main.c log_sink wrote nothing to the file once g_log_bytes passed LOG_CAP: every later line, the exit summary, "frametime: exit", the stutter map's exit lines and FATAL and crash lines included, went to stderr only, which a game started from the launcher or Explorer does not keep. A trace = perf session reaches the cap in about 90 minutes (the fresh 0.10.0 log grew 12 KB/s), and the play-test asks for an hour or more of exactly that. A reserve compared against g_log_bytes would not help: that counter adds every line, dropped ones too, so 4 MiB of dropped lines (under 6 minutes at that rate) would use it up before the end came. The new rt_log_ending marks the process as ending; rt_exit_begin (the orderly ends) and perf_summary_flush (the frame-time summary, also on the cheats rebuild exit) call it, and rt_log_sync (a fatal error, the crash report) counts as ending too. The exit summary and the stutter map are written before rt_log_sync, so keying on g_log_final alone would have missed them. While ending, a line past the cap goes to the file through g_log_tail, a counter of the bytes written past the cap, up to LOG_END_RESERVE (4 MiB), after one line saying the end of the run follows. The cut line says the end will still come. The file can end 4 MiB past the cap. perf_summary_flush now calls rt_log_ending before ft_stop, so tests/exit_order_check.py's static check of it wants ft_stop before ft_report rather than first. The check also prints one closing line for the static checks and the program together: the program's own "ok" line had hidden a failing static check. Not reproduced before the change (no log here reached the cap). The new tests/log_cap_check.py builds log_sink with a 4 KiB cap and a 2 KiB reserve: past the cap ordinary lines are dropped with one cut line, and after rt_log_ending or rt_log_sync the end's lines fill the reserve after one "end follows" line, however much was dropped before. exit_order_check (rt_exit_begin marks the end once; exit code 0 at this commit), logq_check and the compile checks pass. 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; 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.
