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The issue forms ask for the version from the settings menu title and the log from logs\nx2navi.log. The guides and the sample settings cover the features this port has. The README lists the frame rate limits and widescreen and gets a Screenshots section for images attached on GitHub. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
63 lines
3.1 KiB
Markdown
63 lines
3.1 KiB
Markdown
# Ocarina Recomp
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**Ocarina Recomp** is a static recompilation of *The Legend of Zelda: Ocarina of Time* for Nintendo Switch 2 (game
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version 1.1.1) into a native x86-64 application for Windows, with a Vulkan renderer
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([docs/architecture.md](docs/architecture.md)).
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> [!IMPORTANT]
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> **No game files are included.** You need your own legally obtained copy of the game, dumped from your own console.
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> Instructions for obtaining those files will not be provided.
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>
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> 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.
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## Status
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Early development. Kokiri Forest and the areas around it play at 60 fps and above; visual bugs and crashes are still
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expected.
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## Screenshots
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<!-- Screenshots are attached through GitHub (drag the PNG files into this section when editing the README on
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github.com); no image file is committed. -->
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Report problems as issues, following [CONTRIBUTING.md](CONTRIBUTING.md).
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## Features
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- Native code, not emulation
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- 60 fps by default, or a limit of 30 to 240 fps, the display's refresh rate or unlimited
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- Native widescreen and ultrawide (the window's shape, 21:9 or 32:9) with the HUD, menus and movies kept 16:9
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- AMD FSR 1 or bilinear scaling to the window, with a sharpness setting; black bars or stretch
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- In-game settings menu (F1, or Minus and Plus together on a gamepad) and performance overlay (F10)
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- Keyboard, mouse and gamepads with remapping, Nintendo or Xbox button layout, rumble and gyro; the game follows
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whichever connected gamepad you press
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- Stereo or 5.1 surround sound output
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- Docked or handheld console mode
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- Graphics cards with less than 20 GiB of video memory keep the game's textures compressed (BC3), about half the
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video memory at the same speed
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## Installing
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The setup program for this game is not ready yet. [docs/building.md](docs/building.md) describes building from
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source. Settings are in the in-game menu and in `nx2navi.ini` ([nx2navi.ini.example](nx2navi.ini.example) lists every
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key). Controls: [docs/controls.md](docs/controls.md).
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Requirements: Windows 10 or later, an x86-64 CPU with SSE4.2 (AVX2/FMA machines get a faster build), a GPU with Vulkan
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1.3, `VK_EXT_external_memory_host` and `VK_EXT_mesh_shader`.
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## License
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The project's own code is under the [MIT License](LICENSE); third-party code keeps its own license
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([THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md)). The license grants nothing for Nintendo's game.
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Ocarina Recomp is an independent, non-commercial fan project, not affiliated with or endorsed by Nintendo. *The Legend
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of Zelda*, *Ocarina of Time* and *Nintendo Switch* are trademarks of Nintendo.
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## Building from source
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[docs/building.md](docs/building.md) lists the toolchain and the steps. Everything the build writes stays under
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`build\` and `generated\`, which git ignores; run `tools/check_content.py` before a commit.
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Most of the code and documentation is written by AI coding agents (Claude Code) under the maintainer's direction; the
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maintainer plays every build and decides what is merged. [AGENTS.md](AGENTS.md) holds the rules they work under.
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