Ocarina runs compute work on a second queue that trades results with the main one through events: the worker's command buffers wait (WaitEvent) for signals the main queue gives in its submission a few submits later, and the main queue waits for the worker's signals in turn. Replayed one submission after the other, the worker's steps ran before the work they wait for and read the previous frame's results, and the characters came out much too dark at any time of day (Kokiri Forest: about 13 waits a frame, 7 of them reached before their signal). A top-level wait whose condition does not hold in replay order now stops its submission: the rest is held, with private copies of its recordings and the queue's state, and the queue's later submissions line up behind it. After each replayed signal the held work whose wait now holds goes on inside the command buffer being recorded, between full barriers, with its own state swapped in. Work still held after 36 submissions goes on regardless, as before (counted in the NX2NAVI_TRACE=perf line). The queue reaches the back end as gfx_submit_queue. Only with the replay on the submitting thread; NX2NAVI_EVENT_ORDER=0 turns it off. Tested by play in adult Hyrule Field with the tree fix of the previous commit: Link lit normally at dusk and at noon, trees steady, lighting otherwise unchanged. The white specks in the grass remain (they predate both changes). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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, playable. Kokiri Forest, Kakariko Village, Death Mountain Trail and its crater, the Temple of Time and the Great Fairy fountains play at 60 fps and above on current GPUs, from the title screen and from saves. Visual bugs and occasional crashes are still expected (Known issues).
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
- Resolutions above the game's 1440p: 1800p, 4K, 5K or the window's own size, sharp on high-DPI displays
- Upscaling and anti-aliasing: NVIDIA DLSS (DLAA, Quality, Balanced, Performance, Ultra Performance; RTX GPUs) or AMD FSR 3.1 (Native AA and the same modes; any GPU), which render the 3D scene at the mode's share and keep the HUD sharp; or AMD FSR 1 or bilinear scaling to the window, with a sharpness setting; black bars or stretch
- Frame generation with AMD FSR 3.1 (any GPU): a generated frame between every two the game draws, with the HUD kept out of it, for about twice the frame rate on a fast display; in a window of another shape than the picture, frames are generated inside the picture only, so the black bars stay clean
- HDR on HDR displays: the game's own native HDR, or an enhanced HDR made from its SDR picture
- Every shader prepared when the game is built, and the pipelines met in play built again in the background at each start, so play does not stop to compile them; a draw that must wait for its pipeline has it built on worker threads, never on the game's drawing thread
- 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
- The game's textures stay compressed (BC3, about half the video memory at the same speed) unless the PC has 20 GiB of video memory and 48 GiB of RAM, as Windows counts video memory against the system's commit limit
Installing
Download NX2navi-Setup-<version>.exe from the releases and start it next to your .nup dump. It is the only file
you need. The launcher it
installs finds the dump, downloads the build tools, builds the game on your PC (10 to 25 minutes, once) and starts
it; afterwards it keeps the port up to date and rebuilds only what changed (docs/launcher.md).
docs/README-BuildKit.md describes the same build by hand, docs/building.md
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); 16 GB of RAM; about
30 GB free for the game and 1.5 GB for the launcher and its tools; a GPU with Vulkan 1.3, VK_EXT_external_memory_host
and VK_EXT_mesh_shader. The setup is not signed, so SmartScreen warns on its first start.
Known issues
- The first start after an install or update, and the first visit to an area, can pause briefly while the graphics driver builds what it has not seen; later starts are smooth.
- A rare crash in the game's particle code.
- DLSS Frame Generation is not offered yet: AMD FSR 3.1 frame generation works on every GPU, NVIDIA's included.
License
The source is public to read. Its additions and changes are all rights reserved (LICENSE-ADDITIONS): no part of them may be copied or published 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.
NX2navi 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.
