Homebrew Homebrew game Ultimate Switch Port Thread

How about Blur port? Any chance we might manage to port it to switch eventually?
Blur_video_game.jpg
 
Simpsons Arcade Game has been decomped and ported to Switch... Although they say they haven't tested on a real switch yet. Will be myself soon! Comes with 2 nro files - console version and arcade game.

https://github.com/cheviman/simpsons-port/releases/tag/v1.0.0

Edit - console version shows as below pic, arcade version plays fine in native 4:3, no widescreen, no option to choose character or access menus. Hopefully both are sorted in next update 🤞

Edit 2 - seems i had v1 and not v1.1 🙈 console version is fixed, plays very well with bit of OC. 👍
 

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Last edited by Lostbhoy,
Yeah I'd be curious how to start to do my own recomp. I imagine you feed Ai the original game code & then say make it an nsp, and give it another nsp/xci as an example. Only other thing it would need is keys to unlock the nsp game you use as an example maybe.
So I asked Claude & I figured it needed a huge upload, the entire game to really work on it.. But no.. Here is what it said..

The process for an Xbox 360 title
  1. Extract the executable. You dump the game from a disc you own, then decrypt and decompress the .xex into a plain PowerPC executable. Only this binary (typically tens of MB) is needed for the code. The multi-GB assets stay as data files.
  2. Analyze the code. The 360’s Xenon CPU is big-endian PowerPC with VMX128 vector extensions. You need to find function boundaries, jump tables, and indirect calls. This step is usually the messiest.
  3. Lift to C++. A tool translates each PPC function into C++ that works on emulated registers and a big-endian guest memory. Compilers then optimize it for the target (ARM64 for Switch).
  4. Rebuild the runtime. This is most of the work. The game expects the 360’s kernel and system libraries, its GPU (Xenos), audio, and input, so you reimplement those. On Switch the graphics layer means translating Xenos shaders and render state to something the Switch supports (Vulkan or NVN).
  5. Port and debug. Memory is a concern (the 360 has 512 MB; the Switch gives you about 4 GB total, shared with the system). Then there is endianness bugs, timing, and per-game patches, followed by lots of testing. Switch builds also need homebrew tooling (devkitPro/libnx) and a modded console to run.
Any of us could do this & really its just a prompt away. I found that 15yr old umvc3 online in seconds. The issue is the xex files I'm finding are huge & somehow packaged with the assets. I need a source for default.xex only.
 
Last edited by 00diabolic,
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You guys think they will make a Persona 3 Reload port?
It will probably be a pain in the ass, Considering how the game ran on the Xbox one and how P5R ran on the Switch.
Plus you will also need some really overclocked switch and maybe one of those 8GB RAM mods
 
Thanks for all the hard work there is lot of good ports here.
I'm still hoping for Reckless Racing 3 or the Fieldrunners games for Android. Since I don't know how to port them my self
 
Hello everyone!

I would like to request a native Nintendo Switch homebrew port of Rhythm Doctor, developed by 7th Beat Games.

I've already managed to get the Windows version running on my modded Switch using Carafe, but the performance isn't ideal, especially for a rhythm game where precise timing and stable frame rates are essential.
 

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