chrg6 465ffe67bb Check a system event's kept handle under the kernel lock before signalling it, and keep host-memory events in a full table.
kern_signal_system_event read the table entry and the state byte without the kernel lock, then kern_event_signal took
the lock and ended the process when the kept writable handle was no longer an event. A host thread (the vsync thread
signals every bound vsync event 60 times a second) racing the guest's DestroySystemEvent, which zeroes the byte and
then closes both handles under the kernel lock, hit that fatal; a probe built on kernel.c reached it after 437
destroy and bind rounds. A stale entry whose byte reads nonzero again ended the process at once, and since h_new hands
a closed number to the next new object, a stale entry could also signal or clear an unrelated event.

Each Event now gets a serial number, and kern_bind_system_event records the serial of the Event its writable handle
names. The new system_event_set reads the entry again under the kernel lock and sets or clears the event only while
the handle still names that same Event; a stale entry is skipped and logged once. kern_clear_system_event goes through
it as well. The lock order is G before g_se_lock; the binder never holds both.

The full-table path of kern_bind_system_event took any entry whose object mem_readable did not know, which includes
the live events host services keep in their own memory (ov_movie2.c Video.in_ev/out_ev, net_offline.c
HostTask.event). The service's next signal from its host thread then found no entry and tried to bind there, which is
fatal. Entries now record whether the object lies in guest memory, and only guest entries that were destroyed or
unmapped give their slot.

tests/system_event_check.py builds kernel.c with stubs and checks a destroyed event with its byte nonzero again, a
closed number taken by an unrelated event, two seconds of a host thread signalling and clearing against a guest
thread destroying and binding again, a full table with the movie's two host-memory events, and the "table full"
fatal with every entry live. Against the previous kernel.c it ends with "kern_event_signal: 0x1001 is not a writable
event handle". sync_wake_check and thread_end_check pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 18:41:46 -05:00

NX2navi

NX2navi

Join the official NX2navi update discord server: https://discord.com/invite/uf6gSrsPpq

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
  • Game resolutions from 1080p to 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) or AMD FSR 4 (the same modes; Radeon RX 6000, RX 7000 and RX 9000 GPUs), 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: NVIDIA DLSS Frame Generation (RTX 40 and 50 GPUs, paced with Reflex) at 2x, or 3x and 4x on RTX 50 GPUs (one, two or three generated frames for every frame the game draws), or 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. The frame limit counts the frames the game draws, and frame generation adds its frames on top of it. The frame limit can also be handed to RivaTuner Statistics Server, which then limits the game in its place; where frame generation or low latency keeps it out, the game says when a limit set in RivaTuner itself holds the game as well
  • HDR on HDR displays, two kinds: the game's scene tone mapped to the display's peak, matched to the game's mid grey and tone, with true blacks, or the game's own native HDR; peak, game and HUD brightness in the menu
  • The game's known shaders prepared when the game is built, and the pipelines met in play built again in the background at each start, so play rarely stops to compile them; a shader or pipeline met for the first time can still hold a frame, and 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, Xbox or PlayStation button layout, rumble and gyro; the game follows whichever connected gamepad you press, and DualShock 3 controllers are read directly when enabled
  • Xbox, PlayStation, Steam Deck and keyboard and mouse button prompts in the game's own text, drawn on your PC when the game is built; the keyboard prompts follow your key bindings
  • Stereo or 5.1 surround sound output, on the output device of your choice; the default microphone for the game's microphone input
  • The monitor the game opens on, straight in fullscreen when fullscreen is on
  • Your Discord status shows "Playing NX2navi" with the play time (on by default; the Game tab of the menu or the launcher's Settings turns it off)
  • 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 (20 to 45 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 34 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.
  • Machines with 16 GB of RAM can run out of system memory in Hyrule Field.
  • Integrated AMD GPUs can fail at the title screen (their host memory heap is too small for the game's memory).
  • A rare crash in the game's particle code.

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. tools/make_game.py also builds the game natively on Linux (docs/README-BuildKit.md, "Linux"); the launcher and the setup are Windows only. Everything the build writes stays under build\ and generated\, which git ignores, as it does the runtime's shaders the build compiles (runtime\*_spv.h; the repository holds their source only); run tools/check_content.py before a commit.

Description
A mirror of NX2Navi for safe keeping
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