nxnative

nxnative: iPhone games, device requirements & build status

Eight games have author-reported iPhone playability. Check the newer hardware requirements, exact game versions and build route before preparing an IPA.

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Can I play nxnative games on iPhone now?

The author reports eight playable iPhone titles as of 18 October 2026. nxnative, formerly smbw-mobile, is the seedds/nxnative project. Its documented route involves preparing a game-specific build on a Mac and signing it for your Apple device. It is separate from D2R Mobile and is not a universal, ready-to-install Switch game library.

The latest reviewed README at a0d9dfd adds Super Mario Odyssey to the iPhone-playable list. GitHub Releases was empty at review. An author’s reference to a built IPA does not mean an official release asset is available to download. SwitchToAny has reviewed public source and author reports; we have not built or played these games.

Device requirements: check the chip before building

The 18 October requirements update calls for:

  • iPhone: A17 Pro or a later supported chip, with iOS 26 or later. Check the chip rather than assuming every model named iPhone 15 qualifies.
  • iPad: M1 or later, with iPadOS 26 or later.
  • Preparation: a Mac with Xcode and the project’s required tools, your own lawfully prepared game inputs and keys, and a signing/sideloading step.

These are upstream requirements, not a tested-device matrix. The iPhone reports do not establish separate iPad acceptance or a universal RAM/performance guarantee.

Native BC texture support now matters: cb30943 removed the older-GPU decompression path. Earlier iPhone 14 Pro/A16 experiments are historical, not a supported route in the reviewed source. D2R Mobile’s Legacy Device Pack is a different project’s workflow and does not solve this nxnative requirement.

Which games are on the iPhone list?

The table combines the author’s six-game baseline, Link’s Awakening addition and Odyssey addition. Each row needs the base game plus the specified update.

Game Update Reported platform
Super Mario Bros. Wonder 1.2.1 iPhone
Fire Emblem Engage 2.0.0 iPhone
Metroid Dread 2.1.0 iPhone
13 Sentinels: Aegis Rim 1.10 iPhone
Super Mario 3D World + Bowser’s Fury 1.2.2 iPhone
The Legend of Zelda: Breath of the Wild 1.9.0 iPhone
The Legend of Zelda: Link’s Awakening 1.1.0 iPhone
Super Mario Odyssey 1.4.1 iPhone

“Playable” here is the author’s classification. The reports do not provide exact handset/OS combinations, per-game session durations, full playthroughs or systematic save/reopen checks. Do not interpret the list as eight independent SwitchToAny tests.

Odyssey: the 18 October report says 60 fps on an iPhone, an approximately 6 GB IPA and a fog correction included in the latest build. The gallery image is a Mac capture. Three thunder-effect geometry shaders still fail translation; the brief performance statement is not a sustained benchmark.

Known game-specific gaps: Engage’s background-return audio problem remains recorded. Link’s Awakening still has two not-yet-encountered pixel shaders and SR_Y_DIRECTION work noted in the pinned graphics record. The 18 October README change removes the older 3D World magenta-squares issue after author-reported iPhone confirmation. These specific improvements do not establish complete graphics coverage.

What about Mac, Hades and other games?

Mac has separate author-reported runs, including Odyssey and Hades. For Hades base +1.0.38233, 2bbf0d5 reports the title, intro and Tartarus gameplay at 60 fps through Vulkan-on-Metal. The exact Mac, OS and session duration are unspecified.

Hades remains untested on iPhone, and the NSP script cannot pack it yet. Its manual development notes require a different shader/build path and keep EOS services offline. It does not belong in the eight-title iPhone list.

For unsupported games, the experimental script may survey the inputs, guess a profile and attempt an IPA. The README warns that this IPA may not start. A generated file, a new profile or a Mac screenshot is not evidence of playable phone support.

Build preparation and save safety

The documented packaging estimates are 30–60 minutes for a first build, around 10 minutes later, and free disk space of roughly twice the NSP input size plus 10 GB. Treat those as planning estimates. Preparing the IPA and successfully signing/installing it are separate steps; this is not a phone-only setup.

Before replacing an existing build, back up Documents/save data outside the app. The app-identity change sets the default bundle ID to org.nxnative.<base game title ID>. A changed bundle ID can install a separate app with a different data folder; signing tools can change identity too. Keep the old app and backup until you have checked the new app’s saves.

Choose your next step

  1. Match your chip and OS to the requirements above.
  2. Match your own base game and update to the named profile. Record the nxnative commit separately from the game version shown in the app.
  3. Follow the project’s build documentation, allowing for signing and independent backups.
  4. If you need a ready-made release, broad compatibility or long-session validation, wait for that evidence rather than treating source activity as delivery.

For Diablo II: Resurrected specifically, use the separate D2R Mobile requirements. Read our evidence method to understand the distinction between a project requirement, an author report and a device test.

A claim is only as useful as its scope.

These records distinguish source inspection, maintainer reports and community reports. We have not run the game or tested it on a device. Expand any record for its limits and original source.

Maintainer-reportedOdyssey joins the author’s iPhone-playable list05:31 iPhone report; eight titles, no release

a0d9dfd moves Super Mario Odyssey base +1.4.1 into the eight-title iPhone-tested/playable table, reports 60 fps on an iPhone and says the latest IPA includes the fog fix. The gallery image is from Mac. ea2e37e completes the three remaining post-invariance shader tables.

Limit: No exact iPhone/OS, duration, sustained benchmark, save/reopen, full-game or separate iPad result. Three Odyssey geometry shaders still do not translate. Hardware, Mac preparation, signing and independent-save limits remain; Releases is empty. Hades remains untested on iPhone and cannot be packed by the NSP script. No SwitchToAny game test.

Project version
Odyssey base +1.4.1; nxnative a0d9dfd; unreleased
Source revision
a0d9dfd60f0883269de3e994895dd888b717185d
Checked
2026-10-18
Site runtime observation
Not performed
nxnative Odyssey iPhone author report
Source inspectionnxnative now requires native BC texture support02:29 source policy; older-GPU fallback removed

cb30943 removes the no-BC decompression paths and DM_TEST_NO_BC. README e7e2ffa requires iOS/iPadOS 26+ on A17 Pro or later iPhones (iPhone 15 Pro or newer) or M1-or-later iPads. The earlier A16 workaround is not a current supported route.

Limit: This is an upstream requirement, not a test of every eligible device or a new iPad acceptance result. No release or site device test. Do not transfer D2R Legacy Device Pack instructions; preserve independent saves before changing builds.

Project version
nxnative cb30943; README e7e2ffa; unreleased
Source revision
cb309432261b8f286e068101b6d94f1e902776a2
Checked
2026-10-18
Site runtime observation
Not performed
nxnative removes the no-BC decompression path
Maintainer-reportedHades joins Odyssey in the separate Mac-play report02:29–02:36 Mac report; phone and packaging gaps

2bbf0d5 reports Hades base +1.0.38233 reaching its title, intro and Tartarus at 60 fps on Mac through Vulkan-on-Metal, with clean Metal validation. README 427f51d now explicitly says both Hades and Odyssey play on Mac, with iPhone builds untested. 8bd6ecc updates five rebuilt shader-chain tables.

Limit: No exact Hades Mac/OS, session duration, sustained benchmark, save/reopen, full-game or iPhone/iPad test. The NSP script cannot pack Hades yet; manual shader/build notes are not device acceptance. EOS stays offline. BOTW, 3D World and Dread chains still rebuild; no release or SwitchToAny game test.

Project version
Hades 1.0.38233; README 427f51d; main 8bd6ecc; unreleased
Source revision
2bbf0d54b1f11250fc23d62f472bbd69a4ef7239
Checked
2026-10-18
Site runtime observation
Not performed
nxnative Hades Mac source report
Maintainer-reportedLink’s Awakening joins the author’s iPhone-playable list18:25 author report; seven titles, no release

d0c2679 moves Link’s Awakening base +1.1.0 into the iPhone-tested/playable table after physics, blur and sunlight fixes. Earlier e81d66f corrects unwritten vertex-output components; d0c2679 completes matching tables for the seven profiles. Odyssey base +1.4.1 reaches a Mac frame loop but draws nothing while shader libraries are still building.

Limit: No exact iPhone/OS, session duration, save/reopen or full-play result is supplied. iOS/iPadOS 26+ and Mac preparation remain; no separate iPad or SwitchToAny test. Two not-yet-encountered pixel shaders and SR_Y_DIRECTION remain open. At that 18:25 checkpoint Odyssey was not playable; the later Mac report is recorded separately. The app version now follows the packed game, not an nxnative release identity; Releases remains empty.

Project version
nxnative d0c2679; Link’s Awakening 1.1.0; Odyssey 1.4.1; unreleased
Source revision
d0c2679ab4f54250fb046ccb034b3b54df73f953
Checked
2026-10-17
Site runtime observation
Not performed
Link’s Awakening joins the author’s iPhone-playable list
Maintainer-reportedLater iPhone report supersedes earlier no-IPA statements14:18 report: six titles on iPhone

At 14:18 UTC on 16 October, the nxnative README reports iPhone testing/playability for Wonder 1.2.1, Engage 2.0.0, Dread 2.1.0, 13 Sentinels 1.10, 3D World + Bowser’s Fury 1.2.2 and Breath of the Wild 1.9.0, using base game plus update. It requires iOS/iPadOS 26+ and lists 60 fps upgrades for Engage and Breath of the Wild.

Limit: No tested iPhone model, exact OS, per-game duration, save/reopen checks or full-game coverage is supplied. This is not a separate iPad test or SwitchToAny runtime validation. At this 14:18 UTC checkpoint, Engage background-return audio loss and 3D World magenta artifacts remain known issues. No GitHub release was published at review; build time/disk figures are author estimates, not guarantees.

Project version
nxnative source e6eff3a (unreleased; version-specific games)
Source revision
e6eff3a5a6c8a8d12d6beb33ae1437242e4b2104
Checked
2026-10-16
Site runtime observation
Not performed
nxnative · README at e6eff3a, 16 October 2026 14:18 UTC
Source inspectionnxnative changes default app bundle IDsRelated-project identity and migration

The former smbw-mobile repository is now nxnative. Commit 5c592cd derives the name from base-game control data and sets org.nxnative.<title ID> as the default bundle ID. The author says a changed ID installs separately and existing Documents/save data needs a one-time copy.

Limit: This applies to nxnative, not D2R Mobile. Signing tools may alter IDs or data containers. Keep backups and old data until the new save is checked. No site-run migration test; no GitHub release or universal compatibility is established.

Project version
nxnative source 5c592cd (unreleased)
Source revision
5c592cda38e8233ab5c8805cef60f3355078a3a4
Checked
2026-10-15
Site runtime observation
Not performed
nxnative app identity change, 15 October 2026
D2R current statusExplore the mechanismHistorical checkpoints and full sources