TwilitRealm/dusklightPublic

Dusklight brings a classic adventure to PC and mobile platforms with a variety of fixes and improvements.

AI summary: A reverse-engineered reimplementation of Twilight Princess with modern rendering and enhancements.

Stars
5K
+7 today
Forks
382
Watchers
46
Open issues
334
Open PRs
51
Contributors
~115
Commits
6.8K
Branches
26

C++CC0-1.0Created Nov 30, 2025Last push todayLatest release v1.4.1+42 stars this week+58 this month

Star history

since May 10, 2026
02K4KMay 2026Jun 2026Jul 2026Aug 2026
5K stars as of Aug 7, 2026, tracked back to May 10, 2026. Historical curve reconstructed from public GitHub event archives, calibrated to the current total.

Contribution activity

commits per day, last 52 weeks
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2,797 commits in the last yearLessMore

Signals and awards

derived from tracked data
  • Very active

    2,797 commits in 52 weeks

  • Community-driven

    ~115 contributors

What dusklight does

Dusklight is a fully reverse-engineered engine replacement for the GameCube version of The Legend of Zelda: Twilight Princess. It aims for cycle-accurate replication of the original game logic while completely overhauling the rendering backend to support modern APIs like D3D12, Vulkan, and Metal. By ditching traditional emulation, it offers native performance on PC and mobile devices, along with built-in tools for customizing the experience, applying fixes, and integrating new enhancements directly into the game engine.

Retro gaming enthusiasts, speedrunners, and modders looking for the most accurate and performant way to play and modify Twilight Princess.

  • Native game engine: completely replaces the need for an emulator by running reverse-engineered game logic directly on the host.
  • Modern graphics backends: supports D3D12, Vulkan 1.1+, and Metal to ensure high performance on modern hardware.
  • Asset extraction support: requires users to provide their own dumped `.iso` or `.rvz` files, ensuring no copyrighted material is distributed.
  • Cross-platform compatibility: designed from the ground up to run natively on both modern PCs and mobile devices.
  • Extensible architecture: provides built-in tools and options to customize the game experience far beyond what is possible in Dolphin.

Where teams use it

High-performance retro gaming

Players use it to experience Twilight Princess at native 4K resolutions and high framerates without the overhead of GameCube emulation.

Game modification and modding

Modders leverage the native engine architecture to implement complex gameplay changes that would be impossible via standard ROM hacks.

Mobile Zelda emulation

Android users play the game natively on their phones using Vulkan, achieving better battery life and performance than traditional emulators.

Game preservation

Software preservationists study the reverse-engineered codebase to understand the intricate details of the game's original engine.

Getting started: No specific command provided in the excerpt.

README

main branch

Overview

Dusklight is a reverse-engineered reimplementation of Twilight Princess.

It aims to be as accurate as possible to the original while also providing new options, enhancements, and tools to customize your experience.

Setup

Important

Dusklight does not provide any copyrighted assets. You must provide your own copy of the original game.

Important

At a minimum, Dusklight requires a GPU with support for D3D12, Vulkan 1.1+, or Metal. For older devices, best-effort support is provided for D3D11 and OpenGL ES (Android), but will not achieve full accuracy or performance. Your experience with specific hardware, operating systems, and drivers may vary.

1. Dump your game

You must dump your own copy of the game. Please see this article for instructions. After dumping, you can use a program like Dolphin or nodtool to convert the .iso to .rvz to save space.

Currently, only the GameCube releases are supported. Support for other versions of the game is planned in the future.

2. Install Dusklight

Visit the official installation guide for full instructions.

Building

If you'd like to build Dusklight from source, please read the build instructions.

Pull requests are welcomed! Note that we do not accept contributions that are primarily AI-generated and will close your PR if we suspect as much. Please also see the code conventions.

Credits

Special thanks to the TP decompilation team, the GC/Wii decompilation community, the Aurora developers, the TP speedrunning community, and all contributors.


View on GitHub

Recent activity

commits and pull requests

Recent open issues

view all

Releases and announcements

20 total
  1. v1.4.1v1.4.1Jun 16, 2026197.6K downloads

    **What's new:** * **Added:** Support Clawshot hanging & Hawkeye with touch controls * **Added:** Configure Android Surface.setFrameRate; improves performance on some devices * **Fixed:** Texture replacement regressions in v1.4.0 (load ordering & missing UI textures) * **Fixed:** Performance regression on some GPUs (AMD on Windows in particular) * **Fixed:** Keyboard focus issues on Android and iOS * **Fixed:** Lock 4:3 aspect issue on PowerVR GPUs * **Fixed:** Hidden Dusklight menu still receiving inputs in some circumstances * **Fixed:** GPU backend fallback regression **Full Changelog**: https://github.com/TwilitRealm/dusklight/compare/v1.4.0...v1.4.1

  2. v1.4.0v1.4.0Jun 16, 202613.7K downloads

    With the release of Dusklight, it's been our goal to raise the bar for quality and polish in ports. First, we focused our efforts on accuracy, stability and quality of life. Now, we're excited to bring some long-awaited features and improvements: **full mouse controls**, **mobile touch controls**, and **a complete performance overhaul**, among many others! And don't worry, we still have some even bigger features coming soon. Please stay posted! **What's new:** * **Added:** Mobile touch controls & customization * **Added:** Mouse control for third-person camera * **Added:** Mouse/touch support for in-game menus (disable via "Mouse/Touch in Menus" setting) * **Added:** Native gyro/rumble support on Android and iOS * **Added:** Overhauled performance; up to **4x** improvement on CPU-bottlenecked devices - We've optimized **every** part of the renderer, from game particles to GPU frame submission - Framerates should be much more stable across areas and with heavy effects * **Added:** ASTC DDS support for texture replacements - Texture pack authors can now ship desktop packs with BC7, and mobile packs with ASTC * **Added:** Load mipmaps from DDS files - Texture p

  3. v1.3.1v1.3.1May 27, 2026132.7K downloads

    **What's new:** * **Fixed:** Several issues with configuration saving & loading * Resolves a regression in v1.3.0 where some Android devices would corrupt config file on exit, then crash on launch * **Fixed:** Enter key clearing text inputs * **Fixed:** Missing chains in Arbiter's Grounds, Hyrule Castle * **Fixed:** Improved crash reporting in log files Thanks to all contributors: @PJB3005 @dooplecks @Irastris @encounter **Full Changelog**: https://github.com/TwilitRealm/dusklight/compare/v1.3.0...v1.3.1

  4. v1.3.0v1.3.0May 25, 202626K downloads

    **What's New:** - **Added:** New, modernized Depth of Field implementation (+ "Classic" option) - **Added:** "Data Folder" configuration on Android - **NOTE:** Large transfers (e.g. texture packs) may cause the app to sit on a black screen on restart. Be patient! - **Added:** ARM64 Windows and Linux builds - **Added:** Numpad "Enter" now works in menus - **Added:** Poe Counter from TPHD - **Added:** Option to "Hide Owl Statue Markers" after completion - **Added:** New achievements: "Gorge Skip", "Hero Mode", "Autospin Annihilation", "Surgical Skewer" & "Early City" - **Added:** Updated Steam Controller support on Linux - **Added:** "Invert Air/Swim Axis" options - **Added:** Better crash reporting in log files - **Fixed:** Adreno vertex shader issues ("vertex explosions", etc.) - Works around an Adreno driver bug triggered by 16-bit integer arithmetic (thanks @qwtel) - **Fixed:** VersionName and VersionCode not updating for Android APK - **Fixed:** Refactor string handling in the original game to prevent crashes or undefined behavior - **Fixed:** Credits crash on Linux/Android - **Fixed:** Some instances where Wolf Link couldn't howl - **Fixed:** "No Heart Dro

  5. v1.2.0v1.2.0May 18, 2026105.5K downloads

    **What's New:** - **Added:** Experimental D3D11 (Windows) and OpenGL ES (Android) graphics backends - This allows Dusklight to run on devices that don't support Vulkan 1.1, D3D12 or Metal, but be warned that performance and accuracy may suffer! These backends are provided on a best-effort basis. - **Added:** Capped FPS option: set any framerate limit - **Added:** "Area" output resampling option - Smoother resampler for both upscaling and downscaling from the internal resolution - **Added:** Many, many fixes and improvements to interpolation - **Added:** Better achievement logic for Skybook characters - **Added:** Autosave safety (no autosave after loading a state, no autosave after reset, etc.) - **Added:** Ctrl-R to reset now triggers on release, like the button combo - **Added:** Option to remove button binds with only controller (press same button again) - **Added:** Option to enable and disable texture replacements in-game - **Fixed:** Various crashes on all platforms (Goron Mines elevator & others) - **Fixed:** Off-center aim reticle on devices with "safe area" (notches, in-screen cameras, etc) - **Fixed:** Mipmap texture replacement regression in v1.1.1 -

Code frequency

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+1.4M-1.4MWeek of 2025-08-03: +33,174 linesWeek of 2025-08-03: -26,630 linesWeek of 2025-08-10: +31,316 linesWeek of 2025-08-10: -23,402 linesWeek of 2025-08-17: +36,324 linesWeek of 2025-08-17: -28,432 linesWeek of 2025-08-24: +136,838 linesWeek of 2025-08-24: -143,248 linesWeek of 2025-08-31: +36,534 linesWeek of 2025-08-31: -30,186 linesWeek of 2025-09-07: +25,530 linesWeek of 2025-09-07: -22,374 linesWeek of 2025-09-14: +83,574 linesWeek of 2025-09-14: -34,390 linesWeek of 2025-09-21: +267,066 linesWeek of 2025-09-21: -53,418 linesWeek of 2025-09-28: +22,254 linesWeek of 2025-09-28: -21,620 linesWeek of 2025-10-05: +255,996 linesWeek of 2025-10-05: -20,290 linesWeek of 2025-10-12: +15,988 linesWeek of 2025-10-12: -14,530 linesWeek of 2025-10-19: +34,024 linesWeek of 2025-10-19: -17,036 linesWeek of 2025-10-26: +28,370 linesWeek of 2025-10-26: -22,952 linesWeek of 2025-11-02: +34,722 linesWeek of 2025-11-02: -34,924 linesWeek of 2025-11-09: +77,208 linesWeek of 2025-11-09: -84,018 linesWeek of 2025-11-16: +60,492 linesWeek of 2025-11-16: -54,720 linesWeek of 2025-11-23: +1,140,620 linesWeek of 2025-11-23: -26,145 linesWeek of 2025-11-30: +106,683 linesWeek of 2025-11-30: -175,900 linesWeek of 2025-12-07: +519,776 linesWeek of 2025-12-07: -24,280 linesWeek of 2025-12-14: +493,034 linesWeek of 2025-12-14: -10,892 linesWeek of 2025-12-21: +73,923 linesWeek of 2025-12-21: -53,450 linesWeek of 2025-12-28: +4,148 linesWeek of 2025-12-28: -2,302 linesWeek of 2026-01-04: +15,574 linesWeek of 2026-01-04: -12,370 linesWeek of 2026-01-11: +60,762 linesWeek of 2026-01-11: -41,538 linesWeek of 2026-01-18: +36,079 linesWeek of 2026-01-18: -26,906 linesWeek of 2026-01-25: +424,722 linesWeek of 2026-01-25: -10,543 linesWeek of 2026-02-01: +26,537 linesWeek of 2026-02-01: -5,671 linesWeek of 2026-02-08: +13,113 linesWeek of 2026-02-08: -4,065 linesWeek of 2026-02-15: +10,077 linesWeek of 2026-02-15: -4,170 linesWeek of 2026-02-22: +34,900 linesWeek of 2026-02-22: -32,138 linesWeek of 2026-03-01: +647,186 linesWeek of 2026-03-01: -642,103 linesWeek of 2026-03-08: +63,102 linesWeek of 2026-03-08: -56,790 linesWeek of 2026-03-15: +12,324 linesWeek of 2026-03-15: -4,630 linesWeek of 2026-03-22: +7,123 linesWeek of 2026-03-22: -2,236 linesWeek of 2026-03-29: +10,164 linesWeek of 2026-03-29: -3,428 linesWeek of 2026-04-05: +15,875 linesWeek of 2026-04-05: -1,356,450 linesWeek of 2026-04-12: +8,541 linesWeek of 2026-04-12: -3,351 linesWeek of 2026-04-19: +5,767 linesWeek of 2026-04-19: -1,897 linesWeek of 2026-04-26: +20,592 linesWeek of 2026-04-26: -9,600 linesWeek of 2026-05-03: +16,694 linesWeek of 2026-05-03: -7,921 linesWeek of 2026-05-10: +7,662 linesWeek of 2026-05-10: -1,721 linesWeek of 2026-05-17: +2,094 linesWeek of 2026-05-17: -717 linesWeek of 2026-05-24: +7,845 linesWeek of 2026-05-24: -5,677 linesWeek of 2026-05-31: +1,691 linesWeek of 2026-05-31: -572 linesWeek of 2026-06-07: +2,682 linesWeek of 2026-06-07: -2,977 linesWeek of 2026-06-14: +7,151 linesWeek of 2026-06-14: -369 linesWeek of 2026-06-21: +281 linesWeek of 2026-06-21: -94 linesWeek of 2026-06-28: +348 linesWeek of 2026-06-28: -84 linesWeek of 2026-07-05: +18,979 linesWeek of 2026-07-05: -1,993 linesWeek of 2026-07-12: +17,610 linesWeek of 2026-07-12: -13,593 linesWeek of 2026-07-19: +0 linesWeek of 2026-07-19: -0 linesWeek of 2026-07-26: +0 linesWeek of 2026-07-26: -0 linesAug 3, 2025Jul 26, 2026
+5M lines added, -3.2M removed over the last year.

Commits per week

last 52 weeks
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2.8K commits in the last 52 weeks.

When work happens

weekday and hour
SunMonTueWedThuFriSat036912151821Sun 0:00 — 48 commitsSun 1:00 — 45 commitsSun 2:00 — 36 commitsSun 3:00 — 32 commitsSun 4:00 — 14 commitsSun 5:00 — 19 commitsSun 6:00 — 10 commitsSun 7:00 — 20 commitsSun 8:00 — 7 commitsSun 9:00 — 24 commitsSun 10:00 — 28 commitsSun 11:00 — 39 commitsSun 12:00 — 57 commitsSun 13:00 — 53 commitsSun 14:00 — 48 commitsSun 15:00 — 55 commitsSun 16:00 — 67 commitsSun 17:00 — 69 commitsSun 18:00 — 55 commitsSun 19:00 — 32 commitsSun 20:00 — 70 commitsSun 21:00 — 65 commitsSun 22:00 — 71 commitsSun 23:00 — 35 commitsMon 0:00 — 52 commitsMon 1:00 — 48 commitsMon 2:00 — 37 commitsMon 3:00 — 15 commitsMon 4:00 — 23 commitsMon 5:00 — 23 commitsMon 6:00 — 33 commitsMon 7:00 — 26 commitsMon 8:00 — 15 commitsMon 9:00 — 23 commitsMon 10:00 — 25 commitsMon 11:00 — 42 commitsMon 12:00 — 34 commitsMon 13:00 — 31 commitsMon 14:00 — 27 commitsMon 15:00 — 69 commitsMon 16:00 — 29 commitsMon 17:00 — 23 commitsMon 18:00 — 36 commitsMon 19:00 — 31 commitsMon 20:00 — 65 commitsMon 21:00 — 80 commitsMon 22:00 — 39 commitsMon 23:00 — 48 commitsTue 0:00 — 38 commitsTue 1:00 — 47 commitsTue 2:00 — 31 commitsTue 3:00 — 19 commitsTue 4:00 — 26 commitsTue 5:00 — 18 commitsTue 6:00 — 28 commitsTue 7:00 — 28 commitsTue 8:00 — 10 commitsTue 9:00 — 18 commitsTue 10:00 — 23 commitsTue 11:00 — 40 commitsTue 12:00 — 21 commitsTue 13:00 — 38 commitsTue 14:00 — 21 commitsTue 15:00 — 53 commitsTue 16:00 — 60 commitsTue 17:00 — 41 commitsTue 18:00 — 49 commitsTue 19:00 — 48 commitsTue 20:00 — 36 commitsTue 21:00 — 54 commitsTue 22:00 — 45 commitsTue 23:00 — 57 commitsWed 0:00 — 46 commitsWed 1:00 — 48 commitsWed 2:00 — 25 commitsWed 3:00 — 31 commitsWed 4:00 — 36 commitsWed 5:00 — 24 commitsWed 6:00 — 21 commitsWed 7:00 — 21 commitsWed 8:00 — 10 commitsWed 9:00 — 28 commitsWed 10:00 — 31 commitsWed 11:00 — 22 commitsWed 12:00 — 20 commitsWed 13:00 — 38 commitsWed 14:00 — 25 commitsWed 15:00 — 35 commitsWed 16:00 — 33 commitsWed 17:00 — 38 commitsWed 18:00 — 35 commitsWed 19:00 — 41 commitsWed 20:00 — 41 commitsWed 21:00 — 36 commitsWed 22:00 — 41 commitsWed 23:00 — 52 commitsThu 0:00 — 42 commitsThu 1:00 — 36 commitsThu 2:00 — 28 commitsThu 3:00 — 20 commitsThu 4:00 — 24 commitsThu 5:00 — 11 commitsThu 6:00 — 9 commitsThu 7:00 — 20 commitsThu 8:00 — 17 commitsThu 9:00 — 21 commitsThu 10:00 — 14 commitsThu 11:00 — 21 commitsThu 12:00 — 29 commitsThu 13:00 — 36 commitsThu 14:00 — 25 commitsThu 15:00 — 29 commitsThu 16:00 — 46 commitsThu 17:00 — 50 commitsThu 18:00 — 40 commitsThu 19:00 — 32 commitsThu 20:00 — 37 commitsThu 21:00 — 46 commitsThu 22:00 — 46 commitsThu 23:00 — 58 commitsFri 0:00 — 40 commitsFri 1:00 — 55 commitsFri 2:00 — 32 commitsFri 3:00 — 37 commitsFri 4:00 — 18 commitsFri 5:00 — 33 commitsFri 6:00 — 23 commitsFri 7:00 — 20 commitsFri 8:00 — 16 commitsFri 9:00 — 12 commitsFri 10:00 — 15 commitsFri 11:00 — 28 commitsFri 12:00 — 18 commitsFri 13:00 — 29 commitsFri 14:00 — 32 commitsFri 15:00 — 25 commitsFri 16:00 — 55 commitsFri 17:00 — 51 commitsFri 18:00 — 48 commitsFri 19:00 — 46 commitsFri 20:00 — 20 commitsFri 21:00 — 46 commitsFri 22:00 — 37 commitsFri 23:00 — 44 commitsSat 0:00 — 50 commitsSat 1:00 — 57 commitsSat 2:00 — 24 commitsSat 3:00 — 17 commitsSat 4:00 — 24 commitsSat 5:00 — 25 commitsSat 6:00 — 9 commitsSat 7:00 — 26 commitsSat 8:00 — 30 commitsSat 9:00 — 21 commitsSat 10:00 — 31 commitsSat 11:00 — 34 commitsSat 12:00 — 37 commitsSat 13:00 — 48 commitsSat 14:00 — 49 commitsSat 15:00 — 82 commitsSat 16:00 — 55 commitsSat 17:00 — 53 commitsSat 18:00 — 64 commitsSat 19:00 — 68 commitsSat 20:00 — 47 commitsSat 21:00 — 53 commitsSat 22:00 — 53 commitsSat 23:00 — 45 commits
Commit volume by weekday and hour (UTC). Larger dots mean more commits.
DateListRankStars gained
May 13, 2026daily#25+48
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