Eden-NX2 and Eglantine Released to the Public: 145 Fixes, FSR 3, and Mario Kart World Booting on the First Switch 2 Emulators

The line separating private proof-of-concept clips from publicly downloadable binaries held for barely forty-eight hours. While the first PC demonstrations of the Eden emulator's experimental nx2 branch relied strictly on closed developer builds earlier this week, developer Takoroka has now published the first public pre-release of Eden-NX2 on the project's official Git server. Immediately afterward, a free and open-source fork named Eglantine launched on GitHub, rolling out more than sixty automated builds that already boot Mario Kart World, Donkey Kong Bananza, and Splatoon Raiders on Windows and Linux.
Eden-NX2: 145 Blockers Cleared by Takoroka to Decode Nintendo Switch 2 Architecture
The turning point arrived late on October 29, 2026, on the git.eden-emu.dev repository infrastructure. Just hours after pull request #4585 removed restrictions on AI-assisted code contributions across the repository, developer Takoroka published release tag nx2-2026-10-29 (a 34.3 MB 64-bit Windows archive containing both the standard eden.exe GUI application and eden-cli.exe), accompanied by an exhaustive engineering log titled NX2_NOTES.md.
That reverse-engineering document details, in exact chronological order, the 145 technical blockers that had to be solved to make an emulator built for the original Switch execute software compiled for Nintendo's successor hardware:
- ARMv8.1 through ARMv8.5 Instruction Decoding in dynarmic: every analyzed Nintendo Switch 2 title shares a 64-bit
main.npdmheader featuring a 39-bit address space,KernelVersion 9.1, and six application CPU cores (core mask0x3f). Crucially, their binaries rely heavily on newer ARM64 instructions that stockdynarmiccould not decode. Inside Mario Kart World's main executableDrive.nss(Program ID0400C3F00006E000), static analysis uncovered 114,767RETAA/RETABpointer-authentication instructions, 37,560LDAPRloads, 24,718 LSE atomic operations, 6,640CASinstructions, and 2,470SWPops. In Splatoon Raiders (0400380020056000), those counts climb to 134,911RETAA/Band 100,520LDAPRinstructions. Takoroka patcheddynarmic's decoder table to handle ARMv8.1 through ARMv8.5 operations, leaving only around 60 to 110 rare SIMD encodings undecoded. - 12 GB Memory Layout and 6-Core Thread Folding: the emulator switches to
memory_layout_mode=4to allocate a 12 GB RAM layout for Switch 2 titles, expands the physical SMMU range from 33 to 34 bits, and identity-maps GPU virtual addresses to CPU virtual addresses (GPU VA == CPU VA) viaNx2GpuMemoryRegistry. Because Eden currently emulates four CPU cores, threads spawned on virtual cores 4 and 5 are folded onto cores 0 and 1. - Nvidia Ampere (0x17E) GPU Simulation and FFmpeg Video Decoding: to pass the
NvRmdriver hardware checks, thenx2branch reports chip ID Ampere0x17E(handling Ampere classesC797,C7C0, andC7B5alongside Turing+MME64macros) and routesnn::codec::videostreams through FFmpeg. In Splatoon Raiders, this allows the emulator to play the entire intro cutscene (airplane cockpit, newspaper map, lighting, color grading, and subtitles) while using a bilinear filter as a temporary stand-in for tensor-core DLSS upscaling.
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Eglantine: The Open-Source Fork Adding AMD FSR 3 and Fixing Mario Kart World
As soon as Eden-NX2's source code went live under the GNU GPLv3 license, community contributors began iterating on the foundation. On GitHub, the Eglantine repository (Djihads80/Eglantine), described as a free and open-source Switch 2 emulator derived from Eden, Yuzu, and Sudachi building on work started by developer Camille LaVey and Takoroka's nx2 branch, surged past 800 stars and nearly 100 forks in less than forty-eight hours.

Backed by a continuous integration pipeline that has already published 64 automated builds as of Saturday, October 31, 2026 (delivering Profile-Guided Optimization PGO packages weighing 107.1 MB for 64-bit Windows and 101.2 MB as a Linux AppImage requiring glibc 2.39+), Eglantine contributors have landed several major improvements:
- AMD FSR 3 Upscaling and Frame Generation: maintainer
Djihads80integrated FSR 3 upscaling alongside Frame Generation (commit8a72dc0) to help offset the heavy overhead of early graphics pipeline translation. - Targeted Fixes for Mario Kart World (v1.8.0): contributor
xtamrestored missing in-game fonts and menu text by acceptingR0register returns in shaders (a4a746b). Meanwhile, pull request#82fromvibecodekunresolved the device-loss crash during the Special Cup, and pull request#89byarisqzeliminated green and blue corruption patches around glowing objects on AMD Radeon GPUs. - Docked/Handheld Toggle, Loose Dump Discovery, and PS5 Port: recent commits added working Docked and Handheld mode switching specifically for Switch 2 software (
d2ac227), automatic scanning of unpackedExeFSdirectories with game icons and titles in the launcher list (#98), shared-memory support on macOS via MoltenVK (#33), and even spawned EglantinePS5 (heydemoura/EglantinePS5), an early alpha port for homebrew-enabled PlayStation 5 consoles powered bymihawk-99'sPS5_MesaRADV Vulkan driver.
System Requirements, Unpacked ExeFS Files, and Prototype Limitations
Despite viral clips showing Mario Kart World and Splatoon Raiders briefly reaching 60 FPS once shaders are cached, the developers behind both Eden-NX2 and Eglantine stress that the software remains a highly experimental prototype. To run the Windows 10/11 64-bit build, Takoroka specifies a baseline of 16 GB of system RAM and a Vulkan-compatible GPU with at least 8 GB of VRAM.
Just like the earlier nxnative execution tests on Apple Silicon Macs and iPhones, these emulators cannot decrypt retail game cartridges or locked digital archives on their own. Users must load an unpacked, decrypted exefsmain binary paired with its sibling romfs/ folder extracted from a console on firmware 23.0.1 via the ns2jb userland exploit and OunceCake. In actual gameplay, unimplemented task and mesh shaders, unbacked virtual textures, and pending 64-bit shader instructions (UIADD3, TMML) still cause missing 3D geometry, black ground textures, and heavy shader-compilation stutters.
My Perspective
Watching the open-source scene jump from a 32-second private video on October 28 to sixty-four public GitHub builds three days later marks a genuine shift in how modern console emulation is built. Reading through Takoroka's NX2_NOTES.md log makes the reason clear: whereas isolating every unknown svcGetInfo call or patching dynarmic for ARMv8.5 pointer-authentication instructions once took a small team months of manual debugging, combining automated trace harnesses with modern AI coding assistants allowed a single developer to clear 145 sequential blockers in days.
That speed should not be mistaken for a consumer-ready emulator. As long as the Nintendo Switch 2 kernel and master cryptographic keys remain uncompromised beyond firmware 23.0.1, and while the Ampere NVN2 graphics pipeline relies on partial Vulkan workarounds, Eden-NX2 and Eglantine are foremost developer testbeds. Yet by publishing the full source code and automated CI builds across decentralized Git servers and GitHub, contributors have ignited a collaborative momentum that even Nintendo's legal team will struggle to contain.

















