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  1. 4NXCI

    4NXCI is a tool for converting XCI(NX Card Image) files to NSP
    4NXCI is based on hactool by SciresM
    Thanks: SciresM, Rajkosto, Switch Brew
    Usage
    You should load your keyset file with -k or --keyset option followed by a path to it or place your keyset file with "keys.dat" filename in the same folder as 4NXCI
    Required keys are:
    Key Name Description header_key NCA Header Key key_area_key_application_xx Application key area encryption keys Created NSP files are located in the same folder as 4NXCI with 'titleid.nsp' filename
    4NXCI creates "4nxci_extracted_xci" folder as a temp folder, you can remove it after the conversion is done
    *nix: ./4nxci [options...] <path_to_file.xci> Windows: .\4nxci.exe [options...] <path_to_file.xci> Options: -k, --keyset Set keyset filepath, default filepath is ./keys.dat -h, --help Display usage --dummytik Creates dummy tik and cert

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  2. Atmosphere

    Atmosphère is a work-in-progress customized firmware for the Nintendo Switch.
    Components
    Atmosphère consists of multiple components, each of which replaces/modifies a different component of the system:
    Fusée: First-stage Loader, responsible for loading and validating stage 2 (custom TrustZone) plus package2 (Kernel/FIRM sysmodules), and patching them as needed. This replaces all functionality normally in Package1loader/NX Bootloader. Exosphère: Customized TrustZone, to run a customized Secure Monitor Thermosphère: EL2 EmuNAND support, i.e. backing up and using virtualized/redirected NAND images Stratosphère: Custom Sysmodule(s), both Rosalina style to extend the kernel/provide new features, and of the loader reimplementation style to hook important system actions Troposphère: Application-level Horizon OS patches, used to implement desirable CFW features Credits
    Atmosphère is currently being developed and maintained by SciresM, TuxSH and hexkyz.
    In no particular order, we credit the following for their invaluable contributions:
    switchbrew for the libnx project and the extensive documentation, research and tool development pertaining to the Nintendo Switch. devkitPro for the devkitA64 toolchain and libnx support. ReSwitched Team for additional documentation, research and tool development pertaining to the Nintendo Switch. ChaN for the FatFs module. Marcus Geelnard for the bcl-1.2.0 library. naehrwert and st4rk for the original hekate project and its hwinit code base. CTCaer for the continued hekate project's fork. Riley for suggesting "Atmosphere" as a Horizon OS reimplementation+customization project name. hedgeberg for research and hardware testing. lioncash for code cleanup and general improvements. jaames for designing and providing Atmosphère's graphical resources. Everyone who submitted entries for Atmosphère's splash design contest. All those who actively contribute to the Atmosphère repository.

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  3. Boop

    Boop is a C# implementation of the servefiles.py from FBI and remote_install_pc.py from Tinfoil
    Boop is completely rewritten in C# and thus is snek friendly (No python needed).
    Features:
    Switch .nsp and 3DS .cia support! Easy to use GUI. Full Drag and Drop support. Multi-File Booping. We host using EmbedIO. (HTTP 2.0 supported!) Doesn't require administrator rights. Selecting an IP address if you are connected to multiple networks. Sneks (one with a top hat) looking after you.

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  4. Checkpoint

    A fast and simple homebrew save manager for 3DS and Switch written in C++.
     
    Why use Checkpoint?
    Checkpoint is created following ideas of simplicity and efficiency. The UI has been designed to condense as many options as possible, while keeping it simple to work with.
    Moreover, Checkpoint is extremely lightweight - while being packaged with a nice graphic user interface - and is built using the most recent libraries available.
    Checkpoint for 3DS natively supports 3DS and DS cartridges, digital standard titles and demo titles. It also automatically checks and filters homebrew titles which may not have a save archive to backup or restore, which is done without an external title list and filters. For this reason, Checkpoint doesn't need constant user maintenance to retain full functionality.
    Checkpoint for Switch natively supports NAND saves for the titles you have played. Title information are loaded automatically.
    Usage
    You can use Checkpoint for 3DS with both cfw and Rosalina-based Homebrew Launchers. *hax-based Homebrew Launchers are not supported by Checkpoint.
    Checkpoint for Switch runs on homebrew launcher. Make sure you're running up-to-date payloads.
    The first launch will take considerably longer than usual (usually 1-2 minutes depending on how many titles you have installed), due to the working directories being created - Checkpoint will be significatively faster upon launch from then on.
    You can scroll between the title list with the DPAD/LR and target a title with A when the selector is on it. Now, you can use the DPAD or the touchscreen to select a target backup to restore/overwrite.
    Working path
    Checkpoint relies on the following folders to store the files it generates. Note that all the working directories are automatically generated on first launch (or when Checkpoint finds a new title that doesn't have a working directory yet).
    3DS
    sdmc:/3ds/Checkpoint: root path sdmc:/3ds/Checkpoint/config.json: custom configuration file sdmc:/3ds/Checkpoint/saves/<unique id> <game title>: root path for all the save backups for a generic game sdmc:/3ds/Checkpoint/extdata/<unique id> <game title>: root path for all the extdata backups for a generic game Switch
    sdmc:/switch/Checkpoint: root path sdmc:/switch/Checkpoint/config.json: custom configuration file sdmc:/switch/Checkpoint/saves/<title id> <game title>: root path for all the save backups for a generic game Configuration file
    You can add and toggle features to Checkpoint for 3DS by editing the config.json configuration file.
    Sample configuration file:
    { "filter": [ "0x000400000011C400", "0x000400000014F100" ], "favorites": [ "0x000400000011C400" ], "additional_save_folders": { "0x00040000001B5000": { "folders": [ "/3ds/mySaves/1B50", "/moreSaves" ] }, "0x00040000001B5100": { "folders": [ "/3ds/PKSM/backups" ] } }, "additional_extdata_folders": { }, "nand_saves": true, "version": 2 } Troubleshooting
    Checkpoint displays error codes when something weird happens or operations fail. If you have any issues, please ensure they haven't already been addressed, and report the error code and a summary of your operations to reproduce it.
    Additionally, you can receive real-time support by joining FlagBrew's Discord server (link below).
    Building
    devkitARM and devkitA64 are required to compile Checkpoint for 3DS and Switch, respectively. Learn more at devkitpro.org. Install or update dependencies as follows.
    3DS version
    pacman -S libctru citro3d citro2d
    Switch version
    pacman -S libnx switch-freetype switch-libpng switch-libjpeg-turbo switch-sdl2 switch-sdl2_image switch-sdl2_gfx switch-sdl2_ttf
    License
    This project is licensed under the GNU GPLv3. Additional Terms 7.b and 7.c of GPLv3 apply to this. See LICENSE.md for details.
    Credits
    Even though this is the result of independent research and work, Checkpoint for 3DS couldn't be possible without J-D-K's original JKSM version, which is an incredible piece of software that you should all be using.
    TuxSH for TWLSaveTool, from which SPI code has been taken.
    WinterMute and devkitPro contributors for devkitARM, devkitA64 and dkp-pacman.
    All the maintainers for nx-hbmenu, for all the Switch rendering functions.
    Yellows8 and all the mantainers for switch-examples.
    rakujira for the awesome Checkpoint logo.
    Hikari-chin and all the other testers for their help with testing.

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  5. ChoiDujourNX

    Homebrew for installing Nintendo Switch firmware update packages directly on the console, without burning fuses!

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  6. devkitPro Updater

    devkitPro currently provide 3 toolchains, devkitARM, devkitPPC and devkitA64 along with a number of support libraries. All of them are managed via pacman.

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  7. EdiZon

    A Homebrew save file dumper, injector and on-console editor for Horizon, the OS of the Nintendo Switch.


    by WerWolv98.

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  8. Fusée Gelée

    The Fusée Launcher is a proof-of-concept arbitrary code loader for a variety of Tegra processors, which takes advantage of CVE-2018-6242 ("Fusée Gelée") to gain arbitrary code execution and load small payloads over USB.
    The vulnerability is documented in the 'report' subfolder; more details and guides are to follow! Stay tuned...
    Use Instructions
    The main launcher is "fusee-launcher.py". Windows, Linux, macOS and FreeBSD are all natively supported! Instructions for Windows specifically can be found on the wiki.
    With a Tegra device in RCM and connected via USB, invoke the launcher with the desired payload as an argument, e.g. ./fusee-launcher.py payload.bin. Linux systems currently require either that the Tegra device be connected to an XHCI controller (used with blue USB 3 ports) or that the user has patched their EHCI driver.
    Credits            
    Fusée Gelée (CVE-2018-6242) was discovered and implemented by Kate Temkin (@ktemkin); its launcher is developed and maintained by Mikaela Szekely (@Qyriad) and Kate Temkin (@ktemkin).
    Credit goes to:
    Qyriad -- maintainership and expansion of the code SciresM, motezazer -- guidance and support hedgeberg, andeor -- dumping the Jetson bootROM TuxSH -- help with a first pass of bootROM RE the ReSwitched team Love / greetings to:
    Levi / lasersquid Aurora Wright f916253 MassExplosion213 CVE-2018-6242 was also independently discovered by fail0verflow member shuffle2 as the "shofEL2" vulnerability-- so that's awesome, too.

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  9. Glide64 (Nintendo 64 Emulator for Switch)

    Emulador de Nintendo 64 para Switch
     

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  10. hacbuild

    hacbuild is a Work-In-Progress utility to rebuild Switch GameCards (XCI) from scratch.
    Overview
    Usage
    hacbuild hfs0 <in_folder> <out_file> Builds a hfs0 partition hacbuild xci <in_folder> <out_file> Builds a XCI from a directory containing 'root.hfs' and 'game_info.ini' (optional) hacbuild xci_auto <in_folder> <out_file> Builds a XCI from a directory containing the folders 'normal', 'secure', 'update' and 'logo' if needed. 'game_info.ini' is also used. hacbuild read xci <in_file> Reads a XCI, displays info on the console and dumps the game .ini configuration (for game_info.ini) in the working directory. The program will automatically seek a keys.txt file in the working directory in order to gather the only key needed: XCI Header Key (xci_header_key = 01C5...)
    Functionalities
    Rebuilds the XCI format Rebuilds HFS0 partitions (with less padding than the official ones) Reads XCI files to obtain informations needed to rebuild them Can ULTRA-trim (still experimental) XCIs by removing the entirety of the update partition (leaving at least one file) and having less padded HFS0 Limitations
    Can't generate a valid RSA signature for the XCI, so they can only be loaded with kernel patches Still can't figure out the usefulnes of some fields Due to NCAs signature checks we still can't modify games (for example eShop titles can be mashed into a XCI but they will still require a ticket) The coding is quite dirty and it lacks pretty much any exception handling. Use with care Help needed
    We have pushed hacbuild to a state where it can build valid XCI files, but there is still very much to do. Since we know the potential is there, we'd like people to contribute to the project.
    Credits & useful links
    hacbuild was inspired by:
    hactool by SciresM NXTools by jackron

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  11. HacDiskMount

    Allows to open Switch eMMC RawNand dumps (and physical devices) and lets you perform operations on the individual partitions within,  such as dump/restore from file, or mount them as a drive letter in Windows (with transparent crypto performed provided you have your BIS keys).
    The program must be run as administrator in order to Install/Uninstall the mounting point virtual disk driver and to open non-removable physical disk devices (which shouldn't be needed, as all card readers/mass storage gadgets appear as removable disks), however after that all other operations can be done without admin rights.
    The "Passthrough zeroes" option is experimental, and will make the dumps/files read from the mounted disk more compressible (as unallocated sectors will become zeroes), however as some files are sparse (such as savedata partition images), their hashes will differ depending on if this option is turned on/off (but it shouldn't matter).

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  12. hacPack

    hacPack is a tool for creating Nintendo Switch NCAs (Nintendo Content Archive) from homebrews and pack them into NSPs (Nintendo Submission Package).
    Thanks: SciresM, yellows8, Adubbz, SwitchBrew
    ## Usage
    ### Keys
    You should place your keyset file with "keys.dat" filename in the same folder as hacPack  
    Alternatively, You can use -k or --keyset option to load your keyset file  
    Required keys are:  
    Key Name | Description
    -------- | -----------
    header_key | NCA Header Key
    key_area_key_application_xx | Application key area encryption keys
    ### Compiling Homebrew
    You need to compile homebrew with proper makefile, you can use the one in template folder  
    You must use valid lower-case TitleID in Makefile and npdm.json. Valid TitleID range is: 0x0100000000000000 - 0x01ffffffffffffff  
    Both TitleIDs in Makefile and npdm.json must be the same  
    Compiled homebrew must have following files:  
    ```
    build\exefs\main  
    build\exefs\main.npdm  
    [TARGET].nacp  
    ```
    You must place created 'main' and 'main.npdm' files in exefs folder, you can find them in build/exefs  
    You must rename created nacp file to 'control.nacp' and place it in control folder  
    ### Icon
    You should place your icon with "icon_{Language}.dat" file name in control folder, "icon_AmericanEnglish.dat" is the default one if you don't manually edit your nacp. dat files are just renamed jpg files  
    Check [switchbrew](http://switchbrew.org/index.php/Settings_services#LanguageCode) for more info about language names  
    Your icon file format must be JPEG with 256x256 dimensions  
    It's highly recomended to delete unnecessary exif data from your jpeg file (easy way: Open icon with GIMP or Paint, save as bmp, Open it again and save as jpeg)  
    If you see placeholder instead of icon after installing nsp, It's likely due to exif data  
    If you have some exif data that horizon os doesn't like (like Camera Brand), Your app may leave in installing state in qlaunch  
    If you don't put your icon in control folder, you'll see a general icon after installing nsp (i don't recommend this)  
    ### Logo
    "logo" folder should contain "NintendoLogo.png" and "StartupMovie.gif", they'll appear when the app is loading  
    Both files are not licensed according to [switchbrew](http://switchbrew.org/index.php/NCA_Content_FS) but i didn't include them anyway, You can also replace these files with custom ones  
    You can use --nologo if you don't have any custom logo and you don't have the original ones, as the result switch will show a black screen without nintendo logo at top left and switch animation on bottom right  
    ### CLI Options:  
    ```
    *nix: ./hacbrewpack [options...]  
    Windows: .\hacbrewpack.exe [options...]  
      
    Options:  
    -k, --keyset             Set keyset filepath, default filepath is ./keys.dat  
    -h, --help               Display usage  
    --tempdir                Set temp directory filepath, default filepath is ./hacbrewpack_temp/  
    --ncadir                 Set output nca directory path, default path is ./hacbrewpack_nca/  
    --nspdir                 Set output nsp directory path, default path is ./hacbrewpack_nsp/  
    --exefsdir               Set program exefs directory path, default path is ./exefs/  
    --romfsdir               Set program romfs directory path, default path is ./romfs/  
    --logodir                Set program logo directory path, default path is ./logo/  
    --controldir             Set control romfs directory path, default path is ./control/  
    --keygeneration          Set keygeneration for encrypting key area keys  
    --noromfs                Skip creating program romfs section  
    --nologo                 Skip creating program logo section  
    --plaintext              Skip encrypting sections and set section header block crypto type to plaintext  
    ```
    Also check template folder for default folder structure, makefile, npdm json and other useful info  
      
    **Delete nca(hacbrewpack_nca) and temp(hacbrewpack_temp) folders before start or you may have bad nsp**
    ## Licensing
    This software is licensed under the terms of the ISC License.  
    You can find a copy of the license in the LICENSES file.  
    Portions of project HacBrewPack are parts of other projects, make sure to check LICENSES folder
     

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  13. hactool

    hactool is a tool to view information about, decrypt, and extract common file formats for the Nintendo Switch, especially Nintendo Content Archives.
    Usage
    Usage: hactool [options...] <file> Options: -i, --info Show file info. This is the default action. -x, --extract Extract data from file. This is also the default action. -r, --raw Keep raw data, don't unpack. -y, --verify Verify hashes and signatures. -d, --dev Decrypt with development keys instead of retail. -k, --keyset Load keys from an external file. -t, --intype=type Specify input file type [nca, xci, pfs0, romfs, hfs0, npdm, pk11, pk21, ini1, kip1, nax0, keygen] --titlekey=key Set title key for Rights ID crypto titles. --contentkey=key Set raw key for NCA body decryption. NCA options: --plaintext=file Specify file path for saving a decrypted copy of the NCA. --header=file Specify Header file path. --section0=file Specify Section 0 file path. --section1=file Specify Section 1 file path. --section2=file Specify Section 2 file path. --section3=file Specify Section 3 file path. --section0dir=dir Specify Section 0 directory path. --section1dir=dir Specify Section 1 directory path. --section2dir=dir Specify Section 2 directory path. --section3dir=dir Specify Section 3 directory path. --exefs=file Specify ExeFS file path. Overrides appropriate section file path. --exefsdir=dir Specify ExeFS directory path. Overrides appropriate section directory path. --romfs=file Specify RomFS file path. Overrides appropriate section file path. --romfsdir=dir Specify RomFS directory path. Overrides appropriate section directory path. --listromfs List files in RomFS. --baseromfs Set Base RomFS to use with update partitions. --basenca Set Base NCA to use with update partitions. --basefake Use a fake Base RomFS with update partitions (all reads will return 0xCC). --onlyupdated Ignore non-updated files in update partitions. NPDM options: --json=file Specify file path for saving JSON representation of program permissions to. KIP1 options: --json=file Specify file path for saving JSON representation of program permissions to. --uncompressed=f Specify file path for saving uncompressed KIP1. NSO0 options: --uncompressed=f Specify file path for saving uncompressed NSO0. PFS0 options: --pfs0dir=dir Specify PFS0 directory path. --outdir=dir Specify PFS0 directory path. Overrides previous path, if present. --exefsdir=dir Specify PFS0 directory path. Overrides previous paths, if present for ExeFS PFS0. RomFS options: --romfsdir=dir Specify RomFS directory path. --outdir=dir Specify RomFS directory path. Overrides previous path, if present. --listromfs List files in RomFS. HFS0 options: --hfs0dir=dir Specify HFS0 directory path. --outdir=dir Specify HFS0 directory path. Overrides previous path, if present. --exefsdir=dir Specify HFS0 directory path. Overrides previous paths, if present. XCI options: --rootdir=dir Specify XCI root HFS0 directory path. --updatedir=dir Specify XCI update HFS0 directory path. --normaldir=dir Specify XCI normal HFS0 directory path. --securedir=dir Specify XCI secure HFS0 directory path. --logodir=dir Specify XCI logo HFS0 directory path. --outdir=dir Specify XCI directory path. Overrides previous paths, if present. Package1 options: --package1dir=dir Specify Package1 directory path. --outdir=dir Specify Package1 directory path. Overrides previous path, if present. Package2 options: --package2dir=dir Specify Package2 directory path. --outdir=dir Specify Package2 directory path. Overrides previous path, if present. --extractini1 Enable INI1 extraction to default directory (redundant with --ini1dir set). --ini1dir=dir Specify INI1 directory path. Overrides default path, if present. INI1 options: --ini1dir=dir Specify INI1 directory path. --outdir=dir Specify INI1 directory path. Overrides previous path, if present. --saveini1json Enable generation of JSON descriptors for all INI1 members. NAX0 options: --sdseed=seed Set console unique seed for SD card NAX0 encryption. --sdpath=path Set relative path for NAX0 key derivation (ex: /registered/000000FF/cafebabecafebabecafebabecafebabe.nca). Key Derivation options: --sbk=key Set console unique Secure Boot Key for key derivation. --tseckey=key Set console unique TSEC Key for key derivation.``` Building
    Copy config.mk.template to config.mk, make changes as required, and then run make. If your make is not GNU make (e.g. on BSD variants), you need to call gmake instead.
    If on Windows, I recommend using MinGW.
    External Keys
    External keys can be provided by the -k/--keyset argument to the a keyset filename. Keyset files are text files containing one key per line, in the form "key_name = HEXADECIMALKEY". Case shouldn't matter, nor should whitespace.
    In addition, if -k/--keyset is not set, hactool will check for the presence of a keyset file in $HOME/.switch/prod.keys (or $HOME/.switch/dev.keys if -d/--dev is set). If present, this file will automatically be loaded.
    Licensing
    This software is licensed under the terms of the ISC License.
    You can find a copy of the license in the LICENSE file.

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  14. Hekate

    Hekate is a Bootloader with fw patching, recovery tools and many more features.
    CFW Launching for ALL current updates (1.0.0, 2.X, 3.X, 4.X, 5.X) Auto boot Full Atmosphère support w/Exosphère booting Automatic RAW eMMC partial dumping Restore eMMC Working Sleep Mode on ALL firmware. And many more New in this version:
     
    Fixed sleep mode for 3.0.0 - 3.0.2 Add status bar with battery info Now you can always see your battery when into a time-consuming backup/restore. Add background color support from bitmap's first pixel If your logo is smaller than 720x1280, it will now use the first pixel as background color, instead of dark grey. Add dumping of package2 Unset archive bit to all sd card files re-added Now it does not touch Nintendo folder. Keep in mind that this can mess with some homebrew. Fixed an issue with a non-working firmware launching when "Dump package1" was used before. Changed partial backup message to inform about the sd card unmounting when in a menu. Some small bugfixes.

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  15. hekate - CTCaer mod

    Custom Nintendo Switch bootloader, firmware patcher, and more.
    This version supports booting ALL current OS/CS CFW, Linux chainloading and payload tools.
    No more SD card removals
    New in this hotfix version
    Support "*" folder wildcard in kip1 key
    Using <folder>/* can now parse and load all kip and kip1 files inside that folder. Add option to enable/disable Auto HOS power off
    If you don't use a modchip/dongle you may find this feature annoying. Options->Auto HOS power off to disable. Allow canceling of the verification process
    Now you can cancel backup and verification process. If backup phase is done, canceling in verification, will keep your files. Some small bugfixes and support certain cfw on its stock version NOTE: Everything hekate related, moved to bootloader folder.
    Check readme.md for more.

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  16. Homebrew App Store (Switch)

    A graphical frontend to the get package manager for downloading and managing homebrew on video game consoles, such as the Nintendo Switch. This is a replacement to the Wii U Homebrew App Store.
    Supported Platforms
    Nintendo Switch
    To run this program, a Nintendo Switch with access to the Homebrew Menu is required (currently requires an sd card).
    1.x-5.x hbmenu instructions older 3.0.0 hbmenu instructions - A quick summary of how to run it, provided you can get to hbmenu, is also included below. For newer firmwares, see the link to the 4.x-5.x instructions above.
    Quick summary
    download latest appstore folder to sd:/switch/appstore/ download latest hbmenu.nro to sd:/hbmenu.nro put the SD card (recommended formatted FAT32) in the Switch, and enter hbmenu (see instructions above) run "hb App Store" from within hbmenu when you're done hit home to exit (and album again to go back to hbmenu) Changelog:
    New Features:
    Search functionality with on screen keyboard Allow sorting of app list by: most recently updated, download count, alphabetically, download size, and randomly Add new "Advanced" category including some system/hekate modules Redesigned "App Details" screen to show much more information about each app such as long scrollable description, download count, download size, and last updated date Added feedback reporting for any app to collect data about what works and doesn't work. This feedback will be passed along to the app's author if appropriate Enhancements:
    All touch and controller controls refactored and more responsive to input (highlights, buttons, etc) Add four-column "wide" view activated by pressing L or ZL in the app listing New offline screen when internet connection isn't detected instead of empty progress bar List other apps by the same author from the details page Bug fixes:
    Switched to curl instead of old hacky HTTP downloading curl Empty folders are now removed upon uninstallation of a package Corrupt cached icons should no longer freeze loading Uses romfs for storing images instead of an external folder Some settings for cleaning up any empty folders leftover by the old app and wiping the icon cache

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  17. kEx

    A full-system filebrowser for the Nintendo Switch, written in C++.
    Usage
    Copy the .nro to your Switch folder and load through the homebrew menu.
    Use the A button to enter a partition/directory, B button to go back, and + to exit.
    Press X to copy a file, and Y to paste the file either to the SD card, or the same partition (does not currently work across system partitions). There is currently no indicator during a copy, only after, so give large files some time to copy.
    Press - to delete a file (press the A button to confirm deletion, any other button to cancel).
    NOTE: This can be dangerous, use at your own risk!
    TODO
    *Majorly refactor codebase *Add the ability to view files (hex editor?) *Add other major filebrowser utilities *Add support for more partition types *Prettify! License
    This project is licensed under the GNU GPLv3 license.
    I am not liable for anything that may happen to your console through the use of this software.

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  18. Kosmos (SDFilesSwitch)

    This handy All-in-One package includes everything you need to run Hekate / Atmosphere / ReiNX with some extra patches to enhance your experience.
    Features
    Up-to-date package Firmware launching and sleep mode for every firmware Starting games after launching the Homebrew Menu works Splash Screens and instant launch Game Mods A background FTP-Server Atmosphere ReiNX Signature Patches NSP Installation Automatic Updating through your console Launching the album by pressing R Full Atmosphere Completely modular Drag and drop Background audio-player Background netcheat system (like Cheat Engine) Discord Rich Presence integration Featured Homebrew How to use
    Download Hekate or use the payload that comes with the package Download the latest release of your designated CFW and extract it to the root of your Switch SD card Start hekate or ReiNX through e.g. Fusée Gelée, TegraRcmSmash or WebCFWLoader ??? Profit! Featuring
    Atmosphère Switch Homebrew Menu Switch Homebrew Loader AppstoreNX EdiZon SDFilesUpdater Sys-FTPD Tinfoil ReiNX SwitchPresence xor:play

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  19. LaiNES - Nintendo Switch Port

    NES emulator for Switch.
    Controls:
    Direction -> DPad A -> A B -> B Select -> Minus Start -> Plus Menu -> R To Use:
    Extract to sdcard:/switch/LaiNes Place ROMs in sdcard:/switch/LaiNes/game IMPORTANT: place the res folder on the root of your sdcard or it'll crash.

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  20. LaunchpadNX

    Changelog
    You can now hold R to enter hbmenu on your desired title! You can now remove Hekate's bootlogo feature Checkpoint now resides in its own folder Installation Instructions
    Grab the latest version of devkitPro and make sure Switch Development is selected. Install Git if you do not have it already Launch the program and follow the instructions! Thanks to...
    SciresM CTCaer Team ReSwitched Switchbrew yellows8 tomGER Bernardo Giordano wrathsoffire76 rajkosto Adubbz jakibaki vgmoose joel16

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  21. LibHac & Hactoolnet

    LibHac is a .NET or .NET Core library for opening, decrypting and extracting common content file formats used by the Nintendo Switch.
    All content is imported and exported as .NET streams. This means that reading nested file types and encryptions can easily be done by linking different file readers together.
    For example, the files from a title stored on the external SD card can be read or extracted in this way.
    NAX0 Reader -> NCA Reader -> RomFS Reader -> Individual Files
    hactoolnet
    hactoolnet is an example program that uses LibHac. It is used in a similar manner to hactool.
    Usage
    Usage: hactoolnet.exe [options...] <path> Options: -r, --raw Keep raw data, don't unpack. -y, --verify Verify all hashes in the input file. -h, --enablehash Enable hash checks when reading the input file. -k, --keyset Load keys from an external file. -t, --intype=type Specify input file type [nca, xci, romfs, pk11, pk21, ini1, kip1, switchfs, save, keygen] --titlekeys <file> Load title keys from an external file. NCA options: --section0 <file> Specify Section 0 file path. --section1 <file> Specify Section 1 file path. --section2 <file> Specify Section 2 file path. --section3 <file> Specify Section 3 file path. --section0dir <dir> Specify Section 0 directory path. --section1dir <dir> Specify Section 1 directory path. --section2dir <dir> Specify Section 2 directory path. --section3dir <dir> Specify Section 3 directory path. --exefs <file> Specify ExeFS directory path. --exefsdir <dir> Specify ExeFS directory path. --romfs <file> Specify RomFS directory path. --romfsdir <dir> Specify RomFS directory path. --listromfs List files in RomFS. --basenca Set Base NCA to use with update partitions. RomFS options: --romfsdir <dir> Specify RomFS directory path. --listromfs List files in RomFS. XCI options: --rootdir <dir> Specify root XCI directory path. --updatedir <dir> Specify update XCI directory path. --normaldir <dir> Specify normal XCI directory path. --securedir <dir> Specify secure XCI directory path. --logodir <dir> Specify logo XCI directory path. --outdir <dir> Specify XCI directory path. --exefs <file> Specify main ExeFS file path. --exefsdir <dir> Specify main ExeFS directory path. --romfs <file> Specify main RomFS file path. --romfsdir <dir> Specify main RomFS directory path. --nspout <file> Specify file for the created NSP. Package1 options: --outdir <dir> Specify Package1 directory path. Package2 options: --outdir <dir> Specify Package2 directory path. INI1 options: --outdir <dir> Specify INI1 directory path. Switch FS options: --sdseed <seed> Set console unique seed for SD card NAX0 encryption. --listapps List application info. --listtitles List title info for all titles. --title <title id> Specify title ID to use. --outdir <dir> Specify directory path to save title NCAs to. (--title must be specified) --exefs <file> Specify ExeFS directory path. (--title must be specified) --exefsdir <dir> Specify ExeFS directory path. (--title must be specified) --romfs <file> Specify RomFS directory path. (--title must be specified) --romfsdir <dir> Specify RomFS directory path. (--title must be specified) --savedir <dir> Specify save file directory path. -y, --verify Verify all titles, or verify a single title if --title is set. Savefile options: --outdir <dir> Specify directory path to save contents to. --debugoutdir <dir> Specify directory path to save intermediate data to for debugging. --sign Sign the save file. (Requires device_key in key file) Keygen options: --outdir <dir> Specify directory path to save key files to. Examples
    List applications on a Switch SD card or NAND
    hactoolnet -t switchfs --sdseed <sd_seed> --listapps <sd_root_path>
    Extract a title from an SD card or NAND as NCA files
    hactoolnet -t switchfs --sdseed <sd_seed> --title <title_id> --outdir output <sd_root_path>
    Extract the RomFS from a title from an SD card or NAND
    hactoolnet -t switchfs --sdseed <sd_seed> --title <title_id> --romfsdir romfs <sd_root_path>
    Specifying the base title ID will extract the unpatched title.
    Specifying the patch title ID will extract the patched title.
    External Keys
    For more detailed information on keyset files, see KEYS.md.
    Keys can be loaded from a text file by specifying a filename with the -k argument. The file should be in the same format read by hactool:
    "Keyset files are text files containing one key per line, in the form "key_name = HEXADECIMALKEY". Case shouldn't matter, nor should whitespace."
    Console-unique keys can be loaded from a text file by specifying a filename with the --consolekeys argument. The file format is the same as the main keyset file.
    Title keys can be loaded from a text file by specifying a filename with the --titlekeys argument. The file should contain one key per line in the form rights_id,HEXADECIMALKEY.
    If a keyfile is not set at the command line, hactoolnet will search for and load keyfiles in $HOME/.switch/prod.keys, $HOME/.switch/console.keys and $HOME/.switch/title.keys.

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  22. libnx

    Nintendo Switch AArch64-only userland library.
    Based on libctru.
    by switchbrew.

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  23. libnx-rs

    Raw bindings to libnx to be used from Rust for the purpose of making Switch homebrew in Rust.
    Note that the API is currently unstable; at the moment all function and struct bindings are generated at final compile time in libnx_rs::libnx via bindgen, but this may change.
    For information on how to actually use this library, see libnx-rs-template.
    Credits and Thanks
    Igor1201's rusted-switch which provided the foundation for this template.
    Roblabla and his mighty Megaton Hammer for allowing me to take over his Discord server.

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  24. melonDS for Switch

    DS emulator, sorta
    The goal is to do things right and fast, akin to blargSNES (but hopefully better). But also to, you know, have a fun challenge :)
    The source code is provided under the GPLv3 license.
    How to use
    melonDS requires BIOS/firmware copies from a DS. Files required:
    bios7.bin, 16KB: ARM7 BIOS bios9.bin, 4KB: ARM9 BIOS firmware.bin, 128/256/512KB: firmware Firmware boot requires a firmware dump from an original DS or DS Lite. DS firmwares dumped from a DSi or 3DS aren't bootable and only contain configuration data, thus they are only suitable when booting games directly.
    Possible firmware sizes
    128KB: DSi/3DS DS-mode firmware (reduced size due to lacking bootcode) 256KB: regular DS firmware 512KB: iQue DS firmware DS BIOS dumps from a 3DS can be used with no compatibility issues. DSi BIOS dumps should be usable too, provided they were dumped properly.

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  25. mGBA for Switch

    mGBA is an emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack. It also supports Game Boy and Game Boy Color games.
    Features
    --------
    - Highly accurate Game Boy Advance hardware support[<sup>[1]</sup>](#missing).
    - Game Boy/Game Boy Color hardware support.
    - Fast emulation. Known to run at full speed even on low end hardware, such as netbooks.
    - Qt and SDL ports for a heavy-weight and a light-weight frontend.
    - Local (same computer) link cable support.
    - Save type detection, even for flash memory size[<sup>[2]</sup>](#flashdetect).
    - Support for cartridges with motion sensors and rumble (only usable with game controllers).
    - Real-time clock support, even without configuration.
    - Solar sensor support for Boktai games.
    - Game Boy Camera and Game Boy Printer support.
    - A built-in BIOS implementation, and ability to load external BIOS files.
    - Turbo/fast-forward support by holding Tab.
    - Rewind by holding Backquote.
    - Frameskip, configurable up to 10.
    - Screenshot support.
    - Cheat code support.
    - 9 savestate slots. Savestates are also viewable as screenshots.
    - Video and GIF recording.
    - Remappable controls for both keyboards and gamepads.
    - Loading from ZIP and 7z files.
    - IPS, UPS and BPS patch support.
    - Game debugging via a command-line interface and GDB remote support, compatible with IDA Pro.
    - Configurable emulation rewinding.
    - Support for loading and exporting GameShark and Action Replay snapshots.
    - Cores available for RetroArch/Libretro and OpenEmu.
    - Many, many smaller things.
    #### Game Boy mappers
    The following mappers are fully supported:
    - MBC1
    - MBC1M
    - MBC2
    - MBC3
    - MBC3+RTC
    - MBC5
    - MBC5+Rumble
    - MBC7
    The following mappers are partially supported:
    - MBC6
    - MMM01
    - Pocket Cam
    - TAMA5
    - HuC-1
    - HuC-3
    ### Planned features
    - Networked multiplayer link cable support.
    - Dolphin/JOY bus link cable support.
    - M4A audio mixing, for higher quality sound than hardware.
    - Re-recording support for tool-assist runs.
    - Lua support for scripting.
    - A comprehensive debug suite.
    - e-Reader support.
    - Wireless adapter support.
    Supported Platforms
    -------------------
    - Windows Vista or newer
    - OS X 10.7 (Lion)[<sup>[3]</sup>](#osxver) or newer
    - Linux
    - FreeBSD
    - Nintendo 3DS
    - Wii
    - PlayStation Vita
    Other Unix-like platforms, such as OpenBSD, are known to work as well, but are untested and not fully supported.
    ### System requirements
    Requirements are minimal. Any computer that can run Windows Vista or newer should be able to handle emulation. Support for OpenGL 1.1 or newer is also required.
    Downloads
    ---------
    Downloads can be found on the official website, in the [Downloads][downloads] section. The source code can be found on [GitHub][source].
    Controls
    --------
    Controls are configurable in the settings menu. Many game controllers should be automatically mapped by default. The default keyboard controls are as follows:
    - **A**: X
    - **B**: Z
    - **L**: A
    - **R**: S
    - **Start**: Enter
    - **Select**: Backspace
    Compiling
    ---------
    Compiling requires using CMake 2.8.11 or newer. GCC and Clang are both known to work to compile mGBA, but Visual Studio 2013 and older are known not to work. Support for Visual Studio 2015 and newer is coming soon. To use CMake to build on a Unix-based system, the recommended commands are as follows:
        mkdir build
        cd build
        cmake -DCMAKE_INSTALL_PREFIX:PATH=/usr ..
        make
        sudo make install
    This will build and install mGBA into `/usr/bin` and `/usr/lib`. Dependencies that are installed will be automatically detected, and features that are disabled if the dependencies are not found will be shown after running the `cmake` command after warnings about being unable to find them.
    If you are on macOS, the steps are a little different. Assuming you are using the homebrew package manager, the recommended commands to obtain the dependencies and build are:
        brew install cmake ffmpeg imagemagick libzip qt5 sdl2 libedit pkg-config
        mkdir build
        cd build
        cmake -DCMAKE_PREFIX_PATH=`brew --prefix qt5` ..
        make
    Note that you should not do a `make install` on macOS, as it will not work properly.
    #### Windows developer building
    To build on Windows for development, using MSYS2 is recommended. Follow the installation steps found on their [website](https://msys2.github.io). Make sure you're running the 32-bit version ("MSYS2 MinGW 32-bit") (or the 64-bit version "MSYS2 MinGW 64-bit" if you want to build for x86_64) and run this additional command (including the braces) to install the needed dependencies (please note that this involves downloading over 1100MiB of packages, so it will take a long time):
    For x86 (32 bit) builds:
        pacman -Sy base-devel git mingw-w64-i686-{cmake,ffmpeg,gcc,gdb,imagemagick,libelf,libepoxy,libzip,pkg-config,qt5,SDL2,ntldd-git}
    For x86_64 (64 bit) builds:
        pacman -Sy base-devel git mingw-w64-x86_64-{cmake,ffmpeg,gcc,gdb,imagemagick,libelf,libepoxy,libzip,pkg-config,qt5,SDL2,ntldd-git}
    Check out the source code by running this command:
        git clone https://github.com/mgba-emu/mgba.git
    Then finally build it by running these commands:
        cd mgba
        mkdir build
        cd build
        cmake .. -G "MSYS Makefiles"
        make
    Please note that this build of mGBA for Windows is not suitable for distribution, due to the scattering of DLLs it needs to run, but is perfect for development. However, if distributing such a build is desired (e.g. for testing on machines that don't have the MSYS2 environment installed), running `cpack -G ZIP` will prepare a zip file with all of the necessary DLLs.
    ### Dependencies
    mGBA has no hard dependencies, however, the following optional dependencies are required for specific features. The features will be disabled if the dependencies can't be found.
    - Qt 5: for the GUI frontend. Qt Multimedia or SDL are required for audio.
    - SDL: for a more basic frontend and gamepad support in the Qt frontend. SDL 2 is recommended, but 1.2 is supported.
    - zlib and libpng: for screenshot support and savestate-in-PNG support.
    - libedit: for command-line debugger support.
    - ffmpeg or libav: for video recording.
    - libzip or zlib: for loading ROMs stored in zip files.
    - ImageMagick: for GIF recording.
    - SQLite3: for game databases.
    - libelf: for ELF loading.
    SQLite3, libpng, and zlib are included with the emulator, so they do not need to be externally compiled first.
    Footnotes
    ---------
    <a name="missing">[1]</a> Currently missing features are
    - OBJ window for modes 3, 4 and 5 ([Bug #5](http://mgba.io/b/5))
    - Mosaic for transformed OBJs ([Bug #9](http://mgba.io/b/9))
    <a name="flashdetect">[2]</a> Flash memory size detection does not work in some cases. These can be configured at runtime, but filing a bug is recommended if such a case is encountered.
    <a name="osxver">[3]</a> 10.7 is only needed for the Qt port. The SDL port is known to work on 10.5, and may work on older.
    [downloads]: http://mgba.io/downloads.html
    [source]: https://github.com/mgba-emu/mgba/
    Copyright
    ---------
    mGBA is Copyright © 2013 – 2018 Jeffrey Pfau. It is distributed under the [Mozilla Public License version 2.0](https://www.mozilla.org/MPL/2.0/). A copy of the license is available in the distributed LICENSE file.
    mGBA contains the following third-party libraries:
    - [inih](https://github.com/benhoyt/inih), which is copyright © 2009 Ben Hoyt and used under a BSD 3-clause license.
    - [blip-buf](https://code.google.com/archive/p/blip-buf), which is copyright © 2003 – 2009 Shay Green and used under a Lesser GNU Public License.
    - [LZMA SDK](http://www.7-zip.org/sdk.html), which is public domain.
    - [MurmurHash3](https://github.com/aappleby/smhasher) implementation by Austin Appleby, which is public domain.
    - [getopt for MSVC](https://github.com/skandhurkat/Getopt-for-Visual-Studio/), which is public domain.
    - [SQLite3](https://www.sqlite.org), which is public domain.

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