37 Commits
Author SHA1 Message Date
Valiantsin Dzerakh 873fc64b41 Merge pull request #1087 into task/pr1087 2026-11-11 13:20:43 +03:00
Claude 2cc0a4eaa6 Serve a mod's file named for another game version under its own name instead of leaving it out
A mod file whose name carries Product.<n> and which the RomFS lacks was counted as made for another game version and
never served. The game does ask for such names: on 1.4.3 with mods on, the file trace (trace = fs) shows it opening
Sound/Resource/Pack_MasterSword.Product.110.bars.zs, while its RomFS holds only the Product.140 and the unversioned
file. A sound mod that ships its pack under all those names was silent here and works on a console, where LayeredFS
shows the game every file of a mod. Such files are now added overlays like any other new file. Another version's
resource size table is still not served and still lends its entries; the files are still counted, and the Mods tab
and docs/mods.md now say they are read only when asked for by name.

tests/mods_romfs_check.py gets a case for it. Not run here: the test and --probe-fs need a build and the game's files.
runtime/romfs.c compiles with llvm-mingw.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TgQM2zwuVagwScByEJhT8V
2026-11-10 14:32:15 -05:00
itaskaev2andClaude Opus 5.5 9680b8e6ec Add grass_range: how far around the camera grass grows
The game grows grass blades only inside its near grass map, a 62.5 m square around the camera drawn into 256x256 and
128x128 textures, so on open meadows the grass appears a short way in front of the player. grass_range (percent, 50
to 400, default 100) scales the map's extent, step and both textures together through a new grass patch set (1.2.1
and 1.4.3) that loads them from patch page +128..+144, and grows the HeapDef grass heap and the application pool for
the larger textures. At 100 the set stays off and nothing changes. A row in the Display menu, text in all four menu
languages, and totk.ini.example describe it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 20:13:59 +01:00
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
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 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 2a70683007 Grow the HeapDef for tex_heap_extra_mb at the game's own resolution too
heapdef_overlay returned at once when res_heap_extra_kib() was 0, which it is at 1920x1080 with the game's scene size
and shadow map, so tex_heap_extra_mb did nothing there and a 1080p player with an HD pack still hit the Blood Moon
loop. It now also builds the table when res_tex_heap_extra_bytes() is set. Found by itaskaev2 in review.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 09:43:41 +01:00
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
Eric Dalloandeca-agent b672c6498f Raise the size table entries of the files inside the mods' packs, whose heaps ran out when the game loaded them
The game loads each member of a pack (Pack/**/*.pack.zs) as a resource of its own, in a heap sized by that member's
own entry in the resource size table. The port raised the entries of the mods' loose files only, so a mod that changed
a file inside a pack and shipped no table for it left the game's entry. A crash when heavy snow started in Hebra was
that: an .ainb member of about 13 KB loaded into a heap sized for the game's smaller copy, 0x48 bytes stayed free after
the file, the frame heap gave null for the 0x68-byte object the resource builds next, and main+0x21794c stored that
object's vtable at address 0.

restbl_overlay now unpacks each pack a mod serves and the game's copy of it with the dictionaries of
Pack/ZsDic.pack.zs, and raises each member's entry as it does a loose file's: by the growth for a member the game's
copy has, by the estimate of its type for one it lacks. It never lowers an entry, a mod's own table included, and the
log names the first members it raised. --probe-mods checks restbl_pack_raise on archives of its own, and docs/mods.md
says that the files inside packs count too.

🤖 Generated with [ECA](https://eca.dev) (nubank-anthropic/opus-5.5 - max)

Co-Authored-By: eca-agent <git@eca.dev>
2026-11-05 10:49:55 -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 3dd7f846b8 Merge the resource size table of the enabled mods at start
The game sizes the buffer for a file from its entry in
System/Resource/ResourceSizeTable.*.rsizetable.zs, so a mod file that grew
could fail to load, and a file a mod added had no entry. With a player mod
enabled, romfs.c restbl_overlay now rebuilds the table at start from:

- the game's table;
- every table of this version that a mod (or the Xbox prompts folder) ships,
  where the larger entry wins;
- a mod's table for another version, for that mod's own files only;
- each served mod file: a grown file's entry rises by the growth times its
  type's factor, and an added file gets an estimate.

The factors come from the 1.4.3 table measured against its own files (most
types need the size plus at most 8 KiB; bfres 1.5x, bkres 2x, bgyml 3.85x).
The result is served from <profile>/mods/ and takes about 90 ms. A mod's
table no longer counts as a clash with the Xbox prompts. Game entries are
never lowered.

tests/mods_romfs_check.py checks the merged table and now passes probe-fs a
profile of its own.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 14:05:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 59c8d20fe3 Serve the mods folder as RomFS overlays: the higher mod wins a file, unusable mods are skipped
Player mod files are checked by identity, not hashed, and a path several overlays give is served by one: a higher mod
beats a lower one, any player mod beats the romfs_mods manifest and the port's own patches. A mod path that differs from
a RomFS path only in case is served under the RomFS spelling. Files named for another game version (.Product.<n>.,
missing from this RomFS) are counted and left out. A player mod that replaces a file of the Xbox prompts folder sends
the game back to the Switch prompts, as a romfs_mods manifest already did.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:14:37 +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
Seth 24c4838560 Merge branch 'dev' of https://github.com/valentderah/totk-pc-recomp into stick-camera-speed 2026-10-31 07:22:27 -05:00
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
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 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 50f7f5a86c Pick the button prompts with a setting of their own, matched to the pad layout
prompts = nintendo or xbox (the Button prompts row of the Controls tab, read at start) takes over from
pad_layout = xbox_prompts, which is read as pad_layout = nintendo with prompts = xbox. overlay_init loads
romfs-patches-xbox for the Nintendo layout and romfs-patches-xbox-label for xbox and auto (input_prompts_folder), loads
romfs-patches instead of stopping when the RomFS mods folder replaces one of their files, and the menu says why the
prompts in use differ from the setting. The settings probe checks the folder against the layout's button table.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:50:17 +10:00
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
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
Valiantsin DzerakhandClaude Opus 5.5 301fc19aa3 Fall back to romfs-patches when romfs-patches-xbox fails its check at boot
The Xbox prompts folder is optional, so a manifest that no longer matches the RomFS logs the reason and drops that folder instead of stopping the game. The main romfs-patches and the mods folder keep their fatal checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:52:41 +03:00
mrtink125792andClaude Opus 5.5 bb85bc8a80 Add an Xbox prompts button layout: Switch positions with the A/B and X/Y prompts swapped to the Xbox labels
With pad_layout = nintendo on an Xbox pad the right button does Switch A but is labelled B, the bottom one does B but is
labelled A, and the game's prompts still name the Switch buttons. A fourth Button layout choice, Xbox prompts (A right)
(pad_layout = xbox_prompts), maps the buttons as nintendo and swaps the prompts to the labels, so each prompt names the
button to press. Automatic, Nintendo and Xbox are unchanged and keep the game's own prompts. The buttons change at once;
the prompts at the next start, as the game reads its UI archive and fonts at boot (the menu says so).

At start, xbox_prompts loads romfs-patches-xbox in place of romfs-patches (runtime/romfs.c overlay_init).
tools/make_romfs_patches.py --xbox-prompts writes it from the player's own RomFS, with the 60 fps patches; nothing from
the game or a mod is added to the repository. It swaps A with B and X with Y in:
- the letter images Nt_KeyTexA/B/X/Y_00 of the action prompt (DoCommand_00), in the Common archive's __Combined.bntx
  (same format, size and tiling, so the image data trades places);
- the action prompt's diamond of the other face buttons: one-letter text panes the game fills from
  LayoutMsg/DoCommand_00.msbt in each language's Mals archive (both the messages and the layout's own text);
- the button glyphs U+E040 to U+E043 of scft/External.bfotf in each Font/Font*.bfarc, which every other prompt uses
  (CFF outlines and metrics in the deobfuscated OpenType font, then its checksums).
The diamond's shape shows the button's position and stays. The setup writes both folders; the menu notes when the Xbox
prompt files are missing and when the prompts in use differ from the choice until a restart.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:51:03 +03:00
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 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 7abdbc90ac Render the game above 1080p and scale it to the window with FSR 1
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>
2026-10-27 13:40:34 +03:00
Valiantsin DzerakhandClaude Opus 5.5 51567ac32a Freeze idle pool regions read-only so write-watch queries skip them
The mirror and the texture checks queried about 930 MiB of write-watched memory per frame (0.96 ms on the RX 9070
machine, about 3 ms on an 8th-gen i7), at about 1 us per MiB, and 770 MiB of it lay in 2 MiB regions nothing had
written for two seconds. In mirror mode a region left unwritten for TOTK_FREEZE_IDLE submissions (300; 0 turns it off)
and lying wholly in imported pools is now made read-only (memory.c mem_freeze), and the snapshot and change queries
skip it. The first write faults and a vectored handler thaws the region before the write retries; file reads into
guest memory, which the kernel would refuse on a read-only page, thaw their buffer first and log a refusal, as do pool
init and finalize, and commits, decommits and protection changes thaw under the same lock. A region stays thawed for
5 s after a file read. Field: 66 queries over 380 MiB, 0.56 ms per frame; 0.38 ms of it are the queries that find
writes. The perf line `mem: write-watch` gives queries, bytes, time, frozen MiB, freezes and thaws. The gfx-abi probe
covers freeze, thaw by a write and the hold after mem_thaw. TOTK_MEMORY, TOTK_MIRROR_GAP and TOTK_FREEZE_IDLE are known
settings now.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 08:39:47 +03:00
Valiantsin DzerakhandClaude Opus 5.5 19c9b648d1 Add the recompiler, Windows runtime, tools and docs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 22:27:54 +03:00