OoT: Recompiled OoT: Recompiled, home

Seeing it

The same moment, before and after.

Each of these is one frame of the game, held still and photographed twice by the recompilation app itself: once with the original look, the console's own 320 by 240 at four by three with no texture pack and no traced lighting, and once with ray traced lighting at high settings and the OoT Reloaded texture pack, widened to fill the screen. Same place, same moment, same everything else. Drag across a picture to wipe between them.

Pairs
48
Places
7
Both looks
One download
Captured on
Version 0.4.0

Before and after

One download, both pictures.

The original look is not a separate build, and choosing the new one does not lose it. It is a few rows in the settings: Resolution at Original, Aspect ratio at Original 4:3, Texture pack Off and Ray traced lighting Off, and the recompilation app draws the game as the console did. Set them back and you have the after. Switch between the two whenever you like, once you have installed it.

The Fire Temple

Lava and torches are the only lights, and the original could only paint what they do.

The great hall, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The great hall Torches either side of the stairs, and how far their light actually carries.
The great hall, further back, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The great hall, further back
Arriving, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Arriving The game's own title card, in both.
The bridge over the lava, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The bridge over the lava The lava lighting the bridge from below.
Grates lit from behind, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Grates lit from behind The glow through the grates, falling across the floor.
A barred door, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
A barred door
A wall of flame, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
A wall of flame Fire lighting the floor around it, in a room that is otherwise dark.
A ring of flame, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
A ring of flame

Hyrule Field and Lake Hylia

Out in the open, under a real sun.

Hyrule Field at sunset, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Hyrule Field at sunset A low sun ahead, and the horse's shadow long across the grass.
Under the town's walls, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Under the town's walls
Hyrule Field at midday, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Hyrule Field at midday The sun high, and the shadow short.
Riding along a fence, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Riding along a fence
Along the fence, closer, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Along the fence, closer Horse and rider as one solid shadow on the track.
A dirt track across the field, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
A dirt track across the field
Lake Hylia, drained, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Lake Hylia, drained The tower on the right is only in the wider view.
A fight on the slope at Lake Hylia, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
A fight on the slope at Lake Hylia The bars are the game's own, while it targets.
A fight by the lake, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
A fight by the lake

The Temple of Time and the market

Stone, a checkered floor, and light from a doorway or a window.

The checkered floor, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The checkered floor Light from the doorway laid across the tiles.
The altar, from the side, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The altar, from the side
The passage behind the door, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The passage behind the door Navi and the far doorway are all that light it.
The chamber of the sword, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The chamber of the sword Dust hangs in the beam over the pedestal, lit only where the light falls.
Sword in hand, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Sword in hand Cutscenes keep the game's own bars, in both.
Drawing the sword, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Drawing the sword
The pedestal, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The pedestal The game's own title card, in both.
Light through the high window, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Light through the high window The beam from the window, and the floor where it lands.
The altar of the stones, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The altar of the stones
A corridor lit by Navi, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
A corridor lit by Navi Navi is the only light, and the walls fall away into the dark around her.
Outside, at night, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Outside, at night Drawn over a fixed backdrop, so it stays four by three in both: the recompilation app holds those rooms at their original shape on purpose.
The market, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The market Another fixed backdrop, four by three in both, with the game's own title card.

Below ground

Dark rooms, lit from the floor.

Over a lava floor, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Over a lava floor The cracks in the floor are the light.
In the dark, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
In the dark

Kakariko Village

Walls, cliffs and a tree, and the shadows each of them throws.

Kakariko Village, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Kakariko Village Every wall throws its shadow across the grass.
Under the village wall, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Under the village wall
The windmill, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The windmill
The path past the tree, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The path past the tree Link's own shadow on the path beside him.
In the shade of the cliff, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
In the shade of the cliff Navi's light picks out the ground around her, right inside the shadow.
The path between the cliffs, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The path between the cliffs Half the path in the sun, half in the cliff's shadow, and Navi lighting up the shadowed half around her.

Inside Jabu-Jabu

One fight, four moments. The bars are the game's own, while it targets.

A fight inside Jabu-Jabu, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
A fight inside Jabu-Jabu
The same fight, a moment later, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The same fight, a moment later
The same fight, in the splash, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The same fight, in the splash
The same fight, closer, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The same fight, closer

The forest and the Deku Tree

Where Navi and the fireflies are most of the light there is.

The forest, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The forest Mist over the trees, and the great trunk throwing its shade.
A tunnel in the forest, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
A tunnel in the forest Lit by the fireflies and Navi, and nothing else.
The same tunnel, further in, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The same tunnel, further in Navi's light picks out the walls and the ground around her, inside the shadow.
Navi, close, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Navi, close Her light on Link and on the ground around him.
Inside the Deku Tree, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Inside the Deku Tree The game's own title card, in both.
Looking down through the web, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
Looking down through the web
The water inside the tree, as the console drew it, at 320 by 240 and four by three Captured on version 0.4.0
The water inside the tree The pack's stone and water, and the light across both.

Still filling up

More is coming.

More photographs, of more of the game, and video as well. This page is new and there is a lot of the game left to show. What the recompilation app itself is getting next is on the roadmap.

How these were made

The recompilation app takes both halves itself.

The recompilation app has a comparison shot, in its Debugging menu. Pressed during play, it holds the game on the frame it is drawing, so nothing moves and nothing is left to chance, and photographs it with the player's own settings. Then it gives the renderer the original look, waits for the picture to settle, photographs the same frame again, and puts the settings back. Nothing was walked to twice, and nothing was posed.

There is no filter on them and no editing. They are the size of the window they were taken in, with only the window's own border cut away, which is why the interface is still in shot.