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Kanal postlari
Release green-nx 1.0.0 - native Xbox Cloud Gaming client for the Switch
https://preview.redd.it/fbhx4hi9gseh1.png?width=1280&format=png&auto=webp&s=f96d9fdbd5f26d303beb3fbbe06b65e0ee20c7be
I built an open-source xCloud client for the Switch — sign in with your Microsoft account, browse your Game Pass library, and stream at 720p/1080p, 60 fps, handheld or docked.
It's all native: WebRTC on-console, hardware H.264 decoding (NVDEC) and zero-copy GPU rendering (deko3d). No PC relay, no companion apps.
You'll need Atmosphère and an active Game Pass Ultimate subscription (it's just a client for a service you pay for — nothing shady). Copy the NRO to
sdmc:/switch/ and launch in title mode (hold R starting any installed game).
Source (GPL-3.0) + download:
https://github.com/rmrf404/green-nx
Fun/experimental project, not affiliated with Microsoft or Nintendo. Feedback welcome!
https://redd.it/1v3h7bx
@r_SwitchHacks
| 2 | Modded switch support
/r/SteamControllerMods/comments/1v39kfi/modded_switch_support/
https://redd.it/1v3g8jd
@r_SwitchHacks | 98 |
| 3 | ComicReader – a local CBZ/CBR reader homebrew for Switch (touch gestures, continuous scroll, auto language detection) in french too.
Hey everyone!
I've been working on ComicReader, a homebrew comic/manga reader for the Nintendo Switch that reads .cbz/.cbr files straight from your SD card fully local, no internet or cloud involved.
What it does:
\- Reads CBZ and CBR archives (via libarchive)
\- Library view with cover thumbnails, auto-generated from each comic's first page and cached for fast reloading
\- Zoom (1x-4x) and pan with the joysticks, or pinch-to-zoom on the touchscreen
\- Two reading modes: page-by-page, or continuous vertical scroll (great for long strips/webtoons)
\- Touch gestures: swipe to turn pages, pinch to zoom, drag the progress bar to jump anywhere or just use the buttons, both work everywhere
\- Automatically tracks your reading progress and resumes where you left off
\- Supports subfolders, so you can organize by series (a folder's cover borrows the first page of the first comic inside it)
\- Follows your console's language automatically (French/English for now)
It's built with libnx + SDL2, developed and tested on a Switch Lite. Still early no .gif/.webp support yet, no custom icon on the Home Menu, and CBR support could use more real-world testing. Feedback, bug reports, and PRs are all very welcome.
GitHub (source + download): https://github.com/ZiggyGoofy/ComicReaderSwitch
Thanks for reading, hope some of you find it useful.
\---
Salut tout le monde !
Je bosse depuis un moment sur ComicReader, un homebrew de lecture de comics pour la Nintendo Switch qui lit les fichiers .cbz/.cbr directement depuis la carte SD entièrement en local, sans internet ni cloud.
Ce qu'il fait :
\- Lit les archives CBZ et CBR (via libarchive)
\- Vue bibliothèque avec des miniatures de couverture, générées automatiquement à partir de la première page de chaque comic et mises en cache pour un chargement rapide
\- Zoom (1x-4x) et déplacement au joystick, ou pincer-zoomer au tactile
\- Deux modes de lecture : page par page, ou défilement vertical continu (parfait pour les longues planches/webtoons)
\- Gestes tactiles : swipe pour tourner les pages, pincer pour zoomer, glisser la barre de progression pour sauter n'importe où — ou utiliser les boutons, les deux fonctionnent partout
\- Suivi automatique de la progression de lecture, avec reprise à l'endroit exact où tu t'es arrêté
\- Support des sous-dossiers, pour organiser par série (la couverture d'un dossier reprend la première page du premier comic à l'intérieur)
\- Suit automatiquement la langue de ta console (français/anglais pour l'instant)
C'est développé avec libnx + SDL2, testé sur une Switch Lite. Encore tôt dans le projet pas de support .gif/.webp pour l'instant, pas d'icône personnalisée sur le menu d'accueil, et le support CBR mériterait davantage de tests sur des fichiers variés. Tous les retours, rapports de bugs et contributions sont les bienvenus.
GitHub (code source + téléchargement) : https://github.com/ZiggyGoofy/ComicReaderSwitch
Merci de m'avoir lu, j'espère que ça sera utile à certains d'entre vous.
https://redd.it/1v2ns9s
@r_SwitchHacks | 120 |
| 4 | Matn yo'q... | 158 |
| 5 | Moonlight on a hacked Switch OLED is surprisingly amazing
https://redd.it/1v241dv
@r_SwitchHacks | 158 |
| 6 | Sys Dvr IOS Client
Hi i've made (vibe coded a sys dvr client for ios forked from the android code) ive tested only on an ipad pro but should work on iphone too, there is an upscaling section and a network tab section in order to check lags spike when present, for as much as ive used it is pretty stable, ill leave a video so you can see and compare if needed, audio and video glitches present in the video are present in game too (is not a video encoding error)
https://www.youtube.com/watch?v=29n15t1YBpc
here is the code and the ipa in the release section
Zophirel/Sys-dvr-ios
https://redd.it/1v06b7q
@r_SwitchHacks | 160 |
| 7 | Matn yo'q... | 181 |
| 8 | NX Torrent Player - stream torrents directly on your Switch (with Stremio support)
https://redd.it/1v0ni79
@r_SwitchHacks | 181 |
| 9 | PhantomCtrl - Play 2-Player Games on Switch Lite Without a Second Controller
Hey everyone, I recently restored an old portable retro controller and wanted to take it on the go with my switch lite for co-op gaming. But then I found out the lite requires two wireless controllers for local multiplayer, which defeats the whole point of a portable setup.
So I built PhantomCtrl \- a sysmodule that emulates a Pro Controller using your built-in handheld controls. Now you can play 2-player games with just one wireless controller + the Lite's built-in buttons.
This wouldn't have been possible without existing projects like sys-con and MissionControl showing the way, plus AI assistance (I had zero homebrew experience going in). Figured I'd share in case anyone else hit this same wall.
PhantomCtrl runs by default. Toggle it on or off anytime using the included overlay (Tesla Menu / Ultrahand compatible).
Github: https://github.com/KazekiKitten/PhantomCrtl
Release: https://github.com/KazekiKitten/PhantomCrtl/releases/tag/v1.0.0
https://redd.it/1uym4e1
@r_SwitchHacks | 229 |
| 10 | Wine-NX: First attempts on a native Wine answer without Linux
Firstly I forked dantiicu's wine-nx project (github.com/dantiicu/wine-nx) which is an early, stalled (I think he stopped coding it) attempt at running Wine directly on Horizon OS via libnx, no Switchroot L4T, no Box64 translation layer. His work laid the real foundation: the loader, the initial win32u driver, the NTDLL substrate.
The biggest milestone was replacing the software rendering path with a native deko3d (alternative to Vulkan) backend. The renderer now creates its own device, queue, swapchain, shaders and texture uploads, reaching 60 FPS the compositor test on real hardware. (The spinning Cube in the Video)
Some interesting findings during development:
* deko3d cannot coexist with libnx's default framebuffer console. The console claims the display during startup, so Wine has to own the display exclusively (similar to Borealis).
* The GUI renderer initially ran at \~2 FPS. Most of that turned out to be diagnostic logging (`fflush()` after every trace written to the SD card), not GPU performance.
* After fixing the logging overhead and removing a redundant IPC call, the Win32/GDI demo now runs at **\~7–9 FPS**. At this point it's clearly CPU/IPC-bound rather than GPU-bound.
The project is still far from usable, but it appears to be the first Wine port for native Horizon OS with working GPU acceleration instead of pure software rendering.
Why even do this instead of Linux? The idea is to run Wine natively on HorizonOS instead of an entire Linux userspace and graphics stack. That means lower overhead, direct access to the Switch's native APIs, tighter integration with the system, and ultimately a much cleaner architecture for a native homebrew port.
I'd also really appreciate contributions. If you're interested in Wine internals, libnx, deko3d, or Switch homebrew development, feel free to open a PR or reach out.
(x/twitter: voricabi)
[https://github.com/devrim-yildiz/wine-nx](https://github.com/devrim-yildiz/wine-nx)
https://redd.it/1uy2tqv
@r_SwitchHacks | 235 |
| 11 | Made FlashNX, a Flash player for the Switch using Ruffle, runs old flash games like Mario 63
https://redd.it/1uvihhh
@r_SwitchHacks | 246 |
| 12 | [Release] pleNx is now GMCA v1.0.3 — the native Plex client for Switch now does Jellyfin, Emby & Stremio too (music, connection switcher, auto-update)
https://redd.it/1uur3ch
@r_SwitchHacks | 245 |
| 13 | Checkpoint 4.0.0 released: the biggest Checkpoint release ever (new UI, improved save support, wireless transfer, and more)
https://github.com/BernardoGiordano/Checkpoint/releases/tag/v4.0.0
https://redd.it/1utlhf5
@r_SwitchHacks | 277 |
| 14 | twiNX - homebrew Twitch client for Nintendo Switch
Hi,
I have created twiNX, a Twitch client for Nintendo Switch. Initially, it was a private project, but since it's working well I decided to share since some folks might want to use it.
Main features
Twitch account sign-in
Followed live channels
Separate row for followed channels that are currently offline
Popular streams and top categories
Channel and content search
Detailed channel pages
Recent broadcasts/VODs
Clips
Live stream, VOD and clip playback
Multiple quality options, including Source when available
Read and send Twitch chat messages
Twitch badges and emotes
Chat composer with emote picker
Docked chat and overlay chat
Compact overlay mode
Chat placement in any corner of the screen
Software, hardware and experimental Hybrid decoder modes
Controller-focused navigation using the D-pad and analog sticks
https://preview.redd.it/kta6vhhl9gch1.png?width=1265&format=png&auto=webp&s=839dc52cfc5c525819e47dff2e9e5ab3bc73dc97
https://preview.redd.it/gfpvgkga9gch1.png?width=1280&format=png&auto=webp&s=b55ffc909f77aea95a5d86937ff5afb146a9e6df
https://github.com/DomazinUS/twiNX
https://redd.it/1uswvw7
@r_SwitchHacks | 282 |
| 15 | Open Source Pre-release KittenHATS v0.1.24 — child-friendly Switch boot interface
Hi everyone,
I’ve published the first public pre-release of **KittenHATS**, an open-source child-friendly boot interface for Nintendo Switch systems.
The project started from a practical family problem: I wanted to create a much simpler startup screen for a child, while keeping maintenance access behind a PIN.
\## Main features
\- Simple child-friendly start screen
\- One-button normal-use route
\- PIN-protected maintenance route
\- Incorrect PIN returns to the home screen
\- Dutch, English, German, French and Spanish interface text
\- Boot splash
\- Reboot-to-interface support
The default administrator PIN is:
`1234`
Change it before regular use.
The PIN is intended as a practical child barrier, not as strong security. Physical access to the SD card still allows the configuration to be changed.
\## Current status
This is **v0.1.24**, the first public pre-release.
\- Theme switching is planned but not yet implemented
\- A demonstration video is still being prepared
\- Additional testing on real hardware is still ongoing
\## Technical details
KittenHATS is written in C99 and uses:
\- LVGL
\- FatFs
\- devkitPro/devkitARM
\- a bare-metal early-boot environment
\- reproducible build and checksum validation
I come from a construction background and taught myself software development through practical projects and AI-assisted research.
AI helped with research, implementation ideas, debugging and review, while critical behavior was checked through source inspection, clean builds, binary hashes and real-device testing.
\## Source and release
Repository:
https://github.com/Farmeobaasje/KittenHATS
Release:
https://github.com/Farmeobaasje/KittenHATS/releases/tag/v0.1.24
The release does not include copyrighted games, console data or third-party system packages.
Constructive technical feedback is welcome, especially about:
\- interface clarity
\- PIN behavior
\- startup routing
\- installation documentation
\- testing on different hardware revisions
Please read the repository documentation and make a complete SD-card backup before testing.
KittenHATS is an independent project and is not affiliated with Nintendo.
https://redd.it/1uox8ha
@r_SwitchHacks | 362 |
| 16 | Link's Awakening 60fps 1.1.0
Just wanted to share that I uploaded a 60fps patch compatible with version 1.1.0 of Link's Awakening. Turns out, it was as simple as updating the game ID from 1.0.1. Hope others can find some use out of it.
https://gamebanana.com/mods/691512
https://redd.it/1unnd40
@r_SwitchHacks | 328 |
| 17 | Looking for a fresh USB capture of the Nintendo Switch Pro Controller (full enumeration + initialization)
Hi everyone,
I'm working with a friend on an STM32-based USB adapter that I'm trying to make enumerate as a genuine **Nintendo Switch Pro Controller** instead of a generic HID device.
The old GBAtemp thread has been incredibly helpful, especially the `switch-pro-wired.pcap` capture:
[https://gbatemp.net/threads/reverse-engineering-the-switch-pro-controller-wired-mode.475226/](https://gbatemp.net/threads/reverse-engineering-the-switch-pro-controller-wired-mode.475226/)
However, I think that capture starts **after** the initial USB enumeration/handshake. The interrupt traffic is there, but I can't find the complete connection sequence, and that's exactly where I'm currently stuck.
At the moment:
* Steam recognizes my STM32 device as a Switch Pro Controller and everything works correctly.
* If I emulate the HORI Pokkén Controller, the Switch 2 detects it immediately (as expected), but as Generic USB Controller.
* But when I try to emulate an official Switch Pro Controller, the Switch 2 refuses to recognize it.
Since the original capture is almost 10 years old, I'm also wondering if Nintendo changed anything in the USB initialization sequence over time.
Would anyone with a **Switch 1 with last FW or Switch 2** be willing to capture a new USB trace? Ideally, the capture would begin **before plugging in the controller**, so it includes the complete enumeration and initialization process.
If anyone has the hardware to do this (USBPcap, Beagle, Linux usbmon, etc.), it would be a huge help. Even confirming that the initialization sequence is still identical would be valuable.
Thanks!
https://redd.it/1umu8mg
@r_SwitchHacks | 292 |
| 18 | LainNX - Serial Experiments Lain Game Port with Translations and Subtitles Support
https://github.com/amydevs/lainNX
https://redd.it/1um6vry
@r_SwitchHacks | 258 |
| 19 | How to Open RCM Mode on the Switch 2!
How to Open RCM Mode on the Switch 2! The first step is to get 2 small magnets the size of the Joy-Con pins.
The second step is to try placing the 2 magnets on 2 different pins, like the second and fourth, the first and fifth, etc... (depends on several factors, so it's kind of random). And the third step is to restart the Switch 2 with the magnets on the pins and the volume up and down buttons pressed. So far, I've only figured this out; I'm still trying to extract the software for emulation and an alternative firmware for the famous jailbreak. Thanks! Hope you enjoy it before Nintendo sends a lawsuit :(
https://redd.it/1uddfq6
@r_SwitchHacks | 274 |
| 20 | Tool for updating ASM cheat codes yourself when a game updates breaks them |Code Updater for Switch (by zzpong)
Been meaning to share this since it's saved me a bunch of time and headaches. If you've ever had a game update and suddenly all your ASM cheat codes stop working (or worse, crash the game), this tool fixes that without needing to wait on someone else to re-find or whatever the addresses.
What it does: Code Updater for Nintendo Switch takes an old main update file (the one your current cheats work on) and a new main update file from the game, then somehow relocates the code addresses to match the new build. Instead of manually hunting for new offsets every time a game patches, it handles the matching for you and outputs updated codes. Which for me is awesome cause I suck at stuff like this and just wanted to play my game lol.
GitHub: https://github.com/zzpong/Interactive-ASM-Cheats-Updater
Original GBAtemp thread: https://gbatemp.net/threads/code-updater-for-nintendo-switch-update-asm-codes-by-yourself-v1-1-4-available-now.610647/
Credit where it's due: all the actual work here is from zzpong, who built and maintains this genuinely impressive tool. Also want to shout out pspmaster for putting me onto this in the first place, wouldn't have known about it otherwise and his kindness in regards to helping me update my codes is extremely appreciated.
Here is a reference pic to help you through the process:
credit to pspmaster for providing this to me
Figured I'd share this just cause I didn't know about it and if theres anyone else like me waiting for their favorite codes to be updated they can now do it themselves quickly and easily.
https://redd.it/1ullgab
@r_SwitchHacks | 279 |
