Exclusive: A fully functioning Zelda 64 PC port is ‘90% complete’


A totally functioning fan-made PC port of The Legend of Zelda: Ocarina of Time is almost full and may very well be launched inside weeks, VGC can reveal.

‘Harbour Masters’ are a bunch of neighborhood builders who’re presently engaged on the PC port of the Nintendo 64 traditional, which they estimate is already 90% full and will launch as quickly as mid-February.

Identical to a fan-made PC version of Super Mario 64 launched in 2019, the Zelda port will function assist for a number of resolutions and modding of belongings, the group instructed VGC.

Harbour Masters’ work, though completely separate from the Zelda Reverse Engineering Team (ZRET), follows the completion of the two-year fan mission last year which efficiently reverse-engineered a model of Ocarina of Time into compilable C code.

An identical decompilation mission ultimately led to the Tremendous Mario 64 PC port.

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This type of reverse engineering is made authorized as a result of the followers concerned didn’t use any leaked content material, nor use any of Nintendo’s authentic copyrighted belongings.

Talking to VGC, Harbour Masters developer ‘Kenix’ stated that the group began work on its PC port just about as quickly as Ocarina of Time’s code was absolutely reverse-engineered.

The group is looking its port ‘Ship of Harkinian’, which is a reference to a line of dialogue within the notorious Zelda CDI spin-offs.

“We really began placing down code in the course of December final yr,” they stated. “At the moment the entire recreation logic runs just about flawlessly. We’ve got just a few belongings that aren’t packed appropriately within the archive, most particularly skyboxes, and there are nonetheless just a few graphical errors we’re working by means of. Audio can also be not but decompiled.

“I’d give it roughly 90%. We’ve been hoping to be full by the center of February and use a month or so till April 1st to refine the sport earlier than launch. We’re hoping to have a public repository accessible in late February.”

Kenix stated the Harbour Masters group plans to go above and past what the Tremendous Mario 64 fan port delivered again in 2019, with quite a lot of enhancements over the unique N64 model of Ocarina. You possibly can see the primary pictures of Harbour Masters’ port beneath.

Exclusive: A fully functioning Zelda 64 PC port is ‘90% complete’

Exclusive: A fully functioning Zelda 64 PC port is ‘90% complete’
Exclusive: A fully functioning Zelda 64 PC port is ‘90% complete’

Exclusive: A fully functioning Zelda 64 PC port is ‘90% complete’
Harbour Masters’ Zelda 64 PC port.

“Widescreen is supported out of the field by the rendering backend we’re utilizing, Fast3D,” they defined. Fast3D is identical renderer that was written for the Mario 64 port.

“We’ve got a roadmap for different issues like 60fps. We already did the analysis to determine what must be modified to make this work.”

The Ocarina PC group additionally plans to make mod assist simpler with the addition of options corresponding to a scripting system just like fashionable recreation engines. Tremendous Mario 64’s personal PC port was rapidly modded with new graphics and modern effects corresponding to ray-tracing, and it’s probably Ocarina will obtain related therapy.

“Our recreation has an asset loading pipeline far more just like fashionable video games,” Kenix claimed. “We’ve got a useful resource supervisor that runs on a separate thread that hundreds belongings from our archives.

“All of our belongings are tagged by a string location inside that archive, quite than what the sport did on N64: pointers. Most of our work has gone into the method of importing/exporting completely different recreation asset varieties.

“Our archives additionally assist ‘patches.’ These patches can substitute an asset from the unique archive. If you wish to for instance do a texture pack, all it’s a must to do is create an archive that has the identical texture path as the unique and the system will work out the latest one to make use of for you.

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“This is step one in our plan to assist modding. Our archive format is the .MPQ file which is utilized in Blizzard video games, however we’re giving it the .OTR extension”

“Lastly, we packed belongings into an exterior archive. No belongings are linked into the exe. Our perception is that this can stop a DMCA takedown from Nintendo as SM64 linked the entire belongings into the exe file.”

Harbour Masters’ work on the Legend of Zelda PC port might be adopted on its Discord server.

Lastly, the group instructed VGC it’s coding a library together with the Ocarina port referred to as libultraship (LUS), that handles all required facets of an N64 to PC conversion.

“We count on this and our processes to lead to a port of Majora’s Masks shortly after it reaches 100%,” it stated. Work on decompiling Majora’s Masks is presently estimated to be at 37%.

Harbour Masters aren’t the one followers engaged on porting Zelda to PC. One other mission is being labored on by a single engineer who was beforehand lively within the SM64 PC modding scene.

Engineer ‘Vertigo’, instructed VGC they count on to have their very own absolutely playable PC model of Ocarina working “with minimal glitches and no sound” by mid-February. You possibly can see pictures of their very own progress beneath.

Exclusive: A fully functioning Zelda 64 PC port is ‘90% complete’

Exclusive: A fully functioning Zelda 64 PC port is ‘90% complete’

Exclusive: A fully functioning Zelda 64 PC port is ‘90% complete’
One other Zelda 64 PC port by ‘Vertigo’.

Vertigo is porting the Nintendo 64 recreation utilizing GlideN64, an open-source renderer sometimes utilized by in style N64 emulators.

“I used to be about 13 when Tremendous Mario 64 got here out, in order that and Ocarina of Time are staples of my childhood,” they instructed VGC. “I acquired concerned within the SM64 port to share that have with my son as a result of Nintendo’s choices had all the time been horrible. He actually loved SM64, and I stay up for taking part in OOT with him :)”

Requested why the 2 teams weren’t collaborating on the PC mission, Vertigo instructed that their design philosophies and middleware used was so completely different that they wouldn’t be capable of work collectively effectively.