72 Commits
Author SHA1 Message Date
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
itaskaev2 59eb026bd7 Merge branch 'dev' into carry/dynamic-res-100 2026-11-09 09:55:24 +01:00
Valiantsin DzerakhandClaude Opus 5.5 213bc6af6a Wait out a short out-of-memory spell instead of ending the game
Crash logs ended in fatal errors when the system's commit ran out for a moment: a staging buffer (-2), a guest commit
with the system at 24442 of 24447 MB, image creation (-2). Windows grows a system-managed page file and some drivers
charge device memory to the process commit, so the same request often succeeds a moment later.

oom.c holds the wait nvn_api_cmd.c realloc_wait already used: it requests a release, retries every 10 ms for up to
30 s, logs the first 8 with the commit numbers. rt_oom_request sets a flag that vk_texture_new_submit takes (one atomic
load per submit): it drops up to 256 released textures of the two kinds sweep_pressure drops (overwritten, clean
mirrored), never GPU-written content, and frees the headroom blocks. vk_oom_release does at once what needs no submit:
headroom blocks, finished upload batches and deferred objects.

- memory.c commit: waits and retries without frz_lock between tries; every caller waits, boot ones too.
- vk_staging and the draw-data chunks (vk_exec_draw.c scratch): release, then wait; the open upload batch is not
  submitted, its caller still records into it.
- create_tex: release and one retry; no wait under the texture lock, the texture is asked for again at its next use.
- the texture write-back buffer: release, then wait.
- the headroom thread keeps no spare block for 30 s after a failure.

TOTK_TEST_OOM=<site>:<n> (commit, staging, image, chunk) fails the first n attempts; probe-kernel forces 3 refused
commits, probe-vkexec 2 staging buffers, 1 image and 1 chunk, and both pass through them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-09 09:53:30 +03:00
Valiantsin DzerakhandClaude Opus 5.5 bdb41dff7e Merge pull request #979: PC prompts for every game resolution the setup lays the UI out for (Wintego)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-08 20:36:02 +03:00
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
Valiantsin DzerakhandClaude Opus 5.5 3a26046cde Let the threads every frame goes through prefer the P-cores of a hybrid CPU
On an Intel CPU with P-cores and E-cores a thread on an E-core runs at about 60% of a P-core's speed, and the frame
waits for its slowest critical thread. The game's main thread, the thread that presents, and the vk replay, recorder
and present threads now select the CPU sets of the P-core logical processors the process affinity allows. Nothing is
selected on a CPU with one efficiency class or when the affinity leaves only one kind of core. TOTK_PCORE=0 turns it
off; "power:" log lines say what was selected and which threads took it. LAS Recomp does the same for its game,
render and vsync threads.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-08 11:46:10 +03:00
ProSepandClaude Opus 5.5 a6c33b072c Hold the game's dynamic resolution at 100 % and let the scene grow past 4096 wide
The game picks a scene tier of 100, 90 or 80 % mostly from a fixed cost model made for the Switch that grows with the
scene width squared, so on a wide output it drops to 80 % on any GPU: at 5120x1440 every frame drew 80 % of the scene.
Patch set fixres replaces the one instruction that moves the tier's scale into the controller's result (1.2.1
main+0xcc2c00, 1.4.3 main+0x5848a8 as MacNativeGames patches it) with 1.0. The new setting dynamic_res (menu toggle,
live) brings the game's stepping back and is on by default in the Steam Deck profile.

The scene cap goes from 4096 to 8192 a side, so render_scale above 80 works on a 32:9 output, and the scene also stays
within a DynamicTextureAllocatorMem under 2 GiB; the log says when it was made smaller. The memory selftest now maps
past the real pool size instead of a fixed 4 GiB, which a larger scene grows past.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 10:55:54 +01:00
Valiantsin Dzerakh 5eaac2ee86 Merge branch 'pr858' into task/heapgrow 2026-11-06 20:39:15 +03:00
Valiantsin Dzerakh 0d4c3555d5 Merge branch 'pr809' into task/hudshape 2026-11-06 20:24:03 +03:00
itaskaev2andClaude Opus 5.5 e69ee44a3a Grow a content mod's HeapDef when an HD texture pack above it grows the texture heap
df9ba65 keeps a content mod's heap sizes when its table is the one served, that
is when the mod is above the texture pack. With the pack on top (HDPacks.com's
4kTextures sorts first), the pack's table was still swapped for the game's own,
and The Second Quest's larger RSDB and UI heaps were lost: the game crashed at
start writing to address 0 in main+0x1d4200. heapdef_overlay now grows the
table of the highest switched-on mod that changes other heaps only, and falls
back to the game's own table when no mod has one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 18:04:18 +01:00
Valiantsin DzerakhandClaude Opus 5.5 df9ba65a91 Swap a mod's HeapDef for the game's own only when that table grows TextureHeap
heapdef_overlay replaced the served mod table whenever any switched-on mod grew the texture heap. With an HD pack and
another mod that ships a HeapDef for other heaps on top of it, the other mod's sizes were lost. It now checks the
served table itself (resolution.c res_heapdef_tex_grown): only a table with TextureHeap over the shipped size is
swapped, any other stays the base and gets the growth on top.

A mod HeapDef the port cannot read no longer logs "TextureHeap 0 KiB": the failure is logged with the mod's name.
read_original sat between read_served and its comment; each function has its own comment again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 15:23:15 +03:00
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
Herbert CostaandClaude Opus 5.5 a57ea119fa Grow the world texture heap for HD texture packs with tex_heap_extra_mb
HD texture packs made for emulators with 8 GB of DRAM, such as the HDPacks 4K pack, grow "TextureHeap" in their own
HeapDef table. Served as a mod, that table replaces the one the port grows for the resolution and the shadow map, and
the game crashes at boot; without it the pack's textures do not fit, and the game loads and then starts its panic
Blood Moon over and over.

tex_heap_extra_mb ([mods], 0 to 4096 MiB, read at start) grows TextureHeap and its parent ゲームグラフィックス in the
port's HeapDef, and the application pool and the heap cap by the same amount. LOW_SIZE goes from 6 to 10 GiB so the
stack and heap block holds the largest heap. At 0 the pool, the heap cap and the HeapDef are what they were.

The selftest's "beyond the pool" MapPhysicalMemory asked for 4 GiB, which a grown pool holds; it now asks for just
past the pool.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 09:43:41 +01:00
Valiantsin DzerakhandClaude Opus 5.5 4645b8a0d0 Leave scripted runs out of the play time, keep a damaged file whole, and test the file with --probe-playtime.
A --seconds run (benches, menu shots, input scripts) reads the total so the Game tab shows it, but starts no counting
thread. The file is now read once at start instead of on the thread. A playtime.txt with a UTF-8 byte order mark reads
as valid, and a damaged one is kept whole as playtime.txt.bad instead of its first 63 bytes. --probe-playtime checks the
parser, a missing, valid and damaged file, the 30 s save and the 2 s cap of one tick.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:55:42 +03:00
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
ProSepandClaude Sonnet 5.5 0db730e800 Draw a 16:9 picture with bars when the HUD layout for the game resolution's shape is missing, and copy every shaped overlay into the build
A game resolution that is not 16:9 widened the camera while the HUD stayed at 16:9 stretched across the picture whenever romfs-patches-<w>x<h> was not next to romfs-index.bin, which is always so for a build from source. resolution.c now falls back to the largest 16:9 size inside the asked one and keeps the camera aspect patch off, logging the command that makes the layout. build_game.py copies every romfs-patches* folder with a manifest.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-05 22:44:39 +01:00
Tempus3214andClaude Opus 5.5 5b4b300a1e Check the menu pointer's game pointers against the guest layout instead of asking the OS
The map detection reads every open screen of eui::ScreenMgr every 100 ms, and each pointer it follows was checked
with plat_mem_readable, a VirtualQuery. That query costs tens of microseconds in this process, so each scan stalled
the game thread for milliseconds: on a Ryzen 5 4500 the mean frame rate fell from 59 to 50-54 fps and the 1% low from
44 to 23 fps. mem_guest_readable answers from the layout for the committed heap and the loaded modules, where the
game's objects and globals live, and asks the OS only for anything else. With it the same scene runs at 58-60 fps,
1% low 45-48 fps, as without the map detection.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 00:21:45 -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
DizzyMan1337andClaude Opus 5.5 f071264d61 DLSS modes switch while the game runs
1.4.3 sets its render size once, at start (main+0x7000e67028 calls
main+0x585bd0(renderer, force)). The function-entry hook catches that call's
renderer, and a TOTK_DLSS change writes the new scene size to the patch page and
has the next nvnQueuePresentTexture call the setup again with force set, on the
game's thread between frames, with the guest registers kept. The heap is sized
for the largest scene a mode asks for. The DLSS texture bias is part of the
sampler cache key and follows the mode and the dlaa switch. The game's scaling
pass is told from the in-place FXAA by its missing depth attachment, not by the
sizes, which change a frame ahead of the drawing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 17:31:49 +08:00
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
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 b875e3efee Scan a mods folder next to totk.exe and keep its order and switches in totk.ini
One folder per mod as emulators take them: romfs, exefs and cheats folders, the Atmosphere layout and TKMM's output
(romfslite counts as romfs). A mod with its own code (subsdk or a replaced main) stays off as a whole, so does one with
ExeFS patches until a rebuild applies them; cheat files are listed, not loaded yet. The scan goes through the platform
layer, so Linux builds it. probe-mods covers the layouts and the order keys; probe-cfg fails on a key listed twice in
the defaults table.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:14:36 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f700c28cc4 Merge pull request #113: Add NVIDIA DLSS/DLAA and a toggle for the game's FXAA (DizzyMan1337)
The sampler keeps both the DLSS mip bias and pull request #321's anisotropic level; DLAA's pass hook runs after the
contact shadows'; the extension arrays grow for NGX's extensions beside HDR's and the calibrated timestamps.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:40:27 +03:00
Valiantsin Dzerakh f95fb43b7f Merge pull request #138: Add a right-stick camera speed setting that scales the game's own turn rates (shin2344234)
# Conflicts:
#	runtime/cfg.c
#	runtime/input.c
#	runtime/ui_text.c
2026-11-01 11:11:59 +03:00
Valiantsin Dzerakh 949b06b72e Merge pull request #239: Split the GPU's idle time by whether the next part was submitted yet (perf line) (lowlevel-larry) 2026-11-01 10:55:10 +03:00
Valiantsin DzerakhandClaude Opus 5.5 659a2fa75f Let totk.ini set free_cores again and say loudly that the game crashes with it
Reverts dafc35f: free_cores = 1 in totk.ini lifts the virtual core gate again, as in 0.2.8. The mode stays as an
experiment, and every place a player meets it says the game crashes: totk.ini.example, a WARNING line in the start log,
and a line under every crash report and FATAL while the gate is off (kern_free_cores_note), so a log from #212 names
the cause at once.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 10:10:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 b768567f8d Merge pull request #248: Add a field-of-view setting for 1.4.3 (Lucas-blip-png)
TOTK_FOV (70..140 percent, Screen tab, live) multiplies the camera's vertical view angle through the new patch set fov
at the two camera routines the aspect set patches; page +60 holds the factor. At the default 100 the set is off and the
camera runs the game's own instructions. Both fov sites and the rest of the 1.4.3 table pass patches.check against the
1.4.3 main. 1.2.1 and 1.1.1 have no fov sites and log that the setting does nothing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:14:50 +03:00
shenjackanddeepseek-v4.1-flash-1017 1ea8813bed Read the scene module of 1.1.1 from its own slot
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>
2026-11-01 01:49:39 +08:00
shenjackanddeepseek-v4.1-flash-1017 2b16578f69 Boot the 1.1 game: its init_array count, checkpoint addresses and version name
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>
2026-11-01 01:49:37 +08:00
SchulzCode 9e079622dc Merge main (0.2.1) into the DLSS branch
Conflicts: the known-key and section lists in cfg.c keep both sides; vk_backend.c, vk_device.c and vk_exec_draw.c include platform.h and vk_dlaa.h; create_instance takes the window's instance extensions from gfx_window_vk_extensions as on main, in a 12-entry array for NGX's.
2026-10-31 16:19:27 +01:00
Lucas-blip-png 459d414c29 Add a field-of-view setting for 1.4.3
The camera update and setup routines that the aspect set patches load the camera's vertical view angle a few words
before the ratio and pass it to sead's perspective projection. The new set fov loads the angle as before and multiplies
it by a factor the runtime writes to patch page +60, so TOTK_FOV (70..140 percent, menu Screen tab, live) widens or
narrows the view. The game's own zooms (bow, scope) scale with it; 100 switches the set off.

Checked on 1.4.3 at 1920x1080 at 70, 100, 130 and 140: the view narrows and widens around Link, the HUD is unchanged,
no objects appear or vanish at the edges, no validation errors. 1.2.1 has no fov sites yet (its original words are
unverified here); the setting logs that and does nothing there.
2026-10-31 11:08:06 -04:00
lowlevel-larryandClaude Opus 5.5 c79b5f6cf7 Split the GPU's idle time by whether the next part was submitted yet, with calibrated timestamps
The perf line's "bound" said cpu at 640x360 on a Ryzen 5 4600G (Vega 7, RADV) and also at 1600x900, where lowering the
resolution showed the GPU held the frame back; the GPU busy time alone cannot tell the two apart. With
VK_KHR/EXT_calibrated_timestamps the GPU timestamps of each part go on the CPU clock (QPC on Windows, CLOCK_MONOTONIC
elsewhere), each part records when it was handed to vkQueueSubmit2, and a third perf line splits the gap before each
timed part: submitted after the previous part ended (the GPU waited for the replay or the game) or already queued
(untimed uploads and presents, or a wait). It also gives the gaps over 0.5 ms, the longest one and the mean time from
submit to start.

On the 4600G at 640x360 (44 fps) it reads 11.3 ms idle a frame, 10.3 ms of it waiting for the next submission, in 3-4
gaps of up to 8 ms, with the replay at 16 ms a frame: the GPU starves behind the replay. Without the extension, or when
the driver refuses the domain pair, the line is left out. Only TOTK_TRACE=perf and the full overlay time the GPU.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 11:42:51 -03:00
Seth 84e81d0d7f Merge branch 'dev' of https://github.com/valentderah/totk-pc-recomp into stick-camera-speed
# Conflicts:
#	runtime/cfg.c
#	runtime/input_win.c
#	runtime/romfs.c
#	runtime/ui/menu.cpp
#	runtime/ui_text.h
#	totk.ini.example
2026-10-31 07:08:11 -05:00
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
DizzyMan1337andClaude Opus 5.5 2e8b4ff1b1 DLSS upscaling: quality, balanced and performance modes
TOTK_DLSS (dlaa|quality|balanced|performance, read at start) sets the scene to
67, 58 or 50 % of the output. DLSS then runs at the begin of the game's scaling
pass (the FXAA shader drawing the light target into the output-sized target,
before the HUD) and its result replaces that draw; the HUD is drawn afterwards
and never jittered or passed through DLSS. The jitter now ends where the scene
ends (the bloom), separately from where DLSS runs. Scaled modes add a mip bias
of log2(scale) to repeating, mipmapped material samplers.

With a scene smaller than the output, fxaa = 0 no longer skips the game's
scaling draw (it left the 3D picture out).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 15:33:03 +08:00
Valiantsin DzerakhandClaude Opus 5.5 583f4b45c2 Build the wide UI overlays for 1.4.3 only and share the 16:9 test between resolution.c and romfs.c
1.2.1 has no camera aspect patch, so the installer no longer builds romfs-patches-<w>x<h> for it (the layout tool is checked against 1.4.3 and could fail the whole install), and romfs.c overlay_init skips that overlay on 1.2.1 through res_wants_wide_overlay. overlay_init and res_init now both call res_is_16x9 (1% tolerance), so 1366x768 counts as 16:9 and logs no missing overlay.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:44:30 +03:00
Seth 582f675e88 Render a game resolution wider than 16:9 at its own shape, with black bars as the fallback
An output_res such as 3440x1440 now widens the camera's view to that shape on 1.4.3: patches-v143.txt
sets the aspect ratio at the camera and viewport sites that hand it to the perspective projection.
The HUD and menus come from a romfs-patches-<w>x<h> overlay that make_romfs_patches.py --aspect
builds through tools/ultrawide_layout.py, and romfs.c overlay_init picks that overlay when the game
resolution is not 16:9. The installer prepares it for 2560x1080, 3440x1440, 3840x1600 and 5120x2160.

When the window's shape differs from the game resolution's, the new aspect setting keeps the
picture's shape with black bars (fit, the default) or stretches it over the window.
2026-10-31 07:43:44 +03:00
Seth 32fc1b35e1 Add a right-stick camera speed setting that scales the game's own turn rates
The game's five camera sensitivities (Options, Very Low to Very High) turn the camera at the rates
in the StickSensitivity array of PlayerCamera.game__component__PlayerCameraParam.bgyml, 0.8 to 2.4.
stick_sens (0.1 to 3, read at start) multiplies that array: camera_speed.c decompresses
Pack/Actor/PlayerCamera.pack.zs with the RomFS's pack.zsdic, scales the floats in place and
compresses it again with the same dictionary, and romfs.c serves the result from
<profile>/camera/. Scaling the stick's deflection instead could not raise the top speed, since a
full tilt cannot go further.

The mouse camera reaches the game as a right-stick deflection, so input_win.c mouse_camera divides
it by the same factor and mouse_sens alone keeps setting the mouse's speed.

romfs.c heapdef_overlay is split into read_served and serve_generated so both generated files
share the reading, writing and overlay bookkeeping.
2026-10-30 17:58:41 -05:00
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
Wellington Dias 7766716e16 Fill a window one pixel wider than the picture, and let the probes use the shader census of either game version.
gfx_fit_rect rounded the picture up to an even size, so at 1167x656 a 16:9 picture was 1166 wide and the last column
stayed black, which failed --probe-vkexec; it now takes the window's parity, which keeps the bars equal at any size.
The present check of --probe-vkexec expects the picture's rectangle and black bars, as --probe-window does, so it
passes on a 16:10 screen too. --probe-shader, the draw part of --probe-vkexec and the pipeline self-test looked only
for build/v121/shaders; probe_census_dir takes the running version's census first, then the other one's. The Linux
notes say what the probes need over SSH.
2026-10-30 14:55:55 -03:00
Valiantsin DzerakhandClaude Opus 5.5 fcaecabad4 Make totk.exe per-monitor DPI aware so fullscreen and the window use physical pixels
The manifest declared no DPI awareness, so Windows ran the process DPI-unaware: on a 4K monitor at 150% scale the
fullscreen window and its swapchain were 2560x1440, the 4K game image was shrunk to it and Windows stretched the
result back up, blurred (issues #25, #56, #31).

The manifest now declares PerMonitorV2 (true/pm for older Windows 10). The window frame is measured at the window's
DPI, a framed window keeps its client size when it moves to a monitor at another scale, WM_DPICHANGED takes the
suggested rect or keeps fullscreen over the monitor, and window_size means screen pixels. The menu's minimum text
size follows the window's DPI, and the text entry dialog is measured at the game window's DPI. --probe-dpi prints
the process awareness and fails unless it is per-monitor v2.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 13:40:04 +03:00
Wellington Dias 1d51343ac1 Build and run the runtime natively on Linux.
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.
2026-10-29 16:56:56 -03:00
Valiantsin DzerakhandClaude Opus 5.5 c7b290f2b0 Write the log of a game run to logs\totk.log next to totk.exe when stderr is not a file
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>
2026-10-29 12:41:12 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f4619f7b45 Add a VERSION file with the port's semver, shown beside the installer title and on the game menu's title line with the game update
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 11:40:01 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4e9322730d Log the load time with the world clock start: the line now says how many seconds after the guest started the world clock began, so load times compare across runs without the presents count
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 18:27:11 +03:00
Valiantsin DzerakhandClaude Opus 5.5 72253abcc0 Run and measure by game time instead of presents: totk.exe --seconds S ends a run once the world clock passed S seconds (run_game.py --seconds, regress.py routes in world seconds), TOTK_AB blocks are seconds of world clock, the perf line carries the world clock, and TOTK_SHOTS=w<lo>-<hi>:<step> takes shots by it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 16:51:36 +03:00
Valiantsin DzerakhandClaude Opus 5.5 48dfe0cfdf Measure a change within one launch: TOTK_AB=<presents> alternates A and B blocks (A B B A), a switch set to ab is on in the B blocks, and tools/ab_summary.py compares the perf windows of each side; TOTK_ONE_PER_CORE=1 keeps one logical processor per physical core (off: no gain on a 7900X)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 16:41:46 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9dc738c045 Count untimed script lines in 60 Hz ticks of game time instead of presents, so the title menus get scripted presses at the same game time at any frame limit; in a recording the untimed lines stop when the world clock starts, and the recorder cuts a button or stick held at that moment and continues it as a timed event
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 14:49:41 +03:00