
This Majora's Mask port now supports mods, and more recompiled N64 games are coming
TL;DR The recompilation of Majora's Mask now features full mod support, plus improved performance.
Zelda 64: Recompiled is the first game to use the updated N64: Recompiled tool.
More recompilations, including Banjo-Kazooie, Kirby 64, and Quest 64, are also underway.
It's a great day for N64 fans, as Wiseguy's incredible revamp of the N64: Recompiled tool is finally available to the public. The first game to show the full progress made over the past few months is version 1.2.0 of Zelda 64: Recompiled, which is now available on GitHub.
Without going too into the weeds, the N64: Recompiled tool makes it significantly easier to make native ports of N64 games. Previous decompilation efforts required painstakingly reverse-engineering a game's code line by line, then building a port to render that code into a playable game. N64: Recompiled automates that first task and runs the code in the pre-built RT64 renderer. Recompiled games require further refining, but the process is much, much faster than manually decompiling code.
The latest update greatly improves that renderer, meaning N64 games now run at full speed with 4K texture packs, even on 10-year-old hardware. That's great news for anyone looking to play N64 games on budget smartphones, as N64 emulation is very demanding.
Mod-supporting ports of Kirby 64, Quest 64, Banjo-Kazooie, and more are coming soon.
However, the addition of mod support unlocks far more. The mod tool allows modders to change virtually anything in the game. There are already more than 40 mods for Zelda 64: Recompiled, including a full randomizer, better Epona controls, movement while aiming the bow, a 7K zoomable world map, and the ability to play the entire game as Mario. They all work by simply dragging the files into the program, and the platform-agnostic framework means it now works on macOS for the first time.
This is just the first game to gain access to these features, with many more recomps coming soon. Currently, Zelda 64: Recompiled only supports Majora's Mask, but Ocarina of Time is on the way. Apart from that, the only recomp that's officially available is Goemon 64. A video by Nerrel revealed that Kirby 64, Cameleon Twist, Quest 64, Dinosaur Planet, and Banjo-Kazooie recomps are well underway.
Look forward to more information on those releases in the coming months.
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Tom's Guide
15 hours ago
- Tom's Guide
I just tested Turtle Beach's budget Switch 2 controller — get this if you can't afford Nintendo's Pro pad
The best Nintendo Switch controllers, like the Turtle Beach Rematch Wireless, can elevate your gaming experience, and they can be more comfortable than regular Joy-Cons. Turtle Beach's offering is one such gamepad, and the brand may as well rename it to 'Turtle Beach Unmatched.' That's because the controller costs just $59 and features responsive thumbsticks and triggers, and remappable back buttons just like on the pricier Switch Pro controller. The back buttons make games more immersive and are less tiring for your fingers and thumbs, too. The cherries on top of the cake are the controller's funky design and long battery life. But it isn't without its flaws, as the controller faces fierce competition from similarly priced gamepads that feature Hall Effect sensors. Oh, and there's no rumble or vibration either. For the complete breakdown, read my full Turtle Beach Rematch Wireless review. Specs Turtle Beach Rematch Wireless Price $59 / £49 Connectivity Bluetooth, USB-C wired Compatibility Nintendo Switch 2, Nintendo Switch OLED, Nintendo Switch Lite, Nintendo Switch Layout Nintendo YXBA Triggers Analog Thumbsticks Analog Dimensions 6.5 x 5 x 2 inches Weight 14.71oz Colors Invincible Mario, Super Mario Star Battery Rechargeable Battery life (rated) 40 hours From its comfortable and ergonomic design to its responsive thumbsticks and remappable back buttons, the Turtle Beach Rematch Wireless is a winner across the board. Keeping in line with Nintendo Joy-Cons and Pro controllers, the Turtle Beach Rematch Wireless sports an asymmetrical thumbstick layout that I really like. As a PS5 owner, I much prefer the asymmetrical design of the DualSense controller to the symmetrical one. Measuring 6.5 x 5 x 2 inches, the Rematch Wireless is extremely comfortable and ergonomic, and it enables me to game for hours on end without my hands feeling tired. Gripping it is comfortable, too, and it's just the right weight for me, clocking in at 14.71oz — not too heavy, not too light. The Rematch Wireless is also built well. Its body is made of ABS plastic, but it doesn't feel cheap — except for the finishing, which I'll discuss later. The analog thumbsticks and triggers feel solid and sturdy, as do the YXBA buttons and the D-pad. The triggers and dual rear buttons give good tactile feedback when pressed. Nothing says 'officially licensed by Nintendo' like slapping a picture of Mario onto a peripheral. The Turtle Beach Rematch Wireless comes in two colorways (variants, rather): Invincible Mario and Super Mario Star. I tested the former, whose design features Mario leaping through some stars against a colorful starry background — and I think it complements the whimsical and playful nature of the Nintendo Switch really well. The Super Mario Star variant features yellow stars and stripes, and it looks nice in the photos I've seen. Both controllers glow in the dark, too, once they have been exposed to and soaked up some light. A little gimmicky but still funky, and I'm sure die-hard Nintendo fans will enjoy this aspect. To test the Rematch Wireless controller, I played Mario Kart World on the Nintendo Switch 2, and The Legend of Zelda: Tears of the Kingdom, Stray and MotoGP 25 on the OG Switch. Across all titles, the controller performed extremely well. The Rematch Wireless utilizes analog thumbsticks and triggers that are highly responsive and comfortable to use. In Mario Kart World, the controller made quick work of turning tight corners. I was able to easily navigate the chaos of a knockout race as the thumbsticks enabled me to avoid oncoming traffic and not get squashed by them. In Stray (an underrated gem, in my opinion), the triggers proved highly effective and easy to press when I made my cat make biscuits on a carpet by repeatedly pressing ZL and ZR in quick succession. Similar to the Nintendo Switch 2 Pro controller ($84), the Rematch Wireless features motion controls, so you can immerse yourself in the game better. I used it to perform stunts with my Cow character in Mario Kart World, and it worked like a charm. Motion controls worked really well in MotoGP 25. Combined with the rear buttons (more on that in a second), it made turning corners a lot more fun, and gaining a slipstream and overtaking NPCs at close distances more immersive. Similar to the new Nintendo Switch 2 Pro controller, the Turtle Beach Rematch Wireless features two back buttons located on, well, the rear, and I'm a big fan of these. While there's no companion app for the controller, these buttons can be quickly remapped on the fly. All you need to do is hold the function button near the left thumbstick, press the rear pedal you want to remap, and then hit the button you want to reassign to it. I found this extremely easy and quick to do. In Tears of the Kingdom, I remapped the right pedal to make Link sprint. This freed up my right thumb to control the camera while running, and trust me when I say it was extremely handy when running away from Gloom Hands as I could keep the rear pedal pressed and use the right thumbstick to keep track of the Gloom Hands' position. Using the rear buttons made the controller even more comfortable to use. My fingers didn't feel as fatigued because I didn't need to keep removing my thumbs from the sticks. I also remapped the left rear button as the traditional Up arrow button, which, in Tears of the Kingdom, lets you attach an item to your arrow when your bow is drawn or aim an item to throw — and this worked like a charm. Using the rear buttons made the controller even more comfortable to use. My fingers didn't feel as fatigued because I didn't need to keep removing my thumbs from the sticks or use my index fingers at the same time. In MotoGP 25, I mapped the left rear button to Gear Down and the right to Gear Up, and that made the game more immersive. I actually felt like I was the one riding the bike! The placement of my middle fingers on the rear pedals felt more natural, too. I now wish every controller came with rear pedals. On top of everything, the Turtle Beach Rematch Wireless boasts fantastic battery life. Turtle Beach claims a single charge should last you up to 40 hours, which is the same as the Nintendo Switch 2 Pro controller. I used the Rematch Wireless to game for six hours and then left it running overnight (and at work) for a cumulative period of 24 hours. The battery had dipped to 45%, which is awesome. The Rematch Wireless has other similarly priced controllers beat when it comes to battery life. The PB Tails Metal Crush Defender's ($49) battery lasts just 10 hours, and the 8BitDo Ultimate Controller ($70) has a 22-hour battery life, making the Rematch Wireless the superior choice. I wish the Turtle Beach Rematch Wireless' finishing was more refined and that it had some form of rumble or vibration. Also, you can get a more advanced Hall Effect controller for the same price. Like I mentioned up top, the Turtle Beach Rematch Wireless is available in the Invincible Mario and Super Mario Star colorways. While I really like the design, I wish the finishing were better and more refined. The colorful Mario design on my test controller looks like it's been stuck on like a sticker — and makes it look cheap. I know, I know, this is a cheap controller as it retails for just $59 / £49 at Amazon, but some other similarly priced controllers, like the GameSir Kaleid ($46), maintain a premium look while costing less than $50. Hall Effect sensors in keyboards and gamepads have gained a lot of popularity of late, and many budget controllers now feature magnetic sticks and triggers for precise gameplay. They use magnets instead of physical contact (as analog sticks and triggers do), thereby negating wear and tear that eventually leads to stick drift — something most Switch players will be familiar with. Hall Effect sensors also read electromagnetic waves, enabling increased accuracy in gameplay. The GameSir G7 SE ($44) and the GameSir Kaleid are priced similarly to the Turtle Beach Rematch Wireless, but with Hall Effect sensors instead of analog. However, they're both wired-only. The PB Tails Metal Crush Defender takes things a step further by introducing TMR sticks, which use weak electromagnetic waves rather than strong ones, which means that smaller adjustments and movements are picked up by the sensor. It's worth investing in one of these controllers instead of the Rematch Wireless if you really want Hall Effect sensors. One thing I wish the Turtle Beach Rematch Wireless had was rumble or some form of haptic feedback. It feels like a missed opportunity because I really enjoy it when the Joy-Cons rumble in Mario Kart World or the modern-day Zelda games, as it makes games more immersive. But it's also worth noting that, usually, third-party controllers don't feature rumble, so this isn't an isolated issue. As someone whose OG Switch is now five years old and whose Joy-Cons have been heavily impacted by stick drift, I really enjoyed using and testing the Turtle Beach Rematch Wireless controller. For those who don't want to spend nearly $90 on the official Nintendo Switch 2 Pro controller, it's a great budget alternative. The Rematch Wireless features extremely responsive analog thumbsticks and triggers, and comes with two back buttons that can be quickly remapped on the fly, and they make games more immersive. They also contribute to the controller's ergonomics, and boy, is this a comfy gamepad. I also like the Mario-themed design, but I wish the finishing was more refined. Also, if you want more precise control, it's worth investing in a Hall Effect controller instead, like the GameSir G7 SE or the GameSir Kaleid — both of which are priced similarly to the Rematch Wireless. I also wish the controller had rumble or some vibration to it. All in all, though, the Rematch Wireless is a fantastic controller that fits well into your existing Nintendo ecosystem. For a controller that costs less than your average weekly shop, it's a stunner.


USA Today
18 hours ago
- USA Today
Here's what you don't see when you eat at Universal Epic Universe
Here's what you don't see when you eat at Universal Epic Universe Show Caption Hide Caption Epic Universe restaurants show off these 'epic' foods From Mario world to the Isle of Berk, Universal's Epic Universe food options will satisfy even some of the pickiest eaters! ORLANDO, Fla. – When you bite into a Mario Burger in Super Nintendo World or fish and chips in the Wizarding World of Harry Potter, you're getting more than the ingredients listed on their Universal Orlando Resort menus. You're getting a taste of the resort's state-of-the-art Production Kitchen, one of the most impressive things guests never see backstage on the campus of the new Epic Universe theme park. 'The PK or Production Kitchen and bakery touches pretty much every single restaurant outlet of Universal in some shape or others,' said Chef Jens Dahlmann, vice president, Culinary Operations at Universal Orlando. 'For Red Oven Pizza (Bakery) in CityWalk, it might be only making their Neapolitan-style pizza dough. For Big Fire, it might only make the chili, but other locations are truly relying on the Production Kitchen to help them just open and run efficiently.' USA TODAY was invited behind the scenes to see how. Cooking from scratch, for scale One of first pieces of equipment highlighted on the PK tour was a huge lift that can hoist and sift a 2,200-pound bag of flour. "In our old PK, which we had on the (Universal Studios Florida) side, we would have 50-pound bags of flour. We had to shoulder pack them and carry them,' Dahlmann said. The new lift not only reduces risk of injury, but increases efficiency. The flour goes into all kinds of house-made breads and pastries, including brioche buns for Mario Burgers at Toadstool Cafe. Dahlmann said they produce more than 5 million brioche buns each year for the wider resort, and that's just one of hundreds of unique items prepared in the PK. Others include scratch-made marinara and Alfredo sauces, freshly chopped fruit for fruit salads, and hand-cut fish for fish and chips. 'It's all freshly cut cod from the Pacific, and we are butchering it, cutting it by hand,' Dahlmann said. 'As well, we buy whole salmon every day, cases and cases of it, and our team is breaking them down, filleting it and then portion-cutting it.' Butchered fish and meats are sent out to resort restaurants, where they're cooked on site, as close to guests as possible. For other items, like the ribs smoking and stew simmering during USA TODAY's visit, Dahlmann said, 'It makes more sense for us to do it in one larger batch, versus asking the location that doesn't have the right equipment to do it every day on a stovetop.' Eateries order only what they need a day in advance, which helps reduce food waste. Most items are prepared to order, but a few extra staples like house-made pickles are kept on hand in a food bank. 'I just love the idea that we do things from scratch,' Dahlmann said. Ensuring food safety Items that are cooked get quickly cooled down in glass chillers or icy whirlpools. 'It's really important for us that we cook food quick, so we bring it through the danger zone,' Dahlmann said. 'So, at 165 (degrees), I kill most bacteria. If I hold it at the temperature, I mean there's nothing there. But then I have to make sure, once I hit this window, that I cool the food down in a very timely manner as well. The government gives us six hours to go from 165 to under 40. We do this in like an hour.' Food safety starts much earlier. "It starts up with our sourcing department and procurement department, so we identify vendors we can trust,' he said. 'We send them out to the vendor just to qualify, is the location acceptable? Will they be able to produce consistent, safe food for us and our guests?' The PK and adjacent Food and Beverage Warehouse were designed so that food comes in one side and goes out another, to avoid cross contamination. There are also different rooms for different needs like a raw meat room for butchering and ready-to-eat room where deli cheeses are sliced. 'Everything gets washed when sanitized between the users,' Dahlmann said. 'Everything gets tagged, labeled, so we have batch numbers. We have recipe numbers. We can always revert back to the production code as well, so there's a lot of food safety built into the process.' What not to do: 4 things to avoid at Universal Epic Universe Storytelling through food Storytelling is also built in. That starts in Universal's Research and Development Kitchen, in the same building as the PK. For marquee events like Mardi Gras and Halloween Horror Nights, Chef Robert Martinez, Jr., director of Culinary, executive chef at Universal Orlando, said they plan about six months ahead, but they spent years working on Epic Universe, partnering with Universal Creative and stakeholders on intellectual property. 'Many menus that never made the cut, never will see the light of day and some of them that will have to venture back to see how it could be in addition to some of these amazing menus that we've already created,' he said. More than 100 new menu items are available at Epic Universe, including popular Mac & Cheese cones in How to Train Your Dragon – Isle of Berk and the Bièraubeurre (Butterbeer) Crepe in the Wizarding World of Harry Potter – Ministry of Magic. 'We've definitely made some adjustments in our production, fine-tuning some of these recipes, making sure that they're 100% able to be enjoyed by our guests, that we're able to replicate what we've created on a daily basis,' Martinez said. 'Obviously the Mac & Cheese cones have gone viral, so we really have to ramp production on that, but really everything is still going exactly how we designed it.' The chefs have been 'tickled' by guests' response, but that isn't the best part. 'Every day we come into work and we're trying to create food that exceeds guests' expectation and takes them somewhere,' he said. 'To see the pride of our culinary team members, our cooks, our stewards, our managers – and they're living it now, they're bringing it to life and they're so excited about it – that's so rewarding for us.' The reporter on this story received access from Universal Orlando Resort. USA TODAY maintains editorial control of content.


Gizmodo
a day ago
- Gizmodo
Nintendo Has Something to Say if Your Switch 2 Battery Keeps Running Low
Those making gaming handhelds need to execute a complicated juggling act between how powerful they are and how long you can use them without a charge. With a new screen and more powerful processor, players plugging away on the Switch 2 are finding it hard to strike the right balance. Nintendo claims users should be able to get between 2 and 6 hours of playtime from its 5,220mAh battery. Some players say that number is skewing far too much toward the low end or that their console's battery levels aren't telling the truth. Some Switch 2 owners have complained their consoles are not getting nearly as much juice as they should and that their consoles are dying before the battery indicator goes into the red. This week, Nintendo posted a few recommendations if 'the battery indicator or percentage displays incorrectly on Nintendo Switch 2.' The Mario maker suggests you check if your AC adapter is adequate enough to charge the Switch 2. Otherwise, you can enter recovery mode and reset the battery level meter. The recovery mode is a good thing to have in your back pocket if you ever encounter future issues with Nintendo's new handheld. Nintendo says you should be able to get between 2 and 6.5 hours of playtime on Switch 2. As is always the case with battery life, companies usually test these devices in the best-case scenario. Even if all you're doing is playing + Expansion Pack retro games on the Switch 2, you'd be lucky to truly get 6.5 hours of battery out of the device. The YouTube channel TechCravers did a side-by-side test of the Switch 2's battery life compared to a Switch OLED and Switch Lite, and the newer hardware barely managed to get 2 hours and 45 minutes out of Super Mario Odyssey. A Switch OLED managed to go past 5 hours before conking out. The problem with these tests is the Switch 2 has more screen options than the original console. Nintendo has settings for both variable refresh rate (VRR) up to 120Hz and HDR. If you turn both off, you could get a longer play session from your handheld, at the cost of potential screen tearing issues and less-pretty in-game scenery. In Gizmodo's own tests, we haven't encountered any issues with battery levels not displaying accurately. With all the settings turned on and at relatively high brightness, we've found Switch 2 will hit precisely two hours of playtime on Switch 2 games, including demanding titles like Cyberpunk 2077 as well as first-party launch game Mario Kart World. The situation is much better if you're playing older Switch games or less-intensive 2D titles. On Super Mario Odyssey, I found I could get a little more than 3 and a half hours before needing to charge. While playing Hades, I found the battery would last a little more than four hours. On a Steam Deck OLED, you normally expect to play for a little more than 3 hours on a game like Cyberpunk 2077. Other handheld PCs, like the Asus ROG Ally X, will let you play for longer thanks to their bigger battery capacity. But this is where you have to factor in the price. A Steam Deck OLED sets you back $550 at the base model. It's $100 more than the base Steam Deck LCD model, which has far worse battery optimization. An ROG Ally X costs $800. If you compare that to the original Switch's 4,310mAh battery, the Switch 2 seems about on par. That system could routinely get between 2 and 3 hours on most 3D titles. The $350 Switch OLED, with its larger, 7-inch display, maintained the same battery capacity as the original Switch, but it was a far more efficient device, which could play upwards of 3 hours when the original Switch could barely squeak out 2 hours. If you're concerned about your Switch 2 battery long-term, Nintendo includes a hidden setting to stop charging your console at 90%. This may keep your battery fresher for longer, even if it limits play time now. There are several different accessory makers, like Genki, that are planning to release external battery packs, and we'll be looking to test those and other peripherals in the near future. For now, all you can do is make sure you have your power brick handy.