SimpleModManager
SimpleModManager is an homebrew app for the Nintendo Switch
Install / Use
/learn @nadrino/SimpleModManagerREADME
SimpleModManager
SimpleModManager is an homebrew app for the Nintendo Switch CFW : Atmosphere. It allows to manage your mods (via LayeredFS).
<p align="center"><img src="./src/Applications/SimpleModManager/resources/romfs/images/icon_corner.png" width="25%"></p>Screenshots


How to install (manually)
- Download the latest version in the release page
- Place the .nro file in the
/switch/folder of your SDcard. - At the root of your SDcard, create a
/mods/folder. - Tree structure :
/mods/<NameOfTheGame>/<NameOfTheMod>/<ModTreeStructureFromAtmosphereFolder> - For plugins:
/mods/<NameOfTheGame>/.plugins/<NameOfTheNro>.smm
Example : /mods/The Legend of Zelda - Breath of the Wild/First Person View/contents/01007EF00011E000/romfs/Actor/Pack/GameRomCamera.sbactorpack
Build From Source
Prerequisites (macos)
- Install XCode via the App Store
- Launch :
xcode-select --install
- Download DevKitPro : https://github.com/devkitPro/pacman/releases
sudo installer -pkg /path/to/devkitpro-pacman-installer.pkg -target /
- Define environment (add the following lines to your bashrc) :
function setup_devkitpro()
{
echo "Seting up DevKitPro..." >&2
export DEVKITPRO=/opt/devkitpro
export DEVKITA64=${DEVKITPRO}/devkitA64
export DEVKITARM=${DEVKITPRO}/devkitARM
export DEVKITPPC=${DEVKITPRO}/devkitPPC
export PORTLIBS_PREFIX=${DEVKITPRO}/portlibs/switch
export PATH=${DEVKITPRO}/tools/bin:$PATH
export PATH=${DEVKITA64}/bin/:$PATH
source $DEVKITPRO/switchvars.sh
return;
}
export -f setup_devkitpro
- Source your bashrc and execute "setup_devkitpro"
- Install packages (all are not needed, this is just a reminder for me!)
sudo dkp-pacman --noconfirm -Syu \
devkitA64 libnx \
switch-tools \
switch-glfw switch-glad switch-glm switch-zlib switch-freetype
Compile
git clone https://github.com/nadrino/SimpleModManager.git
cd SimpleModManager
mkdir build
cd build
cmake ../ -DCMAKE_TOOLCHAIN_FILE=../cmake/devkita64-libnx.cmake
make
Test run
From your build folder, you can test the app from the Homebrew screen (press X):
nxlink -s -a <IP_SWITCH> src/Applications/SimpleModManager/SimpleModManager.nro
Command line options are:
$ nxlink -h
Usage: nxlink [options] nrofile
--help, -h Display this information
--address, -a Hostname or IPv4 address of Switch
--retries, -r number of times to ping before giving up
--path , -p set upload path for file
--args args to send to nro
--server , -s start server after completed upload
-s option will show the std::cout output in the terminal.
Plugins
Plugins can be any hbmenu nro, but should be linked against libsmm and have the
void smmInit();
called in initialization and
void smmExit();
called in deinitialization
use
std::string smmModPathForCfwPath(std::string path);
to get the path to a file under sdmc:/mods/... from a path to a file under sdmc:/atmosphere/...
and include
#import <libsmm.h>
and add
LIBS := -lsmm -lnx
to your makefile
Example :
<details> <summary>main.cpp</summary>
// Include the most common headers from the C standard library
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// Include the main libnx system header, for Switch development
#include <switch.h>
#include <libsmm.h>
// Main program entrypoint
int main(int argc, char* argv[])
{
// This example uses a text console, as a simple way to output text to the screen.
// If you want to write a software-rendered graphics application,
// take a look at the graphics/simplegfx example, which uses the libnx Framebuffer API instead.
// If on the other hand you want to write an OpenGL based application,
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
smmInit();
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
// Other initialization goes here. As a demonstration, we print hello world.
printf(smmModPathForCfwPath("sdmc:/atmosphere/contents/01000A10041EA000/romfs/Skyrim.ini").c_str());
// Main loop
while (appletMainLoop())
{
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
// Your code goes here
// Update the console, sending a new frame to the display
consoleUpdate(NULL);
}
smmExit();
// Deinitialize and clean up resources used by the console (important!)
consoleExit(NULL);
return 0;
}
</details>
<details>
<summary>makefile</summary>
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPRO)),)
$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro")
endif
TOPDIR ?= $(CURDIR)
include $(DEVKITPRO)/libnx/switch_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
# EXEFS_SRC is the optional input directory containing data copied into exefs, if anything this normally should only contain "main.npdm".
# ROMFS is the directory containing data to be added to RomFS, relative to the Makefile (Optional)
#
# NO_ICON: if set to anything, do not use icon.
# NO_NACP: if set to anything, no .nacp file is generated.
# APP_TITLE is the name of the app stored in the .nacp file (Optional)
# APP_AUTHOR is the author of the app stored in the .nacp file (Optional)
# APP_VERSION is the version of the app stored in the .nacp file (Optional)
# APP_TITLEID is the titleID of the app stored in the .nacp file (Optional)
# ICON is the filename of the icon (.jpg), relative to the project folder.
# If not set, it attempts to use one of the following (in this order):
# - <Project name>.jpg
# - icon.jpg
# - <libnx folder>/default_icon.jpg
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES := include
EXEFS_SRC := exefs_src
#ROMFS := romfs
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv8-a -mtune=cortex-a57 -mtp=soft -fPIE
CFLAGS := -g -Wall -O2 -ffunction-sections \
$(ARCH) $(DEFINES)
CFLAGS += $(INCLUDE) -D__SWITCH__
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
LIBS := -lsmm -lnx
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(PORTLIBS) $(LIBNX)
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export TOPDIR := $(CURDIR)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#------------------------------------------------------------------------
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