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Link's Awakening DX (multi-platform port)
PORTSNATIVE

Link's Awakening DX (multi-platform port)

PORT NATIVOACCIÓN / AVENTURAALPHA

Link's Awakening DX (multi-platform port)

The Legend of Zelda: Link's Awakening DX

OrigenGame Boy Color

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Ver proyecto oficial

Sobre el proyecto

The Legend of Zelda: Link's Awakening DX es un videojuego de acción y aventura publicado por Nintendo en 1998.

4 versiones de The Legend of Zelda: Link's Awakening DX

Estás viendo: Link's Awakening DX (multi-platform port)

Link's Awakening DX (multi-platform port)github.com/sp00nznet/linksawakening-portable
Por confirmar
Actual
Link's Awakening DX - Static Recompilationgithub.com/sp00nznet/LinksAwakening
Windows
Linux
macOS
›
Link's Awakening DX HD (Switch)github.com/Alexgg1014/The-Legend-of-Zelda-Link-s-Awakening-DX-HD-Alek-s-Ultimate-NX-Edition
Por confirmar
›
The Legend of Zelda: Link's Awakening DX - LADXHD Updatedgitlab.com/bighead.0/ladxhd_updated
Windows
Linux
macOS
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

linksawakening-portable

The Legend of Zelda: Link's Awakening DX, statically recompiled to C and built for game consoles, handhelds, Android and the browser. It's the console side of LinksAwakening: the same game code and runtime, with one platform backend per target. You supply your own ROM; no game code is distributed here.

Part of the sp00nznet recomp projects, built on the gb-recompiled toolkit and following the same house style (generated code is never committed).

Status

v0.1.0. Every target below builds from your ROM with one command (the installer, Setup.cmd or setup.sh), tested end to end on 2026-10-20. "Last seen running" is the most recent time someone actually ran that build; a target that has only been built says so.

TargetBackendBuilds (2026-10-20)Last seen running
WindowsSDL2 (LinksAwakening)✅ 23 MB exePlays through dungeons; headless run checked 2026-10-20
PlayStation 4SDL2 (OpenOrbis)✅ 19 MB .pkgReal hardware
PlayStation 3platform_psl1ght.c✅ 23 MB EBOOT.BINRPCS3, ~56 fps, title + gameplay
Nintendo 3DSplatform_3ds.c✅ 20 MB .3dsxAzahar and a real New 2DS XL, gameplay
Nintendo Wiiplatform_wii.c✅ 22 MB .dolDolphin, title + intro
Nintendo GameCubeplatform_gamecube.c✅ 22 MB .dolNot run yet
Sega Dreamcastplatform_dreamcast.c✅ 14 MB .elf (-Os)Flycast, title screen; not full speed
PlayStation 2platform_ps2.c✅ 22 MB .elfNot run yet
PSPplatform_psp.c✅ 20 MB EBOOT.PBPNot run yet
PS Vitaplatform_vita.c✅ 9.4 MB .vpkNot run yet
AndroidSDL2 (NDK)✅ 10 MB .apk (x86_64)Android emulator, title screen
WebAssemblySDL2 (Emscripten)✅ 14 MB .wasmBrowser: loads, renders, plays audio
Xbox 360platform_libxenon.c✅ 22 MB .elf32 (XeLL)Never: Xenia can't run libxenon homebrew; needs RGH/JTAG hardware
Original XboxSDL2 (NXDK)✅ 13 MB .xbeHangs at the Xbox logo in xemu

Tested ROM: Legend of Zelda, The - Link's Awakening DX (USA, Europe) (Rev 2), SHA-1 1c091225688d966928cc74336dbef2e07d12a47c.

Multiplayer isn't part of these builds; it lives in la-mp.

Screenshots

3DS — title (Azahar)3DS — name entry3DS — gameplay
3DS title3DS name entry3DS gameplay
PS3 — title (RPCS3)Wii — title (Dolphin)Android — title (emulator)
PS3 titleWii titleAndroid title
Sega Dreamcast — title (Flycast, stock 16 MB)
Dreamcast title

Getting Started

Every route builds all 13 consoles from your ROM inside Docker, so the only thing to install is Docker itself: Docker Desktop on Windows and macOS, or Docker Engine on Linux. Start it before you begin. The first run downloads about 20 GB of toolchain images and takes 1 to 2 hours. A rerun skips everything already built.

Installer (easiest)

  1. Download the installer for your system from the latest release: LinksAwakening-Consoles-Installer-windows-x64.exe, -linux-x64.tar.gz or -macos-arm64.zip. It isn't signed: on Windows, SmartScreen asks first (More info, Run anyway); on a Mac, open it once, then Open Anyway in System Settings → Privacy & Security.
  2. Choose the folder your ROM is in (the .gbc, or a .zip with it inside), and press Build.
  3. When it's done, Console builds opens the folder with one subfolder per console. builds/README.txt says which built and what's known to work.

The installer is recomp-launcher with launcher/launcher.json; all it does is run the setup script below with your ROM folder.

Setup script

  1. Get the source, with submodules:

    git clone --recurse-submodules https://github.com/sp00nznet/linksawakening-portable.git
    cd linksawakening-portable
    

    Trip-up: on Windows, Filename too long means the nested submodules hit the 260-character path limit. Run git config --global core.longpaths true (or clone to a shorter path), then git submodule update --init --recursive.

  2. Run the setup, giving it your ROM's folder:

    • Windows: double-click Setup.cmd (it asks), or tools\setup.ps1 -Game <folder>
    • Linux and macOS: ./setup.sh --game-dir <folder>

    Add -Targets wii,psp (--targets wii,psp) to build only some consoles.

  3. The builds are in builds/<console>/, with a summary in builds/README.txt. Each console's full log is in build-logs/.

What it runs, step by step: docs/BUILDING.md. It turns your ROM into C once in the devkitpro/devkitppc image (scripts/recomp.sh), then runs each line of scripts/targets.tsv in that console's toolchain image. You can run any one of those lines by hand.

Usage

Each build is a normal homebrew package for its platform: copy it over and launch it the way that platform runs homebrew (BUILDING.md has the details per target). Saves go to a linksawakening folder on the target's storage (sd:/linksawakening/ on Wii and GameCube, ms0:/linksawakening/ on PSP, and so on), so they're kept when you rebuild.

Building from source

  • Setup: setup.sh (Linux, macOS) and tools/setup.ps1 (Windows) do the same thing: check Docker, run scripts/recomp.sh (ROM to C), then every line of scripts/targets.tsv. Android's toolchain image is built from docker/android.Dockerfile.
  • Build scripts: scripts/build_<target>.sh. They find the repo through scripts/env.sh, so they run from any checkout, under WSL or inside Docker with the repo mounted at /src, and skip recompiling rom.c when its object file is newer.
  • The game and runtime: the LinksAwakening/ submodule. It holds rom_main.c (one entry point for every target) and, inside it, gbrecomp/runtime/ with every platform_*.c backend.
  • Porting notes: docs/PORTING.md (the platform contract), docs/ENDIAN_AUDIT.md (big-endian targets), docs/PAL_AUDIT.md.
.
├── LinksAwakening/   submodule: entry point, gen/ (your ROM's code), gbrecomp/ (runtime)
├── scripts/          build_<target>.sh, env.sh, PS4 packaging, WASM shell
├── android/          Gradle project (SDL2 is staged in at build time)
├── xbox/             NXDK Makefile
├── docs/             BUILDING.md and the porting notes
└── screenshots/

Credits

  • Recompiler and runtime: arcanite24/gb-recompiled, with our changes in sp00nznet/gb-recompiled
  • Game knowledge: the LADX-Disassembly contributors
  • Toolchains: devkitPro (Wii, GameCube, 3DS), PSL1GHT (PS3), OpenOrbis (PS4), KallistiOS (Dreamcast), PS2SDK and gsKit (PS2), pspdev (PSP), VitaSDK (Vita), libxenon (Xbox 360), nxdk (original Xbox), Emscripten, the Android NDK, and SDL2

License

The code in this repository is MIT.

That covers the build scripts, packaging and documentation. It does not and cannot cover The Legend of Zelda: Link's Awakening DX: the game's code, art, audio and data belong to Nintendo, are not distributed here, and you need your own legitimate copy. The C generated from your ROM is a derivative of the game and is never committed. This project is not affiliated with or endorsed by Nintendo.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
alpha
Plataforma de origen
Game Boy Color
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
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