Emulation Gaming Homebrew Others Homebrew app Emulator [Nintendo Switch] Raika Azahar - The 3DS Emulator aimed at base Nintendo Switch

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Raibatsu

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------ Thank you so much, Noihs for providing the incredible Fedora-donned rat eating a citrus ------

Many of you may know me through Raikopon - which was a fork of Dekopon, which was aimed at experimental code for the sake of speed & testing purposes. It got a lot of good feedback and the good vibes from many people amongst both this community and Discord made me want to think about 3DS emulation seriously - with better architecture.

I present to you - Raika Azahar - a fork of Azahar - aimed for Nintendo 3DS emulation on the Switch with people running on stock speeds. I know a lot of you overclock your console but I personally do the opposite mostly - run at as low power as possible to conserve battery life. I am sure there are many of you like me out there. Therefore, this is a fork aimed at those people that want to maximize how many hours they get before running out of charge.

The first build of Raika Azahar has already been live for a couple of days now - on the same page as Raikopon. However, I wanted to make a formal, better post here so we can refocus on Raika Azahar and one day, make this the most stable, easy-to-use, feature-rich 3DS emulator for our beloved handheld console.


==============================
What makes Raika Azahar unique:
==============================
  • Async Shader Compilation - First one to implement it in fact! Very proud of it. We are making massive strides toward eliminating shader stutter. Moving from Raikopon v1.0 to Raika Azahar v2.0 has already achieved over a 90% reduction in shader compilation time, while significantly cutting down the overall number of shaders that need to compile.
  • Direct On-Device Cheat Editor - No need to hop onto a PC—you can now write, edit, and manage your cheats directly on the console UI.
  • Direct On-Device Mods Manager - After copying your mods to adequate location, you can easily manage your mods on your Switch.
  • Fully Customizable Dual-Screen Layouts - Complete freedom over your display. Adjust screen sizes, drag them around, tweak opacity, change rotation, or hide/show screens using touch or controller inputs.
  • Built-In App Updater - Stay up to date without ever leaving your Switch. Download and install the latest builds seamlessly in-app.
  • Experimental Features & Performance Hacks - I love pushing the limits and trying new ideas! Raika introduces experimental features like Ubershaders, an enhanced FMV hack for smooth video playback, and granular per-game settings.
  • Cross-Fork Integration & Community Driven - I’m continuously porting and adapting the best features from across the scene (Citra-MMJ, Azahar, Tico, and more) to bring them together into one place. If there's a feature from another fork you'd love to see brought over, drop a comment below!

=========
Features:
=========
  • Most 3DS games that are aimed at 30 FPS run at full stock speeds at 1x resolution. There are some exceptions which run at horrible performance and require tweaking. I plan on adding an in-device community-driven compatibility poll too.
  • True async shader compilation that provides a seamless, good experience while playing games. You will experience some huge stutters at the start of your first boot. These are the biggest hurdle left. After you compile these shaders once, the gameplay becomes infinitely smooth.
  • Per-game configuration options so you can make separate configurations for each game.
  • Very feature-rich in-game settings overlay that allows you to change many settings and make custom layouts.
  • Experimental features from other forks such as Fastmem, Async GPU, Skip Slow Draw, Skip Texture Copy, Skip CPU Write. Thanks Dekopon, Citra MMJ for providing these features. They will be rewritten to provide stability in the future.
  • Ability to remap your controls on-the-go. This is one-key only for now. We are going to add multi-key support to these in the future.
  • Install CIAs - apps, updates, DLCs right on the emulator.
  • Ability to clear shaders on-the-go if you are having visual corruptions. No one likes constantly going to the file manager to delete/edit files.
  • Very fast, very lean NXVK | Vulkan backend for Nintendo Switch.
This is only the tip of the ice-berg. We are going to have a whole lot of features in the future! The project is currently in the process of a huge rewrite, as was mentioned in my Raikopon post.

==============================
Latest Version: 2.5.0 | 18/08/2026
==============================
Downloads: GitHub | Releases
Source code: GitHub | Source Code <- This source code reflects Raikopon right now. The current Raika Azahar changes are extremely experimental and will be released as soon as the code has been finalized.

ROMs default location is /switch/azahar/roms/. Default location for emulator is /switch/azahar/. I ask that you keep a separate location for Raika Azahar from your other Azahar forks to maintain maximum compatibility. At max, I recommend separating the shaders and config folders. These will cause conflicts and crashes! There have been a lot of requests regarding keeping a separate folder for save files. I plan on adding that in one of the upcoming updates.

===========================
Recommended configuration:
===========================
- Turn Async Shader Compilation to ON.
- Turn Ubershaders to OFF.
- Turn Compile Boost to OFF.
- Set Async GPU to OFF.
- Ensure both hardware Shader and Disk Shader Cache are ON.
- Disable Right Eye Render should be ON unless a game demands it.
- CPU JIT should be ON.
- Fastmem should be ON.
- Skip Slow Draw, Texture Copy, CPU Write should be OFF by default unless needed in some games.
- Set "New 3DS Mode" to OFF unless a game needs it. Toggling this option causes huge performance drops in some games.

Please note that I will not be providing any support if you are using cheats or mods. Have a lovely day to all of you!
 
Last edited by Raibatsu,
This first post is for changelogs.

Version Number: 2.5.0
===========
Changelog
:
===========
This is a significant shader rewrite. You will have crashes if you don't clear your shader cache after this update.

  • Rewrote the UI from scratch. It uses GPU Composition now, and does not bully the CPU like it did on our previous UI. In idle mode, it uses basically zero power, instead of previously where it would drain close to 0.4W of power in idle. This does not affect power draw in-game since UI is not rendered in-game.
  • Added bunch of options to screen layout editor: per-screen rotation, layering, per-game layout editor, and more.
  • Added a UI for enabling and disabling Mods. This is NOT tested and uses the same backend as Azahar so it should technically work. Please report if it isn't working.
  • Added box art and game description scraping from GameTDB. Game descriptions are scrapped and added in the build by default, you can download the box arts if needed.
  • Fixed a critical issue where it would take 3-4 extra seconds to boot up a game for no reason. The game boots after compiling pipelines is super fast now.
  • Separated save files, ROMs folder,
  • Upstreamed to latest Azahar build as of 18/08/2026.
  • Added option to go back to library from in-game settings.
  • Rewrote a few functions for shader compilation via dynarmic and some in NXVK. Reduces stutters slightly after the first huge ones.
  • Completely rewrote the UI input handler. It now supports multi-inputs and all UI controls are now completely remappable.
  • Added many Quality of Life updates and small patches that I genuinely wanted to use for myself.
Download Link: Releases | GitHub


=================
Acknowledged bugs:
=================
* FPS font and Building Pipelines font looks broken sometimes. Needs to be fixed.
* Sometimes cover art does not render or it renders in grey blocks.
* The left rail in main menu UI sometimes does not display properly when moving between screens.
* Mods and Cheats are still untested.
* Performance drops in some games on stock speeds, even though they aren't using CPU or GPU to 100%.
* Probably base UI on plutonium by XorTroll for stability & more effects.


This list will grow or shrink depending on your feedback & updates.
 
Last edited by Raibatsu,
The PC emulator this is forked from supported mod loading, can I add mods on the switch too?
I have personally not tested mods yet, but since this is a direct fork - you can put your mods following this:


Place mod files under /switch/azahar/load/mods/<TITLE_ID>/:

Mods are applied when the game boots.
Currently, selecting a mod from a list is not supported. Be sure that the folders under titleID are romfs exefs and/or exheader.bin

If given enough interest, I will add an option to enable/disable mods on the fly for each game.
 
Last edited by Raibatsu,
with people running on stock speeds. I know a lot of you overclock your console but I personally do the opposite mostly - run at as low power as possible to conserve battery life. I am sure there are many of you like me out there.

I like that, I also avoid overclocking my Switch (and I also have a V1)

Thank you very much for your hard work, as soon as I test it I'll come back here to give my opinion.
 
absolutely love the customizable screen layout. Took me a min to realize it supported touch and you could drag around and pinch in/out to resize. Very nice, appreciate the app!
 
Hey, hi! I don't understand things like "The first 3DS emulator to feature an in-app updater.", "first 3DS emulator to feature async shader compilation", stuff like that.
Unless I'm missing something, Dekopon already does that. And it's okay if someone isn't the first at something, that doesn't make the software better or worse.
I haven't tried the emu yet, and I will. It's just, the post seems a little strange, and I want to understand.
 
Hey, hi! I don't understand things like "The first 3DS emulator to feature an in-app updater.", "first 3DS emulator to feature async shader compilation", stuff like that.
Unless I'm missing something, Dekopon already does that. And it's okay if someone isn't the first at something, that doesn't make the software better or worse.
I haven't tried the emu yet, and I will. It's just, the post seems a little strange, and I want to understand.

I think it's because Dekopon took that part of the code from this
 
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Hey, hi! I don't understand things like "The first 3DS emulator to feature an in-app updater.", "first 3DS emulator to feature async shader compilation", stuff like that.
Unless I'm missing something, Dekopon already does that. And it's okay if someone isn't the first at something, that doesn't make the software better or worse.
I haven't tried the emu yet, and I will. It's just, the post seems a little strange, and I want to understand.
I think the correct way to phrase it would be “was the first to achieve ...” While I also find the wording unfortunate, I understand the intention behind it
 
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