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UltraTears

# UltraTears **UltraTears** builds a native version of *The Legend of Zelda: Tears of the Kingdom* (version 1.4.3) for Windows, Linux and the Steam Deck from your own copy of the game. It is not an emulator: the game's code is translated to native code ahead of time, and its shaders and textures are prepared when the game is built, not while you play. > [!IMPORTANT] > **No game files are included.** You need your own copy of the game with update 1.4.3, dumped from your own console as > plain `exefs` and `romfs` folders. This project provides no game files, keys, firmware or dumping tools, and > UltraTears decrypts nothing. Everything made from the game is made on your PC, for your own use: do not share it. > > UltraTears is not affiliated with or endorsed by Nintendo. *The Legend of Zelda* and *Tears of the Kingdom* are > trademarks of Nintendo. Report problems on [Issues](https://github.com/kuraeow/ultratears/issues) with `ultratears.log` from the game folder. ## Installing **You need:** Windows 10/11 or Linux (kernel 6.7+, glibc 2.34+; SteamOS 3 has both), a graphics card with a current Vulkan 1.3 driver, 16 GB of RAM, 4 GB of video memory, about 40 GB free, and your dump: ```text dump\ ├── exefs\ main, subsdk0, sdk, main.npdm, ... └── romfs\ about 304,000 files, 16 GB ``` ### Windows 1. Download `UltraTears--windows-x86_64.zip` from [Releases](https://github.com/kuraeow/ultratears/releases) and extract it into its own folder. 2. Start `UltraTears Launcher.exe`. If SmartScreen warns about it, choose **More info → Run anyway**. 3. Choose the folder with `exefs` and `romfs` and click **Prepare the game**. It builds the game once, about 30 minutes. 4. Click **Play**. To play on a Steam Deck, choose **For Linux (Steam Deck)** or **Both platforms** next to **Prepare the game**: you get `UltraTears-SteamDeck.tar` (about 28 GB), which you extract on the Deck and start as below, from step 4. ### Linux and Steam Deck 1. Download `UltraTears.AppImage` from [Releases](https://github.com/kuraeow/ultratears/releases). On a Steam Deck, do this in Desktop Mode. 2. In the file's Properties, on the **Permissions** tab, turn on **Allow executing file as program**, then start it. 3. Choose the folder with `exefs` and `romfs` and click **Prepare the game**. 4. When the game is prepared, add `UltraTears.AppImage` from the game folder to Steam as a non-Steam game. With `--play` in its launch options it starts the game directly, without the launcher. Start the game from Gaming Mode. The launcher finds new versions itself and rebuilds only what changed; saves in `userdata` are kept. On Linux you can also put a newer `UltraTears.AppImage` into the game folder in place of the old one: the launcher then offers the update.
Controls The controller's button layout follows the Switch (A is the right button). Keyboard: WASD move, arrow keys camera, J = A, K / Space = B, I = X, U = Y, Q / E = L / R, Alt / Shift = ZL / ZR, Enter = +, Tab / Esc = − (map), T F G H = d-pad, Z / C = stick buttons, F11 or Alt+Enter full screen. Mouse support is planned.
## Building from source Install Git and Python 3, then: ```powershell git clone https://github.com/kuraeow/ultratears.git cd ultratears python tools/setup.py --dump D:\path\to\dump ``` The setup downloads the tools it lacks and makes the complete game folder in `build\`, launcher included, as in a release. Start `build\UltraTears Launcher.exe`. Without `--dump` it takes the dump from `dump\` in the repository. Options, Linux and how it works: [BUILDING.md](BUILDING.md). Contributing: [CONTRIBUTING.md](CONTRIBUTING.md). ## Legal - Nothing of the game is in this repository or in a release: no code (also none translated from it), assets, shaders, textures, fonts, keys or firmware. All of that is made from your dump, on your PC. - No Nintendo SDK code or headers are used: the system and graphics layers are UltraTears' own. - The source holds only the facts needed to run the game: addresses, hashes, short instruction replacements. - The name, emblem, icon and cover are the author's own work and are not under the GPL: [assets/BRANDING.md](assets/BRANDING.md). Third-party code: [third_party/README.md](third_party/README.md).