chrg6 29fe2b4396 Restyle the settings menu with the game's own interface fonts and textures, and give the window a gold pointer.
runtime/menu_assets.c reads them from the user's RomFS at runtime (nothing is shipped): .zs files with the dictionaries of Pack/ZsDic.pack.zs (streamed when a frame does not say its size), the fonts of Font2/Scalable behind their 8-byte header and per-word XOR key, and BNTX textures (Switch 2 archives say "Ounc" where Switch ones say "NX  ") through the runtime's block-linear copy and BC4 and ASTC decoders. ui/menu_art.cpp decodes the shared interface archive on a worker at the first present and uploads each texture for Dear ImGui at its first use. The menu now uses ClarimoUDPE for its text (with a sixth more line height) and CetraDisplayPro for its title and tabs, Roboto merged behind both; umber, brown and gold colours; the game's ornamented frame along the window's edge (the art holds two sides and is drawn again turned for the other two); its cursor glow and line around the selected row (edges only, so the label stays readable); and its control-guide bar under Continue and Quit. Without the files it keeps Roboto and plain shapes. The window's pointer is an original gold arrowhead drawn at start for the system DPI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 09:26:51 -05:00
2026-11-07 05:46:02 -05:00

NX2navi

NX2navi 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 and above; visual bugs and crashes are still expected.

Screenshots

Report problems as issues, following 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 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

This repository is private. Its additions and changes are all rights reserved (LICENSE-ADDITIONS): no part of them may be copied, published, or used to train, fine-tune or prompt AI models or AI coding tools without written permission. The base import stays under its MIT License, and third-party code keeps its own license (THIRD_PARTY_NOTICES.md). No license grants anything 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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