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A native Mach-O iOS/macOS port of Mario Kart 8 Deluxe, with LAN, online and wireless multiplayer

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Mush8

A native Mach-O iOS/macOS port of Mario Kart 8 Deluxe, with LAN, online and wireless multiplayer

How does this work ?

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

Game files

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 Firmware folder 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)

Requirements

  • 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 :

  • rustup with rustup toolchain install 1.98.1 and rustup target add aarch64-apple-ios --toolchain 1.98.1
  • xcodegen (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)

Building

the easy way :

./build.sh

The script (should) 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 :

./make-ios.sh --ipa

it ends up in build/Mush8.ipa

Tests :

cargo test --workspace

They need no game files and no controller

Multiplayer

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

Controls

Any controller normally works (Switch Pro, Joy-Con, DualSense, Xbox...). 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

An iPhone can be a controller too : open Mush8 on it and tap "Use as a controller". It finds the other Mush8 instance on the same Wi-Fi and joins as the next player

Any browser can be a controller too : turn "Remote controller" and "Browser controllers" on in the launcher and the address shown on the other device

On macOS, if your controller or a part of it (for example rumble) does not work, set "Gamepad driver" to SDL in the launcher

Mods

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 In the launcher, use Game data → Mods → Customize to turn each one 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

Limitations

  • 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
  • Nintendo's online play isnt available
  • 5 to 8 players split screen is Switch 2 only
  • no amiibo (yet)

Credits

Thanks to everyone who contributed :

  • codedpalette : a bunch of fixes and improvements
  • hchzr : 4K and 60 fps split screen
  • lyccccy : GPU heap split, so iPhones with less memory can render
  • FritteHD : browser phone pad
  • justr4mzi : kernel signal, Mii and video decoder fixes
  • 184904 : null index buffer fix

Contributions are welcome !

Third party

  • libvpx v1.17.0 VP8 decoder (BSD 3-Clause, see crates/vpx/libvpx/LICENSE and PATENTS) : WebM movies

About

A native Mach-O iOS/macOS port of Mario Kart 8 Deluxe, with LAN, online and wireless multiplayer

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