The review of the system-event change (Ev-1) found the table still filling. Entries in host memory now count as live for good in the full-table scan, but their objects are freed: ov_movie2.c ov_dtor freed the Video with in_ev and out_ev still bound, so each decoder left two dead entries that nothing reclaimed (AUDIT F-1-08 measured about two entries per reload of a save, which E-4's verifier tied to the decoder pair), and their four kernel handles stayed open. A long session would end with "kern_bind_system_event: table full" once no dead guest entry was left to take. kernel.c gains kern_unbind_system_event(c, ev). On a guest thread it calls the SDK's nn::os::DestroySystemEvent, which zeroes the state byte and closes both handles, and then removes the entry under g_se_lock (the last entry takes its place). The destroy comes first, so a signal still in flight finds the event destroyed or its handle no longer naming it and skips it, rather than finding no entry and binding again on a host thread. Off a guest thread, or when the SDK lacks the function (logged once), only the entry goes. ov_dtor calls it for each bound event after finalize has joined the decoder and convert threads, then frees the Video. net_offline.c frees its HostTask with a bound event in the same way; that file is outside this change and is handed to the coordinator. Not reproduced before the change in a game run. tests/system_event_check.c fills the table with live guest events and the movie's two host-memory events, unbinds one: it leaves the table, its handles are closed and its state byte is 0, the other keeps its entry, and a second unbind changes nothing; with the table full again and the last host entry unbound, a new guest bind succeeds where it would have ended with "table full". The check passes in both modes, movie_planes_check passes, and the compile check of every runtime file (host.h changed) passes, adding no warnings in kernel.c or ov_movie2.c with -Wall -Wextra. 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.
