The project's README from github.com/coccofresco/TriAevum. As one markdown file: README.md.
A native PC AOT recompilation of The Legend of Zelda: Ocarina of Time 3D, with a modern NRI/Vulkan renderer, single-screen UI and customizable graphics.
Before the shaders, settings and excessive grass: TriAevum would not exist in its current form without TopScreen, developed by rlgcarrot. Its single-screen experience is reimplemented here for our runtime, but the vision, care and tremendous work behind it deserve a special thank-you. Please consider buying rlgcarrot a coffee to support that fantastic work.
Just as essential are Azahar, Ship of Harkinian, libultraship, NVIDIA NRI, and the SDL controller-mapping community. And, of course, Nintendo and Grezzo, who created the original game. Full credits and licenses.
Download v0.6.0-alpha.1c for Windows x64
TriAevum is an AOT recomp in the same general spirit as the Xbox 360 recomp projects. I just ended up spending most of my time on the renderer instead of, you know, actually playing the game. The goal is to push the visuals further without completely losing the original look.
Development of this project is entirely AI-assisted, under human direction. That describes the TriAevum-specific work, not the mature donor projects and libraries it builds on: Azahar, Ship of Harkinian, NRI and others. Aside from those foundations, you could fairly call this concentrated AI slop. Apparently, even AI slop can still consume several months of your life.
Requires Windows x64, a Vulkan-capable GPU with current drivers, and your own
supported decrypted ROM. Forge accepts .3ds and .cci and checks the contents,
not just the filename.
It should work with any personal EUR or USA ROM dump, provided it is decrypted
and in .cci or .3ds format.
See ROM compatibility details.
TriAevumForge.exe and select your decrypted ROM.TriAevum.exe.No compiler or SDK is needed. Forge downloads the official TopScreen texture
package during setup; an Internet connection is required unless that package
is provided locally. No ROM or original
game assets are included. Keep and back up data/: it holds your saves,
settings and locally prepared game data.
Press F1 for settings. F2 temporarily disables the main added graphics effects, then restores them without losing your configuration. Most of the presentation is configurable, so if my artistic decisions offend you personally, you can probably undo them. Effects can be expensive; adjust them to suit your GPU.
This is an experimental alpha, not a fully tested port. Gameplay testing currently covers the early parts of the game. The USA adapter has been checked through installation, the title intro and file selection, not a full playthrough. I find tweaking shaders considerably more entertaining than finishing Zelda again, so people willing to actually play through it are especially welcome.
Please report issues with the version, ROM input/revision, GPU/driver, settings and steps to reproduce. Normal in-game save files are particularly useful for problems later in the game. Review logs for personal information before sharing; do not upload ROMs, extracted assets or memory savestates containing game code.
Contributions, experiments and forks taking the renderer in other directions are welcome. Longer term, I would like to explore a proper ray-tracing path and finish features still in the traditional state known as "technically implemented". Ray tracing is a wishlist item, not a feature of this release.
Release notes and known limitations.
Captured with the default profile: toon shading, outlines, grass, 1.10x FOV, x2 interpolation and TopScreen. No additional HD texture pack.



Original contributions are licensed under GPL-3.0-or-later. Third-party components retain their own licenses and notices: license scope and third-party notices. See the release and build contract for source availability and developer packaging.
TriAevum is independent and is not affiliated with or endorsed by Nintendo.
Worst case scenario, at least we got more grass.