The Nintendo 64 emulator that brought Ocarina of Time to the Gamecube has been fully decompiled

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Back in the early 2000s, Nintendo re-released their (at the time) 3D Zeldas from the Nintendo 64 console for their then brand new console, the Nintendo Gamecube.

The first re-release was back in February 2003, in the form of a dual bundle disc, which came as a pre-order bonus for people who ordered The Legend of Zelda: The Wind Waker. This re-release included the original Ocarina of Time, and a brand new reworked version of the original OoT called "Master Quest", which remixed all of the original game's dungeons to be more challenging.

The second re-release came in the form of The Legend of Zelda: Collector's Edition, which included a demo for The Wind Waker, the original NES The Legend of Zelda, as well as its NES sequel, Zelda II: The Adventure of Link, followed by The Legend of Zelda: Ocarina of Time, and finally, The Legend of Zelda: Majora's Mask, all bundled in a single disc.

These two re-releases for the Nintendo Gamecube were not actual native ports of the original games, but rather they relied on a custom-made Nintendo 64 emulator by Nintendo of America (and also the NES titles), alongside the original ROMs of the games within the disc, and while the emulator was far from perfect, with Majora's Mask specifically suffering from several drawbacks, with the most prominent being a random crash/freeze that required the player to completely reset the game (those familiar with Majora's Mask save system can know the hurdle), the emulator did its job in bringing these beloved titles from the previous generation to the current one at the time. This N64 emulator by Nintendo themselves, was later reworked and repurposed for use for the Wii's Virtual Console and its measly 21 titles.

Now, thanks to the great effort and research made by Zelda Reverse Engineering Team, also known as ZeldaRET, the Nintendo 64 emulator used on the Gamecube to bring these titles to light has been fully decompiled. With this, some interesting details about the development of the emulator, and also, Nintendo's early dealings in emulation as a whole to bring older titles to modern consoles, could be explored in more detail, and additionally, further research on this emulator could also help towards possibly improving the emulator and bringing a more stable and up-to-date Nintendo 64 emulator for both the Gamecube and the Wii, or even aiding in improving currently existing emulators for the system with currently known Not64 and Cube64 emulators for GC and Wii as well.

:arrow: Source
:arrow: ZeldaRET OoT GC Decompilation on GitHub
 
why dont u guys try 3DS? For all game consoles? I love playing GBA on it, it plays S/NES right? With homebrew* its really easy and well layed out to hack on their .guide site
 
Hopefully this get a port and front-end soon for GC/Wii/Wii U as well as some other non-tendo consoles with emulator options as well as general emulator improvements.
 
Last edited by Vetus_Mundi,
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Hopefully this get a port and front-end soon for GC/Wii/Wii U as well as some other non-tendo consoles with emulator options as well as general emulator improvements.
I dream about my modded gamecube playing many N64 games. I would love my collection to be there.
 
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I don't remember how well this ran Ocarina of Time, but wasn't it fairly poor for Majora's Mask?
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Since SNES, the consoles were able to output RGB directly, so we get concrete values.
I was gonna ask if there's a Super Game Boy color palette for Oracle of Seasons, but then I remembered the SGB predates GBC.

How about palette optimisations for the Game Boy Player? Was that a thing?

Has anyone looked at more recent releases of the Oracle Zeldas (like virtual console releases) to backport the palettes to the GBC games ROMs? Or do they just have the default colors?
 
Last edited by retrospect,
I was gonna ask if there's a Super Game Boy color palette for Oracle of Seasons, but then I remembered the SGB predates GBC.
Oracle of ages/seasons doesn't work on super gameboy. :ninja:
How about palette optimisations for the Game Boy Player? Was that a thing?
Certain Gba games had altered palettes for playing on gba player. Super mario advance 4 is a known example that does it automatically when it's detected. Other games just give you options to manually switch like sonic advance 3, Kingdom hearts chain of memories, Summon knight swordcraft story 2.

Very few GBC games alter palettes when played on gba such as legend of zelda oracle of ages/seasons, mega man xtreme 2, shantae and Wendy every witch way.
Has anyone looked at more recent releases of the Oracle Zeldas (like virtual console releases) to backport the palettes to the GBC games ROMs? Or do they just have the default colors?
Most of their games don't alter palettes in the rom game files unless it's to help reduce chances of epileptic seizures. Otherwise, their emulation is how the palettes are changed. (3DS looks more vivid and closer to pc emulators than the switch virtual consoles) :ninja:
 
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