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I love projects like these. Between decomps and static analyzers, we've seen so many fantastic games modernized and ported.

Ocarina of Time is able to play natively on just about every system system imagineable (pretty sure native PS1 builds exist) Sonic Unleashed, previously an 360/PS3 exclusive, now can be played in ultra wide on PC natively.

Majoras Mask got a recent static deanalyzed PC port and has higher FOS and ultrawide mods.

Perfect Dark for the N64 has a native PC port with ultrawide and mouse and keyboard controls.

These are just a few off the top of my head.




>Ocarina of Time is able to play natively on just about every system system imagineable (pretty sure native PS1 builds exist)

You got me curious so I googled it, are you confusing it with a port for the Playstation Classic? Thats a modern console that uses a Android phone chip and emulates the PS1. I couldn't find any references to the original PS1 and I don't think any amount of wizard coding could get that game to run on such a resource constrained hardware. There is so much of that game that was only possible on N64 level hardware or better.


It would probably be possible to rewrite the whole game to fit the hardware, change assets etc. Obviously that would be a major effort and not as simple as running it on a modern PC.


I don't think the PSX has enough ram to allow large open world and near instant movement from one open world to another. Yes there were things like streaming in textures like Spyro did but if you watch footage of Zelda 64 in the big open worlds I just can't see it being done that way on the PSX. Even spyro had long load times between worlds. There was a lot of innovation on the PSX in terms of genres but little to no major open world games.


It's not a real open world game anyway. It consists of various connected areas. Open world would be something like Driver, which was indeed a PS1 game.



I think OP may of got titles confused.

Majora's Mask has been dissembled and then recompiled to native. They are currently working on Oceania of Time.

https://github.com/Zelda64Recomp/Zelda64Recomp

Shame I've never been a fan of Zelda.


Recompile and decompile are also different things. The goal of a recompile is a working binary for another platform (x86), while the goal of a decompile is source code.

https://github.com/Zelda64Recomp/Zelda64Recomp?tab=readme-ov...

https://github.com/zeldaret/oot is the seperate Ocarina of Time decompile project, and I believe is what the Playstation Classic port uses. They're also working on a Majora's Mask decompile, but it is incomplete. Probably why the recompile targeted that game first.


Both Ocarina of time and Majoras Mask are able to run on PC. For Ocarina of Time, it was done through manual de compiling. For Majoras Mask, a static analyzer was used.

The codename for Ocarina of Time was Ship of Harkinian. The one for Majoras Mask is 2Ship2Harkinian.

Both can result in the same outcome, but the readability of underlying source differs


Ah. I think you're right. I did confuse it with the PS Classic. I thought they had done an actual PSX port that lowered rendering to compensate. I must've been mistaken.




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