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lua code export save to be run on seedsow switch demo exploit

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Seedsow Lua Editor

Important

JUST FUTURE-PROOFING? GET THE EDITOR SAVE ONTO SWITCH 2 FIRST. This is not an exploit! It is a foothold to any possible Lua/Artemis exploit that Nintendo cant take away from you if/when one does come out! Follow the beginner installation guide, then check that the editor loads after fully restarting the game. Everything else can wait. Keep the game, its save, recovery slots and a backup. If you already have smileBasic, this is not neccesary!

Firmware checkpoint (2026-10-27): this preparation guide targets 23.0.1 on both consoles while it is current. If a newer firmware is released, stop before updating and read the firmware guidance. Future FS preparation can be affected even if the Lua editor still runs.

Write, save and run Lua inside Seedsow Lullaby on Switch 1 or Switch 2. The editor works with a controller and on-screen character grid, or a wired USB keyboard. It also edits text, hex and ordinary files in the game's own save storage.

Vibecoded: built with AI assistance and hands-on console testing. Expect rough edges. This project has not confirmed an Artemis-based route to a broader exploit; installing the editor does not guarantee any future exploit or continued transfer availability.

New here? Start with the Switch save

Download Use it for What to do with it
Seedsow-Lua-Editor-Save.zip First installation on Switch Restore with JKSV on your hacked Switch 1, then transfer the save to Switch 2.
Seedsow-PC-Companion-and-Source-VERSION.zip Optional Windows/Pi uploads, update building and development Extract on your computer. The Windows app starts with START WINDOWS.cmd.

For a first installation, download the Switch save ZIP and follow the steps below. You can use the editor entirely on the console afterward. Older releases name the PC bundle seedsow-lua-editor-VERSION.zip; it serves the same role. GitHub's automatic Source code archives are for development.

For this installation route, start with a modded/hacked Switch 1 that can run homebrew and can complete Nintendo's online save transfer. Your Switch 2 does not need to be modded. A Switch 2 alone cannot perform the initial JKSV restore.

Use sysNAND/sysMMC throughout, not emuNAND/emuMMC. Download and transfer on stock; boot CFW on that same sysNAND only to back up and restore with JKSV. Stock and CFW sysNAND share the internal save; emuNAND has a separate save.

  1. For the nearby/local transfer below, install the same Seedsow Lullaby demo on both consoles. The full game and an NSO membership are not required. Link the intended save user on each console to the same Nintendo Account. The account used to download the demo need not itself be that save user.
  2. Download Seedsow-Lua-Editor-Save.zip. It is already built. You do not need Python, a clean autosave, developer hashes, the source bundle or a Raspberry Pi.
  3. On Switch 1 in stock sysMMC, start New Game and hold R until normal dialogue. Release R, press ZL to open the save menu, then choose an empty slot and save. JKSV will only recognize the game for that user after you have made at least one save. Close the game, boot CFW sysMMC, and use JKSV to back up that user's save and restore the downloaded ZIP. Return to stock sysMMC, start the demo and load editor slot 1. These boot modes use the same internal save storage.
  4. Close the game. On both consoles, use System Settings > Data Management > Transfer Your Save Data to move that user's demo save to Switch 2.
  5. Load slot 1 on Switch 2, fully close and restart the game, then load it again. If you only want to prepare for later, stop here.

Follow the complete step-by-step installation guide. It covers JKSV installation, the SD card folders, backups, restoring and transfer. It also covers the NSO cloud-backup alternative: users report transferring from the demo or full game on Switch 1 to the full game on Switch 2. That route requires the full game on the target and an NSO membership; it has not been independently reproduced by the maintainer. Restoring replaces the chosen save; keep your original backup. An existing editor installation does not need the starter restored over its saved programs.

Networking: both nearby/local transfer and NSO cloud backup require Nintendo connectivity and account verification. Nearby/local transfer still needs both consoles connected to Nintendo's servers. Blocking Nintendo servers beforehand can prevent it. Use stock sysNAND/sysMMC on Switch 1 for either transfer method, after restoring with JKSV under CFW on that same sysNAND. Using CFW on sysNAND is not ban-proof. See the guide before changing your setup. Once installed, editing, saving and running Lua require no Nintendo connection.

Compatibility

Status Configuration What is established
Tested Demo 1.0.0 obtained from the US eShop; Switch 1 and Switch 2 Console editing, save/reload after a full restart, and the original PC/controller upload path worked on hardware.
Reported working by users Japanese demo, EU demo, US full game Working cases reported as of 2026-10-27; not independently reproduced by the maintainer. Exact versions and feature coverage were not recorded.
Plausible, untested Other regions, editions and game versions without reports Not established as compatible or incompatible. The US demo is a tested reference, not a requirement.
Local checks only Current PC/Pi packaging and alongside-editor update Automated checks pass; a fresh hardware trial is pending.
Cannot complete this installation route Stock Switch 1 for JKSV restore; source unable to contact Nintendo for official transfer These block particular installation steps, not Lua execution in an already-installed editor.

Compatibility evidence, title IDs and transfer requirements. No other game edition has been established as incompatible by this project.

Use the editor

Slot Purpose
1 Main editor
2 Optional upload calibration and receiver
3 Backup editor
4-120 Your Lua programs; examples are included in slots 4 and 5

Open slot 1, edit a program, then choose Save + publish into a user slot. Load that slot from the game's menu to run it again. Learn the console controls and keep recovery slots 1-3. Compatible editor updates can be installed in a fresh user slot later; see updates and recovery.

Fresh saves built from this source open the current editor directly in slot 1, including line movement, scrolling and a visible insertion cursor. Older installations can add it in a fresh user slot using the update guide. The current fresh-save build was reported working on console on 2026-10-27. That report does not establish a complete regression pass for every feature. Release 0.1.3 includes this editor in the prepared Switch save. Existing installations can keep their programs and use the update methods linked above.

Optional uploads from a computer

Windows and Raspberry Pi describe the implemented upload workflow, not a requirement for running Lua. A Pi is a very convenient option if you have one: the Windows companion sends files over your LAN to a Pi, which acts as a Bluetooth controller. The console uses Bluetooth input; its Wi-Fi and Nintendo servers are not used for these uploads. A real wired USB keyboard can also enter text directly.

Airplane mode can stay ON, including during pairing. Enable only its Bluetooth/controller exception and leave console Wi-Fi OFF. Pairing, calibration and uploads do not require turning airplane mode off. Nintendo's initial official save transfer is a separate step that requires internet connectivity.

For the optional companion, download Seedsow-PC-Companion-and-Source-VERSION.zip, keep its folders together, install Python 3.10+ with Tcl/Tk on Windows, and open START WINDOWS.cmd. Follow Pi setup, then send a file. Controller uploads are slow. Use the companion's estimate for the actual file; an editor update can take an hour or more. The 1 MiB file limit describes storage.

On the console

Console Lua editor showing a program, file controls and the on-screen character grid

Edit, run and save Lua directly on the console.

Game load menu showing the editor, recovery entries and saved Lua programs
Editor and program slots
Open the editor or load a saved program from the game's menu.
Included Lua example running a blue screen with animated shapes and an elapsed-time counter
Included example
The blue animation runs inside the game.

Guides and source layout

License

No credit required. Project-owned code and documentation are available under the BSD Zero Clause license (0BSD). You may use, modify, share or sell them without naming the author or keeping this project's copyright or license notice. The software is provided as-is, without warranty.

This 0BSD permission also applies to project-owned code and documentation in earlier commits and releases, including versions originally published under MIT. Existing MIT permissions remain available.

Third-party components and game content retain their own licenses and rights; see Third-party notices. For example, NXBT's MIT notice must still be preserved when distributing NXBT.

The release includes a reviewed starter save and a separate companion/source ZIP. Keep your own later backups and connection files private.

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lua code export save to be run on seedsow switch demo exploit

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