Port your own Nintendo Switch games to Android, natively: the game's own arm64 code runs on the device, with the Switch's system services stood in for by a host and NVN graphics replayed on Vulkan. Pick the game's folder, click Port, and get an APK plus the game's data, installed on your device if you like. Bring your own game files and keys; nothing from any game is in this repository.
This is the Android port of nxnative, which does the same on iPhone and iPad. Supported games: Games.
These games play on Android. Tested on a Lenovo Legion Y700 (Snapdragon 8 Elite, Adreno 830), unless a game names another device. The device's GPU must read BC-compressed textures (Adreno, Xclipse; not Mali or PowerVR).
The tag (v0.1.3) is the latest nx2android version the game was tested on. Older games are not tested again for each release: if a later version breaks one, a patch release fixes it. A tag newer than the latest release is the next release, and the game needs the development checkout until it ships.
A game that is not in this table is not supported yet. The games we look at next, and the ones done: docs/PORT_CHECKLIST.md.
- Download
nx2android-<version>-windows-x64.zip(Windows) ornx2android-<version>-macos-arm64.zip(Mac with Apple silicon) from Releases, unzip it and start nx2android (on a Mac, see packaging/INSTALL.md first). - Setup tab: click Download missing tools (the Android NDK, the .NET SDK and platform-tools, about 1 GB, from Google and Microsoft), then set your prod.keys. Every line turns green.
- Port tab: choose the folder with the game's NSP, XCI, NSZ or XCZ files (base game, update, DLC) and click Port.
- Tick Install on the device when done with the device plugged in and USB debugging on, or copy the APK and the data folder yourself.
Pokémon Legends: Arceus and Pokémon Legends: Z-A need the device during the port, even without Install on the device when done: their shaders are in Oodle-compressed archives, which the port decodes with the game's own decoder on the device. Have platform-tools (adb) from step 2, and plug in the device with USB debugging on before you click Port.
A game played by touch: tick Touch game on the Port tab (--touch). The on-screen gamepad then starts hidden and every touch but one on the menu button goes to the game; the pause menu shows the gamepad again.
Chinese or Korean text drawn as ???: choose a TrueType font with those characters as System font on the Port tab (--shared-font, a single .ttf, not a .ttc). It goes in the data pack; the tool ships none. The tool's own text entry panel still shows only ASCII, so its title stays ??? and names are typed in ASCII.
A game that reads system data from the console's firmware (sysdata in its profile; Mario Kart 8 Deluxe builds its Mii heads from MiiModel, title 0100000000000802) needs your console's own system content files, which the tool cannot ship. Copy them (.nca, for example NAND SYSTEM Contents/registered in DBI's MTP mode) to a folder on the PC and give it with --firmware <folder> (or porter config firmware <folder> once). Without it the host's empty stand-in is used.
A game slowed by its draw calls in busy scenes: tick Multithread replay on the Port tab (--mt-replay). The game's Vulkan commands are then recorded on a thread of their own. It stays on until you port the game again without it.
To arrange the on-screen controls, open the pause menu's Gamepad tab and choose Edit layout: drag a control to move it, pinch or use − / + to resize it. Save keeps the layout for the next launch and Cancel discards your edits. Snap to grid (off at first, and remembered) shows a square grid and snaps each control's center to it as you drag.
For the experimental external-screen controller, port from the command line with --external-display. The game moves to a connected display and the phone shows the gamepad; the sound menu selects the phone or an external output. This option requires javac and an Android SDK with a platform and build-tools (ANDROID_HOME). Android 12 or newer uses the saved native layout; Android 10–11 use the fallback controller. Support varies by device and game.
Already have the game on the device for an emulator? The app can read the game's files (its RomFS, most of its size) from that dump's folder instead of a second copy: type the dump's RomFS folder in the app's RomFS on the device field (or give it to --romfs-at) before you install, which must be the same game version as the port. packaging/INSTALL.md says how.
A game that crashes with "AllocateAddressRegion … refused (0x1803)" in its log needs more address space: port it again with a larger Extra address space on the Port tab (--alias-headroom on the command line). packaging/INSTALL.md says more.
The step-by-step guide is packaging/INSTALL.md. You need your own game files and prod.keys, dumped from your own Switch; the tool never ships or downloads either. NSZ and XCZ files are decompressed during the port (into the build folder's tmp/, deleted once extracted).
The game's pause menu (Game tab) has Export save and Import save: an export is a folder in Android/data/<package>/files/saves/ on the device, the save's files as a console's save tools copy them, so a save from a console imports the same way. The app's Saves tab moves them between the device and the PC.
An import replaces the save the game has; the app exports that one first on the device (a folder ending -before-import). Uninstalling the app deletes its saves and its exports: copy them to the PC first.
Running from the repository, the command line, the repository layout, building the bundle, tests and commit messages: docs/DEVELOPMENT_GUIDE.md. How it is put together: docs/ARCHITECTURE.md.
nx2android decrypts your game files with your prod.keys while it ports them, as Switch emulators do. This repository and its releases contain no keys, no game files and nothing extracted from them, and the tool never downloads either. Dump both from your own Switch, and don't share them or the APKs and data packs built from them.
Nintendo's takedown notices so far have gone to whoever hosts a project (13 Switch emulator repositories on GitHub in February 2026), not to players. Whether decrypting your own games for your own use is allowed depends on where you live.
MIT, as nxnative (see nxnative/LICENSE). Third-party code keeps its own license.































![UNDER NIGHT IN-BIRTH Exe:Late[cl-r]](https://raw.githubusercontent.com/shirai91/nx2android/HEAD/docs/images/under-night-in-birth-exe-late-cl-r.jpg)





