67 Commits
Author SHA1 Message Date
Louis JusticeandClaude Opus 5.5 c2716d2e7c The keyboard and mouse text prompts show Y as T, and the setup draws the PC prompts from totk.ini's bindings.
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>
2026-11-10 18:11:38 -05:00
Valiantsin DzerakhandClaude Opus 5.5 27a63dfb0f Merge pull request #1065: Xbox prompts at every game resolution the setup lays the UI out for (cdonatom, #378)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 18:59:22 +03:00
Carlos DonatoandClaude Opus 5.5 fb34177cfd Make the Xbox prompts for every game resolution the setup lays the UI out for (#378)
The setup wrote romfs-patches-xbox and romfs-patches-xbox-label for 16:9 only, so prompts = xbox on a 21:9, 32:9,
16:10 or 3:2 screen (the Steam Deck's 1280x800 among them) kept the game resolution at 1920x1080 (cfg.c) or, with
output_res set to the screen's shape, fell back to the Switch prompts. #979 fixed this for prompts = pc; this extends
the same mechanism to both Xbox folders, the shared-files option of #378 by way of #979's --reuse.

- The setup builds romfs-patches-xbox-<w>x<h> and romfs-patches-xbox-label-<w>x<h> for each of ASPECT_SIZES, from
  their 16:9 folder with --reuse, as it does for romfs-patches-pc-<w>x<h>.
- romfs.c overlay_init: at a game resolution of another shape any prompts' folder loads from <folder>-<w>x<h> in place
  of romfs-patches-<w>x<h>, not only the PC one; without it the Switch prompts stay, and the log names the missing
  folder and the command that makes it. romfs_shaped_pc_ready becomes romfs_shaped_prompts_ready(folder, w, h).
- cfg.c: the display-shaped output_res default applies with prompts = xbox when the folder of the pad layout
  (romfs-patches-xbox with the Nintendo layout, romfs-patches-xbox-label with any other) is there for that size.
- The menu's note for a missing shaped folder reads "off at this game resolution (no layout made for it)" in every
  menu language, since 16:9 is no longer the only shape with prompts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 15:53:49 +01:00
Luxury 2907f4efc3 Stop the installer space check at an unavailable drive root 2026-11-08 23:09:58 -05:00
Wintego ceece5683a Make the PC prompts for every game resolution the setup lays the UI out for
The setup wrote romfs-patches-pc for 16:9 only, so prompts = pc on a 21:9, 32:9, 16:10 or 3:2 screen kept the game
resolution at 1920x1080 (cfg.c) or, with output_res set to the screen's shape, fell back to the Switch prompts.

- make_romfs_patches.py --reuse <folder>: a file of an earlier overlay whose contents match is hard-linked (copied
  where links fail) instead of compressed again; the output is byte for byte the same.
- The setup builds romfs-patches-pc-<w>x<h> for each of ASPECT_SIZES from romfs-patches-pc with --reuse: only the
  Common archive is compressed, so the fifteen folders take about two minutes and 6 MiB each instead of 22 minutes
  and 73 MiB each.
- cfg.c: the display-shaped output_res default applies with prompts = pc when romfs-patches-pc-<w>x<h> is there
  (romfs_shaped_pc_ready); Xbox prompts keep 1920x1080 as before.
2026-11-08 13:20:17 +03:00
fa94e36549 Store the data writes of mods' ExeFS patch files into main before the game runs
An IPS, IPS32 or pchtxt file for main that writes main's .rodata, .data or .bss was refused as a whole. Such writes
need no lifting: tools/exefs_patches.py now puts them in build-cache/exefs.data, and runtime/mods.c stores them into
the loaded main before any game code runs, as emulators and Atmosphere apply a patch file to the module before its
dynamic linker runs. A DT_RELR word gets main's base added; bytes over words an explicit-addend relocation fills change
nothing and are dropped; a write into the dynamic linker's tables, a lazily bound function pointer or outside main's
image keeps the file unsupported. A mod whose data lines do not all fit the build keeps its code patches off too.

The mods are applied from the bottom one up (mods_exefs_apply), so where two mods write the same bytes the higher one
wins, as it does for files. --probe-mods checks it with two mods writing one byte.

The lifted code reads some of main's bytes at lift time (the jump tables). recomp/gen.py lists those ranges in
<gen>/main/folded.txt, and the setup checks the data writes against them after the lift: a file that writes them
becomes unsupported, since the change would not reach the generated code. Generated C without mods is unchanged.

This is the data part of #790 (ericdallo's ExeFS work), split out on its own; the plugin part follows separately.

Co-Authored-By: itaskaev2 <165683571+itaskaev2@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 15:51:42 +01:00
Valiantsin DzerakhandClaude Opus 5.5 06005d40d8 Merge task/pgo: build the game code with an execution profile from the release
1.4.3 profile-guided build: fight2 -12.5% per frame, a fight outside the training -5.8%. The profile lives in
build/pgo (not in the repository) and ships in the Setup's data/; installs without one build at -O1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 11:08:02 +03:00
Valiantsin DzerakhandClaude Opus 5.5 282130a128 Build the game code with an execution profile when the release has one
build_game.py --pgo gen builds an instrumented totk.exe (llvm-mingw: MSYS2's clang has no profile runtime) that adds
its counts to <out>/pgo/*.profraw every minute and at exit; plat_exit ends the process with ExitProcess, which skips
compiler-rt's atexit write. tools/pgo.py merges them into build/pgo/pgo-<ver>.profdata with a record of the recomp/
tree it fits. build_game.py --pgo FILE compiles the generated code at -O2 and the runtime with that profile.

make_release.py ships build/pgo's profiles in data/ and builds the runtime libraries with them; the installer passes
the update's profile to build_game.py, and builds at -O1 without one. Profiles name lifted functions by address and
hold branch counts and control-flow hashes of the generated C, no bytes of the game.

1.4.3 on machine A, mean frame by world clock: the fight2 bench 11.49 -> 10.06 ms (-12.5%), a fight outside the
training 13.00 -> 12.24 ms (-5.8%); every window CPU-bound. The profile was trained on scripted runs and 24 minutes
of play.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 11:04:31 +03:00
Wintego cb628b08b7 Add keyboard and mouse button prompts (prompts = pc)
The Button prompts row gets a third choice, PC: every button glyph of the game's button font and every image of the
button guide is drawn as the key or mouse button the keyboard defaults press it with (E, Shift, Space, left click, Q,
R, right click, F, Tab, M, 1 to 4, W A S D, Ctrl, C) and the right stick as the mouse, whatever the pad layout. The
setup writes romfs-patches-pc next to the Xbox folders (make_romfs_patches.py --prompts pc, button_icons.py pc_icons);
--binds <totk.ini> draws the keys of its bind_ lines instead. At a game resolution of another shape the game takes
romfs-patches-pc-<w>x<h> (--prompts pc --aspect) in place of romfs-patches-<w>x<h> when it is there.

(cherry picked from commit 3f81cf02be664100bd9c569c53588d620d90b527)
2026-11-04 08:36:28 +03:00
Valiantsin DzerakhandClaude Opus 5.5 56b3cd1246 Drop the keyboard prompts of #483 in favour of #585
#483 draws the stick glyphs on the wrong code points: U+E056 and U+E057 (the stick presses) get WASD and the mouse,
U+E05E and U+E05F (the sticks) get Ctrl and C, and both left-stick HUD images show Ctrl. #585 maps them by the game's
font and keeps each glyph's advance.

This reverts commit cd35ffa.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:35:35 +03:00
0xEmz cd35ffaf36 Show keyboard and mouse icons in the prompts when prompts = keyboard
Add keyboard and mouse button icons to tools/button_icons.py and
tools/make_romfs_patches.py --prompts keyboard, with a third 'Keyboard
and mouse' choice under Controls > Button prompts (prompts = keyboard).

Keycaps cut their labels out of the game's own text fonts, mouse clicks
and right-stick camera look draw clean mouse silhouettes, and
make_romfs_patches.py --ini reads any bind_ overrides from totk.ini.
2026-11-04 08:11:06 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e8b8860abe Warn on a cut DLSS download and stay quiet without an RTX GPU
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>
2026-11-03 15:37:11 +03:00
itaskaev2andClaude Opus 5.5 444e6f5b51 Download NVIDIA DLSS in the setup for RTX GPUs
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>
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
Valiantsin DzerakhandClaude Opus 5.5 a919c0ff4f Merge pull request #584: Lay the UI out for 3:2 game resolutions (Wintego)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:00:07 +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
Valiantsin DzerakhandClaude Opus 5.5 14ed048dd3 Read an install recorded as update 1.1.1 as 1.1.0 when the setup updates it
Releases before 0.3.1 recorded the 0x20000 update as 1.1.1. After the rename (#371) nothing mapped the recorded
name, so an update of such an install asked make_romfs_patches.py for --version v111 and failed at the end (#332);
in a fresh setup folder it would not find expected-v1.1.1.json at all. migrate_state maps the old name before the
plan and gives the extract record the key of the renamed expected file; the full check of kept output still hashes
the extraction against it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:17:31 +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
Valiantsin DzerakhandClaude Opus 5.5 e603095ffa Refuse instructions above x86-64-v2 in the runtime objects of a v2 build
-march=x86-64-v2 does not reach inline assembly, target attributes or intrinsics, which is how kern_ap_stub's YMM
saves got into libtotkrt-v2.a (issue #454). tools/check_isa.py disassembles objects and lists every function with
VEX/EVEX, BMI1/2, LZCNT, MOVBE, ADX, SHA, AES, PCLMUL or RDRAND/RDSEED code or YMM/ZMM/mask registers, except
functions in its DISPATCHED list (sha256.c blocks_ni, behind __builtin_cpu_supports). build_game.py --cpu v2 runs it
over the runtime objects after compiling and before linking or archiving, so make_release.py's v2 library build fails
too. Objects unchanged since the last clean scan are skipped; a full scan of the runtime takes about a second. The
release ships the script, and the installer's runtime fingerprint includes it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 14:06:40 +03:00
Valiantsin DzerakhandClaude Opus 5.5 b3f569a448 Wrap the display check's condition over two lines
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 23:29:54 +03:00
Valiantsin Dzerakh 2470097f67 Fail the Linux setup in the check step when the plan prepares shaders and no display is set, and say in the font warning that the game will not start without the Switch system fonts 2026-11-01 23:29:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8eb48493c0 Rebuild the code cheats and ExeFS patches of a renamed mod folder
The lift key hashed each cheat and ExeFS patch file by its name and content only, but tools/cheats.py and
tools/exefs_patches.py name every patch set after "<mod folder>/<cheat or file>". After a mod folder was renamed,
totk.exe saw none of its code cheats in the build and started the rebuild, the setup found the lift current and skipped
it, and the cheats stayed "after the rebuild" for good. The key now takes each file's path under mods/ as well.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 19:28:32 +03:00
Valiantsin DzerakhandClaude Opus 5.5 7a918c6c30 Merge pull request #375: Name a busy totk_xlate.exe in the prepare step instead of failing with an unexpected error (shenjackyuanjie)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:51:01 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3668271182 Start the rebuild window and its setup run with a Python that finds the installer
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>
2026-11-01 17:40:22 +03:00
shenjackanddeepseek-v4.1-flash-1017 72dcdc0534 Report a busy totk_xlate.exe in the prepare step the way the compile step reports a busy game exe
The prepare step copies the shader translator with replace_file, which writes <name>.tmp and then
os.replace. A preparation that was stopped from outside leaves the totk_xlate.exe that totk.exe started
holding that file, and Windows refuses the replace with PermissionError [WinError 5]. The setup showed
that as an unexpected error and said nothing about what to close (issue #174). Catch the PermissionError
on both copies and name the file, as compile.exe_in_use already does for totk.exe.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 21:22:52 +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 1bebcfd9ef Rebuild the game at start when an enabled mod has unbuilt code cheats
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>
2026-11-01 14:16:53 +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 4cece2c848 Merge pull request #346: Let the installer extract the Switch shared fonts from a firmware folder (fch869)
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>
2026-11-01 12:03:29 +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 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 f7e5639ab9 Merge pull request #278: Let shader preparation survive a driver crash (wdiasjunior) 2026-11-01 10:55:09 +03:00
turquopool 873ebb7755 Let the installer extract the Switch shared fonts from a firmware folder
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.
2026-11-01 15:22:14 +08:00
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 a81b00930e Key the lift step on the files in cheats, so extracting main does not rebuild the game
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:15:20 +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
Valiantsin DzerakhandClaude Opus 5.5 375acc3a71 Say that a base game file is an update or a combined package instead of claiming it is not Tears of the Kingdom
An update NSP chosen as the base game keeps the base title id on its Program NCA and carries the update id (0100F2C0115B6800) only in its Meta NCA, so program_nca rejected it with the generic base-game metadata message (#261). Check.open_input now names an update file or a file with several Meta NCAs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 02:04:47 +03:00
Wellington Dias dbe8daf25c Record the shader variants the driver is building during preparation, skip them after a crash and build the rest again 2026-10-31 16:39:38 -03:00
shenjackanddeepseek-v4.1-flash-1017 55c7411de0 Give the loader probe and the shader census the 1.1.1 values
Three places still assumed the two older versions:

- loader.c compared a 1.1.1 load against 1.2.1's expectations, so --probe-loader failed every time:
  main has 10,668 constructors against 1.2.1's 10,673, and its relocation kinds and totals differ.
  1.1.1 has its own table; subsdk0 and sdk match 1.2.1 down to every count.
- gfx_shader_probe.c looked for build/v121 and build/v143 only, so a census built for 1.1.1 was never
  found and --probe-shader failed on a checkout that has only that version. It looks for the running
  version first, then the other two.
- layout.py put 1.1.1 first in SUPPORTED while steps.py took SUPPORTED[0] as the version of an install
  made before versions were recorded, and such an install is 1.2.1: updating one picked 1.1.1's hashes
  and invalidated its extraction. The tuple keeps 1.2.1 first and the fallback names 1.2.1 outright.

--probe-loader now reports 0 failures on a 1.1.1 install.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:40 +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 4c17621045 Write both Xbox prompt folders in the setup, the release and the builds
The setup runs make_romfs_patches.py --prompts xbox and --prompts xbox-label and warns once when either fails, the
release bundles tools/button_icons.py and fontTools, and build_game.py and package_build.py copy both folders.

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
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