Revivedx/SavageWindRecomp
GamesNative Windows/Linux recompilation of Breath of the Wild built from your own Switch game dump, with high frame rate, ultrawide and input options.
What it is
Savage Wind Recomp statically recompiles The Legend of Zelda: Breath of the Wild (Switch, version 1.9.0) into a native Windows and Linux application. The recompilation happens locally from the user's own dumped game files; the repository ships no game files, keys, firmware or dumping tools, and generated game code is meant for personal use only (1).
The project is an alpha: the whole game including both DLC is reportedly finishable, but crashes and broken mechanics above 30 fps are expected (10). Features include frame rates from 30 to 360 fps, resolutions up to 4K and beyond, ultrawide support, FSR 1 upscaling, graphics presets, adjustable draw distance, shadows, FOV and HDR, keyboard/mouse and controller input with gyro, save profiles and Wii U/Cemu save import, and Steam Deck support. Nearly all code, tooling and reverse engineering was written by Claude with human direction and testing, and the project builds on LAS Recomp (9).
Get started
You need your own legally obtained game copy updated to version 1.9.0, dumped from your own Switch; details are in the game files guide (11). Requirements are Windows 10+ or Linux x86-64, a Vulkan 1.3 GPU, 16 GB RAM, a CPU with SSE4.2 (AVX2 is faster) and about 20 GB free disk space.
- Download the latest build from Releases: on Windows use the
windows.zipand extract it to a writable folder, not Program Files; on Linux and Steam Deck use thex86_64.AppImage, make it executable and run it; Linux on ARM uses a highly experimentalaarch64.AppImage(12). - Start the application, select the folder containing your extracted game (
exefs/andromfs/), then choose Set up game files. It checks the version, copies files and recompiles the game code once, roughly 15 minutes on a 12-thread CPU; your original files are not modified. - Play. Settings, game files and other options are in Savage Wind Configuration. From version 0.5.1 onward, Windows and Linux AppImage builds can update in one click.
Keyboard and mouse defaults include WASD for movement, mouse for camera, Space to jump, E to interact, left click to attack, right click to shield, Tab for inventory and M for the map; all actions can be rebound, and any SDL-recognized controller works (21).
Saves and known issues
Saves live in the save folder next to savagewind.exe on Windows and in ~/.local/share/savagewind/save/ on Linux and Steam Deck; back up or move the whole folder with the game closed (14). Bugs are tracked on the issue tracker, and bug reports need the latest release, game version 1.9.0 and a savagewind.log; crash and cutscene reports should also include a zipped save folder (23).
Constraints
The project is explicitly alpha-quality: some mechanics break above 30 fps, and cutscenes may need a temporary drop to 30 fps. It is not affiliated with Nintendo, and distribution of generated game code or game files is prohibited; whether dumping a game you own is legal depends on your country (2). The project's own code is under the MIT License, which grants nothing for Nintendo's game (30).
HotRepo's take
The repository has no recorded daily rank, star snapshots or Hacker News discussion in HotRepo's data, so there is no站内 trend history to draw on. What stands out from the materials is scale and self-disclosure: a full-game static recompilation is a substantial reverse-engineering effort, and the README openly credits AI for almost all of the work and documents a detailed alpha status and issue triage process. Those are signs of a maintained experimental project rather than a polished consumer release; the absence of站内 records means its traction is not observable from this listing.
Written by AI from the project's README, updated . The project's own docs are the source of truth.
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