Homebrew Homebrew game Ultimate Switch Port Thread

Hey guys!

I'm working on a quick web page to browse all the ports with box art, platform filters, and README previews: https://niecks90.github.io/PortsDL-NX/
It's based on @RobZilla10001 github list ( thanks for the wonderful updated list :) )

In parallel, I'm working on a lightweight Windows companion tool to handle downloading and pushing the ports directly to the Switch over FTP or local SD staging.

Would love your feedback and advice on this! Let me know what you think :)
 
Hey guys!

I'm working on a quick web page to browse all the ports with box art, platform filters, and README previews: https://niecks90.github.io/PortsDL-NX/
It's based on @RobZilla10001 github list ( thanks for the wonderful updated list :) )

In parallel, I'm working on a lightweight Windows companion tool to handle downloading and pushing the ports directly to the Switch over FTP or local SD staging.

Would love your feedback and advice on this! Let me know what you think :)

This is incredible! I’m bookmarking this for sure.

One suggestion: it would be awesome if the covers were available in 256 × 256 pixels, similar to the icons used on the Nintendo Switch home screen. It would also be great if we could right-click the artwork and save it as a .PNG or .JPG file to our computers or devices. As far as I can tell, there’s currently no way to save the artwork directly.

I also noticed that a few covers seem to be missing, although I’m not sure whether they haven’t been added yet or if my computer simply couldn’t load all the images at once.

Regardless, I really appreciate the work you’re putting into this! This has definitely become my go-to place for keeping up with the latest ports. Keep up the fantastic work! ❤️
 
Hey guys!

I'm working on a quick web page to browse all the ports with box art, platform filters, and README previews: https://niecks90.github.io/PortsDL-NX/
It's based on @RobZilla10001 github list ( thanks for the wonderful updated list :) )

In parallel, I'm working on a lightweight Windows companion tool to handle downloading and pushing the ports directly to the Switch over FTP or local SD staging.

Would love your feedback and advice on this! Let me know what you think :)
Definitely sounds interesting; I'll keep an eye on it!
 
Hey guys!

I'm working on a quick web page to browse all the ports with box art, platform filters, and README previews: https://niecks90.github.io/PortsDL-NX/
It's based on @RobZilla10001 github list ( thanks for the wonderful updated list :) )

In parallel, I'm working on a lightweight Windows companion tool to handle downloading and pushing the ports directly to the Switch over FTP or local SD staging.

Would love your feedback and advice on this! Let me know what you think :)
My only suggestion would be ensure that it's dynamic; you don't want to have to check the main list every hour and update as it goes on lol.
 
Thanks a lot for the kind words and suggestions! Really exciting to see people interested.

@RobZilla10001 Honored to have you check it out! Don't worry, no manual checking involved: it's already automated. A GitHub Actions workflow runs a Python scraper on a schedule (no fully real time) to grab the latest changes directly from your README, scrape covers from SteamGridDB, and deploy the updated catalog.json automatically without touching anything.

@dragonz
  • Right-click / Saving art: I make an update recently (not about this point) but you can now right click on a boxart when you are on Port details
  • 256×256 Switch icons: Right now it pulls vertical box art from SteamGridDB, but having a toggle or option for square Switch-style icons is an good idea, maybe in a future update when I consider the site fully operationnal. I'm also thinking make the site more Switch-UI like.
  • Missing covers: SteamGridDB doesn't have entries for every single niche homebrew yet, and fuzzy title matching misses a few. I have to found a way to fix that.
@hisownsidekick Thanks for the support, stay tuned!

The desktop Windows app is making good progress as well, I'll share more updates soon!
I didn't precise it but of course I use AI (Gemini + Jules) to dev that and I got the idea of this site when I saw this one pop out https://recompstore.com/
 
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Manual jumping in Ocarina feels sacrilegious, haha...

Atleast it's the 3ds version and not the original, lol.

I'm more fascinated that the person said it was 100% ai coded.

Like a Mario Galaxy VR mod for Quest headsets, made by Claude, so many were raving over: https://github.com/bigmak94/GalaxyQuest

I'm going to 'Ai Slop' the library of my dreams on Switch! :lol: :yayswitch:


:teach:
Claude, port the library of my dreams. Full speed, without bugs. Make no mistakes.
 
Hey guys!

I'm working on a quick web page to browse all the ports with box art, platform filters, and README previews: https://niecks90.github.io/PortsDL-NX/
It's based on @RobZilla10001 github list ( thanks for the wonderful updated list :) )

In parallel, I'm working on a lightweight Windows companion tool to handle downloading and pushing the ports directly to the Switch over FTP or local SD staging.

Would love your feedback and advice on this! Let me know what you think :)
would it be possible to sort the games by date released?
 

The-Simpsons-Hit-and-Run (D'oh!)

Version 0.7.0 (Switch)

​

Switch build of ZenoArrows' The Simpsons Hit & Run port, brought up to date with current devkitPro and with faster rendering.

Changes since ZenoArrows' v0.6.1​

  • Built with devkitA64 GCC 15.2, libnx 4.12 and the current Switch portlibs
  • Fixed a crash on boot with the current Mesa (the 32-bit depth buffer it no longer supports)
  • Fixed the game not finding its files on the SD card (a regression after v0.6.1)
  • Movies without an audio track or larger than 1024 pixels no longer crash the game
  • glthread: the OpenGL driver work runs on its own CPU core. On a V1 Switch, scenes that used to drop to 50-58 fps (busy streets in level 6, driving in traffic) now hold 60 fps. Pass noglthread on the command line to turn it off.
  • No more stutter when driving into a new part of a level: textures and models are now sent to the GPU over the following frames instead of all at once when they first appear (the worst frame in the driving demo went from 48 to 28 ms)
  • Fixed a GPU memory leak: models' vertex buffers were never freed when the level streamed them out
  • Textures load faster: the patched Mesa reuses GPU memory instead of allocating it for every texture, which removes the slow frames that remained when a level had just loaded or a new area appeared. The first frame after a level loads is also faster: 83-120 ms, down from 101-172 ms

Installation​

  1. Copy the PC version's game folder to sdmc:/switch/simpsons.
  2. Copy SimpsonsNTSC.nro (English) or SimpsonsPAL.nro (English, French, German, Spanish) into the same folder.
  3. Start it from the homebrew menu, preferably through title takeover (hold R while starting a game) for the full memory.
Use the original .rmv movies. If a PC mod replaced them with Bink 2 versions and kept the originals as .bik, rename the .bik files back to .rmv; Bink 2 movies are skipped.

Known issues​

  • The PAL version asks for the language when the console's system language isn't English, French, German or Spanish.
  • A single slow frame (about 35 ms) can still happen right after a level loads.
All credit for the port goes to ZenoArrows. You need your own copy of the PC game.

https://github.com/Thorhax/The-Simpsons-Hit-and-Run/releases
 
Hi guys!

Are your .nro 's include some gamecode itself (Even recompiled one)?
I made a
Splinter Cell Double Agent (xbox) recomp
for nintendo switch here:

https://github.com/itouchdennis/scda-nx

But as its a grayzone I won't include an .nro which contains parts of the code of the game itself, as the .nro don't use all extracted gamefiles on the runtime, this would be too much for the switch (might be possible though)...I mean recompiled code is still code thats code that don't belong to me(?)

So I just let there multiple manuals on how to build the .nro by itself as I am a bit scared for legal actions (probably won't happen for these old ass games, but who knows...)

Quick Gameplay:
https://www.reddit.com/r/ModdedSwit...ng_on_a_splinter_cell_double_agent_port_xbox/


The origin of the port (PC) from here:
https://github.com/TGP482/SCDA-XBERecomp

All credits on the team behind this port!
 
Last edited by itouchdennis,
Everyone here asking for every game out there. Seriously; do you guys actually play and complete games?

There's so much crap out there. Maybe it's better if we have a thread for Quality ports and one for sloppy AI ports.

Quality AI ports VS sloppy AI ports? But then you're asking someone to audit the codebase for every new port that comes out.
 
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Quality AI ports VS sloppy AI ports? But then you're asking someone to audit the codebase for every new port that comes out.
Just because you can port something (easily and sloppy) doesn't mean you should, and it definitely shouldn't mean it will clutter the thread.

The floodgates have opened and this will get out of hand quickly. There's already so much crap ports. The thread here is a nice place to find quality ports. I hope it stays that way.
 
Just because you can port something (easily and sloppy) doesn't mean you should, and it definitely shouldn't mean it will clutter the thread.

The floodgates have opened and this will get out of hand quickly. There's already so much crap ports. The thread here is a nice place to find quality ports. I hope it stays that way.
It's already too late, at this point if it works as intended that's all I care about, sadly the main issue I've seen is that many people make the port and then abandon it, not bothering to try and fix any issues it might have.
 
It's already too late, at this point if it works as intended that's all I care about, sadly the main issue I've seen is that many people make the port and then abandon it, not bothering to try and fix any issues it might have.
So, there's no solution and let's clutter the thread with all kinds of crappy ports? I had high hopes this website would be a neutral ground when it comes to quality posts and ports.
 
So, there's no solution and let's clutter the thread with all kinds of crappy ports?
How would you even define a crappy port? As I said, if it works as intended and there's no issues with gameplay or performance, then to me that's a good port, regardless of AI use. So far I haven't found any that are unplayable, there's a few glitchy ones that haven't been updated in a while, and a couple that I couldn't get to work, but many are still being actively worked on.

I had high hopes this website would be a neutral ground when it comes to quality posts and ports.
Being neutral means allowing all ports even if you don't like them, except the ones that break the site's rules or don't comply with some other established criteria. I think a better way to tackle this issue would be to add more information to the port list, maybe a few extra columns to check if the game is playable from start to finish without issues or glitches (except the ones present in the original game), and if it needs overclock, among other things. From there anyone can have a better way to decide if they want to try a certain port or not.
 

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