# Ocarina Recomp **Ocarina Recomp** is a static recompilation of *The Legend of Zelda: Ocarina of Time* for Nintendo Switch 2 (game version 1.1.1) into a native x86-64 application for Windows, with a Vulkan renderer ([docs/architecture.md](docs/architecture.md)). > [!IMPORTANT] > **No game files are included.** You need your own legally obtained copy of the game, dumped from your own console. > Instructions for obtaining those files will not be provided. > > The game is built from your files on your machine, so the result contains the game. It is for your own use. Do not share it. ## Status Early development. Kokiri Forest and the areas around it play at 60 fps and above; visual bugs and crashes are still expected. ## Screenshots Report problems as issues, following [CONTRIBUTING.md](CONTRIBUTING.md). ## Features - Native code, not emulation - 60 fps by default, or a limit of 30 to 240 fps, the display's refresh rate or unlimited - Native widescreen and ultrawide (the window's shape, 21:9 or 32:9) with the HUD, menus and movies kept 16:9 - AMD FSR 1 or bilinear scaling to the window, with a sharpness setting; black bars or stretch - In-game settings menu (F1, or Minus and Plus together on a gamepad) and performance overlay (F10) - Keyboard, mouse and gamepads with remapping, Nintendo or Xbox button layout, rumble and gyro; the game follows whichever connected gamepad you press - Stereo or 5.1 surround sound output - Docked or handheld console mode - Graphics cards with less than 20 GiB of video memory keep the game's textures compressed (BC3), about half the video memory at the same speed ## Installing The setup program for this game is not ready yet. [docs/building.md](docs/building.md) describes building from source. Settings are in the in-game menu and in `nx2navi.ini` ([nx2navi.ini.example](nx2navi.ini.example) lists every key). Controls: [docs/controls.md](docs/controls.md). Requirements: Windows 10 or later, an x86-64 CPU with SSE4.2 (AVX2/FMA machines get a faster build), a GPU with Vulkan 1.3, `VK_EXT_external_memory_host` and `VK_EXT_mesh_shader`. ## License The project's own code is under the [MIT License](LICENSE); third-party code keeps its own license ([THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md)). The license grants nothing for Nintendo's game. Ocarina Recomp is an independent, non-commercial fan project, not affiliated with or endorsed by Nintendo. *The Legend of Zelda*, *Ocarina of Time* and *Nintendo Switch* are trademarks of Nintendo. ## Building from source [docs/building.md](docs/building.md) lists the toolchain and the steps. Everything the build writes stays under `build\` and `generated\`, which git ignores; run `tools/check_content.py` before a commit. Most of the code and documentation is written by AI coding agents (Claude Code) under the maintainer's direction; the maintainer plays every build and decides what is merged. [AGENTS.md](AGENTS.md) holds the rules they work under.