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Image reference (original game): The Legend of Zelda: Majora’s Mask · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.
Source maintainer: icyyyy0000 · Revision: 8da0ae49b85b · Catalogued: 2026-10-12
Source license: CC0-1.0 · LICENSE · Article: Source README (format adapted)
The source README follows, with formatting adapted for this site and images replaced by source links. Feature, completion and testing claims belong to its authors and have not been independently playtested here. The Traditional Chinese translation was prepared with AI assistance.
YOU NEED TO INSTALL THE MAJORA’S MASK RECOMPILED AND HAVE SONIC ADVENTURE DX ON STEAM FOR THIS MOD TO WORK
Termina Adventure
Play Majora’s Mask: Recompiled as Sonic, Tails, Knuckles, Amy, Big the Cat, or E-102 Gamma, and switch back to Link whenever you need Zelda’s items, masks, or progression mechanics.
Current build: 0.1.22 · Windows · Experimental
Termina Adventure uses a companion mod for Sonic Adventure DX. Both games run together: the companion runs the original SADX character tasks against collision streamed from Majora’s Mask, then sends movement and animation state back to Zelda, where the character models are rendered. The approach is inspired by SkyCraft.
Features
- Six playable Sonic Adventure characters with their original models, animation motions, and character sound effects.
- Sonic’s momentum, spindash, homing attacks, and homing chains against eligible enemies.
- Tails’ flight and tail spin; Knuckles’ glide, climbing, and punches; Amy’s hammer attacks and running hammer vault.
- New abilities for Big, facing-directed grapple, airborne stomp, and optional original fishing-rod swing. Fishing does not work.
- Gamma’s shots and hover, with adjustable hover speed and firing rate.
- A standing emote for each character on L.
- A character-follow camera with adjustable response, compact control hints, and a single-screen settings menu.
- Switching from any Link mask form and returning to the underlying form.
Super Sonic. Eggman, or Tikal are not included.
Requirements
- Zelda 64: Recompiled, with Majora’s Mask configured using your own supported ROM. The mod manifests require Recompiled 1.2.2 or newer; compatibility with every newer release has not been tested.
- Sonic Adventure DX for PC, configured for the SADX Mod Loader through SAModManager. Development used the Steam installation converted for the mod loader.
- MainMemory’s Character Select Mod, installed and enabled in SADX.
- Both games running at the same time, with SADX allowed to update while its window is inactive.
The export includes the two Zelda mods, native bridge DLL, SADX companion, recommended settings, launchers, and source. It does not include the games, ROM, save files, mod loader, or Character Select Mod.
Installation
Close both games before replacing files. Back up any existing mod files and settings.
-
Copy all four files from the export’s
Zelda64Recompiled/mods/folder into Zelda Recompiled’s mod directory:termina_adventure-0.1.22.nrm termina_adventure_bridge-0.1.22.nrm termina_bridge.dll termina-adventure-settings.ini -
Remove earlier versions of these two Termina Adventure
.nrmfiles, leaving unrelated mods alone. Enable both supplied mods in Zelda’s mod menu. Set Original SADX physics, SADX character models, and Character HUD to On, and Starting character to Link. -
Copy the export’s
SADX/mods/TerminaAdventureBridge/folder into SADX’smods/directory. -
In SAModManager, enable Termina Adventure SADX Companion and Character Select Mod. Place the companion before Character Select Mod in the load order, then save/apply the profile.
-
Disable SADX’s Pause on inactive window setting. Keep its sound effects volume audible; the companion mutes stage music separately.
-
Copy Launch SADX Companion.cmd beside
sonic.exe, and Launch Termina Adventure.cmd besideZelda64Recompiled.exe. Launch the SADX companion first, then Zelda. Keep both running while playing.
For a portable Zelda installation, the mod directory is the mods/ folder beside Zelda64Recompiled.exe. For other installations, use the game’s mod-folder location.
Existing settings can override defaults. Copying the supplied INI replaces the mod’s saved settings with the defaults below; back up your old INI first if you want to keep it.
Controls
Button names refer to the N64 controls mapped in Zelda Recompiled, not keyboard keys or the labels printed on your physical controller.
| Input | Action |
|---|---|
| Z + D-pad Left / Right | Switch character |
| Z + D-pad Up | Return to Link |
| Z + D-pad Down | Open or close settings |
| Z + D-pad Down | Alternate settings shortcut |
| L while standing still | Character emote |
In settings, D-pad Up/Down selects an option, Left/Right adjusts it, and B or Start saves and closes.
| Character | Abilities |
|---|---|
| Sonic | A jumps. Release and press A again in the air to home toward an eligible enemy; release/press again after a bounce to chain. Hold B on the ground to charge a spindash, then release to launch. |
| Tails | A jumps. Release A, then press A again in the air and hold to fly. Release to descend. B performs a tail spin. Holding the initial jump does not start flight. |
| Knuckles | A jumps; hold A to glide or latch near a surface. Use the stick to climb. Release A or press B to drop. B punches when not climbing. |
| Amy | A jumps. B uses the hammer; hold B for a spinning hammer attack. Build running speed and press B for a hammer vault. |
| Big | A jumps. On the ground, B grapples in Big’s facing direction. In the air, tap/release B to grapple or hold B for about 0.25 seconds to stomp. A or a fresh B press cancels a pull. Disable Big new mechanics for B’s original rod swing. |
| E-102 Gamma | A jumps; keep A held to hover during descent. Release to fall normally. B fires a Zelda-side shot; Z targeting aims at the selected enemy. |
| Link | Normal Zelda controls, items, masks, and progression actions. |
Emotes cancel when moving or pressing A/B/L. Link retains his normal L behavior.
Default settings
| Setting | Default |
|---|---|
| Starting character | Link |
| Original SADX physics / character models | On |
| Character speed / gravity | 100% / 100% |
| Camera follow speed | 25% |
| Camera smoothing | On |
| Control hints | On |
| Character HUD | On, briefly after switching |
| Character sounds | On |
| SADX stage music | Muted |
| Knuckles climb any surface | On |
| Big new mechanics | On |
| Big grapple range / speed | Normal / Normal |
| Gamma hover speed | 100% |
| Gamma firing speed | Normal |
| Amy hammer jump height | 100% |
Character speed and gravity can be adjusted from 25% to 300% in 25% increments. Gamma’s horizontal hover speed goes up to 500%. Gamma firing speed and Big grapple speed each have five named choices: Slowest, Slow, Normal, Fast, Fastest. Big grapple range uses Shortest, Short, Normal, Long, Longest.
The export’s defaults are set in both the supplied INI and its compiled core mod. Preferences save to termina-adventure-settings.ini beside termina_bridge.dll.
How the bridge works
Majora's Mask: Recompiled Sonic Adventure DX
Input + scene collision -----------> Companion character task
Render model + apply pose <----------- Movement + animation state
The Zelda side supplies input, nearby authored terrain, and gameplay state. The SADX side temporarily runs its character task against that mirrored terrain and returns its position, velocity, and animation state through shared memory. Zelda renders the extracted character model and handles host-game damage and progression integration.
The terrain observer and collision behavior retain the 0.1.18 baseline. The companion also contains subsequent Tails input and animation fixes; its DLL is not byte-identical to 0.1.18.
Building from source
The export’s Source/ directory includes project code, generated model/animation code, Zelda reference headers and symbols, and SADX SDK headers. Generated assets are already present, so re-extraction is unnecessary for that source export.
Use Python 3, LLVM 18.1.8, Zig 0.13.0, and RecompModTool. Run the following from the directory containing mod.toml, replacing tool paths with your installation paths:
python tools/build.py --llvm "C:\tools\llvm18\bin" --mod-tool "C:\tools\RecompModTool.exe"
python tools/build.py --bridge --llvm "C:\tools\llvm18\bin" --mod-tool "C:\tools\RecompModTool.exe"
python tools/build_native.py --zig "C:\tools\zig-0.13.0\zig.exe" --sdk "dependencies/SADXModLoader/include"
These produce the two .nrm files in build/ and the native DLLs in build/native/. Compiler binaries are separate prerequisites for rebuilding; playing the prebuilt mods does not require them.
A repository checkout may need its reference dependencies initialized and its model code generated from a local SADX installation. The export includes those source inputs. Historical test and installation scripts may reference the development workstation or older release archives; adjust those paths before using them.
Do not build with --restore-018-companion for this version: that option is for earlier builds and excludes the later Tails changes.
Known limitations
This is an experimental integration. Collision on complex surfaces, moving platforms, water, and some camera angles still needs gameplay testing. Big’s rod and grapple line are procedural, and full fishing mechanics are not implemented.
Character attacks integrate with Zelda’s enemy damage handling, but not every enemy or boss interaction is verified. Shields, immunity, weak points, and progression requirements still apply. For example, thaw Goht using Link and fire arrows before switching characters.
Use Link for items, masks, and progression actions. Both games must remain running. Tests cover bridge behavior and controlled native movement, including Tails’ second-press flight and rotor progression; they do not establish complete gameplay parity or verify every animation visually in Zelda.
Credits and source notices
- SkyCraft — inspiration for the cross-game passthrough approach.
- Zelda 64: Recompiled and Zelda64RecompSyms.
- zeldaret/mm — Majora’s Mask reference source and headers.
- SADX Mod Loader and MainMemory’s Character Select Mod.
Project code is accompanied by its LICENSE. Third-party code, game models, animations, audio, and other assets retain their respective ownership; the project license does not grant rights to those assets. The source export contains generated game assets, so review the contents before publishing the entire export to GitHub. Keep ROMs, game executables, saves, and personal settings out of the repository.
AI DISCLAIMER - THIS MOD IS AI SLOP OBVIOUSLY AND WAS MADE ALMOST ENTIRELY WITH CHATGPT AGENT MODE, DOWNLOAD ONLY IF YOU’RE OKAY WITH THAT
License and provenance
The README and its translation retain CC0-1.0 terms. Changes comprise translation, links and formatting. Editable Markdown, the original README, LICENSE and NOTICE files are included in the linked bundle. This grants no rights to the original games, their assets or trademarks.
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