Dated research archive

Research archive: D2R Mobile, nxnative & SwitchWaker

The complete record behind our guides. Earlier statements retain their original dates and may have been superseded; use the current project pages for decisions today.

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v1.0.18 released: rebuild with the matching source and shell

D2R Mobile v1.0.18 was published on 17 October at 13:11:59 UTC, tag 120fe55. It includes the redesigned touch controls (#74), native-size iPhone window (#73), Mac mouse changes (#65), Guest signing space for LiveContainer (#76), minimap UI-rebuild/input-switch correction (#64), Nintendo face-button mapping, Mac reflection-file copying, and rendering/loading fixes. Earlier “source only / no new shell” checkpoints below are historical. The separate NPC Act-travel path in #61 is not established as fixed, and there is still no supported Apple TV installation route here.

Upgrade means remaking the package, even though the rewriter remains r44. Use v1.0.18 source with its matching shell and redo d2rm_pack.py step 1, then sign/install the resulting package. The resource archives already on the phone stay in place; this is not an instruction to delete the app or resources. Back up saves independently first. Xcode users update source and rebuild; this guide pins the release tag rather than a moving main branch. The two ZIPs remain build inputs, not installable apps: default for iOS 26+, older-API for iOS 18–25. SHA256SUMS.txt is now a third release asset; source archives are separate.

Maintainer-reported checks: host/graphics/iOS tests and full host checks; iPhone 17 Pro Max smoke checks (three game launches per iOS-app change, plus in-game/pause-menu checks) and Mac runs; byte-identical rewriter outputs; fresh-workspace shell packaging; Apple codesign and AltSign/ldid signature/page-hash checks. The release reports LiveContainer signing/startup support, but does not identify a separate exact LiveContainer app version/device session. The ldid checks are not end-to-end AltStore installation, and the release notes say Sideloadly remains untested. SwitchToAny has not built or run the game or tested these packages. Short smoke checks do not establish broad compatibility, performance, save recovery or long-session stability. The 4 GB memory limits and A12Z research boundary remain.

Signing-source qualification: in an 11:31:37 UTC author reply, Joe says Sideloadly worked in a test and AltStore signing is normal after PR #76. The later 13:11:59 UTC v1.0.18 release notes still list the Sideloadly signer as untested. The post gives no device/OS, tool version or complete installation/startup session. We retain both dated statements rather than treating the earlier brief reply as end-to-end validation or assuming either source is wrong; the release’s narrower checks and this guide’s installation limits still apply.

Current platform overview

  • iPhone / iPad: a documented, offline v1.0.18 build-and-sign route using your own matching game inputs. Check chip, RAM, OS and signing limits before preparing; this is not all-device compatibility.
  • Apple silicon Mac: a native local-build route, with local ad-hoc signing and no iCloud sync in self-built apps. It remains subject to the documented build and device limits.
  • Android: two separate community projects: dodola, with no public APK at review and build 91738 inputs; and sydeEvans v0.6.1, with public APK/kit metadata but unfinished fresh-import validation and different preparation requirements. Neither is an official upstream Android release or a SwitchToAny device test.

Version scope: v1.0.18 is the current Apple release covered here. v1.0.10 labels the retained historical technical assessment, not the latest release or the Android fork. None of these entries is a SwitchToAny device test.

v1.0.18 is the current release. Use same-release source and shell and redo packaging step 1; existing phone resource archives can stay. Back up the entire save folder outside the app container first. v1.0.18 inherits the v1.0.17 stash hotfix; v1.0.16 remains withdrawn, and earlier lost or duplicated items are not restored or cleaned up. Personal-stash defects are not limited to iCloud users. These are maintainer reports, not a SwitchToAny recovery guarantee. Release and verification scope

Looking for the current player route? Start with device and signing requirements, then follow the complete v1.0.18 play guide. This page retains the project’s versioned research history.

D2R Mobile provides a local, offline route for a specific Switch release of Diablo II: Resurrected on Apple devices. Its public code combines static program rewriting, platform services, graphics translation, and a touch interface. If your goal is Battle.net multiplayer, this route does not meet it: the project’s online services are deliberately unavailable.

The detailed technical assessment is pinned to v1.0.10, commit 2e7177c08048ebf9335fea102cbd1357eaf92832, checked on 14 October 2026. SwitchToAny inspected the public material; we have not built the game or tested a device.

4 GB: a brief iPad mini 6 report, with severe memory pressure

The 12:26 UTC README update on 17 October replaces the categorical 4 GB exclusion on main with a maintainer-relayed player report: iPad mini 6 / A15 / 4 GB / iPadOS 27, using the Legacy Device Pack, ran a few minutes of Act I at 50–58 fps after automatic quality reduction. It had constant system memory warnings and only about 560 MB of headroom below the system memory limit. The maintainer warns that busier scenes may be terminated by the system; that is a risk, not an observed termination in this particular run.

The exact tested project build, signing method, test date, save/reopen results and sustained stability are unspecified. The 12:26 commit was a README-only change; its source became the v1.0.18 tag at 13:11:59. Neither note supplies the exact build used in that short player run or verifies sustained 4 GB stability. The earlier iPad Air 4 startup failure remains historical; the mini 6 report does not establish that model’s compatibility. 4 GB is therefore a high-risk experimental case, not permanently impossible and not a stable route established by SwitchToAny. The version-pinned guide and selector still stop short of recommending a 4 GB installation; their routing rules are unchanged.

A12Z: proposal under review, outside the released v1.0.18 route

On 17 October at 07:52 UTC, the maintainer withdrew the earlier categorical A12Z conclusion after checking a community per-slot-binding proposal against the source. A contributor reports roughly 60 FPS with substantial heat, without a pinned source build, OS or session duration. The maintainer has no A12Z and requests a PR plus evidence before main integration: unchanged existing Metal 3 shader outputs (except the chain field), A12Z boot logs and town/field/fire screenshots, frame-rate/thermal diagnostics, a separate roughly 170 MB shader tier in the Legacy Device Pack, and at least 6 GB physical RAM. A 30 FPS thermal comparison is also requested if possible.

No related public PR, merge or release was present at this check. The v1.0.18 tag still excludes this proposal and retains the A14/M1 minimum. This is a source-reviewed research path, not an available installation method or a SwitchToAny compatibility test. The proposed renderer/shader changes are not the existing texture pack or a re-signing workaround; no third-party IPA is recommended. The issue’s earlier closure does not establish delivery.

Android: dodola’s experimental community fork

The dodola Android fork, reviewed on 16 October 2026 at commit 642480b, is separate from the upstream Apple release. It uses an ARM64 host and Vulkan. The author reports device runs on ROD-W09 / Mali-G610 MC6 and PPG-AN00 / Adreno 830. Branch-level checks cover character selection, town, touch controls, inventory/settings, basic melee, Act I camp–wilderness travel, and save/exit followed by a cold restart. The report does not map every check to each device. These are author reports, not SwitchToAny tests or full-game compatibility.

No public APK or complete fresh-clone build/install route is available in the reviewed fork. Some helper scripts are public, but preparation still depends on an unpublished base APK and generated inputs, plus matching game modules, drivers and shader cache. Installing an arbitrary APK or following the Apple shell instructions does not resolve those prerequisites. Use only game inputs you may lawfully prepare; this site supplies no game files or installation package.

The reviewed dodola fork targets build 91738. Do not reuse this site’s Apple 94012 / 1.0.34.0 game-input instructions. The upstream-sync report says that merging v1.0.17 source history does not automatically enable its build-dependent personal-stash/iCloud modules on Android 91738. Keep independent backups; limited save/cold-start checks do not establish long-term save safety. There is no verified Android RAM minimum or broad supported-device list here. Full progression, major fights, other scene transitions and long sessions remain unverified.

The latest Vulkan experiment measured a specific 30 Hz town scenario, not universal 60 fps. The author’s short Android demonstration uses other conditions; neither establishes sustained performance on your device. For now, review the fork’s evidence and wait for a reproducible installation route rather than applying this site’s Apple route selector.

Android: separate sydeEvans v0.6.1 community release

18 October, 00:15:02 UTC: v0.6.1 publishes a new APK and computer packaging kit, tagged at 863ff4a. It adds an optional bundled Turnip T30 driver, landscape-rotation handling, rendering-CPU optimizations and abnormal-frame diagnostics. The release body only links its source comparison; the following results come from the maintainer’s commit and progress record, not an independent test of the published APK.

The documented device remains OPPO OPD2409 / SM8750P / Adreno 830, Android 16/API 36, about 12 GB RAM. The author reports the same field scene improving from 45–47 to 60–62 FPS, smooth lighting with Turnip at similar frame rates, both driver selections taking effect, and rotation between landscape orientations retaining the process/run. No session duration or new hardware coverage is given; first-use shader/loading stalls and other long frames remain. These observations do not establish sustained 60 FPS, all-scene stability or general Android support.

The system driver remains the default. Driver notes describe optional Turnip and logging the actual selection: a driver-load failure can fall back to the system driver, whereas a shader subgroup mismatch refuses launch. The tested package requires 64, while this Turnip build’s physical default is 128; choosing a driver alone does not make arbitrary prepared shaders compatible. Turnip metadata requires API 30/Android 11, while the app manifest still declares API 29 and Vulkan 1.1. These are different minimums, not a tested-device promise.

The exact-tag build workflow succeeded, but the older clean-import/update/save reports below are not fresh v0.6.1 acceptance. A fresh device run of the hardened import remains pending. Xiaomi PR #1 is still open and unmerged at the 01:02 UTC check; 863ff4a/v0.6.1 do not contain its controller-axis fix. Keep the preparation, independent-save-backup and signing cautions below. No APK, driver or game file was downloaded or run by SwitchToAny.

18 October, 01:56:36 UTC source follow-up: PR #1 is now merged into main 5d8e322. Source inspection confirms both a fully matching controller source mask and a real stick/d-pad axis are now required, with extra visibility diagnostics. Published v0.6.1 remains 863ff4a and excludes this merge. The older Xiaomi 2510DRK44C/Adreno 830 report used v0.3 plus the patch; merging it adds no new Android OS, duration, full-control, performance or save/reopen validation. The maintainer’s 01:57 reply points to the earlier Turnip update, not a new release containing this fix.

Earlier v0.3 release and retained preparation/save boundaries

The author linked sydeEvans/d2r-android from upstream issue #59 on 17 October at 06:04 UTC. This is a separate project from dodola, not an upstream Apple release or official Android edition. Its v0.3 release, published at 05:06 UTC, lists a generic APK and a PC packaging kit. The tag points to b538fcda; main 8e22959 adds two documentation/screenshot commits, not runtime changes. The project identifies upstream 2eb5758 from 13 October as its source baseline; do not assume it includes later v1.0.17 stash fixes.

An APK alone is not enough. The documented pipeline still needs a computer, your own lawful game files and keys, and packaging tools including Python, hactool and .NET 10. Source-building the APK is documented for Linux x86_64. Its examples use 3.3.94012, unlike dodola’s 91738. It needs the full RomFS data/ directory, including hidden files, generated modules and a device/driver-compatible shader subgroup configuration; the Apple guide’s 18-file copy step is not this Android package. The package documentation explicitly says the pipeline does not validate game version or digests. Successful packaging does not establish correct inputs or device compatibility. The build and manifest declare ARM64, Android API 29+ and Vulkan 1.1 requirements, not a tested-device list.

The author reports about 60 FPS in Act I camp on OPPO OPD2409 / Adreno 830, with first-use shader stalls and other long frames remaining. This does not establish all-scene, combat or long thermal stability. Crucially, the progress record says clean end-to-end import used v0.2, followed by an in-place update; a fresh device run of the hardened roughly 8.9 GB import remains pending. Do not read v0.3’s release or successful CI as a fully verified fresh installation route. A later author report restored one level-1 AndroidProbe character and matched 17/17 backed-up files; this is not long-term save or cross-device compatibility evidence.

Keep an independent exported save backup before changing builds or importing saves. Import replaces the whole save tree; its temporary rollback directory is removed after success, and the manifest disables Android automatic backup. The reviewed build script uses an Android Debug keystore and keeps the app debuggable; no durable release-signing identity or certificate fingerprint is established here. Do not uninstall to bypass an update/signature conflict before protecting your saves. We have not downloaded, run or audited the APK; this is a source/release report, not an installation or safety recommendation. The MIT code license does not grant rights to game assets; no game files or keys are supplied by SwitchToAny.

17 October Xiaomi touch-control report: gbcmikeblue’s 11:35 reply links this symptom to their fork. The 6ac0919 patch reports that 2510DRK44C / Adreno 830 has a uinput-xiaomi virtual input node marked as a gamepad but exposing no axes, hiding the touch controls. It adds an actual stick/D-pad-axis check to the existing full source-mask check. The author says v0.3 plus the patch restores visibility of the joystick and five button groups. sydeEvans PR #1, opened at 11:41 UTC, was open and unmerged at that 17 October checkpoint; main 8e22959 and the published v0.3 did not include it, and the fork has no release. Android version, session duration, full control behavior, performance and save/reopen results are unspecified. The author reports 395 i18n checks passed, but no valid Windows literal-scan result or Android CI run. This is a scoped community report, not our test or an APK recommendation.

v1.0.17 save hotfix

Published on 15 October at 15:28 UTC, tag commit 9de307e. The maintainer reports revised personal-stash page tracking, removal of the incorrect matching-item deletion, and checking all saves when settling iCloud item returns. The release reports 29 scripted Mac kill/restart runs, merge interruption tests, host/unit checks and three Mac smoke runs. Both shells produced complete packages; this is not proof of installation of those exact public shells on an iPhone. We have not reproduced the tests.

The same-release packaging guide retains the two ZIP build inputs, OS split and unchanged r44. Redo packaging with matching source; existing resource archives can remain. Sideloading-tool signing/installation remains unverified. v1.0.17 includes v1.0.16’s other changes, but no Apple TV package.

After v1.0.17: source changes and reported issues

Historical source checkpoints below: these changes were subsequently included in v1.0.18. The original dates and test limits are retained.

17 October public-source export: unchanged v1.0.17 release

09:47 UTC: public commit 46cb318 exports the previously reported Nintendo direct-letter mapping, PR #64’s minimap UI-rebuild/mode-switch correction, #55’s scanner prefilter and #56’s tvOS changes, alongside the new #74 touch appearance/layout. This supersedes the earlier pending-export checkpoints below. The published v1.0.17 tag and shells remain unchanged. Public code availability is not a new package or SwitchToAny device validation. The #64 path still does not establish resolution of #61’s separate NPC Act-travel path; tvOS save/control/long-session limits remain.

PR #74 was closed without a GitHub merge, then exported from the internal branch; 6edec84 at 10:05 UTC adds the brighter empty-slot rim. The owner’s earlier internal-build report covers iPhone 17 Pro Max smoke checks plus a 35-second in-game/pause-menu path, not a long play session or iPad validation. The final rim/512px contributor follow-up reports host/layout checks and a synthetic preview, explicitly no new device build/install/test. Those earlier runtime results do not validate this final follow-up. The guide now follows v1.0.18; its release-level maintainer checks are recorded separately above.

At the 16:51 UTC checkpoint on 16 October, PR #67 added a legacy CommitSaveData forced entry in dc53e7a. The maintainer said D2R itself uses only Commit, so it was not a new D2R save fix. Host tests through both entries passed according to the contributor; gameplay, iOS integration and the full asset-dependent suite were not run. That addition was subsequently found to abort the supported game’s startup and was reverted in #73 below. It is historical, not the current source behavior.

  • Solid pink-purple Mac picture, with audio still working: in issue #60, the maintainer traced the reported CI-built app failure to missing shader reflection JSON files. A shell glob for about 6,900 files exceeded the argument-length limit in a deep workspace path, so none were copied. Main commit 1784563 (15 October, 17:43 UTC) copies by directory and checks each shader library has its reflection. The maintainer reports a 420-character-path check yielding 7,212 libraries and 6,927 reflections. This fix is after the v1.0.17 tag and is included in v1.0.18; it is a Mac-build correction, not a diagnosis of an iOS-shell problem. If your Mac log says 无反射 json (“no reflection json”), compare it with this issue and have the affected Mac package rebuilt with the correction; do not assume every pink screen has this cause. SwitchToAny has not built or tested the fix.
  • Nintendo face buttons swapped: on 16 October, 08:53 UTC, the maintainer closed PR #58 as an equivalent fix already adopted. The issue #57 reply says direct letter mapping will ship with the next internal build. Both threads are closed; PR #58 was not merged. At the 09:03 UTC source check, public main still pointed to 1784563 and the cited dc6e0fc6d could not be retrieved through the public GitHub API. At that earlier checkpoint this was a maintainer-reported incorporation, not public-source verification or a released-shell fix; the 17 October public export now changes the source status. v1.0.18 now includes the correction; v1.0.17 does not. The earlier 15 October report describes 18 passing mapping tests, not a completed device smoke test. Single-Joy-Con sideways use remains unverified in these reports.

iPhone fullscreen and startup: included in v1.0.18

On 16 October at 17:35 UTC, PR #73 merged into public main as 21cf97b. It declares UILaunchScreen so iPhone uses a native-size window instead of legacy compatibility borders, and removes #67’s unused CommitSaveData forced entry. The maintainer confirms that supported game 3.3.94012 does not reference that entry, causing the strict loader to abort; the existing transactional Commit and strict loader checks are retained. If a source build from the intervening main revisions fails on that unused forced entry, rebuild from the corrected source rather than disabling loader checks. This does not diagnose every startup failure.

The contributor reports a signed Release build with Xcode 27.1 on iPhone 16 Pro / iOS 26.6.1, installed over the existing app: character selection and area 1 entry worked, with the existing character and resources retained. Internal logs/capture reportedly show an 874×402-point window and 2622×1206-pixel texture/viewport/canvas without compatibility borders. These are dimensions, not a frame-rate measurement. The report lists 68 passing filesystem checks; the full host/graphics/rewrite suites were not rerun. The screenshot was kept locally and was not attached to the PR. SwitchToAny has not reproduced this run; duration, wider device coverage and long-term save safety are not established. At that checkpoint the release was v1.0.17; the correction is now included in v1.0.18. The older v1.0.17 tag predates #67, so neither that temporary main-only regression nor #73’s correction was part of the v1.0.17 shells.

Minimap disappearance: #64 included in v1.0.18; #61 remains separate

On 16 October, 09:17 UTC, the maintainer reported adopting PR #64 into internal main as 1f9e96a01, with public export still pending. PR #64 is closed and unmerged, not an official v1.0.17 fix. At the 09:57 UTC check, public main remained 1784563, the internal commit was not retrievable through the public API, and v1.0.17 remained the latest release. The proposal addresses a minimap that remains enabled but moves off-screen after controller/touch switching or layout rebuilds. Draft PR #61 addresses a different path: a disabled visibility flag after NPC Act travel. This reported adoption does not replace #61 or establish that issue #49 is resolved.

The PR #64 contributor reports that final head cd2200d, custom v1.0.17 build 1021, kept the minimap visible through eight input-mode switches and one background return on iPhone 15 Pro Max / iOS 27.0.1. An iPad Air 5 check used an earlier revision, not the final head. NPC Act travel, waypoints and long play were not verified; screenshots were not attached to the PR. Treat this as a scoped community report and a source to follow, not an installation recommendation or a SwitchToAny test.

17 October, 01:04 UTC: the maintainer prioritizes the NPC Act I → II / II → III path and asks that #61 remain a draft until device before/after screenshots and a Pause → Share diagnostic log are attached. This is a validation request, not a released fix; the public package at that 01:04 checkpoint was v1.0.17. v1.0.18 lists #64, not this separate #61 path.

LiveContainer Guest load failure: correction included in v1.0.18

PR #76, opened 17 October, 10:49 UTC, proposes reserved code-signature space in Guest.framework/Guest for LiveContainer’s JIT-less signer. The reported error says __LINKEDIT extends beyond the end of the file; this specific load failure is separate from the later character-naming crash below. The PR closed without a GitHub merge; the exported correction is now included in v1.0.18, while the older v1.0.17 package stays unchanged.

The contributor reports an iPhone 15 Pro / iOS 27.0 boot with a post-processed v1.0.14 package, plus a Linux signing harness and byte-comparison checks for head a054135. This is not a device run of a newly built PR package, nor a gameplay/save result. Apple codesign/Xcode, Sideloadly and AltStore were not tested by the contributor. The maintainer’s 10:49 reply requires their own Xcode/codesign validation before a merge decision. Keep the exact error and package/signing details when comparing this report; that initial contributor report was not a released fix or a reason to modify signing settings or discard resources/saves. SwitchToAny has not reproduced it.

11:05 UTC follow-up: the maintainer reports macOS checks using their own r44 output: deterministic output, unchanged code/writable data, and successful Apple codesign replacement and strict verification. Adoption was undecided at this 11:05 checkpoint. That reply supplied no newly built package/device retest or release; the later adoption and signer checks follow below.

11:19 UTC adoption: the maintainer closed PR #76 without a GitHub merge after exporting the correction to public main 3af961d. It affects shell/user-side packaging through d2rm_pack.py; the published v1.0.17 tag and shells are unchanged. At 11:26 UTC, the maintainer also reports macOS checks of the ldid component used by AltSign: old/new Guest, ad-hoc/test-certificate signing, valid file bounds and no page-hash mismatches. This is signer-component verification, not an end-to-end AltStore install or a new LiveContainer package/device retest. At that 11:26 checkpoint, Sideloadly remains untested. Keep version-matched instructions; this source change does not certify the unchanged released package or resolve the separate naming-keyboard report.

Community LiveContainer report: keyboard crash before first play

On 17 October at 06:58 UTC, jiayx issue #16 reports repeatable exit when the system keyboard appears during new-character naming: M1 iPad Pro 11-inch (third generation), iPad13,4 / iPadOS 26.5.2 / LiveContainer 3.8.10, using a community-built v1.0.17 build 1.1, shell 3.3.94012-r44, iOS 26 IPA. The reporter says all 18 resource archives pass and the main menu loads. At this original 06:58 checkpoint: No maintainer diagnosis or confirmed fix is supplied. The proposed GPU cause and exclusion of out-of-memory are the reporter’s interpretations, not established here. This is not evidence that all M1 devices, v1.0.17 packages or LiveContainer installs fail. Resource/menu success is only an intermediate checkpoint; first-character creation and the play/save/reopen checks still matter.

08:28 UTC follow-up: the community-build maintainer proposes a diagnostic comparison using the existing v1.0.17 build 9.1 iOS 18-compatible build on the same iPad with the same LiveContainer mode/settings. Here iOS 18 is the minimum OS, not a request to downgrade iPadOS 26.5.2; the maintainer describes its traditional Metal path versus the standard iOS 26 build’s Metal 4 path. Existing Data can be retained, and saves should be independently backed up before any build change. At the 08:28 checkpoint no successful result or confirmed fix had been reported. This is an attributed test suggestion, not an installation recommendation or an instruction to uninstall or reset anything.

12:33 UTC reporter follow-up: the original reporter says switching to build 9.1’s iOS 18-compatible variant allowed normal play; the issue closed at 12:58 UTC. This follows the same M1 iPad / iPadOS 26.5.2 / LiveContainer report above; it does not describe an OS downgrade. Session duration, exact gameplay coverage, save/reopen results and independent reproduction are absent. It is one user-reported result, not proof of the crash’s cause, a general LiveContainer fix or a SwitchToAny installation recommendation.

Xcode 26.2: reported Background Assets compile failure

Issue #78, opened 17 October at 16:06 UTC, reports three missing-method errors for BAAssetPackManager with Xcode 26.2 (17C52), M3 Max and macOS 15.8.1. The report does not name an exact project revision. The current source calls the named newer APIs behind runtime availability checks; that source observation is not our reproduction of the SDK failure.

The contributor proposes compatibility declarations and an older managed-download path, and reports an unsigned Release build using existing generated inputs. There is no maintainer adoption, signed installation, actual managed download or device regression. The guide retains the author’s recorded Xcode 26.6 toolchain; this report does not establish a new minimum or a universal “all Xcode 26 versions work” claim. If your error names assetPackIsAvailableLocallyWithIdentifier: or getLocalStatusOfAssetPackWithIdentifier:completionHandler:, compare the Xcode/SDK and exact source first. Do not treat it as a missing game archive or a signing problem, or apply the unaccepted patch as a verified fix.

Update check shows HTTP 530: preserve the installed game and saves

Issue #79, opened 16:29 UTC, relays build 10172332 / iPad17,1 / iPadOS 27.2 (24B5099f) logs showing three HTTP 530 update-check failures. The contributor separately reports an outside-app request at 16:28 UTC with a 1033 response body; the original app log records only 530. SwitchToAny has not probed the endpoint or reproduced the device behavior, and no exact release mapping is supplied. A status code alone does not identify the underlying server/process/network cause or establish that service has recovered.

The source makes this a background check only for builds configured with SWUpdateURL and a suitable build number; it does not block entering the game. The same-host “open in browser” suggestion is not a verified workaround for an unavailable service. Keep the exact error/build details and retry later; do not reinstall or delete saves just to address this update-check message, and do not substitute an unverified mirror.

PR #80, head 4976947440907ddea8662c12d15fe0626dee6aa1, is draft and unmerged at the 17:00 UTC cutoff. It proposes service-unavailable wording and preventing rejected responses from applying render_safe. The contributor reports 36 response-policy checks, UBSan and SDK syntax checks, with full native UI/iPad acceptance still pending. These are proposal checks, not a released client fix or restoration of the update service. Public main and v1.0.18 do not contain this draft.

Quick actions appear as empty touch slots: contributor fix awaiting merge

PR #81, opened 17 October at 17:17:58 UTC, reports that assigning global actions such as Swap Weapons or Map on iPhone retains the native binding but leaves an empty touch slot. The proposed change at f08efc2 exempts native UI actions 357, 358, 360–364 and 370 from learned/item-skill ownership checks; Town Portal 359 keeps its existing handling. Removed equipment skills and unrelated IDs remain checked. The PR is open, non-draft and unmerged at the 19:03 UTC check; main 9393b00 and v1.0.18 do not include it. Do not treat this proposal as a released fix or rebuild recommendation.

The contributor reports 17/17 production-predicate checks (8 failures before the change), host/graphics tests and an incremental signed Release build. On iPhone 17 Pro / iOS 27.0.1, an isolated save copy reached the game/HUD, Save and Exit and save commits; 33 files in the formal save directory remained hash-identical. This is a startup/save smoke report, not individual validation of every action gesture or save recovery. Three private-fixture tests were skipped, the aggregate regression command failed because LLVM objcopy/objdump were unavailable, and Mac smoke was not run. SwitchToAny has not run these checks or tested the game.

Other interaction proposals: drafts are not released fixes

Three community proposals were opened or revised at 17:40–17:42 UTC and remain draft and unmerged at 19:03:

  • #82 close-button targets, head 304782948f652336fef67994c58f9f56f8f278f8, expands only the outer close-button snap reach from 90 to 160 scaled layout units, preserving ordinary-control priority, clipping and layering. These are source coordinates, not physical iPad measurements. The contributor reports 16 checks at two resolutions and UBSan; real touch ergonomics, adjacent controls and settings/modal behavior remain untested. Tracking issue #84.
  • Revised #50 tooltip placement, head 6ad3590665e9203327c18215f6938c4254bb7099, keeps the spare side panels requested by the maintainer, chooses the selected item’s side and retains the native vertical target/height. It supersedes the earlier native-only proposal. Reported callback/UBSan tests do not prove the final text fits without covering slots; native iPad/wide-iPhone screenshots and interaction acceptance remain pending. Stash/vendor/cube/mercenary paths are excluded.
  • #83 potion-code allowlist, head ee98a622ba638e1ca438f55508c5e2330c02e3e0, allows only hp1–hp5, mp1–mp5, rvs/rvl in the automatic sender while preserving manual pickup and display filtering. The contributor reports 70 classifier checks and UBSan. This is defensive hardening, not a reproduced root cause or confirmed fix for #9. That report remains open; a log label saying “player tapped” does not prove physical input.

None reports a full game build or post-change iPad rendering/interaction acceptance. These proposals are absent from main 9393b00 and v1.0.18; host assertions do not establish a player-ready remedy.

Foreground audio interruption: source fix; release shells pending

Issue #77, opened 17 October at 13:32 UTC, reports that foregrounding the game interrupts ChatGPT live voice/screen sharing and background music; switching away restores them, and setting game volume to zero does not help. The reporter gives only iPhone / “ios27.01”, without a model, project version, exact build or signing route. Do not assign this report to a particular v1.0.18 package.

At 13:45 UTC the maintainer attributed it to the Playback audio session lacking MixWithOthers. Public main 9393b00, exported at 14:08:47 UTC, retains Playback, adds MixWithOthers and logs the effective setting. The 14:39 UTC owner follow-up closes the issue after reporting three device smoke runs; v1.0.18 does not include this announced fix. Source builders can rebuild from the corrected main, while release-shell users must wait for the next release. Closing the issue does not update the published shells.

The smoke report does not identify the exact device/OS, session duration or each voice/screen-sharing app tested, and SwitchToAny has not reproduced it. With the source fix, background music continues alongside game audio; the maintainer suggests pausing music if only game sound is wanted. Muting the game is not an established workaround for an older build. Do not change system security, signing or saves to address this audio report.

Fresh Mac save: main menu and Options can be unreachable

On 16 October at 16:47 UTC, the maintainer confirmed issue #72: with no character in the save directory, Mac/controller-mode front-end automation repeatedly returns from the main menu to character creation, blocking Options/Credits. The reporter used native Mac source 17845634 on Mac16,8 / macOS 26.7.1. The maintainer confirms two workarounds: create a character first, or set the launch environment variable DM_FE_AUTO=0 to disable front-end automation. For a first session, continue from class selection with a non-hardcore test character; do not delete or overwrite existing saves. See the Mac guide caveat. The maintainer plans to queue a fix; it is not released; SwitchToAny has not reproduced either workaround. This is not a diagnosis of every menu problem.

Mac mouse delay: source change included in v1.0.18

PR #65, opened 16 October at 09:31 UTC, merged at 17:15 UTC as 098d9f5. It dispatches world clicks on button-down and updates held ground movement each 30 Hz tick, removing the programmed 300 ms initial wait and 200 ms steering interval; display pacing is unchanged. The contributor’s head ab6bcee report covers host regression tests and 34 injected input events in a native macOS 26 / Metal 4 app with audio disabled. After the 16:52 UTC request for hands-on Mac validation, the 17:15 UTC maintainer reply reports rerunning t_touch_mac (29 checks) and t_interaction_diag (18 checks), and confirms the new path is limited to live Mac mouse mode; touch/script/iOS/tvOS/controller paths remain unchanged. No detailed physical-mouse session, mouse-to-display latency measurement, combat-frequency benchmark or audio test is supplied. This is a public-source change, included in v1.0.18 but not the older v1.0.17 shells, and SwitchToAny has not run it.

Apple TV follow-up: local gameplay report; now publicly exported

On 16 October, 09:21 UTC, the maintainer reported internally adopting PR #56’s TV-specific generator and README as 3e5da1ca2, awaiting public export; the PR closed without merging, and the internal hash was not publicly retrievable at the 09:57 UTC check. Separately, the contributor’s 15 October README update at PR head 8f39e92 reports gameplay/settings and divider/A-button checks on Apple TV 4K (third generation, A15), using the earlier local port ea86e79. This is not a device regression of the final PR head or current upstream integration. Long-session stability, full controls and reliable saves remain unverified. Fixed 1600×900 rendering exited with signal 9 of unknown cause; the author restored 0.75 initial scale with dynamic scaling, not a stable fixed-900p recommendation. The Caches save risk remains. No new Apple TV package or supported player-install route was released, and SwitchToAny has not tested the device.

Project downloads and installation instructions

Looking for a download? Start with the developer’s release notes. The project offers source code, tools, and shells without game content. It does not offer a complete game download. You still need your own required Switch game files, a preparation computer, and a signing/install route.

  • D2R Mobile project on GitHub: the upstream source, project overview, and documentation. This is an independent project, not a Blizzard mobile release.
  • v1.0.18 release notes and shell downloads: D2RMobile-shell-build-input.zip is for iOS 26 and later; D2RMobile-shell-ios18-build-input.zip is for iOS 18–25. The release lists two shell ZIPs plus SHA256SUMS.txt. Source archives are separate. Read the notes before selecting a file.
  • v1.0.18 no-Xcode packaging instructions: how the shell route uses your own files, plus its signing and installation limits. For the full Xcode route, start with the same-release project README.
  • Required game files: the specific purchased Switch version and expansion expected by the tools. PC files are not interchangeable with these inputs.

Keep the shell and source on the same release, and replace the shell for v1.0.18. The rewriter remains r44, but these fixes are in the app: an older shell does not gain them from newer source. Redo packaging step 1; resource archives already on the phone stay in place. Xcode users must update the source and rebuild. v1.0.18 was published on 17 October 2026 at 13:11:59 UTC. Use the release list to check for later updates. The release updates below are separately scoped; the detailed assessment below remains pinned to v1.0.10.

Independent community builds: jiayx v1.0.18

For readers comparing prebuilt app options, separate publisher jiayx released iOS build 10.1 at 14:23:50 UTC and Mac build 9.1 at 14:22:13 UTC on 17 October. Both name D2R source 120fe55; their labels distinguish iOS 18–25 / 26+ and macOS 15–25 / 26+ variants. Both release descriptions explicitly say no physical-device test. These are independent community packages, not the upstream shell release or a SwitchToAny-tested installation route.

Their source predates 9393b00’s audio fix, so the later upload time does not mean they contain it. The earlier build-9.1 LiveContainer user result above cannot validate these new builds. We checked notes and asset metadata only, not package contents, signing, gameplay or save/reopen. Use only game files you are entitled to supply; this pointer does not endorse third-party resource bundles or expand the device/signing limits above.

18 October, 06:25 UTC: check the unresolved Mac resource report before choosing build 9.1. Issue #17 reports v1.0.18 build 9.1 / macOS 26 rejecting a folder with 18 data files because build_manifest.psv and .build.config are missing. The reporter says copying older-build metadata allowed startup, but there is no publisher confirmation or replacement release. We have not inspected the packages or verified that cross-version workaround, and do not recommend mixing metadata. Check the publisher’s issue and matching resource requirements first; exact Mac hardware, duration and save/reopen results are absent.

If you are not sure which files or route you need, read the device, computer, and signing checklist first.

The withdrawn v1.0.16 was published on 15 October at 11:00:23 UTC with tag commit afad65c895386a96dfb863f2317e41d61222a5a9. The earlier source findings below are now included in that release; the v1.0.17 hotfix notice above takes priority. Upstream main 44a6770, followed by README revision 15b837c, contains changes not included in the v1.0.15 shells. Use the exact tag and matching shell for your chosen release; do not combine the earlier intermediate revision with a shell.

  • Apple TV is a community developer preview. The separate DmTV target was contributed by yinqingyan under MIT with explicit permission. The maintainer’s adoption report attributes character selection to the author’s Apple TV 4K (third generation, A15), with the ASTC Legacy Device Pack and a recognized 8BitDo Ultimate controller. Creating a character, entering gameplay, full controls and saves were not established by this pinned checkpoint; the maintainers had no Apple TV device test. The later community report is separately dated above. This is not a released, supported player-install route.
  • Apple TV save warning: the pinned tvOS documentation puts saves in Caches, which tvOS may purge under storage pressure. There is no durable save solution or iCloud sync yet. An extended gamepad is required; the Siri Remote is insufficient. The simulator cannot run this renderer.
  • Rift Guardian waves: PR #45 was closed after its fix was adopted into main. Delayed waves wait outside the run’s Rift maps and resume on return. Issue #44 was closed as fixed in v1.0.16. This is no longer only a draft proposal, but it is not a v1.0.15 fix or our device verification.
  • iCloud shared-stash conflicts: main adds in-game return of pending local items and gold, plus Chronicle merging. The implementation returns items to inventory while the stash is open; capacity limits can leave more pending. It retains the conflict packs and uses save-commit checks. The v1.0.16 release warning now confirms a defect in this return path; see the warning above. Source inspection does not establish loss-free recovery on devices. Keep independent save backups; v1.0.17 reports fixing repeated returns without changing already lost or duplicated items. This does not add iCloud to free-account packages or self-built Mac apps.

The same main commit reports Mac resource-folder selection and display-paced frame timing changes. None of these source changes expands the tested-device list. SwitchToAny has not built or run the game or tested save recovery.

v1.0.16 source findings: Rift balance, 3D quality and display recovery

The 09:12 UTC source commit afad65c is also not included in the v1.0.15 shells. It changes player-facing behavior as well as performance-related code:

  • Rift defaults change. In Rift setup, base monster-density configuration moves from ×3 to ×1.5 of the original area value, and the tiered elite-pack multipliers move from ×2–4 to ×1–2. Default base progress falls from 250 to 125. These are default Rift-mode rules, not a graphics-option toggle or a halving of monsters throughout ordinary adventuring. Tier-specific adjustments, caps and rounding still apply; configured multipliers do not establish actual encounters. The author intends to reduce load while retaining run length, but neither unchanged duration nor 60 fps is established by this source check.
  • A separate 3D-quality choice. The new Custom > 3D Quality option defaults to Smoothness first: sustained frame drops can lower 3D resolution, with recovery when stable. Quality first keeps the configured resolution instead. The controller changes the 3D image, not UI/text resolution. This trades detail for rendering load; it is not a guaranteed frame-rate improvement ; it is inherited by v1.0.17.
  • Volume-key/display stalls. The renderer falls back to presenting frames itself when the display callback has stopped for over 0.5 seconds while active, and returns when callbacks resume. The author connects this to the apparent freeze after volume-button presses; this does not diagnose every black screen or crash.
  • The commit also reports audio-gap and UI fixes. Its extra minimap/level-transition logging is for investigating #47 and #49, not evidence that those issues are fixed.

These are source findings and attributed reports, not SwitchToAny device tests. Current download and installation instructions are pinned to v1.0.18.

What changed in v1.0.15?

The release notes report startup checks for incomplete or mixed-release packages and devices without Metal 3. Re-signed packages with no resources bypass the background-assets service and show the resource-import page; resources are checked once immediately before the game starts.

  • Graphics translation now runs on its own thread. On the maintainer’s iPhone 17 Pro Max in the same Greater Rift scene, median dropped frames per 300 fell from 85 to 56. Heavy scenes still drop frames; normal-play median was 0. These scene-specific upstream measurements do not establish performance on other devices.
  • Leaving the app with the pause menu open now briefly advances the game to save, then restores pause; Mac quitting uses the same path. This is a reported fix, not our save-recovery test.
  • Wide-iPhone inventory tooltips and Chronicle reward-page click-through were also fixed.

The maintainer reports fresh builds and packaging with both shells, host builds, unit tests, four Mac smoke runs and older-API Mac game entry. The launch self-check was tested on an iPhone before merge. This does not establish that both exact public v1.0.15 shells were installed and tested on iPhone through a sideloading tool. The same-release no-Xcode guide still marks sideloading-tool signing/installation and Linux packaging unverified. SwitchToAny has not reproduced game, device or save tests.

Device boundary in v1.0.15: the release README now requires A14 / M1 or later, alongside the memory and OS requirements. A13 and earlier, including the 2020 A12Z iPad Pro, are unsupported; 4 GB RAM devices remain unsupported, and A14 devices with at least 6 GB have no reports yet. Do not read “A16 and earlier” in the older snapshot below as support for every older chip. The maintainer’s issue #41 update confirms the Metal 3 startup guard shipped in v1.0.15; libdeflate was not changed. This is release documentation and a maintainer report, not our device test.

The ZIP shell is build input, not installable. The maintainer’s issue #40 update confirms the renamed ZIP and startup self-check shipped in v1.0.15. Generate the install package with matching source and your own required files, then sign/install that output. Repeat packaging for every release; the 18 resource archives already on the phone do not need copying again.

What changed in v1.0.14?

The release notes report these app fixes; SwitchToAny has not independently measured them:

  • NPC speech: the app now downmixes 5.1 audio to stereo so the dialogue centre channel is retained.
  • Memory: the maintainer reports about 0.5 GB less memory held by making graphics pools resident only when first used. At this v1.0.14 checkpoint, devices with 4 GB RAM remained unsupported. See the separately dated mini 6 report; the older memory reduction was not a new tested-device list.
  • Mac: audio output is restored, and the in-game picture fills 16:10 windows/screens. The main menu and character selection remain 16:9. See the same-release Mac guide; these display changes do not add iCloud sync to self-built Mac apps.

The maintainer reports fresh builds of both public shells and their install packages, minimum iOS 18.0 and no Metal 4 symbols for the older-system package, host builds, unit tests, Mac smoke checks and unattended game entry on the older-API Mac app. This is not a report that the two public v1.0.14 shells were installed on an iPhone. SwitchToAny has not reproduced these checks or tested save recovery.

What changed in v1.0.12–v1.0.13?

The v1.0.13 release report describes fixes for iCloud save conflicts after devices have played offline. iCloud sync requires a package signed with a paid developer account and the required iCloud entitlement. This does not add sync to free-account packages. When both devices have different, non-empty shared stashes, the cloud copy becomes current and the local copy is preserved on that device for a later merge. The report explicitly leaves in-game merging as a next step: preserving both copies is not an immediate automatic merge. A new device also waits for cloud visibility or network reachability before its first sync; same-name character conflicts preserve the local copy in a backup.

Other reported changes are narrower than a new compatibility claim:

  • v1.0.13 moves system notices away from life/mana numbers and inventory cells, and removes map-preset monsters from Greater Rifts at level 90 and above. Map-placed super uniques, doors, walls, traps, and NPCs remain.
  • The preceding v1.0.12 release introduced special elites from Rift level 75 and Guardian waves from level 95. It also clarified installation progress and diagnostics for builds using Apple-hosted resource packs. Its optional direct-download fallback needs a configured address; a package built from the public repository has none.
  • v1.0.13 adds the Network framework to the Mac build, but an app you build yourself still has no iCloud save sync. The same-release Mac guide retains local saves and manual import. See the same-release README for signing scope.

For v1.0.13, the maintainer reports building both shells in a fresh public-source workspace with the free-account option, then producing an install package from each using that same source and another fresh workspace. The iOS 18 shell and its package report a minimum OS of 18.0 and no Metal 4 symbols. The report also lists host builds, unit tests including iCloud cases, Mac smoke checks, and an older-API Mac app reaching a game unattended. These are maintainer-reported build and automated checks, not a report that the two public v1.0.13 shells were installed on an iPhone. SwitchToAny has not reproduced them or tested save recovery.

Start with the kind of play you want

The project targets the Switch release 1.0.34.0, including the Reign of the Warlock expansion. Its tools refer to the corresponding PC version number, 3.3.94012. These are identifiers for the supported inputs, rather than interchangeable labels for any copy of D2R. The default tooling checks this version; reports about adaptations of other builds do not extend that default scope. See the pinned project overview.

With this route, the game program runs on the Apple device. A streaming setup instead runs the game on a host computer and sends its picture and controls across a network. Those choices have different prerequisites. An online character or multiplayer requirement is a reason to stop investigating this local route and assess a route that preserves the supported game’s online environment.

Even within offline play, this project makes deliberate changes. Its overview describes touch controls, interface adaptations, and additional gameplay features. If you want an unchanged experience, read those choices before investing in setup. A familiar title screen is not a complete description of the software you will be running.

What is actually available?

The public repository contains the host, rewriting tools, graphics layer, iOS shell, and verification tooling. The principal documented iPhone/iPad route builds the application with Xcode on an Apple silicon Mac, using your own required game files. There is also a macOS application route. These are project-specific workflows, not an App Store release or a general-purpose Switch game converter.

The alternative no-Xcode route starts with a prebuilt shell and adds the user’s game content on a computer. The shell alone cannot run the game. The source and shell must match, and the output still needs signing and installation. The no-Xcode documentation is unusually useful because it separates the stages:

  • The maintainer reports Windows 11 packaging and subsequent gameplay on an iPhone, using a package that was signed on a Mac.
  • Signing and installation through common sideloading tools remain unverified in that snapshot.
  • Linux packaging and setting up a completely fresh Windows dependency environment are also unverified.

This gives a Windows user a documented packaging option, with a remaining installation question. It does not establish an entirely Windows-only, independently reproduced journey.

Read the release evidence at the right level

The v1.0.10 release notes distinguish the published shell artifacts from a test-group build made from the same source. The maintainer reports phone launch, menu, and in-game smoke checks for that test build; the two exact published shells were packaged but not themselves installed in that report.

That distinction matters when deciding what to try. A smoke check of a build from the same source supports a narrower conclusion than installing the actual artifact through your chosen signing route. Likewise, reaching gameplay does not establish long-session stability, performance on another device, or recovery of your existing saves.

The repository’s verification guide documents instruction-equivalence checks, unit tests, and broader acceptance gates. Some full acceptance inputs, including reference run data and standard saves, are not supplied publicly. Their absence limits what an independent reader can reproduce from the repository alone. The existence of a test script does not tell us that every relevant run passed.

Why this does not establish “any Switch game”

The implementation is valuable partly because its assumptions are inspectable. The architecture guide describes rewriting rules and host features tied to this game’s build. Graphics translation also uses game-specific information. Extending the approach means addressing another game’s operating-system calls, graphics behavior, assets, and version-specific assumptions.

We have not established a separately released general converter under the candidate names AnySwitch or Switch2Apple. Those names do not justify a download page, launch date, or compatibility list. The mechanism guide explains where reusable ideas end and additional engineering begins.

17 October author update: at 08:09 UTC, Joe reported an initial broader packaging prototype and listed several games in its tests; automatic full-screen adaptation was still in progress. A one-command iOS package in ten minutes, stable play, a 30 fps floor with higher frame rates where energy use permits, and low energy use are the author’s claims and goals, not measured compatibility guarantees. His 10:33 images show a Silksong title menu and an Animal Crossing scene, without device/OS, measured FPS, duration or save/reopen evidence. At 10:39 UTC he still said the development tools were awaiting publication. Windows preparation and a Mac version are statements about his own planned tool, not validation of a Windows-only nxnative route. No new public tool or usable installation route was established at this check. Keep following the released, version-specific instructions above; these posts do not turn every named game into verified support.

17 October, 15:34 UTC scope clarification: Joe says Switch 2 / NS2 is not supported in response to a question about Switch 2 versions in his general-tool discussion. This limits his current proposed tool; it is not a statement about every porting tool or nxnative, a new public release, or proof that every original-Switch game works.

17 October, 03:19–03:28 UTC: D2R Mobile author Joe recommended the independent seedds/nxnative project to readers waiting for broader porting, then pointed them there again. This is a project recommendation, not a D2R general-converter release or a compatibility guarantee. When asked about Windows preparation at 04:34 UTC, he said he was unsure about nxnative. Its current instructions still require a Mac with Xcode and the listed tools, your own matching game inputs and keys, then signing/sideloading. A Windows-only nxnative preparation route is not established. Read the version-specific game reports below before choosing it.

A related, separately maintained project provides a concrete reuse example: seedds/smbw-mobile. Its README identifies reuse of D2R Mobile’s generic parts, corroborated by D2R’s issue #36 and v1.0.14 fix. It reports an 11-minute iPhone session through several Super Mario Bros. Wonder levels. The 14 October, 19:49 UTC revision advances Fire Emblem Engage beyond the earlier save-screen-only script: scripted Mac input plays the prologue battle, including player and enemy phases, combat animations, game over and retry; 12-minute runs end without a crash. Follow-up commits on 14 October at 21:40 UTC and 22:34 UTC report further texture-cache cleanup: the author’s 850-second idle demo stayed at 1.2–1.4 GB of GPU memory, with later quiet-point readings of 1.06–1.12 GB; some finalized pool buffers remained retained. Those earlier checks were Mac-side author reports, alongside successful iOS compilation.

The 15 October, 03:00 UTC README revision now reports an initial Engage iPhone run reaching the opening movie and name entry on 15 October without crashing. After returning from the background, one audio output stopped being fed; this remains under investigation. That revision still targeted the game’s native 30 fps.

The 15 October, 04:56 UTC timing patch supersedes that limitation for newly rewritten Engage 2.0.0 code: it sets Unity’s vertical-sync count to 1 so the existing game presentation mode uses the game’s own 60 fps timing. This is a game-code correction, not a recommendation to force DM_PRESENT_INTERVAL=display on older builds. The author reports a Mac save-list timing comparison against the original 30 fps and a 370-second prologue → battle → combat → dialogue run without a crash. This does not establish corrected 60 fps gameplay on every iPhone.

Two further source commits stub unsupported shop/system applets to avoid a crash and index read-only RomFS directories. The author reports Mac first-frame time improving from 21.5 to 5.7 seconds; these are source changes and author measurements, not our benchmarks. The shop stubs do not enable eShop access, and these commits do not report fixing the background-return audio problem.

Exact iPhone model, OS and signing method are unspecified. iPhone battle gameplay, save/reopen testing and long-session stability are not established by this report. The existing Mac battle evidence must not be presented as an iPhone result. These are the project author’s reports, not our tests or a general compatibility list. Game-specific profiles and known gaps remain; this does not establish an AnySwitch or Switch2Apple release.

nxnative: device requirements, eight iPhone titles and separate Mac reports

18 October, 05:31:54 UTC: Odyssey joins the author’s iPhone-playable list. a0d9dfd and its README add Super Mario Odyssey, base +1.4.1, bringing that list to eight. The author reports 60 fps on an iPhone, a roughly 6 GB IPA and the fog fix in the latest build; the gallery image was captured on Mac. This updates Odyssey’s earlier Mac-only status, not a sustained-performance promise. Exact iPhone/OS, session duration, save/reopen and full-game coverage are absent; no separate iPad test is supplied. Three thunder-effect geometry shaders still do not translate.

At 05:14:31 UTC, ea2e37e completes the previously pending BOTW, 3D World and Dread shader tables; all eight existing games’ lists now name their current chains. ca7216c corrects Odyssey’s zero-size fog splats, with a Mac check; the later iPhone report says that fix is included. These source and author checks are not a new all-game phone regression. Odyssey starts with the 3D touch layout. The hardware requirements below, Mac preparation, signing and independent-save precautions remain. Hades is still untested on iPhone and cannot be packed by the NSP script; Releases remains empty. No SwitchToAny game test is claimed.

18 October, 02:29 UTC: check the tighter nxnative device requirement before building. cb30943 removes the older-GPU BC-texture decompression paths and DM_TEST_NO_BC. The updated README requires iOS/iPadOS 26+ on an A17 Pro-or-later iPhone (iPhone 15 Pro or newer), or an M1-or-later iPad. This is the project’s declared requirement, not proof that every eligible device was tested. The earlier iPhone 14 Pro/A16 workaround below is historical and no longer a supported path in current main. Do not apply D2R’s Legacy Device Pack instructions to nxnative; preserve independent saves before changing builds.

02:29:06 UTC: Hades, base +1.0.38233, has an author-reported Mac result. 2bbf0d5 adds a Vulkan-on-Metal layer and reports the title, intro and Tartarus gameplay at 60 fps on Mac, with clean Metal validation. No exact Mac model/OS, session duration, sustained-performance benchmark, save/reopen or full-game coverage is supplied. The development notes keep EOS online services offline and say the NSP script cannot pack Hades yet because it does not translate Vulkan shaders. Separate manual shader/build instructions are not iPhone/iPad acceptance or a ready-to-install release.

Historical 02:36:32 UTC checkpoint (superseded for Odyssey by the 05:31 report above): README 427f51d now explicitly says both Odyssey and Hades play on Mac; their iPhone builds remain untested. This resolves the older Odyssey README discrepancy below without changing the seven-title iPhone report. 8bd6ecc updates matching tables after rebuilding the Odyssey, Link’s Awakening, Engage, 13 Sentinels and Wonder shader libraries; BOTW, 3D World and Dread are still rebuilding at this checkpoint. The 02:29 README change also removes 3D World’s old magenta-squares entry, citing an iPhone fix confirmation; exact handset, OS and duration are not supplied. Engage’s background-return audio issue remains. No new release, all-device guarantee or SwitchToAny game test is established.

18 October, 00:22:56 UTC: Odyssey now has a Mac playability report. f1cc6be reports Super Mario Odyssey, base +1.4.1, playable on Mac after H.264 tutorial-video decoding, controller-history/stick input and HUD-mask changes. A Metal compilation flag corrects stale 32×32 ground blocks in Cap Kingdom; the reported comparison covers four consecutive frames after recompiling 78 vertex shaders. This supersedes the earlier no-image Mac checkpoint below, not the seven-title iPhone list.

At the historical 00:22 checkpoint, the same-revision README still labels Odyssey “being ported, not playable yet”; the new claim is specifically the commit’s Mac author report, not iPhone/iPad acceptance. No exact Mac model/OS, session duration, measured FPS, save/reopen or full-game result is supplied. Development notes still list three untranslated geometry shaders for a thunder effect. All eight shader-chain versions changed; the commit says matching Mac libraries/tables are still being rebuilt. Smoke checks of the seven earlier titles on Mac report only their known diagnostic errors. There is no new release or SwitchToAny game test, and no demonstrated turnkey build or phone performance result.

Cuphead-related tooling, not a playable-game announcement: d8f59ab at 00:59:19 UTC and 90d2992 at 00:59:56 UTC adapt jump-table and older Unity shader/serialization handling from PRs #1/#2. The maintainer says Cuphead itself could not be rechecked without the game; verification instead compares existing-game outputs and a synthetic jump-table case. Both PRs were closed after adapted source changes, not merged unchanged. No Cuphead boot, rendered play or iPhone support is established.

17 October, 18:25:10 UTC: d0c2679 and the same-revision README move Link’s Awakening, base +1.1.0, into the iPhone-tested/playable table after the physics, outdoor-blur and sunlight fixes. That brings the author’s list to seven, adding this game to the six in the dated table below. This supersedes the earlier “iPhone testing” status, but supplies no exact iPhone/OS, session duration, save/reopen or full-play result. It is no separate iPad or SwitchToAny test. Mac preparation and iOS/iPadOS 26+ still apply; Releases remains empty.

The preceding 17:44:42 UTC e81d66f change initializes unwritten vertex-output components to the hardware defaults to address dim outdoor light and missing sun shadows. At 18:25, the remaining BOTW/3D World/Dread tables are reported rebuilt to match the new shader chain. Two not-yet-encountered pixel shaders and SR_Y_DIRECTION remain open; the playable label is not complete graphics coverage. The app’s displayed version now follows the packed game’s update/base version, so record the nxnative commit separately.

Historical 17 October, 18:25 checkpoint: Super Mario Odyssey, base +1.4.1, was not playable yet. The same 18:25 commit reports reaching its frame loop on Mac, beyond frame 8,700 over 150 seconds, while shader libraries were still building and nothing was drawn. This is startup bring-up, not rendered gameplay, an iPhone result or a 58 fps performance benchmark.

Historical A16/BOTW investigation: current main has removed this path

add5166 at 18:45:47 UTC changes texture attachment, pipeline prediction and sampling-view checks to use the original NVN format, avoiding the invalid R8Unorm → RGBA16Uint view on no-BC GPUs. The maintainer reports reproducing and clearing that assertion on Mac with DM_TEST_NO_BC=1, with other-game smoke checks unchanged. There is no new post-fix iPhone run, save/reopen test or released package. The BC4 content is still not rendered; the fix avoids the abort rather than completing that graphics path.

In the 18:46:10 UTC owner reply, #4 stays open for memory pressure. The earlier 13:12:28 UTC community follow-up, using a local workaround on iPhone 14 Pro/A16, reports system termination after about 200–220 seconds even with a roughly 4.1 GB limit; handheld mode did not materially help. That older run is not a retest of add5166. At that 17 October checkpoint, BC-to-ASTC conversion was future work, and nxnative does not include D2R’s offline Legacy Device Pack tool. Do not transfer D2R pack instructions or treat an increased-memory entitlement as a verified stable-play solution.

Dated baseline: six iPhone-tested titles reported on 16 October

16 October, 14:18 UTC: the updated README now describes all six listed games as tested and playable on an iPhone. This supersedes the earlier no-IPA statements retained below as dated history. It is an author report, not a SwitchToAny device test, an all-device guarantee or a full-playthrough result. The README requires iOS / iPadOS 26 or later; its iPhone claim does not establish a separate iPad test. GitHub Releases remains empty at review.

The listed inputs are the base game plus these updates:

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

The author lists optional supplied DLC for Engage and Breath of the Wild, and 60 fps upgrades for those two games. The report does not specify the tested iPhone model, exact OS, per-game session duration, save/reopen checks or full-game coverage; it is not a sustained-performance benchmark. The BOTW frame-limit patch still falls back to 30 fps when frames take too long. At that 14:18 checkpoint: Engage background/resume audio loss and 3D World World 1-1 magenta squares were listed as known issues. Neither was reported fixed at that revision; see the later graphics-fix report below.

The 14:06 touch-control change adds a remembered 2D / 3D switch. 3D includes the right stick, D-pad and L3/R3, and is the initial layout for 3D World and Breath of the Wild; the other games start in 2D. A connected controller hides the touch controls. These are documented controls, not our interaction tests.

Preparation still needs a Mac with Xcode and the required tools, your own lawfully prepared game inputs and keys, and a separate signing/sideloading step. The author’s build estimates are 30–60 minutes for a first build, about 10 minutes later, and free disk space of roughly twice the NSP inputs’ size plus 10 GB. These are planning estimates, not measured guarantees or a phone-only preparation route. Keep the save-migration precautions below.

17 October, 12:51 UTC A16/BOTW report: open issue #4 reports a texture-view assertion shortly after launch on iPhone 14 Pro / A16 / iOS 27.0, using 9579030 and BOTW 1.9.0. The reporter attributes it to the no-BC-texture path and also reproduces it with a forced no-BC path on Mac. Their local workaround reaches the field in the Mac diagnostic path but discards the GPU-generated BC4 texture’s contents; it is not a complete fix or an installation instruction. The reported approximately 3.9 GB versus 2.8 GB memory figures do not establish an iPhone memory budget, and the reporter warns of additional pressure. At that 12:51 checkpoint there is no merged fix, duration/save validation or SwitchToAny reproduction; see the later source fix and unresolved memory limit above. The older six-title author report must not be read as verification for every iPhone model.

nxnative 16:41 follow-up: graphics-fix report and language default

In commit 20cba12 on 16 October at 16:41 UTC, the author reports fixing iPhone 3D World World 1-1 magenta blocks by ending the affected render pass, copying its attachment, and sampling that snapshot for selected draws. The README at that same revision still lists the magenta squares. At that 16 October checkpoint, treat this as an author-reported source fix with inconsistent documentation, not a SwitchToAny-verified fix or a new release. The commit names A20 Pro and M4 Pro chips in the diagnosis but gives no exact handset model, OS build or run duration for the fix. Engage’s background-return audio issue remains listed; the six-game report and its other limits above are unchanged.

Game language now defaults to English. For Simplified Chinese, add DM_LANG=zh-Hans on its own line in Documents/env.txt. This setting belongs to nxnative, not the D2R Mobile Options → Custom language control. GitHub Releases remains empty.

nxnative 17 October: history before the 18:25 iPhone-playable report

17 October, 00:28 UTC: the new README separately adds The Legend of Zelda: Link’s Awakening, base game plus update 1.1.0, as running on Mac and not yet tested on an iPhone. The existing six iPhone-tested titles above are unchanged. Development notes describe initial startup and new-file name entry; graphics notes cover the house, beach and menus. At that 00:28 checkpoint, one shadow-map pipeline failed to build and two pixel shaders failed translation although the recorded runs had not loaded them; see the 07:34 follow-up below. No Mac model, OS, session duration, title-specific save/reload verification or full-game coverage is documented. This is an author report, not a SwitchToAny runtime test or compatibility guarantee.

The same update reports a BOTW HUD button-prompt shadow-box fix for Mac and iPhone, targeting one named shader; its documented comparison uses a Mac shrine route at frame 7000. At that 00:28 checkpoint: Other screen-specific shader variants may still need work. The 03:34 follow-up below expands this handling. It is not a general graphics fix or a device-wide performance result. The 00:28 README’s known-issues list still includes Engage background-return audio loss and 3D World magenta squares. GitHub Releases remains empty; these source reports do not provide a released package.

03:34 UTC follow-up: source commit 65fa9ca reports a fix for the cream cloud rectangles left behind BOTW prompts after that first shadow correction. It expands alpha-from-red handling to all 26 pixel-shader variants of the layout library, restricted to render targets. The documented comparison is on Mac during prompt fade-in; the steady bar, location title and pause/controls screen stayed unchanged. The symptom was reported on iPhone too, but no new iPhone fix-validation session, exact device/OS or duration is documented. This is an author-reported source correction, not a SwitchToAny test, general graphics guarantee or released package. The README still separates six iPhone-tested titles from Mac-only Link’s Awakening.

07:34 UTC follow-up: 9579030 reports restoring Link’s Awakening music/effects (previously only movies had sound), correcting the flickering white doorway-lighting tiles, and fixing the shadow/depth pre-pass that hid the palm tree and flowers. These are author-reported source fixes, not our runtime tests. The same-commit README still says Mac running / iPhone not yet tested, while graphics notes label the doorway correction “Mac and iPhone.” No iPhone model, OS or validation session reconciles that discrepancy. Do not infer newly verified iPhone support, full-game/save reliability or a released package; the earlier shadow/depth pre-pass failure is reported fixed, but two pixel shaders still fail translation (not loaded in recorded runs) and SR_Y_DIRECTION remains open.

13:04:33 UTC follow-up, reconciled in this review: 280ead9 and its README now describe Link’s Awakening base +1.1.0 as in testing on an iPhone, superseding the older no-iPhone-test wording. The author reports stencil-copy and outdoor-shader corrections, but provides no exact iPhone/OS, session duration, save/reopen or full-play result. This is not a completed iPhone compatibility test or a fix for the separate A16/BOTW issue. No GitHub release is available.

The same revision changes the script’s handling of unsupported games: it writes a survey, guesses a provisional profile and tries to produce an IPA; --survey-only stops at the survey. The README explicitly warns that the IPA may not start. Producing a file does not establish launch or playability, and those games remain unsupported. This is nxnative’s separate experiment, not a release of Joe’s announced general tool.

15:27 and 16:02 UTC source follow-ups: d1d68e8 reports fixing a physics-worker crash when conversations/cutscenes switch Link’s Awakening to 30 fps. Its reported post-fix checks are Mac stress runs with 138–257 transitions and house entry/exit. f900279 then follows the game’s runtime depth mode to correct full-screen outdoor blur; the author checked Mabe Village on Mac and compared Wonder’s title. These checks do not validate the latest fixes on iPhone, sustained performance or save/reopen. At that 16:02 checkpoint, the README still says iPhone testing in progress, with no release. Mac shader libraries were rebuilt for Link’s Awakening, Engage, 13 Sentinels and Wonder; other profiles were described as following. Removed “Mac” gallery captions do not turn those source-described Mac captures into iPhone evidence. The separate A16/BOTW issue #4 remains open.

The same repository is now seedds/nxnative, formerly smbw-mobile: GitHub redirects the old name and identifies both as repository 1416502082. The rename does not establish universal compatibility. Its 16 October, 14:18 UTC README lists six profiles: Wonder, Engage, Metroid Dread, 13 Sentinels, Super Mario 3D World + Bowser’s Fury and Breath of the Wild; at that checkpoint, other games produced a survey, not an IPA. The later Link’s Awakening reports, including the 17 October 18:25 iPhone-playable update, are separate above. No GitHub release was published at this check.

Save migration warning for nxnative, not D2R Mobile: the later 5c592cd app-identity change derives the app name from the base game’s control data and changes the default bundle ID to org.nxnative.<base game title ID>. A changed ID installs as a separate app, so existing Documents/save data needs to be copied over once. This supersedes the rename commit’s earlier statement that Mario’s old ID would stay. Signing tools can also replace IDs or create a new data folder. Preserve a backup and the old app/data until you have checked the new app’s saves; copying is not a verified recovery guarantee.

The newer source also packs supplied Engage Expansion Pass DLC inputs; the author verified mounting and ownership detection on Mac, not DLC gameplay on iPhone. A directory-listing optimization reports a Mac first frame of 1.8 seconds. These commits do not report resolving the iPhone background-audio issue or establish iPhone battle/save testing. Use only your own required game inputs; the project does not supply game content.

Metroid Dread and 13 Sentinels: earlier Mac reports

The 15 October source update adds Metroid Dread 2.1.0. The author reports a new game reaching the first area of ZDR on Mac, with gameplay at 60 fps and cutscenes at 30 fps, including movies and music. The version-specific profile targets the base game plus update 2.1.0; this does not establish base-game-only compatibility.

At that 15 October checkpoint, this was early source-level bring-up, not a published release or full-game stability result. An unsigned IPA was built, but no iPhone/iPad device run was reported for Dread at that revision. The later iPhone report supersedes that device-status wording. SwitchToAny has not built or run it, and save/reopen behavior and end-to-end playthrough remain unverified here. The D2R Mobile player guide and its iCloud warning are unchanged.

The 15 October, 15:41 UTC source update adds 13 Sentinels: Aegis Rim 1.10. Its pinned README reports a Mac new game reaching the first battle at 60 fps with movies and sound. That 15 October README reported no IPA test. This author-reported early Mac bring-up is historical; see the later iPhone report. It does not establish complete-game compatibility or a formal release.

3D World + Bowser’s Fury: earlier Mac and diagnostic reports

The 16 October, 05:04 UTC source update adds Super Mario 3D World + Bowser’s Fury, base game plus update 1.2.2. The author reports World 1-1 on Mac at 60 fps with sound, including a five-minute level session without a crash or rising memory; Bowser’s Fury reaches Lake Lapcat. The 05:04 README reported no IPA test. These early Mac observations establish neither iPhone play, full-game compatibility nor save/reopen reliability. No formal release or SwitchToAny game test is implied.

16 October, 11:45 UTC diagnostic note: a later source comment describes iPhone-only magenta particles in World 1-1; the commit adds logging for comparison with Mac. The README at that revision still says Mac-only/no IPA tested. No device model, OS, session duration or confirmed fix is supplied. This diagnostic report alone does not establish iPhone/IPA compatibility or performance. The 14:18 iPhone report supersedes the older README wording and lists the magenta artifact at that checkpoint; the 16:41 follow-up above records the later fix claim and documentation discrepancy.

Breath of the Wild: earlier Mac shrine report

The 16 October, 08:07 UTC profile addition targets The Legend of Zelda: Breath of the Wild, base game plus update 1.9.0. The 10:59 UTC update reports 60 fps in the Shrine of Resurrection on Mac at docked 1600×900 and handheld 1280×720, improving the earlier roughly 48 fps docked report. The author reports new-game entry with sound and lighting; the frame-interval patch can fall back to 30 fps when a frame takes too long.

The 10:59 README reported no IPA test; the later iPhone report supersedes that status. The pinned README does not specify the Mac model, OS or session duration. This shrine-only author report does not establish open-world/full-game compatibility, iPhone/iPad play or save/reopen reliability. The profile contains only the merged 1.9.0 build IDs, so base-game-only compatibility is unestablished. No formal release or SwitchToAny game test is implied.

Separate project: SwitchWaker brings GameCube Wind Waker to Switch

SwitchWaker compiles the decompiled GameCube game with the Aurora renderer into a native port. It is independent of D2R Mobile, not a Nintendo-official release and not a general emulator. Its direction is GameCube → Switch, unlike the Switch → Apple/Android work above.

The project’s v0.4.2 release, published on 17 October 2026 at 15:04:49 UTC, provides separate USA and Europe Switch ZIPs with SHA-256 files. Follow the same-version installation guide and runtime-assets documentation: you need an Atmosphère/homebrew-ready Switch, homebrew title mode, and your own lawfully prepared, uncompressed GameCube ISO matching the package: USA GZLE01 revision 0 or Europe GZLP01 revision 0. The packages do not supply the game disc. Current release packages supersede the README’s older “no release binaries” description; this is not a requirement to compile everything yourself. Use the project release page rather than a third-party game bundle.

17 October, 10:52 UTC source update: main d3a19f4 merges a sea-chart zoom correction. The contributor’s 10:55 reply says each sector now selects its own island, including “Full sea chart,” and explicitly places the fix in the next release. At this 10:55 checkpoint, the current v0.4.1 packages are unchanged; this source/contributor report predates the v0.4.2 release below and is not a SwitchToAny device test.

17 October, 14:49 UTC source update: main 084291f merges 4451f9b’s Switch depth-copy correction. The contributor reports distant scenery softening on USA/handheld at Outset at noon, with 59.9 presents/s before and after. That single-scene presentation count is not a sustained gameplay benchmark. The 14:49 reply says it will ship in the next release; at this 14:49 checkpoint v0.4.1 is unchanged, with no site device test or new full-play/save validation. The later release below supersedes the pending-package status.

15:04:49 UTC release: v0.4.2, tagged at 084291f, now includes both the sea-chart and depth-of-field corrections, plus a rare crash fix affecting players who enabled the optional network debug server. The release says 0.4.x updates keep the existing disc, saves, settings and HOME icon; that is upstream guidance, not our save-migration test. Keep an independent backup and follow the same-version installation page. USA and Europe packages share the same install path, so only one region belongs on an SD card. No package was downloaded or run here.

The authors’ manual coverage is limited, mainly the opening island and selected areas; it does not establish a complete playthrough. v0.4.2 still lists missing disc videos, incomplete “Instant text” behavior in some cutscenes, and docked 60 fps falling to 30 in heavy scenes. A selected 60 fps mode is not sustained 60 fps evidence. SwitchToAny has reviewed the sources, not downloaded or run the packages or tested a device. This entry is a project/source pointer, not an installation tutorial or compatibility guarantee.

A sensible next step

If offline play suits you, check the prerequisites before choosing a build route. Record your exact device, OS, game build, project release, and signing method. That combination is more useful than a broad “works on iPhone” claim.

For code reuse, read the dependency disclosure: the root MIT license does not settle every component’s provenance or license, and seven offline rewrites have unknown original provenance and license. Technical feasibility, permission to reuse materials, and distribution eligibility need separate consideration.

SwitchToAny is independent of the project and platform owners. Our evidence method explains how we distinguish source inspection, maintainer reports, and our own tests.

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
Community-reportedCommunity Mac build 9.1 resource-check failure reported06:25 open issue; no publisher response or confirmed fix

Issue #17 reports v1.0.18 build 9.1 on macOS 26 rejecting a resource folder with 18 data files because build_manifest.psv and .build.config are absent. The reporter says older-build metadata allowed startup; this is an individual report, not a verified package-content audit.

Limit: No maintainer confirmation, replacement release, exact Mac model, duration or save/reopen result. Package contents were not downloaded or inspected. Do not treat the cross-version workaround as verified; check the publisher’s matching resource requirements before choosing this build. No SwitchToAny device test.

Project version
jiayx v1.0.18 build 9.1 macOS 26; issue #17 open
Source revision
issue17-created-2026-10-18T06:25:10Z
Checked
2026-10-18
Site runtime observation
Not performed
jiayx Mac resource-metadata report #17
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
Source inspectionXiaomi touch-control fix adopted after the Android release01:56 main merge; published v0.6.1 unchanged

PR #1 merged into 5d8e322 at 01:56:36 UTC. Main now requires a fully matching controller source mask plus a real stick/d-pad axis and adds visibility diagnostics. The prior contributor report remains v0.3 plus patch on Xiaomi 2510DRK44C/Adreno 830.

Limit: The released v0.6.1 still tags 863ff4a and excludes this merge. Adoption supplies no new exact Android OS, duration, full-control, performance or save/reopen test. No APK recommendation, SwitchToAny device test or new release is implied.

Project version
main 5d8e322; v0.6.1 remains 863ff4a without fix
Source revision
5d8e32210b6d54bc0f8140865332a8616766779f
Checked
2026-10-18
Site runtime observation
Not performed
Android Xiaomi controller-detection merge
Maintainer-reportedAndroid v0.6.1 adds optional Turnip and rotation handlingReleased 00:15 UTC; bounded device/source reports

v0.6.1 tags 863ff4a and publishes an APK/kit. The maintainer reports improved field-frame timing, smoother lighting with Turnip and preserved landscape rotation on the documented OPPO OPD2409/Adreno 830 Android 16 device. System remains default; the optional T30 driver requires API 30, while the app minimum stays API 29/Vulkan 1.1.

Limit: Driver loading may fall back to system; shader subgroup mismatch refuses launch (tested package 64 versus physical default 128). No new long-session, cross-device or fresh v0.6.1 import/save acceptance; hardened import rerun remains pending. At 01:02, Xiaomi PR #1 was unmerged; it remains absent from this release. Keep independent saves and prior signing cautions. No SwitchToAny APK/driver/game test.

Project version
Independent Android v0.6.1; tag 863ff4a; Xiaomi PR1 excluded
Source revision
863ff4a30471d24d4e1b3ea7a3098d09a80e3734
Checked
2026-10-18
Site runtime observation
Not performed
sydeEvans v0.6.1 release and pinned source reports
Maintainer-reportedOdyssey advances from no-image startup to reported Mac play00:22 Mac playability report; no phone acceptance

f1cc6be reports Odyssey base +1.4.1 playable on Mac after H.264 decoding, stick-history and HUD fixes. Preserved Metal position invariance corrects Cap Kingdom ground blocks in a four-frame comparison. The seven earlier games receive separate Mac smoke checks.

Limit: At 00:22, README still says being ported/not playable; the later reconciliation is recorded separately. This is specifically a Mac commit report. No exact Mac/OS, duration, measured FPS, save/reopen, full-game or iPhone/iPad result. Three geometry shaders remain untranslated; all eight chains change and matching Mac libraries/tables are still rebuilding. No release or site game test. Cuphead tooling adoption does not prove playable support.

Project version
nxnative f1cc6be; Odyssey base +1.4.1; unreleased
Source revision
f1cc6be850cfacd65053179799a7c7191b38ad0b
Checked
2026-10-18
Site runtime observation
Not performed
nxnative Odyssey Mac source report, 18 October 00:22 UTC
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-reportedBOTW no-BC startup assertion fixed in source; memory remains open18:45 source fix with Mac checks; no new phone retest

add5166 changes attachment, pipeline prediction and sampling-view checks to use the NVN texture format. The maintainer reports reproducing and clearing the assertion on Mac with DM_TEST_NO_BC=1, with other-game smoke checks unchanged. At 18:46 the owner confirms issue #4 remains open for memory pressure.

Limit: Historical 17 October checkpoint; the no-BC path is removed on 18 October. No post-fix iPhone/save validation or released package. The earlier 13:12 iPhone 14 Pro/A16 workaround report ended after about 200–220 seconds even with increased memory; it is not a test of add5166. BC content rendering remains incomplete and BC-to-ASTC is future work. D2R’s Legacy Device Pack tool is absent from nxnative; do not transfer that remedy.

Project version
nxnative add5166; BOTW 1.9.0; issue #4 still open
Source revision
add51669ca6aba351bd37e992434a7d95874e9c3
Checked
2026-10-17
Site runtime observation
Not performed
BOTW no-BC startup assertion fixed in source; memory remains open
Community-reportedQuick-action touch bindings: unmerged contributor fixOpen PR #81, non-draft and unmerged

PR #81 at 17:17 proposes exempting native UI actions 357, 358, 360–364 and 370 from learned/item-skill ownership checks so assigned actions are not masked as empty touch slots. The contributor reports 17/17 predicate checks and an iPhone 17 Pro/iOS 27.0.1 startup/save smoke using an isolated save copy.

Limit: Not on main 9393b00 or v1.0.18. The report does not individually exercise every action gesture; 33 unchanged formal save files are not a save-recovery test. Aggregate regression failed because LLVM tools were absent, three private-fixture tests were skipped and Mac smoke was not run. No maintainer adoption or SwitchToAny device test.

Project version
PR81 f08efc2; unmerged against main 9393b00
Source revision
f08efc2391c914fc001ec30bbd031dc968a614da
Checked
2026-10-17
Site runtime observation
Not performed
Quick-action touch bindings: unmerged contributor fix
Community-reportedClose targets, tooltip placement and pickup hardening remain drafts17:40–17:42 proposals; native acceptance pending

Draft #82 expands only close-button snap reach from 90 to 160 scaled layout units; revised #50 keeps side panels but chooses the item’s side and native vertical anchor; draft #83 adds an explicit healing/mana/rejuvenation item-code allowlist. Their authors report bounded production-function and UBSan checks.

Limit: All three are unmerged; no full game build or post-change iPad rendering/interaction acceptance is reported. #83 is defensive hardening, not proof that the unwanted-pickup report was reproduced or fixed; #9 remains open. Host assertions do not establish touch ergonomics, overlap-free layout or a released remedy.

Project version
PR82 3047829; PR50 6ad3590; PR83 ee98a62; all drafts/unmerged
Source revision
304782948f652336fef67994c58f9f56f8f278f8
Checked
2026-10-17
Site runtime observation
Not performed
Close targets, tooltip placement and pickup hardening remain drafts
Community-reportedXcode 26.2 Background Assets compile reportOpen report; proposed patch not adopted

Issue #78 at 16:06 UTC reports three missing BAAssetPackManager selector errors with Xcode 26.2/17C52 on M3 Max/macOS 15.8.1. The contributor proposes compatibility declarations and a separate older managed-download path, reporting an unsigned Release build with existing generated inputs.

Limit: Exact project revision is absent; do not assign a reproduced failure to every v18 build or Xcode version. No maintainer response/adoption, signing, installation or managed-download/device regression. Existing guide toolchain remains the author-recorded Xcode 26.6; no newly proven minimum or copy-patch remedy.

Project version
Xcode 26.2; exact D2R source revision unspecified
Source revision
issue-78-2026-10-17T16:06:57Z
Checked
2026-10-17
Site runtime observation
Not performed
Xcode 26.2 Background Assets build failure report
Community-reportedUpdate-check HTTP 530 report; client proposal pendingOpen issue #79 and draft/unmerged PR #80

A contributor reports build 10172332 on iPad17,1/iPadOS 27.2 repeatedly receiving HTTP 530, plus a separate outside-app request returning 1033 at 16:28 UTC. Draft PR #80/4976947 proposes clearer service-failure text and preventing rejected manifests from applying render_safe; 36 policy checks are reported.

Limit: No SwitchToAny endpoint/device test or established server recovery; 530 alone does not identify the backend cause. No exact release mapping or full native UI/device acceptance. Main and v18 lack this draft. Only configured update-check builds use SWUpdateURL; avoid reinstall/save deletion or unverified mirrors for this symptom.

Project version
Reported build 10172332; PR80 head4976947 unmerged
Source revision
issue-79-2026-10-17T16:29:24Z
Checked
2026-10-17
Site runtime observation
Not performed
Reported update-check outage and bounded client follow-up
Maintainer-reportedJoe excludes Switch 2 from his proposed general toolAuthor-stated scope; no new public tool

At 15:34:44 UTC Joe replies that NS2 is unsupported when asked about Switch 2 versions of The Witcher 3 and Cyberpunk 2077 in his general-porting discussion.

Limit: Applies to Joe’s current proposed tool, not every porting project or nxnative. It is a support-boundary statement, not a game/device test, a tool release or proof that all original-Switch titles work.

Project version
Joe general prototype; not an nxnative support statement
Source revision
post-2111481043488526617-2026-10-17T15:34:44Z
Checked
2026-10-17
Site runtime observation
Not performed
Joe reply: NS2 is not supported
Maintainer-reportedLink’s Awakening physics and outdoor-blur source fixes16:02 Mac checks; iPhone testing at that checkpoint

d1d68e8 at 15:27 reports fixing a physics-worker race when entering 30 fps, with Mac stress runs covering 138–257 transitions and house entry/exit. f900279 at 16:02 fixes outdoor blur using runtime depth mode; Mac Mabe Village and Wonder title comparisons are reported.

Limit: At the 16:02 checkpoint: no new verified iPhone fix, exact device/OS/duration, full-play or save/reopen result; README still says iPhone testing and releases are empty. The 18:25 follow-up is recorded separately. Mac shader libraries were rebuilt for four named games, not all profiles. Removed gallery platform captions do not turn Mac captures into iPhone evidence. Separate A16/BOTW issue #4 remains unresolved.

Project version
nxnative f900279; Link’s Awakening base +1.1.0; unreleased
Source revision
f900279c2fdcde7a8e6bab85710d9583a2a02ad6
Checked
2026-10-17
Site runtime observation
Not performed
nxnative runtime depth mode and bounded Mac validation
Maintainer-reportedSwitchWaker v0.4.2 releases chart and depth fixesReleased at 15:04:49 UTC

v0.4.2 tags 084291f and releases sea-chart zoom, Switch depth of field and a rare crash with the optional debug server enabled. USA/Europe Switch ZIPs and checksum files are listed. The release says existing 0.4.x disc/saves/settings remain on update.

Limit: Release-note/metadata and same-version document review only; no package download or device/save test. Own matching revision-0 disc and title-mode homebrew requirements remain. Videos and some instant-text behavior remain incomplete; docked 60 fps can drop to 30 in heavy scenes. Not a full-play or save-migration guarantee.

Project version
SwitchWaker v0.4.2
Source revision
084291f791d40b0ce2d389659bad0acab375d5f3
Checked
2026-10-17
Site runtime observation
Not performed
SwitchWaker v0.4.2 release
Maintainer-reportedSigning claims have different dates and scope11:31 author post; 13:11 release qualification retained

At 11:31:37 UTC the author says Sideloadly worked in a test and AltStore signing is normal after PR #76. The later 13:11:59 v1.0.18 release still lists the Sideloadly signer as untested and describes codesign/ldid checks.

Limit: The post does not identify device/OS, signing-tool version or a complete install/startup session. Keep each source’s wording and time; neither establishes a verified end-to-end route or proves the other source wrong. No SwitchToAny signing/device test.

Project version
Post references public main 3af961d; later v1.0.18 notes retain limits
Source revision
post-2111419858445627556-2026-10-17T11:31:37Z
Checked
2026-10-17
Site runtime observation
Not performed
Author reply on Sideloadly and AltStore signing
Maintainer-reportedAudio mixing fix exported; release shells pendingMain 9393b00; not in v1.0.18 shells

At 14:39 UTC the owner closes #77 after reporting three device smoke runs with Playback + MixWithOthers. Public commit 9393b00 at 14:08 adds the option and effective-setting logs. Source builders can rebuild; release-shell users must wait for the next release.

Limit: v1.0.18 tag/assets still point to 120fe55. The smoke report gives no exact device/OS, session duration or per-app validation details; it is not our test. The original report build remains unspecified. Mixing keeps background music playing; this does not establish broad call/sharing or save stability.

Project version
Main 9393b00; release v1.0.18 remains 120fe55
Source revision
issuecomment-6235202338
Checked
2026-10-17
Site runtime observation
Not performed
Owner closes audio issue after public-source fix; release shells pending
Maintainer-reportedSeparate jiayx v1.0.18 community buildsPublished; explicitly not device-tested

jiayx publishes iOS build 10.1 at 14:23:50 UTC and Mac build 9.1 at 14:22:13, both from D2R source 120fe55. Release labels distinguish iOS 18–25/26+ and macOS 15–25/26+ variants; both descriptions explicitly say no physical-device test.

Limit: Independent publisher, not an upstream shell or SwitchToAny-certified install. Metadata/notes only; no package download, signing, game or save test. These 120fe55 builds exclude the later 9393b00 audio fix; older build-9.1 user results do not validate them. Supply only game files you are entitled to use.

Project version
iOS v1.0.18 build 10.1 / Mac build 9.1; D2R source 120fe55
Source revision
v1.0.18-build.10.1
Checked
2026-10-17
Site runtime observation
Not performed
jiayx v1.0.18 iOS build 10.1 release
Maintainer-reportedLink’s Awakening enters iPhone testing13:04 source update; testing, not a release

README 280ead9 changes Link’s Awakening base +1.1.0 from Mac-only/no iPhone test to testing on an iPhone. The author reports stencil-copy and outdoor-shader corrections. Unprofiled games now get a survey, guessed provisional profile and best-effort IPA; README warns the IPA may not start.

Limit: Commit time is 13:04:33 UTC, newly reconciled in this review, not a post-14:00 event. No exact iPhone/OS, run duration, save/reopen or full-play validation; no GitHub release. Unsupported games remain unsupported despite an output IPA. Not a site runtime test or a fix claim for the separate A16/BOTW issue.

Project version
nxnative 280ead9; Link’s Awakening base +1.1.0; unreleased
Source revision
280ead98ea731cb5138be6cd0e472cdc2341582d
Checked
2026-10-17
Site runtime observation
Not performed
nxnative iPhone-testing and provisional-profile source update
Community-reportedSwitchWaker depth-of-field source correction14:49 historical checkpoint; not in v0.4.1

Fix 4451f9b, merged as 084291f at 14:49 UTC, corrects depth-copy conversion on Switch. The contributor reports softened distant scenery on USA/handheld at Outset at noon, with 59.9 presents/s before and after, and says it will ship in the next release.

Limit: At the 14:49 checkpoint, v0.4.1 packages remain unchanged. One scene’s presentation rate is not sustained gameplay performance, full-play or save validation. Duration and wider coverage are absent; no SwitchToAny device/package test.

Project version
14:49 checkpoint: main 084291f; v0.4.1 unchanged
Source revision
4451f9be393a4962214c0e9722869c0300e7b6a9
Checked
2026-10-17
Site runtime observation
Not performed
SwitchWaker depth-copy fix and bounded console report
Maintainer-reportedv1.0.18 release and maintainer checksReleased; same-version rebuild required

Released at 13:11:59 UTC from 120fe55 with two build-input ZIPs and SHA256SUMS.txt. Includes touch/native-window/mouse/Guest-signing and community corrections. Maintainer reports host/iOS/graphics checks, iPhone 17 Pro Max and Mac smoke runs, fresh shell packaging and codesign/ldid checks.

Limit: Redo packaging step 1 with matching source and shell; keep phone resource archives and independent save backups. Signer-component tests are not full AltStore installation; the release lists Sideloadly as untested. No site game/device/save test, broad compatibility or sustained-performance guarantee. A12Z excluded; 4 GB remains high-risk. #77 audio mixing fix is planned for a later release.

Project version
v1.0.18
Source revision
120fe55c02a5633476998a44f8c3c3c809fa48b0
Checked
2026-10-17
Site runtime observation
Not performed
v1.0.18 release and maintainer checks
Maintainer-reportedForeground audio interruption: next-release planHistorical 13:45 plan; not fixed in v1.0.18

Issue #77 reports interruption of ChatGPT voice/screen sharing and background music on iPhone/“ios27.01”, even with game volume zero. At 13:45 UTC the owner attributes it to Playback without MixWithOthers and plans mixing in the next release.

Limit: Exact iPhone model, project version/build and signing route are absent; do not assign the report to a specific v18 package. No released fix, independent reproduction or site test. Muting is not an established workaround.

Project version
Unspecified report build; fix planned after v1.0.18
Source revision
issuecomment-6234611843
Checked
2026-10-17
Site runtime observation
Not performed
Foreground audio interruption: next-release plan
Maintainer-reportedMaintainer relays a brief 4 GB mini 6 runExperimental; severe memory pressure

README 120fe55 relays a player’s iPad mini 6/A15/4 GB/iPadOS 27 run with Legacy Device Pack: a few minutes of Act I, 50–58 fps after automatic quality reduction, constant warnings and about 560 MB below the system memory limit.

Limit: Exact tested build, signing method, test date, save/reopen and sustained stability are unspecified. Busy-scene termination is a risk, not a recorded result here. The 12:26 README-only commit became v1.0.18; the player’s tested build remains unspecified. Not a site test or all-4-GB guarantee.

Project version
README 120fe55; tested build unspecified
Source revision
120fe55c02a5633476998a44f8c3c3c809fa48b0
Checked
2026-10-17
Site runtime observation
Not performed
Maintainer relays a brief 4 GB mini 6 run
Community-reportedXiaomi hidden touch controls: upstream proposal17 October checkpoint: open PR; v0.3 unchanged

On 2510DRK44C/Adreno 830, the author reports v0.3 plus 6ac0919 restores visibility of the stick and five button groups by requiring actual axes for controller detection. sydeEvans PR #1 contains the patch.

Limit: At the 17 October checkpoint PR is open/unmerged; main 8e22959 and released v0.3 lack the change, and the fork has no release. Android OS, duration, full controls, performance and save reliability are unspecified. Android CI not run; not our device test or APK recommendation.

Project version
v0.3 plus fork patch; sydeEvans PR #1 unmerged
Source revision
6ac0919294ac47b65487d80de4af634fd0fb5915
Checked
2026-10-17
Site runtime observation
Not performed
Xiaomi hidden touch controls: upstream proposal
Maintainer-reportedGuest signing correction publicly exported11:19 historical checkpoint; v17 unchanged

The maintainer exported PR #76 as 3af961d at 11:19 and closed it without a GitHub merge. At 11:26 they report macOS ldid component checks with valid bounds and matching page hashes after ad-hoc/test-certificate signing.

Limit: The v1.0.17 tag/shells are unchanged. Signer-component checks are not end-to-end AltStore installation or a new LiveContainer package/device retest. At the 11:26 UTC checkpoint, Sideloadly remains untested; no site runtime test.

Project version
Public main 3af961d; v1.0.17 release unchanged
Source revision
3af961d3c0e8b97d3a380a4d66d61e466b14239f
Checked
2026-10-17
Site runtime observation
Not performed
Guest signing correction publicly exported
Community-reportedOriginal keyboard-crash reporter says alternate build playsOne reporter follow-up

At 12:33 UTC the original M1 iPad/iPadOS 26.5.2/LiveContainer reporter says build 9.1’s iOS 18-compatible variant allows normal play; the issue later closed. This is not an OS downgrade.

Limit: Duration, scene coverage, save/reopen and independent reproduction are absent. No root-cause proof, general compatibility claim or site installation recommendation. The original 06:58 failure and 08:28 diagnostic suggestion remain historical.

Project version
Community v1.0.17 build 9.1 iOS 18-compatible variant
Source revision
issuecomment-6233923370
Checked
2026-10-17
Site runtime observation
Not performed
Original keyboard-crash reporter says alternate build plays
Community-reportedA16 BOTW no-BC texture-view crash report12:51 historical report; no merged fix then

Issue #4 reports a launch assertion on iPhone 14 Pro/A16/iOS 27.0 with source 9579030 and BOTW 1.9.0. The reporter also reproduces the no-BC path on Mac and describes higher memory use.

Limit: The local diagnostic workaround discards BC4 texture content; reaching the field there is not a complete fix or verified iPhone gameplay/save result. At that 12:51 checkpoint: no merged fix, duration/save validation or site reproduction; not a workaround recommendation. The later assertion fix and remaining memory issue are recorded separately.

Project version
nxnative 9579030; BOTW base +1.9.0
Source revision
issue-4-2026-10-17T12:51:57Z
Checked
2026-10-17
Site runtime observation
Not performed
A16 BOTW no-BC texture-view crash report
Community-reportedLiveContainer Guest signing-space proposalHistorical proposal; source later exported

PR #76 proposes reserved code-signature space for a Guest __LINKEDIT load error. The contributor reports booting a post-processed v1.0.14 package on iPhone 15 Pro/iOS 27.0, with Linux signing-harness and byte-comparison checks.

Limit: At the 11:05 UTC checkpoint it was open/unmerged, with macOS r44 and Apple codesign checks reported; source adoption followed at 11:19. Not a device run of a newly built PR package, gameplay/save test, released v1.0.17 fix or SwitchToAny test. Sideloadly and end-to-end AltStore installation remain unverified; the later ldid component checks are separate.

Project version
Historical PR #76 head; device report uses modified v1.0.14
Source revision
a05413516c57a56db3418786c4f3a9b87e679c96
Checked
2026-10-17
Site runtime observation
Not performed
PR #76: reserved Guest code-signature space
Maintainer-reportedAuthor reports a broader packaging prototypeAuthor announcement; tools not yet public

Joe reports initial broader packaging work at 08:09 UTC; full-screen adaptation remains in progress. Later images show a Silksong title menu and Animal Crossing scene; the 10:39 reply says the development tools are still awaiting publication.

Limit: No device/OS, measured FPS, duration, save/reopen validation or public tool established. Ten-minute packaging and performance claims/goals are not site benchmarks or broad compatibility. Windows/Mac statements concern his planned tool, not nxnative validation.

Project version
Unreleased author prototype; no public version
Source revision
post-2111368901204582505-2026-10-17T08:09:08Z
Checked
2026-10-17
Site runtime observation
Not performed
Joe: initial general packaging progress
Source inspectionSwitchWaker sea-chart zoom change on main10:55 historical checkpoint; next release pending

Main d3a19f4 merges the sea-chart sector zoom correction at 10:52 UTC. The contributor says each sector selects its own island, including Full sea chart, and explicitly says it will ship in the next release.

Limit: At the 10:55 checkpoint, the release remains v0.4.1. Source and contributor statement only; no SwitchToAny device, long-play or save test, and no new package recommendation.

Project version
10:55 checkpoint: main d3a19f4; v0.4.1 unchanged
Source revision
d3a19f457111b61ab2ee3985f269257ea73674db
Checked
2026-10-17
Site runtime observation
Not performed
SwitchWaker sea-chart zoom merge
Maintainer-reportedPreviously internal corrections exported on 17 October09:47 historical checkpoint; v17 unchanged

46cb318 exports Nintendo mapping, minimap #64, scanner #55, tvOS #56 and touch UI #74. Later 6edec84 adds the empty-slot rim adjustment; #74 closed without a GitHub merge.

Limit: v1.0.17 shells remain unchanged. Earlier 35-second iPhone smoke evidence does not validate the final rim change, iPad use or long play. NPC Act-travel #61 and tvOS save limits remain separate. No SwitchToAny runtime test.

Project version
Public source 46cb318 / 6edec84; release v1.0.17 unchanged
Source revision
46cb318b17e4b75c2e7a45d4256fa79edbfaef1e
Checked
2026-10-17
Site runtime observation
Not performed
D2R Mobile public export 46cb318
Maintainer-reportedA12Z proposal changes the earlier impossibility conclusionSource-reviewed proposal; acceptance pending

At 07:52 UTC the owner endorsed a per-slot-binding approach and withdrew the earlier categorical A12Z conclusion. Required acceptance includes existing Metal 3 output parity except the chain field, A12Z logs/scenes/thermals, a separate roughly 170 MB shader tier and at least 6 GB physical RAM.

Limit: No related public PR, merge or release at review. The owner has no A12Z; the contributor’s roughly 60 FPS/heat report lacks a pinned build, OS and duration. The released v1.0.17 route remains unchanged. Not an available install route or our compatibility test.

Project version
Unmerged A12Z proposal; released v1.0.17 unchanged
Source revision
issuecomment-6231411334
Checked
2026-10-17
Site runtime observation
Not performed
A12Z proposal changes the earlier impossibility conclusion
Maintainer-reportedLink’s Awakening sound, doorway and foliage source fixesAuthor report; platform wording differs

9579030 reports fixes for missing game music/effects, doorway lighting tiles and the shadow/depth pre-pass that hid foliage. The prior shadow/depth pre-pass failure is reported fixed; two pixel shaders not loaded in recorded runs still fail translation and SR_Y_DIRECTION remains open.

Limit: At the 07:34 UTC / 9579030 checkpoint, README still says Mac running / iPhone untested; graphics notes call the doorway fix “Mac and iPhone” without an iPhone model, OS or validation session. No new verified iPhone support, full-game/save test or release is established. SwitchToAny has not run it.

Project version
Link’s Awakening base +1.1.0; source 9579030
Source revision
9579030e5b1f0443c12b7376559560915b6d4c4b
Checked
2026-10-17
Site runtime observation
Not performed
Link’s Awakening sound, doorway and foliage source fixes
Maintainer-reportedMaintainer suggests a Metal-path comparison for issue #16Diagnostic suggestion; result unconfirmed

At 08:28 UTC jiayx suggested existing v1.0.17 build 9.1’s iOS 18-compatible variant on the same iPad/LiveContainer settings. iOS 18 is its minimum OS, not a downgrade request; existing Data can remain and saves should be backed up.

Limit: At the 08:28 checkpoint no retest result was available; a later 12:33 reporter result is recorded separately. Traditional Metal versus Metal 4 is the maintainer’s diagnostic hypothesis, not proof of cause or a SwitchToAny installation recommendation. No uninstall/reset instruction.

Project version
Community v1.0.17 build 9.1; proposed comparison only
Source revision
issuecomment-6231746150
Checked
2026-10-17
Site runtime observation
Not performed
Maintainer suggests a Metal-path comparison for issue #16
Maintainer-reportedsydeEvans v0.3 has a generic APK and PC kitHistorical v0.3 release; validation incomplete

v0.3 was published on 17 October at 05:06 UTC from b538fcda. Main 8e22959 adds only documentation/screenshots. The author reports OPPO OPD2409 / Adreno 830 Act I camp around 60 FPS, and one level-1 AndroidProbe restoration with 17/17 backup files matching. This independent snapshot identifies upstream 2eb5758, not the latest Apple release, as its baseline.

Limit: Not our device or binary test. Requires a computer, own inputs/keys and matching shader configuration; documents use 3.3.94012, not dodola 91738. Packing does not validate game version/digests. Clean import was tested on v0.2; the hardened import still needs a fresh device run. Full-game/long-session/save safety is unestablished. Debug signing and automatic-backup-disabled settings require caution; save import replaces the tree, so retain an independent export. MIT code does not license game assets.

Project version
Community v0.3 tag b538fcda4c1690d9b9af8f20a95c0fdc98a6874d; docs 8e22959
Source revision
8e22959fd9b51f9743a043f786ce8990c9e1e02e
Checked
2026-10-17
Site runtime observation
Not performed
sydeEvans/d2r-android · v0.3 plus dated main documentation
Community-reportedM1 iPad / LiveContainer system-keyboard exit report06:58 report: first-character naming blocked

Issue #16, opened 17 October at 06:58 UTC, reports repeatable exit when the naming keyboard appears on iPad13,4 (M1), iPadOS 26.5.2 and LiveContainer 3.8.10, using community v1.0.17 build 1.1 / shell 3.3.94012-r44 / iOS 26 IPA. The reporter says the 18 resources pass and the main menu loads.

Limit: No maintainer diagnosis or confirmed fix. The proposed GPU cause and exclusion of out-of-memory are unverified reporter interpretations; original crash files were not independently examined here. Not a general M1, v1.0.17 or LiveContainer failure, nor a SwitchToAny device test. The original 06:58 report does not show first-play/save success; the later reporter follow-up is separate.

Project version
Community v1.0.17 build 1.1; LiveContainer 3.8.10
Source revision
issue-16-2026-10-17T06:58:44Z
Checked
2026-10-17
Site runtime observation
Not performed
jiayx/d2r-mobile-build · issue #16, 17 October 2026 06:58 UTC
Maintainer-reportedD2R author points broader-porting readers to nxnativeProject recommendation; platform prerequisites remain

On 17 October at 03:19 and 03:28 UTC, Joe recommended the independent seedds/nxnative project to readers waiting for broader porting. His 04:34 reply did not confirm Windows-only preparation for that project.

Limit: This is a recommendation, not a D2R general-converter release, merger or compatibility test. The nxnative README at the 03:34 UTC / 65fa9ca checkpoint requires a Mac with Xcode/tools, matching user-supplied inputs and keys, then signing/sideloading. At that checkpoint, six author-reported iPhone-tested titles remain separate from Mac-only Link’s Awakening; iOS/iPadOS 26+ and an empty Releases list remain. No SwitchToAny runtime test.

Project version
Independent nxnative; README checkpoint 65fa9ca
Source revision
X post 2111298227631005894
Checked
2026-10-17
Site runtime observation
Not performed
Joe · public recommendation, 17 October 2026 03:28 UTC
Maintainer-reportedBOTW prompt-glow rectangles: expanded shader handlingSource correction; scoped Mac comparison

At 03:34 UTC on 17 October, 65fa9ca expands alpha-from-red handling to all 26 layout pixel-shader variants, limited to render targets. The author reports correcting cream cloud rectangles left after the earlier shadow fix. A Mac prompt fade-in comparison shows the glow following the words; the steady bar, location title and pause/controls screen remain unchanged.

Limit: The symptom was also reported on iPhone, but no new iPhone fix-validation session, exact device/OS or duration is documented. Not a SwitchToAny runtime test or general graphics guarantee. At the 03:34 UTC checkpoint there is no release; the six iPhone titles, Mac-only Link’s Awakening, Engage audio issue and 3D World source/README discrepancy remain unchanged.

Project version
nxnative source 65fa9ca (unreleased; BOTW update 1.9.0)
Source revision
65fa9caab486768f70da98c51c2421aff76f676d
Checked
2026-10-17
Site runtime observation
Not performed
nxnative · 65fa9ca, 17 October 2026 03:34 UTC
Maintainer-reportedLink’s Awakening 1.1.0 and a scoped BOTW HUD fix00:28 historical Mac bring-up; iPhone untested

At 00:28 UTC on 17 October, the author reports Link’s Awakening, base game plus update 1.1.0, running on Mac; the README explicitly says it has not been tested on an iPhone. Graphics notes cover the house, beach and menus. The same revision reports a named-shader BOTW HUD prompt-shadow fix for Mac and iPhone, with a documented Mac shrine-route comparison at frame 7000.

Limit: No SwitchToAny runtime test. Link’s Awakening still has one shadow-map pipeline build failure and two pixel-shader translation failures not encountered in recorded runs. Mac model, OS, duration, title-specific save/reload and full-game coverage are unspecified. Other BOTW screen-specific shader variants may need work. The six earlier iPhone-tested titles are unchanged; README still lists Engage background-return audio and 3D World magenta issues. GitHub Releases is empty.

Project version
nxnative source eefafeb (unreleased; Link’s Awakening update 1.1.0)
Source revision
eefafeb45e951616a4c2eae9b8b86161cb0bab49
Checked
2026-10-17
Site runtime observation
Not performed
nxnative · eefafeb, 17 October 2026 00:28 UTC
Community-reportedNative iPhone window and main-only startup regressionContributor device report; source merged

PR #73 reports a signed Release build with Xcode 27.1 on iPhone 16 Pro / iOS 26.6.1: an in-place app update reached character selection and area 1 with the existing character/resources retained. Logs/capture reportedly show an 874×402-point window and 2622×1206-pixel texture/viewport/canvas. The maintainer merged it as 21cf97b at 17:35 UTC, confirming that removing the unused CommitSaveData forced entry fixes the startup abort introduced by #67; transactional Commit and strict loader checks remain.

Limit: The dimensions are not a performance measurement. This is a contributor report, not a SwitchToAny runtime test; duration, wider device coverage and long-term save safety are unknown. The screenshot was kept locally, not attached. The contributor reports 68 filesystem checks but did not rerun the full host/graphics/rewrite suites. v1.0.17 and its public shells are unchanged and predate #67; neither the temporary main-only regression nor this fix was shipped in those shells.

Project version
Post-v1.0.17 source; PR #73 merged as 21cf97b
Source revision
9e4b1552a7ba10fef2afa2c608e1db09b51cadec
Checked
2026-10-16
Site runtime observation
Not performed
D2R Mobile · contributor PR #73, merged 16 October 2026 17:35 UTC
Maintainer-reported3D World magenta fix claim and English game-language defaultSource fix reported; README still lists issue

At 16:41 UTC on 16 October, the author reports fixing iPhone 3D World World 1-1 magenta blocks by ending the affected pass and sampling an attachment snapshot for selected draws. The source also makes English the default game language, with DM_LANG=zh-Hans in Documents/env.txt for Simplified Chinese.

Limit: The same-revision README still lists the magenta issue. The diagnosis names A20 Pro/M4 Pro chips but gives no exact handset, OS build or completed run duration for the fix. This is not a SwitchToAny runtime test, universal graphics fix or released package. Engage background-return audio remains listed; GitHub Releases is empty.

Project version
nxnative source 20cba12 (unreleased; 3D World update 1.2.2)
Source revision
20cba12c4299d77f05b6bbfd3dfa42d6c6035da4
Checked
2026-10-16
Site runtime observation
Not performed
nxnative · commit 20cba12, 16 October 2026 16:41 UTC
Maintainer-reportedAn empty Mac save can make Options unreachableConfirmed Mac/controller-mode empty-save bug

The maintainer confirms that front-end automation repeatedly returns an empty-save Mac/controller-mode session from the main menu to character creation. Creating a character first or launching with DM_FE_AUTO=0 are confirmed upstream workarounds. The report used source 17845634 on Mac16,8 / macOS 26.7.1.

Limit: The maintainer plans to queue a fix; it is not released. DM_FE_AUTO=0 disables front-end automation; it is not an in-app option. SwitchToAny has not reproduced the bug or workarounds. This does not diagnose other menu failures or justify deleting existing saves.

Project version
Reported Mac source 17845634; fix pending
Source revision
17845634d71341cca1debf43ad79ac25c6a3a97a
Checked
2026-10-16
Site runtime observation
Not performed
D2R Mobile · owner confirmation, 16 October 2026 16:47 UTC
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
Community-reportedTwo minimap failures need different fixesContributor device checks at cd2200d

dormonbear’s PR #64 reports a coordinate-drift fix for input-mode switches and layout rebuilds. The contributor reports eight input-mode switches and one background return on iPhone 15 Pro Max / iOS 27.0.1 with head cd2200d, custom build 1021. PR #61 instead addresses the minimap’s visibility flag after NPC Act travel.

Limit: PR #64 is closed and unmerged, not an official v1.0.17 fix; PR #61 remains a draft. These contributor checks are scoped to cd2200d, separate from the later internal-adoption report. iPad Air 5 was checked only on an earlier revision. NPC Act travel, waypoints and long play remain unverified; screenshots were not attached. This does not resolve all of issue #49. SwitchToAny has not run these checks.

Project version
PR #64 head cd2200d (closed, unmerged; contributor build 1021)
Source revision
cd2200da060bde2882feb3d81acc8d2fd669fde3
Checked
2026-10-16
Site runtime observation
Not performed
D2R Mobile · contributor PR #64, opened 16 October 2026
Maintainer-reportedBreath of the Wild: bounded Mac shrine report10:59 Mac report; no IPA test then

The base game plus update 1.9.0 profile was added at 08:07 UTC on 16 October. At 10:59 UTC, the author updated the Mac Shrine of Resurrection report to 60 fps at docked 1600×900 and handheld 1280×720, with sound and lighting.

Limit: At this 10:59 UTC source checkpoint: No IPA was tested; Mac model, OS and session duration are unspecified. The patch can fall back to 30 fps. This is an author report, not a SwitchToAny test, full-game/open-world compatibility or verified save/reopen behavior. No GitHub release was published at review.

Project version
nxnative source ff74840 (unreleased; game update 1.9.0)
Source revision
ff74840187d5ca4dda914bb80ffbd86cb0cce96b
Checked
2026-10-16
Site runtime observation
Not performed
nxnative · README at ff74840, 16 October 2026 10:59 UTC
Maintainer-reported3D World + Bowser’s Fury joins the Mac bring-up profiles05:04 Mac report; no IPA test reported

nxnative adds a profile for Super Mario 3D World + Bowser’s Fury, base game plus update 1.2.2. Its author reports Mac entry into World 1-1 and Lake Lapcat, with a five-minute 3D World level check.

Limit: At this 05:04 UTC source checkpoint: No IPA was tested and no GitHub release was published at review. These are limited author reports, not SwitchToAny tests, full-game compatibility or verified save/reopen behavior.

Project version
nxnative source 42a50ef (unreleased; game update 1.2.2)
Source revision
42a50effdda418fd03d9e15c569d75a3a466d1d4
Checked
2026-10-16
Site runtime observation
Not performed
nxnative · README at 42a50ef, 16 October 2026
Maintainer-reportedLimited Android device reports; installation route incompleteCommunity Android experiment

dodola reports Mali-G610 MC6 and Adreno 830 device runs and branch-level basic play/save/cold-start checks. The Android-specific reports target build 91738.

Limit: No public APK or complete fresh-clone install route at review. Not an upstream Android release or our device test. Apple 94012 instructions and v1.0.17 module behavior cannot be assumed to apply; full progression and long-term save safety remain unverified.

Project version
Android source 642480b (experimental; build 91738)
Source revision
642480b7606cf4adda30bcf009eb56f87745c908
Checked
2026-10-16
Site runtime observation
Not performed
dodola Android experimental README and linked platform reports
Maintainer-reportedv1.0.17 replaces withdrawn v1.0.16Published save hotfix

The maintainer reports fixes to personal-stash page loss, incorrect removal of matching items and repeated iCloud returns. Reported checks include scripted Mac kill/restart cases, merge interruptions, host/unit tests and shell packaging.

Limit: Existing losses or duplicates from v1.0.16 are not repaired. Back up the entire save folder independently before updating. Personal-stash defects are not limited to iCloud. Matching source and ZIP build input are required; public-shell iPhone installation and recovery were not tested by SwitchToAny.

Project version
v1.0.17
Source revision
9de307ecaff42b3c9d45e58992c848ee89b8f6a1
Checked
2026-10-15
Site runtime observation
Not performed
D2R Mobile v1.0.17 hotfix release
Maintainer-reportedv1.0.16 withdrawn for save defectsWithdrawn release

The maintainer withdrew v1.0.16 for personal-stash page loss and repeated iCloud shared-stash returns, and recommends v1.0.17.

Limit: Existing losses or duplicates from v1.0.16 are not repaired. Back up the entire save folder independently before updating. Personal-stash defects are not limited to iCloud. Matching source and ZIP build input are required; public-shell iPhone installation and recovery were not tested by SwitchToAny.

Project version
v1.0.16
Source revision
afad65c895386a96dfb863f2317e41d61222a5a9
Checked
2026-10-15
Site runtime observation
Not performed
D2R Mobile v1.0.16 withdrawal notice
Source inspectionMain changes Rift defaults and adds a 3D-quality choiceSource review, now included in v1.0.16

Commit afad65c changes Rift base density from ×3 to ×1.5, tiered elite-pack multipliers from ×2–4 to ×1–2, and default base progress from 250 to 125. The separate 3D Quality setting defaults to smoothness first; quality first disables automatic resolution lowering. It also adds a display-callback stall fallback.

Limit: Not included in v1.0.15 shells; now in v1.0.16. v1.0.16 is withdrawn; see the v1.0.17 hotfix before upgrading. Rift configuration is not a count of actual encounters and does not apply to all ordinary adventuring. These source changes do not guarantee 60 fps, unchanged run duration or device-level fixes. No SwitchToAny game/device tests.

Project version
main afad65c (now v1.0.16)
Source revision
afad65c895386a96dfb863f2317e41d61222a5a9
Checked
2026-10-15
Site runtime observation
Not performed
D2R Mobile source review, 15 October 2026 09:12 UTC
Source inspectionD2R main is ahead of v1.0.15Source review, now included in v1.0.16

Main 44a6770 adopts the separate Apple TV community preview and delayed Guardian-wave fix, and adds shared-stash conflict merging. The tvOS documentation explicitly places saves in purgeable Caches.

Limit: Not included in v1.0.15 shells; now in v1.0.16. v1.0.16 is withdrawn; see the v1.0.17 hotfix before upgrading. This 44a6770 checkpoint documents author-reported Apple TV character selection, not verified gameplay or saves; later community results are separately dated. Source checks do not establish loss-free iCloud recovery; retain backups. No SwitchToAny game/device tests.

Project version
main 44a6770 (included in v1.0.16)
Source revision
44a6770601a78404c180d30a5a066d0a288b198c
Checked
2026-10-15
Site runtime observation
Not performed
D2R Mobile source review, 15 October 2026
Maintainer-reportedMetroid Dread 2.1.0 reaches ZDR on Mac15 October Mac report; iOS untested then

The related nxnative project adds a version-specific Metroid Dread 2.1.0 profile. The author reports reaching the first area of ZDR on Mac, with gameplay at 60 fps and cutscenes at 30 fps, movies and music. An unsigned IPA builds.

Limit: At this 15 October source checkpoint: No Dread iPhone/iPad device run was reported. Early source bring-up, not a published release, full-game stability or save/reopen validation. SwitchToAny has not built or run it. This is not D2R Mobile support.

Project version
nxnative source a9c56fd (unreleased)
Source revision
a9c56fdb2c3108d971eb49498e21289f1a0efaa5
Checked
2026-10-15
Site runtime observation
Not performed
nxnative Metroid Dread Mac bring-up, 15 October 2026
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
Maintainer-reportedEngage reaches movie and name entry on iPhoneiPhone opening + Mac timing report

The smbw-mobile author reports an initial iPhone run reaching the opening movie and name entry without crashing on 15 October. Audio after background return remains under investigation. A later Engage 2.0.0 game-code patch uses corrected 60 fps timing in game mode; its timing comparison and 370-second battle/dialogue run are Mac author reports.

Limit: Exact iPhone model, OS and signing method are unspecified. This does not establish iPhone battle gameplay, save/reopen testing or long-session stability. Mac battle reports are separate. SwitchToAny has not run the game; this is not a general compatibility list or an AnySwitch / Switch2Apple release.

Project version
smbw-mobile source 3b8fc05 (unreleased)
Source revision
3b8fc054e7410aa819322eee5898561c8651df03
Checked
2026-10-15
Site runtime observation
Not performed
smbw-mobile README and timing patch, 15 October 2026 04:56 UTC
Maintainer-reportedv1.0.15: ZIP build inputs and startup guardsRelease packaging + startup checks

The maintainer reports ZIP shells, checks for incomplete or mixed-release packages and unsupported Metal 3 devices, threaded graphics translation, and saving when leaving the app paused. Fresh builds and packaging, unit tests, Mac smoke runs and iPhone testing of the launch self-check before merge are reported.

Limit: The ZIP is build input, not installable. Repackage with the same-release source and shell even though r44 is unchanged. A14 / M1 is the chip minimum; 4 GB RAM remain unsupported. Heavy scenes still drop frames. Sideloading-tool installation and Linux packaging remain unverified; these are maintainer reports, not our device or save-recovery tests.

Project version
v1.0.15
Source revision
b94670c795e28742abe1a9cadd64a234a77260ab
Checked
2026-10-14
Site runtime observation
Not performed
D2R Mobile · v1.0.15 release notes
Maintainer-reportedv1.0.14 needs a new shell despite unchanged r44 outputRelease fixes + package builds and Mac automation

The maintainer reports restoring NPC dialogue through 5.1-to-stereo downmixing, about 0.5 GB less resident memory, Mac audio output, and in-game 16:10 display filling. Both shells and their install packages were built from fresh public-source workspaces; host builds, unit tests, Mac smoke checks and an unattended older-API Mac in-game run are reported.

Limit: Use the v1.0.14 shell and matching source: older shells lack these app fixes even though the rewriter remains r44. Devices with 4 GB RAM remain unsupported; Mac menus and character selection remain 16:9. These are maintainer reports, not SwitchToAny measurements or confirmation that both public shells were installed on iPhone. No site-run game or save-recovery test occurred.

Project version
v1.0.14
Source revision
e2a0c9a9b5d65f6cd505e967e4760e2745e90ca8
Checked
2026-10-14
Site runtime observation
Not performed
D2R Mobile · v1.0.14 release notes
Maintainer-reportedv1.0.13 validation does not establish public-shell iPhone installationFresh package builds + automated Mac checks

The release reports building both shells from a fresh public tree with the free-account option, then producing an install package from each with the same source and a separate fresh workspace. The iOS 18 shell and package report a minimum OS of 18.0 and no Metal 4 symbols. Host builds, unit tests including iCloud cases, Mac smoke checks, and an unattended older-API Mac in-game run are also reported.

Limit: This release report does not say the two exact public shells were installed on an iPhone. Automated iCloud tests do not establish device save recovery; paid developer signing and the iCloud entitlement are still required for sync. Local conflicting stash copies are preserved for a later merge, not already merged in-game. SwitchToAny has not reproduced these checks.

Project version
v1.0.13
Source revision
f43480dc486e9b8f6f5196057c61209e196794e2
Checked
2026-10-14
Site runtime observation
Not performed
D2R Mobile · v1.0.13 release notes
Source inspectionA game-specific native-execution routeArchitecture documented

The architecture describes offline rewriting of the Switch executable modules, native ARM64 execution, and a host supplying the expected operating-system services. The iOS route embeds rewritten code in signed executable segments. Shared CPU instructions do not remove the need for loading, ABI, system-service and graphics adaptation.

Limit: This is a documentation inspection, not an execution result. It establishes neither a universal Switch runtime nor compatibility or performance for another game.

Project version
v1.0.10
Source revision
2e7177c08048ebf9335fea102cbd1357eaf92832
Checked
2026-10-14
Site runtime observation
Not performed
D2R Mobile · dm/README.md
Maintainer-reportedRelease packages and phone testing are different evidencePackage build + separate phone smoke report

The v1.0.10 release reports building both shells from a clean public tree and using each to produce an install package with the free-account option enabled. A test-group build from the same source reportedly reached launch, the main menu and an in-game scene on a phone.

Limit: The release explicitly says the two published shells themselves were not installed on a device by the maintainers. It gives no exact phone model, OS or observation date for that smoke run. This does not establish long-session play, every signing route or installation of those exact assets.

Project version
v1.0.10
Source revision
v1.0.10
Checked
2026-10-14
Site runtime observation
Not performed
D2R Mobile · v1.0.10 release notes
Maintainer-reportedNo-Xcode packaging has a signing gapWindows packaging + Mac-signed device run

The guide reports packaging on Windows 11 with Python 3.12, then signing that package on a Mac and playing on an iPhone. It requires matching shell/source releases, Python 3.9+, clang, the .NET SDK and SPIRV-Cross 1.4.357.0. Without Apple’s shader compiler, translated shader source is compiled on the phone at first launch.

Limit: Signing and installing through sideloading tools remain unverified. The reported Windows machine already had its dependencies; a fresh dependency installation was not tested. The source README also marks Linux packaging unverified. This is not a verified Windows-only end-to-end installation.

Project version
v1.0.10
Source revision
2e7177c08048ebf9335fea102cbd1357eaf92832
Checked
2026-10-14
Site runtime observation
Not performed
D2R Mobile · docs/NO_XCODE.md
Source inspectionPublished tests do not make the full acceptance run reproducibleVerification requirements inspected

The verification documentation separates rewrite checks, unit tests, replay comparisons, screenshot gates and device checks. It states that full acceptance needs game inputs, standard saves and reference runs; the modified-emulator recording scripts used to obtain ground truth are not shipped.

Limit: The public repository alone cannot run all dependent gates. A test’s presence is not evidence that it passed, and a passing assertion covers only its inputs and conditions. SwitchToAny has not run these tests or the game.

Project version
v1.0.10
Source revision
2e7177c08048ebf9335fea102cbd1357eaf92832
Checked
2026-10-14
Site runtime observation
Not performed
D2R Mobile · dm/verify/README.md
Source inspectionThe dependency inventory records a provenance gapDependency disclosures inspected

The inventory assigns separate licenses to third-party components. It lists seven offline rewrites as taken from a community fix, with an unknown license and no reliable record of the original author or first publication.

Limit: The repository’s root MIT license does not resolve this disclosed gap or grant rights to game content. This record identifies an unresolved source disclosure; it is not a legal determination or a clearance for redistribution or commercial reuse.

Project version
v1.0.10
Source revision
2e7177c08048ebf9335fea102cbd1357eaf92832
Checked
2026-10-14
Site runtime observation
Not performed
D2R Mobile · docs/DEPENDENCIES.md
D2R current statusnxnative: Apple platforms and game reportsSwitchWaker: Wind Waker on Switch