OoT: Recompiled OoT: Recompiled, home

Static recompilation for Windows

The 1998 original, compiled to run on your machine.

Not an emulator. The machine code in your own cartridge dump is translated into a native Windows executable and rendered on Direct3D 12 at your display's refresh rate.

Transparency notice An AI assistant wrote much of the code. The planning, review, decisions, debugging and most of the testing are mine. More on how this was built.
Game clock
20 Hz
Presented at
Up to 240 Hz
Widescreen
Up to 21:9
Resolution
Matches your display
Lighting
Ray tracing
Lighting
Ambient occlusion

What it does

What it does that the cartridge could not.

01

Lighting is traced, not painted on

The renderer traces light through the very frame the game hands it: soft shadows from the sun, darkening where surfaces meet, and the game's own torches and fairies lighting the ground and walls around them and throwing real shadows of whatever stands in the way. Bounced light, reflections on water, and the sun's haze in the air as well. Every part is its own switch in a Lighting menu, and the picture changes as you move the row.

02

It runs at your display's refresh rate

The game updates twenty times a second and always will. Every transform it draws is tagged, and the renderer interpolates between those updates, so the picture moves at 60, 120 or 240 while the game keeps its original timing.

03

Widescreen shows more, rather than stretching

The view is widened inside the game's own 3D code rather than stretched afterwards, so you see more of the room instead of a distorted version of the same slice. Rooms drawn over a fixed backdrop are held at the original ratio automatically.

04

Rendered by RT64 on Direct3D 12

Native resolution up to whatever your monitor is, multisampling, downsampling, and a render distance you can spend as far as your card will carry it.

05

Every button can be rebound

Pads through SDL with hot plug and rumble, rebinding by pressing the thing you want, and per device profiles that persist. The right stick turns the camera wherever the game's own camera is free to turn, looks and aims in first person, and rides the horse.

06

Save at any point, not only at save spots

F6 keeps the game exactly as it stands and F9 resumes the newest, with a Moments screen that shows every one. Autosave on a timer, save as the program closes, and resume on start straight into the game, past the title and the file select.

Game clock
20 Hz, unchanged
Presented at
60, 120, 240 Hz
Renderer
RT64, Direct3D 12
Input
SDL2, plug in at any time

Controllers

Controllers work as they are.

Plug in a DualSense, a DualShock 4 or an Xbox pad and play. The program opens it itself, rumble included, so there is nothing to install first and nothing sitting between the pad and the game.

PlayStation controllers work without extra software

A DualSense or DualShock 4 is read directly. The touchpad click opens the menu, the Share button does too, and rumble works out of the box.

Xbox controllers, and anything else SDL recognises

Hundreds of pads by name, with hot plug: connect one while the game runs and it is bound the next frame. Rumble where the pad has it.

Bindings are remembered for each controller

Bind by pressing the thing you want. Two bindings per input, a profile for each pad that persists, and a pad SDL does not recognise still binds by its own buttons.

A mapper such as DS4Windows or Steam Input hands the program a different pad and keeps the real one. Turn it off, or exclude this program in it, and the touchpad and rumble come straight through.

One scene, three shapes

The view widens instead of stretching.

The same room at the ratio the cartridge was drawn for, at sixteen by nine, and wider still. The game draws what was always out there.

4:3 The original framing16:9 Most monitors and TVs21:9 The widest it supports

What it needs

It needs your own copy of the game.

Nothing of the game ships with this program and nothing ever will. The launcher asks for your own dump, checks its hash before it parses a single byte, and leaves the file exactly where you keep it.

Verified by
A SHA-1 checksum, before anything is read
Stored
Read from wherever you keep it
Windows
10 or 11, 64 bit
Graphics
Direct3D 12, Shader Model 6
Processor
x86-64 with SSE4.1
Your own dump
NTSC-U 1.0

Why a dump and not a download

The translation is of machine code you already own. Without your file there is nothing to translate, which is the whole reason this can exist at all.

Signed by
Azure Trusted Signing
Installs to
Your AppData folder
Updates
Replaces itself in place
Price
Free

Download

Two builds, both signed.

Releases

Every build that has shipped.

Each version stays where it was published, so an older build is always a download away. The current one is the build the installer updates to.

  1. Reading the releases…

Free. Your own dump of the game is required and is not provided. Not affiliated with, endorsed by, or connected to the original publisher.