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Static recompilation of Link's Awakening (Switch) to native macOS, Windows and Linux

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LAS Recomp

Important

This project was made almost exclusively with AI. Nearly all of the code, tooling, reverse engineering and documentation in this repository was written by and will be maintained by an AI (Anthropic's Claude, through Claude Code), directed, tested and reviewed by a human. As a huge fan of this game, I made this for myself. Sharing it is a courtesy. If you don't agree with the use of AI or don't trust code written by AI, that is your right, but I'm not interested in the controversy in relation to this project. You may simply ignore this project and its code. As with anything on the internet, you run the code at your own discretion.

LAS Recomp is a static recompilation of The Legend of Zelda: Link's Awakening (Nintendo Switch, 2019) into a native Windows, macOS, Linux, Android and iOS application.

Note

Currently supported platforms:

  • macOS - Apple Silicon only, Metal graphics backend + MetalFX
  • Windows - x86-64 only, Vulkan graphics backend
  • Linux - x86-64, Vulkan graphics backend (AppImage)
  • Android - arm64, Vulkan graphics backend
  • iPhone and iPad - arm64, Metal graphics backend (sideloaded: see iPhone and iPad)
  • Linux aarch64 (ARM) - experimental: the latest build is on the Experimental builds page; reports welcome (docs/linux.md lists what to include)

System requirements

These are the minimums during the beta and may change as development continues.

macOS: any Apple Silicon Mac (M1 or newer) on macOS 15 or newer. Intel Macs aren't supported.

Windows and Linux:

Minimum
OS Windows 10 or 11 (64-bit), or 64-bit Linux from about 2022 or newer (including the Steam Deck)
CPU x86-64 with AVX2 and FMA: Intel 4th gen (Haswell) or newer, or AMD Ryzen
GPU Vulkan 1.3 with an up-to-date driver, about as fast as a Switch or faster. For example: NVIDIA GTX 900 series or newer, AMD Radeon RX 400 series or Ryzen integrated graphics or newer, Intel Iris Xe or newer
RAM 8 GB (16 GB recommended)
Disk About 12 GB free for setup

Android:

Minimum
OS Android 11 or newer, 64-bit (arm64)
Chip Snapdragon 865 (Adreno 650) or as fast, for example the Retroid Pocket 5
GPU driver Vulkan 1.3. Older Adreno phones ship a Vulkan 1.1 driver: pick a Turnip driver package in Settings > System. The latest we've tested is Turnip 26.3.0 R6 (Turnip_v26.3.0-R6.zip) from StevenMXZ's Adreno-Tools-Drivers
RAM 8 GB
Storage About 15 GB free

Tip

We recommend turning on Dynamic resolution and choosing an FPS target. The resolution then adjusts to what your device can handle, and drops when the chip heats up and slows down, which most phones and tablets do over longer play.

iPhone and iPad:

Minimum
OS iOS or iPadOS 16.4 or newer
Device iPhone 15 Pro or newer
iPad Pro (2021) or newer
iPad Air (2022) or newer
iPad mini (2024) or newer
Storage About 15 GB free

Tip

We recommend turning on Dynamic resolution and choosing an FPS target. The resolution then adjusts to what your device can handle, and drops when the chip heats up and slows down, which most phones and tablets do over longer play.

Mabe Village in a 21:9 window: the unlocked aspect ratio shows more of the island

Note

No game files are included. LAS Recomp needs your own legally obtained copy of the extracted game files of Link's Awakening v1.0.0, v1.0.1 or v1.1.0. When setting up, choose a folder that contains the exefs and romfs folders, or their contents. Instructions on how to obtain these files will NOT be provided. On first launch the app sets up what it needs, including the actual recompilation locally. No game files, assets or fonts are included. The screenshot shows the start screen after setup; no Nintendo artwork is included until provided by the user.

The start screen: choose vanilla or a randomizer seed, set up your game files, settings

Project Discord

https://discord.gg/DhrgdYqdcY

Status

This is a beta release. That means bugs are likely, crashes could occur, randomizer seeds could possibly be unsolvable (dungeon room shuffle modes are especially experimental at this point) and some graphics issues remain (especially in wide and ultrawide aspect ratios). This is a work in progress, hence the beta designation. To report a bug or a possible randomizer logic issue, open a GitHub issue - see CONTRIBUTING.md for what to include.

Known issues

Known issues and their status are on the GitHub issues page.

Steam Deck

  • Add the AppImage to Steam as a non-Steam game and play it from there. In Desktop Mode, games Steam didn't launch get Steam's desktop controller layout, which sends extra keyboard presses.
  • If it won't start, add this to the game's launch options in Steam: APPIMAGE_EXTRACT_AND_RUN=1 %command%

iPhone and iPad

The iOS app is made on your computer from your own game files, then sideloaded.

  1. Set up LAS Recomp on a Mac, Windows or Linux computer as usual.
  2. From the same release, download LAS Recomp-<version>-iOS.laskit.
  3. On the start screen, open Settings > System > Recomp for iOS..., choose the kit, then Export iOS app. The app is saved to your Downloads folder as LAS Recomp-<version>-iOS.ipa.
  4. Install the .ipa with a sideloading tool such as SideStore, AltStore or Sideloadly. A free Apple account works, but the app then has to be refreshed every 7 days. LAS Recomp only makes the .ipa. Installing it is up to you, and we can't help with these tools since they're made by others. The extra steps come from Apple's limits on installing apps, not from LAS Recomp.
  5. Copy your game files folder (with exefs and romfs in it) to the phone or iPad:
    • Mac: connect it with a cable, select it in Finder's sidebar, open the Files tab and drag the folder onto LAS Recomp.
    • Windows: the same in the Apple Devices app (or iTunes), under Files > LAS Recomp.
    • USB-C drive: put the folder on the drive and plug it in (iPhone 15 or newer, USB-C iPads).
    • iCloud Drive: upload the folder, then in the Files app move it to On My iPhone (or On My iPad). LAS Recomp won't use game files that are still on iCloud Drive.
  6. Open the app and choose that folder when it asks for your game files. Use the same game version as the files on your computer.

Increased Memory Limit

LAS Recomp asks iOS for more memory than a normal app gets. iOS only grants it when the tool that signs the app also turns on Increased Memory Limit for the app's App ID. Not every tool does. Without it, iOS may close the game when it needs more memory, and the start screen says "Installed without the increased memory limit".

How the app is installed Keeps it
AltStore Classic 2.2 or newer Yes
Impactor, from a computer Yes
Xcode, with a free (Personal Team) or paid Apple account Yes
SideStore 0.7.0 with a free Apple account No
Sideloadly and other tools Check the start screen

If your sideloader didn't add it, see docs/ios.md for a one-time fix with GetMoreRam. More on the iOS app is there too.

Features

  • This is not emulation. It runs natively on Windows, macOS, Linux, Android, iPhone and iPad.
  • Works with game versions 1.0.0, 1.0.1 and 1.1.0.
  • Built-in randomizer: make seeds in the app, with presets, seed IDs to share, separate saves for each seed, a tracker and a spoiler log. Shuffle items, entrances, dungeon rooms, enemies and more, and switch between vanilla and any seed without restarting.
  • Wider screens show more of the island, up to ultrawide. You can switch back to the original 16:9.
  • Higher resolutions, a "match your display" option and dynamic resolution with an FPS target, with MetalFX (Mac) or FSR 1 (Windows, Linux and Android) upscaling and SMAA anti-aliasing.
  • Sharper shadows, ambient occlusion and Frame Generation, each optional.
  • Shaders are prepared ahead of time, so new areas don't stutter.
  • In-game menu: F1, or Home or Minus + Plus on a controller.
  • Keyboard, controller and touch controls, with every button remappable and a touch layout editor. Button prompts match your controller (Xbox, PlayStation or Nintendo).
  • Controller rumble, and the light bar on PlayStation controllers shows Link's health.
  • Stereo or 5.1 surround sound.
  • Play in English, Japanese, Spanish, French, German, Italian, Dutch, Russian, Korean or Chinese (Simplified or Traditional), with menus also in Portuguese (Brazil). Auto follows your system language.
  • Optional extras: 360-degree movement, a hookshot that snaps to 8 directions, faster or instant text, blur removal, mirror mode and faster walking.
  • Cosmetics: colours for Link, the grass, water, walls and more, weather (looks only), and Game Boy style filters.
  • Optional run timer, with LiveSplit support.

Building from source

Every platform needs your own game files (v1.0.0, v1.0.1 or v1.1.0): build first, then use the start screen's game-file setup. make gen then recompiles the game code from your own game files into generated/, and make builds it into its own library next to the app (build/lasgame.*); without it the start screen builds that library itself, as it does for players. Release builds hold none of the game's code: the start screen builds it on each player's machine from their own game files, with the bundled generator (make gen-helper) and compiler (tools/fetch_zig.sh).

macOS

Requirements: Apple Silicon, Xcode command line tools (clang), Homebrew sdl3 and ffmpeg, Python 3.12.

  1. Build: make -j10 -> build/lasrecomp. Set up your game files (above), then make gen and make -j10 again.
  2. Randomizer: create the Python environment for LAS-Randomizer, from third_party/LAS-Randomizer: python3.12 -m venv venv && venv/bin/pip install -r requirements.txt.
  3. Run: ./build/lasrecomp extracted (start screen) or ./build/lasrecomp extracted --play (straight into the game).
  4. Package: make deps (once: SDL3, FFmpeg, keystone and Python from pinned sources, built for macOS 15), make rando-helper (the seed generator as a standalone helper, so players need no Python), make gen-helper and tools/fetch_zig.sh (what the start screen builds the game code with), then make app -> build/LAS Recomp.app (macOS 15+, Apple Silicon) and make dmg -> build/dist/LAS Recomp-<version>-macOS.dmg.

Windows

Requirements: Windows 10+ x86-64, a CPU with AVX2 and a GPU with Vulkan 1.3. More detail in docs/BUILD-windows.md. Windows on ARM (experimental) builds with the same setup script; see that page.

  1. One-time setup, in PowerShell from the repo root: powershell -ExecutionPolicy Bypass -File tools\setup_windows.ps1. It installs MSYS2 (UCRT64: clang, make, SDL3, FFmpeg, Vulkan, shaderc), Python 3.12 for the tools and the randomizer (third_party\LAS-Randomizer\venv) and switches the clone to LF line endings.
  2. Build, from an MSYS2 UCRT64 shell (or Git Bash with export PATH="/c/msys64/ucrt64/bin:/c/msys64/usr/bin:$PATH"): make -j -> build/lasrecomp.exe. Set up your game files (above), then make gen and make -j again.
  3. Run: ./build/lasrecomp.exe extracted, from a shell with C:\msys64\ucrt64\bin on PATH (for the DLLs).
  4. Package: make deps-windows (once: LGPL FFmpeg), make rando-helper RANDO_PY="<path to python.org Python 3.12>" (MSYS2's Python has no oead wheel), then make dist -> build/dist/LAS Recomp-<version>-windows.zip.

Linux

Requirements: x86-64 with AVX2 (or aarch64, experimental), a GPU with Vulkan 1.3, clang, SDL 3, FFmpeg, shaderc and Vulkan Memory Allocator from your distribution, Python 3.12. Packages, cross builds and details in docs/linux.md.

  1. Build: make -j -> build/lasrecomp. Set up your game files (above), then make gen and make -j again.
  2. Run: ./build/lasrecomp extracted.
  3. Package: make appimage (this machine's arch; ARCH=aarch64 cross-compiles) or make appimages (both) -> build/dist/LAS Recomp-<version>-linux-<arch>.AppImage, built in Ubuntu 22.04 containers (podman). make smoketest checks the x86-64 AppImage before a release.

Where files live (game files, saves, seeds, settings and logs):

  • macOS: ~/Library/Application Support/com.peiikai.lasrecomp/
  • Windows: next to lasrecomp.exe, so keep the LAS Recomp folder somewhere writable (not Program Files).
  • Linux: ~/.local/share/lasrecomp/
  • Android: Android/data/com.lasrecomp.android/files in the phone's storage.
  • iPhone and iPad: the app's folder in Files (On My iPhone / On My iPad > LAS Recomp).
  • You can move it to another folder or drive in Settings > System > Data folder.
  • LARECOMP_DATA_ROOT=<dir> overrides all of these.
  • For a bug report, attach lasrecomp.log from that folder.

Android

Requirements: the Android SDK with NDK 30.0.16248370, CMake 3.30.4 and platform 36, JDK 17 or newer, bash, curl and Python 3. Details in docs/android.md.

  1. Dependencies (once): bash android/deps/build_deps.sh and bash android/deps/build_gen_deps.sh.
  2. Build: cd android && ./gradlew assembleDebug -> android/app/build/outputs/apk/debug/app-debug.apk.
  3. Install it on the phone and set up your game files from the start screen. The game code is built on the phone.

Resuming game-code builds

If the game-code build is cancelled or interrupted, Resume game code continues where it stopped. It also resumes by itself the next time LAS Recomp starts. System > Clear build cache removes the build's leftover files without touching the installed game, your game files or your saves.

Credits

Contributors - thank you to everyone who has sent code (GitHub handles, in order of first contribution):

  • @dvilelaf - the System language setting (#15), a packaging fix (#10) and the level-transition crash fix (#34)
  • @Tensorlong - the fix for the white Link on M1 Macs (#18)
  • @mansarip - support for unrecognised controllers (#26)
  • @we11adam - the right font for each language (#27) and the Chinese language codes (#25)
  • @Maganra - faster graphics checks on Linux (#42)
  • @hjqcan - game addresses in one place (#57), settings and Traditional Chinese fixes (#53), much less memory used on Windows (#107), Vulkan fixes (#108, #127, #128), an x86 rounding fix (#115), movie memory fixes (#112), Windows logs (#114), resumable game-code builds (#56), and save fixes (#169, #170, #182)
  • @gitarre1234rr5 - controller rumble (#104) and a regression test (#88)
  • @rkammoun - the fix for the black walls in the Ukuku Prairie cave on Mac (#215, #216)
  • @NevesHenry - a clear message on Linux when no file window can open (#298), the rumble test running in CI (#299), Linux builds finding their own SDL3 (#437), font re-imports that no longer empty the font (#490), a message box on Linux for a CPU without AVX2 (#491), the build and system in the log bot's summary (#582), an FFmpeg licence check that really checks (#583), the GPU driver in the log bot's summary (#588), each attached log counted once (#589), the game files check in the log bot's summary (#600), summaries for logs attached by editing a comment (#601), a Linux AppImage build that stops when its container fails (#653), and a zig download that starts over after being cut off (#667)
  • @ky1vstar - a much faster Linux ARM release build (#319), touch menus and on-screen controls for phones (#634), the frame interpolation presenter on CADisplayLink (#649), one shared macOS and iOS host layer (#685), the iOS cleanup after #238 (#697), iOS fixes for saves, errors and Files (#690), a safer, simpler iOS kit export (#704), seed generation on iOS that shows its progress and handles room shuffle re-runs (#735), a clear message on iPhones and iPads that can't run the game (#761), checksums for every iOS download (#762), and a leaner iOS CI job (#763)
  • @theb0rg - the fix for AMD integrated graphics on Windows (#335)
  • @gtf-dot - the game-text font on Linux (#330)
  • @cfcosta - full speed on Linux AMD handhelds like the Steam Deck and ROG Ally (#392)
  • @gsel001 - a check in CI that the Mac app starts (#420), and rupees up to 9,999 in the cheats and save editor (#453)
  • @wimw85 - much faster game code setup on the Steam Deck and other PCs (#434)
  • @missionfloyd - a much smaller game code build, without debug info (#487)
  • @wolfchimneyrock - full speed on ARM Mali graphics (#527), the CPU and GPU working in parallel on Mali (#529), and faster render passes on Mali (#528, #534), a cheaper FSR upscale (#532), the game on the big cores of ARM and Intel hybrid CPUs on Linux (#533), no more flickering grass and shadows on Mali (#546), the game starting on Snapdragon (Adreno) devices (#561), much faster shaders on Mali and Adreno (#562, #563, #579), faster graphics memory on Mali with Mesa (#564), GPU tuning tools for Vulkan (#565), no more memory leak on Arm's Mali driver (#607), smaller shader stacks that keep 4 GB Mali boards from running out of memory (#645), and less shader scratch memory on PanVK (#646)
  • @bgevko - an option to keep the area's music during Guardian Acorns and Pieces of Power (#642)

Mobile ports - special thanks to the people who brought the game to phones and tablets:

Thanks also to everyone who reports issues and tests builds. Your logs and screenshots find most of the bugs.

LAS-Randomizer - the randomizer at the heart of this project's randomizer features, vendored (with local changes) in third_party/LAS-Randomizer under the MIT license. Huge thanks to its authors and community:

Community mods - some options re-implement ideas from these GameBanana mods (re-implemented in the recomp; none of their files are used):

Art

  • Kenney - the D-pad on the HUD for D-pad items, from the Input Prompts pack (CC0, third_party/kenney)

Libraries and tools

  • SDL 3 - windowing, input, audio (zlib license)
  • FFmpeg - movie playback (LGPL)
  • Dear ImGui - overlay menu and start screen (MIT)
  • Baloo 2 by Ek Type - the start screen's font (SIL Open Font License 1.1, third_party/fonts/Baloo2/OFL.txt)
  • BIZ UDPGothic by Morisawa - the game's text on Linux when you haven't imported the Switch fonts: a free font from the same universal-design gothic family as the Switch's UD Shin Go (SIL Open Font License 1.1, third_party/fonts/BIZUDPGothic/OFL.txt)
  • DejaVu Sans - the in-game menu and button letters when no system font fits, and the game text's last resort (Bitstream Vera / DejaVu license, third_party/fonts/DejaVu/LICENSE)
  • Vulkan Memory Allocator - Windows and Linux renderer (MIT)
  • SMAA by Jorge Jimenez, Jose I. Echevarria, Belen Masia, Fernando Navarro and Diego Gutierrez - the anti-aliasing option (MIT, third_party/smaa/LICENSE.txt)
  • AMD FidelityFX Super Resolution 1 - the Windows and Linux upscaler option, ported to GLSL (MIT)
  • oead and evfl - Nintendo file formats, used by LAS-Randomizer
  • PyInstaller - packs the seed generator into a standalone helper (GPL 2.0+ with the bootloader exception, which allows distributing the packed program). The helper bundles CPython (PSF License), oead / evfl (GPL 2.0+), Keystone (GPL 2.0; Python bindings BSD), quicktex (LGPL 3), Pillow (MIT-CMU), PyYAML (MIT) and appdirs (MIT)
  • The iOS app has no helper: it embeds BeeWare's build of CPython 3.13 for iOS (PSF License; with bzip2, libffi, mpdecimal, OpenSSL and XZ for the standard library) and the same generator packages, built for iOS, inside the app, and links SDL 3 and FFmpeg statically. Their licence texts ship in the app (LICENSES/).
  • Zig - its C compiler (zig cc: Clang and LLD) builds the game code on the player's machine during setup (MIT; LLVM, Clang, LLD: Apache 2.0 with LLVM exceptions)
  • The game code generator (tools/gen.py) is packed by PyInstaller into a standalone helper too. It bundles CPython, Capstone (BSD 3-clause; disassembly), Unicorn (GPL 2.0; Python bindings BSD; runs small pieces of code to resolve jump tables) and python-lz4 (BSD 3-clause, with the LZ4 library: BSD 2-clause)
  • shaderc - compiles the translated shaders for Vulkan on Windows, Linux and Android (Apache 2.0; with glslang and SPIRV-Tools)
  • The Android app, ported from LASRecompAndroid by mamcjr (MIT), also ships Python 3.14 for Android (PSF License) to run the game code generator on the device, volk by Arseny Kapoulkine (MIT) to load Vulkan, and libadrenotools and liblinkernsbypass, Copyright (c) 2021, Billy Laws (BSD 2-Clause; their licence text ships in the app), to load a custom Vulkan driver such as Turnip (not included)
  • envytools - NVIDIA GPU documentation used for the shader translator
  • An MIT-licensed open-source project's audio renderer and shader instruction decoders (license and copyright notice: third_party/ryujinx/LICENSE.txt) - the audio renderer's reverb is a port of its reverb code and the mixer is modelled on its renderer; its instruction decoders were the bit-layout reference for parts of the shader translator
  • XC2-Recomp-Contributions by circerio (MIT) - the branch-phi test shader in the shader translator's control-flow test (tools/test_translate_flow.c)
  • Dusklight by the TwilitRealm team (https://github.com/TwilitRealm/dusklight) - design inspiration for the start screen (Play / Settings / System layout)
  • SuperMarioWonderRecomp by BelmanteGu (https://github.com/BelmanteGu/SuperMarioWonderRecomp) - its ahead-of-time shader approach is what the first-launch shader preparation follows (a shipped list of shader variants, built on the player's machine from their own game files)
  • The Switch homebrew community's documentation (Switchbrew)

Legal

LAS Recomp is a fan project. It is not affiliated with, endorsed by or sponsored by Nintendo. The Legend of Zelda and Link's Awakening are trademarks of Nintendo. No game files, game code, assets or fonts are included - not in this repository and not in release builds. You must provide your own legally obtained copy of the game files to play.

License

LAS Recomp's own code (the recompiler tools, the runtime, the randomizer additions) is open source under the MIT License. Third-party components keep their own licenses: LAS-Randomizer (MIT), ported audio renderer code (MIT, see third_party/), Dear ImGui (MIT), Vulkan Memory Allocator (MIT), SMAA (MIT), AMD FSR 1 (MIT), the Baloo 2 and BIZ UDPGothic fonts (SIL OFL 1.1), the DejaVu Sans font (Bitstream Vera / DejaVu license), SDL 3 (zlib), FFmpeg (LGPL 2.1+, linked dynamically, and statically in the iOS app), the Zig compiler (MIT; its LLVM / Clang / LLD: Apache 2.0 with LLVM exceptions; its C library headers keep their own licenses), the iOS kit's Mach-O linker (LLD as built by the Rust project: Apache 2.0 with LLVM exceptions), miniz (MIT: the iOS kit and the .ipa it makes), and the generator helpers' bundled libraries listed under Credits (oead / evfl / Keystone in the seed generator and Unicorn in the game code generator are under the GPL, versions in the table below: each helper is a separate program the game runs, and its sources are this repository plus those projects' published sources). The iOS app is the exception: iOS runs no helper processes, so it embeds CPython and the seed generator's packages - oead, evfl and Keystone (GPL 2.0+ / GPL 2.0), quicktex (LGPL 3), Pillow, PyYAML, appdirs - and links SDL 3 and FFmpeg (LGPL 2.1+) statically; the app's LICENSES/ folder carries each one's licence text, its sources are this repository plus the versions in the table (the LGPL libraries can be relinked: make deps-ios builds them from source, make ipa the app), and the game code library it embeds is built from the player's own game files and never shared. The license covers LAS Recomp's code only - it grants nothing for Nintendo's game, which you must supply yourself.

Source code of bundled third-party components

Release builds include these components; their source code for the exact versions shipped is available here. The seed generator's packages are in the desktops' helper and inside the iOS app alike:

Component Version License Source
Keystone (seed generator; on iOS built with tools/patches/keystone-0.9.2.patch) 0.9.2 GPL 2.0 (Python bindings: BSD) https://github.com/keystone-engine/keystone/releases/tag/0.9.2
oead (seed generator) 1.3.0 GPL 2.0+ https://github.com/zeldamods/oead/releases/tag/v1.3.0
evfl (seed generator) 1.2.0 GPL 2.0+ https://github.com/zeldamods/evfl/releases/tag/v1.2.0
quicktex (seed generator) 0.2.1 LGPL 3.0 https://github.com/drewcassidy/quicktex/releases/tag/v0.2.1
Pillow (seed generator; on iOS BeeWare's wheel) 10.4.0 MIT-CMU https://github.com/python-pillow/Pillow/releases/tag/10.4.0, https://pypi.anaconda.org/beeware/simple/pillow/
PyYAML (seed generator) 6.0.2 MIT https://pypi.org/project/PyYAML/6.0.2/
appdirs (seed generator) 1.4.4 MIT https://pypi.org/project/appdirs/1.4.4/
pybind11 (oead's and quicktex's Python bindings, built into them on iOS) 3.1.0 BSD 3-clause https://github.com/pybind/pybind11/releases/tag/v3.1.0
PyInstaller (packs the seed and game code generators) 6.22.3 GPL 2.0+ with bootloader exception https://github.com/pyinstaller/pyinstaller/releases/tag/v6.22.3
CPython (seed and game code generators) 3.12.14 (macOS), 3.12.10 (Windows), 3.12.15 (Linux), 3.14.8 (Android) PSF https://github.com/python/cpython/releases/tag/v3.12.14, https://github.com/python/cpython/releases/tag/v3.12.10, https://github.com/python/cpython/releases/tag/v3.12.15, https://github.com/python/cpython/releases/tag/v3.14.8
CPython for iOS, BeeWare's Python-Apple-support build (the iOS app's seed generator; with bzip2 1.0.8, libffi 3.4.7, mpdecimal 4.0.0, OpenSSL 3.5.9, XZ 5.6.4) 3.13.16 (b16) PSF; bzip2, libffi (MIT), mpdecimal (BSD 2-clause), OpenSSL (Apache 2.0), XZ (0BSD / public domain) https://github.com/beeware/Python-Apple-support/releases/tag/3.13-b16, https://github.com/python/cpython/releases/tag/v3.13.16
Zig (builds the game code during setup; includes LLVM, Clang, LLD) 0.17.0 MIT; LLVM: Apache 2.0 with LLVM exceptions https://ziglang.org/download/0.17.0/zig-0.17.0.tar.xz
LLD, as rust-lld (iOS kit: links the iOS game code on each desktop) Rust 1.91.0 (LLVM 21.1.2) Apache 2.0 with LLVM exceptions https://static.rust-lang.org/dist/rustc-1.91.0-src.tar.xz, https://github.com/rust-lang/llvm-project
miniz (reads the iOS kit, writes the .ipa) 3.0.2 MIT https://github.com/richgel999/miniz/releases/tag/3.0.2
Capstone (game code generator) 5.0.9 BSD 3-clause https://pypi.org/project/capstone/5.0.9/
Unicorn (game code generator) 2.1.4 GPL 2.0 (Python bindings: BSD) https://pypi.org/project/unicorn/2.1.4/, https://github.com/unicorn-engine/unicorn
python-lz4 (game code generator; includes LZ4) 4.4.5 BSD 3-clause; LZ4: BSD 2-clause https://pypi.org/project/lz4/4.4.5/
FFmpeg (LGPL configuration; dynamic on macOS, Windows and Linux, in the Android builds, static in the iOS app: make deps-ios relinks it from this source) 9.0.2 LGPL 2.1+ https://ffmpeg.org/releases/
SDL 3 3.4.18 (macOS, Windows; iOS, static, with tools/patches/SDL3-3.4.18-ios27-orientation.patch), 3.4.16 (Linux, Android) zlib https://github.com/libsdl-org/SDL/releases/tag/release-3.4.18, https://github.com/libsdl-org/SDL/releases/tag/release-3.4.16
shaderc (Windows, Linux, Android: GLSL to SPIR-V; Linux, Android: with glslang, SPIRV-Tools inside) 2026.4 (Windows), 2026.3 (Linux, Android) Apache 2.0 https://github.com/google/shaderc
libiconv (Windows: used by SDL 3) 1.19 LGPL 2.1+ https://ftp.gnu.org/pub/gnu/libiconv/libiconv-1.19.tar.gz
GCC runtime: libgcc, libstdc++ (Windows) 16.2.0 GPL 3.0 with the GCC Runtime Library Exception https://gcc.gnu.org/
winpthreads (Windows, mingw-w64) 14.0.0 MIT / BSD https://www.mingw-w64.org/
Baloo 2 font (SemiBold) 1.640 SIL OFL 1.1 https://github.com/EkType/Baloo2
BIZ UDPGothic font (Regular, Linux) 1.05 (Google Fonts) SIL OFL 1.1 https://github.com/googlefonts/morisawa-biz-ud-gothic, https://github.com/google/fonts/tree/main/ofl/bizudpgothic
DejaVu Sans font (Book, Bold) 2.37 Bitstream Vera license (DejaVu changes public domain) https://github.com/dejavu-fonts/dejavu-fonts/releases/tag/version_2_37
SMAA (shader and lookup textures, built in) 2013 (repository master) MIT https://github.com/iryoku/smaa

The exact build scripts that fetch and build these (with checksums) are in this repository: tools/build_deps_macos.sh, tools/build_deps_windows.sh, tools/linux/build_deps.sh, tools/build_deps_ios.sh and tools/rando/rando_gen.spec. The Windows build takes SDL 3, shaderc, libiconv and the compiler runtime from MSYS2's UCRT64 packages (https://packages.msys2.org, which links each package's source).

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Static recompilation of Link's Awakening (Switch) to native macOS, Windows and Linux

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