nvnQueueSubmitCommands resolves a copy's deferred binds at the submit call: the handles the game's arrays hold now are
written into the recording copy (nvn_api_cmd.c resolve_deferred). With the replay on the submitting thread, a second
guest thread that submitted the same copy while the first one replayed it, or while the first copied it for a held
continuation (vk_exec.c cont_new), rewrote those handles under that replay: the rest of it bound the next frame's
textures and samplers, and a held continuation could be copied torn (F-2-03's part left after the private copies).
Now each copy counts the synchronous submissions between their prepare and the end of their replay (copy_prefix.busy,
which shares the 8 bytes pins had, so the prefix keeps its 56 bytes). nvn_submit_prepare takes copy_lock shared once
for all handles: the first submission in flight resolves the copy in place, as before; one that finds another in
flight, unless the copy is known to hold no deferred binds, resolves a clone made under that lock, with its texture
pins counted, and nvn_submit_done frees it after the replay, as the asynchronous path does for a copy a queued
submission still reads. A copy the game releases while a submission of it is in flight becomes a zombie and is freed at
the next sweep after it ends (release_copies, zombie_sweep). The bind loop moved unchanged into
runtime/nvn_submit_guard.h (nvn_resolve_binds) so a check can build it; it reports a corrupt record or a call past 16
deep to resolve_deferred, which ends the run with the messages it had, and keeps the first six changes' trace line.
Being code the front end carries under its MIT header, the new header keeps that line and THIRD_PARTY_NOTICES.md's row
names it. A clone is logged the first four times and at each power of two ("submits the recording ... while another
thread's submission of it is replayed"). No timing change and no wait: the clone path runs only when two threads have
one copy in flight at once.
Not reproduced before the change; nobody knows yet whether the game ever submits one copy from two threads at once (the
new line will say). Checks that passed: the new tests/submit_clone_check (four threads submitting two copies 200,000
times each while their arrays change: no replay saw its handles change, both paths ran, the counts ended at 0; the
unguarded 0.10.1 shape through the same harness: about 450,000 of 800,000 replays saw them change; nvn_resolve_binds
step by step), copy_sweep_check (its stand-in prefix follows the new layout), pass_cc_check on every runtime file, no new
-Wall -Wextra warnings in nvn_api_cmd.c and nvn_api_core.c.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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 once it is seen holding the game; the game paces movies itself, and takes the limit back while it is minimised and whenever RivaTuner is not seen holding it; 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.
