App Details
Plays .swf games from your SD card, or downloads them on the console: the Import tab opens on Flashpoint Archive shelves (a random studio, random games), searches the whole archive and fetches a game with its cover and companion files. AS1 and AS2 run well, much of AS3 too. Up to four players, and a single Joy-Con held sideways is a whole controller. Controls are remapped per game on a picture of the controller, and each game keeps its own screen mode, rotation, zoom, filter and CPU overclock. Hold R while starting any game from the HOME Menu, then pick FlashNX, or it will not have the memory to run a game. Atmosphère required. Flash emulation by Ruffle (ruffle.rs).
Screenshots
Changelog
v2.0.2
FlashNX 2.0.2 installs the full Happy Wheels, keeps the progress of more games, and fixes games stuck while loading.
- Full Happy Wheels (130): all 5.2 million levels and their replays, offline. It needs about 27 GB free to install, 18 GB once installed. Games over 4 GB now fit on a FAT32 card.
- Saves (134): closing FlashNX from the HOME Menu no longer loses progress. Puffle Launch and Pufflescape now keep theirs.
- Games: Raze 2 gets past its loading screen (133), Superfighters Ultimate downloads again, and a search like Sonny 1 finds the game (131).
- Flashpoint downloads: B now also stops the unpacking, and Settings > Library shows how many games you have and their size.
Full details in CHANGELOG.md: https://github.com/Jonathan8520/FlashNX/blob/main/CHANGELOG.md.
v2.0.1
FlashNX 2.0.1 updates itself, checks the room on your SD card before a download, and fixes HOME Menu icons that would not start.
- Updates from FlashNX itself: a newer version is offered once when FlashNX starts, and stays in Settings > About. Nothing is downloaded until you press A.
- SD card space: a download that does not fit stops at once and says how much to free up.
- HOME Menu icons (129): FlashNX tells you when the console lacks signature patches, and icons find FlashNX even outside /switch/FlashNX/. Turn icons made with 2.0.0 off and on again.
Full details in CHANGELOG.md: https://github.com/Jonathan8520/FlashNX/blob/main/CHANGELOG.md.
v2.0.0
FlashNX 2.0.0 redraws the whole interface, lets up to four people play at once, and can turn a Flash game into its own Switch app.
Highlights
- A new interface: the console's own fonts and button glyphs, icons, covers of every shape, a game options panel, a pause menu down the left side, and Settings laid out like System Settings. A setting only changes once you press A on it.
- Import opens on Flashpoint shelves: a random studio and random games, without adult, crude or gory ones. The search now finds the 6,100 or so Flash games added to Flashpoint since August 2025.
- Up to four players, and a single Joy-Con held on its side is a whole controller (128).
- make_standalone.py, attached to the GitHub release, turns a game into its own .nro with no build tools (106).
- Opened from the Album, FlashNX no longer crashes: it says why and offers to add its icon to the HOME Menu.
Fixed games
Combat Tournament Legends runs at full speed again (123). Polarberry Jam and Smoothie Moves can be found and downloaded (122, 124). Dragon City went from 6.5 to about 30 frames a second, fights in Madness: Project Nexus run 15 to 19 % faster (109), and games locked by MochiCrypt such as Charlie The Duck start.
Also
The pause opens even while a game is busy, waiting on the network never freezes the screen, a missing connection is said at once, deleting a big game is instant, and many translations were fixed.
Full details in CHANGELOG.md: https://github.com/Jonathan8520/FlashNX/blob/main/CHANGELOG.md.
v1.9.0
Most games now run at full speed, ActionScript 3 is compiled to native code, and a game can have its own tile on the HOME menu.
Highlights
- Faster everywhere.- AS3 is compiled to native ARM code (Fireboy & Watergirl 2: from 10 to 18.5 fps), AS2 and rendering cost much less (Agent P from 14 to 60 fps, Catmario from 24 to 60), and memory goes much further in big games. Super Mario 63, Papa Louie 3, Agent P, Icy Tower and Super Meat Boy now run at full speed most of the time.
- OVERCLOCK AUTO, the new default: the CPU only goes up when a game falls behind.
- HOME menu tiles: install a game as its own icon on the console's home screen.
- Gyroscope cursor- (119): aim like a Wii remote, or tilt the console like a marble on a tray.
- SCREEN panel: pixel art can stay sharp (108), and an FPS counter (111).
- Copy controls from another game, from APPLY A PROFILE.
- Saves- no longer make games stutter, and a power cut can no longer corrupt one.
Fixed games
New Super Smash Flash (116, 121), Super Smash Flash 2 (fights load, floors visible), SSF2 Portable (112), Electricman 2 (105), Stick War (80), Super Mario 63 (final battle 114, meteors in 8-13), haunt the house.
Also
Big downloads show their unpacking step (117), a single Joy-Con left on the console works, a game can be built as its own app (106), and bug reports carry more useful details.
Full details in CHANGELOG.md: https://github.com/Jonathan8520/FlashNX/blob/main/CHANGELOG.md.
v1.8.0
Games you can file away, a controls screen that looks like the controller in your hands, and the single biggest speed win FlashNX has had: the memory allocator was eating more than half of every frame.
Added
- Folders- (68): the PLAY screen gets a shelf selector on ZL and ZR. Filing a game into a folder does not move it: the shelf is a label, kept in one small tags.json beside the library, which is what lets a game sit in MARIO and in FINISHED at once without being copied anywhere. Folders you made yourself on the card are shown as shelves too, and a game sitting in one of those is on that shelf because of where its file is, so a label cannot take it off; sending it back to ACCUEIL is the one action that does move a file, back to the root. Its save, its controls and its cover follow it when it does.
- The controls screen is a picture of your controller- (55, 57): it used to be a list showing eight of the twenty-five buttons at a time, so reading one keymap meant four screens, times five combo layers, times two players. It is now the pad itself, all twenty-five bindings on one screen, with the value of each control beside it. Putting the cursor on a row lights up the matching button on the drawing, so "which one is ZL again" is answered by pointing at it. Left and Right cross between the two hands, the sticks show which way a binding pushes them, and Minus is drawn locked, which finally explains why it cannot be mapped: it opens the pause menu. A button used as a combo modifier is now shown as one, greyed, because the runtime mutes its own key everywhere the moment its layer gets a binding. That was true before and nothing said so.
- Free zoom on the game picture- (101): the SCREEN panel gains a ZOOM row. The picture can be enlarged up to five times and moved around, so a game that draws its playfield in a corner can be brought up to the whole screen. The pointer and the touchscreen follow, and the framing is kept per game like the display mode and the filter.
- Choose where your library lives- (79): SETTINGS gains a GAMES FOLDER row that browses the card one level at a time, and can make a folder as you go. The folder you pick both receives downloads and gets scanned, and choosing it moves everything there, after a confirmation naming how many games and where they are going. There is deliberately no "leave them where they are": a library split across two places is the one outcome nobody wants. Asked for by players who keep everything under roms/.
- Chinese, Japanese and Korean can be typed- (75): the system keyboard now offers every input method wherever FlashNX asks for a name, rather than the four Latin layouts it used to be limited to. Address prompts stay Latin on purpose, since an address composed in an input method would not reach anything. and the launcher draws them from the console's own font, so a game named in Chinese shows its real name instead of a row of blanks.
- A per-game overclock- (82, 104): the pause menu gains an OVERCLOCK row that raises the CPU speed for that game only, and leaves the GPU alone. On paired binaries the GPU half bought nothing measurable, 25.15 fps against 25.12, so it is all risk and no gain. Measured across a range of games it is worth 1.41x on average, from 1.07x on a game that was never CPU bound to 1.75x on one that was. The battery is watched: the setting steps back down on its own below 7%, and the console's skin temperature settled around 44 C over 21 minutes, peaking at 45.3, against the 53 C where the system pins the fan at 60%.
- Stage3D games run- (88): the 3D layer is compiled to the console's own shaders and composited with the rest of the picture.
- Video plays- (89): Ruffle's software decoder is wired in, so games that embed video no longer sit on a blank frame.
- The import tab leads with Flashpoint: searching a game by name and picking it from a wall of covers is the path that needs no address at all, and it used to be one letter in the legend at the bottom while the whole screen said "paste a URL". It is now the first row, above adding an address, and the page is split in two: what you can do, then the sources you have saved.
- Bug reports carry the technical log: the end of the session log is attached to a report. Ruffle's own warnings go through the same funnel as ours, so that tail is exactly the list of what the game complained about, which is what tells a freeze apart from a crash. The list of games to report also starts with the one you played last (99).
- The current view is named in the home header- (98), and a mappable button opens the console keyboard in a game- (99).
- Touch reaches the rest of the interface: the PLAY / IMPORT / SETTINGS bar answers a finger, lists can be dragged, and the cursor glides between rows instead of jumping.
Fixes
- Games run close to twice as fast- (82, 104): the C library's memory allocator was taking 58% of every frame. Flash games allocate constantly, in small pieces, and every one of those went through a routine that walks a list. A cache for small blocks was added in front of it, worth 9.1 fps to 17.4 on the same scene, and it also removed the periodic stall that made a smooth game hitch every few seconds. That stall had been blamed on the garbage collector for months; the collector was only the thing calling the allocator most often.
- The Chinese interface no longer freezes for two seconds- every time you open it or come back from a game. The console's shared font holds 28 944 characters and the old parser unfolded all of them to draw the hundred an interface uses, which cost 1942 milliseconds and 136 MB, paid again after every game. It now reads only the characters it needs, and the same parse measures 0 ms. Chinese also works again when FlashNX is started from the album rather than as a full application, which used to crash the console outright.
- Peggle starts- (100): it is a portal game. The movie tells the page hosting it that it is ready and waits for that page to start it, so with no page it hid everything and waited forever. FlashNX now holds up that side of the conversation.
- Spellseeker and Hasee Bounce get past their loading screen- (85, 86): both were missing a companion file that does exist. One was archived under a different host than the one the game asks, so a failed fetch is now retried against www. and the bare domain; the other wanted a PHP script the archive cannot keep.
- A game made of thousands of small sprites is no longer cut off- (102): The King of Fighters Wing asks for 5137 bitmaps of 384x224 each, and our own guard refused it partway through, which showed as a white screen with a few sprites on it. That guard was written for the opposite shape of game, one that dies on a single large allocation, and one ceiling could not serve both. Ruffle reported the refusal as the graphics device being too small, which sent the search in the wrong direction entirely.
- Zuma Highspeed Challenge takes touches where you touch- (87), and pausing a game no longer lets its clock run on underneath.
- A network error says what went wrong instead of blaming your WiFi- (103): the message was reached only after the three failures that actually mean "no connection" had been handled, so it accused the one thing the code had just ruled out. It also asked you to check an address, in a search where you typed a game's name.
- Your nickname can be changed after moving your library: it was being written to the old location and read from the new one, so the change quietly did nothing. Clearing it now clears it everywhere, instead of letting an older copy come back on its own.
- Restarting a game from the pause menu no longer freezes its clock- for as long as the menu was open, which left animations stopped in games that time themselves.
- A game with several animated surfaces updates all of them: only the last one written in a frame was reaching the screen, so a tile, a gauge or a particle canvas could quietly stop moving.
- A game name that is not plain English no longer crashes the launcher- (75), and long names wrap where they actually end rather than where a letter count guesses.
- Covers from Flashpoint that are WebP under a .png name are decoded- instead of showing as a blank tile, and a transparent cover is no longer drawn as a white block.
- A failed remote import no longer freezes the interface, and a download that fails does so in the time of a round trip instead of appearing to hang (76).
- The suggestion button says a suggestion was sent- (83), not a bug report.
- A HOME menu shortcut applies the defaults you set in SETTINGS, which it was ignoring.
v1.7.0
FlashNX v1.7.0: Four ways to see your library, and a screen that fits the game 🖼️
Pick the layout that suits your collection, fill the screen or turn it upright, and a long list of things that used to say they had worked when they had not.
Four ways to lay out the PLAY screen (52)
SETTINGS opens with a HOME VIEW row. GRID is the cover grid you already know and stays the default. The other three exist because a grid has to crop every cover into the same box, and a lot of Flash art is a wide banner or a small logo that does not survive that crop. LIST is a column of thirteen titles with the selected game's cover shown whole beside it, which is the only layout that gets you through a long library by reading rather than by looking. STRIP puts a large cover on the left, its details on the right, and your whole library in one row along the bottom. SHELF is a single row of larger covers with the current one grown in place. Favourites keep their gold marker everywhere, and in the two row layouts you can drag the row with a finger, tap a game to select it and tap again to launch it.
The screen fits the game (65, 69, 74, 78)
The pause menu has a new SCREEN row holding three settings, each previewing on the frozen picture behind the panel so you see what it does to that game before going back to playing.
- DISPLAY: FIT keeps the proportions and the black bars, STRETCH fills the screen by widening the picture, FILL enlarges until it covers and cuts off what hangs over. On a 4:3 game FILL costs about a quarter of the height, top and bottom, which is exactly where scores and life bars live.
- ROTATION: turns the picture by a quarter. Scaling cannot help a game drawn taller than it is wide, and Flappy Bird- is 500 by 700. Turned and played with the console upright, it uses the whole screen at its own proportions. The pointer and the touchscreen turn with it.
- FILTER: NONE, SCANLINES or CRT, for an old television look.
Each choice is kept for that game alone, and SETTINGS has defaults for the whole library so you do not have to set every game one by one.
More games run
- Learn to Fly 2- starts (76). It opened on a black screen and stayed there, because it leaves its first frame through a jump fired by an advertising callback that fails here instantly, while one frame out of forty-six had loaded. A jump past what is loaded is quietly dropped.
- Hot Dog Bush- loads its real game instead of an advert (72). When the archived copy does not hold the exact file Flashpoint points at, the choice is now ranked rather than taken in storage order.
- Battle for Dream Island 5b- gets its level table (73). Games imported from archive.org now bring the data files they ask for, and an import that cannot find one says so in red instead of leaving you with a game that loads for ever.
Things that used to lie
- Picking a game whose file is gone no longer starts a different game, with that game's controls and saves, while your playtime went to the one you had picked.
- Your playtime and favourites can no longer be erased by your own click.- A file that fails to load is left alone for the session instead of being overwritten by an empty one.
- Two unrelated games no longer share one save file.- Saves were filed under the name the game had on the site it came from, and 5.3% of the Flashpoint catalogue ships a main file with a name so generic that hundreds of games share it. Existing saves are still read, so nothing is lost.
- Deleting a game now removes its saves too.- Launch a game once after this update if you want deleting it to leave nothing behind.
- A download that did not bring back a game no longer passes for a success, and a cover that failed to download no longer leaves the game with a generated tile for good.
- A change the SD card refused no longer looks like it worked, whether it is a remapped button, a renamed game or a display setting.
Also
Screenshots instead of logos when picking a cover (59). Every list wraps round, and a held direction now stops at the end instead of looping for ever. Startup is quicker again. Chinese menus appear much faster and no longer make the covers disappear. A second search no longer leaves the launcher with no network for the rest of the session.
Installation
1. FlashNX.nro to sdmc:/switch/FlashNX/
2. Your .swf files to sdmc:/flashnx/
3. Launch FlashNX- from the Homebrew Menu (modded Switch with Atmosphère).
v1.6.0
FlashNX v1.6.0: More games, a faster player, a real Import tab 🎮
Games that used to sit on a preloader or a black screen now run, the launcher opens about five times faster, and the Import tab finally handles a real collection of URLs.
More games run
- Games packaged as a web page: some Flashpoint entries ship an index.html that feeds settings to the player instead of a plain .swf. FlashNX now reads that configuration itself, which brings in Disney/Yamago minigames (Agent P Strikes Back, Tron Uprising: Escape from Argon City) and HTML-wrapped titles such as Dragon City.
- Newgrounds API games load again- (for example Newgrounds Rumble): their preloader used to wait forever on a Newgrounds service that no longer exists, stuck at "WAIT".
- Very large games download: the importer streams a game archive straight to the SD card one file at a time, so multi-gigabyte entries can be fetched and extracted.
- Games with a broken version check- no longer refuse to start with a false "Flash Player required" message (64), and large .swf files load instead of being rejected for their size.
Faster
- The launcher opens about five times faster, from roughly 3.6 seconds to 0.7 on a 71-game library, and the same wait when you quit a game back to the list is cut the same way.
- Moving through the game grid is smooth: text is drawn in one call per line instead of one per run of pixels, and covers are resized once to the size they are shown at.
- Faster on script-heavy games: the code is now built for the Switch's own processor and uses its optimized memory routines. Dragon City- in particular goes from unplayable to around 6 fps after a graphics setting that was throttling the GPU was corrected.
A real Import tab
Each row now shows a readable name, a tag saying whether it is a single .swf or a list of files, and how many of that source's files are already on your SD card. + Add a URL is pinned to the top, - searches, Y sorts, and a URL can be favorited so it pins to the top like a favorited game. The list also scrolls smoothly and can be dragged with a finger. Your library size is shown under the logo, and the Flashpoint details popup shows the cover and the game's description.
Game fixes
Papa Louie's character is visible again and Papa Louie 3- no longer hangs on its loading screen (14, 42), Icy Tower- no longer crashes and its HUD is complete (26), Pursuit of Hat 2- no longer starts on a black screen, and Cat Mario- no longer loses whole groups of sprites in busy scenes. A Chinese interface no longer takes the console down (70), three games that ran the console out of memory can no longer cost you an unsaved game elsewhere, and network errors now say what actually went wrong instead of always blaming the clock.
Installation
1. FlashNX.nro to sdmc:/switch/FlashNX/
2. Your .swf files to sdmc:/flashnx/
3. Launch FlashNX- from the Homebrew Menu (modded Switch with Atmosphère).
Full details: README: https://github.com/Jonathan8520/FlashNXreadme- and CHANGELOG: https://github.com/Jonathan8520/FlashNX/blob/main/CHANGELOG.md.
Switch integration layer under the MIT License. All Flash emulation credit goes to Ruffle: https://github.com/ruffle-rs/ruffle (Apache-2.0 / MIT).
v1.5.1
Two fixes on top of v1.5.0.
Fixes
- Games no longer turn to a red screen after a long session- (62, 63): after playing one game for a while, launching a different one could show a full red screen. The game file is now read in small chunks instead of one large operation that could spuriously fail once memory had fragmented, so the next game loads reliably.
- Caps Lock can now be mapped to a button- (61): a few games use the Caps Lock key for a mechanic (for example, a stage in This Is the Only Level- that only opens the exit while Caps Lock is held). The visual keyboard in the control editor (TOUCHES) now has a Caps- key you can bind.
v1.5.0
A rework of the control editor, plus new languages and rendering fixes.
Added
- Visual keyboard for remapping- (55): pick a key on a full on-screen PC keyboard instead of a scrolling list; keys already in use are highlighted. F1-F12, symbols and numpad operators can now be bound.
- Button combos, one layer per modifier- (57): hold ZL/ZR/L/R and every other button sends a different key. The four modifiers are independent and work at once, so ZL+A and R+A can differ. Player 1 and Player 2 each have their own layers.
- Turkish, plus a compact flag-grid language picker.
- Show or hide the mouse cursor per game, and a black outline on the pointer so it stays visible over any art.
- Shared control profiles now carry the whole setup: combos, cursor speed and the show-cursor choice, not just the base bindings.
Fixes
- Very large games no longer go to a white screen- (56, e.g. the Henry Stickmin titles).
- Fewer white screens / out-of-memory on heavy games- (freed-and-right-sized bitmap layers).
- Water and distortion effects render correctly: displacement-map filters are now supported, and a texture-packing bug that striped these scenes is fixed.
- Smaller fixes: a game no longer appears twice in the shared-profile catalog; cursor-speed-only changes re-enable sharing.
v1.4.1
A follow-up to the Chinese support in v1.4.0, plus wider import support.
Fixes
- Chinese (and Japanese/Korean) text now shows inside games: v1.4.0 added Chinese to the app's own menus, but text drawn by a running game still came out blank when the game used a system font for it. Games now fall back to the Switch's built-in fonts for any character a game's own font is missing, so in-game CJK text renders. (54)
- Import from Wayback Machine links: a web.archive.org snapshot URL of a .swf is now accepted and downloads the actual game (it used to be treated as an archive.org item and fail).
Changed
- The control-profile catalog is now fully community-driven: the one bundled profile (Super Mario 63) was removed, as it only mirrored the default controls anyway. Share and apply profiles from a game's options as before.
Install: copy FlashNX.nro to /switch/FlashNX/ on your SD card and launch it from the homebrew menu. Powered by Ruffle: https://github.com/ruffle-rs/ruffle.
v1.4.0
Community control profiles, more languages, and Flashpoint games that were impossible to import before.
Added
- Community control profiles (20): share your key bindings for a game and download other players' setups. In a game's options (+), pick "Share my controls" to publish your profile, or "Apply a profile" to browse what the community has shared for that game and try it. Applying a profile is non-destructive and can be reverted, and profiles you shared can be deleted again. Verified and most-applied profiles sort to the top.
- More languages: German, Italian, and Brazilian Portuguese join the menus, plus Simplified Chinese (41), rendered from the Switch's own shared font.
- Numpad keys in the controls editor: the editor now offers Num0–Num9 (the numeric keypad), listed first, for games that read keypad keys separately from the top-row digits. Player 2 defaults to the numpad.
Fixes
- Flashpoint games with a non-ASCII title now import and launch (51): a game whose file name uses non-Latin characters (for example 包丁少女幻窓曲) failed to download with an error -2. Its address is now encoded correctly.
- Flashpoint games that load their assets on the fly now play (51): some games build the paths to their data and art files while running, so those files could not be fetched ahead of time and the game stayed on a blank screen (for example Racing is Magic). Missing files are now pulled from the Flashpoint mirror on demand and cached, for games imported from the Flashpoint search.
Install: copy FlashNX.nro to /switch/FlashNX/ on your SD card and launch it from the homebrew menu. Powered by Ruffle: https://github.com/ruffle-rs/ruffle.
v1.3.1
Local two-player, a touch-driven launcher, and a batch of game fixes.
Added
- Local two-player (two controllers): a second controller drives Player 2 through its own key bindings, for Flash games where two players share one keyboard (for example Fireboy & Watergirl, Dragon Ball Z Devolution). The controls editor has a Player 1 / Player 2 toggle (press X), and both players' keys are saved per game. Player 2 defaults to WASD so it does not clash with Player 1's arrows. Needs two full controllers (a Pro controller or a Joy-Con pair each). (40)
- Touch controls in the launcher: in handheld mode, drag the game gallery to scroll, tap a game to select it, and tap it again to launch.
- Flashpoint content filter toggle: press ZL+ZR in the Flashpoint search results to turn the filter on or off; importing a game also fetches its cover. (33)
- Download of non-zipped Flashpoint games- through the htdocs mirror. (26)
Fixes
- Super Smash Flash: the announcer now plays, and the game no longer freezes on a blank screen after a fight instead of showing COMPLETE. Its audio uses the Nellymoser format, which was not enabled. (29)
- No more crash when some games save- a self-referential object (for example Hemp Tycoon). (33)
- Color speckle on translucent effects fixed- (for example the smoke in Offroaders). (38)
- Flashpoint games with a space in their name now launch the right file- instead of the first one found in the archive.
- The "&" character now shows in the menus- (it was missing from the UI font, so titles like "Fireboy & Watergirl" dropped it).
Powered by Ruffle: https://github.com/ruffle-rs/ruffle.
v1.3.0
Multi-file games, Flashpoint downloads that actually start, an in-game keyboard, favorites, a more configurable control editor, and a fix for games that showed a blank white screen.
Highlights
- Multi-file games: games that load other .swf files at runtime now find them in a .files/ folder. Companions are fetched automatically on a Flashpoint download. Garfield's Scary Scavenger Hunt- plays start to finish.
- Flashpoint downloads bring the whole game- and launch the right version. Papa Louie 2- now starts instead of getting stuck on a sponsor screen.
- In-game keyboard: the Switch keyboard opens when a Flash game wants text (names, passwords, level codes).
- Favorites: pin games to the top of the Play gallery.
- More configurable controls: assignable mouse clicks, SL/SR, stick presses, the right stick as a d-pad, and translated control labels.
- Much faster Flashpoint downloads- (about ten seconds for a large game instead of two minutes).
- Home-menu shortcuts: boot straight into a single game with a forwarder, or via a Sphaira .swf association.
- Blank white screen fixed: very art-heavy games (for example The Binding of Isaac) used to render almost entirely invisible. They now display correctly. (16, 23)
Install
Copy FlashNX.nro to /switch/FlashNX/ on your SD card.
See the CHANGELOG for the full list.
v1.2.1
FlashNX v1.2.1: PixelBender games fixed 🛠️
A small fix release.
Fixes
- PixelBender games no longer crash: some games build a Flash Shader / ShaderFilter at runtime (for example The Terminal). They used to abort the app the moment the shader was created. They now run normally. The shader's visual effect itself is skipped (this renderer does not run PixelBender), but gameplay and input work. As a bonus, crash messages from the game thread are now captured to the crash log instead of being lost.
Changes
- Clearer bug reports: an in-app report now includes the game's import URL when it was added from a link, so a game imported under an arbitrary filename can still be identified. The report also reminds you it opens a public issue on the FlashNX repository, and you can add your GitHub handle if you want a follow-up.
Install
Copy FlashNX.nro to sdmc:/switch/ and launch it from the homebrew menu. Your games in sdmc:/flashnx/ and your settings are kept.
v1.2.0
Big launcher update: a tabbed navbar, a cover-art gallery (5 per row), one-tap game downloads from the Flashpoint Archive (cover and real title included), library sorting and reverse, playtime, an in-app bug report and suggestion button, and quieter audio.
v1.1.1
Data-safety and import-diagnostics fixes, plus library search.
Fixes
- URL history no longer disappears in applet mode: history (and saves, settings, renamed-game sidecars) is now read with a bounded reader and committed to the SD card after every write, so it survives switching between applet (album takeover) and full title-takeover modes. Previously the history could read empty in applet mode, or get overwritten by the next change.
- HTTPS import errors are now readable: a failed import shows the real cause (libcurl code and message, HTTP status) instead of an opaque "code -2", so you can tell whether it is the console clock, DNS, the certificate bundle, or a blocked link.
Features
- Search the local library: press X- to filter the game list by name (empty input clears the filter), the same way the archive.org screen already works.
- Clear applet-mode notice: trying to launch a game without the full app memory now shows a readable message ("launch via title takeover") instead of a red screen.
Changes
- More consistent controls: X- is search on every list, and ZL- manages the selected item (game options in the library, delete URL in the import history). The on-screen footers reflect the new layout.
- The default example URL is now a neutral placeholder.
v1.1.0: UI now in English, French, Spanish and Russian (auto-detected, switchable in the new + Settings screen), global default controls, URL history management, and UI polish. v1.0.0: First official release. Flash playback (AS1/AS2 + partial AS3) via Ruffle, joycon library UI, remappable controls, native .sol saves, archive.org HTTPS import.