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>
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>
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>
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>
frame_rate.c finds the player through a global pointer in main's data segment: 1.4.3 keeps it at
main+0x3add238, 1.2.1 at main+0x4728538, and 1.1.1 was borrowing 1.2.1's address, which points at
something else in that build.
The 1.1.1 slot is main+0x4630a68. It was measured from the build itself: one function there walks
the whole chain this code walks (module+0x1e8 scene, the 14-component check at +0x50, component 13
at +0x58, the 0x70 link stride, the name compare) and 181 scene accesses read the same slot, which
makes it the scene module and not one of the single-instance pointers next to it.
Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
The build knows the player's update as v111: DISPLAY_VERSIONS maps it for the version line of the settings menu, and
boot.c carries its two checkpoint return addresses (0xeb8c14 for SetFocusHandlingMode, 0xebcdec for the first
nvnBootstrapLoader call) beside the 1.2.1 and 1.4.3 ones, with init_array counts of 10668, 45 and 116 for main, subsdk0
and sdk. The build guide lists v111 among the versions every step takes.
Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
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>
Eight places sized a pool (pipeline workers, library prebuild, translator prewarm and seeding, the multithreaded ASTC decoder) by GetActiveProcessorCount, every logical processor of the machine. A process limited with start /affinity, Task Manager or a launcher then started a pool for 16 CPUs on 4. plat_cpu_usable counts the affinity mask (all active processors for a process that spans processor groups); plat_cpu_count, the machine's count, stays for the system info. Idea from MMadmer's UsableCpuCount in a fork of the Shadow of the Colossus PC port.
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>
Shared runtime code now goes through runtime/platform/platform.h, implemented by platform/win32.c and a new
platform/linux.c: futex locks, a userfaultfd and PAGEMAP_SCAN write watch, signal-based async preemption, our own
fiber switch, and a SIGSEGV handler for the thaw and crash hooks. The window, input, menu and software keyboard get
SDL3 back ends beside the Win32 ones, with the swapchain (gfx_present.c) and input merging (input.c) shared. SHA-256
replaces BCrypt, ELF builds get their own override sections, and the build tools gain Linux branches.
On Linux the selftest and the gfx-abi, astc, nvn and window probes pass. probe-vkmem still fails: imported guest
memory cannot be write-watched on Linux, which the shadow buffers in vk_memory.c will address.
Comments cited codes from local notes (port-lessons P1, backlog), task labels (T6c1-T6c3, M4), bare upstream commit
hashes and issue numbers, a file that no longer exists (nvn_api.c, now nvn_api_*.c), a generated file (main_0103.c)
and line numbers into upstream files that refs/ has moved past, so they pointed at unrelated code. Those now name the
file, function or project and say what the cited code does. Attribution of copied code keeps its pinned commits.
Corrected facts: TOTK_REPLAY_ASYNC defaults to 0, and the shader cache, pipeline cache and pipeline keys live next to
totk.exe, not in build/v121.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A player who starts totk.exe from Explorer or a shortcut had no log to attach to a report: the log went only to stderr.
A game run whose stderr is not a file (a console or a pipe) now also writes logs\totk.log, keeps the four earlier
runs as totk.1.log to totk.4.log, and stops the file at 64 MiB. Runs whose stderr is a file (run_game.py, 2> file) and
the tool modes write no extra file. Lines from before the file opens (mem_init comes first so the CRT heap stays out of
the guest address space) wait in a static buffer.
Crash reports, fatal errors, IPC and SVC diagnostics, guest debug output and the boot: lines now go through
rt_logf / rt_log_raw, so they reach the file too. Open log folder in the menu opens the folder of the file.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The output and scene patch sets make the game read its output, swapchain and scene sizes from the patch page
(MacNativeGames' sites for 1.2.1 and 1.4.3); resolution.c picks them from TOTK_OUTPUT_RES and TOTK_RENDER_SCALE and
grows the HeapDef texture heap, its parent and the application pool to match. vk_fsr.c runs AMD FSR 1 EASU and RCAS
on the present when the window is larger than the game's output (TOTK_UPSCALER, TOTK_SHARPNESS).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game's Commit returns at once. Every later change to the working copy, Unmount and the next Commit wait for the thread, so no write lands in the snapshot, and the window close, guest ExitProcess and --frames exits wait through fs_save_flush. A crash during the commit loses that commit only; the transaction and save_recover are unchanged. probe-fs waits for each commit and checks a write and an Unmount right after Commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The jump-table check now explains oracle targets for case indices peeled off by cmp #k; b.ne before the table.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>