Springtime/Springtime.ssc\\nEach of these files serves as a part of the simfile. StepMania 5 supports various formats, including (but not limited to) SSC, SM, DWI, KSF and BMS. With the multi-file BMS and KSF formats, put all the files in the song's folder.\\n\\nDefault controls\\n\\nACTION\tKey 1\tKey 2\\nLeft\tDPAD L\tY\\nRight\tDPAD R\tA\\nUp\tDPAD U\tX\\nDown\tDPAD D\tB\\nUpLeft\tL\t\\nUpRight\tR\t\\nBack\tMinus\t\\nStart\tPlus\t\\nSelect\tZL\t\\nCoin\tZR\t"
},
{
"updated": "07/12/2020",
"appCreated": "07/12/2020",
"app_dls": 33935,
"screens": 0,
"md5": "e7cd3e982a6cc35a19f4075e964fab93",
"category": "game",
"binary": "/switch/smw/smw.nro",
"name": "supermariowar-nx",
"license": "n/a",
"title": "Super Mario War NX",
"url": "https://github.com/retronx-team/supermariowar-nx",
"description": "A port of Super Mario War",
"author": "p-sam",
"changelog": "bx4\\n\\nUpstream fixes and changes\\n\\nInput was refactored:\\n\\nD-Pad and Left stick are now combined\\nNew defaults: B = Jump; Y = Turbo (Like on a mario game)\\nJoycon split option was removed, you can instead open up the system controller applet to remap controllers freely\\nNetwork multiplayer support (experimental):\\n\\nLobby server needed (check README for more info)\\nCross-platform PC <-> Switch supported\\n\\nnx3\\n\\nAdapted changes, and compiled against latest libnx (v2.5.0)\\nNew directory structure using subrepos instead of 2 different repos\\n\\nnx2\\n-adds split joycon support with an option in controls screen (credits to @rsn8887 for this and the initial linear filtering)\\n-adds screen size options (fit to aspect ratio, integer scale, 1:1 and stretched fullscreen)\\n-adds screen filtering option (nearest, linear, or best which currently is equal to linear)\\n\\n2.0.0-nx1\\n\\nInitial Release.",
"extracted": 50542,
"version": "2.0.0-nx4",
"filesize": 39582,
"details": "A port of Super Mario War to the Switch, using SDL2 and libnx.\\n\\n\\n\\n\\n\\n."
},
{
"updated": "18/10/2018",
"appCreated": "10/01/2025",
"app_dls": 7137,
"screens": 0,
"md5": "a3e1f28ca150e5508745611edeb1915d",
"category": "tool",
"binary": "/switch/svitch/svitch.nro",
"name": "svitch",
"license": "none",
"title": "svitch",
"url": "https://github.com/Slashcash/svitch/releases",
"description": "A savefile extractor",
"author": "Slashcash",
"changelog": "n/a",
"extracted": 1741,
"version": "0.1.2-alpha",
"filesize": 810,
"details": "Svitch is a Nintendo Switch savefile extractor, it just scans your system searching for savefiles and lists them at startup, you can then export them to your sd card into a convenient file format called .svi\\n\\nThe .svi file format\\n\\nAfter a succesful extraction you will find a .svi files into the export folder on your sd card named after the id of the game you extracted, this is nothing more than a glorified archive which contains your savefile and can be opened natively with every archive manager (such as WinZip, WinRar, 7Zip and so on).This archive will also contain a svitch_saveheader.svh file. It is not part of your savefile, it contains human-readable additional informations about the save itself and it will also be used by Svitch to import the save back in the system (as soon as the function will be ready).If you wish to import the .svi files back into your system with the use of a different tool you can easily decompress the archive, scrap away svitch_saveheader.svh and re-import it normally."
},
{
"updated": "12/05/2020",
"appCreated": "10/01/2025",
"app_dls": 139951,
"screens": 2,
"md5": "56349291d2b35529cfe9a8265f4a375b",
"category": "tool",
"binary": "/switch/switch-cheats-updater/switch-cheats-updater.nro",
"name": "switch-cheats-updater",
"license": "GPLv3",
"title": "switch-cheats-updater",
"url": "https://github.com/HamletDuFromage/switch-cheats-updater/releases",
"description": "Update your cheat files for your games",
"author": "HamletDuFromage",
"changelog": "1.2.1\\n\\nNow supports ReiNX\\n\\n1.2.0\\n\\nMultiple QOL improvments\\n\\n1.1.7\\n\\nCreates a /sxos directory in the sd card root for those who don't already have it (and experience a black screen because of it)\\n\\n1.1.6\\n\\nYou can now prevent cheats for a specific game to be overwritten by listing them, one per line, in config/cheats-updater/exclude.txt\\n\\n1.1.4\\n\\nAdded XCI support for SXOS users\\n\\n1.1.3\\n\\nFixed a dumb path typo that resulted in SXOS users getting a blank screen\\n\\n1.1.1\\n\\nThe homebrew now detects games installed to NAND and gamecards\\n\\n1.1\\n\\nAdded cheats deletion and opt-in instructions download",
"extracted": 1962,
"version": "1.2.1",
"filesize": 895,
"details": "A Nintendo Switch homebrew app to automatically update your cheat files for your installed games, gamecarts and XCIs. Supports Atmosphere, ReiNX and SXOS.\\n\\nFetches the latest cheats from the gbatemp general thread through my mirror (updates once a day)\\nBlacklist titles\\n\\nBy default, this homebrew will overwrite the existing cheats. If you have your own cheat files that you'd like to keep as is, you may add the title IDs of the corresponding games, one ID per line, to /config/cheats-updater/exclude.txt. Use http://tinfoil.io/title to find the title ID of a game."
},
{
"updated": "05/10/2021",
"appCreated": "04/10/2021",
"app_dls": 5797,
"screens": 0,
"md5": "9909241c867dd6a6c420b24302f50477",
"category": "advanced",
"binary": "none",
"name": "switch-pl",
"license": "Apache v2",
"title": "switch-pl",
"url": "https://github.com/bandithedoge/switch-pl",
"description": "Full Polish translation of the Switch.",
"author": "bandithedoge & spaqin",
"changelog": "1.6.0\\n\\nThis release brings full support for 12.1.0 along with major improvements in our translation workflow.\\n\\n1.5.1\\n\\nThis update fixes a few untranslated lines in dataErase, common and setting.\\n\\n1.5\\n\\nThis version brings (hopefully) full 10.0.x support.\\n\\n1.4\\n\\nThis version changes 2 files with strings added in 9.1.0.\\n\\n1.3.1\\n\\nIf you downloaded 1.3, update immediately! 1.3 had a corrupted overlayDisp causing your Switch to crash every time it tried to show a notification (ie. when taking it out of the dock).\\n\\n1.3.0\\n\\nThis release adds (hopefully) full support for firmware 9.0.0.\\n\\n9.0.1 is still unconfirmed.\\n",
"extracted": 386,
"version": "1.6",
"filesize": 341,
"details": "This package installs for atmosphere only. it does work on other CFW's you would need to amend your paths to suit.\\n\\nWhat's not translated\\n- eShop (obviously)\\n- Health and Safety Information, Important Information, etc.\\n- \"Played for X hours\", \"Played X days ago\", etc.\\n- Some error messages\\n\\nSpecial thanks\\n- Migush - for providing a full dump of the Switch system menu\\n- Pekempy - for his awesome custom icon and label tutorial\\n- newget - for sending his unreleased Korean translation\\n- Everyone who helped in the Qcean Discord"
},
{
"updated": "29/11/2021",
"appCreated": "29/11/2021",
"app_dls": 76688,
"screens": 0,
"md5": "5f68e7ae8f3850c1982ff49c4739a4f3",
"category": "tool",
"binary": "/switch/switch-remote-play/switch-remote-play.nro",
"name": "switch-remote-play",
"license": "GPLv3",
"title": "switch-remote-play",
"url": "https://github.com/Moehammered/switch-remote-play/releases",
"description": "Let the switch remotely play PC games",
"author": "Moehammered",
"changelog": "1.0.0\\n\\nhttps://github.com/Moehammered/switch-remote-play/releases/tag/v1.0.0\\n\\n0.9.0-pc-audio-patch\\n\\nPC Host Application Changes\\n\\n0.9.0\\n\\nhttps://github.com/Moehammered/switch-remote-play/releases/tag/0.9.0\\n\\n0.8.3\\n\\nConfiguration Options\\nBroadcast Address added as a configuration option. The PC application will display the broadcast address to be added to the switch application's config file. Adding it will allow automatic network discovery to work when pressing the 'L' button.\\nWithout this option being specified it will default to 192.168.0.255. If you do not specify your broadcast address in the config file then you will have to use Manual IP Mode.\\nManual IP Mode Enabled option is now stored in the config file. This will allow users to now be able to just press 'R' once the application opens to connect without having to go to the manual IP mode screen and press 'enabled'.\\nThis release is a stepping stone towards more diagnostic info. I had other plans for this release but I had a fair few issues reported, with the controller issue being very high priority.\\n\\n\\n\\n0.8.1-mac\\n\\nhttps://github.com/Moehammered/switch-remote-play/releases/tag/v0.8.1-Mac",
"extracted": 19932,
"version": "1.0.0",
"filesize": 9168,
"details": "Let the switch remotely play PC games (similar to steam link or remote play)\\n\\nFor instructions, please see the instructions folder in the repo.\\n\\nThis project is inspired by the github project In-Home-Switching and SkyNX. The goal is to make a convenient streamer/client application to be used to remote play PC games on the switch.\\n\\nIn-Home-Switching and SkyNX already offer the ability to do so, however there were some convenience features missing that I wanted to add. I also recently was studying multi-threading and when I saw the code, I thought 'this is the perfect chance to try writing it in C++'.\\n\\nNote\\nThe video stream is CPU dependent as at the moment it uses the ffmpeg option of hwaccel auto which usually results in ffmpeg picking CPU for the screen capture process. In my initial prototyping phase I found choosing the AMD GPU option for ffmpeg led to inconsistent stream results. I will look at making the hwaccel option configurable in the future but for now just keep in mind CPU is important.\\n\\nIf you're playing a game that is CPU intensive then there's a high chance the stream will have skips or hiccups. If your CPU is weak, then it'll be hard for it to produce and push the frames quick enough.\\n\\nFor my PC, when I play Nier Automata there are no hiccups and I can get near 60 fps depending on the stream settings (1280 x 720 desktop res, and 5mb/s bitrate). But when I tried playing RE3 2020 at 30 or 56fps I was getting hiccups and skips. So please keep this in mind.\\n\\nFeatures\\n No system crashing when going to sleep (stream will disconnect though and application is closeable)\\n Desktop application to host remote connection stream\\n Stream input from the switch to remote connection\\n Stream audio from remote connection to the switch\\n Automatically connect switch and PC stream applications\\n Automatically mute PC when audio is streaming to the Switch\\n Allow manual configuration of switch to PC connection\\n Configure stream settings from switch\\n Disconnect / Reconnect stream at will\\n Toggle Input Mode to Mouse\\n Toggle Input Mode to DS4(PS4) controller\\n Toggle Input Mode to Xbox controller\\nSwitch-Project\\nThis project consists of an application written for the switch that will decode stream data received from FFMPEG and send its input to an application to emulate a controller. The rendering is done with SDL2 and the project is written in C++.\\n\\nTested on:\\n\\nAtmosphere 0.14.1 - FW 10.1.0 (switch-remote-play 0.7.2)\\nAtmosphere 0.16.2 - FW 10.1.0 (switch-remote-play 0.7.2)\\nWindows-Project\\nThis project consists of an application written for Windows that will launch an FFMPEG stream to encode and send data. The application, after launching the FFMPEG stream, will then listen to receive input data and emulate a controller via the ViGEm Client SDK. The ViGEm Client SDK expects the ViGEm Bus Kernel Driver to be installed on the machine in order to work. For more info on the kernel driver code see the ViGEmBus github page. For the driver installation, see the ViGEmBus Releases page.\\n\\nThe Windows project is also written in C++ and uses Winsock to do socket communication with the switch application.\\n\\nTested on:\\n\\nWindows 10 64 bit\\nRyzen 5 2600 3.4GHz\\nAMD Radeon RX 5600 XT 6GB\\n16GB RAM\\nKnown Issues\\nStream Performance\\nThe stream performance is heavily dependent on network connectivity and your PC CPU performance. Configuration settings will need to be played with the find what works well with your network + PC environment.\\n\\nI recommend playing with the 'Encoder Preset' and 'Quality Control Factor' values while keeping bitrate at 8192 or less.\\n\\nGeneral tips\\nPreset value controls how the encoder should work: ultrafast means the encoder performs to get the image out as fast as possible ignoring quality, and veryslow means the encoder can take its time to preserve image quality.\\nCodec value can help performance however I have tested both the AMF and standard h264 and don't notice much of a difference.\\nQuality control factor is what controls how good the image should be. The lower the value the harder your PC must work to maintain quality. (this value and 'Preset' are what will dictate your CPU's workload)\\nFor more info see the ffmpeg documentation.\\nConfig examples\\nGreat image quality config:\\nPreset - veryslow\\nQuality control factor - less than 10 (0 = perfect image)\\nBitrate - around 5000 - 8000\\nVsync Mode - variable frame rate\\nLatency oriented config:\\nPreset - ultrafast\\nQuality control factor - 20+\\nBitrate - around 5000\\nVsync Mode - variable frame rate\\nI haven't tested all configuration combinations (and these are dependent on my PC specs), so if you find one that works great please feel free to send it to me with your PC specs and network environment configuration :)\\n\\nRare crash when opening some homebrew apps\\nThe crash issue in v0.7.2 has been found and patched. (it was due to the network discovery feature not being shutdown correctly) The app still crashes however it is harder to reproduce now and I haven't found a proper 100% way to reproduce the crash yet. The current crashing issue is rare and only crashes hbloader/hbmenu when opening an app after streaming for a certain while. I can't reproduce it but it's gone for now. If anyone figures out how to reproduce the crash, please let me know."
},
{
"updated": "11/02/2023",
"appCreated": "11/02/2023",
"app_dls": 13803,
"screens": 0,
"md5": "5d7beeb4f8730be4b429785e2c5bfe38",
"category": "tool",
"binary": "/switch/switch-smb-client.nro",
"name": "switch-smb-client",
"license": "GPLv2",
"title": "Switch SMB Client",
"url": "https://github.com/cy33hc/switch-smb-client",
"description": "Simple SMB client for the Switch. Allows you to transfer files between the Switch and your Windows Shares, Linux SMB Shares and NAS SMB shares",
"author": "cy33hc",
"changelog": "n/a",
"extracted": 29150,
"version": "1.0.1",
"filesize": 16222,
"details": "Simple SMB client for the Switch. Allows you to transfer files between the Switch and your Windows Shares, Linux SMB Shares and NAS SMB shares"
},
{
"updated": "15/08/2024",
"appCreated": "15/08/2024",
"app_dls": 14890,
"screens": 0,
"md5": "19a802daa5e8796acf21c51e49e142eb",
"category": "tool",
"binary": "/switch/switch-time/switch-time.nro",
"name": "switch-time",
"license": "The Unlicense",
"title": "switch-time",
"url": "https://github.com/3096/switch-time/releases",
"description": "Change NetworkSystemClock",
"author": "3096",
"changelog": "0.1.5\\n\\nChangelog:\\n\\nAdd adjustments by 10-minute, 1-month, 1-year deltas\\nAdd an icon by izenn (created by Freepik - Flaticon)\\nGeneral software stability improvements to enhance the user's experience\\nSHA256:\\nae2b9d5384dac11e651bd5f32cd451e6dccad2fa1c14fa1895c296d1c2d441fe switch-time.nro\\n\\nCredits:\\n\\n@thedax for NX-ntpc, from which the parent project is forked.\\n@Cytraen for changing the servers to cloudfare.\\n@vonhabsbourg for adding month and year change.\\n@izenn for the watch icon created by Freepik - Flaticon.\\n\\n0.1.1\\n\\nAdded a hidden L functionality - quick launch by replacing hbmenu.nro\\nFixed an issue when NetworkSystemClock is not set\\nGeneral software stability improvements to enhance the user's experience",
"extracted": 345,
"version": "0.1.5",
"filesize": 145,
"details": "Change NetworkSystemClock\\n\\nCredit\\n\\n@thedax for NX-ntpc, from which this project is forked.\\n\\nFunctionality\\n\\nChange time by day/hour\\nContact a time server at http://ntp.org to set the time back to normal"
},
{
"updated": "08/02/2020",
"appCreated": "29/02/2020",
"app_dls": 28777,
"screens": 0,
"md5": "3cefa0a7742b4c655d2c7215c4aacdbf",
"category": "tool",
"binary": "/switch/switchXBOXcontroller/SwitchXBOXController_Client.nro",
"name": "switchXBOXcontroller",
"license": "GPLv3",
"title": "SwitchXBOXController",
"url": "https://github.com/WerWolv98/SwitchXBOXController/releases",
"description": "Switch into an XBOX360 controller",
"author": "WerWolv",
"changelog": "1.2\\n\\nWhile the homebrew is running, the switch will be underclocked to 50MHz now\\nAdded a IP selection for people that can't use UDP broadcasting",
"extracted": 332,
"version": "1.2",
"filesize": 152,
"details": "Turn your Nintendo Switch into an XBOX360 controller to play on your Windows computer\\n\\nNOTE this package installs the client to your console , you need to follow the instructions below.\\n\\nHow to use\\nDownload the latest https://github.com/mogzol/ScpDriverInterface release and use the ScpDriverInstaller.exe in there to install the Scp drivers.\\nDownload the latest SwitchXBOXController release from the source link and execute SwitchXBOXController_Server.exe. You might have to allow network access in the firewall settings.\\nStart the homebrew application using the hbmenu"
},
{
"updated": "25/06/2023",
"appCreated": "25/06/2023",
"app_dls": 17429,
"screens": 0,
"md5": "5021247a7d2bb629095a087407938de7",
"category": "tool",
"binary": "/switch/switchident-GUI/SwitchIdent.nro",
"name": "switchident-GUI",
"license": "GPLv3",
"title": "SwitchIdent",
"url": "https://github.com/joel16/SwitchIdent/releases",
"description": "Console information",
"author": "Joel16",
"changelog": "0.5\\n\\nUse 1080p resolution instead of 720p.\\nFix displaying battery percentage symbol '%'.\\nMerge battery and charger info back into one page. (We have more room now that we switched to 1080p res).\\nProperly display battery temperature (Internal - PCB, External - SoC temperatures can be found in the System Info page).\\nDisplay headphone port status in System Info page.\\nDisplay joy-con firmware of two P1 connected joy-cons. (Needs to be removed from the rail and used wirelessly).\\n\\n0.4\\n\\nAdd joycon menu for displaying joycon info.\\nDisplay left and right joycon battery.\\nDo not initialize wlan::inf if hosVersion >= 15.0.0 (since this service was removed).\\nSeparate battery and (new) charger menu.\\nDisplay battery age (in percentage and pcm).\\nDisplay battery internal and external temperature.\\nDisplay battery charger input and output current limit.\\nDisplay battery charging current limit.\\nDisplay battery charging voltage limit.\\nDisplay battery capacity (pcm) and age (pcm).\\nDisplay battery voltage avg.\\nDisplay battery charger type.\\nDisplay battery charger current limit.\\nDisplay battery charger voltage limit.\\n\\n0.3\\n\\nConsole version is no longer supported and the GUI has been somewhat rewritten and slightly redesigned (uses a dark UI rather than the old white).\\nProperly display CPU & GPU clocks and also EMC clock using PCV.\\nDisplay SD and game-card slot status.\\nProperly display voltage state.\\nApplied PSM changes to fix builds with latest libnx changes. (d3m3vilurr)\\nAdded missing DRAM descriptors and fix compatibility with libnx v4.2.0+ (shchmue)\\nDisplay missing regions (Randname666)\\nFixed EMC speed display (ZachyCatGames)\\nDisplay WiFi/bluetooth MAC address.\\nDisplay battery lot number.\\n\\n0.2\\n\\nBuilt using the latest version of DKA64 toolchain and libnx.\\nProperly display system region.\\nDisplays battery percentage and charging status.\\nDisplays battery charger type.\\nDisplays if battery charging is enabled.\\nDisplays if ample power is supplied.\\nDisplays Wireless RSSI signals and quality in percentage.\\n\\nNow uses SDL2 with GPU hardware acceleration.\\nNow uses shared font.\\nMinor UI changes. (Displays versions and icons for each field)\\n",
"extracted": 8826,
"version": "0.5",
"filesize": 3607,
"details": "Notice: The console interface version of SwitchIdent is no longer supported and is now considered legacy on the Homebrew Appstore. For future updates, please use this version!\\n\\nThis is yet another identity tool that is continuing the series of <device name here>ident. The tool allows users to get various bits of information from your device, hence the name 'ident' as in identifying your device.\\n\\nPlease see the Source link for further information and usage."
},
{
"updated": "25/06/2023",
"appCreated": "25/06/2023",
"app_dls": 8975,
"screens": 0,
"md5": "3a91d07c3e57707ee09cf3ef2aa4c19a",
"category": "legacy",
"binary": "/switch/switchident-console/SwitchIdent_Console.nro",
"name": "switchident-console",
"license": "GPLv3",
"title": "SwitchIdent-console",
"url": "https://github.com/joel16/SwitchIdent/releases",
"description": "Console information",
"author": "Joel16",
"changelog": "0.2\\n\\nBuilt using the latest version of DKA64 toolchain and libnx.\\nProperly display system region.\\nDisplays battery percentage and charging status.\\nDisplays battery charger type.\\nDisplays if battery charging is enabled.\\nDisplays if ample power is supplied.\\nDisplays Wireless RSSI signals and quality in percentage.\\n\\nValues that change in real time are now properly refreshed. (Battery percentage, charging state, dock state, etc).",
"extracted": 388,
"version": "0.5",
"filesize": 120,
"details": "Notice: The console interface version of SwitchIdent is no longer supported and is now considered legacy on the Homebrew Appstore. For future updates, please use the version titled SwitchIdent!\\n\\nThis is yet another identity tool that is continuing the series of <device name here>ident. The tool allows users to get various bits of information from your device, hence the name 'ident' as in identifying your device.\\n\\nPlease see the Source link for further information and usage."
},
{
"updated": "04/10/2021",
"appCreated": "10/01/2025",
"app_dls": 446,
"screens": 0,
"md5": "622b29d274f97085cdef4e5742e33090",
"category": "_misc",
"binary": "/switch/switchstrobe/SwitchStrobe.nro",
"name": "switchstrobe",
"license": "n/a",
"title": "SwitchStrobe",
"url": "https://github.com/WompaStompa/SwitchStrobe/releases",
"description": "Just a very basic edit of switchbrew's simplegfx example.",
"author": "WompaStompa",
"changelog": "0.2.1\\n\\nRealized I might have to update this when it suddenly started crashing after I updated my firmware to 12.1.0 from like 9 or 10.something for Skyward Sword. Might do the same for Mandelbrot Set Viewer.\\n\\n0.2.0\\n\\nI added stripes. You can toggle them by pressing d-pad left and d-pad right at the same time. The stripes also scroll along the screen. You can't control/toggle the scrolling... yet. Also cleaned up my spaghetti code a teeny tiny little bit.\\n\\nRealized I had resetting color brightness to full mapped to clicking joystick left/right instead of d-pad left/right. Whoops. That's fixed now.\\n\\n0.1.1\\n\\nJust a very basic edit of switchbrew's simplegfx example.\\n\\nI put a limit on how many colors you can use, should top out at 50 colors. I have not tested this.\\nI also learned how to edit the makefile to customize the icon and metadata. In a previous version, I used NRO Asset Editor for this purpose.\\nGeneric color list is back to {Black, Red, Yellow, Green, Cyan, Blue, Magenta, White}.\\n\\nv0.1.0\\n\\nI added support for files, so now you can strobe your own custom colors. If you don't have a colors.txt file, you'll just use a generic list of colors.\\n\\nv0.0.4\\n\\nLiterally just v0.0.3 but made with updated libnx. This should\u2122 work on 9.0.0.",
"extracted": 765,
"version": "0.2.1",
"filesize": 242,
"details": "Custom Colors:\\nRead the readme.txt in the zip for how to format colors.txt.\\nColor list: {first color in file, second color, third, ... , last color in file} (wraps in both directions)\\nColor 1 starts as First Color, color 2 starts as Last Color.\\nScreen alternates colors every 10th frame, but you can change this.\\nYou CAN NOT change the relative brightness of each color from within the app.\\n\\nI haven't put a limit on how many colors you can use, let me know when this becomes an issue.\\nGeneric Colors:\\nColor list: {Black, Red, Green, Yellow, Blue, Magenta, Cyan, White} (wraps in both directions)\\nColor 1 starts as black, color 2 starts as white.\\nScreen alternates colors every 10th frame, but you can change this.\\nYou CAN change the relative brightness of each color from within the app.\\n\\nKeybinds:\\nButton\tFunction\tUsefulness\\nPlus (+)\tGo back to HBMenu\tAll\\nDpad Up (\u25b2)\tIncrease number of frames between color swaps (maxes out at 60)\tAll\\nDpad Down (\u25bc)\tDecrease number of frames between color swaps (bottoms out at 1)\tAll\\nMinus (-)\tReset number of frames between color swaps to 10\tAll\\nA\tCycle color 1 right through color list\tAll\\nY\tCycle color 1 left through color list\tAll\\nX\tCycle color 2 right through color list\tAll\\nB\tCycle color 2 left through color list\tAll\\nR\tIncrease color 1 brightness\tGeneric Colors Only\\nZR\tDecrease color 1 brightness\tGeneric Colors Only\\nDpad Right (\u25ba)\tReset color 1 brightness to full\tGeneric Colors Only\\nL\tIncrease color 2 brightness\tGeneric Colors Only\\nZL\tDecrease color 2 brightness\tGeneric Colors Only\\nDpad Left (\u25c4)\tReset color 1 brightness to full\tGeneric Colors Only\\n"
},
{
"updated": "02/11/2024",
"appCreated": "02/11/2024",
"app_dls": 227367,
"screens": 0,
"md5": "020d319e3ac9b1daf5ee166ef229df7c",
"category": "advanced",
"binary": "/switch/sys-clk-manager.nro",
"name": "sys-clk",
"license": "BEER WARE",
"title": "sys-clk",
"url": "https://github.com/retronx-team/sys-clk/",
"description": "Overclock and underclock your switch's clocks per-app",
"author": "RetroNX Team",
"changelog": "2.0.1\\n\\nFixes wake from sleep issue with HOS 19.0.0\\nQueries from the sensor via i2c for PCB and SOC temps\\n\\n2.0.0-rc\\n\\nsys-clk does not embed freq tables anymore, and will now get them from HOS at boot time\\nReal/instant frequencies, and battery power draw can now be printed in the overlay, manager, logs, and csv reports\\nNew GPU Max on handheld for Mariko: 614Mhz\\nSupport for HOS 17.0.0 has been added\\n\\n1.0.3\\n\\nThis minor update fixes the overlay not working on HOS >= 16.0.0 by upgrading libtesla and libnx to the latest version\\n\\nThanks to @alula for the PR\\n\\n1.0.2\\n\\nThis minor update mainly fixes a sysmodule crash that happens when trying to poll temperatures on HOS >= 14.0.0.\\n\\nBecause one of the method to get precise temperatures was removed, it also means that starting HOS 14 you will no longer have decimal precision on \"PCB\" and \"SOC\" temperatures.\\n\\n1.0.1\\n\\nMinor bugfix release to squash the issues that have been pending for a while, and allow sys-clk to be compiled on libnx 4.0.x\\n\\nFix skin temp not shown in the manager\\nFix Korean characters shown incorrectly in the manager\\nlibtesla upstream sync (libnx 4.0.x compat)\\n\\n1.0.0\\n\\nThis release marks the first 1.x version, and introduces 2 new ways to view and edit the config:\\n\\nHomebrew app: sys-clk manager, testing grounds of borealis, a new hardware accelerated, Nintendo Switch inspired UI library for PC and Nintendo Switch\\nTesla overlay: sys-clk-overlay, powered by libtesla\\nFeatures\\nEnable/disable sys-clk\\nDisplay the frequencies, thermals, and profile retrieved from the sysmodule\\nList and edit application profiles for either:\\nYour installed apps on the manager\\nThe currently running app directly in the overlay\\nEdit advanced settings such as timings and temporary frequencies overrides\\n\\n0.13.1\\n\\nThis hotfix update aims to address the shortage of time sessions that could trigger fatals from using Homebrew if too many sysmodules were running.\\n\\nChanges:\\n\\nDon't keep the time session open (only used at init)\\nMisc changes from the develop branch (libnx compat, etc) that does not affect features\\n\\n0.13.0\\n\\nTemperature monitoring (SoC; PCB and Skin at customizable interval)\\nLogging refactor:\\nLogs can now be enabled or disabled at runtime\\nPrettier logs (clock hz format, shorter text)\\nMilliseconds in timestamp\\nCSV export (timestamp, titleId, profile, clocks, temps at customizable interval)\\nFW 9.0.0 fixes\\nHB and crashed apps fixes\\nCheck the readme on how to setup the new config options.\\n\\n\\n\\n0.12.3\\n\\nThis is a minor update that changed polling timings to accommodate actively scaling titles (ex: BOTW, DOOM...)\\n\\n0.12.2\\n\\nThis release adds support for 8.0.0.\\n\\n0.12.1\\n\\nThis hotfix was made to correct the capping logic that was incorrectly applied to the CPU, consequently underclocking on defined profiles.\\n\\n0.12.0\\n\\nConfig loading has been refactored to permit more profile storage, and serve as the groundwork for what's to come\\nThe kip target (which had become irrelevant) and the code required to support it has been removed, consequently enabling pm late loading with no side-effect\\n\\n0.11.1\\n\\nfixes some games running slower than they should be\\n\\n0.11\\n\\nAdds timestamp and version to logs\\nGames and profile changes now always trigger a reset to stock values, even for games that would not change clocks on their own\\n\\n0.10\\n\\n-Added charging profiles\\n-General fixes",
"extracted": 8412,
"version": "2.0.1",
"filesize": 3351,
"details": "NOTE: This package currently requires editing files via an external app or PC to function\\n\\nSwitch sysmodule allowing you to set cpu/gpu/mem clocks according to the running application and docked state.\\n\\nPresets can be customized by adding them to the ini config file located at /config/sys-clk/config.ini, using the following template for each app:\\n\\n[Application Title ID]\\ndocked_cpu=\\ndocked_gpu=\\ndocked_mem=\\nhandheld_cpu=\\nhandheld_gpu=\\nhandheld_mem=\\n\\nReplace Application Title ID with the title id of the game/application you're interested in customizing. A list of games title id can be found in Switchbrew wiki.\\n\\nFrequencies are expressed in mhz, and will be scaled to the nearest possible values, described in the clock table below.\\n\\nIf any key is omitted, value is empty or set to 0, it will be ignored."
},
{
"updated": "10/02/2020",
"appCreated": "29/02/2020",
"app_dls": 23956,
"screens": 0,
"md5": "dc1f8f6ec779ea6c2a8391e50dd42b20",
"category": "tool",
"binary": "/switch/sys-clk-Editor/sys-clk-Editor.nro",
"name": "sys-clk-Editor",
"license": "GPLv2",
"title": "sys-clk-Editor",
"url": "https://github.com/SunTheCourier/sys-clk-Editor/releases",
"description": "Editor for your sys-clk configuration!",
"author": "SunTheCourier",
"changelog": "2.0.1\\n\\nImproved writes to Configuration which show make it look much nicer :)\\nUpdated Libraries\\n\\n2\\n\\nThe app has been completely written thanks to @cathery (#18)\\nThe app will now tell you when something is wrong wit sys-clk when you try to launch it\\nController inputs now act more like official Nintendo applications\\nOverall should be more stable\\n.elf file is only included for debugging purposes and as such is not needed on the SD to run the application\\n\\n1.3\\n\\nUpdated to use libnx v3.0.0\\nUpdated to support AMS v0.10.0 and greater\\n\\n1.2.5\\n\\nGeneral Fixes\\n\\n1.2.4\\n\\nThe name of the game is now put under the TID (in the section)\\n\\n1.2.3\\n\\nFixed an edge case where if a title was improperly installed and has no name the editor would crash\\nRefactor lots of code, made error screens faster, etc\\nCompiled with latest LibNX for fw 9.0.0 compatibility\\nNames at the top of a section have been disabled due to a bug in the ini parser library\\n\\n1.2.2\\n\\nChanged the version correctly\\nFixed an issue where file handles were not freed correctly\\n\\n1.2.1\\n\\nAdded a proper Icon thanks to @cucholix\\nRemoved unused code, should load 0.01x faster :P\\n\\n1.2.0\\n\\nAdded comments from the sys-clk clock table (#8)\\nChanged RAM to MEM for consistency\\nFurther improvements to overall application stability and other minor adjustments have been made to enhance the user experience.\\n\\n\\n1.1.1\\n\\nFixed application missing some configurations due to casing of letters in Title ID\\nFurther improvements to overall application stability and other minor adjustments have been made to enhance the user experience.",
"extracted": 940,
"version": "2.0.1",
"filesize": 370,
"details": "Edit your sys-clk configuration!\\nThe icon is mostly a placeholder, suggestions for a proper icon are appreciated!\\n\\n"
},
{
"updated": "05/06/2020",
"appCreated": "06/06/2020",
"app_dls": 57166,
"screens": 0,
"md5": "f3d2390b779724bc4dc96d1d63e69306",
"category": "advanced",
"binary": "none",
"name": "sys-clk-Overlay",
"license": "GPLv2",
"title": "sys-clk-Overlay",
"url": "https://github.com/Sun-Research-University/sys-clk-Overlay/releases",
"description": "Editor for your sys-clk configuration using ovl-loader",
"author": "Sun-Research-University",
"changelog": "1.1\\n\\nUpdated to the most recent libtesla\\nYou can now go to the previous value using X or dpad left and well as going to the next value with dpad right\\nBetter transitions between games\\nLots of bug fixes",
"extracted": 880,
"version": "1.1",
"filesize": 349,
"details": "Edit your sys-clk configuration using a Tesla Overlay."
},
{
"updated": "07/08/2023",
"appCreated": "25/09/2018",
"app_dls": 66466,
"screens": 0,
"md5": "2c25c7c4226391448b94c9fdac342cdb",
"category": "legacy",
"binary": "none",
"name": "sys-ftpd",
"license": "n/a",
"title": "sys-ftpd",
"url": "https://github.com/jakibaki/sys-ftpd/releases",
"description": "Ftpd as a sysmodule",
"author": "jakibaki",
"changelog": "n/a",
"extracted": 381,
"version": "not listed",
"filesize": 326,
"details": "This is a nintendo-switch sysmodule which runs a ftpd-server in the background (on port 5000 with no auth)."
},
{
"updated": "16/11/2024",
"appCreated": "16/11/2024",
"app_dls": 19431,
"screens": 0,
"md5": "10bc91c7765ce099ba0dac0d28aedfe0",
"category": "advanced",
"binary": "none",
"name": "sys-ftpd-light",
"license": "GPLv3",
"title": "sys ftpd light",
"url": "https://github.com/cathery/sys-ftpd-light/releases",
"description": "Re-work of the original sys-ftpd",
"author": "cathery",
"changelog": "1.0.5\\n\\nUpdated to work with latest Atmosphere/FW (19.0.0)\\n\\n1.0.4\\n\\nAnonymous login is now disabled by default\\nUser credentials are now empty by default\\nThe server will now reject any connections until both the user and password fields are set.\\nThis update might annoy some people who get their configs overriden by downloader apps like hbstore.\\nIt is released in response to claims of people getting their consoles hacked through local networks created through ldn_mitm.\\n\\n1.0.3\\n\\nReduced FS sessions used by the sysmodule from 3 to 1\\nThis might have caused FS to run out of sessions and crash the system if you had too many sysmodules enabled.\\nFixed LED lights staying enabled permanently on controllers with old firmware.\\nLED now only lights up for the main player only.\\nWhen pressing the pause button combo to pause the server, the LED will light up in a \"double click\" pattern.\\nWhen doing the same to unpause the server, the LED will light up in a single long \"resume\" pattern.\\nThis is to make up for the fact that there was no indication if the server gets actually paused or not.\\nChanged the response format for PASV command for compatibility with some FTP clients.\\n\\n1.0.2\\n\\nMultiple config options have been added:\\nThe key combination to pause the ftpd server can now be changed. (#2)\\nThe key combination to pause the ftpd server can be disabled altogether. (#2)\\nThe Joy-Con LED notification when connecting to the server can now be disabled.\\nIt will also no longer light up on unsuccessful connections. (thanks @aveao #3)\\nSee config.ini for details on each of the options.\\nAdded toolbox.json for Kosmos Toolbox support.",
"extracted": 172,
"version": "1.0.5",
"filesize": 129,
"details": "This is a nintendo-switch sysmodule which runs an ftpd-server in the background (on port 5000 with no auth).\\n\\nThe ftpd is basically copy paste from this ftpd-fork.\\n\\nPut the contents of the sd_card folder in the root of your sd-card or else the sound effects won't work!\\n\\nHotkeys: To help with security while there is are no login credentials, debugging, or otherwise, you can toggle the state of the server using the (+) + (-) + (X) button combination.\\n\\nSound effects from: https://freesound.org/people/jens.enk/sounds/434610/\\nhttps://freesound.org/people/jens.enk/sounds/434611/\\nhttps://freesound.org/people/rhodesmas/sounds/322897/ https://freesound.org/people/rhodesmas/sounds/322895/\\n\\n"
},
{
"updated": "04/10/2021",
"appCreated": "04/10/2021",
"app_dls": 2311,
"screens": 0,
"md5": "1371b021c272daf87a74adb863609a61",
"category": "advanced",
"binary": "none",
"name": "sys-hidplus",
"license": "n/a",
"title": "sys-hidplus",
"url": "https://github.com/PaskaPinishkes/sys-hidplus",
"description": "allow inputs over the network",
"author": "PaskaPinishkes",
"changelog": "1.1\\n\\nAdded Support for 1.12+\\nAdded Support for up to 4 players (previously, the limit was 3)\\nReleased sys-hidplus Client (beta): https://github.com/PaskaPinishkes/SwitchSysHidplusClient/releases/\\nUse input_pc.py if you can't or don't want to use sys-hidplus Client for some reason (mac/linux, etc). While it has been updated to support up to 4 players too, it will no longer be updated after this release.",
"extracted": 65,
"version": "1.1",
"filesize": 49,
"details": "A Nintendo Switch sysmodule to use up to 3 inputs over the network and useful to use with services such as Parsec for remote play\\n\\nDisclaimer\\nBugs occur and I'm in no way responsible of any damage caused by this sysmodule or its misuse. If you get any issue, please report it on the Issues tab or report it on the gbatemp thread.\\n\\nMake sure to use Atmosphere because this sysmodule isn't tested with other CFWs.\\n\\nAfter that, make sure you have Python3 installed and open cmd on the location of the extracted pc folder from the build zip file and execute py -3 -m pip install inputs (you'll have to do this step only once). Once inputs is installed, you can then connect to your switch by using python3 input_pc.py {SWITCH IP}, replacing {SWITCH IP} with the IP address of your Switch (You can check it by going to Settings > Internet on your system).\\n\\nYou can modify the behaviour of the controller emulation on the python file by changing the conType values. If you set it to 0, you'll be able to disconnect the controller (useful if the Switch disconnects the controller for some reason). If you set it to 1, you'll be able to emulate a Pro Controller. If you set it to 2 or 3, you'll be able to use the experimental sideways joycon emulation, it has some issues but in some games such as Clubhouse Games, it'll be playable.\\n\\nStuff to do\\nAnarchy mode (3 players using 1 single emulated controller)\\nMake the compatibility for sideways joycons emulation better\\nAdd 4th controller emulation\\nAdd 5-8th controller emulation\\nAdd gyro compatibility\\nAdd USB compatibility\\nAdd rumble support\\nKnown issues\\nInput lag is increased on demanding games such as Super Mario Odyssey\\nUnsupported games\\nAll games that require a gyroscope or the SL/SR buttons (For example, 1-2-Switch, Pok\u00e9mon Let's Go or Super Mario Party)"
},
{
"updated": "31/05/2020",
"appCreated": "31/05/2020",
"app_dls": 3179,
"screens": 0,
"md5": "640effc95e669cdabee9c63ce62023b7",
"category": "advanced",
"binary": "none",
"name": "sys-http",
"license": "GPLv3",
"title": "sys-http",
"url": "https://github.com/zaksabeast/sys-http/releases",
"description": "Communicate with the Nintendo Switch using HTTP",
"author": "zaksabeast",
"changelog": "0.1.0\\n\\nCORS headers to allow web browsers to work with sys-http\\n/settings/language to get the console language",
"extracted": 501,
"version": "0.1.0",
"filesize": 384,
"details": "This is a sysmodule that allows communicating with the Nintendo Switch using http. This sysmodule brings a few advantages that don't currently exist:\\n\\nHTTP is a standardized protocol with well defined uses\\nMost languages have at least one http library, so there's not a need to write a wrapper around raw TCP\\nWeb browsers can use HTTP, but not raw TCP (without disabling security rules)\\nPotential future use cases:\\n\\nRead Pokemon Sword/Shield den seeds directly into @Admiral-Fish's RaidFinder or @leanny's Seed Checker\\nDisplay Animal Crossing turnip prices in a mobile app\\nShow updating game values during a Twitch live stream\\nSetup a PKHeX REST API and live edit Pokemon from a website\\nCreate a Discord bot that allows users to interact with the console\\n\\nConnecting\\nsys-http uses port 8080\\nhttps is not currently used\\nAvailable routes\\nAll number query parameters will be in hex format for consistency.\\n\\nThese are the currently available routes:\\n\\n/ - Health check to see if the sysmodule is running\\n/refreshMetadata - Refreshes the game metadata used to power other routes\\n/titleId - Returns the title Id of the game\\n/readHeap?offset=<hex>&size=<hex> - Read values from the heap"
},
{
"name": "sys-notif-LED",
"title": "sys-notif-LED",
"description": "sysmodule to enable the notification LED on boot",
"author": "xc98",
"version": "1.0.0",
"license": "MIT",
"url": "https://github.com/Xc987/sys-notif-LED",
"category": "tool",
"details": "Sysmodule to enable the notification LED on boot or when new controllers are added.\\n\\nThe mode can be changed in the included overlay:\\n\\nSolid\\nDim\\nFade\\nOff\\nDim when charging\\nDim when battery bellow 15%, blink when bellow 5%",
"changelog": "Initial release",
"filesize": 352,
"extracted": 814,
"md5": "a060eeb202883008035a2b6f5dd30331",
"sha256": "2146bdf692ca9b09c95e06244e6960f2f111eab8ec7c242f5c50c26ab0185456",
"updated": "31/10/2025",
"appCreated": "31/10/2025",
"binary": "none",
"screens": 0,
"app_dls": 595
},
{
"updated": "02/05/2020",
"appCreated": "02/05/2020",
"app_dls": 6921,
"screens": 0,
"md5": "ea7ecb554488a80be473b130b9093725",
"category": "advanced",
"binary": "none",
"name": "sys-screenuploader",
"license": "Lesser GPLv3",
"title": "sys-screenuploader",
"url": "https://github.com/bakatrouble/sys-screenuploader/releases",
"description": "Screenshot uploader",
"author": "bakatrouble",
"changelog": "0.0.10\\n\\nLogging was remade completely: added an option to clear logs on launch; format was changed; log file is now readable even while the sysmodule is running (mostly)\\nhttps://screenuploader.baktrouble.me now supports placeholders for captions: {date}, {time} and {title}\\n\\n\\n0.0.9\\n\\nNow it's possible to add captions to your uploaded media (if you're using my service) or pass individual arbitrary url parameters for requests to your own server.\\nAlso fixed logging messages a bit.\\n\\n0.0.8\\n\\nAdded option to disable uploading of certain media types globally and on per-app basis\\nSysmodule version is now logged at start\\nA configuration builder tool was released at https://screenuploader.bakatrouble.me/cabinet/configuration/\\n\\n0.0.7\\n\\nDestinations are now configurable on per-application basis\\nAlbum directory detection was also improved (thanks @HookedBehemoth)\\nDefault configuration is now usable and uploads to the #default-destination channel on this project's Discord server\\nConfiguration file structure was changed, but should still be compatible with the old one\\n\\n0.0.6\\n\\nOld media are not reuploaded when the newest one is deleted\\n\\n0.0.5\\n\\nFix frequent segfaults when the file we try opening is still opened by another process\\n\\n0.0.4\\n\\nReduced memory footprint\\nHardcoded /Emutendo/Album album path for SX OS (just checking whether the path exists, is there any better way to either detect SX OS or retrieve path from system configuration?)\\nConfigurable album path (use album_path option if yours was detected incorrectly)\\nSkipping incorrect directory names\\n\\n0.0.3\\n\\nI've finaly made libcurl work, now we support arbitrary server URLs and HTTPS.\\nAlso a toolbox.json was added for integration with Kosmos Toolbox.",
"extracted": 1001,
"version": "0.0.10",
"filesize": 757,
"details": "Homebrew Nintendo Switch NSP sysmodule for automatic upload of screen captures to remote server.\\n\\nFor instructions see https://screenuploader.bakatrouble.me\\n\\nWebsite repo"
},
{
"name": "sys-tune",
"title": "sys-tune",
"description": "Background audio player",
"author": "HookedBehemoth",
"version": "2.1.0-beta.1",
"license": "n/a",
"url": "https://github.com/HookedBehemoth/sys-tune/releases",
"category": "advanced",
"details": "Background audio player for the Nintendo switch + Tesla overlay\\n\\nInstallation\\n\\nDownload the release zip from here\\nPut mp3 files to your sd card.\\n\\nYou can manage playback via the Tesla overlay in the release.\\n\\nSleep mode\\n\\nSadly putting the console to sleep while music is playing causes issues. So please pause before you put your console to sleep.",
"changelog": "v.2.1.0-beta.1\\nIn-Process resampler thanks to @ITotalJustice\\nRecompiled with latest libnx (>=21.0.0 support)\\n\\n2.0.0\\n\\nBulk song queuing by @lucasdepetrisd\\nadd some config options by @ITotalJustice\\nRetain settings after restarts\\nGame audio volume settings for per game volume control\\nPlayback based on titleID\\nCan be used for home menu background music\\n\\n1.2.2\\n\\nbump version for bugfix\\n\\n1.2.1\\n\\nFix the music browser if the folder sdmc:/music/ isn't used\\n\\n1.2.0\\n\\nadd option to shut down service\\nthis is to work around an issue with some games that use up all audio renderer sessions\\nthe next time you open the overlay it will start the service again\\nplaylist now shows everything\\ndrop Atmosphere-libs in favor of p-sam's IPC server used in sys-clk\\nfrees up some memory\\nlowers compilation time by a lot\\nrecompiled overlay with latest libtesla\\nan bug in earlier versions could cause a crash if too many overlays were opened\\n\\n1.1.2\\n\\n- implemented flac and wav support\\n- implement seeking in tracks\\n- mp3's are now fully scanned\\n - this fixed an issue where some songs with varying compression levels showed a wrong total length\\n- switched to audrv/audren\\n- this fixed an issue where sleep worsened audio output quality\\n- now utilizes ams::fs\\n- this reduced memory usage slightly\\n\\n1.0.0\\n\\nInitial Release.",
"filesize": 337,
"extracted": 588,
"md5": "b9bd0668a4e914c94bf8f1147f483be4",
"sha256": "de323818d3810e2efdb431ec76eddae1ffbb84518bd298a93f61a44cf53791bf",
"updated": "16/11/2025",
"appCreated": "16/11/2025",
"binary": "none",
"screens": 3,
"app_dls": 32114
},
{
"name": "syscon1x2024",
"title": "sys-con 1.x (2024)",
"description": "Support for XBOX/PS/PC controllers",
"author": "o0Zz",
"version": "1.5.4",
"license": "GPLv3",
"url": "https://github.com/o0Zz/sys-con",
"category": "advanced",
"details": "Connect any USB controller to your Nintendo Switch.\\n\\nSys-con v1.x is a Nintendo Switch module that adds support for all HID and XID joysticks and gamepads to the Nintendo Switch.\\n\\nSupport all USB controllers: PC controllers, Wheels, Dualshock 3, Dualshock 4, Dualsense (PS5), XBOX, XBOX360, XBOXONE, ...",
"changelog": "1.5.4\\nFix: System Freeze on Controller Disconnect (Regression introduced in v1.5.3)\\n\\n1.5.3\\nReduce input lag and reduce sys-con cpu usage #70\\n\\n1.5.2\\nAdded support for PDP Neon white (#68)\\nAdded support for HORI Drum controller (0x0f0d, 0x01b2)\\nAdded support for PowerA MOGA XP-Ultra controller (0x20d6, 0xa01a)\\nAdded a way to simulate any button (Thanks to @leofrachet11)\\n\\n1.5.1\\nFixed 8BitDo Wireless Bluetooth USB Adapter 2 (#65)\\nFixed controller gamecube adapter cause a kernel panic (#59)",
"filesize": 501,
"extracted": 1134,
"md5": "487b91ff66b1cba0a97b188094984c9a",
"sha256": "e25b2f9abca59ab6ae15a614284bfee171e8acc2ee9e241ba1627081d062cb86",
"updated": "09/06/2025",
"appCreated": "07/06/2025",
"binary": "/switch/sys-con.nro",
"screens": 0,
"app_dls": 63090
},
{
"name": "sysdvr-overlay",
"title": "SysDVR Overlay",
"description": "Overlay to check and change the current mode of SysDVR.",
"author": "Hartie95",
"version": "1.0.14",
"license": "GPLv2",
"url": "https://github.com/Hartie95/sysdvr-overlay/releases",
"category": "_misc",
"details": "This is a simple Tesla overlay to check and change the current mode of SysDVR.\\n\\nSetup\\n\\nSetup the tesla menu and nx-ovlloader\\nSetup SysDVR\\n",
"changelog": "1.0.14\\nThis rebuilds the overlay with libnx 4.10.0 to make sure it fully supports firmware 21.0.0 and atmosphere 1.10.0.\\nAlso prepares the support for the next sysDVR update.\\nThe header now also shows the sysdvr ipc version, the overlay communicates with.\\n\\n1.0.13\\nThis update just adds compatibility with the newest SysDVR version 6.2.1\\nI will look into adding support for starting/stopping the sysdvr module at a later point.",
"filesize": 139,
"extracted": 308,
"md5": "1ea15660525d3b9639bd07c8e18cc492",
"sha256": "872276818f6d729f5e20b8b3ad6634b1b87f4cef297db3d1ced055670e199a7e",
"updated": "16/11/2025",
"appCreated": "16/11/2025",
"binary": "none",
"screens": 0,
"app_dls": 55673
},
{
"updated": "22/06/2019",
"appCreated": "10/01/2025",
"app_dls": 142,
"screens": 0,
"md5": "6312ff4401e509293e6c058d41221750",
"category": "_misc",
"binary": "/switch/sdl-hello.nro",
"name": "test-pkg",
"license": "none",
"title": "Test",
"url": "n/a",
"description": "Test package",
"author": "Fortheusers",
"changelog": "n/a",
"extracted": 2048,
"version": "1.0",
"filesize": 739,
"details": "Dont mind me, I am just a test package"
},
{
"updated": "29/12/2018",
"appCreated": "10/01/2025",
"app_dls": 4244,
"screens": 0,
"md5": "9a37e69a28793b3a2fe1d5c430c77bc0",
"category": "game",
"binary": "/switch/tetriswitch.nro",
"name": "tetrisswitch",
"license": "n/a",
"title": "TetrisSwitch",
"url": "https://github.com/Ryuzaki-MrL/tetriswitch/releases",
"description": "Testris for the switch",
"author": "Ryuzaki-MrL",
"changelog": "n/a",
"extracted": 230,
"version": "1.1.0",
"filesize": 85,
"details": "It's freaking Tetris, but anyway:\\n\\n(<) / (>): move tetromino\\nHold (Down): soft drop (fast drop)\\n(Up): hard drop (instant drop)\\n(A) / (B): rotate\\n(X): change grid color\\n(L) / (R): hold tetromino\\n(+): pause; start over (after game over)\\n(-): quit game (while paused)"
},
{
"updated": "16/07/2018",
"appCreated": "10/01/2025",
"app_dls": 981,
"screens": 0,
"md5": "8067c3ad348f0dd9a75de67c596088b0",
"category": "game",
"binary": "/switch/ttt2.nro",
"name": "tictactoe",
"license": "none listed",
"title": "TicTacToe for NX",
"url": "https://gbatemp.net/threads/alpha-tictactoe-for-nx.497196/",
"description": "Tic Tac Toe",
"author": "SH3RLOCK",
"changelog": "n/a",
"extracted": 105,
"version": "Alpha",
"filesize": 39,
"details": "I developed an Alpha for a Tic Tac Toe on Nintendo Switch. Someone interested to try it out? I don't have a Switch with 3.0."
},
{
"updated": "25/10/2018",
"appCreated": "29/02/2020",
"app_dls": 549,
"screens": 0,
"md5": "7e012a71ea864506735d14c6215a2ddb",
"category": "concept",
"binary": "/switch/touch-screen/touch-screen.nro",
"name": "touch-screen",
"license": "none",
"title": "Touch Screen",
"url": "https://github.com/Dontwait00/touch-screen-modified/releases",
"description": "Touch Screen demo",
"author": "Dontwait00",
"changelog": "n/a",
"extracted": 254,
"version": "1.0",
"filesize": 105,
"details": "touch-screen-modified\\n\\nFork from switchbrew/switch-examples/hid/touch-screen repository. Added row & column support"
},
{
"name": "uLaunch",
"title": "uLaunch",
"description": " Custom, open-source Home Menu",
"author": "XorTroll",
"version": "1.2.1",
"license": "GPLv2",
"url": "https://github.com/XorTroll/uLaunch/releases",
"category": "advanced",
"details": "Custom, open-source replacement/reimplementation for Nintendo Switch's HOME menu (qlaunch), extending it with amazing, homebrew-oriented functionality!\\n\\nuLaunch is a very ambitious project, consisting on two custom library applets, a custom system application and a custom system applet, in order to replace the console's HOME menu with a custom, homebrew-oriented one.\\n\\nThis isn't any kind of HOME menu extension, injection, patch, etc. uLaunch is a complete reimplementation, 100% open-source, which also takes over eShop and Parental control applets and flog system title (all of them are pretty much useless with this reimpl) for its extended functionality.\\n\\nThe project is licensed as GPLv2.\\n\\nFor those who are interested in how the UI was done, this project is, like Goldleaf, a good example of how powerful Plutonium libraries can be in order to make beautiful UIs.\\n\\nFeatures\\nList of HOME menu features uLaunch has:\\n\\nProper launching and foreground management: launch, suspend and close titles and applets\\n\\nProper general channel handling (some of it might be not implemented): sleep, shutdown, reboot, HOME menu press detection...\\n\\nSettings:\\n\\nShow connected WiFi network's name\\n\\nOpen connection applet in case user wants to change network settings\\n\\nChange console's language and show active one\\n\\nChange console's nickname and show current one\\n\\nUser features:\\n\\nAllow creating user on the startup menu\\n\\nShow user's page (in order to edit nickname, icon, friends...)\\n\\nHomebrew support\\n\\nLaunching as applets (no need of Album!)\\n\\nLaunching as applications (no need of any titles to do so!)\\n\\nCustom basic homebrew menu\\n\\nOption to add custom NRO accessors to main menu (homebrew or custom items easily accessible, no more need of forwarders!)\\n\\nUI\\n\\nThemes (different to official HOME menu themes/NXThemes)\\n\\nCustom icons, menu assets and graphics (custom images, colors, sizes, positions...), background...\\n\\nCustom background music and sound effects!\\n\\nFolders in order to keep your main menu organized!\\n\\nUsers\\n\\nPC-like login on startup (select user and use it for everything, log off, register/change/remove password...)\\n\\nUser password support! (up to 15 characters)\\n\\nMiscellaneous extras\\n\\nWeb browsing (via web-applet) directly from the main menu!\\n\\nConsole screen capturing from PC itself (Windows-only) via USB-C cable and uViewer tool!\\n\\nDisclaimer\\nHomebrew-as-application 'flog' takeover\\nuLaunch allows you to launch homebrew as an application, taking advantage of the system's 'flog' built-in application title, which was stubbed but not removed, thus it's content can be overriden via LayeredFS and launched.\\n\\nSince launching this title should be impossible, it might involve ban risk. uLaunch has this option disabled by default, so enable and use it use it at your own risk. Always make youre you're safe from bans (by using tools like 90DNS) before using uLaunch to avoid any possible risks.",
"changelog": "1.2.1\\nSome changes/fixes below are still experimental (particularly for users with a lot of games installed), so please report any weird/new issues you find!\\nRecompiled with Atmosph\u00e8re v1.9.1 support (20.1.0)\\n\\nIntroduced a new game icon/NACP caching system to circumvent issues with 20.x icon/NACP loading slowdowns:\\n\\n- Icon/NACP data is stored in-memory in uSystem, which is why uSystem's memory footprint increases from 12MB to around 40MB: this should, in theory, allow cache for up to 200 installed games. If anyone happens to have more than this amount installed, then (even though this is already an absurd amount) feel free to open an issue to request more cache memory (we could theoretically use up to around 50MB)\\n\\n- Don't worry, since this shouldn't impact anything: we are already using less memory than the base HOME menu (which is around 50MB) even considering the resulting size of the uSystem binary, we have been for years and still are, so (as always) things will be the same as with regular HOME menu, maybe even smoother\\n\\nFixed a bug causing major slowdowns for users with many games (even with around 10 it was noticeable), also related to 20.x changes, where a given command was called every frame (for every app) and made uMenu slow down whenever too many games were in view in the main menu (the value is now read just once when the apps are loaded)\\n\\nFixed a dumb bug where uMenu would only try to cache the active theme if it was not cached yet... while uSystem was wiping ALL cache every reboot, thus the theme was being cached every boot\\n\\nFixed a weird bug where (sometimes?) the default theme would be considered outdated",
"filesize": 10049,
"extracted": 17383,
"md5": "da65c869ab85b9a491becf310e746fb5",
"sha256": "6c1004a69097471158b8b24e925b1101f291a6f45d67e115f8b8dfbfdcf3fbc9",
"updated": "09/06/2025",
"appCreated": "09/06/2025",
"binary": "/switch/uManager.nro",
"screens": 0,
"app_dls": 58847
},
{
"updated": "28/03/2024",
"appCreated": "28/03/2024",
"app_dls": 8757,
"screens": 0,
"md5": "660a4c0507e30cc8464127d0ca832cfd",
"category": "emu",
"binary": "/switch/uae4all2/uae4all2.nro",
"name": "uae4all2",
"license": "GPLv2",
"title": "uae4all2",
"url": "https://github.com/rsn8887/uae4all2/releases/",
"description": "A fast and optimized Amiga Emulator",
"author": "rsn8887",
"changelog": "2.12 (Switch only)\\n\\nfix regression causing stuttery audio after suspend by linking with fixed SDL2\\n\\n2.11\\n\\nfix touch input on Switch\\n\\n2.10\\n\\nallow autostarting of config file via command line argument. On Switch, the same forwarder that works with RetroArch can be used. On Vita, a custom bubble builder is provided. It uses the same method as DaedalusX.\\n\\n2.00\\n\\nImportant note to Switch users\\nOn the Switch, since v1.84, please use nsp injection to start uae4all2, otherwise the config save as and savestate export options will not work. On SX OS, you can do this by holding down R while launching any installed game to make hbmenu appear.\\n\\nRecent Changes\\n2.00\\n\\nallow suspend/resume again. On Switch, it was fixed in SDK. On Vita, please install fd_fix plugin to prevent corruption on resume.\\n\\n1.99\\n\\nImportant note to Switch users\\nOn the Switch, since v1.84, please use nsp injection to start uae4all2, otherwise the config save as and savestate export options will not work. On SX OS, you can do this by holding down R while launching any installed game to make hbmenu appear.\\n\\nRecent Changes\\n\\nimplement touch input to control on-screen keyboard, in addition to dpad\\n\\n1.98\\n\\nrecompile to add support for 9.0.0 firmware\\n\\n1.97\\n\\n\\nadd option to main menu that displays online instruction manual (opens web browser)\\n\\n1.96\\n\\nincrease maximum displayed lines from 270 to 286, useful for overscan games like Babeanoid\\nfix cia overlay in AGA mode, fixes Reshoot-R hang at title screen\\n\\n1.95\\n\\nadd support for .zip floppy files (read-only)\\non Switch, also compile with optimization level 3\\n\\n1.94\\n\\nfix hdf settings with non-zero hd dir causing wrong mounted drives\\nimplement .adz floppy disk format support (read only)\\nwidescreen file dialog to show longer filenames\\n\\n1.93\\n\\nfix mouse pointer getting stuck sometimes when using USB mouse (fixed in SDL)\\n\\n1.92\\n\\nadd frameskip option back in\\n\\n1.91\\n\\nwidescreen menu\\nphysical keyboard and mouse support also on Switch. All keyboards I tried seem to work. Not many mice work. The Logitech M187 mouse seems to work fine.\\non Switch, no more slow-down when returning from sleep (thanks @Cpasjuste)\\n\\n1.90\\n\\nAdd keyboard style option with many choices: original, warm, cool, dark (thanks @wronghands)\\nOn Switch, quit gracefully when using home button to exit\\nSpeed up rendering of savestate menu when thumbnails are displayed\\n\\n1.89\\n- fix scaling artifacts when sharp_bilinear_simple was selected. Pixels are even sharper now!\\n- On the Switch, since v1.84, please use nsp injection to start uae4all2, otherwise the config save as and savestate export options will not work. On SX OS, you can do this by holding down R while launching any installed game to make hbmenu appear.\\n\\n1.84\\n\\nimplement config load with dialog, config save as, and config delete\\nincrease number of savestates per game to 12\\nincrease number of custom control sets to 6\\non Switch, fix some issues with vsync\\nimplement importing and exporting of savestates\\nbetter menu font (thanks @wronghands)\\noption to select menu font\\non Switch, automatically use 1080p resolution in docked mode\\n\\n1.83\\n\\nstop hotkeys from affecting game controls in some cases\\nalways allow left stick to control on screen keyboard\\nallow mapping of stick and dpad independently\\n\\n1.82\\n- support up to eight controllers on Switch\\n- allow faster menu navigation by holding down directions\\n\\n1.81\\n\\nallow higher CPU speed hack (for Alien Breed 3D)\\nallow optional custom kickstart named kickcustom.rom (for 3.1.4 etc.)\\nbuttons can now be mapped to quickload/quicksave for fast savestates\\na button can be mapped to fast mouse, hold it down to speed up mouse\\nslow mouse or fast mouse buttons now also affect touch and real mice\\npopulate custom controls with sensible defaults instead of all blank\\n\\n1.80\\n\\nimprove keyboard input (fixes Celtic Legends)\\non Switch, improve single/dual joycon mode switching\\n\\n1.79\\n\\nfix interrupt 6 bitmask (fixes Marvin's Marv. Adv. AGA)\\n\\n1.78\\n\\nfix 68020+ bitfield instructions (fixes crash in Virocop AGA)\\n\\n1.77\\n\\nincrease max files per dir from 3072 to 10240\\non Switch, in split JoyCon mode, make SL/SR act as L/R also in menu\\non Switch, in split JoyCon mode, disable L/R/ZL/ZR in menu\\n\\n1.76\\n\\non Switch, added split Joycon option for tabletop multiplayer with up to four single Joycons\\non Switch, allow menu navigation with analog stick\\nfixed lag when navigating the savestate menu\\n\\n1.75\\n\\nfixed crash when booting a floppy with floppy speed >1x\\nfixed inconsistencies in menu navigation\\nenabled long filename display in file browser (hold Triangle or X to show it)\\nfixed an issue where HD Dir could not be selected unless Boot HD was set to OFF\\nremoved legacy code and data files that were not needed\\n\\n1.74\\n\\nAllow remapping of ZR/ZL on Switch\\nMap ZR/ZL to \"slow-down mouse\" on Switch if custom controls are off\\nAdd option to misc menu to choose either A or B as OK button on Switch\\nAdd sharp-bilinear-simple scaling routine, and make it the new default\\nAdd point filtering scaling routine\\n\\n1.73 Fix savestates \\n\\n1.72 switch release",
"extracted": 12224,
"version": "2.12",
"filesize": 4101,
"details": "Important note to Switch users\\nOn the Switch, since v1.84, please use nsp injection to start uae4all2, otherwise the config save as and savestate export options will not work. On SX OS, you can do this by holding down R while launching any installed game to make hbmenu appear.\\n\\nUse4All2 Mod is an Amiga emulator for Vita and Switch. This is my mod of this great Amiga emulator that was originally ported to the Vita by Cpasjuste. Depending on when you read this, this mod might be ahead or behind his version.\\n\\nThanks to Cpasjuste for the original port and for jumping in and adding shader support and making the assembler optimizations work.\\n\\nThanks to ScHlAuChi for extensive testing, ideas, and for contributing the new larger virtual keyboard images.\\n\\nThanks to the original authors Chui, john4p, TomB, notaz, Bernd Schneider, Toni Wilen, Pickle, smoku, AnotherGuest, Anonymous engineer, finkel, Lubomyr, pelya and many more.\\n\\nThanks to my supporters on Patreon: Andyways, CountDuckula, Matthew Machnee, and Sean Ritzo.\\n\\nINSTALLATION\\n\\nObtain and copy BIOS files kick13.rom (size: 262,144 bytes), kick20.rom (size: 524,288 bytes) and kick31.rom (size: 524,288 bytes) to your SDCard into /switch/uae4all2/kickstarts/\\nUse your favorite Homebrew Launcher or Homebrew Loader to start Uaeall2\\n\\n\\nFull speed emulation of most Amiga games with zero frameskip\\nLarge, complete virtual keyboard with adjustable position and adjustable transparency\\nThree fully mappable custom control sets: map Vita buttons to any Amiga joystick or key input, three custom control sets supported\\nMultiple hard-file support: up to 4 hdf files (size <2GB each) can be mounted simultaneously\\nMultiple controller support on Vita TV: up to four paired controllers can be fully mapped\\nAnalog mouse control: control the mouse using the analog stick with adjustable sensitivity\\nShader support: default sharp_bilinear_simple uses integer pre-scale for sharp, undistorted pixels with minimum blur, even if game is zoomed to fill the full Vita screen\\nCustom autofire: any mapped Vita button can have autofire with adjustable rate\\nSavestate with hard-file support: state can be saved even when hard-files are used\\nAdditional emulator settings: sprite-sprite collisions can be enabled, blitter settings can be changed\\nAdjustable stereo separation\\nA button can be mapped to slow mouse in custom controls. When custom controls are on and that button is held down, the mouse pointer speed is greatly reduced. This is useful for precisely positioning the cursor.\\nBluetooth keyboard and mouse support\\nSticky virtual keyboard modifiers: allows keyboard combos like CTRL-C to be entered easily\\nTouchpad style pointer controls using the front touch panel and (optional) the rear touch panel\\nSupports loading files from ux0: or uma0: partition\\nParallel port joystick adapter support for multiplayer games with up to 4 joysticks.\\nAdditional savestate slot called auto, for automatic savestate loading"
},
{
"updated": "16/08/2022",
"appCreated": "16/08/2022",
"app_dls": 6111,
"screens": 0,
"md5": "738eaf7328f0d83d76b1947d08e9e0bc",
"category": "n/a",
"binary": "/switch/UselessHB.nro",
"name": "useless",
"license": "n/a",
"title": "Useless Homebrew",
"url": "https://gbatemp.net/threads/useless-homebrew-for-nintendo-switch.497041/",
"description": "Display text and buttons",
"author": "Rydian, Tcm0",
"changelog": "1.1.3\\n\\nRecompiled with latest LibNX.\\n\\n1.1.2\\n\\nRecompiled with latest LibNX.",
"extracted": 309,
"version": "1.1.3",
"filesize": 122,
"details": "This is a port of the \"Useless Homebrew\" written by Rydian for the DS. It tries to mimic a \"useless machine\" that has a switch. Press \"A\" to switch the machine on and see what happens.\\n\\nThis game has flashing lights/colors. Please take care when playing, especially if you have epilepsy or a related disorder."
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 11314,
"screens": 0,
"md5": "426d001ac06d16a3ad7478bb8fb6582d",
"category": "emu",
"binary": "/switch/libretro_vbanext.nro",
"name": "vba-next",
"license": "none listed",
"title": "VBA-NEXT",
"url": "https://gbatemp.net/threads/retroarch-switch.492920/",
"description": "A Gameboy Retroarch Core",
"author": "Retroarch",
"changelog": "n/a",
"extracted": 2773,
"version": "beta",
"filesize": 883,
"details": "A very beta version of this core , games play from the SD card, and saves Now work.\\n\\nCurrent issues:\\n\\nScreen settings\\nButton Config\\nAnalog input."
},
{
"name": "vgedit",
"title": "vgedit",
"description": "Text editor for the Nintendo Switch",
"author": "vgmoose",
"version": "2.2.1",
"license": "GPLv3",
"url": "https://github.com/vgmoose/vgedit",
"category": "tool",
"details": "vgedit is a Video Game text Editor for the Switch. It has basic file browsing functionality (SD card only) and allows text files to be edited directly using either the touch screen or a controller.",
"changelog": "v2.2.1\\n\\n- Adds support for opening a file via other apps (like sphaira)\\n\\nv2.1\\n\\nThe Switch build has no significant changes. It is a version Bump\\n\\nv2.0.1: Small bugfix to not move the cursor while holding a directional button with the on-screen keyboard up.\\n\\nv2.0: New Features:\\n- Line numbers along left side\\n- Can load much larger text files\\n - Uses SDL_FontCache for improved performance\\n- New menu bar while editing file\\n - Find and jump to position within file\\n - Undo/redo history state tracking\\n- Create new file or folder while browsing\\n- USB Keyboard support\\n - Only in Insert mode (when on-screen keyboard is showing)\\n - Can press Alt to toggle on-screen keyboard\\n\\nBugfixes:\\n- Proper line wrapping for long lines\\n- Properly affix cursor within text file\\n- File/folder list is alphabetized now\\n- Better support for tabs within file\\n- Scroll to cursor position when typing\\n- Unsaved changes need confirmation when exiting\\n- Allow copy/paste between two files\\n\\n",
"filesize": 11242,
"extracted": 22498,
"md5": "d1ec482e2fa3103782024e6e48fb0d78",
"sha256": "825e32fa54382044bf86f0445df464268a772050128ce9f21d3be07cce4986d3",
"updated": "22/03/2025",
"appCreated": "07/03/2025",
"binary": "/switch/vgedit/vgedit.nro",
"screens": 0,
"app_dls": 30812
},
{
"updated": "04/11/2018",
"appCreated": "29/02/2020",
"app_dls": 6601,
"screens": 0,
"md5": "5280191c23d45b006b1d4d0e1a0b1dee",
"category": "concept",
"binary": "/switch/wae.nro",
"name": "wae",
"license": "GPLv3",
"title": "Do u no de wae",
"url": "https://github.com/3096/wae/releases/",
"description": "Sample program to display images",
"author": "3096",
"changelog": "n/a",
"extracted": 19156,
"version": "0.1",
"filesize": 1571,
"details": "A rushed meme, no audio working yet.\\nPress A to know de wae.\\nPress + to quit."
},
{
"updated": "16/07/2018",
"appCreated": "29/02/2020",
"app_dls": 1336,
"screens": 0,
"md5": "78503a06d2904273a973abd030e5040f",
"category": "game",
"binary": "/switch/wiiero/wiiero.nro",
"name": "wiiero",
"license": ".",
"title": "Wiiero",
"url": "https://github.com/KeeganatorP/wiiero-switch",
"description": "Port of wiiero (Liero for Wii)",
"author": "KeeganatorP",
"changelog": "n/a",
"extracted": 22750,
"version": "0.9",
"filesize": 19643,
"details": "Port of wiiero (Liero for Wii) to Nintendo Switch\\n\\nSound is currently broken."
},
{
"name": "wiliwili",
"title": "wiliwili",
"description": "Yet another Bilibili client",
"author": "xfangfang",
"version": "1.5.2",
"license": "GPLv3",
"url": "https://github.com/xfangfang/wiliwili/releases",
"category": "_misc",
"details": "wiliwili is an Unofficial 3rd party Bilibili client, which provides switch users with the possibility to watch videos from Bilibili.\\n\\nBilibili is a video website mainly for Chinese users, so the default language setting is Chinese.\\n\\nBecause of copyright issues, videos refreshed using this app are different in different regions of the world.\\n",
"changelog": "v1.5.2\\n\ud83d\udca1macOS \u548c Windows \u5206\u522b\u63a8\u51fa\u4e86\u9002\u5408 \u8001\u7cfb\u7edf/\u8001\u8bbe\u5907 \u7684\u7248\u672c\uff0c\u5bf9\u4e8e\u65b0\u7528\u6237\uff0c\u8bf7\u5148\u8fd0\u884c\u9ed8\u8ba4\u7248\uff0c\u5982\u6709\u95ee\u9898\u518d\u5c1d\u8bd5\u8fd9\u4e9b\u4e13\u95e8\u9002\u914d\u7248\u3002\\n\\n \u76f8\u5173\u94fe\u63a5 :\\n\u6765 wiki \u770b\u770b wiliwili \u8fd8\u80fd\u73a9\u51fa\u4ec0\u4e48\u82b1\u6837\u6765\uff1a https://github.com/xfangfang/wiliwili/wiki\\n\\nXbox\uff1ahttps://github.com/xfangfang/wiliwili/issues/468\\n\\nSteamDeck \u9632\u9501\u5c4f\u63d2\u4ef6\uff1a https://github.com/xfangfang/DeckyInhibitScreenSaver\\n\\n v1.5.2 \u66f4\u65b0\u8bf4\u660e :\\n- \u3010\u4fee\u590d\u3011PSV \u5f00\u542f\u7f29\u653e\u540e\uff0c\u5168\u5c4f\u89c6\u9891\u4e0b\u65b9\u6709\u4e00\u50cf\u7d20\u80cc\u666f\u8272\\n- \u3010\u4fee\u590d\u3011PSV ABXY \u6309\u94ae\u4ea4\u6362\u529f\u80fd\u5931\u6548\\n- \u3010\u65b0\u589e\u3011Linux \u64ad\u653e\u6027\u80fd\u63d0\u5347\uff08\u9700\u8981\u7cfb\u7edf\u652f\u6301EGL\uff09\\n- \u3010\u65b0\u589e\u3011PC \u548c NS \u652f\u6301\u81ea\u5b9a\u4e49\u952e\u76d8\u5feb\u6377\u952e\\n- \u3010\u65b0\u589e\u3011PC \u7aef\u6309\u952e\u64cd\u4f5c\u65f6\u81ea\u52a8\u9690\u85cf\u9f20\u6807\\n- \u3010\u65b0\u589e\u3011\u76f4\u64ad\u95f4\u65b0\u6837\u5f0f\uff08\u5165\u53e3\uff1a\u754c\u9762\u8bbe\u7f6e -> \u76f4\u64ad\u95f4\u4fa7\u8fb9\u680f\u5f39\u5e55\u6570\u91cf\uff09\\n- \u3010\u65b0\u589e\u3011\u6d88\u606f\u5bf9\u8bdd\u6846\u652f\u6301\u8df3\u8f6c\u756a\u5267\u89c6\u9891\u6d88\u606f\\n- \u3010\u4fee\u590d\u3011\u6d88\u606f\u5bf9\u8bdd\u6846\u70b9\u51fb\u5d29\u6e83\\n- \u3010\u4fee\u590d\u3011\u4fee\u590d\u76f4\u64ad\u95f4\u65e0\u5f39\u5e55\u95ee\u9898\\n- \u3010\u4fee\u590d\u3011\u90e8\u5206\u7528\u6237\u65e0\u6cd5\u6b63\u5e38\u83b7\u53d6\u89c6\u9891\u94fe\u63a5\\n- \u3010\u4fee\u590d\u3011\u6392\u884c\u699c\u9875\u9762\u4e0d\u66f4\u65b0\u7684\u95ee\u9898\\n\\n Change log:\\n- [Fix] PSV After enabling scaling, there is a one-pixel line below the video\\n- [Fix] PSV ABXY button swap function is not working\\n- [New] Mouse cursor now auto-hides after keyboard input on PC\\n- [New] Improved Linux playback performance (requires EGL support)\\n- [New] Customizable hotkeys now supported on PC and Nintendo Switch\\n- [New] New live room UI style (toggle under UI \u2192 Live Sidebar Danmaku Count)\\n- [New] Message dialogs now support jumping to anime/video messages\\n- [Fixed] Crash when clicking in some message dialogs\\n- [Fixed] Live room danmaku not appearing\\n- [Fixed] Some users unable to fetch video URLs\\n- [Fixed] Ranking page not updating\\n\\nPlease refer to the GitHub release page for detailed information.\\n\\n Thanks to:\\n- @dragonflylee Windows related issues and other improvements \\n- @4fuu Live room related issues\\n- @PJ-568 Optimize GitHub Pages Build Process\\n- @pugaizai Optimize flatpak scripts\\n\\n[Added]: Highlight search keywords\\n\\n[Added]: Support jumping to specified videos from the chat\\n\\n[Added]: Several custom configurations added (see Wiki)\\n\\n[Fixed]: Some videos fail to auto-replay\\n\\n[Fixed]: Subtitles display incorrectly\\n\\n[Fixed]: Video card icons not displayed on some systems.\\n\\n[Fixed]: OSD doesn't auto-hide after using shortcuts.\\n\\n[Fixed]: Clicking on one's own activity replies does not lead to the corresponding activity\\n\\n[Optimized]: Improved network request speed\\n\\n[Optimized]: Prevent MPV caching shaders locally\\n\\n[Optimized]: Change to HTTP after disabling TLS verification\\n\\n[Optimized]: Minor UI tweaks, performance improvements, and subtle bug fixes",
"filesize": 19036,
"extracted": 40501,
"md5": "5fbb12c9d71ef2b4f67219577047ad6b",
"sha256": "2b888d7616a138980330f2b369e5f3bd09ee5a1ea71d9664d46fd7228459a5c2",
"updated": "08/08/2025",
"appCreated": "08/08/2025",
"binary": "/switch/wiliwili/wiliwili.nro",
"screens": 0,
"app_dls": 47427
},
{
"updated": "02/05/2021",
"appCreated": "12/11/2018",
"app_dls": 12551,
"screens": 0,
"md5": "5704cacbc5b7af49b6c800cf94acb3ae",
"category": "game",
"binary": "/switch/xash3d-valve.nro",
"name": "xash3d-switch",
"license": "GPLv3",
"title": "xash3d-switch",
"url": "https://github.com/switchports/xash3d-switch/releases",
"description": "Xash3D FWGS Engine",
"author": "Datamats",
"changelog": "v1.0.1\\n\\nUpdate libnx so hid will work on 9.0.0+\\n\\nv1.0.0\\n\\nnwindow is used now instead of the deprecated gfx api\\nthe touchscreen should work now\\nmoved over to filesystem times for savefiles thanks to libnx\\nimplemented the console and various UI requiring text input using swkbd\\nadded options for overclocking, for the really care cases where you might benefit from it\\nmade cl_showfps default to 0 (you can always change it using the console)\\na dmc sdk branch has been ported and is available, additionally a decay port has been added that needs more testing\\n\\nv0.4.0\\n\\nAll the nro's have been renamed to ease the process of adding new games and making it easier to port new dlls, please delete all the half-life-*.nro's\\nThe game switching implementation should be a lot more flexible now and you should be able to keep the nro's where you want as long as you keep them together\\nMods should now work as expected as long as they do not contain custom entities / weapons or other specialized code put in a dll file\\nOpposing force should be fixed\\nVarious fixes and improvements to stability\\n\\nv0.3.0\\n\\nBlue Shift / Opposing Force builds has been ported and added to the build system\\nThe Custom Game menu should not crash anymore, but it will only work if all the nro's are in the /switch directory and are not renamed.\\n\\nv0.2.1\\n\\nThere should be no more crashes after quitting from the menu back to the hbmenu\\n\\nv0.2.0\\n\\nThe timestamp of saves are now saved into a own file as a temporarily workaround until libnx gains timestamps. (Now you will go back to the last autosave when you die instead of having to start over)\\nIncreased the buffer for file copies, this makes saving in some cases multiple times faster\\nFixed the screenshots for saves being broken due to the dynamic resolution system\\nMore work trying to fix crashes (hbmenu will still crash when you quit from the mainui, this is being worked on)\\nAdded a working icon",
"extracted": 14741,
"version": "1.0.1",
"filesize": 5791,
"details": "DOESNT WORK ON LATEST FIRMWARES\\n\\nXash3D Engine is a custom Gold Source engine rewritten from scratch. Xash3D is compatible with many of the Gold Source games and mods and should be able to run almost any existing singleplayer Half-Life mod without a hitch. The multiplayer part is not yet completed, multiplayer mods should work just fine, but bear in mind that some features may not work at all or work not exactly the way they do in Gold Source Engine.\\n\\nXash3D FWGS is a fork of Xash3D Engine, which aims on crossplatform and compatibility with original Xash3D and Gold Source.\\n\\n\\nThis packages already includes the extras.pak files from https://github.com/FWGS/xash-extras/releases in your valve directory ,\\n\\nGet a copy of half life that contains the 'valve' folder. and add to the valvev folder already within your appstore download.\\n\\nXash3D should now launch, it will take a couple seconds to load the assets needed for displaying the menu and you should be able to play!\\n\\nand problems please use the appstore feedback form, thanks.."
},
{
"updated": "16/09/2019",
"appCreated": "01/02/2019",
"app_dls": 503,
"screens": 0,
"md5": "f85737a86afe9376873ede3471f51c0a",
"category": "game",
"binary": "/switch/xash3d-decay.nro",
"name": "xash3d-switch-decay",
"license": "GPLv3",
"title": "xash3d-switch-decay",
"url": "https://github.com/switchports/xash3d-switch/releases",
"description": "Xash3D FWGS Engine",
"author": "Datamats",
"changelog": "v1.0.1\\n\\nUpdate libnx so hid will work on 9.0.0+\\n\\nv1.0.0\\n\\nnwindow is used now instead of the deprecated gfx api\\nthe touchscreen should work now\\nmoved over to filesystem times for savefiles thanks to libnx\\nimplemented the console and various UI requiring text input using swkbd\\nadded options for overclocking, for the really care cases where you might benefit from it\\nmade cl_showfps default to 0 (you can always change it using the console)\\na dmc sdk branch has been ported and is available, additionally a decay port has been added that needs more testing\\n\\nv0.4.0\\n\\nAll the nro's have been renamed to ease the process of adding new games and making it easier to port new dlls, please delete all the half-life-*.nro's\\nThe game switching implementation should be a lot more flexible now and you should be able to keep the nro's where you want as long as you keep them together\\nMods should now work as expected as long as they do not contain custom entities / weapons or other specialized code put in a dll file\\nOpposing force should be fixed\\nVarious fixes and improvements to stability\\n\\nv0.3.0\\n\\nBlue Shift / Opposing Force builds has been ported and added to the build system\\nThe Custom Game menu should not crash anymore, but it will only work if all the nro's are in the /switch directory and are not renamed.\\n\\nv0.2.1\\n\\nThere should be no more crashes after quitting from the menu back to the hbmenu\\n\\nv0.2.0\\n\\nThe timestamp of saves are now saved into a own file as a temporarily workaround until libnx gains timestamps. (Now you will go back to the last autosave when you die instead of having to start over)\\nIncreased the buffer for file copies, this makes saving in some cases multiple times faster\\nFixed the screenshots for saves being broken due to the dynamic resolution system\\nMore work trying to fix crashes (hbmenu will still crash when you quit from the mainui, this is being worked on)\\nAdded a working icon",
"extracted": 14912,
"version": "1.0.1",
"filesize": 5855,
"details": "Xash3D Engine is a custom Gold Source engine rewritten from scratch. Xash3D is compatible with many of the Gold Source games and mods and should be able to run almost any existing singleplayer Half-Life mod without a hitch. The multiplayer part is not yet completed, multiplayer mods should work just fine, but bear in mind that some features may not work at all or work not exactly the way they do in Gold Source Engine.\\n\\nXash3D FWGS is a fork of Xash3D Engine, which aims on crossplatform and compatibility with original Xash3D and Gold Source.\\n\\n\\nThis packages already includes the extras.pak files from https://github.com/FWGS/xash-extras/releases in your valve directory ,\\n\\nGet a copy of half life that contains the 'valve' folder. and add to the valvev folder already within your appstore download.\\n\\nXash3D should now launch, it will take a couple seconds to load the assets needed for displaying the menu and you should be able to play!\\n\\nand problems please use the appstore feedback form, thanks.."
},
{
"updated": "16/09/2019",
"appCreated": "01/02/2019",
"app_dls": 602,
"screens": 0,
"md5": "aecf04448ef61015c40716f95a701ea5",
"category": "game",
"binary": "/switch/xash3d-dmc.nro",
"name": "xash3d-switch-dmc",
"license": "GPLv3",
"title": "xash3d-switch-dmc",
"url": "https://github.com/switchports/xash3d-switch/releases",
"description": "Xash3D FWGS Engine",
"author": "Datamats",
"changelog": "v1.0.1\\n\\nUpdate libnx so hid will work on 9.0.0+\\n\\nv1.0.0\\n\\nnwindow is used now instead of the deprecated gfx api\\nthe touchscreen should work now\\nmoved over to filesystem times for savefiles thanks to libnx\\nimplemented the console and various UI requiring text input using swkbd\\nadded options for overclocking, for the really care cases where you might benefit from it\\nmade cl_showfps default to 0 (you can always change it using the console)\\na dmc sdk branch has been ported and is available, additionally a decay port has been added that needs more testing\\n\\nv0.4.0\\n\\nAll the nro's have been renamed to ease the process of adding new games and making it easier to port new dlls, please delete all the half-life-*.nro's\\nThe game switching implementation should be a lot more flexible now and you should be able to keep the nro's where you want as long as you keep them together\\nMods should now work as expected as long as they do not contain custom entities / weapons or other specialized code put in a dll file\\nOpposing force should be fixed\\nVarious fixes and improvements to stability\\n\\nv0.3.0\\n\\nBlue Shift / Opposing Force builds has been ported and added to the build system\\nThe Custom Game menu should not crash anymore, but it will only work if all the nro's are in the /switch directory and are not renamed.\\n\\nv0.2.1\\n\\nThere should be no more crashes after quitting from the menu back to the hbmenu\\n\\nv0.2.0\\n\\nThe timestamp of saves are now saved into a own file as a temporarily workaround until libnx gains timestamps. (Now you will go back to the last autosave when you die instead of having to start over)\\nIncreased the buffer for file copies, this makes saving in some cases multiple times faster\\nFixed the screenshots for saves being broken due to the dynamic resolution system\\nMore work trying to fix crashes (hbmenu will still crash when you quit from the mainui, this is being worked on)\\nAdded a working icon",
"extracted": 13832,
"version": "1.0.1",
"filesize": 5501,
"details": "Xash3D Engine is a custom Gold Source engine rewritten from scratch. Xash3D is compatible with many of the Gold Source games and mods and should be able to run almost any existing singleplayer Half-Life mod without a hitch. The multiplayer part is not yet completed, multiplayer mods should work just fine, but bear in mind that some features may not work at all or work not exactly the way they do in Gold Source Engine.\\n\\nXash3D FWGS is a fork of Xash3D Engine, which aims on crossplatform and compatibility with original Xash3D and Gold Source.\\n\\n\\nThis packages already includes the extras.pak files from https://github.com/FWGS/xash-extras/releases in your valve directory ,\\n\\nGet a copy of half life that contains the 'valve' folder. and add to the valvev folder already within your appstore download.\\n\\nXash3D should now launch, it will take a couple seconds to load the assets needed for displaying the menu and you should be able to play!\\n\\nand problems please use the appstore feedback form, thanks.."
},
{
"updated": "16/09/2019",
"appCreated": "18/11/2018",
"app_dls": 3381,
"screens": 0,
"md5": "f939e2e4925d8c0a340c59109e45e8a2",
"category": "game",
"binary": "/switch/xash3d-bshift.nro",
"name": "xash3d-switch_Blue_Shift",
"license": "GPLv3",
"title": "xash3d-switch blue shift",
"url": "https://github.com/switchports/xash3d-switch/releases",
"description": "Xash3D FWGS Engine",
"author": "Datamats",
"changelog": "v1.0.1\\n\\nUpdate libnx so hid will work on 9.0.0+\\n\\nv1.0.0\\n\\nnwindow is used now instead of the deprecated gfx api\\nthe touchscreen should work now\\nmoved over to filesystem times for savefiles thanks to libnx\\nimplemented the console and various UI requiring text input using swkbd\\nadded options for overclocking, for the really care cases where you might benefit from it\\nmade cl_showfps default to 0 (you can always change it using the console)\\na dmc sdk branch has been ported and is available, additionally a decay port has been added that needs more testing\\n\\n\\nv0.4.0\\n\\nAll the nro's have been renamed to ease the process of adding new games and making it easier to port new dlls, please delete all the half-life-*.nro's\\nThe game switching implementation should be a lot more flexible now and you should be able to keep the nro's where you want as long as you keep them together\\nMods should now work as expected as long as they do not contain custom entities / weapons or other specialized code put in a dll file\\nOpposing force should be fixed\\nVarious fixes and improvements to stability\\n\\nv0.3.0\\n\\nBlue Shift / Opposing Force builds has been ported and added to the build system\\nThe Custom Game menu should not crash anymore, but it will only work if all the nro's are in the /switch directory and are not renamed.\\n\\nv0.2.1\\n\\nThere should be no more crashes after quitting from the menu back to the hbmenu\\n\\nv0.2.0\\n\\nThe timestamp of saves are now saved into a own file as a temporarily workaround until libnx gains timestamps. (Now you will go back to the last autosave when you die instead of having to start over)\\nIncreased the buffer for file copies, this makes saving in some cases multiple times faster\\nFixed the screenshots for saves being broken due to the dynamic resolution system\\nMore work trying to fix crashes (hbmenu will still crash when you quit from the mainui, this is being worked on)\\nAdded a working icon",
"extracted": 14762,
"version": "1.0.1",
"filesize": 5800,
"details": "Xash3D Engine is a custom Gold Source engine rewritten from scratch. Xash3D is compatible with many of the Gold Source games and mods and should be able to run almost any existing singleplayer Half-Life mod without a hitch. The multiplayer part is not yet completed, multiplayer mods should work just fine, but bear in mind that some features may not work at all or work not exactly the way they do in Gold Source Engine.\\n\\nXash3D FWGS is a fork of Xash3D Engine, which aims on crossplatform and compatibility with original Xash3D and Gold Source.\\n\\n\\nThis packages already includes the extras.pak files from https://github.com/FWGS/xash-extras/releases in your valve directory ,\\n\\nGet a copy of half life that contains the 'valve' folder. and add to the valvev folder already within your appstore download.\\n\\nXash3D should now launch, it will take a couple seconds to load the assets needed for displaying the menu and you should be able to play!\\n\\nand problems please use the appstore feedback form, thanks.."
},
{
"updated": "16/09/2019",
"appCreated": "18/11/2018",
"app_dls": 3165,
"screens": 0,
"md5": "c3073e5b3d0c63da8717abd78f23e263",
"category": "game",
"binary": "/switch/xash3d-gearbox.nro",
"name": "xash3d-switch_Opposing_Force",
"license": "GPLv3",
"title": "xash3d-switch Opposing Force",
"url": "https://github.com/switchports/xash3d-switch/releases",
"description": "Xash3D FWGS Engine",
"author": "Datamats",
"changelog": "v1.0.1\\n\\nUpdate libnx so hid will work on 9.0.0+\\n\\nv1.0.0\\n\\nnwindow is used now instead of the deprecated gfx api\\nthe touchscreen should work now\\nmoved over to filesystem times for savefiles thanks to libnx\\nimplemented the console and various UI requiring text input using swkbd\\nadded options for overclocking, for the really care cases where you might benefit from it\\nmade cl_showfps default to 0 (you can always change it using the console)\\na dmc sdk branch has been ported and is available, additionally a decay port has been added that needs more testing\\n\\nv0.4.0\\n\\nAll the nro's have been renamed to ease the process of adding new games and making it easier to port new dlls, please delete all the half-life-*.nro's\\nThe game switching implementation should be a lot more flexible now and you should be able to keep the nro's where you want as long as you keep them together\\nMods should now work as expected as long as they do not contain custom entities / weapons or other specialized code put in a dll file\\nOpposing force should be fixed\\nVarious fixes and improvements to stability\\n\\nv0.3.0\\n\\nBlue Shift / Opposing Force builds has been ported and added to the build system\\nThe Custom Game menu should not crash anymore, but it will only work if all the nro's are in the /switch directory and are not renamed.\\n\\nv0.2.1\\n\\nThere should be no more crashes after quitting from the menu back to the hbmenu\\n\\nv0.2.0\\n\\nThe timestamp of saves are now saved into a own file as a temporarily workaround until libnx gains timestamps. (Now you will go back to the last autosave when you die instead of having to start over)\\nIncreased the buffer for file copies, this makes saving in some cases multiple times faster\\nFixed the screenshots for saves being broken due to the dynamic resolution system\\nMore work trying to fix crashes (hbmenu will still crash when you quit from the mainui, this is being worked on)\\nAdded a working icon",
"extracted": 15517,
"version": "1.0.1",
"filesize": 6010,
"details": "Xash3D Engine is a custom Gold Source engine rewritten from scratch. Xash3D is compatible with many of the Gold Source games and mods and should be able to run almost any existing singleplayer Half-Life mod without a hitch. The multiplayer part is not yet completed, multiplayer mods should work just fine, but bear in mind that some features may not work at all or work not exactly the way they do in Gold Source Engine.\\n\\nXash3D FWGS is a fork of Xash3D Engine, which aims on crossplatform and compatibility with original Xash3D and Gold Source.\\n\\n\\nThis packages already includes the extras.pak files from https://github.com/FWGS/xash-extras/releases in your valve directory ,\\n\\nGet a copy of half life that contains the 'valve' folder. and add to the valvev folder already within your appstore download.\\n\\nXash3D should now launch, it will take a couple seconds to load the assets needed for displaying the menu and you should be able to play!\\n\\nand problems please use the appstore feedback form, thanks.."
},
{
"updated": "13/09/2019",
"appCreated": "29/02/2020",
"app_dls": 1584,
"screens": 0,
"md5": "881941e36d67303de77b6711418dd3a3",
"category": "game",
"binary": "/switch/xrick/xrick.nro",
"name": "xrick",
"license": "n/a",
"title": "xrick",
"url": "https://github.com/C0Ck3r/xrick/releases",
"description": "xrick switch port",
"author": "C0Ck3r",
"changelog": "n/a",
"extracted": 8867,
"version": "0.0.1",
"filesize": 4264,
"details": "Instructions\\n\\nWalk through the maps, avoid traps, kill the Bad Guys ... and try to stay alive long enough to accomplish your mission!\\n\\nRick can fire bullets, lay sticks of dynamite, walk, crawl, climb, and also poke walls or Bad Guys with his stick. Poking walls can trigger traps, open doors, etc. although sometime a dynamite stick or a bullet is needed ... go figure. Rick starts with six bullets in his gun, and six sticks of dynamite, as shown by the icons at the top of the screen.\\n\\nControls\\n\\nUse the D-Pad to control Rick and use the following action combinations\\n\\nB+UP = fire a bullet.\\nB+DOWN = lay a stick of dynamite\\nB+LEFT, B+RIGHT = poke a wall (or anything else) with your stick"
},
{
"updated": "03/08/2023",
"appCreated": "03/08/2023",
"app_dls": 7226,
"screens": 0,
"md5": "fb61ab45c94a28ffbba0fb2ad9e90ab7",
"category": "tool",
"binary": "/switch/nut.nro",
"name": "yallarenuts",
"license": "none",
"title": "Y'allAreNUTs",
"url": "https://github.com/3096/nut/releases/",
"description": "A save tool",
"author": "3096",
"changelog": "0.1.2\\n\\nAs long as one person out there still use this, I should probably keep the support. Shout out to you @meisaboo haha.\\n\\nChange log:\\n\\nBuilt with latest libnx release; should solve HID incompatibility (or any problem it had before as well)\\nIcon actually says the name now\\nGeneral software stability improvements to enhance the user's experience\\n",
"extracted": 953,
"version": "0.1.2",
"filesize": 353,
"details": "Use UP & DOWN to select a save. LEFT & RIGHT to skip 5 saves.\\nPress A to dump save files into 'save/' or press Y for 'save/{titleID}/{userID}/' (will overwrite whatever's already in there.)\\nPress ZR to dump all saves\\nPress X to inject all files that are present in inject/ (For now, don't put too many file at one time. Only put 1 folder for botw save for example. Use at your own risk and always have backups)\\nPress PLUS to quit when not copying files.\\n\\nSince console output doesn't support UTF-8, you can press R to show title ID instead. When you see garbled text (Japanese names, for example) you can manually look up a title here.\\nAvoid using this while the Switch is docked, as in my testing docked mode seems unstable and sometimes crashes.\\n\\nI only made a release of this homebrew because I saw people trying to get builds of my previous versions and it got quite messy... This is by no means a formal program for the long term. It's just a filler for people who are too impatient to wait for Checkpoint's stable version on 5.0."
}
]
}