55 Commits
Author SHA1 Message Date
itaskaev2andClaude Opus 5.5 8ac207f353 Grow the texture heap a mod's HeapDef asks for instead of serving that table
HD texture packs made for the emulators ship their own HeapDef with TextureHeap and its parent grown for the
emulators' 8 GB memory option (HDPacks.com's 4K pack: by 3,419,000 KiB). Served as it is, the game asked for room the
application pool does not have and crashed at start (#673); without the file it looped the panic Blood Moon.

Before mem_init sizes the pool, resolution.c reads the HeapDef of every switched-on mod (mods.c mods_peek_romfs, which
lists the mods' RomFS roots without the rest of the scan: mods_scan needs paths main sets later) and counts the largest
TextureHeap growth over the shipped 506,880 KiB like TOTK_TEX_HEAP_EXTRA_MB (the larger of the two, at most 4 GiB). The
pool and the heap cap grow by it, and romfs.c heapdef_overlay serves the game's own table grown by that amount in the
mod's place, so the other heaps keep the sizes of the game version that runs.

Tested with the HDPacks.com 4K Texture Pack v1.0 as players install it, on 1.4.3 and 1.2.1 (RTX 4080 SUPER): the game
loads a save and runs at 60 fps with 0 validation errors, and holds 4.5 GB of game memory pools against 1.2 GB without
the pack. docs/mods.md, README.md and totk.ini.example say so; other packs come with no guarantee.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 09:43:41 +01:00
itaskaev2andClaude Opus 5.5 d850c2116d Count play time across runs and show it on the Game tab
A host thread adds each second in which the window has the focus and the game presents frames, keeps the total in
<profile>/playtime.txt (every 30 s and at exit) and the Game tab of the settings menu shows it with this run's share.
Texts in English, Russian, Brazilian Portuguese and Simplified Chinese. Closes #720.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:52:28 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a732c16ce6 Merge pull request #438: 5.1 surround output (Specht2010)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:35:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 13e9ffec38 Merge pull request #455: Discord Rich Presence, off by default (avrahambenaram)
Conflicts in cfg.c (the key list) and main.c (the usage line) resolved by keeping dev's lines and adding the
Discord keys and --probe-discord.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:11:12 +03:00
itaskaev2andClaude Opus 5.5 aa46bbbceb List NVIDIA DLSS and its download by the setup in the README
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:36:07 +03:00
Valiantsin Dzerakh c8ec6c2fe2 Merge branch 'pr/527' into task/prwave8 2026-11-03 15:35:50 +03:00
Wintego 4e5637277e Lay the UI out for 3:2 game resolutions
The settings menu offers 1920x1280, 2160x1440, 2256x1504, 2880x1920 and 3000x2000 (the 3:2 screens of Surface and
Framework laptops and tablets), and the setup builds romfs-patches-<w>x<h> for each, so the HUD moves to the top and
bottom edges as it does at 16:10 instead of being stretched.
2026-11-03 09:16:51 +03:00
itaskaev2andClaude Opus 5.5 afe3404434 Accept NSZ and XCZ game files in the setup
The check step tells a compressed file by its content (an NSP or XCI holding NCZ files), whatever its name, and
unpacks it into the temp folder with tools/ncz.py before the extraction reads it. Every NCA comes back byte for byte
and is checked against the hash in its name. The file dialog has one filter for all game files, and the form says
that compressed files are unpacked automatically, in every setup language.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 18:03:27 +01:00
Avraham ab32d00cc9 Merge remote-tracking branch 'origin/dev' into discord-rich-presence 2026-11-02 13:11:39 -03:00
Avraham 664ee03759 Add Discord Rich Presence, off by default.
A host thread speaks Discord's documented IPC protocol to a running client
through platform.h's new plat_ipc_* (a named pipe on Windows, a Unix socket
in $DISCORD_IPC_PATH, $XDG_RUNTIME_DIR, $TMPDIR or /tmp on Linux) and shows
the game update and the elapsed play time as the status of a configurable
application. It never holds a virtual core, picks up settings changes within
half a second of the menu writing them, re-sends the activity once a minute
as its keep-alive, answers the client's Ping frames and reconnects 15 s
after a break; Discord clears the status when the process ends.

The Menu tab of the settings menu switches discord_rpc, and discord_app_id
and discord_image in totk.ini name the application and its art asset (a
player can register their own). The default app id is the one this was
developed against; the maintainer may want to register a project-owned one
and swap it. --probe-discord runs the exchange without the game: it caught
the opcode numbering (Handshake is 0, not 1) against a live client.

Tested on 1.4.3, Linux: probe passed end to end against Vesktop's arRPC
bridge, an invalid app id falls back to the default, selftest clean.
2026-11-01 22:12:58 -03:00
Specht2010andClaude Opus 5.5 963901cc12 Add 5.1 surround output
The mixer folded the game's 5.1 device sink down to stereo and IAudioDevice told the game it had two channels.
audio_channels (auto, stereo, 5.1; Sound tab, Speakers) now opens the SDL stream with six channels in the device sink's
order (FL FR C LFE RL RR) and reports six to the game, which then mixes for 5.1. auto picks 5.1 when the default
playback device has six or more channels (a 5.1 or 7.1 speaker setup in Windows) and stereo otherwise; stereo keeps
the existing downmix.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:50:30 -04:00
Valiantsin DzerakhandClaude Opus 5.5 2e95221d23 Add a player guide to mods and point the README and the tester guide to it
Mods were described only in one dense list in the tester guide. docs/mods.md walks a player through installing a mod,
its order and switches, TKMM merges, code patches and their rebuild, what renaming a mod folder does, the reasons the
Mods tab gives for an unused mod, and what to check when something looks wrong. docs/cheats.md gains a folder example
and the rename note.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 19:34:30 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a68106de5d Merge pull request #371: Call the 1.1.0 update 1.1.0, not 1.1.1 (shenjackyuanjie)
The Brazilian Portuguese and Simplified Chinese setup texts now name the 1.1.0 update beside 1.2.1 and 1.4.3, as the
English and Russian ones do.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:51:58 +03:00
shenjackanddeepseek-v4.1-flash-1017 a7b988b417 Name the 1.1.0 update 1.1.0 instead of 1.1.1
The update this port builds for has version value 0x20000, which is Tears of the Kingdom 1.1.0, not 1.1.1: the upstream expected-v1.1.2.json carries 0x40000 and the other expected files step 0x10000 per release, so 0x20000 is 1.1.0 and 0x30000 is 1.1.1. Pull request #220 introduced the wrong label in expected-v1.1.1.json.

Expected hashes, patch sites, boot constants and the RomFS layout are unchanged; only names change:
- tools/data/expected-v1.1.1.json -> expected-v1.1.0.json, display_version 1.1.0
- recomp/patches-v111.txt -> patches-v110.txt
- installer/layout.py SUPPORTED and tools/build_game.py DISPLAY_VERSIONS
- make_romfs_patches.py --version choices and its COMMON table key (the RomFS archive name stays Common.Product.110)
- runtime RT_V111 -> RT_V110, the inits_111 and expect_111 tables, the probe's census folder v110
- README, docs and the installer texts

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 21:08:13 +08:00
Valiantsin DzerakhandClaude Opus 5.5 c3dae879cb Build the mods' ExeFS patches into the game and switch them with their mod
A mod that patched the game code (.ips, .pchtxt) stayed off as a whole.
tools/exefs_patches.py now reads IPS, IPS32 and IPSwitch files from each
mod's exefs folder and from atmosphere/exefs_patches/<name>/. It keeps the
ones whose build id is main's and turns their writes into main's code into
one patch set per file. The writes go through the same rules as the code
cheats (tools/cheats.py convert). A file that writes main's data, or that the
rules cannot express, is unsupported as a whole. The setup's lift runs it
after cheats.py and writes build-cache/exefs.status.

runtime/mods.c checks each patch file against that status:

- a built file's set is switched on with its mod;
- a file the build lacks keeps the mod off and starts the rebuild at the next
  start, like a code cheat does;
- an unsupported file keeps the mod off, and the Mods tab shows the reason;
- a file for another version is counted and left out.

A mod patch on a site of one of the port's own sets turns that set off while
the mod is on, and the Mods tab names it. The Mods tab also gets the "Rebuild
the game now" row.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 14:29:40 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ac69f39529 Read cheat files from the mods folder instead of shipping them
A cheat file is now part of a mod: mods/<mod>/cheats/<build id>.txt, or the
Atmosphere places inside the mod folder, the file name in any case. The port
ships no cheat files any more (the MyNXCheats files and their notice row are
gone).

- tools/cheats.py --mods builds the code cheats of every mod folder; a
  cheat's key hashes "<mod folder>/<name>", so two mods' cheats of one name
  keep their own switches.
- The setup reads the cheats from <install>/mods and writes the status to
  build-cache/cheats.status.
- runtime/cheats.c reads the files of the enabled mods the port can use, in
  the Mods tab order, and the status from build-cache.
- A mod with only cheats is usable. The Cheats tab groups the cheats by mod,
  and the Mods tab says how many cheats a mod brought.
- The cheat texts are in all four menu languages.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 14:05:31 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5e584ea966 Merge pull request #51: Load Atmosphere cheat files and switch their cheats from a Cheats tab in the menu (conongnang)
Merged onto the mods folder (task/mods1); the Cheats tab sits after Mods. The cheats' menu text and the cheat file's
place are reworked for the mods folder in the commits that follow.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:31:17 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c0007bd16d Merge pull request #191: Add Simplified Chinese to the setup window and the in-game menu (tuwary)
The menu side is dev's: it has Simplified Chinese since #243, glyphs included. Simplified Chinese
joins the setup window as a fourth language beside Brazilian Portuguese, in the language switch,
the Windows and locale pick and the launcher; zh-Hans.json gets the nineteen texts added since
(fonts step, CPU level, base game checks, Linux checks) and the {game_exe} placeholder.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:29:30 +03:00
Valiantsin Dzerakh f30bbf048a Merge pull request #281: Add HDR10 output (ProSep)
# Conflicts:
#	THIRD_PARTY_NOTICES.md
#	runtime/cfg.c
#	runtime/vk.h
#	runtime/vk_device.c
2026-11-01 11:15:24 +03:00
Valiantsin Dzerakh 4524fed813 Merge pull request #211: Show Xbox button icons in the prompts, with a Button prompts setting that follows the pad layout (waxyfeet)
# Conflicts:
#	docs/installer.md
#	runtime/cfg.c
#	runtime/ui/menu.cpp
#	runtime/ui_text.h
2026-11-01 11:14:40 +03:00
Valiantsin Dzerakh 683a2fe61b Merge pull request #321: Add an anisotropic filtering setting (ProSep)
# Conflicts:
#	runtime/ui_text.c
#	runtime/ui_text.h
2026-11-01 11:11:17 +03:00
Valiantsin Dzerakh 57129898e8 Merge pull request #296: Run the game on x86-64-v2 CPUs without AVX2 (chen3feng)
# Conflicts:
#	README.md
2026-11-01 11:10:05 +03:00
Valiantsin Dzerakh 3a2f4081b1 Merge pull request #284: README: document Linux support (x-wav) 2026-11-01 10:55:05 +03:00
6f8dc257be Add an anisotropic filtering setting
aniso (game, 2, 4, 8, 16; default 16) raises anisotropic filtering of the game's tiled, filtered, mipmapped colour
samplers, so ground and paths seen at a shallow angle stay sharp into the distance instead of smearing. Depth-compare,
nearest, unmipmapped and clamped samplers keep the game's level: clamped samplers read screen-sized buffers, where
anisotropic taps reach across an object's edge and leave a speckled fringe (the inventory's character preview). The wrap
test reads the game's own modes, so mirror-clamp samplers stay out on devices without mirror-clamp-to-edge, where they
map to mirrored repeat. Read at start, as samplers are cached.

Ported from the aniso half of itaskaev2's shadow and filtering commit and applezra's follow-up that limits it to tiling
samplers. On the Screen tab of the settings menu (English and Russian) and in totk.ini.example.

Co-Authored-By: itaskaev2 <165683571+itaskaev2@users.noreply.github.com>
Co-Authored-By: applezra <Ezra.s.swenson@gmail.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 03:15:05 +01:00
conongnangandClaude Opus 5.5 183519190a Bundle the cheat files for 1.2.1 and 1.4.3 and install them when the player has none
The setup keeps a player's own file. A bundled file the tools refuse costs its cheats, not the install.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:42:10 +07:00
conongnangandClaude Opus 5.5 0bf9a09eb3 Merge upstream main into cheats
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:07:29 +07:00
CHEN Feng 34b4faee7c Run the game on x86-64-v2 CPUs without AVX2
-march=x86-64-v3 kept the port and the installer to CPUs with AVX2 and FMA. --cpu v2 compiles the generated code and the runtime for SSE4.2 instead. Without FMA3 the FP lowering calls fma/fmaf, so runtime/fma.c provides correctly rounded ones (musl, MIT) that honour MXCSR's rounding mode, FTZ and DAZ; the UCRT's software fallback rounds incorrectly by up to half an ulp. simd.h's fast paths keep their assumptions.

The installer's host check asks for x86-64-v2 and selects libtotkrt.a or libtotkrt-v2.a; both release scripts build and ship the pair. The differential tests compile fma.c as well, so a --cflags=-march=x86-64-v2 run tests it.

Tested on an i7-3770K (no AVX2, FMA or BMI) with an RTX 3060 Ti, game 1.4.3: the installer ran end to end, --selftest passed and play holds 40-60 fps at 1080p. fma and fmaf matched 152,288 exact vectors over two seeds, including ties, subnormals and every rounding mode, FTZ and DAZ combination. The v3 build is unchanged: fma.c is an empty translation unit there.
2026-11-01 07:09:13 +08:00
x-wav 88325105e4 README: document Linux support
#60 added Linux (AppImage) and Steam Deck support, but the README still only mentions Windows. This adds a Linux install section with the requirements from docs/installer.md, and updates the intro, Status and Planned.
2026-10-31 22:17:26 +01:00
ProSepandClaude Opus 5.5 007786d487 Add HDR10 output
With hdr = 1 the game's tonemap shader is replaced by one that keeps highlights up to the display's peak, the present
reads the float picture the game copies into its 8-bit window texture, and a compute pass encodes it as PQ in Rec. 2020
for an HDR10 swapchain. Peak, paper white and HUD brightness are live settings in the menu and totk.ini. The approach
follows the RenoDX TotK mod by souperman9 and Musa; no code was copied.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:17:12 +01:00
shenjackanddeepseek-v4.1-flash-1017 73886c4de6 Name 1.1.1 where the docs list the updates
The installer takes the 1.1.1 update since #220, but the README, the installer guide and the tester guide still name 1.2.1
and 1.4.3 alone, so a player on 1.1.1 reads that their update is not supported.

The saves note stays with 1.2.1 and 1.4.3: carrying a save across those two is what has been tested.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 02:48:57 +08:00
Deon FoucheandClaude Opus 5.5 0ad2db7a33 Merge dev into xbox-button-icons again for 1.2.1's camera aspect ratio and HUD layouts
romfs.c keeps dev's note that both game versions now take the layouts of other shapes, next to the Xbox prompts' part.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 22:16:57 +10:00
Deon FoucheandClaude Opus 5.5 01d69bf6d1 Merge dev into xbox-button-icons, with the restart and the prompts on the Linux port's portable calls
The restart moves into gfx_present.c's gfx_window_closed, which the Win32 and SDL windows share, and linux.c gets
plat_restart and plat_restart_wait: posix_spawn of /proc/self/exe with no descriptor past stderr and the default
signals, and a wait on a pidfd. The prompts code takes plat_file_exists, plat_setenv, strcasecmp and strdup, and the
menu and the log say a game resolution of another shape than 16:9 (16:10 now as well as 21:9) keeps the Switch prompts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 22:14:22 +10:00
Valiantsin DzerakhandClaude Opus 5.5 98a657dfd1 Give 1.2.1 the camera aspect ratio and the HUD layouts of other shapes
patches-v121.txt takes the aspect set at upstream's 1.2.1 sites (game_patches.c aspect_install): the same two camera
loads and two viewport divisions as 1.4.3, with the same original words and the same replacement from page +56. The
installer now builds the romfs-patches-<w>x<h> overlays for 1.2.1 too; ultrawide_layout.py passes on its
Common.Product.110 at all ten sizes. Checked in game at 3440x1440 (camera 2.3889) and 1920x1200 (1.6000): wider or
taller view, HUD at the corners or edges, no validation errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 14:23:58 +03:00
Deon FoucheandClaude Opus 5.5 0598032cc4 Document the Button prompts setting and what the Xbox prompts show with each layout
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:50:17 +10:00
Valiantsin DzerakhandClaude Opus 5.5 0db841c297 Lay the HUD out for 16:10 game resolutions on 1.4.3
ultrawide_layout.py handled canvases wider than 16:9 only, so the Steam Deck's 1280x800 got the 16:10 camera with
the 16:9 HUD stretched 11% over it. A narrower canvas now scales each layout's root pane in y by the aspect over 16/9,
stretches full-screen backgrounds back and moves the HUD to the top and bottom edges. The pane list and distances are
the TALL table of tools/aspect_layouts.py from pull request #60, in the format of the wide edits; the minimap,
discovery banner and dragon's tears keys are found by walking the animation's curves. Every value is checked against
the shipped one before it is written: 1.4.3's Common.Product.140 and 1.2.1's Common.Product.110 pass at 1280x800 and
1920x1200, and the 3440x1440 overlay is byte-identical to the one before.

The settings menu offers 1280x800, 1680x1050, 1920x1200 and 2560x1600, and the installer builds their overlays with the
21:9 and 32:9 ones.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 13:31:39 +03:00
Valiantsin DzerakhandClaude Opus 5.5 43a18a9bb1 Merge pull request #60: Linux port (AppImage) and Steam Deck support (wdiasjunior)
The branch forked 79 commits before main and 98 before dev. Resolutions:

1. Aspect ratio: dev's implementation stays (camera patch at page +56 on 1.4.3, tools/ultrawide_layout.py layouts per
   size in romfs-patches-<w>x<h>, the aspect = fit|stretch setting). The PR's second implementation is dropped: the
   aspect sets of patches-v121.txt and patches-v143.txt (the 1.4.3 one patched the same viewport sites as dev's),
   tools/aspect_layouts.py, the resolution.c shapes that limited game resolutions to 16:9, 16:10 and 21:9, and the
   picture_fit setting. Its letterbox code (gfx_fit_rect) is kept and reads TOTK_ASPECT.
2. Code dev changed where the PR moved it: the stick dead zone, the test gamepad and the paddles go to input.c; the
   DPI awareness, keep-awake and IME detach of gfx_window.c go to gfx_window_win.c; device fault reports and GPU
   breadcrumbs to gfx_present.c. gfx_window_dpi gets an SDL version.
3. dev's Win32 calls in shared code go through platform.h: the shader cache pack reader (PlatFile), the romfs
   overlay checks, the audio pacing waits, the motion, ASTC and device fault locks. plat_cpu_usable and
   plat_commit_info get Linux versions; plat_cpu_count counts the machine's processors on both. dpi_probe.c becomes
   dpi_probe_win.c.
4. assume_focus defaults to 1 as the PR has it (a load interrupted by a focus loss can stop for good) and stays live,
   with dev's Game tab row.
5. The frame limits 40 and 45 join dev's list. The BC 3D storage fallback for Vega only runs with
   TOTK_BLOCK_VIEWS_3D=1, since dev makes 3D BC images without block views by default.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 13:26:42 +03:00
tuwaryandClaude Opus 5.5 859ed28735 Add Simplified Chinese to the setup window and the in-game menu
The setup window gets installer/text/zh-Hans.json, a full copy of the English catalog, and a third entry in its
language switch. A Windows display language of zh-CN or zh-SG picks it; zh-TW, zh-HK and zh-MO write Traditional
Chinese and stay on English. A Chinese window still starts with English as the game language, because Chinese game
text needs the Switch shared fonts the installer does not extract. The launcher's message box and
make_release.py's launcher_text.h carry the Chinese strings too.

The menu and the performance overlay get a text_zh_hans table for every menu id, and TOTK_MENU_LANG takes zh-Hans.
Left unset, the menu follows the system UI language with the same Simplified Chinese regions. The font atlas merges
in every glyph of the menu language's text from the system font (Microsoft YaHei, else SimSun) and is built again
when the menu language changes. ov_probe checks that every menu id has Chinese text, that the printf formats keep
the English conversions, and how system language tags map to menu languages; installer_gui_test checks the new
catalog the same way as the Russian one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DcYzeu7eb2tXZMU4bRVcGh
2026-10-31 16:33:53 +08:00
Lucas-blip-png 76563b34a9 Offer the 32:9 sizes 3840x1080 and 5120x1440 as game resolutions with their HUD layout
tools/ultrawide_layout.py computes every edit from the canvas aspect, so 32:9 needs no new layout data: the installer now builds romfs-patches-3840x1080 and -5120x1440 beside the four 21:9 sizes, and the menu lists both. Before, a 32:9 output_res got the wide camera with the 16:9 HUD stretched over it (issue #181).
2026-10-31 04:16:55 -04:00
conongnang 44105a95ff Merge branch 'valentderah:main' into cheats 2026-10-31 13:41:59 +07:00
Valiantsin Dzerakh 9044d4c02b Merge task/xboxprompts: Xbox button prompts layout, from pull request #126
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

# Conflicts:
#	installer/steps.py
#	runtime/romfs.c
#	tools/make_romfs_patches.py
2026-10-31 08:19:29 +03:00
mrtink125792andClaude Opus 5.5 bb85bc8a80 Add an Xbox prompts button layout: Switch positions with the A/B and X/Y prompts swapped to the Xbox labels
With pad_layout = nintendo on an Xbox pad the right button does Switch A but is labelled B, the bottom one does B but is
labelled A, and the game's prompts still name the Switch buttons. A fourth Button layout choice, Xbox prompts (A right)
(pad_layout = xbox_prompts), maps the buttons as nintendo and swaps the prompts to the labels, so each prompt names the
button to press. Automatic, Nintendo and Xbox are unchanged and keep the game's own prompts. The buttons change at once;
the prompts at the next start, as the game reads its UI archive and fonts at boot (the menu says so).

At start, xbox_prompts loads romfs-patches-xbox in place of romfs-patches (runtime/romfs.c overlay_init).
tools/make_romfs_patches.py --xbox-prompts writes it from the player's own RomFS, with the 60 fps patches; nothing from
the game or a mod is added to the repository. It swaps A with B and X with Y in:
- the letter images Nt_KeyTexA/B/X/Y_00 of the action prompt (DoCommand_00), in the Common archive's __Combined.bntx
  (same format, size and tiling, so the image data trades places);
- the action prompt's diamond of the other face buttons: one-letter text panes the game fills from
  LayoutMsg/DoCommand_00.msbt in each language's Mals archive (both the messages and the layout's own text);
- the button glyphs U+E040 to U+E043 of scft/External.bfotf in each Font/Font*.bfarc, which every other prompt uses
  (CFF outlines and metrics in the deobfuscated OpenType font, then its checksums).
The diamond's shape shows the button's position and stays. The setup writes both folders; the menu notes when the Xbox
prompt files are missing and when the prompts in use differ from the choice until a restart.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:51:03 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9745206f2a Document the ultrawide sizes, the fit default of aspect and the 1.4.3 limit
Wide sizes other than the four the installer prepares get the wide camera with a 16:9 HUD stretched over it. aspect = fit letterboxes a 16:9 game in a wider window where it used to stretch. Ultrawide is 1.4.3 only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:45:41 +03:00
Wellington Dias 7285688165 Give the interface its proportions at 16:10 and 21:9, and limit game resolutions to those shapes and 16:9.
The game lays its interface out in a 1920x1080 space and draws it over the whole output, so at 1280x800 every menu and
the HUD were 11 % taller than drawn, and at 21:9 34 % wider. tools/aspect_layouts.py rewrites the layout archive for
each shape: every layout's root pane scaled back, full-screen backgrounds kept full, the HUD moved to the screen's
edges, and the minimap, place name and dragon's tears map icon animations adjusted. It follows the behaviour of
Fruithapje21's TOTK-Ultrawide (GPL-3.0, read for behaviour only) and checks every original value before it writes.
make_romfs_patches.py writes the results to romfs-patches/16x10 and 21x9 at install and build time, and romfs.c serves
the one of the output's shape. resolution.c accepts 16:9, 16:10 and 21:9; another shape draws 16:9 with bars. The
menu lists the game resolutions by shape. Checked on 1.2.1 and 1.4.3 at 1280x800 and 3440x1440: HUD, minimap,
inventory, map, system tab and loading screen.
2026-10-30 16:23:58 -03:00
conongnangandClaude Opus 5.5 3df82b8842 Load Atmosphere cheat files and switch their cheats from a Cheats tab in the menu
Players bring their own cheats\<build id>.txt next to totk.exe; none ship with the port. The setup turns cheats that
write main's code into patch sets (tools/cheats.py), cheats that write data run in a cheat VM after dmnt's every
presented frame (runtime/cheats.c), and the menu's Cheats tab switches each one, saved under [cheats] in totk.ini.

The patch table now takes several sets per site, first set in file order winning, and replacements that end in a
branch or ret, so cheats that patch the same instruction or end in a jump can be built.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:28:37 +07:00
Valiantsin Dzerakh c3b9a4e7f6 Update README.md 2026-10-29 18:05:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f307b1cdea Add a Planned section to the README and move the AI agents note to the end
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 17:22:37 +03:00
Valiantsin Dzerakh 75287586c9 Update README.md 2026-10-29 16:01:25 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8ea1b5721f Update the remaining explanatory files: issue form, contributing, maxwell sources, settings example, comment rule
The bug form asks for the version on the settings menu's title line instead of the window title, which has none,
points to Copy system info and to logs\totk.log. CONTRIBUTING lists the lifter's differential tests and the commit
message style for pull requests. docs/maxwell.md cites nxnative's notes by name, since nxnative rewrote them and the
line numbers pointed nowhere, and pins the MacNativeGames shorthand to the commit its line numbers were read at.
totk.ini.example gains menu_lang and input_record and points to the menu's Advanced tab for the other keys. AGENTS.md
asks comments to cite upstream code by project, file and function. README: Linux and the Steam Deck are the platforms
planned.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 13:12:37 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f646e521f0 Bring the README and docs up to date with 1.4.3, the menu, the installer and the log file
The README is a front page now: a general status, a short feature list, install steps from a release, credits as a
list of links that points to THIRD_PARTY_NOTICES.md, the build steps last. The licence table moved into the notices.
The build steps take the game version as <ver>; 1.4.3 is the primary version in the architecture doc, which also
gains the zstd host decoder, the settings table and menu, spin gates, the uniform snapshot and the resolution patches.
Controls list F1, F10, F11 and the menu keys; the tester guide and CONTRIBUTING point to logs\totk.log.

THIRD_PARTY_NOTICES.md: the four code rows that sat in the installer table move to the main table, the zstd rows
cover ov_zstd.c and the release package, the MacNativeGames resolution commit is given in full, the NVN proc list and
the compiler runtime of a source build are listed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 12:49:34 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e3e72dfb44 Keep the repository to what players and contributors use; move the agent setup and working notes out of git
docs/building.md merges the two toolchain docs and the README build steps, and lists the developer checks. The
Maxwell reference moves to docs/maxwell.md. architecture.md loses the milestone table, controls.md describes timed
script lines and input recording, and the tester guide includes shader preparation.

The agent skills, hooks, playbook, backlog and the study notes on upstream projects are the maintainer's local setup:
.claude/, notes/ and CLAUDE.local.md are ignored now, and tools/worktree.py links them into task worktrees. AGENTS.md
keeps the project rules.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-27 13:12:50 +03:00