Here’s the first trailer for a Zelda: Ocarina of Time PC port
Working PC versions of the N64 classic could be made public as soon as February
A trailer has been published for one of multiple The Legend of Zelda: Ocarina of Time PC ports currently in development among fan groups.
As first reported by VGC earlier this month, more than one unofficial Zelda PC port is currently in the works, following the completion of the two-year fan project last year which successfully reverse-engineered a version of Ocarina of Time into compilable C code.
A similar project led to a Super Mario 64 PC port in 2019.
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UPDATE: Zelda: Ocarina of Time’s PC port is now complete and available online.
ORIGINAL STORY CONTINUES:
The port featured in today’s trailer is co-developed by engineer ‘Vertigo’, who told VGC earlier this month that they expect to have their own fully playable PC version of Ocarina working “with minimal glitches and no sound” by mid-February.
According to its video description, this port will feature widescreen and upscaling support, with plans for additional features such as 60fps in future.
“All of this footage is 100% real, and the project is nearly fully playable. Though there are minor glitches in this very early gameplay footage, these will soon be resolved. This project is not associated with any other group and is the work of vertigo and me.”
Vertigo is porting the Nintendo 64 game using GlideN64, an open-source renderer typically used by popular N64 emulators.
“I was about 13 when Super Mario 64 came out, so that and Ocarina of Time are staples of my childhood,” they told VGC. “I got involved in the SM64 port to share that experience with my son because Nintendo’s offerings had always been terrible. He really enjoyed SM64, and I look forward to playing OOT with him :)”
This port is not related to one in the works at the larger ‘Harbour Masters’ group, which is said to be on track to release as early as mid-February.
Asked why the two groups weren’t collaborating on the PC project, Vertigo suggested that their design philosophies and middleware used was so different that they wouldn’t be able to work together efficiently.