The setup wrote 64 patch folders: every prompts style for all 15 shaped game resolutions. The new shapes step
(installer/screens.py) writes romfs-patches-<w>x<h> only for the shapes of the connected displays, the output_res the
game defaults to on each and the totk.ini output_res, and the prompts' shaped folder only for the style totk.ini
selects. One folder per shape: the runtime maps the game resolution to its shape's size (cfg.c cfg_shape_size, the
closest ratio within 1%), and an exact-size folder from an older install still wins. The settings menu marks a game
resolution whose shape has no folder and can start the generator for it in the background, for the next start.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Y has two default keys: the left mouse button, which is a menu's A while the pointer is shown, and T, which presses Y
everywhere. The button font (menu guides, the dialogue log) now shows Y as its first bound key that is not a mouse
button; the button guide in play and the action prompt keep the left button. The PC prompts are a setup step of their
own, keyed by the bind_ lines of the install's totk.ini, so running the setup again after rebinding redraws them
without preparing the shaders again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Another install, say 1.2.1 while the recorded update is 1.4.3, would extract again from them. Each dest change compares the prefilled file's name and size (one stat) with the install's totk-install.json inputs and clears the field on a mismatch. Fields the user picked or typed are never cleared, and a folder without state keeps the prefill.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A recorded path on a disconnected network share can block its stat call. The paths load in a daemon thread and nothing is prefilled when it has not returned in time.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A reinstall or a switch to another game version starts with the form filled in. Only absolute paths are stored, never the keys file's contents, and an entry that no longer exists, has the wrong kind or cannot be statted is dropped on load. Follows #715 by DanielSvoboda.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
An update needs only the install folder: the recorded game language and the other inputs come from totk-install.json. installer/recent.py stores the folder in %LOCALAPPDATA%\TotK Recomp\setup.json (XDG state dir elsewhere), outside the release folder, so a new release finds it.
Idea from #715 by DanielSvoboda.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The window ran in a DPI-unaware process, so Windows drew it at 96 DPI and stretched the result on a display at 125% or
more, which is why it was blurry at 200%. The process is now system DPI aware before Tk starts (installer/dpi.py: Tk 9
has no per-monitor support, so system awareness is what it can honour); Tk then sizes the fonts with the display's DPI
and dpi.px sizes the paddings, the wrap widths and the progress bar with it. The launcher makes its own process aware
the same way for its error box. tests/installer_gui_test.py checks that a fresh process ends up aware and that Tk's
scaling follows the display.
Co-Authored-By: DeepSeek V4.1 Flash 1017 (DeepSeek Harness) <noreply@deepseek.com>
A connection cut mid-file raises http.client.IncompleteRead, which is not an OSError, so it failed the whole setup at
the DLSS step instead of warning. The download box is ticked by default, so every player without an RTX GPU got a
warning for a download they never chose; that case is a log line now. The game file dialog keeps its "All files"
filter: the check tells an NSZ or XCZ by its content, not its name.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
dlaa and the DLSS modes need nvngx_dlss.dll next to totk.exe, which the release does not ship, so most players
never had DLSS. A new setup step after prepare downloads NVIDIA's own copy from the DLSS SDK repository
(github.com/NVIDIA/DLSS, tag v310.9.1, NVIDIA RTX SDK license) and checks its size and SHA-256.
The window has a tick box for it, on by default and named with its source and licence; the CLI takes --dlss. The
step runs on Windows with an NVIDIA RTX GPU (the host check's Vulkan devices), keeps a DLSS library the player
already put there, and on a failed download warns and lets the game run without DLSS; the next setup run tries
again. Texts in English, Russian, Brazilian Portuguese and Simplified Chinese, docs/installer.md step 7, tests in
tests/installer_test.py (DlssTest, with a file: URL).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
The rebuild command puts the release folder on sys.path itself: totk.exe starts it in the install folder, and only the
Windows release Python's ._pth names that folder. In a repository the window and its setup run use the Python that
runs the setup, since the tools' embeddable Python there has neither tkinter nor the repository on its path.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Code cheats need the game lifted and compiled with them. Running the setup
again did that, but it lifted and compiled everything and prepared the
shaders again.
- The setup keeps the generated C and the objects in its temp folder (about
1.3 GB). gen.py rewrites only the chunks whose C changed, so Ninja
recompiles only those. One new code cheat on 1.4.3 took a 47 s lift and
19 s of compile and link on 24 cores.
- Prepare's key no longer follows the compile key, only the runtime, the
translator and the game version, so a rebuild keeps the prepared shaders.
- The cleanup writes build-cache/rebuild.txt, the command that opens the
setup window in a new --rebuild mode on the install folder. That mode runs
at once and starts the game again when it succeeds.
- At start, runtime/cheats.c runs that command and exits when an enabled
mod has code cheats the build lacks (plat_spawn, new for Windows and
Linux). build-cache/rebuild.skip keeps a failed or cancelled rebuild from
starting again for the same cheats. "Rebuild the game now" on the Cheats
tab tries again, and [mods] mods_rebuild = off turns the rebuild off.
Scripted runs never start it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
Conflicts with dev resolved by keeping both sides: the fonts step sits between check and extract,
beside the x86-64-v2 check, the pt-BR window language and the xbox-label patches. pt-BR gets the
thirteen firmware and fonts texts.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The setup takes an optional --firmware directory (an unpacked firmware or an emulator's Contents/registered) and, for Chinese, Korean and Traditional Chinese, runs the vendored font extractor into <install>/shared-fonts. Without the folder it warns as before and the install still completes. The fonts step is keyed by the language and a cheap firmware fingerprint; the window gets a folder picker and help text, and the command line takes --firmware.
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>
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
The installer had English and Russian. installer/text/pt-BR.json covers every id with the same placeholders; the window offers PT-BR beside EN and RU and picks it when the Windows display language is Portuguese (Brazil), LANGID 0x0416; Portugal's Portuguese stays English. make_release.py writes LAUNCHER_*_PT_BR into launcher_text.h and the launcher shows it on the same LANGID. The catalog tests check every window language against English.
Choosing Simplified Chinese in the installer wrote lang = zh-CN to totk.ini and the game showed Japanese: ov_language() handed the code to nn::oe::GetDesiredLanguage unchanged, and TotK only accepts zh-Hans and zh-Hant for Chinese. Reported in #72 and #68.
ov_language() now maps both old spellings, so existing totk.ini files keep working and cfg.c still accepts them. The F1 menu offers one row per language under the canonical codes. The installer lists only zh-Hans and zh-Hant, writes them, and reads zh-CN or zh-TW from the CLI or from a recorded totk-install.json as the canonical code, so a repair or update of an old install does not fail with check.lang_unknown and rewrites the ini. --probe-services prints the configured language and checks the four Chinese codes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
tools/make_release_linux.py assembles the Linux release folder and packs it with the static type-2 AppImage runtime:
python-build-standalone 3.14 with tkinter, LLVM 23.1.4 (clang, lld, llvm-ar) and the part of the Steam Runtime 3 sniper
SDK sysroot a game build reads, so the game, hostcheck, hactool and the translator need no newer glibc than 2.31 and run
on SteamOS. The game it builds needs only glibc, the system's Vulkan loader and the libSDL3.so.0 beside it; Opus, libvpx,
zstd and libstdc++ are linked in. --prove builds generated/v121 with the folder alone and runs the probes.
The installer runs on Linux: release and dev layouts, temp under the XDG cache (the AppImage mount is read-only), cancel
through the CLI's process group, language from LANG, xdg-open and a PNG icon, texts that name the right executable, and a
warning on kernels older than 6.7. hostcheck reads x86-64-v3 from CPUID, since clang's __builtin_cpu_supports reads it
from libgcc, which before GCC 12 has no level bits. build_game.py takes --sysroot, build_hactool.py --cc and
build_xlate.py --llvm/--sysroot; linux.c carries the Linux 6.7 write-watch definitions for older headers.
Also: shader_census.py and package_build.py use the Linux executable names, and probe-shader writes its shader path with
forward slashes.
The check step now emits a space event with the bytes the install needs and the free bytes. The window logic (event model, form, CLI subprocess, Ctrl+Break) is in installer/guilogic.py and tested without Tk.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>