# 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.

- Type: Case study
- Targets: Game
- Category: Independent reconstruction cases
- Relationship: Independent reconstruction project
- Sources reviewed: 2026-10-17
- Added to the catalog: 2026-10-17
- Original resource: <https://github.com/Zelda64Recomp/Zelda64Recomp>
- Primary source: <https://github.com/Zelda64Recomp/Zelda64Recomp/blob/b65c482ed672258eb684ab94a4e8c8aa662615ee/README.md>
- Catalog page: <https://awesomerea.org/resources/zelda64recomp-case/>
- Record JSON: <https://awesomerea.org/resources/zelda64recomp-case/record.json>
- Chinese version: [简体中文](https://awesomerea.org/zh/resources/zelda64recomp-case/index.md)

## 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.

## Primary sources

1. <https://github.com/Zelda64Recomp/Zelda64Recomp/blob/b65c482ed672258eb684ab94a4e8c8aa662615ee/README.md>
2. <https://github.com/Zelda64Recomp/Zelda64Recomp/blob/b65c482ed672258eb684ab94a4e8c8aa662615ee/CMakeLists.txt>
3. <https://github.com/Zelda64Recomp/Zelda64Recomp/blob/b65c482ed672258eb684ab94a4e8c8aa662615ee/COPYING>
4. <https://github.com/Zelda64Recomp/Zelda64Recomp/blob/b65c482ed672258eb684ab94a4e8c8aa662615ee/BUILDING.md>
5. <https://github.com/Zelda64Recomp/Zelda64Recomp/blob/b65c482ed672258eb684ab94a4e8c8aa662615ee/CONTRIBUTING.md>

## More in Games

- [2 Ship 2 Harkinian: a native Majora’s Mask port built on the decompilation](https://awesomerea.org/resources/2ship2harkinian-mm-port-case/index.md) · Case study
- [3SX: a native Street Fighter III: 3rd Strike port continuing the PS2 decompilation](https://awesomerea.org/resources/3sx-third-strike-native-port-case/index.md) · Case study
- [Animal Crossing: a native PC port of the GameCube decompilation](https://awesomerea.org/resources/animal-crossing-pc-port-case/index.md) · Case study
- [Atlantis Native: porting the Atlantis and Atlantis II engines to Rust](https://awesomerea.org/resources/atlantis-native-case/index.md) · Case study
- [BattleShip: an AI-assisted Super Smash Bros. native port](https://awesomerea.org/resources/battleship-port-case/index.md) · Case study
- [Budokai Tenkaichi 3: a native PC port built on a matching decompilation](https://awesomerea.org/resources/tenkaichi3-pc-port-case/index.md) · Case study

## About this entry

The description was reviewed against primary sources.
Original editorial content: MIT. Linked projects, papers and assets retain their own rights and licenses.
