NVIDIA's Linux driver compiles into a disk cache in ~/.cache/nvidia, shared with every program, and a process adds at most 1 GiB to it (__GL_SHADER_DISK_CACHE_SIZE); a start that finds more than that in several files deletes the later ones. nx2navi.exe --prepare-shaders builds the 42,142 variants of game 1.1.1 in one process, about 1.5 GB: on the default limit it stored about 30,700 of them, and the first start after the preparation compiled the rest (and the pipelines built from them) again. Unless the environment sets them, the game now points __GL_SHADER_DISK_CACHE_PATH at nvidia-cache beside the exe (made here, the driver only makes GLCache inside it) and __GL_SHADER_DISK_CACHE_SIZE at 8 GiB before its first Vulkan call, as it does for Mesa's cache. The docs name both. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
9.1 KiB
NX2navi build kit
This kit builds The Legend of Zelda: Ocarina of Time (Nintendo Switch 2, game version 1.1.1) as a native Windows
program on your PC, from your own copy of the game. The kit contains no game code or data. Everything the build
writes (ocarina.exe, the RomFS image, the shader cache, your saves) comes from your game: keep it to yourself.
The NX2navi launcher (NX2navi-Setup.exe, launcher.md) does everything below for you, the
downloads included, and keeps the game up to date. This page is the same build by hand.
What you need
- 64-bit Windows 10 or 11, 16 GB of RAM, a Vulkan 1.3 graphics card with mesh shaders and a current driver (tested on NVIDIA).
- Your own dump of the game as a
.nupfile (or itsexefsandromfsfolders), with the 1.1.1 update: program0400486024DEC000, main builde0f3ccfa. Other versions are refused. - About 30 GB free on the disk you build to, besides the dump.
One-time setup (about 15 minutes)
-
Python 3.12 or later from python.org. Tick "Add python.exe to PATH" in the installer. Then, in a Command Prompt:
py -m pip install numpy lz4 zstandard zbic fonttools pillowzbicunpacks the game's compressed program files. It is a separate GPL-2.0 package you install yourself; the kit only calls it.fonttoolsandpillowdraw the Xbox, PlayStation and keyboard and mouse button prompts, when the kit has aprompt-artfolder. -
MSYS2 from msys2.org, installed to the default
C:\msys64. Open MSYS2 UCRT64 from the Start menu and paste:pacman -S --needed mingw-w64-ucrt-x86_64-clang mingw-w64-ucrt-x86_64-gcc mingw-w64-ucrt-x86_64-sdl3 mingw-w64-ucrt-x86_64-opus mingw-w64-ucrt-x86_64-libvpx mingw-w64-ucrt-x86_64-dav1d mingw-w64-ucrt-x86_64-zstd mingw-w64-ucrt-x86_64-vulkan-headers mingw-w64-ucrt-x86_64-vulkan-loader mingw-w64-ucrt-x86_64-vulkan-memory-allocatorAnswer
Ywhen it asks. If MSYS2 is somewhere other thanC:\msys64, add--msys <folder>\ucrt64to the build command.
Build (about 10 to 15 minutes, once)
Unpack this kit anywhere, open a Command Prompt in its folder and run:
py -I tools\make_game.py --nup "C:\path\to\your game.nup" --out "C:\Games\Ocarina"
With extracted folders instead, use --exefs "C:\path\exefs" --romfs "C:\path\romfs" in place of --nup. To only
check that your dump is the right version, add --check (it builds nothing).
The build checks the version, unpacks the program files, packs the 26 GB RomFS image (every file is checked against
the dump's own checksums) while it turns the game's code into C and compiles it (about 6 minutes on a 16-thread
Ryzen 7; longer on fewer cores), then prepares every one of the game's shaders for your graphics card (about 5 more
minutes), so the game does not stop to compile shaders while you play. When the kit has a prompt-art folder, it
last draws the Xbox, PlayStation and keyboard and mouse button prompts from that art (about a minute) into the
romfs-patches-* folders beside the game. The game it builds is for this PC's processor. You can use your PC
meanwhile. If it stops, run the same command again: finished steps are skipped.
When it says finished, start C:\Games\Ocarina\ocarina.exe. You can delete C:\Games\Ocarina\build-cache (about
5 GB) afterwards.
Linux
The same command builds a native Linux ocarina on an x86-64 Linux 6.7 or later (the write watch needs
PAGEMAP_SCAN) with a Vulkan 1.3 driver that has VK_EXT_external_memory_host and VK_EXT_mesh_shader (NVIDIA,
RADV). It takes clang, clang++ and lld from PATH and links against the system's libraries; --msys is not used.
-
Packages, on Arch and its derivatives (other distributions: the same libraries and their
-devheaders):sudo pacman -S --needed clang lld sdl3 opus libvpx dav1d zstd vulkan-headers vulkan-icd-loader \ python python-fonttools python-pillow python-numpy python-lz4 python-zstandard dotnet-sdkPython 3.10 or later (with 3.14 the RomFS step uses its own
compression.zstd, else thezstandardpackage; the button prompts needfonttoolsandpillowwhen the kit carries button art), thenzbic, which the kit only calls (GPL-2.0):pip install --user zbic, or in a virtual environment with the packages above. Vulkan Memory Allocator is one header: the system's (AURvulkan-memory-allocator), else the build fetches the pinned 3.4.0 intotoolchain/vma/and checks its hash. -
The shader translator: a kit with
bin/nx2navi_xlatehas it; from a source checkout, build it once withpython tools/build_xlate.py(needs the .NET 10 SDK). The build copies it beside the game. -
Build, then play:
python3 -I tools/make_game.py --nup "/path/to/your game.nup" --out ~/Games/Ocarina ~/Games/Ocarina/ocarina
With 16 GB of RAM, add --jobs 4: the compiles run beside the 26 GB RomFS image, and one clang per logical
processor can fill memory and swap until the kernel stops processes of the desktop session (about 10 minutes on a
12-thread Ryzen with 4 jobs). Do not play or prepare shaders while it builds.
On NVIDIA, start the game with NX2NAVI_SHADOW=0 if the 3D world stays black while the HUD draws (issue #72). The
profile, logs and settings are in the --out folder as on Windows.
On NVIDIA the driver keeps the shaders it compiled in nvidia-cache beside ocarina, not in ~/.cache/nvidia, where
one run adds at most 1 GiB while the preparation at the end of the build makes about 1.5 GB. The game sets the folder
and a limit of 8 GiB itself (__GL_SHADER_DISK_CACHE_PATH and __GL_SHADER_DISK_CACHE_SIZE in the environment take
precedence). Deleting the folder costs one slow start; ./ocarina --warm-shaders fills it again.
tools/make_appimage.py packs this kit into one NX2navi-Linux-<version>-x86_64.AppImage with its own Python, for
players without a source checkout: it checks for the packages above, installs zbic with pip on its first run, picks
--jobs from the memory, builds into ~/Games/Ocarina (or the folder given after the dump) and writes play.sh
beside the game.
Playing
- F1 opens the settings menu. Settings are saved in
nx2navi.inibeside the game; saves go toprofile\. - Every shader was prepared during the build. After an update of your graphics driver, the next start shows "Preparing shaders" once while the driver rebuilds them. With a driver that has Vulkan's graphics pipeline library it lasts at most about 20 seconds once the shaders are translated, and the remaining pipelines are built in the background while you play.
- Screen in the menu has Texture filtering (anisotropic, up to 16x, at once), Upscaling (DLSS on NVIDIA RTX cards, FSR 3.1 on any card), Frame generation (NVIDIA DLSS on RTX 40 and 50 cards, with a DLSS multiplier of 2x, or 3x and 4x on RTX 50 cards; FSR 3.1 on any card; it needs DLSS or FSR 3.1 upscaling on, and the frame limit then counts the frames on screen; with no limit chosen it is the display's refresh rate), HDR (the game's picture tone mapped to your display, with its own grading rows, or Native, the game's own HDR; turn HDR on in Windows first) and the resolution. Those marked "after restart" take effect when the game starts again.
- Controls in the menu has Button prompts: the game's own, or Xbox, PlayStation or keyboard and mouse ones when
the build drew them (a kit with
prompt-art). It takes effect after a restart. The keyboard and mouse prompts show the keysnx2navi.inibinds when the build runs: after rebinding keys, runpy -I tools\make_game.py --rebuild --out "C:\Games\Ocarina"to draw them again (it skips everything else). - The build copies NVIDIA's DLSS library
nvngx_dlss.dll(withnvngx_dlss-NOTICE.txt, which names its licence) and FSR 3.1'samd_fidelityfx_vk.dllbesideocarina.exefrom the kit'sbin\. To use another DLSS version, put your ownnvngx_dlss.dllthere: later builds keep it. - A kit with
bin\dlssg\(made withtools/make_kit.py --dlssg) also brings DLSS Frame Generation on GeForce RTX 40 and 50 cards: the build copiesnx2navi_dlssg.dll, NVIDIA Streamline's runtime,nvngx_dlssg.dlland their licence texts besideocarina.exe, and Frame generation in the Screen menu then offers DLSS too. - Logs are in
logs\. When reporting a problem, say where you were in the game and which graphics card you have, and attachlogs\nx2navi.log. Never send game files.
If something goes wrong
| Message | What to do |
|---|---|
not game version 1.1.1 |
Install the 1.1.1 update and dump the game again |
the Python package ... is missing |
Run the pip install line above |
...\clang.exe is missing |
Run the pacman line above in MSYS2 UCRT64 |
clang is not on PATH (Linux) |
Install the packages under "Linux" |
nx2navi_xlate is missing (Linux) |
Build the translator with python tools/build_xlate.py |
needs ... GB free |
Free space on the --out disk, or build to another one |
| The game opens and closes | Update your graphics driver, then send logs\nx2navi.log |