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Static Recompilation and Console Game PC Ports on GitHub: Where 70+ Projects Came From

In the five weeks from early October to early November 2026, nearly 70 unofficial ports and emulators of console games made HotRepo's boards alone, putting Tears of the Kingdom, Bloodborne and Mario Kart World on PCs, Macs and phones. Many were not written from scratch: most of the PS4 group descends from a single Bloodborne port, and the Switch group runs from an iPhone port of Diablo II to Tears of the Kingdom and Ocarina of Time. AI coding assistants seem to be what is driving the wave: most projects have commits co-authored by Claude, and some authors hand even the installation over to AI. As I see it, porting a console game is turning from a long project for a few experts into something a small team can attempt with an AI.

Contents
  1. Tears of the Kingdom was not the first
  2. Code reuse across the PS4 and Switch ports
  3. Years of emulator work underneath
  4. What AI did here
  5. Which repositories no longer open
  6. Want to play? Which project to use
  7. Closing thoughts
  8. Appendix: where each line comes from

Tears of the Kingdom was not the first

On October 25, a repository called UltraTears put out its first beta: The Legend of Zelda: Tears of the Kingdom, running as a native Windows program, with experimental Linux and Steam Deck support added on November 1. It is not another Switch emulator. The author translated the game's own code into a PC program. Four days later a second Tears of the Kingdom port, totk-pc-recomp, set up its repository, and by November 5 it had 5,144 stars. In that same week, October 29 to November 4, 21 more ports and emulators set up their repositories, all of which later made HotRepo's boards.

But Tears of the Kingdom is not where this started. The chart below lines up the 71 projects I tracked by the day their repository was created, colored by the game's original platform. They are the console game ports and emulators created since August that made HotRepo's daily or new-projects board; when I say "the sample" below, I mean these 71. By original platform: 22 Switch 2, 19 PlayStation, 19 Switch 1 and older Nintendo systems, 8 Xbox, and 3 launchers and VR tools. Most ports target Windows, many also Linux, and about a dozen install on Macs, iPhones or Android phones. The earliest is the PS5 project AnyPS5 in August. On October 1 a PC port of Bloodborne set up its repository, a run of PS4 exclusives followed in mid-October, and the first Switch games running directly on iPhones and Macs showed up at the same time. By late October, Switch and Switch 2 projects were clearly taking over. To be clear, these are all unofficial ports made by the community.

71 projects by the date their repository was created, with peaks in mid-October and early November71 projects by the date their repository was created, with peaks in mid-October and early November

The axis runs by day from September 22; the three repositories created in August (AnyPS5, ARMSX3 and hells-gate-recomp, on August 3, 6 and 31) are stacked in the leftmost column. The gold line for UltraTears marks a project outside the sample, shown only as a reference date.

Code reuse across the PS4 and Switch ports

Go through these projects' commit histories, license files and credits one by one, and a lot of them turn out not to start from scratch. Some carry another repository's commit history; others say in a commit message, license or credits section whose code they use. Follow those threads back and two groups take shape, one for PS4 and one for Switch, and a project often has more than one source. 20 projects in the sample connect into these groups: 14 reuse someone else's code (solid lines), 5 only cite or reference another project in their README (dashed lines), and the last, d2r-mobile, is the origin of the Switch group that others build on.

Each row in the chart is a project, placed by the date its repository was created. The six dashed circles are outside the sample: deadinside28/bloodborne_pc, Supermedo/bloodborne_pc, gow3_pc, LASRecomp and SavageWindRecomp are upstreams I found while tracing code back, and UltraTears is the other Tears of the Kingdom port from the same days, built on the same upstreams as totk-pc-recomp.

Code reuse between console game port projectsCode reuse between console game port projects

PS4: it starts with Bloodborne

This group starts with deadinside28/bloodborne_pc, a PC port of Bloodborne with 145 of its 153 commits co-authored by Claude. Between October 12 and 16, ports of Shadow of the Colossus, Crash Team Racing, the Uncharted collection and Gravity Rush set up their repositories one after another, and each of their histories opens with this project's first commit from September 25 (Gravity Rush's copy has a different SHA but identical files). A second branch runs through a God of War III port and on to The Last Guardian and inFAMOUS Second Son.

The Switch group starts with d2r-mobile, which brought the Switch version of Diablo II: Resurrected to iPhone. It is not actually static recompilation. Switch and iPhone both run on ARM chips, so it only rewrites the few instructions that cannot run under Apple's kernel and runs the rest as is; a compatibility layer handles system services, the graphics API is rebuilt on Metal, and shaders are converted offline ahead of time. The day after it appeared, nxnative set up its repository, and its first commit says its generic parts were taken from d2r-mobile.

MacNativeGames applied the same approach to Tears of the Kingdom, getting it running on Mac and iPhone. Its credits spell it out: the NSO rewriter, the Horizon host and the NVN layer on Metal "all started from its (d2r-mobile's) generic parts". The PC port totk-pc-recomp was then built on MacNativeGames, and its third-party notices list the sources item by item: the system host from MacNativeGames, the code that turns ARM instructions into C from LASRecomp, a static recompilation of Link's Awakening, and the settings menu and performance overlay from SavageWindRecomp, a Breath of the Wild recompilation. Further down, two Ocarina of Time ports carry the totk-pc-recomp author's commits, and the Mario Kart World port points to it in its README.

UltraTears, which put out a beta four days before totk-pc-recomp even created its repository, is best thought of as its sibling. Its first commit (e2f3316) already carries MacNativeGames and LASRecomp code and licenses, almost the same recipe as totk-pc-recomp, with the two starting from MacNativeGames independently. UltraTears later borrowed two things from totk-pc-recomp: FSR1 upscaling shaders added on October 31 (a14ed41) and a mouse camera added on November 11 (3ff96f7), both credited in its third-party notes. 352 of its 359 commits are co-authored by Claude.

Hookshot, another Ocarina of Time port, went its own way. Its credits name code from the Eden and suyu emulators and list nxnative and ocarina-recomp as references, but I found no sign that it descends directly from totk-pc-recomp.

Pokémon Pokopia: four repositories in one day

On November 2, four repositories dedicated to porting Pokémon Pokopia appeared on GitHub on the same day, all aimed at the same new Switch 2 game. I have not verified how they relate, so the chart draws no lines between them. By November 12, only Recompia, renamed once, still opened; the other three return 404. As an aside, MacNativeGames also records a scripted test on Mac that plays Pokopia's opening into the first area (not a full playthrough), and its credits list xFractals/pokopia-native as a reference.

What gets reused

Looking at the games, this wave clusters around two kinds. One is PS4 exclusives that never came to PC: Bloodborne, The Last Guardian, Killzone Shadow Fall and Gravity Rush are all here. The other is games on Nintendo platforms: Tears of the Kingdom, Ocarina of Time, Mario Kart World and Pokémon Pokopia. The components that keep getting reused are just as few. The PS4 group's graphics all start from the shadPS4 emulator, and the Switch group passes down d2r-mobile's system host and graphics layer, LASRecomp's instruction translation and Ryujinx's shader translator, layer by layer.

That is also why the wave moved so fast. Loading the game program, taking over system calls, translating the graphics API: once someone has cracked these hard parts, everyone after them can build on top. NX2navi is a good example. On November 4 the totk-pc-recomp author imported the base code into it (0478c13), and two days later a commit hooked Ocarina of Time up to that host (77d0c0b). How far the game ran at that point, the commit message does not say.

Years of emulator work underneath

First, the difference between an emulator and static recompilation. An emulator pretends to be the console while the game runs, translating the game's instructions and graphics calls on the fly into something the computer can execute; those translations can be cached, and some system interfaces can be swapped for high-level implementations. Static recompilation translates the entire game program into a new computer program before it ever runs, leaving only a layer of code at run time to handle system services and the graphics API. The payoff is a program that runs directly on the computer, which makes widescreen, higher frame rates and mods much easier.

The idea is not new. Work on N64Recomp began in 2022, and Zelda64Recomp, a PC version of Majora's Mask built with it, released 1.0 in May 2024, which is when many players first heard of static recompilation. This wave simply takes the same idea to PS4, Switch and Switch 2. Some projects even skip whole-program translation: Switch and iPhone are both ARM, so projects like d2r-mobile rewrite only a few instructions, run the rest as is on the phone, and leave system services and the graphics API to a compatibility layer.

Among the reuse I could verify, many key parts come from existing emulators and recompilers: the PS4 group's graphics start from shadPS4, and totk-pc-recomp takes its instruction translation from LASRecomp and its shader translation from Ryujinx. The table counts how many project READMEs mention each tool; one project can appear in several rows.

Tool What it is Since Projects mentioning it
N64Recomp Static recompiler for N64 games, the precedent for this approach 2022-11 precedent
Eden / Yuzu / Sudachi Switch emulators. Yuzu stopped after settling with Nintendo in March 2024; Eden and Sudachi are later forks 2018 (Yuzu) 22
Ryujinx Switch emulator, taken offline in October 2024 after Nintendo reportedly approached its developer; many projects use its graphics translation code 2018 15
shadPS4 PS4 emulator; the PS4 group's graphics code started from it 2022-10 12
RPCS3 PS3 emulator 2012 3
rexglue / XenonRecomp Static recompilers for Xbox 360 2024-09 3
PS2Recomp Static recompiler for PS2 2025-04 2

A mention only means the name appears in the README. Some projects use its code, others only say they are not affiliated with it. "Since" is roughly when the project became public (for N64Recomp, shadPS4, XenonRecomp and PS2Recomp, the month its GitHub repository was created); sources can differ by a few months.

What AI did here

Many coding assistants leave a line like Co-Authored-By: … at the end of the commit messages they write, so I counted those. Of the 67 sample projects that still open, 53 have commits with an AI co-author line, all of them including Claude; in 29 projects, more than half of the commits are co-authored by Claude. Some authors say it outright. The totk-pc-recomp README reads "Most of the code and documentation is written by AI coding agents (Claude Code) under the maintainer's direction", and two upstreams outside the sample, LASRecomp and SavageWindRecomp, open their READMEs by saying nearly all of the code, tooling and reverse engineering was done by AI.

These numbers need some care, though. A co-author line only shows that AI took part in a commit; it cannot be turned into a share of the code written by AI. The reverse holds too: no line does not mean no AI, since Cursor and Codex often leave it out by default and merged commits can drop it, so 53 is a lower bound. I also counted only commits made after each repository was created, as a rough way to exclude history inherited from forks. That can miss an author's commits from before the repository existed, or let in upstream commits merged later.

As I see it, AI did not bring any new technique here. The emulator community has been building static recompilers and PS4 and Switch graphics translation for years. What changed is scale and speed (I have no data on hours worked; this comes from the commit logs). 25 of the 67 projects have only one to three commit authors. Take gta-vcs-recomp, luigis-mansion-recompiled and demons-souls-recomp: two or three people each, one to three hundred commits, 88% to 100% of them co-authored by Claude. Add what we saw above, later projects often starting straight from someone else's working code, and I think the picture is clear. Fitting existing parts to one specific game, then fixing it piece by piece until it plays, is the part these authors handed to AI.

Installing is handed to AI too

None of these projects ship the game itself. Players have to bring their own game files, then build, sign and install on their own machine, and for anyone who does not write code that step alone is enough to give up. So a few authors wrote the steps down as instructions for an AI (a Skill) and suggest letting Claude Code or Codex do it. The table shows what each project's documentation says its Skills cover; how far they actually get is up to that documentation.

Hand it to an AI assistant. Open this repository in Claude Code, Codex, or any other AI assistant you like, tell it where your own game file and prod.keys are …

— README of ly05010419/MacNativeGames (the recommended way to install)

Project Steps its Skills cover
d2r-mobile/d2r-mobile "Build it with one sentence": check the machine, place the game files, build, sign and install to an iPhone, stopping to ask before anything needing sudo or an Apple account. This is a second repository of the same name: it appeared on Oct 12 alongside the jhaizhou-ops one with a similar README, but the two share no commits and have different authors, and I have not verified how they relate
ly05010419/MacNativeGames Two Skills, install-zelda and install-ra2: where each file goes, which command to run and how long it takes
jhaizhou-ops/S2Arm One player-facing Skill, s2arm-operator: downloading the launcher, importing keys and games, exporting, installing to an iPhone and troubleshooting each step; plus seven developer Skills for graphics, performance and crash diagnosis, and an s2armctl interface in the launcher for the AI to call
Jakeschincariol/console-skill About porting itself: 11 Claude Skills that teach the AI to reverse engineer PS2 game code, rebuild graphics and the backend, and add controller support. Published on Oct 22

The first three projects' Skills all revolve around a port that already exists (installing, troubleshooting, developer diagnostics); the reverse engineering is already in the repository. Only console-skill teaches the AI how to port a new game.

Installing used to be a second barrier: developer tools to set up, signing to sort out, files to put in the right place. Now that is handed to the AI, and players only need to say what computer they use and where their game files are. My guess is that as the barrier drops, more people will build, fork, tweak and republish, though I have no usage data to show it yet.

Which repositories no longer open

As of November 12, four repositories in the sample return 404. A 404 only means the repository could not be opened publicly when I checked; it may have been deleted, made private, or renamed without a redirect.

Project Game Status
drakolordx7/pokopia-recomp Pokémon Pokopia created Nov 2, returns 404
drakolordx7/switch2-recomp Pokémon Pokopia created Nov 2, returns 404
xFractals/pokopia-native Pokémon Pokopia created Nov 2, returns 404
OpenPort-Labs/Galaxy-Android Super Mario Galaxy (Wii) created Oct 13, returns 404
BelmanteGu/SuperMarioWonderRecomp (outside the sample) Super Mario Bros. Wonder Returns 404; ACNHRecomp says it is based on it

The public DMCA notices from Nintendo on GitHub since October that I went through:

Date Targets Notice
Oct 1 Mirrors of the Ryujinx emulator 2026-10-01-nintendo.md
Oct 1 nswitch (Yuzu forks) 2026-10-01-nintendo-3.md
Oct 23 rhythmtengoku: a Rhythm Heaven decompilation, a dozen-plus repositories 2026-10-23-nintendo.md
Nov 6 Yuzu forks 2026-11-06-nintendo.md, -3
Nov 6 The Picofly modchip 2026-11-06-nintendo-2.md
Nov 6 A large batch of Citron emulator forks 2026-11-06-nintendo-4.md

Every one of these notices names emulator forks, a decompilation or a modchip; none names a port from this story's sample. Why the three Pokopia repositories no longer open is not in any public record.

A word of caution. All of these projects require players to dump the game files from their own console, and none ship the game, its art or keys, but that makes them neither legal by default nor safe. In March 2024 Yuzu settled with Nintendo, paying $2.4 million and ending development; that October, Ryujinx reportedly went offline after its lead developer was offered an agreement by Nintendo. This story covers what these projects do and where they came from. It does not explain how to extract or download any game.

Want to play? Which project to use

Below are the ports I could find, grouped by original platform, including some outside the sample that are playable; repositories that no longer open, tools that dump or repackage game files, and projects that rely on exploits or console jailbreaks are left out. The "Progress" column repeats what each project's README says; I have not tested them myself, and "—" means the README does not say. Most of these projects are early and change week to week, so check the project page.

Game Original platform Project Runs on Progress (per the project)
Bloodborne PS4 bloodborne_pc Windows, Linux Experimental, playable; a full playthrough not verified
God of War III Remastered PS4 gow3_pc Windows; Linux experimental —
Shadow of the Colossus PS4 ShadowOfTheColossus-PC Windows Finishable start to end
Crash Team Racing Nitro-Fueled PS4 CTR-NitroFueled-PC Windows Playable
Uncharted: The Nathan Drake Collection PS4 uncharted_pc, another port Windows All three games run
The Last of Us Remastered PS4 tlou-remastered-pc Windows Finished by a player; one known crash
The Last Guardian PS4 tlg_pc Windows, Linux Steady 30 fps; 60 fps experimental
inFAMOUS Second Son PS4 iss_pc Windows, Linux First chapters playable; performance unstable
Killzone Shadow Fall PS4 killzone-shadowfall-pc Windows Public beta; campaign playable start to finish
Gravity Rush Remastered PS4 gravityrush_pc Windows Story played through
The Order: 1886 PS4 theorder1886-port Windows Early; reaches a new game
DriveClub PS4 driveclub-recomp Windows Playable, including multiplayer
Demon's Souls PS3 demons-souls-recomp Windows; Linux setup script Whole game playable
God of War PS2 gow-native-pc Windows; Linux and Steam Deck experimental Playable, not finished
Grand Theft Auto: Vice City Stories PS2 gta-vcs-recomp Windows, Linux In development
Dante's Inferno Xbox 360 hells-gate-recomp Windows Playable start to finish
Gears of War, three games Xbox 360 COGBox Windows Playable with a few hiccups
Grand Theft Auto V Xbox 360 gtav-recomp Windows, Linux, Mac; can package iPhone and Android builds —
BLACK Xbox black-pc, Black-Android Windows, Linux; Android PC version fully playable
Mortal Kombat: Shaolin Monks Xbox OpenShao Windows, Linux —
Conker: Live & Reloaded Xbox Conker-Recomped-and-Reloaded Windows, Linux Work in progress
Need for Speed: Most Wanted Xbox MostWanted-Android Android Work in progress
The Legend of Zelda: Tears of the Kingdom Switch totk-pc-recomp, UltraTears, SkyboundTotk Windows, Linux; UltraTears also Steam Deck First two early but playable; SkyboundTotk experimental
The Legend of Zelda: Tears of the Kingdom Switch MacNativeGames Mac, iPhone, iPad Technical exploration
The Legend of Zelda: Breath of the Wild Switch SavageWindRecomp Windows, Linux Alpha; finishable start to end
The Legend of Zelda: Breath of the Wild Wii U BotW-Native Windows Work in progress; reaches the title screen
The Legend of Zelda: Link's Awakening Switch LASRecomp Windows, Mac, Linux —
Animal Crossing: New Horizons Switch ACNHRecomp Linux, Mac and others In development
Diablo II: Resurrected Switch d2r-mobile iPhone, iPad, Mac; Android and HarmonyOS via community ports All 44 devices in the closed beta finished the game
Persona 5 Royal Switch p5r-android Android —
The Legend of Zelda: Ocarina of Time Switch 2 NX2navi, Hookshot, ocarina-recomp Windows; Hookshot also Linux NX2navi early but several areas playable; the other two experimental, mostly tested near the start
Mario Kart World Switch 2 mkw-recomp; plumber-racer-2 Windows, Linux; iPhone, Mac Early; menus and races run; the phone build supports 1.0.0 only
Fire Emblem: Fortune's Weave Switch 2 fefw-recomp Windows; Linux and Steam Deck notes —
Pokémon Pokopia Switch 2 Recompia Windows, Linux Multiplayer supported
Super Smash Bros. Brawl Wii BrawlRecompiled Windows, Linux In development; versus battles work
Luigi's Mansion GameCube luigis-mansion-recompiled Windows —
Metroid Prime 2: Echoes GameCube MetroidPrime2Port Windows, Linux, Mac, Android; iOS experimental —
Metroid: Samus Returns 3DS msr2ds Windows, Mac, Linux, Android —
Super Mario All-Stars SNES SuperMarioAllStars, SuperMarioAllStarsRecomp Windows, Android —
The Legend of Zelda: Majora's Mask N64 Zelda64Recomp Windows, Mac, Linux, Steam Deck Released 1.0 in 2024

General tools and emulators not tied to one game:

Project What it does Runs on
nxnative, NX2Apple, S2Arm Package your own Switch games as native Mac, iPhone and iPad apps; NX2Apple is the GUI version, with profiles for 147 games Mac, iPhone, iPad
Eglantine, Lichii, Orchid Switch 2 emulators, all very early; Orchid focuses on a few games such as Mario Tennis Fever Windows, Linux, Mac
Eden-NS2 Switch 1 emulator Desktop, mobile
AnyPS5 Converts PS5 game programs into Windows and Linux programs; per-game status in its discussions Windows, Linux
ARMSX3 Android port of the RPCS3 PS3 emulator; you build it yourself Android
Venture Runs Meta Quest games you own on a PC VR headset Windows, Linux

Whichever project you pick, the steps are much the same. First you need game files dumped from your own console and cartridge or disc; many projects accept only specific versions and regions, and Switch projects usually also need your console's keys. Then download the project's launcher from its releases page, or build it per the README, point it at your game files, and it produces a program you can run; phone builds also need signing and sideloading. Some projects include instructions for an AI to do the installing. I do not cover how to dump game files or keys here; if something goes wrong, start with the known issues in each project's README.

Closing thoughts

Looking back over this month or so, PS4 projects bunched up in mid-October and Switch 2 projects in early November: 11 were created from October 29 to November 4, and 7 more the following week. What interests me is not which game made it to PC next, but that the barrier seems to have come down: several ports have only two or three authors, start from someone else's working code, and have commits largely co-authored by Claude. How much time and effort that actually saves, I do not have the data for yet; it is what I most want to find out next. I will keep an eye on these projects in HotRepo's games topic: who keeps updating, which repositories stop opening, and which platform the next wave starts from.

Appendix: where each line comes from

Project Game Relation Evidence
deadinside28/bloodborne_pc Bloodborne Origin Created Oct 1; first commit 6849d33 says the graphics started from shadPS4
Supermedo/bloodborne_pc Bloodborne Uses deadinside28's code GitHub fork
FelipePrado0/gow3_pc God of War III Uses Supermedo/bloodborne_pc's code GitHub fork
AjncSystem/ShadowOfTheColossus-PC Shadow of the Colossus Uses deadinside28's code History contains the same commit 6849d33
GetLostIn/CTR-NitroFueled-PC Crash Team Racing Uses deadinside28's code Same commit 6849d33
Supermedo/uncharted_pc Uncharted collection Uses deadinside28's code Same commit 6849d33; README: "Same idea as my Bloodborne port"
LucaPazienza/gravityrush_pc Gravity Rush Uses deadinside28's code First commit 5d04046 has file contents identical to 6849d33 (both git tree 9696960) and the same author and time; only the commit SHA differs
HayatoG/tlg_pc The Last Guardian Uses gow3_pc's code Commit 17b008a: "Importa gow3_pc … como base do port"
HayatoG/iss_pc inFAMOUS Second Son Uses tlg_pc's code Same author; history starts with The Last Guardian commit 1bd6cd7
mateussmeneses/theorder1886-port The Order: 1886 Cites gow3_pc README link
bc160201983/Uncharted…PC-port Uncharted collection Uses one component of Supermedo/uncharted_pc Developed in parallel; its README credits CameraMotion::OnVelocityConstants and the motion vector mode of its temporal anti-aliasing to Supermedo's port (GPL v2). This repository was created a day earlier, so the line points back in time
lesca-191204/killzone-shadowfall-pc Killzone Shadow Fall Cites Supermedo/uncharted_pc README link
ravencaio/tlou-remastered-pc The Last of Us Remastered Uses bc160201983's code History starts with 6036c2a, the Uncharted collection commit
jhaizhou-ops/d2r-mobile Diablo II Origin Created Oct 12
seedds/nxnative General packager Uses d2r-mobile's code Commit d1b1708: "Generic host, gfx and tools taken from d2r-mobile"
ly05010419/MacNativeGames Tears of the Kingdom on Mac / iPhone Uses d2r-mobile's and nxnative's code README credits: program rewriter, system host and graphics layer started from d2r-mobile; Switch 2 support carries nxnative code
LNPANDY/NX2Apple Packager with a GUI Uses nxnative's code Commit 3543818: "The repository body is nxnative"
valentderah/totk-pc-recomp Tears of the Kingdom on PC Uses MacNativeGames', LASRecomp's and SavageWindRecomp's code Listed item by item in THIRD_PARTY_NOTICES.md; docs/architecture.md: "takes the CPU half from LAS Recomp and the game half from MacNativeGames"
kuraeow/ultratears Tears of the Kingdom on PC Uses MacNativeGames' and LASRecomp's code, later two components of totk-pc-recomp First commit e2f3316 already carries LICENSE-MacNativeGames and LICENSE-LASRecomp; third_party/README.md credits the FSR1 shaders (a14ed41, Oct 31) and the mouse camera (3ff96f7, Nov 11) to totk-pc-recomp. This repository was created earlier, so the totk-pc-recomp line points back in time
sostenesfreitas/ocarina-recomp Ocarina of Time Uses totk-pc-recomp's code History starts with the totk-pc-recomp author's commit 3d73290
tangerineturtle1/NX2navi Ocarina of Time (Switch 2) Uses totk-pc-recomp's code First commit 0478c13, "Import the base tree", is by the totk-pc-recomp author
adriadam10/mkw-recomp Mario Kart World Cites totk-pc-recomp README link
jhaizhou-ops/S2Arm Switch games to ARM64 Cites nxnative and NX2Apple README links; same account as d2r-mobile
NotRexed/Hookshot Ocarina of Time (Switch 2) References nxnative and ocarina-recomp README credits: code from Eden and suyu; nxnative as a shader reference, ocarina-recomp for the README layout

Data as of November 12, 2026, from HotRepo's board records and GitHub. The sample is the 71 projects created since August that made HotRepo's daily or new-projects board; 68 of them were created between October 5 and November 9.