The Wind Waker Lands Natively on Switch via Two New Recomp and Decomp Ports
Two new native homebrew ports bring The Wind Waker to the Nintendo Switch, utilizing static recompilation and decompilation instead of emulation.

Two independent projects have just landed on GBAtemp that let you run The Legend of Zelda: The Wind Waker natively on the Nintendo Switch homebrew scene, completely bypassing traditional emulation. Developers depende3000 and Pulpparty have released SwitchWakerHD for the 2013 Wii U version and SwitchWaker for the original 2002 GameCube release, with both developers contributing to each other’s repos.
For anyone following the explosive trend of static recompilation and source ports, this is massive. Instead of brute-forcing heavy CPU and GPU instruction emulation, SwitchWakerHD takes the Wii U game’s PowerPC code and statically recompiles it ahead of time into C, reimplements the Cafe OS libraries natively, and pushes graphics through the Switch’s own deko3d API. Meanwhile, SwitchWaker compiles directly from the GameCube game’s decompilation and renders using Aurora.
Building either port requires your own legally obtained dump-either the USA Wii U version (title ID 00050000-10143500, version 0) or an uncompressed GameCube ISO (GZLE01 revision 0)-alongside a Switch running Atmosphère with the Homebrew Menu. Because the resulting NRO binaries contain recompiled code generated from your personal assets, no pre-built release binaries are provided.
To try out the Wii U HD port on your console, follow these steps:
- Ensure you have Python 3 with pycryptodome, plus Docker or Podman installed on your host machine.
- Clone the repository and extract your game dump into the
game/folder usingpython3 tools/wudextract.py game.wux extract game. - Recomp the game code to C by running
python3 tools/recomp/recomp.py game/code/cking.rpx build/gen. - Build the NRO via the helper script
python3 tools/switch/make_sd.py --image game.wuxto automatically lay out the files for your SD card. - Copy the generated
wwhd.nro, shader cache, and your extracted game files (code/,content/,meta/) tosdmc:/switch/wwhd/on your Atmosphère SD card.
Known issues right now include a glitchy Pictobox and broken save states in the HD port. The GameCube port currently runs at 30fps, though the creators have hinted at a 60fps target for a future major release. It’s a staggering reminder of how far community decomp work has come, turning aging console exclusives into native code.
