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The additions stay all rights reserved: copying and publishing them still needs written permission. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
85 lines
5.3 KiB
Markdown
85 lines
5.3 KiB
Markdown
<p align="center"><img src="docs/images/navi.png" alt="NX2navi" width="160"></p>
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# NX2navi
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**NX2navi** 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, playable. Kokiri Forest, Kakariko Village, Death Mountain Trail and its crater, the Temple of
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Time and the Great Fairy fountains play at 60 fps and above on current GPUs, from the title screen and from saves.
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Visual bugs and occasional crashes are still expected ([Known issues](#known-issues)).
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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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- Resolutions above the game's 1440p: 1800p, 4K, 5K or the window's own size, sharp on high-DPI displays
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- Upscaling and anti-aliasing: NVIDIA DLSS (DLAA, Quality, Balanced, Performance, Ultra Performance; RTX GPUs) or
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AMD FSR 3.1 (Native AA and the same modes; any GPU), which render the 3D scene at the mode's share and keep the HUD
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sharp; or AMD FSR 1 or bilinear scaling to the window, with a sharpness setting; black bars or stretch
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- Frame generation with AMD FSR 3.1 (any GPU): a generated frame between every two the game draws, with the HUD kept
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out of it, for about twice the frame rate on a fast display; in a window of another shape than the picture, frames
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are generated inside the picture only, so the black bars stay clean
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- HDR on HDR displays: the game's own native HDR, or an enhanced HDR made from its SDR picture
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- Every shader prepared when the game is built, and the pipelines met in play built again in the background at each
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start, so play does not stop to compile them; a draw that must wait for its pipeline has it built on worker
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threads, never on the game's drawing thread
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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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- The game's textures stay compressed (BC3, about half the video memory at the same speed) unless the PC has 20 GiB of
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video memory and 48 GiB of RAM, as Windows counts video memory against the system's commit limit
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## Installing
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Download `NX2navi-Setup-<version>.exe` from the releases and start it next to your `.nup` dump. It is the only file
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you need. The launcher it
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installs finds the dump, downloads the build tools, builds the game on your PC (10 to 25 minutes, once) and starts
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it; afterwards it keeps the port up to date and rebuilds only what changed ([docs/launcher.md](docs/launcher.md)).
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[docs/README-BuildKit.md](docs/README-BuildKit.md) describes the same build by hand, [docs/building.md](docs/building.md)
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building from source. Settings are in the in-game menu and in `nx2navi.ini` ([nx2navi.ini.example](nx2navi.ini.example)
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lists every 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); 16 GB of RAM; about
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30 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`
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and `VK_EXT_mesh_shader`. The setup is not signed, so SmartScreen warns on its first start.
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## Known issues
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- The first start after an install or update, and the first visit to an area, can pause briefly while the graphics
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driver builds what it has not seen; later starts are smooth.
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- A rare crash in the game's particle code.
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- DLSS Frame Generation is not offered yet: AMD FSR 3.1 frame generation works on every GPU, NVIDIA's included.
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## License
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The source is public to read. Its additions and changes are all rights reserved ([LICENSE-ADDITIONS](LICENSE-ADDITIONS)):
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no part of them may be copied or published without written permission. The base import stays under its
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[MIT License](LICENSE), and third-party code keeps its own license ([THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md)).
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No license grants anything for Nintendo's game.
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NX2navi 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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