Ship of Harkinian (Ocarina of Time) Wii U Port


This is a port of Ship of Harkinian to the Wii U. Ship of Harkinian is a PC port of Ocarina of Time allowing you to enjoy the game with modern controls, widescreen, high-resolution, and other great features!
Check out the awesome original project here!

Quick Start

  1. Download the latest release from the releases page and extract it to the root of your SD Card.
  2. Requires a supported copy of the game (See supported games below).
  3. Download the OTRGui BE version from here.
  4. Use OTRGui to create an oot.otr archive file.
  5. Copy the oot.otr file to the wiiu/apps/soh/ folder on your SD Card.
Nightly builds can be downloaded as artifacts from the actions tab (requires a GitHub account).

Supported Games

Ocarina of Time Debug (not Master Quest) (Recommended)
Build team: `[email protected]`
Build date: `03-02-21 00:49:18` (year-month-day)
sha1: cee6bc3c2a634b41728f2af8da54d9bf8cc14099

Ocarina of Time PAL GameCube
sha1: 0227d7c0074f2d0ac935631990da8ec5914597b4

:arrow: Downloads
:arrow: Source code

Configuration options

CVars

There are several Gameplay options which can be configured. To configure them create a file called cvars.cfg in wiiu/apps/soh/ and add the lines listed below, separated by a newline, using a text editor.

Game language
0 = English / 1 = German / 2 = French
set gLanguages 0

Text speed
Text speed can be between 1 and 5
set gTextSpeed 1

Enable rumble
set gRumbleEnabled 1

There are several more options which haven't been listed here yet :P

Controller mappings

A default mapping will be created after for each connected controller after launching the port at least once.

Customizing controller mappings

To edit controller bindings edit the shipofharkinian.ini file in wiiu/apps/soh/ using a text editor. [wiiu gamepad binding 1] is the gamepad binding, [wiiu procontroller binding 1] a binding for a pro controller in slot 1, [wiiu classiccontroller binding 2] a binding for a classic controller in slot 2, etc, you get the idea...

# C-Buttons
btn_cright
btn_cleft
btn_cdown
btn_cup
# Secondary C-Button mapping
btn_cright_2
btn_cleft_2
btn_cdown_2
btn_cup_2
# L and R buttons
btn_r
btn_l
# DPAD
btn_dright
btn_dleft
btn_ddown
btn_dup
# START button
btn_start
# Z utton
btn_z
# A and B buttons
btn_b
btn_a
# Analog stick
btn_stickright
btn_stickleft
btn_stickdown
btn_stickup

The following values can be used for bindings:
//! The A button.
32768
//! The B button.
16384
//! The X button.
8192
//! The Y button.
4096
//! The left button of the D-pad.
2048
//! The right button of the D-pad.
1024
//! The up button of the D-pad.
512
//! The down button of the D-pad.
256
//! The ZL button.
128
//! The ZR button.
64
//! The L button.
32
//! The R button.
16
//! The + button.
8
//! The - button.
4
//! The HOME button.
2
//! The SYNC button.
1
//! The right stick button.
131072
//! The left stick button.
262144
//! The TV button.
65536
//! Left on the right stick.
67108864
//! Right on the right stick.
33554432
//! Up on the right stick.
16777216
//! Down on the right stick.
8388608
//! Left on the left stick.
1073741824
//! Right on the left stick.
536870912
//! Up on the left stick.
268435456
//! Down on the left stick.
134217728

//! The up button of the D-pad.
1
//! The left button of the D-pad.
2
//! The ZR button.
4
//! The X button.
8
//! The A button.
16
//! The Y button.
32
//! The B button.
64
//! The ZL button.
128
//! Reserved.
256
//! The right trigger button.
512
//! The + button.
1024
//! The HOME button.
2048
//! The - button.
4096
//! The left trigger button.
8192
//! The down button of the D-pad.
16384
//! The right button of the D-pad.
32768
//! The right stick button.
65536
//! The left stick button.
131072
//! Up on the left stick.
2097152
//! Down on the left stick.
1048576
//! Left on the left stick.
262144
//! Right on the left stick.
524288
//! Up on the right stick.
33554432
//! Down on the right stick.
16777216
//! Left on the right stick.
4194304
//! Right on the right stick.
8388608

//! The up button of the D-pad.
1
//! The left button of the D-pad.
2
//! The ZR button.
4
//! The X button.
8
//! The A button.
16
//! The Y button.
32
//! The B button.
64
//! The ZL button.
128
//! The R button.
512
//! The + button.
1024
//! The HOME button.
2048
//! The - button.
4096
//! The L button.
8192
//! The down button of the D-pad.
16384
//! The right button of the D-pad.
32768
//! Left on the left stick.
65536
//! Right on the left stick.
131072
//! Down on the left stick.
262144
//! Up on the left stick.
524288
//! Left on the right stick.
1048576
//! Right on the right stick.
2097152
//! Down on the right stick.
4194304
//! Up on the right stick.
8388608

Example:
A mapping which would map the "A" button of a Pro Controller in slot 1 would look like this:
Code:
[wiiu procontroller binding 1]
btn_a=16

TODO

Known bugs and issues

Let me know if there are any bugs or issues while playing the game. If these are also present on the PC version of SoH, consider reporting them to the original project instead.

Missing features​

  • Gyroscope support
Credits

 
Last edited by GaryOderNichts,

tehtemp

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Thanks so much for your work on this, Gary!

This is the first time in awhile that I'm playing Ocarina of Time and the default text speed is really slow so I'm glad there is a config option to speed that up :)
 

FelipeMr98

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can anybody help me? i managed to compile the rom and put it inside the soh folder but every time i try to open the port it just shows a black screen and the wii u crashes
 

T00nist8

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@GaryOderNichts , I get several errors as it's decompiling the assets, and then it ends with this:

View attachment 309819
That ended the same way for me, only I'm running this on windows and I seen a few errors. The process did end in a few seconds instead of minutes so I don't know how thorough this is (I was using both using the OTRGUI from both the main Ship of Harkinian one and the one provided on this thread and got the same error).
 

GaryOderNichts

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That ended the same way for me, only I'm running this on windows and I seen a few errors. The process did end in a few seconds instead of minutes so I don't know how thorough this is (I was using both using the OTRGUI from both the main Ship of Harkinian one and the one provided on this thread and got the same error).
Like I said above, that error can be ignored. When generating the otr file it tries to open an existing one first, which shows this error because there isn't one yet. Nothing to worry about.
 
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T00nist8

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OK thanks.. here you go :)
(Make sure your soh.rpx oot.otr are located in SD:/wiiu/apps/soh (it's the default location so it should be fine)
Hey, so I installed the Wii u channel file and did put soh.rpx and oot.otr in the file location, but when I clicked on the channel it stayed on the black screen. Is there something I’m missing?
 
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GaryOderNichts

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Hey, so I installed the Wii u channel file and did put soh.rpx and oot.otr in the file location, but when I clicked on the channel it stayed on the black screen. Is there something I’m missing?
Try downloading the latest nightly build from GitHub actions. It fixes a crash if you have empty lines in the cvars file.
 
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MrGribble77

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So do you plan to include the 60FPS feature released yesterday?... Man i love this Wii U port, having the choice to play OOT on an actual Nintendo but with enhancements is HUGE to me. I still have my drawings of N64 OOT back when it was brand new and i was in kindergarten as i was obsessed with this game. Been wishing so much that Nintendo themselves would do these enhancements, especially the 60FPS, but of course they won't lol
 

Steffenfield

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Quick question.

When I load up Nintendo Homebrew, on the second menu page it's showing "soh/soh.rpx." to run the game.

How can I install this instead and not need the Homebrew web browser?

Also, how can I attach the boot images shared in this thread for that as well?

Sorry, haven't been around here in a couple of years and I seem to have forgotten most of everything.
 

GaryOderNichts

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So do you plan to include the 60FPS feature released yesterday?... Man i love this Wii U port, having the choice to play OOT on an actual Nintendo but with enhancements is HUGE to me. I still have my drawings of N64 OOT back when it was brand new and i was in kindergarten as i was obsessed with this game. Been wishing so much that Nintendo themselves would do these enhancements, especially the 60FPS, but of course they won't lol
It's available in the latest nightly build on GitHub actions, it doesn't run really great though and requires more optimizations.
To enable it add g60FPS = 1 to the cvars.cfg.

How can I install this instead and not need the Homebrew web browser?
Check out @ploggy's forwarder: https://gbatemp.net/threads/ship-of-harkinian-ocarina-of-time-wii-u-port.612074/post-9823376
 

godreborn

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@GaryOderNichts , I've managed to build this with linux (probably windows too), but I still don't understand where the wiiu build is reading assets from. you told me not to delete the harbourmasters ShipWright, but I still get an error about it not finding assets in your build. putting it in the assets folder or the root below that results in the same error: cannot find asset x or whatever. I've been extremely frustrated with this, because I didn't realize that there are some problems with ZAPD, and I can't even launch the linux version as I need archlinux instead of an old version of debian or even ubuntu 22.04.
 

GaryOderNichts

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@GaryOderNichts , I've managed to build this with linux (probably windows too), but I still don't understand where the wiiu build is reading assets from. you told me not to delete the harbourmasters ShipWright, but I still get an error about it not finding assets in your build. putting it in the assets folder or the root below that results in the same error: cannot find asset x or whatever. I've been extremely frustrated with this, because I didn't realize that there are some problems with ZAPD, and I can't even launch the linux version as I need archlinux instead of an old version of debian or even ubuntu 22.04.
You don't need to clone the original repo. You can follow the linux instructions inside of the Wii U repository until you successfully ran "make setup". Then you will have all the assets in the correct place and can proceed with building the Wii U port.
 

godreborn

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You don't need to clone the original repo. You can follow the linux instructions inside of the Wii U repository until you successfully ran "make setup". Then you will have all the assets in the correct place and can proceed with building the Wii U port.
I tried make setup, but this happens:

[email protected]:~/Shipwright$ make setup
make: *** No rule to make target 'setup'. Stop.
 

godreborn

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You don't need to clone the original repo. You can follow the linux instructions inside of the Wii U repository until you successfully ran "make setup". Then you will have all the assets in the correct place and can proceed with building the Wii U port.
nm, I think I understand. I'll let you know if I can get it to compile.
 
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