Patch 0028: when GlobalToStorage finds no base for a global access whose address is a constant buffer load at a
non-constant offset, every table entry that offset can reach becomes a candidate of the multi-target helper ({u64
address, u32 size} entries 16 bytes apart: C to C + 240 for E + C, each constant for phi(constants) << 4), and the
helper uses the one whose range holds the address. Ocarina's NVN2 compute shaders pick c0 storage slots this way;
unresolved compute accesses fell from 445 in 21 shaders to 243 in 17 over a Kokiri boot.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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).
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; visual bugs and crashes are still expected.
Report problems as issues, following CONTRIBUTING.md.
Features
- Native code, not emulation
- 60 fps, at the game's own resolution
- AMD FSR 1 or bilinear scaling to the window, with a sharpness setting; black bars or stretch
- Colour profiles and brightness, contrast, saturation and gamma settings
- 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 describes building from
source. Settings are in the in-game menu and in nx2navi.ini (nx2navi.ini.example lists every
key). Controls: 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; third-party code keeps its own license (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 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 holds the rules they work under.