A native Windows PC port of Fire Emblem: Fortune's Weave (Nintendo Switch 2), made by static recompilation. The game's code is translated to C++ and compiled into a regular Windows program, which runs on a small runtime that stands in for the console's system software and draws with Vulkan. It is not an emulator.
Important
No game files are included or downloadable here. This project contains only its own tools and runtime. To play, you need your own legally dumped copy of the game; everything that reads the game happens on your PC. See LEGAL.md.
Not affiliated with or endorsed by Nintendo or Intelligent Systems.
- Runs natively on Windows, with no emulator in between
- 60 or 120 FPS modes, any output resolution, render scale and a temporal upscaler
- Windowed, borderless or fullscreen
- Keyboard and mouse or any controller, with matching button prompts
- An in-game settings overlay (F1)
- A launcher that sets everything up from your dump, with nothing else to install
- Windows 10 or 11, 64-bit
- A GPU with Vulkan 1.3 and an up-to-date driver
- 16 GB of RAM and about 30 GB of free disk space
- Your own decrypted dump of the game at update 131072, in one of these forms:
- a folder with
exefs\andromfs\ - a dump folder with
base\andupdates\<version>\ - a
.nuppackage
- a folder with
- Download
fefw-recomp-<version>-win64.zipfrom the Releases page and extract it to its own folder. - Run
fefw-launcher.exe. - On Setup, choose your dump folder (or .nup file) and press Set up. The launcher checks your files, builds the game on your PC and prepares the shaders. The first setup takes a while; you can Pause it and continue later.
- Press Play.
Your saves are in the save\ folder next to the launcher.
The launcher's Settings page covers resolution, frame rate, upscaling, window mode, sound and controls. Press F1 in game for the overlay. Every option is described in runtime/docs/CONFIG.md.
Extract the new zip to a new folder, copy your save\ folder into it, and run Set up again.
- "These game files are a different version": only update 131072 is supported. Check that you dumped the update, not only the base game.
- Setup stopped or failed: press Set up again to continue where it stopped. Open full log on the Setup page shows what went wrong.
- The game closes or freezes: look at
fefw.login the launcher's folder, and update your GPU driver.
Open an issue with fefw.log, your GPU, driver and Windows version, and the release you used. Please do not attach
game files or anything made from them.
See docs/BUILDING.md. Contributions are welcome.
This project stands on the work of others. Thank you.
- nxrecomp by drakolordx7: the recompiler this is built on.
- pokopia-recomp (drakolordx7) and featureJosh/pokopia-recomp (featureJosh): the runtime, tools and launcher this project started from (GPL-3.0).
- drakolordx7/switch2-recomp: the launcher design this launcher follows.
- nxnative-penis6 by seedds (MIT): the movie decoder front end, its dav1d copy and
several hardware facts (notices in
runtime/THIRD_PARTY_NOTICES.md). - Ryujinx / Ryubing (MIT): the shader translator and tiling code; Mesa NAK (MIT).
- SuperMarioWonderRecomp (MIT); smo-recomp, ScarletNX and ssbu-recomp (GPL-3.0); yuzu and Eden (GPL); libnx (ISC); LLVM libc++abi (Apache-2.0 with LLVM exceptions).
- zbic by Yannik Marchand (GPLv2; installed by pip at setup, not included here): ZBIC decompression.
- dav1d (BSD-2-Clause), libvpx (BSD-3-Clause), Zstandard (BSD), SDL3 (zlib), volk, VulkanMemoryAllocator, Dear ImGui (MIT), Vulkan-Headers (Apache-2.0 or MIT).
- astc-encoder (Apache-2.0), bc7enc_rdo (MIT or public domain), ISPC (BSD-3-Clause).
- AMD FidelityFX SDK headers and FSR (MIT), NVIDIA Image Scaling (MIT), NVIDIA Streamline headers (MIT). No NVIDIA or AMD binaries are included; DLSS is not used or distributed.
- Sascha Willems' Vulkan samples (MIT): the stand-in shader test corpus.
- Kenney input prompts (CC0), DejaVu fonts, Tauri, Lucide icons (ISC).
Licence texts: runtime/THIRD_PARTY_NOTICES.md, recomp/THIRD_PARTY.md, tools/*/licenses/, tools/textures/THIRD_PARTY.md and the
licence files inside runtime/third_party/. All of these licences are compatible with the GPL-3.0 this project is released under.
GPL-3.0 (LICENSE). Third-party code keeps its own licence.