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>
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>
TOTK_VK_DYN_A2C from pull request #188 gets the settings row, the Advanced tab choice and the totk.ini.example
line that TOTK_VK_DYN_VERTEX has. The IME comment in gfx_window.c window_main named a walk key the runtime does not
have, and ov_system.c still said TOTK_ASSUME_FOCUS opens the window without focus, which TOTK_BACKGROUND_WINDOW does.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game pauses whenever its window loses focus, as it does on the Switch when Home is pressed, and ASSUME_FOCUS was the
only way to change that: a known key with no row in the settings table. The runtime reads it at each focus change rather
than once at start, so the row takes effect the next time the window is left, and the build guide says what an unfocused
window now does.
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).
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>
The menu had English and Russian. pt-BR gets its own row with every menu id, a Português (Brasil) entry in the menu language list (TOTK_MENU_LANG = pt-BR), and is picked automatically when the Windows display language is pt-BR. The game language pt-BR now maps to this row instead of Portugal's pt, so the software keyboard shows Brazilian text too; pt keeps its row and the English menu. probe_menu_text checks the row is complete, keeps its overlay formats and follows the setting.
stick_deadzone sets one dead zone for both sticks, and finding the value that stops a drift means guessing. A worn
stick usually drifts on its own while the other one is fine. lstick_deadzone and rstick_deadzone (0 to 50 percent,
live) set one stick each and fall back to stick_deadzone while unset, so existing totk.ini files behave as before.
input_pad_deadzone in input_map.c picks the value; input_pad_stick and its scaling stay as they are.
The Controls tab shows Left and Right stick dead zone rows in place of the single one. With a gamepad connected each
row shows its stick's deflection now, before the dead zone ("stick now"), so a drifting stick's resting value can be
read off and the zone set just above it. opt_slider takes the note line and a fallback key for that: a row whose key is
unset shows the fallback's value, and a change sets the key. probe-cfg checks the fallback, the clamp and
input_stick_percent. The menu text is in English and Russian.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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.
A GPU that cannot sample ASTC gets the textures decoded to RGBA8, four times the video memory of the ASTC blocks. With astc_bc = 1 (default 0, GPU decoder only) a second compute pass, bc3_encode.comp, encodes the decoded texels to BC3 and the image is BC3_UNORM or BC3_SRGB: 8 bits per texel instead of 32. The encoder is the usual bounding-box method with the box diagonal turned to the sign of the colour covariance, and the eight-value alpha mode.
A region of a WriteTexels that does not start on a 4x4 block corner is left as it was and logged. The setting is in totk.ini and the Advanced tab. The SPIR-V header was built with glslang 16.6 (build_shaders.py uses glslc) with the same source hash.
On a GTX 1650 (4 GiB) in the Fire Temple the GPU time per frame went from 10-23 ms to 3-12 ms and the frame rate held at 59-60 fps.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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.
The game resolution row started at 1920x1080 although resolution.c accepts sizes from 1280x720, so weak GPUs and
integrated graphics had to edit totk.ini to draw the game smaller. A 1280x720 run on 1.4.3 renders the field with a
1067x600 scene and an intact interface.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
stick_deadzone (0 to 50 percent, default 8) replaces the fixed per-axis cutoff of 2500. The zone is round and the
travel past it is scaled to start at 0, so a drifting stick rests centred and full deflection still reaches full.
The Controls tab shows it as a slider; --probe-cfg checks the math (input_pad_stick).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DLAA runs DLSS at the scene's own size on the R11G11B10F light target, right before the bloom chain's first pass,
so bloom, post and HUD read the anti-aliased picture. NGX is loaded from the driver's NGX core at run time; no NVIDIA
SDK code is compiled in, and nvngx_dlss.dll goes next to totk.exe. The scene's draws get a Halton(2,3) viewport
jitter that steps after each DLAA run; camera motion vectors come from the scene depth reprojected through this and
last frame's view-projection of the scene camera block (c4), read from the uniform snapshot. One DLSS feature per
scene size keeps dynamic resolution from stalling. dlaa and fxaa switch live from the settings menu; fxaa skips the
draw of the game's FXAA pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
The deferred lighting shaders take the sun shadow as four explicit-LOD compares on the cascade array. Translator patch
0010 turns every explicit-LOD compare on a 2D array texture into a PCSS lookup when the support buffer's new pcss
field has x above 0: eight raw depth fetches within pcss.w find the blockers, (receiver - blocker) * pcss.x gives the
penumbra width clamped to pcss.y..pcss.z, and eight compares on a disc of that radius average to the result. With x at
0 the original single compare runs behind a branch. Radii are in UV, so they hold at any shadow_scale.
The support buffer grows to 1424 bytes; support_fill writes the field from pcss (percent of the default width, 0 to
200, default 0; TOTK_PCSS_K overrides the factor at 100 percent, default 0.5). build_xlate.py expects ten patches. The
setting is in totk.ini.example and on the Screen tab of the menu (English and Russian).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TotK fills a full-resolution G-buffer with a B10G11R11 scene colour, an R32F linear depth and a D32F depth, lights it
in half resolution, and composites the lighting into the scene colour in one pass whose only target is that colour,
with a D16 class depth. vk_contact.c recognises both passes, and when the pass after the composite begins (or a
dispatch or copy comes first) runtime/shaders/contact_shadow.comp marches each pixel 16 steps toward the sun through
the linear depth and darkens the scene colour where nearby geometry blocks the ray: the small shadows at feet, under
stones and in grass that the shadow maps miss. Transparent surfaces, the sky and post-processing come after.
The projection, far plane and sun direction come from the fragment stage's 0x940-byte camera block (c4): c4[7].x,
c4[8].y, c4[14].y, and the first cascade's depth row c4[44].xyz, whose negation points toward the sun. Scene colour
images get STORAGE usage while the setting is on.
contact_shadows (percent strength, default 0) is in totk.ini.example and on the Screen tab of the menu (English and
Russian). TOTK_CONTACT_DEBUG=1 shows the shadow factor in grey instead of the frame. It costs about 0.45 ms per frame
at a 3840x2160 scene on an RTX 4080 SUPER.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The sun's shadow cascades end at 20, 40, 80 and 160 m: the depth shadow parameter object (main+0x6fa3c0) registers
depth_shadow_near_0_1..3 and depth_shadow_far_0 as immediates, and the field's .bgsdw files do not override them. The
new cascade patch set reads the four distances from patch page +64..+76 instead, and shadow_range (percent, 50 to 400,
default 100) writes them there at start, so the visible steps where shadows turn softer move away from the player. It
spreads the shadow map over more ground, which shadow_scale pays back. Only patches-v143.txt has the set; on 1.2.1 the
setting logs that and does nothing.
The setting is in totk.ini.example and on the Screen tab of the menu (English and Russian).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TotK draws its sun cascades into a 960x960 DEPTH16 array of 4 layers, and its static shadows into 1440x1440 and
720x720 arrays of 2, whatever the output resolution, and shrinks the cascades under load. shadow_scale (1 to 4,
default 1) creates those images that many times larger on each side: passes into them scale the game's viewports,
scissors and support-buffer viewport size, and copies scale their regions, so the game is unaware of it. Images the
CPU writes or that alias pool memory keep their size. When the maps are enlarged, depth-compare samplers filter
linearly, because the game's few nearest taps are spaced for its own texels and leave hard, stepped edges otherwise.
aniso (game, 2, 4, 8, 16; default 16) raises anisotropic filtering of linear mipmapped colour samplers; depth-compare,
nearest and unmipmapped samplers keep the game's setting.
Both are in totk.ini.example and on the Screen tab of the settings menu (English and Russian).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a 4 GiB GPU the released-texture list (up to 2048 entries, each ASTC texture decoded to RGBA8) filled video memory and the heap spilled into system memory: a Depths lava scene went from 12 ms to 60 ms of GPU time per frame and about 16 fps. Above tex_vram_pressure percent of the device-local budget (default 90, 0 = off), each submit now destroys up to 32 of the oldest released entries.
Only entries that come back intact are dropped: mirrored textures the GPU never wrote, which are uploaded again from their storage. A render target exists only in its image; dropping those made textures come back empty (black flashes in the Depths boss fight, about 170 "left uninitialised" aliases a minute).
Adds the setting to totk.ini and the Advanced tab, and a perf log line with the released count and drops.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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>
GitHub issue #21 asks for a 90 fps limit. fps_limit = 90 in totk.ini already worked, because frame_rate.c accepts any whole
rate from 30 to 360 and cfg.c does not validate the values column. The menu row and the documented value lists did not
name it. Added 90 to the menu between 60 and 120 (new catalog id UI_MENU_FPS_90 in both languages), to the FPS_LIMIT
row in cfg.c and to totk.ini.example.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Choosing Simplified Chinese in the installer wrote lang = zh-CN to totk.ini and the game showed Japanese: ov_language() handed the code to nn::oe::GetDesiredLanguage unchanged, and TotK only accepts zh-Hans and zh-Hant for Chinese. Reported in #72 and #68.
ov_language() now maps both old spellings, so existing totk.ini files keep working and cfg.c still accepts them. The F1 menu offers one row per language under the canonical codes. The installer lists only zh-Hans and zh-Hant, writes them, and reads zh-CN or zh-TW from the CLI or from a recorded totk-install.json as the canonical code, so a repair or update of an old install does not fail with check.lang_unknown and rewrites the ini. --probe-services prints the configured language and checks the four Chinese codes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
The aspect patch set (recomp/patches-v121.txt) makes the world camera's DefaultAspect parameter default, the two
camera-viewport updates that divide a 16:9 rectangle, and the five loads of the 2D canvas size read the patch page.
resolution.c writes the output's aspect and the canvas factors there (wider than 16:9 the canvas grows in x, narrower
in y) and switches the set on when the game resolution is not 16:9. The sites are those of Fruithapje21's
TOTK-Ultrawide 1.2.1 patch (GPL-3.0, read for behaviour); a heap scan of the live projections confirmed the four world
cameras take the new aspect. The interface keeps its 16:9 layout in the middle of the canvas: the per-layout edits
that move it to the screen's edges are not done.
A version without the set (1.4.3 for now) draws the largest 16:9 size inside the wanted one, letterboxed. The Steam
Deck profile now draws the screen's own 1280x800, and the menu offers 16:10 and 21:9 game resolutions.
The present fits the game's picture into the largest centred rectangle of its own aspect ratio and clears the rest to
black (gfx_fit_rect, through both the blit and FSR), so a 16:9 game on the Deck's 16:10 screen is no longer stretched;
picture_fit = stretch keeps the old fill. probe-window checks the bars as well as the picture.
device_profile = auto|desktop|deck: on a Steam Deck (the firmware's Valve Jupiter or Galileo board, or SteamDeck=1) the
keys totk.ini does not set default to fullscreen, a 1280x800 window, a 1280x720 game resolution, the game's own scene
scale, vsync and a 40 fps limit; the environment and totk.ini still win. These are starting points until measured on
the device (docs/tester-guide.md, Steam Deck).
Both stick clicks (L3 + R3) step the performance overlay as F10 does, for a controller with no keyboard. The menu offers
1280x720 and 1600x900 game resolutions and 40, 45 and 90 fps limits.
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.
Every Switch button and the eight stick directions the keys drive get two key cells and a controller cell under the
button layout. A cell takes the next key, mouse button or controller button pressed; a key in use moves over, a
controller button swaps. The tab writes bind_ lines (new: bind_LSTICK_* / bind_RSTICK_*, key:default, pad:default) and
input_win.c builds the tables again when one changes, so remapping applies while the game runs. More keys can be
bound: Enter, Backspace, right Shift and Ctrl, Alt, the numpad, punctuation, F2-F7, F9, F12, mouse buttons 4 and 5.
Alt alone no longer enters the window menu loop.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The gamepad map was by position only, so on an Xbox pad the button labelled A pressed Switch B. pad_layout = auto
(default) keeps the Nintendo layout for a pad whose east button SDL reports labelled A and uses the Xbox layout (south
A, east B, west X, north Y; cross A on a PlayStation pad) for the others; nintendo and xbox force one. It applies at
once; bind_ lines name physical buttons and apply on top of either layout.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The left stick now moves the menu cursor as the D-pad does (ImGui only scrolled with it). The page's rows are a
direct NavFlattened child of the menu window: behind a second child level ImGui did not clip them, so up from
Continue went to the tabs and down from the tabs to Continue.
The full overlay reads temperature, board power, clock and GPU load from ADL's PM log on AMD GPUs (matched by PCI
bus), and shows the window, game image and 3D scene sizes, the scaling to the window (FSR and its sharpness), the
frame limit and the presentation mode in use.
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>
tex_info resolved the slot, built a view key, probed the view table and looked up the sampler for every texture
binding of every draw. A direct-mapped memo keyed by handle, resource type and separate returns the descriptor while
vk_texture_slots_gen, vk_sampler_gen, the submission epoch and (with feedback-loop images) the pass are unchanged;
storage images are not kept. TOTK_TEX_MEMO=0 turns it off, =check recomputes every hit (a fight run with it and
TOTK_SHADER_MEMO=check stopped on nothing). Against main, profiler on, no bind stats: fight replay 13.9 to 11.9 ms per
frame, render thread busy 16.3 to 14.6 ms, CPU-bound windows 15 to 9; field replay 9.5 to 8.2 ms.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
answers_for looked up the type of all 64 texture and image handles of a stage whenever one changed; the use mask of the
first shader of each program stage now limits it to the slots that select the variant, with a generation per slot and
the texture lock taken only on a miss (texture type recomputations per draw 0.39 to 0.05 in fight). prepare_draw keeps
the previous draw's pipeline info while the pipeline state is equal (TOTK_PIPE_MEMO), and reads the clock only for
draws that may wait. Fight on the 7900X: replay 15.7 to 14.0 ms per frame, 53.3 to 58.7 fps; field 11.1 to 9.5 ms.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Reset asks first in a modal; B and Esc close the modal instead of the menu. The validation layer row is greyed out when the layer is missing. Option rows get whole-pixel heights: with a fractional height ImGui's truncation grew the page a pixel per row scrolled out of view, which cut off a row scrolled to the bottom. The first row taking the cursor scrolls the page to its top, so text and a heading above it show.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The panel's columns are as wide as the widest value they can show and the numbers are right-aligned, so the panel keeps its width while the numbers change. It sits in front of the open menu. FPS mode keeps its one line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TOTK_FPS_LIMIT (fps_limit in totk.ini, live, menu row on the Game tab) replaces the 30/60 choice of TOTK_FPS60. The
pacer holds frames to the limit in nanoseconds instead of 60 Hz ticks; the real-time step has no lower bound, so game
speed stays 1.000 above 60. `display` follows the exact refresh rate of the window's monitor (QueryDisplayConfig),
measured again when the window moves or the display mode changes. A limit of 30 switches the patch set fps60 off as
before; unset, the older fps60 = 0 still means 30. Above 60 needs the real-time step and is marked experimental.
The vsync event stays at 60 Hz: on 1.4.3 the title runs at 144 fps with it, so the game does not wait for it each
frame. Field on machine A: 69-88 fps, CPU-bound (GPU 3.4 ms per frame).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Rows read and write their key through cfg, mark the default, say "after restart" for start-only settings and grey out what an environment variable fixes; totk.ini is written 0.4 s after the last change and when the menu closes. The graphics card list comes from the Vulkan devices, the window sizes from the monitor, and the language names of Japanese, Korean and Chinese are drawn with glyphs merged in from a system font (plat_font_path). The font atlas and style follow the window height. TOTK_MENU_TEST saves one shot per tab and ignores real input meanwhile; TOTK_MENU_TEST_SET sets settings at given frames (SAVE=1 writes totk.ini). A background test window going fullscreen no longer comes to the front or takes focus, and the log names the present mode the swapchain gets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>