Twilight Princess decompilation project reaches 99% completion

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This week, another beloved title has joined the Parthenon of decompiled titles, although this time, it's not an N64 title that made it into the decompilation milestone, but rather the first party swansong title for the Gamecube, The Legend of Zelda: Twilight Princess.

In a similar instance to that of N64 titles that have previously been decompiled, once the project reaches 100% completion, all of the game assets and functions will be reproduceable in a 1:1 matching against the original game's files in their original compiled format.

Like in the case of other decompilations by the team behind the Zelda decompilation projects, ZeldaRET (Zelda Reverse Engineering Team), they are not interested in pursuing a full PC port of Twilight Princess. However, having the decompilation available as a full open source project allows other groups of people to start working on said PC port for it.

While the decompilation project is currently sitting at 99%, there is still some work to do reach the 100% completion status. Not only that, but as is always the case with decompilation projects that reach their completion, there might still be code that hasn't been properly documented, and as such, a further clean up might be needed. According to the Github page, other versions of the game (PAL and NTSC-J) can also be compiled, but the overall percetage for these is not currently known.

This advancement in the decompilation for The Legend of Zelda: Twilight Princess certainly ignites the spark of a PC port in the upcoming months, with ideas floating around about bugfixes, Quality of Life changes, modding support, and maybe even back-porting features from the Wii U HD version to the Gamecube version, like a Hero mode, Mirror mode (like the Wii version), bigger wallets, and the Cave of Shadows for Wolf Link.

However, the decompilation has to reach 100% first, and then another group might tackle the PC port, but until then, users can already compile the project on their own and screw around with the source code to their liking.

:arrow: Source
:arrow: Zelda RET website
 
The original was incredibly clunky. Decent gamne, good aesthetic, some good ideas but f*** it was clunky.
There were definitely some interesting choices in Twilight Princess. The most bewildering was having the player sit through rupee explanations repeatedly. It's like how Link's Awakening would frequently interrupt gameplay to say an object cannot be lifted. (Not to mention the textboxes that accompanied the two random buff items.)

I felt the tutorial segment of Twilight Princess ran too long, as well.
 
There were definitely some interesting choices in Twilight Princess. The most bewildering was having the player sit through rupee explanations repeatedly. It's like how Link's Awakening would frequently interrupt gameplay to say an object cannot be lifted. (Not to mention the textboxes that accompanied the two random buff items.)

I felt the tutorial segment of Twilight Princess ran too long, as well.

Hey, those rupee screens allowed you to low % run the game...
 
Had no idea TP is getting the decomp treatment, can't wait to re-play it again with all the enhancements.
that said, apparently Skyward Sword is getting the decomp treatment too albeit it's still in its early stages, great nonetheless as imho it's the one that needs it the most, with all the motion control nonsense
It's the Wiimotion+ stuff that's the nonsense there. Twilight Princess had good motion controls. Having to defeat some enemies by making them dizzy by spinning your sword was enough to make me drop the game.
 
It's the Wiimotion+ stuff that's the nonsense there. Twilight Princess had good motion controls. Having to defeat some enemies by making them dizzy by spinning your sword was enough to make me drop the game.
Regarding Twilight Princess... I don't know... I remember getting some intense wrist pain every time after wiggling the wiimote like a madman for hours... but that was the kind of gameplay it had (in the other hand just pointing and shooting worked great, but that wasn't motion controls really).

(but sure Skywards Sword was leagues worse in this department, it was unbearable)
 

This week, another beloved title has joined the Parthenon of decompiled titles, although this time, it's not an N64 title that made it into the decompilation milestone, but rather the first party swansong title for the Gamecube, The Legend of Zelda: Twilight Princess.

In a similar instance to that of N64 titles that have previously been decompiled, once the project reaches 100% completion, all of the game assets and functions will be reproduceable in a 1:1 matching against the original game's files in their original compiled format.

Like in the case of other decompilations by the team behind the Zelda decompilation projects, ZeldaRET (Zelda Reverse Engineering Team), they are not interested in pursuing a full PC port of Twilight Princess. However, having the decompilation available as a full open source project allows other groups of people to start working on said PC port for it.

While the decompilation project is currently sitting at 99%, there is still some work to do reach the 100% completion status. Not only that, but as is always the case with decompilation projects that reach their completion, there might still be code that hasn't been properly documented, and as such, a further clean up might be needed. According to the Github page, other versions of the game (PAL and NTSC-J) can also be compiled, but the overall percetage for these is not currently known.

This advancement in the decompilation for The Legend of Zelda: Twilight Princess certainly ignites the spark of a PC port in the upcoming months, with ideas floating around about bugfixes, Quality of Life changes, modding support, and maybe even back-porting features from the Wii U HD version to the Gamecube version, like a Hero mode, Mirror mode (like the Wii version), bigger wallets, and the Cave of Shadows for Wolf Link.

However, the decompilation has to reach 100% first, and then another group might tackle the PC port, but until then, users can already compile the project on their own and screw around with the source code to their liking.

:arrow: Source
:arrow: Zelda RET website
 
YOOO THIS IS AMAZING!!! I hope someone ports it to the 2DSXL as well for the fun or it! I want this on PC AND on the go!!!
 
There were definitely some interesting choices in Twilight Princess. The most bewildering was having the player sit through rupee explanations repeatedly. It's like how Link's Awakening would frequently interrupt gameplay to say an object cannot be lifted. (Not to mention the textboxes that accompanied the two random buff items.)

I felt the tutorial segment of Twilight Princess ran too long, as well.
Exactly.
 
It's the Wiimotion+ stuff that's the nonsense there. Twilight Princess had good motion controls. Having to defeat some enemies by making them dizzy by spinning your sword was enough to make me drop the game.
weeeeell, regular controls are always better than any motion controls, so gc>wii version (excluding the fact the wii ver is mirrored) at least to me
 
will be cool to se what people do with the PC ports and mods they make for this to improve upon the original. nintendo might not like it but the game can be alot better with alittle bit of improvements. improvements arent a bad thing.

the only thing stopping improvements most the time is the concept of $$. these companies wont improve anything without their being $$ involved.
now my wish of enemy ai rework might be on the horizon. This game might have the best combat in the series, and is so underutilized it hurts. having more agressive enemies that create situations that you have to parry attacks, dodge attack and other crazy shit this game allows will be golden.
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Skyward Sword is the child of the mix between the darker tones of Twilight Princess but the more silly, cartoony and active personality of Link in Wind Waker. I think people would remember it more fondly if the Wii version wasn't entire based around the motion control gimmick
honestly, i loved the motion control aspect of it when i played. Some fights were super cool because of it. My biggest problem was the interruptions to say obvious shit or even basically answer puzzles. Skyward sword hd is a fantastic experience because it cuts so much of this crap.
 
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What could be done to improve Twilight Princess after decompilation I wonder?
Getting rid of the GameCube Textures and the GameCube world would be a good start, since it's a Wii launch title and the Wii version is the superior version in every way.
 
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