FSR only enlarges (vk_fsr_record returns 0 when the picture is not larger than the crop), so a 3840x2160 image in a 1920x1080 window is shrunk by the bilinear blit and the line read 'bilinear' next to a menu showing FSR (#219).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
aniso (game, 2, 4, 8, 16; default 16) raises anisotropic filtering of the game's tiled, filtered, mipmapped colour
samplers, so ground and paths seen at a shallow angle stay sharp into the distance instead of smearing. Depth-compare,
nearest, unmipmapped and clamped samplers keep the game's level: clamped samplers read screen-sized buffers, where
anisotropic taps reach across an object's edge and leave a speckled fringe (the inventory's character preview). The wrap
test reads the game's own modes, so mirror-clamp samplers stay out on devices without mirror-clamp-to-edge, where they
map to mirrored repeat. Read at start, as samplers are cached.
Ported from the aniso half of itaskaev2's shadow and filtering commit and applezra's follow-up that limits it to tiling
samplers. On the Screen tab of the settings menu (English and Russian) and in totk.ini.example.
Co-Authored-By: itaskaev2 <165683571+itaskaev2@users.noreply.github.com>
Co-Authored-By: applezra <Ezra.s.swenson@gmail.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With hdr = 1 the game's tonemap shader is replaced by one that keeps highlights up to the display's peak, the present
reads the float picture the game copies into its 8-bit window texture, and a compute pass encodes it as PQ in Rec. 2020
for an HDR10 swapchain. Peak, paper white and HUD brightness are live settings in the menu and totk.ini. The approach
follows the RenoDX TotK mod by souperman9 and Musa; no code was copied.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each frame the engine sizes its shadow cascades to the area they cover (main+0xcebdf4 in 1.2.1): from 960 down to about
400 near the ground, so leaf shadows turn coarse, and every change of size moves the shadow texels, so they jump instead
of sliding. The Switch does the same; the community mods force a fixed size. The shadow patch set loads the size from
patch page +92 just before the engine rounds it (main+0xcec22c in 1.2.1, 0x683604 in 1.4.3), and the menu's Shadow map size
(shadow_res in totk.ini) chooses it: game, 512, 768, 1024 (default), 1536 or 2048, with the texture heap grown above 960. A write
watch on the size field found the one writer; with the setting, every shadow map in both versions is the fixed size.
recomp/patches.py lists the patch page words in use.
The atlas takes the glyphs of the four CJK rows (ja, ko, zh-Hans, zh-Hant), so MENU_LANG switches while the game runs
without rebuilding it, and the Menu tab lists Simplified Chinese next to English and Russian.
Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
The menu and the software keyboard hold the game's input until everything they saw is released again, and that release
test counted buttons only. With the walk key a keyboard stick moves part way without setting a direction bit, so the
movement went through the moment the menu or the text entry closed; the four axes count as held now.
The walk key's conflict note reads the bindings from a snapshot rather than the live table that the polling thread
rebuilds, and it looks at every key of an action instead of the two its cells show, so a key bound third still names the
action it presses.
Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
A keyboard key is all or nothing, so the game only ever saw a full tilt from it and the keyboard could not walk. While
the key named by walk_key is held, the two keyboard stick samples are scaled to walk_scale, the same thing yuzu and eden
do with their modifier setting; the gamepad's axes and the mouse camera keep their own values.
0.51 rather than half: a sample of 32767 times 0.5 is 16383, one short of the 16384 the game's stick-direction bits
need, so half a tilt would leave the direction clear while the axis moved. No key is on by default, because Shift is B
in the default bindings. The Controls tab lists the keys players pick, steps the scale in hundredths and names the
action a key also presses.
Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
With TOTK_COLOR_* away from their defaults, present_image runs one compute pass (vk_color.c) that writes the game
picture's crop, adjusted, into an RGBA16F image, which FSR 1 or the blit then scales. At the defaults nothing is
recorded and the present takes the same source, format and rectangle as before. The Screen tab gets a Colour group
(profile and four sliders) after the field-of-view slider of #248; cfg.c and totk.ini.example keep both settings.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
The menu merges the Japanese, Korean and Chinese language names from a system font. Dear ImGui asserts on a font
stb_truetype cannot parse, and the assert ends the process with 0xc0000409 (exit code 127 in a shell) and no line in
the log, a few seconds after the window opens: the report of an AMD laptop on Windows 11 Home Single Language (#176)
matches that, and a test build of our ImGui with a damaged font exits the same way. A cut-off font passes the parse
and faults later, when the glyphs are made, because stb_truetype reads tables without bounds checks.
fonts_up now runs each system font through a private copy of stb_truetype whose asserts only mark the font bad, after
checking that every table of its directory lies inside the file, and leaves out a font that fails with a log line.
--probe-window checks that the test takes the embedded Roboto and refuses a cut-off copy, one without a character
map and one with an unknown tag.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The row was labelled "Virtual core gate" with the text "Lets only one thread run per virtual core, as on the
console", but switching it on wrote free_cores = 1, which lifts the gate. Without the gate guest threads run in
parallel on one virtual core, and TotK keeps its per-core data without locks: an Arc B580 player who turned it on
crashed at every start with "CallCommands: command handle ... is not a live recording" (#212). free_cores stays an
ini key for experiments; the log now says when it is set, and totk.ini.example warns that the game can crash.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
Issue #136. With TOTK_COLOR_* away from their defaults, present_image runs one compute pass (vk_color.c, shaders/color_grade.comp) that writes the game picture's crop, adjusted, into an RGBA16F image, and FSR 1 or the blit scale that one; at the defaults nothing runs. The Screen tab gets a Colour group: a profile (Game's own, Vivid, Clarity, Custom) that sets the four values, and the four sliders. The adjustment, its order, ranges and presets are STS78721's patch from the issue, reworked onto dev: it now applies with FSR 1 scaling as well as the blit, its menu texts come from the catalog in English and Russian, and the patch's unused accessors and build_game.py change are left out.
Co-authored-by: STS78721 <134802927+STS78721@users.noreply.github.com>
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>
The row opens a confirmation; Restart writes totk.ini, closes the game as Quit game does and starts totk.exe again
with the same command line and environment (plat_restart). The new process waits until the old one is gone before it
moves the log and opens the saves (plat_restart_wait), and the confirmation waits while the game writes a save.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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).
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.
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>
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.
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>
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.