BernardoGiordano/Checkpoint

Fast and simple homebrew save management framework for 3DS and Switch.

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BernardoGiordano/Checkpoint has 3k+ stars and 150+ forks on GitHub, is written in C++, and was last pushed on Oct 14, 2026. Data as of . Signed-in members get hourly updates — create a free account.

Summary Information

Updated 1 hour ago
Added to GitGenius on September 22nd, 2026
Created on September 6th, 2017
Open Issues & Pull Requests: 32 (+0)
GitHub issues: Enabled
Number of forks: 172
Total Stargazers: 3,104 (+0)
Total Subscribers: 128 (+0)

Repository Insights (GitGenius)

Median issue/PR response: 16.6 days
Mean response time: 321.1 days
90th percentile: 1107.9 days
Tracked items: 106

How this project is maintained

About 11% of issues opened in the past year have never received a reply. 84% of issues opened in the past year have been closed, leaving a working backlog. Three people close 100% of everything that gets resolved.

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Issue Activity (beta)

Open issues: 14
New in 7 days: 0
Closed in 7 days: 2
Avg open age: 414 days
Stale 30+ days: 13
Stale 90+ days: 11

Recent activity

Opened in 7 days: 0
Closed in 7 days: 2
Comments in 7 days: 1
Events in 7 days: 1

Top labels

  • bug (18)
  • switch (18)
  • 3ds (15)
  • enhancement (12)
  • Possibly duplicate (2)
  • failed to reproduce (1)
  • maybe (1)
  • wontfix (1)

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Detailed Description

Checkpoint is a homebrew save management framework for Nintendo 3DS and Switch consoles.

The tool addresses the need to back up, restore, and manage game saves on these platforms without relying on external title lists or manual configuration. It detects and filters titles automatically, eliminating the maintenance burden of keeping external databases current. The framework approach means users can write custom scripts in C that access the same save-handling machinery the application itself uses, enabling functionality beyond what any single release could provide.

Checkpoint suits homebrew users on 3DS and Switch who want lightweight, efficient save management with a polished interface. The 3DS version handles cartridges, digital titles, demos, extdata, DS cartridges, DSiWare, and GBA Virtual Console titles. The Switch version automatically loads title information for played games. Both versions offer light and dark mode theming, configurable settings directly on the console, internationalization support across multiple languages, background FTP access to backups from a PC, wireless save transfer between consoles, and an HTTP log server for real-time monitoring. The Switch version adds deko3d rendering for a significantly smaller application footprint, 1080p docked mode support, USB MTP server functionality for drag-and-drop backup transfer over the charging cable, and file-by-file verification after restore.

The project maintains active development with regular updates addressing both platforms. Work spans core save handling improvements, scripting engine enhancements, and platform-specific optimizations such as the rendering backend redesign on Switch. The codebase receives ongoing refinement to the user interface and feature set based on user needs. Development activity shows sustained attention to both 3DS and Switch implementations, with particular focus on reliability features like verification and safer handling of large operations.