Ocarina of Time Native 2026 project artwork with the Master Sword, Hylian Shield, and Hyrule landscape
Project artwork · Unofficial community project

Experimental · In development

Ocarina of Time.
On the road
to Windows.

I’m working on a native Windows x64 recompilation of the Switch 2 version. This is where I document progress, unresolved issues, and the milestones ahead.

HotDevilSauce · Gameplay follow-up · Latest documented commit: e6125e6

Experimental build — no finished playable release yet. Gameplay has been tested in some sections. Broader playability, longer-run stability and saving/loading still need verification. The previously reported CPU crash has not been confirmed resolved.
Vulkan errors0

In the tested menu/options path.

Shader error reports111 down from 464

Latest recorded shader error reports.

GPU checks passed245

Reported in the latest local test results.

Latest recorded results · documented commit e6125e6, tested on an AMD Radeon RX 7900 XTX. The zero Vulkan error count applies to menus/options; shader report counts do not necessarily identify distinct shaders or root causes.

Gameplay progress and known issues

Latest gameplay follow-up

Actual gameplay has now been tested beyond the menus. It runs smoothly overall in the sections tested so far, with graphical glitches still present. The earlier milestone also reached the Deku Tree and dialogue.

Current focus: overexposure, flickering and other graphical errors. Work now focuses on lighting, colour output, and the shader and rendering errors affecting the scene. These issues are not fixed yet.

Still an experimental development build. Broader playability, longer-run stability and saving/loading need verification. The previously reported longer-run CPU crash has not been confirmed resolved.

Native runtime linking, all 58 PACGA cases, AV1 decoding and the tested menu navigation are in place. Read the full development update for the technical details.

Link in an early 3D in-game scene with heavy overexposure and a performance overlay
In-game development screenshot · November 5, 2026. Heavy overexposure is visible; graphics fixes are still in progress. View full-size screenshot
Latest recorded checks passed: 15 runtime checks · 17 project tests · 245 GPU checks.

The next chapter

No release date promised
Current focus

Fix the graphics.

Correct lighting and colour output, eliminate flickering, and fix the shader and rendering errors affecting the in-game scene.

Expand testing

More gameplay.
Longer sessions.

Test more areas, movement, camera behavior and interactions. Recheck the previously reported longer-run CPU crash.

After that

Save. Restart.
Keep playing.

Check scene transitions, audio, saving and loading, then longer sessions and additional hardware.

Earlier development video

Startup and menu footage

Earlier startup/menu recording from November 5, 2026. This video does not show the new 3D milestone described in Update #01. Open video directly · MP4, 14.7 MB

Development log

Reported local milestones
GAMEPLAY
Latest follow-up

Actual gameplay tested beyond the menus

Gameplay runs smoothly overall in the sections tested so far. Flickering, overexposure and other rendering errors remain the main focus. A full gameplay recording is available above the progress figures.

UPDATE #01
e6125e6
November 5, 2026

Earlier Update #01: reaching the in-game scene

The build reaches a 3D in-game scene, and basic movement appears possible. Overexposure, flickering and other rendering errors are the current focus. Latest recorded results: 111 shader error reports and 0 Vulkan errors in the tested menu/options path. Reliable gameplay, longer-run stability and saving/loading still need verification.

3555ea1
5971bd8

Earlier milestone: video and main menu

Corrected the sRGB write view. Reduced Vulkan errors from 2 to 0 in the tested path, and shader error messages from 464 to 203. Tested the options menu and return path; 3,000 Vulkan presentations and normal shutdown.

13c6c0e

Game code linked; first actual startup attempt

Addressed 58 PACGA sites, added AV1 decoding, and fixed two stability issues. That earlier run reached 600 counted frames but still displayed a black screen.

Commit identifiers come from local status reports. This website does not automatically include the associated code history. Earlier frame counts and later presentation counts are different measurements.

Support the project

Independent development
Help the next milestone happen

A little support.
More time to build.

I’m developing this project independently. Voluntary support helps cover development tools, testing, and the ongoing work of investigating bugs and documenting progress.

Support is optional and does not purchase a game, early access, or a guaranteed release. Following the project and sharing useful feedback also help.

Buy Me a Coffee

Thank you for supporting independent development.

Development platform

Windows x64, Ryzen 7 9800X3D, Radeon RX 7900 XTX, and 32 GB RAM. This describes the intended development PC, not minimum system requirements.

1440p and 60 FPS are targets. Gameplay benchmarks and broad hardware compatibility have not yet been demonstrated here.

Project and release

This site contains project information, with no ROMs, keys, extracted game assets, or game binaries. No public source-code release, installer, or release date has been announced.

An unofficial project. Not affiliated with Nintendo.