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v1.7 Enhanced — HDR, GameCube look and the latest of both upstream projects
This version brings in everything new since v1.4: the latest Android port this fork comes from
(GreenNaugahyde's v0.9.1 to v0.9.4), a large set of improvements from the original project
(ZeldaWWHDRecomp up to v0.3.0), and new features of this fork: HDR output with an in-game
calibration, a colour saturation setting and a GameCube look mode.
The APK contains no game files, no game code and no keys. It installs over any earlier version
and keeps your saves and settings. At its first start the game code is prepared again (a few
minutes, once), and shaders are compiled again as you play.
New in this fork
GameCube look (Options → Graphics)
Takes away the HD remaster's render additions, based on the public decompilations of both games
(GameCube and HD). Resolution and aspect ratio stay their own settings. With it on:
- No bloom, no ambient occlusion and no depth of field (the HD's depth of field also vignetted and
colour-graded the picture). - Only Link casts a shadow, projected from the sun, as his projected shadow on the GameCube;
buildings, trees and other characters cast none. - Hard toon shading instead of the HD's soft shading at the light / shade boundary.
- The GameCube's lighting: its time-of-day palette schedule (the full day lasts until 18:00, not
17:00), palette colours without the HD's extra intensity factors (also the sea's colours), and
torches and other point lights no longer light every surface per pixel.
Your bloom and ambient occlusion settings are kept and come back when it is off.
HDR (Options → Graphics → HDR)
- HDR10 output on screens that offer it: the game's highlights (sun, reflections, magic) rise
above the normal white; the rest of the picture stays as in SDR. A dither keeps gradients such as
the sun's halo smooth. - Calibrate HDR: six short steps over the running game: peak brightness (a test pattern),
paper white, highlights, colour saturation and white balance (temperature, tint). Each step has a
↺ button for its default, and Hold: compare without HDR really switches the screen to SDR
while held. Works with touch and with a controller. - Defaults that hold on any HDR screen: paper white at the HDR reference white (203 nits), the
screen's own reported peak, the game's exact colours, white at 6500 K. Reset HDR settings puts
them all back. - Follow the screen brightness (Android 14+, where the phone reports it): the paper white moves
with the brightness bar. - HDR colours: Accurate (default) or Vivid, like the phones' vivid colour modes.
- Extended sRGB as a second, experimental HDR mode.
HDR is off by default. On phones it helps most below full brightness: at maximum brightness the
screen has little room left above the normal white.
Colour saturation (Options → Graphics)
Stronger colours for the picture without HDR, 100% (original) to 200%.
From the original project (ZeldaWWHDRecomp)
Frame interpolation (60, 120 and 40 fps):
- Mini-game countdowns count game steps: the Rito letter sorting can be won again, and the
auction and boat race timers run at the right speed. - The aiming reticle (boomerang, grappling hook, hookshot) no longer doubles.
- Link no longer flickers in conversations filmed over his shoulder.
- Sails, flags and capes move smoothly; ropes (grappling hook, rope bridges) no longer jitter.
Graphics:
- Puppet Ganon's room no longer crashes the game.
- Shadows at 1.5x–4x resolution no longer switch between sharp and blurry.
- Less memory per shader (1 MB reserved instead of 12 MB), and no crash when memory runs out.
- GPUs without 3-component vertex formats (some PowerVR and Mali) draw correctly.
- Gameplay field of view (75–250%, Options → Graphics); cutscenes and menus keep their view.
Tall screens (16:10, 4:3) now widen the view instead of cropping it.
Gameplay and controls (Options → Mods / Controls):
- Sailing speed per sail (1x–3x), with the rudder answering as at normal speed, and
automatic wind with the normal sail. - Extended enemy lock-on (1x–3x range), and R3 switches to the next enemy while locked on.
- Xbox / PlayStation button prompts in the game's texts and HUD, matching the button in each
place (Button prompts: automatic follows the controller in use). - Skip the controller question after the title screen (on by default).
- Save states keep my controller (on by default): loading a state made with the other controller
switches the game to the one you use now. - Master volume (Options → Game).
- The hybrid layout recognises more of the game's menus (bag windows, HD menus).
From the Android port (GreenNaugahyde v0.9.1–v0.9.4)
- Save states without stopping the game, loading from anywhere (title screen, file select),
an auto save every 2, 5 or 10 minutes and a Last session state when you leave the app. - Mod packs: Cemu graphic packs and game file mods from
.zip/.rar. - Shader head start: a template of the game's shaders is prepared in the background at the first
start, so first visits to a place stutter much less. - Cheats: rupees, bait and spoils, infinite swimming, fill the bags, and more.
- Jump anywhere and Moon jump; faster climbing and sidling.
- Inverted camera up/down (first person and aiming, or always).
- Fixes for GPU hangs on older Qualcomm drivers (Adreno 640/650), lower memory use for shaders and
save states, rumble on the phone when the controller has none, quick doors in the Forbidden Woods
spore rooms, and better crash logs.
Installing
Install the APK over any earlier version. Requirements: Android 11 or newer, 64-bit ARM,
Vulkan 1.1, about 2 GB of free storage and memory.
If the app crashes, share the log it offers at the next start (or from About) with your report.