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The Legend of Zelda: Ocarina of Time · Shipwright Android
PORTSNATIVE

The Legend of Zelda: Ocarina of Time · Shipwright Android

NATIVE PORTACTION / ADVENTUREANDROIDBETA

The Legend of Zelda: Ocarina of Time · Shipwright Android

The Legend of Zelda: Ocarina of Time

OriginGameCube / Nintendo 64

TechnologyNative C/C++ port (engine reimplementation)

Available forAndroid

View official project

About the project

The Legend of Zelda: Ocarina of Time es un videojuego de acción-aventura de 1998 desarrollado por la filial Nintendo EAD y publicado por Nintendo para la consola Nintendo 64. Fue lanzado en Japón el 21 de noviembre de 1998, mientras que a Norteamérica llegó dos días después, el 23 de noviembre, y en Europa se estrenó el 11 de diciembre de ese mismo año. Para el caso de Sudamérica, fue presentado en Chile el 23 de noviembre de 1998 en un evento especial para periodistas.

12 versions of The Legend of Zelda: Ocarina of Time

You're viewing: Shipwright Android

Shipwright Androidgithub.com/please-be-nice/Shipwright-android
Android
Current
Ocarina of Time (GameCube) Decompilationgithub.com/zeldaret/oot-gc
Windows
Linux
macOS
›
Ocarina of Time (PC, ray traced)github.com/JonB-Dev/oot-recompiled
Windows
›
Ocarina of Time (PSP)github.com/z2442/oot-PSP
To be confirmed
›
The Legend of Zelda: Ocarina of Timegithub.com/zeldaret/oot
Windows
›
oot vr · Android (gibranfelix)github.com/gibranfelix/oot-vr
Android
›
Ship of Harkiniangithub.com/HarbourMasters/Shipwright
Windows
Linux
macOS
Android
›
Ship of Harkinian (Android)github.com/linkzenic/Shipwright-Android
Android
›
Ship of Harkinian (PS4)github.com/alechurri/shipofharkinian-ps4
To be confirmed
›
Shipwright Android (Outdated)github.com/Waterdish/Shipwright-Android
Android
›
The Legend of Zelda: Ocarina of Time (oot-dc)github.com/jnmartin84/oot-dc
Windows
›
The Legend of Zelda: Ocarina of Time (Wii Virtual Console)github.com/zeldaret/oot-vc
Windows
›

Official project information

Author's original READMEOpen on GitHub ↗

Ship of Harkinian Ship of Harkinian

A port of Ship of Harkinian for Android.

Website

Official Website: https://www.shipofharkinian.com/

Discord

Official Discord: https://discord.com/invite/shipofharkinian

If you're having any trouble after reading through this README, feel free to ask for help in the Support text channels. Please keep in mind that we do not condone piracy.

Quick Start

The Ship does not include any copyrighted assets. You are required to provide a supported copy of the game.

1. Verify your ROM dump

You can verify you have dumped a supported copy of the game by using the compatibility checker at https://ship.equipment/. If you'd prefer to manually validate your ROM dump, you can cross-reference its sha1 hash with the hashes here.

2. Install the APK

Download and install the APK from the Releases page.

3. Set up the game

  1. Open the app and allow all file permissions. It will ask to set up files, let it finish.

  2. When prompted, select "Yes" to generate an OTR and "Yes" to look for a ROM. Navigate to your ROM and select it. Extraction will begin.

  3. When asked whether to extract another ROM, select "Yes" if you have a Master Quest ROM or "No" to start the game.

  4. On subsequent launches the game starts directly. To get the ROM selection dialog back, delete the .otr files in the SOH folder at the root of your device storage.

Use the Back/Select/- button on your controller to open the Enhancements menu. Use touch controls or a controller to navigate menus.

4. Play!

Congratulations, you are now sailing with the Ship of Harkinian! Have fun!

FAQ

Q: How do I add mods?

A: Place mod .otr and .o2r files in the SOH folder at the root of your device storage. Then enable them in the Enhancements menu under Mods.

Q: The game crashes immediately on launch.

A: Delete the SOH folder and let the app set up its files again. Be patient during black screens; extraction can take a minute.

Q: The game opened once but now shows a black screen.

A: Delete imgui.ini from your SOH folder. Also ensure MSAA is set to 1 in the graphics settings, as higher values cause a black screen on many devices.

Q: My controller's menu button isn't opening the Enhancements menu.

A: This is a known first-launch issue caused by Android's input device registration. Close and reopen the app; the controller will work correctly on the second launch.

Q: D-pad doesn't navigate the menu on first launch.

A: Same cause as above. Close and reopen the app after the initial ROM extraction completes.

Q: Touch overlay buttons aren't remappable in the controls editor.

A: Open the controls editor (Enhancements menu) and look for the "Touch Controls" section under the Link tab. Touch overlay buttons appear as "Touch Overlay" in the device list and can be remapped there.

Q: Rumble doesn't work with my Bluetooth controller.

A: External Bluetooth controller rumble is not currently supported. Rumble works via device vibration on handheld devices (e.g. Retroid Pocket). A fix for Bluetooth controller rumble is planned.

Known Bugs

  • External Bluetooth controller rumble is not supported. Device vibration is used as a fallback.
  • Touch overlay and physical controller button mappings share the same slot per port, so you cannot assign different actions to the same button on each.

Build

Build Tools

  • Ubuntu Noble Numbat | 24.04.2 LTS
  • CMake 3.31.5
  • OpenJDK 17
  • Android SDK 31
  • Android NDK 26.0.10792818
  • Android Gradle Plugin (AGP) 8.10.1
  • Gradle 8.11.1

Build Instructions

Building requires Docker (or any OCI-compatible tool such as Podman) on a Linux environment. Windows users should use WSL2 and clone the repository to a native Linux path (e.g. ~/Shipwright) rather than a Windows-mounted path (e.g. /mnt/c/...), as NTFS mounts can cause build issues.

  1. Clone the repository and submodules:

    git clone https://github.com/please-be-nice/Shipwright-android.git
    cd Shipwright-android
    git submodule update --init --recursive
    
  2. Pull the build container:

    cd docker
    make setup
    

    If you prefer not to use the published image, you can build it locally from the included Containerfile instead:

    cd docker
    make create_container
    
  3. Build the APK:

    make build_release
    

The resulting APK will be at Android/app/build/outputs/apk/release/.

make setup only needs to be run once. On subsequent builds, make build_release is all that's needed.

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Action / Adventure
Status
beta
Original platform
GameCube / Nintendo 64
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 1

Android
View on GitHub
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