# Zelda 64: Recompiled Turns Majora's Mask Into a Native PC Port

> Zelda 64: Recompiled statically recompiles Majora's Mask into a native Windows, Linux or macOS build with mod support and RT64 rendering. It needs your own copy of the North American ROM, and Ocarina of Time is not finished yet.

**Zelda64Recomp/Zelda64Recomp** — Static recompilation of Majora's Mask (and soon Ocarina of Time) for PC (Windows/Linux/Mac)

- Repository: https://github.com/Zelda64Recomp/Zelda64Recomp
- Stars: 7,316 · Forks: 336
- Language: C
- License: GPL-3.0
- Published: 2026-09-22 · Updated: 2026-09-22 · Language: en
- Canonical page: https://hysenlabs.com/projects/zelda64recomp-zelda64recomp

## What Zelda 64: Recompiled Actually Solves

Emulators interpret a game's machine code while it runs. Zelda 64: Recompiled takes the opposite route. It uses N64: Recompiled to statically recompile Majora's Mask into native code, then renders through RT64. The result is a PC program rather than an emulator session, and the README frames the payoff as "many new features, enhancements, and extensive mod support."

The audience is narrower than the feature list suggests. The README states plainly that the repository and its releases contain no game assets, and that the original game is required to build or run the project. The Plug and Play section is specific: you provide your copy of the North American version in the main menu, and the project loads assets from it with no separate extraction step. Other regional versions may be supported later, but the README does not commit to that. If you own the European or Japanese release, this is not the tool for you today.

The second group is modders. Mods can change any part of the game, including adding new features and content, and texture packs are supported through RT64's texture pack documentation.

## How Static Recompilation Changes the Runtime

The repository layout shows the mechanism. A dev branch, CMakeLists.txt, src/, include/, rsp/, shaders/ and a shadercache/ directory sit at the top level, alongside symbol and overlay files such as Zelda64RecompSyms, overlays.us.rev1.txt and rev1_overlays.txt. Those per-revision files are the signature of the approach: the build is tied to a specific game revision, and the recompiler needs symbol and overlay information for that revision rather than a generic interpreter loop.

Rendering is delegated to RT64, a separate project. That split explains a claim in the README that is easy to skim past: the project says no workarounds or hacks were made to replicate N64 effects, with the only modifications being for enhancement purposes such as widescreen support. Framebuffer effects, depth effects, decals and shading are listed as rendered as they were on the N64. Whether that holds up across every scene is something you can only judge by playing, but the claim is about the rendering layer, not the recompiled game code.

Two consequences follow from static recompilation. First, high framerate support is possible at all: game objects, terrain, texture scrolling, screen effects and most HUD elements render at high framerates, and the README states that changing framerate has no effect on gameplay. Second, the project inherits the game's structure, which is why per-revision symbol files exist and why a build is not portable across ROM revisions.

## Installing Zelda64Recomp and Loading Your First ROM

The README points to the latest release on GitHub rather than walking through an install. Releases are published as v1.2.2, v1.2.1 and v1.2.0, so download the newest one for your platform. If you prefer to build from source, BUILDING.md at the repository root is the entry point, and CMakeLists.txt drives the build.

On Linux, a flatpak/ directory exists in the repository, which indicates a Flatpak packaging path is maintained there. The README does not document Flatpak commands, so check that directory rather than guessing at a remote name.

The first real use is deliberately short. Launch the program, and the main menu asks for your copy of the game:

```bash
# Launch the built or downloaded binary, then use the in-game menu
# to point the project at your North American Majora's Mask copy.
./Zelda64Recomp
```

After you provide the game, the project loads assets from it directly. There is no extraction pass and no separate build step for the game itself. From there, the in-game config menu covers gameplay, graphics, input and audio settings, and the README notes those menus work with mouse, controller or keyboard.

If you plan to use mods, the README describes two install paths: drag the mod files onto the game window before starting, or use the Install Mods button in the mod menu. Mods come from the project's Thunderstore page, and the README warns that the Thunderstore mod manager and r2modman are neither required nor supported, so pick Manual Download rather than Install with Mod Manager.

## Where Zelda 64: Recompiled Falls Short

The README is candid about several limits, and they matter more than the feature list.

Ocarina of Time is not available. The project describes itself as a recompilation of Majora's Mask, with Ocarina of Time coming "soon," and the README never states a date. Anyone arriving from search results about an Ocarina of Time port should treat that as unshipped work.

Aspect ratio has a documented cosmetic failure. The README states that some animation quirks can be seen at the edges of the screen in certain cutscenes when using very wide aspect ratios. Widescreen itself is supported, and the HUD can be pinned to 16:9 on ultrawide displays, but the edge-of-screen artifacts are acknowledged rather than solved.

External framerate limiters are an active hazard. The README says limiters such as the NVIDIA Control Panel are known to potentially cause problems, and that if you notice stuttering you should turn them off and use the manual framerate slider in the in-game graphics menu instead. That is a real configuration trap for people who cap framerates globally.

Hardware support is bounded. A GPU with Direct3D 12.0 (Shader Model 6), Vulkan 1.2, or Metal Argument Buffers Tier 2 support is required. The oldest supported models per vendor are a GeForce GT 630, a Radeon HD 7750 from 2012 (the README explicitly warns against confusing it with the RX 7000 series), and an Intel HD 510 from Skylake. On macOS you need Apple Silicon or an Intel 7th Gen CPU with macOS 13.0 or newer. On x86-64 PCs, SSE4.1 is also required. Older hardware is simply out of scope, and the README's advice for startup crashes is to update graphics drivers.

Finally, the project is not a way to play without owning the game. No assets ship with it.

## Zelda 64: Recompiled vs 2ship2harkinian and Ship of Harkinian

The comparison people keep searching for is against the Ship of Harkinian family, and the difference is the method, not the goal. Ship of Harkinian ports are built on decompiled source: a community reconstructs readable C from the original binary, and the port is compiled from that source. Zelda 64: Recompiled never produces readable source. N64: Recompiled translates the existing machine code into native code, which is why per-revision symbol and overlay files sit in the repository root and why the README ties asset loading to your own copy at runtime.

That distinction has practical weight. A decompilation project can restructure code freely, which tends to make long-term changes easier. A recompilation project keeps the original program's shape, which is why the README can claim effects were not replicated with workarounds: the code doing those effects is the original code, recompiled. The trade-off is that revision-specific metadata becomes part of the build.

On modding, the two ecosystems are separate. Zelda 64: Recompiled mods live on its own Thunderstore page, and its mod template and modding documentation are distinct from whatever the Ship of Harkinian projects use. A mod written for one does not carry over to the other.

The README does not mention 2ship2harkinian or Ship of Harkinian at all. The comparison above rests on what each project's method is, not on any claim this repository makes about its competitors.

## Maintenance, Licence and Upgrade Cost

The repository is not archived, and the last push to the dev branch was on 2026-08-17. The most recent release is v1.2.2 from 2025-08-27, preceded by v1.2.1 on 2025-08-18 and v1.2.0 on 2025-05-04. Work continues on the dev branch, and the release cadence over 2025 shows three tagged releases in roughly four months, but the README describes no support window or stability guarantee.

The licence is GPL-3.0, with COPYING at the repository root. For anyone building on the code, that is a copyleft licence, and the practical consequence is that derivative distributions carry the same terms. This article is not legal advice; if you plan to redistribute a build, read COPYING and, where relevant, take your own advice.

Upgrade cost is low in normal use. Releases are self-contained downloads, and mods are files you drop onto the window or install from the mod menu, so moving to a new version does not require re-extracting your game. The one thing to watch is mod compatibility across versions: the README describes mods as able to change any part of the game, and it does not document a compatibility policy between mod versions and game versions. If you keep a working setup, note which release it runs on before updating.

## Conclusion

Adopt Zelda 64: Recompiled if you own the North American Majora's Mask release, your GPU meets the Direct3D 12.0, Vulkan 1.2 or Metal Argument Buffers Tier 2 requirement, and you want a native port with mod support. Skip it if you want a finished Ocarina of Time port or an Android build, neither of which this repository provides. Before installing, check your GPU against the oldest supported models listed in the README and read the Known Issues section, because crashes on startup usually trace back to out-of-date graphics drivers.

## FAQ

### What is Zelda 64: Recompiled?

It is a project that uses N64: Recompiled to statically recompile Majora's Mask into a native port for Windows, Linux and macOS, with RT64 as the rendering engine. The README states that the repository and its releases contain no game assets and that the original game is required to build or run it.

### Is there a Majora's Mask PC port?

Yes. Zelda 64: Recompiled is a native port of Majora's Mask, and its Plug and Play section says you provide your copy of the North American version in the main menu and start playing. It loads assets from the provided copy without a separate extraction step.

### How do I install Zelda64Recomp?

The README points to the latest release on GitHub rather than giving install commands, and BUILDING.md covers building from source. After launching, you supply your own copy of the North American game in the main menu.

### How do I use Zelda 64 Recompiled?

Provide your copy of the North American game in the main menu, then configure gameplay, graphics, input and audio through the in-game config menu, which works with mouse, controller or keyboard. Mods are installed by dragging mod files onto the game window or using the Install Mods button in the mod menu.

### How does Zelda 64 Recompiled compare with 2ship2harkinian or Ship of Harkinian?

Zelda 64: Recompiled statically recompiles the original game code using N64: Recompiled, while the Ship of Harkinian projects are built from decompiled source. The README does not mention those projects, and each ecosystem has its own mods and modding documentation, so mods do not carry over between them.

## Sources

- [Issues](https://github.com/Zelda64Recomp/Zelda64Recomp/issues)
- [License: GPL-3.0](https://github.com/Zelda64Recomp/Zelda64Recomp/blob/dev/LICENSE)
- [README](https://github.com/Zelda64Recomp/Zelda64Recomp/blob/dev/README.md)
- [Releases](https://github.com/Zelda64Recomp/Zelda64Recomp/releases)
- [Zelda64Recomp/Zelda64Recomp on GitHub](https://github.com/Zelda64Recomp/Zelda64Recomp)

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Hysen Labs editorial analysis, written from the project's own repository and release notes. Cite the canonical page: https://hysenlabs.com/projects/zelda64recomp-zelda64recomp
