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NKit & NKDS

Multiplatform disc image processor & deduplicated game storage
Convert, extract, scan, verify, fix, and deduplicate disc images across 14 gaming systems.
Then store your entire collection at ~80% space savings with instant virtual-drive mounting.


What is NKit?

NKit is a free, multiplatform disc image processor written in C#/.NET (native AOT compiled). It reads and writes 15+ disc image formats, processes images directly from archives without extraction, and provides scanning, verification, conversion, extraction, fixing, and deduplication — all in one tool.

NKit started nearly 10 years ago as a GameCube/Wii recovery tool. NKit 2 is a full rewrite encompassing all the functionality of dozens of scattered community tools into one unified, cross-platform toolkit.

Four applications ship together:

App Type Description
nkit CLI Disc image processing (convert, extract, scan, verify, fix, dedupe)
nkit-ui GUI Same features with drag-and-drop, progress bars, visual config
nkds CLI DataStore management (add, mount, export, compact, verify)
nkds-ui GUI Full DataStore UI with storage analysis, per-image stats, mounting

All binaries are native AOT executables — no .NET runtime required. Download, run, done.


NKDS — The NKit DataStore

NKDS is a deduplicated game-storage and archiving format. It understands what's inside disc images — not just raw bytes — and uses that knowledge for massive space savings.


Watch the NKDS introduction video

Why NKDS?

Storage costs money. A full Wii set is 16 TB. Compressed to RVZ that's still ~6 TB. NKDS stores it in under 3 TB — an 83% reduction.

This isn't better compression. It's filesystem-level deduplication — shared system updates, engine libraries, and textures stored once instead of thousands of times, across your entire collection.

Key Features

  • ~80% space savings — Deduplication + Zstandard compression
  • Mountable virtual drive — Emulators see regular ISOs, no extraction needed (Dokan/FUSE)
  • Byte-perfect reconstruction — Every image verifiable, no data loss
  • Crash-safe — Dual-header atomic commits, automatic recovery from power loss
  • Flexible storage — Single-file (portable per-game) or multi-file (scalable to hundreds of TB)
  • Any source format — ISO, RVZ, WBFS, WUX, CHD, archives — NKDS reads them all
  • Multiple workflows — Use nkds / nkds-ui directly, or use NKit's dedupe task (nkit -task dedupe) to create and populate NKDS sets
  • Folder storage — Store non-disc content too (MAME sets, versioned ROM collections)
  • Export on demand — Reconstruct to any format (ISO, RVZ, WUX, CSO...) directly from the store

NKit — Features at a Glance

Supported Systems

System Convert Extract Fix Scan Verify Dedupe (NKDS)
GameCube
Wii
Wii U
PS3
PS1 / PS2 / PSP
Dreamcast
Saturn / Sega CD / CD-i / PC Engine
Xbox / Xbox 360
Default / ISO9660

Supported Formats

Reads: ISO, RVZ, WIA, WBFS, CISO, WUD, WUX, GCZ, CHD, CSO, ZSO, DAX, JSO, CUE+BIN, GDI, NKit (legacy), CDN/APP, XISO

Writes: ISO, RVZ (Zstandard/LZMA), WBFS, CISO, WUX, CSO, ZSO, APP, CUE, GDI

Archive Support (Forward-Reading)

Process images directly from archives — no temp files, no extraction to disk:

  • RAR (1–5) — split, multi-volume, solid
  • ZIP / ZipX — split, multi-volume, Zstandard/XZ compression
  • 7-Zip — split, solid, Zstandard
  • GZip — split

Processing Tasks

  • Convert — Between any readable/writable format pair, lossless or lossy
  • Extract — Pull files from disc images with wildcard/regex masks
  • Scan — Generate container-independent XML fingerprints
  • Verify — Multiple fallback methods (checksums, dat matching, scan comparison)
  • Fix — Repair modified images (unscrub, restore partitions, rebuild from IRD)
  • Dedupe — Deduplicate to NKDS DataStore

Platform Support

Platform Architecture Notes
Windows x64, ARM64 No runtime needed. SmartScreen bypass on first run.
Linux x64, ARM64 chmod +x then run. Legacy builds for older glibc.
macOS Apple Silicon, Intel Remove quarantine attribute on first run.

Downloads

Releases are published to this repository. Check the Releases page for the latest builds.

For documentation and setup instructions, see the Wiki.


Source Code

The source is currently in a private repository while a final refactor is completed. It will be made public soon. The code has been in active development for nearly 10 years and I want it in a clean state before opening it up.

In the meantime:

  • Releases are available and fully functional
  • Bugs and feature requests are welcome on Discord
  • No pull requests yet — the codebase is still moving and I don't want contributors working against a shifting foundation

FAQ

Q: When will the source code be released? Soon. The core is done and stable — I'm cleaning up the codebase so it's presentable and maintainable by others. I'll announce it on Discord.

Q: Can I contribute? Not yet. Once the source is public, contributions will be welcome. For now, testing and feedback on Discord is the most valuable help.

Q: Is this free? Yes, always. NKit and NKDS are a hobby and a gift to the communities I enjoy being part of. If you'd like to support the work, you can buy me a beer or sponsor me.

Q: Does NKDS support all systems? The DataStore (add/mount/export) currently supports GameCube, Wii, and Wii U. More systems are coming. NKit itself (convert, extract, scan, verify) already supports all 14 systems.

Q: Do I need to install .NET? No. All releases are native AOT binaries — fully self-contained.

Q: Where do I report bugs? On Discord. Once the source is public, GitHub Issues will be the primary channel.

Q: What about NKit 1 / the old nkit.iso format? NKit 2 reads the legacy nkit.iso/nkit.gcz format but no longer writes it. RVZ replaced it as the recommended compressed format. Use NKit 2 to convert your old nkit files to RVZ.


Links

Discord https://discord.gg/YT792u5yWJ
Ko-fi (Donate) https://ko-fi.com/nanook_
Ko-fi (Sponsor) https://ko-fi.com/nanook_/tiers
YouTube https://www.youtube.com/@nanook_nkit
NKDS Launch Video https://youtu.be/s1tzQhFwMS4

License

License will be announced with the source code release.


NKit & NKDS by Nanook — nearly 10 years of late-night development for game preservation.

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