The fan-made PC port of The Legend of Zelda: Ocarina of Time has been released

ooooooooooooooot.png

Arriving ahead of its previously teased schedule is the fan-made Ship of Harkinian Ocarina of Time PC port. The project builds upon the aptly-named Zelda Reverse Engineering Team's reverse-engineered code for The Legend of Zelda: Ocarina of Time, porting the game in its entirety to PC. Boasting many new features and improvements, the project adds HD visuals, the ability to add mods to the game, texture pack support, keyboard controls, and support for ultra-widescreen resolutions.

The team behind the PC port, Harbour Masters, released version 1.0.0 of the port today on GitHub, along with directions on how to build the game and launch it. For now, it runs on either DirectX 11 or OpenGL, with the former being the default renderer. You'll need to get a ZRET Ocarina of Time debug ROM and then create an oot.otr file using an included tool within the GitHub release. For those that need support, a dedicated Discord server exists to help users out.

Now that the port has been released, the team at Harbour Masters plans to work on HD models and textures, 60fps support, and ports to both Linux and macOS in the future. They also plan on porting The Legend of Zelda: Majora's Mask to PC as well, once the ZRET group has completed their decompilation, which is nearly halfway finished.

A PC port of OoT allowing you to enjoy the game with modern controls, widescreen, high-resolution, gyroscopy and other great features! Setup is simple, let's get started!

The Ship does not include assets and as such requires a prior copy of the game to play.

Quick Start​

  1. Download The Ship of Harkinian from releases.
  2. Get a ZRET OoT Debug ROM
Build date: `[email protected] 03-02-21 00:49:18`
sha1: cee6bc3c2a634b41728f2af8da54d9bf8cc14099

  1. Use the OTRGui to generate an oot.otr archive file.
  2. Launch soh.exe
Congratulations, you are now sailing with the Ship of Harkinian! Have fun!

:arrow: Source

[UPDATE] The download link is currently only available via the Discord server, linked above in the article.
 

Jayro

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I thought these decomp projects were supposed to run BETTER on PC, not worse. It runs slower than dogshit rolling uphill. The N64 ROM runs full speed on the same laptop. What gives? And why did they use a debug ROM instead of the normal ROM?
 

TomRiddle

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Arriving ahead of its previously teased schedule is the fan-made Ship of Harkinian Ocarina of Time PC port. The project builds upon the aptly-named Zelda Reverse Engineering Team's reverse-engineered code for The Legend of Zelda: Ocarina of Time, porting the game in its entirety to PC. Boasting many new features and improvements, the project adds HD visuals, the ability to add mods to the game, texture pack support, keyboard controls, and support for ultra-widescreen resolutions.

The team behind the PC port, Harbour Masters, released version 1.0.0 of the port today on GitHub, along with directions on how to build the game and launch it. For now, it runs on either DirectX 11 or OpenGL, with the former being the default renderer. You'll need to get a ZRET Ocarina of Time debug ROM and then create an oot.otr file using an included tool within the GitHub release. For those that need support, a dedicated Discord server exists to help users out.

Now that the port has been released, the team at Harbour Masters plans to work on HD models and textures, 60fps support, and ports to both Linux and macOS in the future. They also plan on porting The Legend of Zelda: Majora's Mask to PC as well, once the ZRET group has completed their decompilation, which is nearly halfway finished.



:arrow: Source

[UPDATE] The download link is currently only available via the Discord server, linked above in the article.
Cool, I wonder on how big the floodgates will be opened on mods and textures, look forward to trying it out myself sometime.
 

godreborn

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I thought these decomp projects were supposed to run BETTER on PC, not worse. It runs slower than dogshit rolling uphill. The N64 ROM runs full speed on the same laptop. What gives? And why did they use a debug ROM instead of the normal ROM?
they're using the reverse engineered rom for assets. I guess they didn't want to use anything official.
 

godreborn

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I've heard other roms will be usable in the future though. the ooot that I've been showing/building, requires the pal, debug version with master quest. the first slot is the debugged version, where you can choose where you want to appear while the other two slots are the actual game. there are placeholders for ntsc, so all these oot reverse engineered pc versions seem to use the pal version as a base. there's an faq that mentions why.
 

Nerdtendo

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Not sure about gyro, but yea already done via emulators.

And I dont see anything different that this is doing, its taking the rom and running it in a different environment.

Its kind of pointless when you can emulate this on any device and have hd graphics, texture packs ect.
Did you see what happened with the SM64 decomp? It increased what people could do with mods tenfold and made it dead simple to port to everything imaginable. Far from pointless my friend
 

Spider_Man

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Did you see what happened with the SM64 decomp? It increased what people could do with mods tenfold and made it dead simple to port to everything imaginable. Far from pointless my friend
they replaced the model..... tenfold???

port to everything else, hmmmm it already is on nearly every other device.
 

Kioku

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I thought these decomp projects were supposed to run BETTER on PC, not worse. It runs slower than dogshit rolling uphill. The N64 ROM runs full speed on the same laptop. What gives? And why did they use a debug ROM instead of the normal ROM?
No major issues here. Runs like I expected, tbh.

Waiting for the 30/60fps changes.
 
Last edited by Kioku,
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