Wind Waker HD Recomp 0.4.0: extracted game, build options and the two-window first launch
ItsOOGWAY · PC guides & recorded tests
Wind Waker HD Recomp 0.4.0: extracted game, build options and the two-window first launch
Play The Legend of Zelda: The Wind Waker HD on PC with this step-by-step Windows setup guide. I show the native PC port download, game-folder selection, automatic build, shader preparation and the first playable area on Outset Island.
The key checkpoint: Select the supported extracted game folder, let preparation finish and distinguish the TV window from the separate GamePad view. The footage tests the opening on Outset Island.
Before you start
- Use the recorded versions and the supported inputs listed in the original notes below.
- Compare the last successful checkpoint before choosing a fix.
- Keep original files, relevant logs and a known working setup when testing changes.
Resources from this video
Links, downloads & documentation
Every original URL from the video description is collected here, including recorded releases, setup discussions and related videos. Use the version-specific notes when following a recorded build.
Watch the complete video
Open this video on YouTube ↗. Screenshots below link to their exact recorded moments.
Walkthrough 01
Check the release and your own game input
I'm using the Wind Waker HD recomp project, version zero point four point zero. This is an unofficial native PC port of the Wii U HD game. The project download and your game files are separate things. You'll need your own game dump for the setup; the Windows ZIP by itself is not the complete game. Start with the project link in the resources section and open Releases. Scroll down to Assets. There are downloads for several systems here, so take a moment to choose the correct one.
In this recording, I download the Windows x eighty-six sixty-four ZIP. That is the package I'm using on my Ryzen PC. The Windows ARM package is a different download. For this release, the project lists Windows ten, version nineteen-oh-three or newer, or Windows eleven, with a compatible Vulkan graphics driver. Before following along, check the requirements on the linked project page, especially if you're using older hardware. This guide follows the version visible in the recording, so the interface may change in later releases.
Walkthrough 02
Extract the complete Windows package
Once the ZIP finishes downloading, extract the entire archive into a folder where you want to keep the port. Open that extracted folder and find Wind Waker HD dot exe. Keep the other files and folders beside it. We're launching it from the extracted folder, rather than trying to run the application inside the ZIP. Windows shows a protection prompt during my first launch. If that happens on your computer, check the file's origin before deciding whether to continue.
My download came from the project's release page. You do not need to switch off Windows protection for this guide.
Walkthrough 03
Identify the game folder in the wizard
The setup wizard opens next. Continue from the welcome screen until you reach Choose your game. This is where you connect the port to your own copy of Wind Waker HD. There are two buttons: one for a disc image or archive, and another for an already extracted game folder. I'll follow the extracted-folder route shown here. Click Choose extracted game folder, browse to your game, select its main folder, and confirm. The project describes an extracted Wii U game as having code, content and meta folders.
Choose the parent containing those folders. Don't select an unrelated download folder just because it has Zelda in the name. Watch the message after you select it. In my recording, the wizard recognises The Wind Waker HD, USA, and shows a green check. It also says the extracted folder is used where it is, with nothing copied. That means I need to keep this game folder available after setup. The green confirmation is the checkpoint to look for before moving on.
Walkthrough 04
Review shader and code-mod options before preparation
Now there are two checkboxes underneath. I leave Prepare shaders now enabled, as recommended by the wizard. The second option is Build with code-mod support, and I leave that disabled for this first setup. The explanation on this screen makes an important distinction: code mods need that support, but built-in mods, graphics packs and content mods don't all require it. You don't need to enable every option just because it mentions mods. With the game recognised and those options set, click Next.
The wizard now shows the preparation stages: checking the folder, getting the compiler, translating the code, compiling it, building the game, and preparing shaders. This is the part where the application does the build work for you. You aren't expected to type the compilation commands yourself. I'll speed up the waiting here, but keep the stage changes visible so you can recognise them on your computer. The compiler download, compilation and shader preparation don't all finish at the same speed.
Follow the stage indicator instead of expecting the percentage to climb evenly. In this recording, preparation takes a little over two minutes before the next page appears.
Walkthrough 05
Choose a save and understand both game views
When that finishes, the wizard asks about a save. I choose Start with a new save. The other choices are for bringing in an existing save or copying saves and settings from another installation. Those are optional routes; I'm showing a fresh start, so you can leave the first option selected and continue. The next page says Ready to play, with a green confirmation that the game is prepared. There are also optional choices to remove the downloaded compiler and add a Start menu entry.
Those are separate from the game being ready. Check what you want, then click Play. Here is the part that can look confusing on the first launch: the game has a TV view and a separate GamePad view. In my recording, they overlap on the desktop, and I switch between them. One window showing a menu while the other shows the game doesn't mean setup failed. Pay attention to which window you're interacting with. Confirm the save-data message, continue to File Selection, and choose a new quest log.
Enter your name, confirm it, and start the game. I'll keep the useful confirmations visible and shorten my switching back and forth between windows, so you can follow the actual sequence without repeating the hesitation in my recording.
Walkthrough 06
Test the opening at the recorded settings
Once the opening sequence ends, return to the main game view. We reach Outset Island, and now I can move Link, turn the camera, climb down and explore. This is the practical check I wanted after setup: not just a logo appearing, but the game accepting input and letting us move through the opening area. The game window here reports thirty frames per second at one-times resolution. I'm leaving this footage at normal speed so you can judge the result shown.
The recording covers this opening test; it isn't a full-game benchmark. First get the game working in this configuration, then make further changes one at a time so you can tell what helped. If you've reached the island and your controls respond, you've reached the same point as this walkthrough.
If your result differs
| Situation | Next useful check |
|---|---|
| The process stops at a different checkpoint | Record the exact message, current build and last successful stage. Compare that stage with the matching video section. |
| A setting is selected but the result differs | Repeat the same scene and change one option at a time. A menu target does not establish measured performance. |
| A newer release changes the interface | Check the linked release notes and instructions. This companion preserves the recorded route and its limitations. |
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