Nycolazs/ACNHRecomp
GamesRebuilds Animal Crossing: New Horizons from your own Switch files into a native PC port, without an emulator.
ACNHRecomp is a fan-made static recompilation of Animal Crossing: New Horizons: it translates the game's AArch64 Switch code into C++ ahead of time and compiles it for the host machine, with the console's system services reimplemented natively and NVN graphics calls mapped to Vulkan. It is aimed at players who own the game and are comfortable building it themselves, not at people looking for a ready-to-run download.
What it actually does
The result is native host code rather than emulation: game pointers are host pointers, and the three game modules are recompiled with clang. Maxwell GPU shaders are translated offline to SPIR-V using the Ryujinx/Ryubing shader translator, and the runtime provides the Horizon kernel, services, input through SDL3, audio, host clock and saves How it works.
The port adds PC conveniences the console lacks: resolution and aspect-ratio options (including ultrawide), FSR 1 upscaling, keyboard and mouse support where the mouse acts as the touch screen, remappable controls, controller-specific button icons, save import/export for JKSV, Checkpoint, yuzu forks and Ryujinx, and an in-game settings screen Features. The game's 14 languages are supported, plus an optional community Brazilian Portuguese translation that is not distributed with the project Languages and mods.
What you need to supply
No game code, assets, keys or firmware are included. You must build a game folder yourself, laid out as exefs/ plus romfs/ (about 10.5 GB with the update applied), and optional DLC under aoc/. That folder is produced with the separate ACNHRecomp-Importer companion project, distributed through the project's Discord, not in this repository Your game folder. The setup links the folder rather than copying it.
Versions 3.0.2/3.0.3 receive every fix; 2.0.7 and 1.0.0 play with picture, sound and mouse Version notes. Building the first time takes roughly 1 to 2 hours on a 12-thread, 30 GB machine, after about 8 minutes of recompilation and 2 minutes of shader work; the setup downloads its own toolchain pieces into private/ Building from source. Linux x86-64 is tested; macOS on Apple Silicon with MoltenVK is tested; Windows builds through the setup script but is described as not fully tested by the main developers; Android is tested on a Snapdragon 865 device and needs the game folder prepared on a computer Platforms.
Current state and limits
All status measurements come from Linux x86-64 on an Intel Iris Xe/Mesa GPU. Boot, character creation, the opening movie and free island roaming work at 30 fps; the game's first save has not been verified in a full playthrough, so back up before relying on it. Online features (visits, Nook Link, Dream Suite) are unavailable, and some birds may render with a black patch on the head Status.
Setting 60 fps makes the whole game run twice as fast because logic advances once per frame; a scripted fix exists but installs third-party code separately Troubleshooting. Save operations are guarded: the current save is backed up before any import or restore, imports are staged and moved in atomically, and you should restart the game after importing so the old island is not written over the new one Saves. The project is MIT-licensed, but that covers only its own source code and grants no rights to the game itself License.
Written by AI from the project's README, updated October 29, 2026. The project's own docs are the source of truth.