A native Mach-O iOS/macOS port of Mario Kart 8 Deluxe, with LAN, online and wireless multiplayer
the Switch and Apple Silicon both run arm64, so the game's code can almost run as is. a few instructions can't run outside a Switch (the x18 register, system calls, system registers), so this project rewrites them with a tool called nxpatch
the rest, most importance peace is nxhost : it plays the role of the Switch's OS (Horizon) for the game, its services (files, saves, controllers, audio, network...) and its graphics API (NVN), which is turned into Metal. The game's shaders are translated to Metal ones and compiled ahead of time too
On macOS, the patched game code is loaded when you launch it. On iOS, and because we don't have JIT, we can't afforc to do that : game code is linked into the app when you build it
On top of that, Mush8 adds LAN Play over the internet (lan-play.com servers) and a wireless mode for nearby devices
Because Nintendo ninjas are always watching, you will need your own dump :
prod.keys- the base game (
.nsp) - update 4.0.1 or 3.0.5 (
.nsp). To play LAN with a Switch, use the same update as the Switch - a
Firmwarefolder dumped from your Switch (fonts, Miis) - optionally, the Booster Course Pass, named
dlc.nsp
Mush8 will then asks for them : on macOS pick the folder holding them in the launcher, on iOS import them from the app (or copy them in Files → On My iPhone → Mush8). File names don't matter, except for the Booster Course Pass : the macOS launcher remembers the last names it found, so name it dlc.nsp to be sure it is found
- Apple Silicon Mac, macOS 14 or later
- Rust toolchain
- Xcode 26 or later
- recommended : the Metal Toolchain, which Xcode 26 downloads separately (
xcodebuild -downloadComponent MetalToolchain). Without it, Prepare can't compile the game's shaders ahead of time : the game still runs, but compiles them while you play, so new scenes (a race start for example) show black or missing graphics for a moment
For iOS, also :
rustupwithrustup toolchain install 1.98.1andrustup target add aarch64-apple-ios --toolchain 1.98.1xcodegen(brew install xcodegen)- an Apple ID to sign the app on iOS (a free one works), or AltStore / SideStore to install the
.ipa - a device on iOS/macOS 26 or later, with 6 GB of RAM or more (8 GB is comfy)
The easy way :
./build.sh
It installs what's missing (Homebrew, Rust...), then asks whether you want the Mac or the iOS version and walks you through the rest. The Mac .app ends up in ~/Downloads/Mush8Output, the iOS one goes straight to your plugged-in iPhone / iPad
By hand, macOS :
./make-app.sh
gives build/Mush8.app. Open it, choose your game files folder and hit Prepare (the first time, it extracts the game and compiles its shaders, a few minutes)
iOS :
./make-ios.sh --install
The signing team is taken from the account signed into Xcode (Settings > Accounts), TEAM=<your team id> overrides it, BUNDLE_ID sets your own app id, FREE=1 signs with the entitlements a free account can get. The first build compiles every shader for iOS, so it takes a while
Or make an .ipa to install with AltStore / SideStore (no signing needed on the Mac) :
./make-ios.sh --ipa
it ends up in build/Mush8.ipa
Tests :
cargo test --workspace
They need no game files and no controller
Pick a mode in the launcher, under Multiplayer :
- LAN : players on the same network, a Switch can join too
- Online : any lan-play.com server (
host:port), Switches on that server included - Wireless : nearby Mush8 players, no router needed (keep Wi-Fi on)
In the game, the main menu then shows LAN Play, Online Play or Wireless Play
Any controller works (Switch Pro, Joy-Con, DualSense, Xbox...), each one is a player. On macOS the keyboard works too (WASD stick, arrows d-pad, X/Return A, Z/Backspace B, Q/E L/R, 1/3 ZL/ZR, Tab +), on iOS there are touch controls when no controller is connected
The touchscreen works too : tap the game on iOS, click it on macOS
Motion controls (gyro steering) are off by default, turn them on in the launcher
An iPhone can be a controller too : open Mush8 on it and tap "Use as a controller for a Mac" (no game files needed). It finds the Mac running Mush8 on the same Wi-Fi and joins as the next player with its touch controls (and its motion, if Motion controls is on in the Mac launcher). Turn "iPhone controllers" on in the Mac launcher (it is by default), or on an iPad playing the game
On macOS, if your controller or a part of it (for example rumble) does not work, set "Gamepad driver" to SDL in the launcher
Any phone's browser can be a controller too, no app needed (Android included) : turn "Browser controllers" on in the Mac launcher (it is off by default) and open one of the two addresses shown there on the phone (same Wi-Fi). Each phone joins as the next player. Hold the phone sideways and pick a layout at the top :
- Normal : every button, for the menus
- Drive : steering, item, drift and a small A for the start, made for the game's auto-accelerate. The stick stays in place (Fixed) or appears under your thumb (Floating)
Add the page to the home screen (Share → Add to Home Screen) to get rid of the address bar
Mush8 loads mods from a mods folder in the same folder as your game files. This works on macOS only for now. Each mod is a folder inside mods, and it must contain a romfs folder, an exefs folder, or both. Mush8 ignores other folders. In the launcher, use Game data → Mods → Customize to turn each mod on or off
mods/
Peter Griffin/
romfs/
Driver/Ludwig.szs
UI/cmn/menu.sarc/mn_L_CharaIcon_00.szs/timg/__Combined.bntx/tc_Chara_Ludwig.png
UI/EUen/message.sarc/Common.msbt/1029.txt
Faster Items/
exefs/
158C0C7399AABD7BF83795C2EF3484C7.ips
romfs holds game files. A file replaces the game file at the same path. Mods apply from the top of the list to the bottom, so a lower mod wins when two mods replace the same file
exefs holds code patches, as .ips or .pchtxt files. Mush8 applies them when you Prepare, so Prepare again after you change them. A code patch works only for one game update: Mush8 skips patches that are not for the update you use (3.0.5 or 4.0.1). Mush8 does not load replacement code modules (main, subsdk0...)
If a code patch changes the same code as one of Mush8's own patches, the mod wins for the menus (main menu, 5-8 players row, ghost menu, ghost upload popup) and 60 fps split screen. Patches that change Mush8's 4K or Fill screen code are refused, turn the mod off to Prepare
Some mods change only a part of a large game archive, for example one character icon in UI/cmn/menu.sarc. Make a folder with the name of the archive, and put the changed part inside it. Mush8 then changes only that part, so many mods can edit the same archive. These archives can be edited:
.sarcand.szsarchives: a file or folder inside them replaces or edits the inner file with the same name.bntxtexture packs:<texture name>.pngreplaces that texture. The image must have the same size as the texture.msbttext files:<label>.txtreplaces the text with that label. For example, label1029inCommon.msbtis Ludwig's name
If a mod replaces a whole archive, edits from mods lower in the list apply on top of its copy
- Make a folder for the mod in
mods, for examplemods/My Mod - Find the
romfsfolder in the download. It is often atatmosphere/contents/0100152000022000/romfs. Move it tomods/My Mod/romfs - If the download has game folders such as
Driver,KartorUIat its top, with noromfsfolder, move them intomods/My Mod/romfs - Move the
.ipsand.pchtxtfiles tomods/My Mod/exefs. They are often inexefsor inatmosphere/exefs_patches/<name> - If the readme tells you to put images into an archive with Switch Toolbox, make the archive path as folders instead. For example, "menu.sarc → mn_L_CharaIcon_00.szs → timg → __Combined.bntx: tc_Chara" becomes
romfs/UI/cmn/menu.sarc/mn_L_CharaIcon_00.szs/timg/__Combined.bntx/tc_Chara_Ludwig.png - If the readme tells you to change a name in
message.sarc, write the new name inromfs/UI/<language>/message.sarc/Common.msbt/<label>.txt, for each language you play in
Mods that change tracks, characters or items can break LAN and online play with players who do not have the same mods
- free Apple IDs and the
.ipa(AltStore / SideStore) don't get the extended virtual addressing entitlement, so the game runs with a smaller 5 GB memory layout there (a paid account gets the full one) - Nintendo's online play is gone, use Online (lan-play) instead
- 5 to 8 players split screen is Switch 2 only, so it's hidden
- no amiibo (yet)
- the two WebM videos (credits, Switch 2 dialog) play as a slideshow on iOS
Contributions are welcome !