Find your next open-source project

Search by name, purpose, or keyword — or paste a GitHub repository URL

tangerineturtle1/NX2navi

Games

Static recompilation of Ocarina of Time for Switch 2 into a native Windows x86-64 Vulkan port built from your own game dump.

657
34
C
MIT
1 day old

What it is

NX2navi statically recompiles the Nintendo Switch 2 release of The Legend of Zelda: Ocarina of Time (game version 1.1.1) into a native x86-64 Windows application using a Vulkan renderer. It is not an emulator: the game logic runs as native code. The project is in early development but playable, covering areas such as Kokiri Forest, Kakariko Village, Death Mountain Trail and crater, the Temple of Time and the Great Fairy fountains at 60 fps or above. Visual bugs and occasional crashes are still expected; the known issues list includes a rare crash in the particle code and some first-visit hitching.

Features include native widescreen and ultrawide with a 16:9 HUD, resolutions up to the window size, DLSS or AMD FSR upscaling and anti-aliasing, FSR 3.1 frame generation, HDR, prebuilt shaders, an in-game settings menu (F1) and performance overlay (F10), keyboard/mouse/gamepad remapping with rumble and gyro, stereo or 5.1 sound, and docked or handheld mode.

Getting started

You need your own legally obtained copy of the game, dumped from your own console as a .nup file. No game files are included, and the project does not explain how to obtain them. The host PC must run Windows 10 or later on an x86-64 CPU with SSE4.2 (AVX2/FMA gives a faster build), with 16 GB RAM, about 30 GB free for the game plus 1.5 GB for the launcher and tools, and a GPU supporting Vulkan 1.3, VK_EXT_external_memory_host and VK_EXT_mesh_shader.

  1. Download NX2navi-Setup-<version>.exe from the releases.
  2. Start the installer next to your .nup dump.
  3. The installed launcher locates the dump, downloads the build tools, and builds the game locally. This one-time build takes roughly 10 to 25 minutes.
  4. The launcher starts the game and later rebuilds only changed parts when updating.

The setup is unsigned, so Windows SmartScreen will warn on first launch. Manual build paths are documented in the BuildKit guide and building from source; settings are in the in-game menu and nx2navi.ini (example configuration), and control mappings are in the controls documentation.

Constraints and licensing

This is a fan project for personal use only and is not affiliated with Nintendo. The build output contains the game, so it must not be shared. Most of the code and documentation is written by AI coding agents under the maintainer's direction, with the maintainer reviewing every build and deciding merges (AGENTS.md). The base import is MIT-licensed, but the project's own additions and changes are all rights reserved and prohibit copying, publishing, or use for training, fine-tuning or prompting AI models without written permission (LICENSE-ADDITIONS). Nothing in these licenses grants rights to Nintendo's game. DLSS Frame Generation is not offered yet; FSR 3.1 frame generation works on all GPUs.

HotRepo's take

The repository appeared on HotRepo's new-project board on 2026-11-08, gaining 429 stars within a growth window of roughly 23 hours from creation. That is a rapid early surge for a C project doing static recompilation, and the README shows a concrete, documented feature set rather than a placeholder. The main thing to weigh is that the deliverable is an unsigned installer that assembles the game from your local dump, so the source and build documentation are the place to check how that process works. The early surge is a fact about attention, not evidence of stability; the project itself is still in early development.

Written by AI from the project's README, updated . The project's own docs are the source of truth.