AI has managed to blur the lines between platform-locked games, which is why, in another demonstration, The Legend of Zelda: Ocarina of Time, which is only available on the Nintendo Switch and Nintendo 64, was able to run natively on iPadOS. Now, it's possible that older titles like this can run on different operating systems. That post details how a developer (Kahris) successfully made this possible using an open-source project called Ship of Harkinian.
Codex 5.6 Sol helped build the iOS compatibility layer to get The Legend of Zelda: Ocarina of Time running on the iPad
On a previous occasion, we reported that Command & Conquer: Generals Zero Hour was ported to iPadOS using Claude Fable 5. Now, Kahris on X shows that it’s possible to use Codex 5.6 Sol and bring The Legend of Zelda: Ocarina of Time to the same platform. We’ll remind readers that what they’re seeing below isn’t an emulation of the game, but a native port that was possible because AI helped build an iOS compatibility layer.
Also, the impressive part about this native port is that Ocarina of Time isn’t running at a pixelated 240p resolution and subpar 20FPS like it did on the Nintendo 64. Thanks to modern and powerful hardware, the same game is running at a rock-solid 60FPS and at full resolution, with widescreen support added. The Legend of Zelda: Ocarina of Time’s code was decompiled into C and rebuilt as a native ARM64 app that uses Apple’s Metal graphics API.
While Kahris shows off that the game can be run with iPadOS’ touchscreen controllers, the port offers complete support for Bluetooth accessories like controllers, along with keyboard and mouse inputs. The entire build and guide on how to run the game on the iPhone or iPad are available on GitHub, so if you want to give it a try, go right ahead.
News Source: Kahris
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