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.
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>
Comments named the agent task (T1-T7, M2-M5, Task 2.x) that once owned each file or block, and pointed at local
notes the repository does not carry (backlog items, milestone plans, research notes). They now say what the code
does. gfx_stubs.c held weak stand-ins for functions that every build has defined for a long time.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
1.4.3's GPU heap allocator creates a physical pool with flags 0x18c (CPU_CACHED, GPU_NO_ACCESS, COMPRESSIBLE): it
keeps the game's storage and gets device memory like the 0x189 pools of 1.2.1, which virtual pools alias. The CPU
never writes that storage (its hash was unchanged over 3600 frames of the intro), so nothing is synced.
nn::aoc::ListAddOnContent, which 1.4.3's main calls at start, returns no add-on content instead of running the SDK
on an uninitialized aoc client.
probe-ipc runs the 1.4.3 SDK's renderer semaphore constructor (sdk+0x221fb0) instead of the 1.2.1 sf heaps, and
expects SDK 20.5 to keep its audren:u manager session open. probe-services checks ListAddOnContent.
package_build.py takes --version.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
recomp/patches-v143.txt ports MacNativeGames' 1.4.3 fps60, real-time step, cloth and bounce sites; the real-time
producer reads the nominal interval from patch page +8, which frame_rate.c now writes as seconds * 60.
make_romfs_patches.py takes --version (Common.Product.140 on 1.4.3).
SDK 20.5 grew KeyboardConfig to 0x518 bytes, so ShowKeyboardArg's work buffer is at +0x518; swkbd_win.c and the
services probe pick the offset by version. 1.4.3's movie::Decoder vtable names the complete-object destructor D1,
which gets the D2 override. The loader probe has the measured 1.4.3 import and relocation counts, and probe-ipc
expects REV15 from the 1.4.3 SDK and skips the 1.2.1 sf heap constructors (1.4.3 creates the audio heap lazily).
A non-1.2.1 build defaults to its own profile, build/profile-<version>: 1.4.3 rewrites the saves it loads.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>