OoT: Recompiled OoT: Recompiled, home

Every setting explained

What each setting does

The recompilation app has over a hundred settings, across the launcher and three menus. This page lists every one of them, what it changes, and what to set it to. Nothing here is written by hand: the rows and their options are read from the recompilation app's own source each time the site is built, so this page cannot drift out of step with the version you are running.

Settings in total
121
That change the picture
27
For development only
15
Read from version
0.5.0

Choose a starting point

Two ways to play

Two columns run through this page. Original is what to set to play the game as the cartridge played it, with nothing added. Ray traced is my own configuration, as it sits on my machine right now, and it is what the lighting work was built to look like. The four settings that depend on your screen and graphics card are left for you to choose. You can switch between them at the top of each list and set everything in one pass, or read down and decide row by row. To see the two side by side first, the gallery has the same frames before and after.

Four settings have no single right answer

Depends on your machine

Resolution, downsampling, aspect ratio and texture detail depend on your screen and your graphics card, so this page recommends no value for them. Set everything else as recommended, then choose these four to suit your machine: the aspect ratio to your screen's own shape, and the rest until the frame rate is comfortable, rather than leaving them high and concluding the recompilation app is slow. What the lighting needs from a graphics card is in the FAQ.

  • Resolution
  • Downsampling
  • Aspect ratio
  • Texture detail
OoT: Recompiled
ROM Ready, from where you keep it
Window Windowed
Resolution Original
Downsampling Off (320x240)
Aspect ratio Original 4:3
Antialiasing Off
Render distance Original
Frame rate Original
Frame rate counter Off
Check for updates Off
Autosave Off
Save on quit Off
Resume on start Off
Free camera Off
Camera axes As the stick moves
Aiming, right stick As the stick moves
Aiming, left stick As the stick moves
Camera distance Original
Camera drift On
Text speed Original
Skip text As the game
Menu placement Over the picture
Screenshots Off
Photo mode Off
Video recording Off
Volume 100%
Low health beep On
Texture pack Off
Lighting Switch each part of it on or off, and tune it
HUD Fading, size and place
Controls Click or press Enter to open
Your files Click or press Enter to open
Moments Resume a saved moment
F2 is about, F3 is controls v0.5.0 · Digitally signed by Jonathan Barnes

A working copy of the launcher, every row it has. Use the arrow keys or click the arrows. Nothing is saved, and Play does nothing here.

Before the game starts

The launcher

The launcher opens first, with your ROM, Play and Quit. It finds the ROM, checks it, and remembers where it is. The menu, with every row on this page, opens with F1 once the game is running.

The first launch, step by step

The first menu

Picture, camera and program

Settings

Up and down to move, left and right to change, Escape or the pad's B closes

Window Windowed
Resolution Original
Downsampling Off (320x240)
Aspect ratio Original 4:3
Antialiasing Off
Render distance Original
Frame rate Original
Frame rate counter Off
Check for updates Off
Autosave Off
Save on quit Off
Resume on start Off
Free camera Off
Camera axes As the stick moves
Aiming, right stick As the stick moves
Aiming, left stick As the stick moves
Camera distance Original
Camera drift On
Text speed Original
Skip text As the game
Menu placement Over the picture
Screenshots Off
Photo mode Off
Video recording Off
Volume 100%
Low health beep On
Texture pack Off
Lighting Switch each part of it on or off, and tune it
HUD Fading, size and place
Controls Click or press Enter to open
Your files Click or press Enter to open
Moments Save anywhere, resume there
Debugging Tools for development, not for playing
Saved as you change it F1 closes this, F2 is about, F3 is controls

A working copy of the menu F1 opens in play, every row it has. Use the arrow keys or click the arrows; nothing is saved.
  1. Window

    Whether the program runs in a window or fills the screen. It changes nothing about how the game is drawn.

    Options WindowedFullscreen
    Original Your own preference; it does not change how the game looks
    Ray traced Fullscreen
  2. Resolution

    Depends on your machine

    How many pixels the game is drawn at. Original is the console's own 320 by 240, which is what the art was drawn for. Every step above it renders the same scene at more detail. This is the setting that costs the most performance, so the right answer depends on your graphics card.

    Options OriginalDoubleMatch the window720p1080p1440p4K
    Original Original
    Ray traced Set to suit your screen and graphics card
  3. Downsampling

    Depends on your machine

    Renders the picture larger than it is shown and shrinks it down, which removes jagged edges more thoroughly than antialiasing does. 4x means drawing sixteen times the pixels, so it is expensive. It works at every resolution, Match the window included, and never draws more than half of your graphics card's memory can hold: a setting that would not fit steps down by itself, and each option says the size it will actually draw.

    Options Off2x4x
    Original Off
    Ray traced Set to suit your screen and graphics card
  4. Aspect ratio

    Depends on your machine

    The shape of the picture. Original 4:3 is the console's. The wider settings genuinely widen the view rather than stretching it, so you see more of the world at the sides. The right one is your screen's own shape.

    Options Original 4:3Expand to the window16:916:1021:932:9
    Original Original 4:3
    Ray traced Set to suit your screen and graphics card
  5. Antialiasing

    Smooths the jagged steps along the edges of shapes. The console had nothing of the kind. Higher settings cost more.

    Options Off2x4x8x
    Original Off
    Ray traced 8x
  6. Render distance

    How far into the distance the game keeps drawing things. The console dropped anything past a short distance to keep up, which is why scenery appears as you approach it. Raising this keeps it drawn, at a cost.

    Options Original2x3x4x6x8x
    Original Original
    Ray traced 8x
  7. Frame rate

    How many times a second the picture is presented. The game's own logic always runs at 20 steps a second, exactly as it did on the console; anything above Original fills the gaps between those steps with interpolated frames, so movement is smooth without the game running faster.

    Options OriginalMatch the display30607590120144165240
    Original Original
    Ray traced 60
  8. Frame rate counter

    Shows the number of frames being presented each second, on a small plate in the corner.

    Options OffOn
    Original Off
    Ray traced Off
  9. Check for updates

    Whether the program asks the release page once, each time it opens, whether a newer version exists. It is the only network connection the program ever makes, and nothing about you or your copy of the game is sent.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  10. Autosave

    Saves a moment by itself on a timer, into its own slots, never over one you made. The five most recent are kept.

    Options OffEvery 5 minutesEvery 10 minutesEvery 15 minutes
    Original Your own preference; it does not change how the game looks
    Ray traced Every 5 minutes
  11. Save on quit

    Saves a moment when you close the program, so you can pick up where you stopped.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  12. Resume on start

    Loads the most recent saved moment when the program opens.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  13. Free camera

    Lets the right stick turn the camera freely, wherever the game's own camera is able to turn. Off leaves the camera exactly as the game moves it.

    Options OffRight stick
    Original Off
    Ray traced Right stick
  14. Camera axes

    Which way the free camera moves when you push the stick. Only has an effect when the free camera is on.

    Options As the stick movesInvert left and rightInvert up and downInvert both
    Original As the stick moves
    Ray traced As the stick moves
  15. Aiming, right stick

    Which way aiming moves when you push the right stick, when using a bow, a slingshot or first person view.

    Options As the stick movesInvert left and rightInvert up and downInvert both
    Original As the stick moves
    Ray traced Invert up and down
  16. Aiming, left stick

    The same for the left stick, which is the one the game itself uses for aiming.

    Options As the stick movesInvert left and rightInvert up and downInvert both
    Original As the stick moves
    Ray traced Invert up and down
  17. Camera distance

    How far the camera sits from Link, for every camera the game uses, not only the free one. Original is the console's own distance; each step above it pulls the camera back a little further.

    Options OriginalA little furtherFurtherFurthest
    Original Original
    Ray traced Further
  18. Camera drift

    Whether the camera drifts further away as Link runs and back in as he stops.

    On is the console's behavior. The game's own camera eases outward as he runs and back in as he stops.

    Options OffOn
    Original On
    Ray traced On
  19. Menu placement

    Whether this program's own menus sit over the picture or beside it in a panel, with the game still visible.

    Options Over the picturePanel on the rightPanel on the left
    Original Your own preference; it does not change how the game looks
    Ray traced Panel on the right
  20. Volume

    How loud the game is, as a percentage of its own volume.

    Original Your own preference; it does not change how the game looks
    Ray traced 100%
  21. Texture pack

    Replaces the game's own textures with a texture pack, a set of higher resolution images made by other people. The program comes with none and downloads none, but a pack can be downloaded: the one below is made for this renderer, and its rt64 version comes in parts, the first of which opens with 7-Zip. Put the .rtz file inside it in the Texture packs folder (Your files opens it), and it appears on this row by name. Off is the game's own textures.

    Download OoT Reloaded, by GhostlyDark, from its author's releases page (the rt64 version)

    Options OffA pack in your Texture packs folder
    Original Off
    Ray traced Off
  22. Texture detail

    Depends on your machine

    How much of a texture pack's own detail is used: Quarter, Half or Full of its width and height. Which one depends on your graphics card, since the lower steps take less video memory. It starts on Quarter, so a pack loads light on any machine; raise it once the game runs well. Shown only while a pack is chosen.

    Options QuarterHalfFull
    Original Not used: the original picture has no texture pack
    Ray traced Set to suit your screen and graphics card
  23. Text speed

    How fast a message's text types into its box. Fast and Faster are two and four times the original pace; Instant shows each box whole at once. A box still waits at its end for you to go on.

    Options OriginalFastFasterInstant
    Original Original
    Ray traced Faster
  24. Skip text

    As the game, B shows the rest of a message where the game allows it. Always lets A show the rest of the box you are reading and B skip on through the message in every message, and either button ends a box's timed wait.

    Options As the gameA or B, always
    Original As the game
    Ray traced A or B, always
  25. Low health beep

    Whether the alarm sounds while your health is low. The heart still beats and turns red either way.

    Options OnOff
    Original On
    Ray traced Off
  26. Screenshots

    Lets the Screenshot control (F12, or any key or controller button you bind on the controls screen) save a picture of exactly what is on screen, at the window's size, to the folder your recordings go to.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  27. Video recording

    Lets the Record video control (F7, or any key or controller button you bind on the controls screen) record what you play to an MP4 video with its sound, ready to upload, into your Videos folder. The Pause video control (F8) pauses and resumes the same video, so a run of chosen moments ends up in one file. The program's own menus are never in the video.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  28. Video size

    The video's height, at the shape of your window: the window's own size, or 720p, 1080p, 1440p or 4K. It can be larger than your screen; for a sharp large video, set Resolution at least as high, since the video is drawn from what the game renders.

    Options Match the window720p1080p1440p4K
    Original Your own preference; it does not change how the game looks
    Ray traced 1080p
  29. Video quality

    How much detail the video keeps, which sets the file's size: Small file, Standard (about what video sites recommend), High, or Best for a video you will edit again.

    Options Small fileStandardHighBest
    Original Your own preference; it does not change how the game looks
    Ray traced Standard
  30. Video sound

    Whether the game's sound is recorded with the video. Off leaves the game's sound out and spends no time on it; your voice is still recorded if the Microphone row is on.

    Options RecordedOff
    Original Your own preference; it does not change how the game looks
    Ray traced Off
  31. Video mode

    How the video is written. Reliable saves it as it records, so a crash or a forced close keeps the video up to its last moments, and makes it an ordinary MP4 when you stop, which takes a few seconds longer and needs room for a second copy while it finishes. Compatible writes an ordinary MP4 from the first second and stops instantly, but a crash or a forced close before you stop loses the whole video.

    Options ReliableCompatible
    Original Your own preference; it does not change how the game looks
    Ray traced Reliable
  32. Photo mode

    Lets the Photo mode control (F10, or any key or controller button you bind on the controls screen) freeze the game where it stands and pause its sound, so you can change any setting and see it on the same frame, move the camera around the frozen scene, hide the game's HUD for a clean picture, and take the same picture at every setting. Press the control again to carry on.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  33. Video shows

    What a video records: the game alone, without any of this program's menus, or the whole window, the game with every menu, toast and plate over it, so using photo mode or the settings can be shown. Video size sets the video's size either way.

    Options The game aloneThe whole window
    Original Your own preference; it does not change how the game looks
    Ray traced The game alone
  34. Screenshots show

    What a screenshot shows: the game alone, at the window's size and without any of this program's menus, toasts or plate, even with the settings panel open (so photo mode can take the same picture at every setting with the menu still up), or the whole window exactly as you see it.

    Options The game aloneThe whole window
    Original Your own preference; it does not change how the game looks
    Ray traced The game alone
  35. Microphone

    Whether your voice from a microphone is mixed into a video with the game's sound. The microphone is listened to only while a video records, and goes only into that video; nothing is sent anywhere.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced Off
  36. Microphone device

    Which microphone to record: the system's default, or any microphone your computer has, listed by name. One plugged in later shows up the next time the settings open.

    Options System defaultA microphone on your computer, by name
    Original Your own preference; it does not change how the game looks
    Ray traced System default
  37. Microphone level

    How loud your voice is in the video, against the game's sound.

    Options 50%75%100%150%200%300%
    Original Your own preference; it does not change how the game looks
    Ray traced 100%

The second menu

Lighting

Every row here needs a graphics card that supports DirectX Raytracing. On a card without it these rows change nothing, the game lights itself as the console did, and the lighting screen in the recompilation app says so rather than leaving you guessing.

Lighting

Every change shows at once. Up and down to move, left and right to change, Escape or the pad's B goes back

Ray traced lighting On
Shadows On
Shadow softness Very soft
Shadow rays 8
Shadow casters Everything
Indoor light 50%
Darkness Off
Light brightness Normal
Ambient occlusion Full
Occlusion radius 160 units
Occlusion rays 16
Local lights On
Light reach 200%
Light strength 100%
Bounced light Original
Bounce range 1500 units
Glow density Faint
Glow size Half
Window shafts Off
Shaft length Short
Indoor dust Very thick
Indoor dust visibility Light
Indoor dust size Tiny
Indoor dust drift Slow
Outdoor dust Some
Outdoor dust visibility Light
Outdoor dust size Tiny
Wind Breeze
Wind gusts Strong
Wind from Varied
Indoor ambience distance Far
Outdoor ambience distance Near
Sun haze Faint
Haze range 2500 units
Fade with the fog On
Fade with distance Middle
Smoothing Heavy
Filter Two steps
Reset Put the low starting values back
Saved as you change it Each part switches on its own; Inspect shows one pass instead of the picture

A working copy of the Lighting menu, every row it has, starting at the author's own settings. Use the arrow keys or click the arrows; nothing is saved.
  1. Ray traced lighting

    The master switch for traced lighting. With it on, light is followed through the scene rather than painted on by the game, so shadows and bounced light are worked out from where the lights actually are. It needs a graphics card that supports DirectX Raytracing; on one that does not, these rows do nothing and the lighting screen says so.

    Off is the original picture. With it off the game lights itself exactly as the console did, and draws its own shadows under the characters.

    Options OffOn
    Original Off
    Ray traced On
  2. Shadows

    Whether traced shadows are cast at all. With this off the traced lighting still lights the scene but nothing blocks it.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  3. Shadow softness

    How sharp the edge of a shadow is. The sun casts a nearly hard edge in life; the higher settings spread it as though the light came from a wider source.

    Options SharpOriginalSoftSofterVery softHazy
    Original Your own preference; it does not change how the game looks
    Ray traced Very soft
  4. Shadow rays

    How many rays each lit pixel spends working out whether it is in shadow. More rays cost frame rate and buy a cleaner shadow edge; fewer leave visible grain, especially on anything that moves.

    Options 1248
    Original Your own preference; it does not change how the game looks
    Ray traced 8
  5. Shadow casters

    How much of the world behind and beside the camera is kept in the traced scene so its shadow can still reach the picture. The console's own culling threw away anything off screen, which is why a shadow can vanish as the camera turns.

    Options Game's ownNearFarEverything
    Original Your own preference; it does not change how the game looks
    Ray traced Everything
  6. Indoor light

    How dark a character's shadow goes indoors, where there is no sun to cast it. Rooms whose own settings carry no directional light get one supplied overhead so there is something to cast with.

    Options Off25%50%75%100%
    Original Your own preference; it does not change how the game looks
    Ray traced 50%
  7. Darkness

    How much of the game's own background lighting is taken away where no traced light reaches. Raising it means a room is genuinely dark except where a torch or a fairy lights it, which is what makes those lights read as real lights.

    Options OffLightDeep
    Original Your own preference; it does not change how the game looks
    Ray traced Off
  8. Light brightness

    How far a traced light can lift a surface above the game's own lighting. On Normal a light mostly gives back what a shadow took; the higher settings let a torch, a fairy or daylight through a window light the ground brighter than the game ever drew it, up to a harsh, bright pool.

    Options NormalBrightBrighterHarsh
    Original Your own preference; it does not change how the game looks
    Ray traced Normal
  9. Ambient occlusion

    Darkens the creases where surfaces meet, the way dust and shadow gather in a corner. It is subtle and it is what stops objects looking as though they are floating.

    Options OffLightOriginalStrongFull
    Original Your own preference; it does not change how the game looks
    Ray traced Full
  10. Occlusion radius

    How far from a surface the program looks for something that would shade it. Small values catch only tight corners; large ones darken under whole objects.

    Options 20 units40 units80 units160 units
    Original Your own preference; it does not change how the game looks
    Ray traced 160 units
  11. Occlusion rays

    How many rays the shading in corners is worked out from. More is cleaner and costs more.

    Options 4816
    Original Your own preference; it does not change how the game looks
    Ray traced 16
  12. Local lights

    Whether the game's own lights, such as torches and fairies, are traced. With this on they light the room around them and cast real shadows from whatever stands in the way.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  13. Light reach

    How far a torch or a fairy's light carries, as a percentage of the radius the game itself gives it. 100% is the game's own.

    Options 0%5%10%20%30%45%60%80%100%150%200%300%
    Original Your own preference; it does not change how the game looks
    Ray traced 200%
  14. Light strength

    How bright those lights are, as a percentage of the game's own.

    Options 0%5%10%20%30%45%60%80%100%150%200%300%
    Original Your own preference; it does not change how the game looks
    Ray traced 100%
  15. Bounced light

    Light that has already hit one surface and carried its color onto another. It is what makes a red wall tint the floor beside it.

    Options OffLightOriginalStrongFull
    Original Your own preference; it does not change how the game looks
    Ray traced Original
  16. Bounce range

    How far bounced light is followed before the program stops looking.

    Options 500 units1500 units3000 units6000 units
    Original Your own preference; it does not change how the game looks
    Ray traced 1500 units
  17. Glow density

    The haze in the air immediately around a light, as though dust were catching it.

    Options OffFaintOriginalStrongThick
    Original Your own preference; it does not change how the game looks
    Ray traced Faint
  18. Glow size

    How large that halo is, relative to the light's own radius.

    Options QuarterHalfWholeDouble
    Original Your own preference; it does not change how the game looks
    Ray traced Half
  19. Indoor dust

    How much dust hangs in the air indoors, in temples, caverns and houses. The motes show only where light actually reaches them, in a window's light, a sunbeam or the glow of a torch, and never in shadow, and anything that moves through them pushes them aside.

    Options OffVery sparseSparseSomeThickVery thick
    Original Your own preference; it does not change how the game looks
    Ray traced Very thick
  20. Indoor dust visibility

    How bright an indoor mote is where light reaches it. Faint keeps the dust barely there; Bright makes the light in a room read as something you could put your hand into.

    Options FaintLightVisibleBright
    Original Your own preference; it does not change how the game looks
    Ray traced Light
  21. Indoor dust size

    The typical size of an indoor mote. Every mote is its own size around this, and its own opacity and brightness too, so the dust reads as many faint specks with a few brighter ones rather than a grid of identical dots.

    Options TinySmallMediumLarge
    Original Your own preference; it does not change how the game looks
    Ray traced Tiny
  22. Indoor dust drift

    How the indoor dust moves when nothing disturbs it: hanging still, drifting slowly, or wandering about. Indoors there is no wind.

    Options StillSlowLively
    Original Your own preference; it does not change how the game looks
    Ray traced Slow
  23. Outdoor dust

    How much dust is carried in the air outdoors. Like the indoor dust it shows only in the light, and it travels with the wind.

    Options OffVery sparseSparseSomeThickVery thick
    Original Your own preference; it does not change how the game looks
    Ray traced Some
  24. Outdoor dust visibility

    How bright an outdoor mote is in the sun.

    Options FaintLightVisibleBright
    Original Your own preference; it does not change how the game looks
    Ray traced Light
  25. Outdoor dust size

    The typical size of an outdoor mote, each one varying around it.

    Options TinySmallMediumLarge
    Original Your own preference; it does not change how the game looks
    Ray traced Tiny
  26. Wind

    How fast the wind carries the outdoor dust. It never reaches indoors.

    Options CalmBreezeWindStrong
    Original Your own preference; it does not change how the game looks
    Ray traced Breeze
  27. Wind gusts

    Gusts that rise, hold and die away, with calm air between them in which the dust floats. With the wind Varied, each gust comes from its own direction, a little up or down as well as across.

    Options NoneLightStrong
    Original Your own preference; it does not change how the game looks
    Ray traced Strong
  28. Wind from

    Which way the wind comes from, by the world's own compass. Varied lets it wander round the compass on its own, rising to gusts and falling to lulls.

    Options NorthEastSouthWestVaried
    Original Your own preference; it does not change how the game looks
    Ray traced Varied
  29. Indoor ambience distance

    How far away the indoor dust can still be seen. It always thins gradually with distance rather than stopping at a line; this sets where it is finally gone.

    Options NearNormalFarVery far
    Original Your own preference; it does not change how the game looks
    Ray traced Far
  30. Outdoor ambience distance

    How far away the outdoor dust can still be seen, the same way.

    Options NearNormalFarVery far
    Original Your own preference; it does not change how the game looks
    Ray traced Near
  31. Sun haze

    Shafts of sunlight in the air outdoors.

    Options OffFaintLightThick
    Original Your own preference; it does not change how the game looks
    Ray traced Faint
  32. Haze range

    How far those shafts are drawn into the distance.

    Options 800 units1400 units2500 units5000 units
    Original Your own preference; it does not change how the game looks
    Ray traced 2500 units
  33. Fade with the fog

    Whether traced lighting fades into the game's own fog, so a lit surface far away does not stand out of the haze in front of it.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  34. Fade with distance

    Fades traced lighting out with distance, which saves performance on things too far away to be looked at closely.

    Options OffFarMiddleNear
    Original Your own preference; it does not change how the game looks
    Ray traced Middle
  35. Smoothing

    How much each frame's lighting is averaged with the frames before it. Tracing a scene with a limited number of rays leaves grain; averaging across frames removes it, at the cost of a faint trail behind fast movement.

    Options OffLightOriginalHeavy
    Original Your own preference; it does not change how the game looks
    Ray traced Heavy
  36. Filter

    A final blur across the traced lighting, which removes what is left of the grain.

    Options OffOne stepTwo steps
    Original Your own preference; it does not change how the game looks
    Ray traced Two steps
  37. Window shafts

    Shafts of daylight in the air below a window, brightest at the glass and fading as the light falls, lit by the window's own traced light so a pillar standing in one cuts a gap through it. Only in places whose windows give light, such as the Temple of Time, where they take the place of the original game's painted rays.

    Options OffFaintSoftMediumStrongBright
    Original Your own preference; it does not change how the game looks
    Ray traced Your own preference
  38. Shaft length

    How far down toward the floor a window's shaft of light carries before it fades away, measured on each window's own fall, so a high window's shaft reaches as far down as a low one's.

    Options ShortMediumLongVery long
    Original Your own preference; it does not change how the game looks
    Ray traced Your own preference

The third menu

HUD

How the HUD fades, how large each part of it is, and where it sits. It can fade when nothing needs it, always, or at the press of a button, either to a dimmer, grayer HUD or out of sight, and you tick what brings it back. Each part can fade or stay shown and take its own size, from half to twice the original, and the whole HUD can sit in the console's own 4:3, within 16:9, at the window's edges, or at distances you choose.

HUD

Up and down to move, left and right to change, Escape or the pad's B goes back

HUD fades When idle
Fades to Dim
Dim opacity 50%
Dim color Full
Idle delay 5 seconds
Fade speed Smooth
Comes back for
Z targeting
C buttons
Talking
Health or magic changing
Hearts at low health
Rupees, keys or items changing
The pause menu
Any button
Which parts fade
Hearts Fade
Magic Fade
Rupees and keys Fade
Buttons Fade
Map Fade
Size
Sizes One for all
HUD size 100%
Place
HUD sits Original 4:3
Saved as you change it The HUD button is on the controls screen, Tab or the right stick's click by default

A working copy of the HUD menu, every row it has, opening with the HUD set to fade when idle. Rows come and go with your choices, as they do in the recompilation app. Use the arrow keys or click; nothing is saved.
  1. HUD fades

    Whether the game's HUD fades: never, once it has not been needed for a while, always, or at the press of the HUD button (Tab or the right stick's click by default).

    Options NeverWhen idleAlwaysBy button
    Original Never
    Ray traced Never
  2. Fades to

    Whether the HUD fades to dim, still there but quieter, or away entirely.

    Options DimHidden
    Original Your own preference; it does not change how the game looks
    Ray traced Dim
  3. Dim opacity

    How much of the HUD shows while it is dimmed.

    Options 20%35%50%65%80%
    Original Your own preference; it does not change how the game looks
    Ray traced 35%
  4. Dim color

    How much of its color the HUD keeps while it is dimmed, down to gray. Item icons keep their own colors.

    Options Full75%50%25%Gray
    Original Your own preference; it does not change how the game looks
    Ray traced Full
  5. Idle delay

    How long the HUD waits, unused, before it fades.

    Options 1 second2 seconds3 seconds5 seconds8 seconds12 seconds
    Original Your own preference; it does not change how the game looks
    Ray traced 12 seconds
  6. Fade speed

    How quickly the HUD fades out and back in.

    Options InstantQuickSmoothSlow
    Original Your own preference; it does not change how the game looks
    Ray traced Smooth
  7. Z targeting

    Whether targeting with Z brings the HUD back while it fades when idle. Each thing that can bring it back is its own box to tick.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  8. C buttons

    Whether using a C button brings the HUD back.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  9. Talking

    Whether talking, or any message on screen, brings the HUD back.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  10. Health or magic changing

    Whether your health or magic changing brings the HUD back.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  11. Hearts at low health

    Whether the hearts stay shown while your health is low. Only the hearts: the rest of the HUD fades as it would.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  12. Rupees, keys or items changing

    Whether your rupees, keys, an item on a button or its ammunition changing brings the HUD back.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  13. The pause menu

    Whether opening the pause menu brings the HUD back.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced On
  14. Any button

    Whether the press of any button brings the HUD back.

    Options OffOn
    Original Your own preference; it does not change how the game looks
    Ray traced Off
  15. Hearts

    Whether the hearts fade with the HUD or stay shown.

    Options FadeStay shown
    Original Your own preference; it does not change how the game looks
    Ray traced Fade
  16. Magic

    Whether the magic meter fades with the HUD or stays shown.

    Options FadeStay shown
    Original Your own preference; it does not change how the game looks
    Ray traced Fade
  17. Rupees and keys

    Whether the rupee and key counters fade with the HUD or stay shown.

    Options FadeStay shown
    Original Your own preference; it does not change how the game looks
    Ray traced Fade
  18. Buttons

    Whether the A, B, C and Start buttons fade with the HUD or stay shown.

    Options FadeStay shown
    Original Your own preference; it does not change how the game looks
    Ray traced Fade
  19. Map

    Whether the map fades with the HUD or stays shown.

    Options FadeStay shown
    Original Your own preference; it does not change how the game looks
    Ray traced Fade
  20. Sizes

    Whether one size applies to the whole HUD, or each part (hearts, magic, rupees and keys, the buttons, the map) has its own.

    Options One for allEach its own
    Original One for all
    Ray traced One for all
  21. HUD size

    The whole HUD's size, from half to twice the original, each part growing from the corner it sits in so nothing leaves the screen.

    Options 50%60%70%80%90%100%115%130%150%175%200%
    Original 100%
    Ray traced 100%
  22. Hearts size

    The hearts' size, growing from the top left corner.

    Options 50%60%70%80%90%100%115%130%150%175%200%
    Original 100%
    Ray traced 60%
  23. Magic size

    The magic meter's size, growing from its left end.

    Options 50%60%70%80%90%100%115%130%150%175%200%
    Original 100%
    Ray traced 60%
  24. Rupees and keys size

    The rupee and key counters' size, growing from the bottom left corner.

    Options 50%60%70%80%90%100%115%130%150%175%200%
    Original 100%
    Ray traced 60%
  25. Buttons size

    The A, B, C and Start buttons' size, growing from the top right corner.

    Options 50%60%70%80%90%100%115%130%150%175%200%
    Original 100%
    Ray traced 100%
  26. Map size

    The map's size, growing from the bottom right corner.

    Options 50%60%70%80%90%100%115%130%150%175%200%
    Original 100%
    Ray traced 100%
  27. HUD sits

    Where the hearts, the map and the buttons sit when the picture is wider than 4:3. Original 4:3 keeps them in the console's own square; Within 16:9 spreads them toward the edges but no wider than a 16:9 screen; Window edges puts them at the picture's very edges; Custom keeps distances you choose from each edge, as a share of the picture, so they follow the window as it changes size and never leave it.

    Options Original 4:3Within 16:9Window edgesCustom
    Original Original 4:3
    Ray traced Window edges
  28. From the left

    With HUD sits on Custom: how far the hearts, the magic meter and the rupee counter sit from the picture's left edge, as a share of its width.

    Options 0%1%2%3%4%5%6%8%10%15%20%25%
    Original Your own preference; it does not change how the game looks
    Ray traced 4%
  29. From the right

    With HUD sits on Custom: how far the buttons and the map sit from the picture's right edge, as a share of its width.

    Options 0%1%2%3%4%5%6%8%10%15%20%25%
    Original Your own preference; it does not change how the game looks
    Ray traced 4%
  30. From the top

    With HUD sits on Custom: how far the hearts and the buttons sit from the picture's top edge, as a share of its height.

    Options 0%1%2%3%4%5%6%8%10%15%20%25%
    Original Your own preference; it does not change how the game looks
    Ray traced 4%
  31. From the bottom

    With HUD sits on Custom: how far the rupee counter and the map sit from the picture's bottom edge, as a share of its height.

    Options 0%1%2%3%4%5%6%8%10%15%20%25%
    Original Your own preference; it does not change how the game looks
    Ray traced 6%

On disk

Where your settings are kept

Your settings are saved in settings.txt and your bindings in controls.txt, in one folder with your saves and texture packs. An installed copy keeps that folder in AppData\Local\OoT Recompiled, and a portable copy keeps the same files beside the recompilation app. The recompilation app's Your files screen opens each of them.

Both folders, on the Install page
Installed with Setup
  • OoT Recompiled/ In AppData\Local, unless you chose another folder
  • bin/ The recompilation app, its libraries and the uninstaller
  • saves/ The game's own save
  • moments/ Your saved moments and autosaves, each with a thumbnail
  • texture-packs/ Texture packs you add
  • updates/ A downloaded update, waiting to install
  • rom/ Only if you asked it to keep a copy of your ROM
  • mods/ Made by the recompilation app; mods are not supported yet
  • settings.txt Your settings
  • controls.txt Your bindings, for each controller
  • rom.txt Where your ROM is: the path and nothing else
  • oot-recompiled.log This run's log, written fresh each start
  • install.log What Setup did
  • Pictures/OoT-Recomp/ Screenshots and recordings, kept outside it

Tools that are not for playing

Development and debugging

These are behind a confirmation in the recompilation app, and they are here for completeness rather than as a suggestion. They exist for working out what went wrong and for showing somebody else exactly what you saw. They can leave the game looking wrong, put you somewhere a save was not meant to happen, and fill a drive. Nothing here is needed to play, and nothing here is supported.

Read the three warnings below before you use any of it.

What the recompilation app says before it opens this menu

What is in here is meant for developing and debugging this recompilation app, not for playing the game. These tools move the player between places the game never sends them, replace the picture with a single stage of how it was drawn, and write every frame to disk as a file. They can leave the game looking wrong, put you somewhere a save was not meant to happen, and fill a drive. Nothing here is needed to play, and nothing here is supported. Go carefully, and put anything you change back when you are done.

What it says before the frame recorder will switch on

This writes one PNG file for every frame the recompilation app shows. At your own picture size and frame rate, the recompilation app works out how many files that is, how many gigabytes each recording takes, how many per minute it is left running, and how long until a hundred gigabytes have gone, and it shows you those numbers before it will start. At 1080p and 60 frames a second it is roughly 10 GB a minute. The files are written to your Pictures folder and nothing removes them for you.

And the one the recompilation app cannot warn you about afterward

Warping can break your progress and your saved games. It puts Link in places the game has not sent him to yet, and sometimes in places it would never send him at all. Arriving somewhere early can leave the flags that track what you have done in a state the game was never written to handle: events that fire in the wrong order, items that cannot be obtained afterward, a door that will not open because the game believes you have already been through it. Saving after that writes the damage into the file. If you are going to warp at all, do it on a copy of your save, and do not save over anything you care about.

  1. Frame recorder

    Development only

    Writes every frame the program shows to disk as a PNG file, for as long as the length below. It is meant for showing somebody exactly what went wrong. It fills a drive very quickly: at 1080p and 60 frames a second it is roughly 10 GB a minute, and the program asks you to confirm before it will switch on.

    Options OffOn
    Leave it at Off
  2. Recording length

    Development only

    How long a recording runs before it stops by itself.

    Options 5 seconds10 seconds15 seconds20 seconds25 seconds30 seconds35 seconds40 seconds45 seconds50 seconds55 seconds1 minute
    Leave it at 5 seconds
  3. Comparison shots

    Development only

    Makes the Screenshot control save a before and after pair instead: the game holds still, one picture is taken with your settings, then one exactly as the original console showed it (4:3, original resolution, no antialiasing, no texture pack, no traced lighting), and everything is put back. For development only.

    Options OffOn
    Leave it at Off
  4. Inspect one pass

    Development only

    Replaces the picture with a single stage of how it was drawn, such as the shadows alone or how many frames of history each pixel has. It is a tool for working out why the lighting looks wrong, and it makes the game unplayable while it is on.

    Options OffShadowsRaw shadowsOcclusionLightsBounceReflectionsHistoryFog shareHitsNormals
    Leave it at Off
  5. Experiment

    Development only

    Undoes one piece of the lighting math at a time, so a particular look can be traced to the step that causes it. For development only.

    Options OffSurfaces cappedFog by lerpGame's falloffGlow offConsole clampDepth test offCoverage averagedCut-outs untraced (old)Solid if writes depthSolid if reads depthSolid if coverage alphaSolid if not forced blendSolid: everythingReads depth, no shadowReads depth, many trisReads depth, many tris, no shadowAlpha tested, no shadowAlpha tested, shadowsAlpha tested, strict, shadowsAlpha cut, full lightAlpha cut, full light, shadowsRetired ARetired BAlpha cut, keep hitAlpha cut, keep hit, shadowsCoverage or compare (old)Reflections: both bitsReflections: wider probeReflections: both waysWater stays waterShade: local after kneeShade: local lifts shadeShade: bothCut-out edge unscaled (old)Cut-out quads untraced (old)Depthless glows lit (old)Light effects untraced (old)
    Leave it at Off
  6. Aim which window

    Development only

    Which window's traced light the aim rows below move: every window, or one by its number. For development only.

    Options Every windowWindow 1Window 2Window 3Window 4Window 5Window 6Window 7Window 8
    Leave it at Every window
  7. Aim from

    Development only

    Whether that light falls at its window's own slope or the way the game's drawn beam fell. For development only.

    Options Its own slopeThe old beam
    Leave it at Its own slope
  8. Aim up or down

    Development only

    Makes that light fall more steeply or more shallowly, a degree at a time, which moves where it lands nearer or further. For development only.

    Options 15 flatter14 flatter13 flatter12 flatter11 flatter10 flatter9 flatter8 flatter7 flatter6 flatter5 flatter4 flatter3 flatter2 flatter1 flatterAs built1 steeper2 steeper3 steeper4 steeper5 steeper6 steeper7 steeper8 steeper9 steeper10 steeper11 steeper12 steeper13 steeper14 steeper15 steeper
    Leave it at 15 flatter
  9. Aim left or right

    Development only

    Turns that light left or right, a degree at a time. For development only.

    Options 15 left14 left13 left12 left11 left10 left9 left8 left7 left6 left5 left4 left3 left2 left1 leftAs built1 right2 right3 right4 right5 right6 right7 right8 right9 right10 right11 right12 right13 right14 right15 right
    Leave it at 15 left
  10. Move along x

    Development only

    Moves that light along the world's x axis. For development only.

    Options -160 units-120 units-80 units-60 units-40 units-30 units-20 units-10 units-5 unitsNone+5 units+10 units+20 units+30 units+40 units+60 units+80 units+120 units+160 units
    Leave it at -160 units
  11. Move along y

    Development only

    Moves that light up or down. For development only.

    Options -160 units-120 units-80 units-60 units-40 units-30 units-20 units-10 units-5 unitsNone+5 units+10 units+20 units+30 units+40 units+60 units+80 units+120 units+160 units
    Leave it at -160 units
  12. Move along z

    Development only

    Moves that light along the world's z axis. For development only.

    Options -160 units-120 units-80 units-60 units-40 units-30 units-20 units-10 units-5 unitsNone+5 units+10 units+20 units+30 units+40 units+60 units+80 units+120 units+160 units
    Leave it at -160 units
  13. Light through stone

    Development only

    Whether a torch's or a fairy's traced light stops at the stone around it or reaches a little way through, so a flame set into a wall can be compared both ways. For development only.

    Options Stops at stoneStops, glow passesPasses 48 units (0.4.0)
    Leave it at Stops at stone
  14. Glow test

    Development only

    How the round glow around a torch or a fairy is hidden when something stands in front of it: all at once when its center is covered, as the original game did, or a pixel at a time. For development only.

    Options By centerBy center, Navi tooPer pixel (0.4.0)Never (0.3.9)
    Leave it at By center
  15. Drawn beam

    Development only

    Shows the original game's own painted beam of light again where the windows give traced light, to compare it with the traced shafts. For development only.

    Options Hidden (0.4.0)Shown
    Leave it at Hidden (0.4.0)