chrg6 4943b50ff2 Unlock the frame rate, shorten cold starts, and describe the Ocarina build in the docs.
Ocarina steps its game by the clock (the same frame-numbered walk covers half the distance at 120 fps), so in a build
without the fps60 and realtime patch sets the pacer holds frames to the frame limit alone: any rate from 30 to 1000,
the monitor's rate, or unlimited (164 fps average in Kokiri Forest). The menu always shows the row, with 165, 240 and
Unlimited added. NX2NAVI_PACE_HZ sets the pacer's rate for tests.

A compute pipeline is compiled outside the pipeline lock, and one compile serves the replay and the boot prebuild
alike; the prebuild uses half the CPUs. The guest waits at most NX2NAVI_PREWARM_WAIT_MS (3000) for the boot prewarm,
which then goes on in the background (a cold start waited 9.8 s). NX2NAVI_TEST_PAD_AT attaches the test gamepad late
and presses it, to test a controller switched on in play.

README, docs/architecture.md, docs/controls.md and AGENTS.md describe the Ocarina build.

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
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