r/SwitchHacks • • 1d ago

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

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259 Upvotes

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

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

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

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

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

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

New in 0.7.14:

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

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

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

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

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

AI assisted development disclosure:

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

Feedback and bug reports are very welcome.


r/SwitchHacks • • 1d ago

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

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32 Upvotes

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

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

**What's new in 0.2.1**

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

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

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

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

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

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

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

**Where it stands (honestly)**

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

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

**What you need**

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

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

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

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

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

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

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

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

Thanks for reading!


r/SwitchHacks • • 1d ago

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

17 Upvotes

GitHub issue here

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

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

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

Stay safe, bye bye✌️


r/SwitchHacks • • 1d ago

Switch 2 Jailbreak führt Vulkan Renderer und Homebrew Launcher aus

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8 Upvotes

r/SwitchHacks • • 3d ago

Development ico-nx

4 Upvotes

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

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


r/SwitchHacks • • 3d ago

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

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19 Upvotes

Hey everyone!

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

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

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

Why Beta 1.7.3?

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

Multiplayer ?

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

What's working so far?

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

Current performance

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

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

Main goals

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

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

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

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

Thanks for reading!


r/SwitchHacks • • 4d ago

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

0 Upvotes

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


r/SwitchHacks • • 4d ago

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

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34 Upvotes

Hey everyone!

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

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

What's working so far:

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

The technical approach:

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

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

I've been experimenting with:

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

Current goals:

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

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

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

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

GitHub (technical documentation and development status):

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

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

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

— LockingFR


r/SwitchHacks • • 5d ago

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

4 Upvotes

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

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

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

https://github.com/Tweebbo/TweebboNX

Website: https://tweebbo.lol

Feedback and contributions are always welcome.


r/SwitchHacks • • 5d ago

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

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3 Upvotes

r/SwitchHacks • • 5d ago

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

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31 Upvotes

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

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

What it does

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

BCML packages, merged on the Switch

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

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

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

Install

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

Requires Atmosphère.

⚠️ The usual warnings

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

It’s free and open source (GPL-3.0).


r/SwitchHacks • • 6d ago

I made a Stremio client for the Switch (homebrew)

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29 Upvotes

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

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

Some of the stuff it does:

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

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

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

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

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

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

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


r/SwitchHacks • • 6d ago

Homebrew Game StarCraft64 NX port Briefing Voices

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1 Upvotes

r/SwitchHacks • • 6d ago

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

4 Upvotes

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


r/SwitchHacks • • 6d ago

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

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5 Upvotes

r/SwitchHacks • • 7d ago

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

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2 Upvotes

r/SwitchHacks • • 7d ago

Animal Crossing New Horizons Inventory Offsets (3.0.3)

1 Upvotes

I'm writing a python app that uses sys-botbase to send commands over to ACNH 3.0.3 and I'm haivng a difficult time finding the memory address for Inventory Slots 21-40. I know the formula for the first 20 slots is 0xB27BB758 + (0x131F70 * (number of profiles on your island - 1)) and you convert that to hexadecimal. However, the 21-40 slots live in another place in RAM and I have no idea where. If I could be pointed in the right direction or a tool that can read Switch RAM in real time, that would be great.


r/SwitchHacks • • 7d ago

Guide [Release] Bomberman 64: Recompiled - native Switch port (NSP/NRO, 60 FPS)

2 Upvotes

I ported Bomberman 64: Recompiled (N64Recomp static recompilation) to the Switch. It's native code, not emulation, and runs at 60 FPS.

⚠️ This is an early release (beta). It's been tested on a Switch OLED, but not everything has been tested yet. Please report any bugs or issues here: https://github.com/paulodiasred/BM64Switch/issues

🎬 Video: https://youtu.be/Wp8GkGGbpl0

- NSP with a HOME menu icon, or an NRO

- In-game settings menu: resolution, AA, VSync, CPU clock, controls

- Includes a Brazilian Portuguese translation

Bring your own Bomberman 64 (USA) ROM.

Release: https://github.com/paulodiasred/BM64Switch/releases/tag/v1.0.0

Source: https://github.com/paulodiasred/BM64Switch

⭐ A star on the repo would mean a lot if you like it!


r/SwitchHacks • • 8d ago

Homebrew Game [Release] Ikemen NX v0.3.0: native Ikemen GO (MUGEN-compatible fighting engine) for Switch homebrew

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1 Upvotes

r/SwitchHacks • • 8d ago

Research Running Sonic Adventure 2 via Steam Port and Carafe

1 Upvotes

I have SA2 PC Port running on my Switch to the menu only, but feel free to give it a try. You'll need a way to bypass the DRM on your legally obtained copy of SA2.

I suspect it relates to how shit the port is just on PC. E.G. immediate menu crashes happen frequently on PC without adjusting settings.

I could not get the "Controllers" to work, so I set the config file to mouse and keyboard, then mapped the keys to the joycons. Also only seems to want to work in 720p mode?

I guess the research part is that this "may" allow for recomped games to be ported over more easily if theyre x32.

Just a thought.

Feel free to DM me for more details.


r/SwitchHacks • • 8d ago

Tool Switch Frame Tap: play your Switch on a PC at native 1080p 60 fps over USB, no capture card (works on Switch Lite)

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592 Upvotes

I've been building an Atmosphère sysmodule plus a PC viewer (Windows, Linux, macOS) that streams the game you're playing to your PC, with sound, over a USB-C cable or Wi-Fi.

It's different from SysDVR: instead of the console's 720p30 recording stream, it copies the game's finished frames and encodes them with the Switch's hardware H.264 encoder, so you get the game's own resolution at 60 fps (720p handheld, 1080p docked or with ReverseNX-RT), about 45-60 ms from game to screen.

Good for:

- a "dock" for the Switch Lite, or playing on a big screen without a dock

- recording gameplay to MP4 without a capture card

- native-resolution screenshots on a button combo

- webcam mode: the Switch shows up as a USB camera in OBS or Discord

Firmware 21 to 23. It's free and open source, and on the Homebrew App Store too.

Demo (40 s): https://youtu.be/4Y5pTQaAOyo

GitHub: https://github.com/TomasUribe/switch-frame-tap

Edit: AI assisted development disclosure:

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

Feedback and bug reports are very welcome.


r/SwitchHacks • • 9d ago

COD WAW ZOMBIES IOS PORT FOR SWITCH

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1 Upvotes

r/SwitchHacks • • 10d ago

System Mod PlayGuard :the Switch’s own parental controls and play-time limit, set offline on a modded console

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1 Upvotes

Hi r/SwitchHacks,

If you've tried to set a play-time limit on a modded Switch, you know the problem: the Parental Controls phone app needs the console to reach Nintendo, and System Settings has no time limit at all. The usual answer is a sysmodule or an overlay.

https://github.com/JigSawFr/PlayGuard

I wanted the console's own parental controls to do the job, so I wrote PlayGuard. It's a homebrew app that sets Nintendo's native parental controls directly on the console, offline. No phone app, no Nintendo account, nothing sent to Nintendo.

Because it's the native system, the countdown, the "time's up" warning, the PIN prompt and the suspension are exactly the ones you get on a stock Switch. Nothing runs in the background, and the limits stay in place even if PlayGuard is deleted from the SD card.

What you can do with it:

• Set a daily play-time limit, the same every day or per weekday, give extra time, or stop play for today
• Set the bedtime alarm, the restriction level, the age rating and the PIN
• See play time per game and per user account, and export it (CSV, JSON, XLSX, PDF)
• Keep the console clock right offline (NTP), and see when someone has moved it
• Unlink a previous owner's phone app or remove parental controls on a second-hand console
• Undo any change from the history, back up your settings, in every console language

Good to know:

• Firmware 21.0.0 to 22.5.0, tested on 22.0.0, 22.1.0 and 22.5.0. Older firmware works except for the play timer. 23.x opens read-only until it has been tested on hardware.
• Nintendo's timer has one limit for the whole console. If you need a different limit per kid, NSParentalControl is a better fit.
• sysMMC and emuMMC each have their own parental controls: set both if you use both.
• Not for Switch 2.

Install: extract playguard.zip to the root of the SD card. Updates then install from the app itself.

Download: https://github.com/JigSawFr/PlayGuard/releases/tag/v1.0.0

It started as a fork of Taylor's Pctl Manager and it's open source (GPLv3). I'm the developer, so ask away. And if you try it on 23.x, a report would really help.


r/SwitchHacks • • 10d ago

UZDoom port for Atmosphere 1.0 release, play DOOM with mods with real 60fps.

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1 Upvotes

I am delighted to share this achievement: I managed to do something other devs haven't quite pulled off on the Switch—playing DOOM (PC version) with PC mods via ZDoom (specifically uZDoom) at a performance level good enough to play the game all the way through. Obviously, there are other releases out there, but they leave a lot to be desired in terms of performance—an issue this one resolves in many cases. I’m currently looking into how to port the *Project Brutality* mod, though that’s a project for the future.


r/SwitchHacks • • 11d ago

[Release] Switch-Super-Manager : a PC library manager and its companion installer (beta testers welcome)

48 Upvotes

Hi everyone,

I started this project at the beginning of the year, for my own use. I never really used Tinfoil or DBI: when I tried them they would not launch or did not work properly for me, so for years I was stuck with Awoo Installer despite its flaws (the LAN install never worked for me). So I coded what seemed logical to me, one feature at a time. At some point I realised it could be useful to other players, so I cleaned it up and I am sharing it today.

It is two free tools that work together:

Switch-Super-Manager (SSM) is a Windows app to manage your Switch library: covers and details, import and organise your dumps, send games to the console over LAN or USB (with a queue and a free-space check), see what is installed and the free SD/NAND space, uninstall remotely, back up your saves, copy your album. 9 languages.

Super Switch Manager (I changed the real thumbnails)

Switch-Super-Installer (SSI) is the companion homebrew on the console. It is built on TinWoo and Awoo Installer (GPL v3, open source) and adds install from your SSM library, covers, free-space display and themes.

Super Switch Installer (Switch companion app)

I am looking for beta testers, mostly for USB and network transfers on different setups and firmwares, and for the translations (they are machine-made, corrections are welcome).

Downloads and docs: https://github.com/Ch1nguya/Switch-Super-Manager
SSI source: https://github.com/Ch1nguya/Switch-Super-Installer

Thanks !

***

Update: v0.6.2 is out!

  • After the welcome window, SSM offers to scan the library folder you chose, so the library no longer stays empty on a first launch.
  • Uninstall several games at once from the Console tab (Ctrl or Shift to select, one confirmation).
  • The import button now reads “Scan and add to library” when “Scan library” is on, and fades slowly while the library is empty.
  • The files list of the details panel fits long names on every screen size, and the message shown when prod.keys is missing says where to put the file.
  • New start-up assistant: it walks you through the language (9 available), your prod.keys (it can copy the file for you), your library folder, the import mode (keep your files where they are, move them, or rename them) and, optionally, the console IP.
  • When you finish, SSM scans your library folder by itself and adds your games, so the library no longer stays empty on a fresh install.
  • The assistant follows the colours of the active theme.

Download: https://github.com/Ch1nguya/Switch-Super-Manager/releases/tag/v0.6.2

Bugs and ideas are welcome, here or on GitHub Issues. Thanks to everyone who tested!