Developer: Bonnie Games
Release Date: February, 2026
Graphics: 3D
Genre: Adventure
Version: Experimental Alpha
Players: 1
Description
The Legend of Zelda: Ocarina of Time PSX was an experimental port of the original Nintendo 64 classic, developed by Bonnie Games, who is also known for bringing Celeste Classic to the PlayStation using PSYQo.
At that stage, the project was still an early prototype, but it was already playable and was accompanied by gameplay footage that showcased some promising results. While still far from complete, it represented an ambitious attempt to bring one of the most iconic 3D games of all time to Sony’s 32-bit hardware. The project has since been put on hold; more on that below.
Extra Info
The prototype (made also using PSYQo) already featured basic movement and collision detection, allowing players to explore a simple 3D environment. One of the most interesting aspects was the camera system, which could be rotated freely and was controlled alongside player movement using both analog sticks. This resulted in a control scheme that felt surprisingly modern, reminiscent of dual-stick setups seen in games like Dark Souls.
However, the project was still in a very early stage. The framerate was low, and several graphical issues were present. Textures were not yet correctly mapped onto polygons, and players could see through walls, revealing parts of the level that should normally have been hidden. These issues highlighted the experimental nature of the project and the challenges of adapting such a complex game to the PlayStation.
As the developer explained at the time, this port was not just an attempt to recreate Ocarina of Time, but also a learning tool to better understand the PlayStation hardware. The knowledge gained from this project was meant to support the development of another project the developer was working on, BONNIE-32, an engine designed to replicate PlayStation-style graphics natively. That plan ultimately changed: BONNIE-32 itself was later discontinued, and the developer's focus moved on to a new project, PSoXide, covered in detail further down.
The developer had also shown interest in other similar efforts within the community, particularly the Super Mario 64 PSX project, and had studied its codebase to better understand how such conversions could be achieved. Nevertheless, he acknowledged that Ocarina of Time was a significantly more complex game, making a full and faithful port a much greater challenge — a challenge that, as it turned out, the project would not get to see through.
Despite its limitations, this prototype represented an exciting first step, and at the time it seemed like it could eventually evolve into one of the most ambitious PlayStation homebrew ports to date. Ports of this scale are extremely rare, and alongside projects like Super Mario 64 PSX or Half-Life PSX, this experiment highlighted the growing ambition and technical skill of the PSX homebrew scene. As described below, however, development did not continue past this prototype stage.
What Happened Next: From BONNIE-32 to PSoXide
In the months following this prototype, development on The Legend of Zelda: Ocarina of Time PSX stalled. Bonnie Games also discontinued BONNIE-32, the fantasy-console engine that this Ocarina of Time port was originally meant to feed knowledge into. BONNIE-32 had been built as a complete toolkit for making low-poly 3D games targeting the PS1 aesthetic, with integrated tools for modeling, texturing, music composition, and level building, all running through a custom software rasterizer written in Rust. In the developer's own repository listing, BONNIE-32 is now marked as "discontinued," with a note pointing to where the work continued instead.
That work moved entirely into a new project: PSoXide, described by its developer as "the unified PlayStation 1 development platform, written entirely in Rust." Rather than a fantasy console merely inspired by PS1 aesthetics, PSoXide was built as a full ecosystem around the real hardware: it bundled an SDK for writing actual PS1 games, an emulator to run them, and a set of supporting tools, all sharing the same underlying protocol definitions so that encoding mismatches between the SDK and the emulator became compile-time errors rather than runtime bugs. As of this writing, there were no public indications that the Ocarina of Time port would resume, though its code remained available in its original repository.
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