zeldaret/oot

Decompilation of The Legend of Zelda: Ocarina of Time

View on GitHub ↗Jump to charts ↓Open shareable report

Summary Information

Updated 19 minutes ago
Added to GitGenius on September 12th, 2026
Created on March 17th, 2020
Open Issues & Pull Requests: 77 (+0)
GitHub issues: Enabled
Number of forks: 689
Total Stargazers: 5,514 (+0)
Total Subscribers: 86 (+0)

Repository Insights (GitGenius)

Median issue/PR response: 8.1 hours
Mean response time: 60.2 days
90th percentile: 253.7 days
Tracked items: 16

Charts & Analytics

Fetching additional details & charts...

Issue Activity (beta)

Open issues: 4
New in 7 days: 0
Closed in 7 days: 0
Avg open age: 230 days
Stale 30+ days: 2
Stale 90+ days: 2

Recent activity

Opened in 7 days: 0
Closed in 7 days: 0
Comments in 7 days: 0
Events in 7 days: 0

Top labels

No label distribution available yet.

Most active issues this week

No issue events were indexed in the last 7 days.

Detailed Description

Oot is a decompilation project that recreates the source code for The Legend of Zelda: Ocarina of Time from the original game binary through static and dynamic analysis.

The project addresses the challenge of understanding and preserving the source code of a proprietary commercial game by systematically reverse-engineering the compiled binary back into human-readable C code. The approach involves analyzing the game executable, extracting assets from an original ROM, and reconstructing the logic and structure that produced the original binary. The decompilation targets multiple versions of the game across different platforms, including original Nintendo 64 releases and GameCube ports, with the ability to build matching binaries that produce identical outputs to the originals.

This project is suited for researchers, game historians, and enthusiasts interested in understanding how a landmark game was constructed and preserved. It requires possession of an original game ROM to extract necessary assets, and it explicitly does not produce a PC port or standalone executable. The work is particularly valuable for those studying game architecture, reverse engineering techniques, or the technical foundations of influential titles. The project maintains a Discord community for collaboration and discussion.

The project shows sustained activity across multiple platforms with build support for Windows via WSL, native Linux, macOS, and Docker environments. Documentation exists for various installation paths, though some platform-specific instructions may lag behind the primary development targets of WSL, Linux, and macOS. The codebase is written primarily in C and represents an ongoing effort to achieve complete decompilation across numerous game versions and regional variants.