Case study
Zelda 64: Recompiled — a native Majora’s Mask port without a full source decompilation
Uses N64Recomp to translate Majora’s Mask into a native application and RT64 for rendering. The project separates static recompilation from source decompilation while reusing decompilation headers and selected functions for patches and enhancements.
- Targets
- Game
- Category
- Independent reconstruction cases
- Relationship
- Independent reconstruction project
- Sources reviewed
Requirements & limits
- Prerequisites: The reviewed build accepts the US Nintendo 64 Majora’s Mask ROM supplied by the user; game assets are not included. Ocarina of Time remains planned, and this is not an emulator for arbitrary ROMs.
- Prerequisites: Runtime graphics require Direct3D 12.0 with Shader Model 6, Vulkan 1.2, or Metal Argument Buffers Tier 2. x86-64 needs SSE4.1; the README lists macOS 13.0+ with Apple Silicon or a 7th-generation Intel CPU.
- Prerequisites: Source builds additionally require submodules, CMake 3.20+, C++20 tooling, N64Recomp/RSPRecomp and the specified decompressed ROM. The build guide lists SDL2 and platform dependencies; ordinary play uses the standard ROM.
- Testing evidence: The project documents high-frame-rate, widescreen, camera and save enhancements, plus overlay and cutscene issues. These are project claims.
- License: GPLv3 project license; original game content and dependencies retain separate terms. The team states that it does not use generative AI and bans contributions using GenAI tooling in any capacity.
About this entry
The description was reviewed against primary sources.
Primary sources
- README.md GitHub · Zelda64Recomp/Zelda64Recomp · Revision b65c482
- CMakeLists.txt GitHub · Zelda64Recomp/Zelda64Recomp · Revision b65c482
- COPYING GitHub · Zelda64Recomp/Zelda64Recomp · Revision b65c482
- BUILDING.md GitHub · Zelda64Recomp/Zelda64Recomp · Revision b65c482
- CONTRIBUTING.md GitHub · Zelda64Recomp/Zelda64Recomp · Revision b65c482
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