chrg6 29cab01da7 Guard float colour outputs against NaN, start mesh counts at zero, and read XInput pads SDL misses.
Patch 0027: a float colour output turns NaN into 0 and clamps the rest to +-1e30 before it reaches its target, so one
bad texel cannot spread through bloom, blur and downsample passes as black or white blocks; integer targets keep their
bits. Task and mesh shaders start their mesh and primitive counts at 0 behind a barrier, and a task emits at most one
mesh group per thread, so a task that culls everything no longer launches what the shared memory last held. Without a
gamepad SDL can open, the first connected XInput controller (slots 0-3, empty slots asked once a second) is read
directly. Kokiri Forest: 60 fps, GPU 5.5 ms a frame, unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 05:04:39 -05:00

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.

Description
A mirror of NX2Navi for safe keeping
Readme MIT 98 MiB
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