chrg6 9b4cca39ca Map Ocarina's global memory accesses through pointer tables and summed bases to storage buffers.
The translator dropped 36113 global accesses per Kokiri boot (loads read 0, stores and atomics deleted); 837 remain.
AmpereLowering computes a predicated LEA's carry sum unconditionally, so a base like c[0][0x110] no longer reaches the
address as a phi; the edge AA's tile list is written and its blend weights follow the edges. Patch 0022 extends
GlobalToStorage: a constant-buffer base inside a sum of terms, and buffers reached through a pointer the program loads
from another storage buffer at a constant offset (the pointer tables Ocarina's vertex, pixel, mesh and compute shaders
read, also through register spills and phis). Such a buffer is listed with its outer buffer and offset, and the runtime
binds it at the address read from guest memory when the stage is bound (vk_exec_draw.c ptr_addr). The fog injection's
64x36x96 volumes now hold in-scattering.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 05:04:39 -05:00

NX2navi

NX2navi is a static recompilation of The Legend of Zelda: Ocarina of Time (Nintendo Switch, 2023) into a native x86-64 application for Windows and Linux (docs/architecture.md).

Important

No game files are included. You need your own legally obtained copy of Ocarina of Time, dumped from your own console: the base game and the 1.1.0, 1.2.1 or 1.4.3 update. 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. The game is playable on Windows and Linux; visual bugs and crashes are still expected.

Report problems as issues, following CONTRIBUTING.md.

Features

  • Native code, not emulation
  • Game updates 1.1.0, 1.2.1 and 1.4.3; 1.2.1 and 1.4.3 saves carry over between them
  • Takes NSP and XCI game files, and compressed NSZ and XCZ as they are: the setup unpacks them itself
  • 60 fps by default; up to 144 fps or the monitor's refresh rate (experimental)
  • Custom resolutions (1080p, 2k...), supersampling and AMD FSR 1 upscaling
  • NVIDIA DLSS / DLAA on RTX GPUs: the setup downloads nvngx_dlss.dll from NVIDIA's DLSS SDK repository (github.com/NVIDIA/DLSS, NVIDIA RTX SDK license) when it finds an RTX GPU; untick it in the setup to skip it
  • HDR10 output with peak, game and HUD brightness settings
  • 16:10 (Steam Deck, handhelds), 3:2 (Surface, Framework), 21:9 and 32:9 (ultrawide) game resolutions, with the camera and the interface in that shape
  • Anisotropic texture filtering up to 16x, for sharp ground into the distance
  • In-game settings menu (F1) and performance overlay (F10)
  • Discord Rich Presence ("Playing NX2navi" with the play time), off by default, own application id supported
  • Setup and in-game menu in English, Russian, Brazilian Portuguese and Simplified Chinese
  • Keyboard, mouse and gamepad with remapping, rumble and gyro
  • Stereo or 5.1 surround sound output
  • Xbox button prompts: LB, RB, LT, RT, Menu and View, and A, B, X and Y as labelled on the button to press, with either button layout
  • Shaders prepared at install instead of during play
  • Mods made for emulators: unpack a mod into the mods folder next to nx2navi.exe; switch and order them in the menu. RomFS mods, a mod manager's merged output and ExeFS code patches (.ips, .pchtxt) work; the game rebuilds itself for code patches (docs/mods.md)
  • Atmosphère cheats: put a cheat file into a mod and switch its cheats in the menu (docs/cheats.md)

Planned

  • VRR

Installing

Windows

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 and VK_EXT_external_memory_host, about 36 GiB free during setup (20 GiB after).

  1. Download NX2navi-Setup-<version>-windows.zip from Releases and unpack it.
  2. Start NX2navi-Setup.exe. If SmartScreen warns about an unsigned app, choose More info, then Run anyway.
  3. Pick your game files, the language and an install folder, and press Start. The setup builds the game once. With an NVIDIA RTX GPU it also downloads NVIDIA DLSS, unless you untick Download NVIDIA DLSS; turn DLSS on in the menu (F1).
  4. Play nx2navi.exe from the install folder.

Linux

Requirements: as on Windows, plus Linux 6.7 or later and glibc 2.34 or later (Ubuntu 22.04, Debian 12, Fedora 35, SteamOS 3).

  1. Download NX2navi-Setup-x86_64.AppImage from Releases, or build it (docs/installer.md, "Linux release").
  2. Make it executable (chmod +x NX2navi-Setup-x86_64.AppImage) and start it. On a Steam Deck, do this in Desktop Mode.
  3. Pick your game files, the language and an install folder, and press Start.
  4. Play nx2navi from the install folder.

To update, run a newer setup on the same folder; saves and settings are kept. Settings are in the in-game menu and in nx2navi.ini (nx2navi.ini.example lists every key). Controls: docs/controls.md.

Credits

NX2navi builds on the projects below. What was taken from each, with its license, is listed in THIRD_PARTY_NOTICES.md.

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.

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. Testers: docs/tester-guide.md.

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
Languages
C 70.1%
Python 23.7%
C++ 3.6%
C# 1.7%
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Other 0.2%