Ocarina of Time Remake on PC: From the Build 75 Black World to Superbuild v12

Follow the Ocarina of Time remake from the early black-world issue to Kokiri Forest in Superbuild v12. See the Docked workaround, Builds 88 and 93, and a separate native Hookshot run.

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Build 75 and the visible-HUD symptom

The early recording reached menus and showed hearts while the 3D world remained black. The documented Docked workaround restored the scene in that case. Keep the build number attached to this observation.

Build 75 and the visible-HUD symptom
Recorded checkpoint at 0:48

Build 88 reaches a playable scene

The Build 88 segment shows a dated result after the early black-world issue. Follow the character movement and scene rendering as evidence that the test reached gameplay.

Build 88 reaches a playable scene
Recorded checkpoint at 2:12

Build 93 extends the opening-area check

Build 93 shows launch and an opening checkpoint in a later emulator session. The recordings were made separately, so treat the sequence as a record of milestones.

Build 93 extends the opening-area check
Recorded checkpoint at 3:39

Hookshot is a separate native route

The Hookshot segment compiles a Windows executable using a separate workflow. The first launch and opening footage establish what that build reached.

Hookshot is a separate native route
Recorded checkpoint at 6:29

Superbuild v12 returns to the forest

The later v12 session shows the preset and playable forest. Optional graphics and the recorded retry come after the baseline. An add-on’s setup progress and the game’s playable checkpoint are separate observations.

Superbuild v12 returns to the forest
Recorded checkpoint at 9:15

Video chapters

Use your own game files. Credit to the linked project contributors and the game creators. Music: Cybernetic Ride.

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