202 Commits
Author SHA1 Message Date
Valiantsin DzerakhandClaude Opus 5.5 ab1dee5bdb Close the spawned child's descriptors only where glibc has posix_spawn_file_actions_addclosefrom_np
The Linux release builds against the Steam Runtime's glibc 2.31, which lacks that 2.34 call: plat_restart and
plat_spawn stopped the runtime library from compiling. A weak reference uses it when the running glibc has it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 18:17:27 +03:00
Valiantsin DzerakhandClaude Opus 5.5 2af42ccf0d Use plat_setenv and strcasecmp where the stick dead zone code called Windows-only functions
_putenv_s in cfg_probe.c and _stricmp in the menu's key binding row stopped the Linux runtime library from compiling.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 18:15:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 2125ad6eea Extract the RomFS again when its index on disk cannot be read
A 0.2.8 install's romfs/index.json had two flipped bytes, and the update stopped with an unexpected JSONDecodeError
instead of extracting again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 18:08:05 +03:00
Valiantsin DzerakhandClaude Opus 5.5 454f236a0d Merge task/prwave4: community pull requests #358, #365, #375, #354, #246 and #371
#358 stops the Windows release on a translator older than its sources, #365 stages large CPU texture uploads in
parts, #375 names a busy totk_xlate.exe, #354 builds the runtime library without a lift, #246 adds noinline to the
Linux thread id cache dev already had, #371 calls the 0x20000 update 1.1.0. #331 is not merged: cacbdf2 fixed the same
ExitThread crash in dev.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 18:00:48 +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
Valiantsin DzerakhandClaude Opus 5.5 6e95e441e3 Merge pull request #246: Cache the thread id per thread on Linux (SchulzCode)
dev already caches the id; this keeps that and takes the PR's noinline, so a fiber resumed on another thread reads its
own thread's slot.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:51:37 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3e3d4ef42d Merge pull request #354: Build the runtime library without the generated chunk lists (shenjackyuanjie)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:51:02 +03:00
Valiantsin DzerakhandClaude Opus 5.5 7a918c6c30 Merge pull request #375: Name a busy totk_xlate.exe in the prepare step instead of failing with an unexpected error (shenjackyuanjie)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:51:01 +03:00
Valiantsin DzerakhandClaude Opus 5.5 cd01186519 Merge pull request #365: Stage large CPU texture uploads in parts of at most 32 MiB (itaskaev2)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:51:00 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a6c2c1b2e1 Merge pull request #358: Stop the Windows release on a translator older than its sources (m3rcury02)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:50:59 +03:00
Valiantsin Dzerakh 7ec95eafbe Up version 0.3.1 2026-11-01 17:45:34 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a932c5015c Merge task/mods1 and task/modcheats: mods folder, cheats from mods, RESTBL merge, ExeFS patches, rebuild at start
The Mods tab lists the mods folder with switches and load order. Cheat files come from the mods (PR #51, no bundled
files); the resource size table of the enabled mods is merged at start; code cheats and ExeFS .ips/.pchtxt patches are
built in, and totk.exe starts the setup's rebuild window when an enabled mod brings ones the build lacks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:42:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9b4d286bb3 Pick the setup window's language from one drop-down list
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:40:23 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3668271182 Start the rebuild window and its setup run with a Python that finds the installer
The rebuild command puts the release folder on sys.path itself: totk.exe starts it in the install folder, and only the
Windows release Python's ._pth names that folder. In a repository the window and its setup run use the Python that
runs the setup, since the tools' embeddable Python there has neither tkinter nor the repository on its path.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:40:22 +03:00
shenjackanddeepseek-v4.1-flash-1017 72dcdc0534 Report a busy totk_xlate.exe in the prepare step the way the compile step reports a busy game exe
The prepare step copies the shader translator with replace_file, which writes <name>.tmp and then
os.replace. A preparation that was stopped from outside leaves the totk_xlate.exe that totk.exe started
holding that file, and Windows refuses the replace with PermissionError [WinError 5]. The setup showed
that as an unexpected error and said nothing about what to close (issue #174). Catch the PermissionError
on both copies and name the file, as compile.exe_in_use already does for totk.exe.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 21:22:52 +08:00
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
shenjack cc4572b244 Build the runtime library without the generated chunk lists
--make-runtime-lib compiles runtime/ alone, so it must not insist on a chunk manifest that only a lift writes: the
library is rebuilt by itself when the runtime sources change.
2026-11-01 20:29:42 +08:00
itaskaev2andClaude Opus 5.5 da9460457e Stage large CPU texture uploads in parts of at most 32 MiB
With astc = cpu a large ASTC array decodes to RGBA8 in one staging buffer: the
1024x1024 array of 121 layers with 11 levels takes 645 MiB. On an Intel UHD with
8 GB of shared memory that allocation failed (-2) and the game closed before the
title screen (#347).

upload now fills one staging buffer per part of at most 32 MiB (a single region
larger than that gets its own) and records one copy per part, all in the same
upload batch, which is submitted as before. The parts fit the staging pool's
64 MiB blocks. The GPU ASTC decoder still reads every region from one buffer.

Fixes #347.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:08:52 +01:00
Valiantsin DzerakhandClaude Opus 5.5 4310407226 Move the Mods and Cheats tabs after Advanced
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 14:39:40 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c3dae879cb Build the mods' ExeFS patches into the game and switch them with their mod
A mod that patched the game code (.ips, .pchtxt) stayed off as a whole.
tools/exefs_patches.py now reads IPS, IPS32 and IPSwitch files from each
mod's exefs folder and from atmosphere/exefs_patches/<name>/. It keeps the
ones whose build id is main's and turns their writes into main's code into
one patch set per file. The writes go through the same rules as the code
cheats (tools/cheats.py convert). A file that writes main's data, or that the
rules cannot express, is unsupported as a whole. The setup's lift runs it
after cheats.py and writes build-cache/exefs.status.

runtime/mods.c checks each patch file against that status:

- a built file's set is switched on with its mod;
- a file the build lacks keeps the mod off and starts the rebuild at the next
  start, like a code cheat does;
- an unsupported file keeps the mod off, and the Mods tab shows the reason;
- a file for another version is counted and left out.

A mod patch on a site of one of the port's own sets turns that set off while
the mod is on, and the Mods tab names it. The Mods tab also gets the "Rebuild
the game now" row.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 14:29:40 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1bebcfd9ef Rebuild the game at start when an enabled mod has unbuilt code cheats
Code cheats need the game lifted and compiled with them. Running the setup
again did that, but it lifted and compiled everything and prepared the
shaders again.

- The setup keeps the generated C and the objects in its temp folder (about
  1.3 GB). gen.py rewrites only the chunks whose C changed, so Ninja
  recompiles only those. One new code cheat on 1.4.3 took a 47 s lift and
  19 s of compile and link on 24 cores.
- Prepare's key no longer follows the compile key, only the runtime, the
  translator and the game version, so a rebuild keeps the prepared shaders.
- The cleanup writes build-cache/rebuild.txt, the command that opens the
  setup window in a new --rebuild mode on the install folder. That mode runs
  at once and starts the game again when it succeeds.
- At start, runtime/cheats.c runs that command and exits when an enabled
  mod has code cheats the build lacks (plat_spawn, new for Windows and
  Linux). build-cache/rebuild.skip keeps a failed or cancelled rebuild from
  starting again for the same cheats. "Rebuild the game now" on the Cheats
  tab tries again, and [mods] mods_rebuild = off turns the rebuild off.
  Scripted runs never start it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 14:16:53 +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 ac69f39529 Read cheat files from the mods folder instead of shipping them
A cheat file is now part of a mod: mods/<mod>/cheats/<build id>.txt, or the
Atmosphere places inside the mod folder, the file name in any case. The port
ships no cheat files any more (the MyNXCheats files and their notice row are
gone).

- tools/cheats.py --mods builds the code cheats of every mod folder; a
  cheat's key hashes "<mod folder>/<name>", so two mods' cheats of one name
  keep their own switches.
- The setup reads the cheats from <install>/mods and writes the status to
  build-cache/cheats.status.
- runtime/cheats.c reads the files of the enabled mods the port can use, in
  the Mods tab order, and the status from build-cache.
- A mod with only cheats is usable. The Cheats tab groups the cheats by mod,
  and the Mods tab says how many cheats a mod brought.
- The cheat texts are in all four menu languages.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 14:05:31 +03:00
m3rcury02andClaude Opus 5.5 33c2a1ac63 Stop the Windows release on a translator older than its sources.
make_release.py copied build/xlate as it found it, so a translator change reached no Windows release until someone rebuilt it by hand, and nothing failed when they did not: 0.2.1 and 0.2.8 shipped a translator from before the gather bias while the runtime logged that the bias was on. The Linux release builds its own.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 16:03:41 +05:30
Valiantsin DzerakhandClaude Opus 5.5 5e584ea966 Merge pull request #51: Load Atmosphere cheat files and switch their cheats from a Cheats tab in the menu (conongnang)
Merged onto the mods folder (task/mods1); the Cheats tab sits after Mods. The cheats' menu text and the cheat file's
place are reworked for the mods folder in the commits that follow.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:31:17 +03:00
Valiantsin DzerakhandClaude Opus 5.5 acf2e10bc5 Mark a mod the port cannot use as not used under its switch
Its row said On like a working mod, and only the description pane told why nothing happened.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:17:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 fa59758f63 Add a Mods tab: the mods folder with switches and load order, and the port's own patches
Each mod is a row with its switch, the files it serves and why it is unused when it is; the top and left face buttons,
Ctrl+Up and Ctrl+Down or the drawn arrows move it. The real-time step, cloth and high-fps fix switches move here from
the Game tab under the port's own patches. The text is in the catalog in English, Russian, Brazilian Portuguese and
Simplified Chinese. The tester guide says where mods go and how TKMM's merged output fits in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 13:14:37 +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 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 c46b4c2cad Merge pull request #353: Turn the recorder thread off by default on AMD GPUs again (eioo)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:54:16 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c7a7adcfe4 Merge task/prwave3: community pull requests #346, #175, #235 and #191, with #89 and #113 from task/prgfx
- #346: the setup extracts the Switch shared fonts from an optional firmware folder.
- #175: a dead zone per gamepad stick, with the resting deflection shown in Controls.
- #235: amiibo through an emulated NFC reader and an Amiibo tab, its text in the catalog.
- #191: Simplified Chinese in the setup window and launcher, beside Brazilian Portuguese.
- #89 and #113 (task/prgfx): sun shadow cascades, PCSS, contact shadows and DLSS/DLAA, all off
  or at the game's own values by default; fight2 at the defaults shows no frame time cost.

#51 (cheats) waits for part 3 of the mods design on task/cheats51; #259 repeats de3ed42.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:51:01 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9cb099a8fa Fit the Amiibo tab in the menu and stop it writing a folder on its own
The panes now leave the bottom row free (opt_bottom), as the option tabs do, so Continue and Quit
stay visible; the hold time label sits above its slider instead of being cut off beside it; the
Tap and Lift buttons take the frame height, so their text is not clipped. A missing amiibo folder
lists nothing and says so: the tab no longer swaps in the game folder and saves it to totk.ini
just by being opened.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:47:59 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c3ec7a5312 Check the emulated NFC reader in probe-services
Since #235 the reader is there from the start: the availability event is set when it is attached,
and AttachActivateEvent and AttachDeactivateEvent bind their events instead of answering
device-not-found. The probe now attaches both and checks that the activate event stays clear
without an amiibo, so every nfp override is called again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:43:03 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a40c507aa1 Name the stick dead zone notes stick_note, apart from the prompts note in the same function
The per-stick rows of #175 declared a second `note` in tab_controls, beside the button prompts note
dev added there, and runtime/ui/menu.cpp did not compile.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:36:10 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8a2e52b929 Merge task/prgfx: sun shadow cascades, PCSS, contact shadows and DLSS/DLAA from #89 and #113
runtime/cfg.c: the known names take both sides, the per-stick dead zones beside the shadow and
DLSS switches.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:35:42 +03:00
eioo d7357368e8 Turn the recorder thread off by default on AMD GPUs again
0.2.8 turned the recorder on for every GPU (e38eaa8). The AMD device losses
and hangs came back the same day: a black screen or VK_ERROR_DEVICE_LOST at
startup on RDNA 2, 3 and 4, under AMD's Windows driver and under RADV
(#277, #283), and vk_recorder = 0 still gets past it.

The submission recorder goes back to defaulting off on vendor 0x1002;
TOTK_VK_RECORDER=1 still forces it on for an A/B run, and the log says which
path was taken. The rec_end_cb line now prints only when a part really was
recorded by the recorder, so a log no longer suggests the setting was
bypassed (#315).
2026-11-01 11:31:17 +02:00
Valiantsin DzerakhandClaude Opus 5.5 c0007bd16d Merge pull request #191: Add Simplified Chinese to the setup window and the in-game menu (tuwary)
The menu side is dev's: it has Simplified Chinese since #243, glyphs included. Simplified Chinese
joins the setup window as a fourth language beside Brazilian Portuguese, in the language switch,
the Windows and locale pick and the launcher; zh-Hans.json gets the nineteen texts added since
(fonts step, CPU level, base game checks, Linux checks) and the {game_exe} placeholder.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:29:30 +03:00
Valiantsin DzerakhandClaude Opus 5.5 97e666ce2f Merge pull request #235: Add Amiibo support via nfp:user IPC emulation and ImGui picker (leonelalej)
The Amiibo page reads its text from the catalog (UI_MENU_AMIIBO_*, in all four menu languages)
instead of English literals, and its status line keeps an id and the file name so it follows a
menu language change. Folders show as name/ in the list.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:18:45 +03:00
Valiantsin DzerakhandClaude Opus 5.5 87ccb22f51 Merge pull request #175: Give each gamepad stick its own dead zone and show where the stick rests (applezra)
The stick reading moved from input_win.c to input.c in dev, so the per-stick dead zone and
input_pad_stick_percent are applied there, under the platform mutex. The rows sit beside the
stick camera speed and walk key rows; pt-BR and zh-Hans get the per-stick texts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:16:08 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4cece2c848 Merge pull request #346: Let the installer extract the Switch shared fonts from a firmware folder (fch869)
Conflicts with dev resolved by keeping both sides: the fonts step sits between check and extract,
beside the x86-64-v2 check, the pt-BR window language and the xbox-label patches. pt-BR gets the
thirteen firmware and fonts texts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 12:03:29 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0b84f48df2 Build vk_dlaa.c off Windows as no-op stubs
It includes windows.h and loads NGX as a Windows DLL, and build_game.py leaves only *_win.* files out of the Linux
build, which then stopped at it. Elsewhere DLAA, the DLSS scaling and the FXAA switch now do nothing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:42:15 +03:00
Valiantsin DzerakhandClaude Opus 5.5 90319e6c9a Load NGX only with dlaa on at start, and skip the FXAA shader lookup at the defaults
vk_dlaa_wanted answered 1 on every machine, so each start on an NVIDIA driver loaded the NGX core and enabled its
device extensions with DLAA off; dlaa now applies after a restart. vk_dlaa_skip_draw hashed the fragment shader of
every draw through an unlocked 8192-entry table, which 1.4.3's shader variants outgrow; with fxaa on and DLSS not
scaling there is nothing to skip, so it returns before the lookup. Also gives the DLSS rows their Brazilian
Portuguese and Simplified Chinese text.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:41:27 +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 DzerakhandClaude Opus 5.5 4ab1dc80f5 Merge task/shadows: pull request #89, shadow options (itaskaev2), with the follow-ups
Keeps pull request #321's anisotropic filtering, which #89 added a second time, and #267's shadow_res beside #89's
shadow_scale. The HDR parameters move from byte 1408 of the support buffer to 1440: translator patches 0010 and 0011
read pcss at 1408 and shadow_spread at 1424.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:39:38 +03:00
Valiantsin DzerakhandClaude Opus 5.5 75fd885e19 Merge task/prwave2: eight community pull requests merged by hand
#296 (x86-64-v2 build for CPUs without AVX2, v3 stays the default), #321 (anisotropic filtering, the game's level by
default), #138 (right-stick camera speed), #183 and #243 (Brazilian Portuguese and Simplified Chinese menus, with every
menu text and the regional Windows tags such as ru-RU still finding their menu), #211 (Button prompts setting and Xbox
icons), #281 (HDR10 output, off by default). Also fixes probe-cfg's range check for fractional ranges.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:31:10 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0b5a1ea677 Give the Brazilian Portuguese and Simplified Chinese menus every menu text
The two catalogs came from pull requests written before the shadow, filtering, HDR, prompts, camera speed and walk key
rows and the overlay's FSR note; probe-services checks every menu id in both.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:30:36 +03:00
Valiantsin DzerakhandClaude Opus 5.5 62e7e910aa Read fractional range ends in the probe's default check
probe-cfg parsed the ends of a min..max range with strtol, so walk_scale's 0.2..0.9 became 0..0 and its default 0.51
failed the check.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:28:53 +03:00
Valiantsin DzerakhandClaude Opus 5.5 10a065f972 Drop the Brazilian Portuguese free cores menu text, whose row dev removed
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:28:07 +03:00
Valiantsin DzerakhandClaude Opus 5.5 dbed5771b9 Skip the HDR record lock on image deletion while HDR is off
vk_hdr_image_gone took rec_lock for every texture image the game destroys, also with TOTK_HDR=0, where no record
exists; the records start at the first HDR present, which sets vk_hdr_track.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:15:50 +03:00
Valiantsin Dzerakh f30bbf048a Merge pull request #281: Add HDR10 output (ProSep)
# Conflicts:
#	THIRD_PARTY_NOTICES.md
#	runtime/cfg.c
#	runtime/vk.h
#	runtime/vk_device.c
2026-11-01 11:15:24 +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
Valiantsin Dzerakh d85450384d Merge pull request #243: Add a Simplified Chinese menu catalog (shenjackyuanjie)
# Conflicts:
#	runtime/cfg.c
#	runtime/ov_probe.c
#	runtime/ui/menu.cpp
#	runtime/ui_text.c
#	runtime/ui_text.h
#	totk.ini.example
2026-11-01 11:13:28 +03:00
Valiantsin Dzerakh 7a38fc6847 Merge pull request #183: Add a Brazilian Portuguese catalog for the settings menu and the overlay (Lucas-blip-png)
# Conflicts:
#	runtime/cfg.c
2026-11-01 11:12:23 +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 DzerakhandClaude Opus 5.5 2652bbc552 Keep the game's anisotropic filtering level by default
16x costs texture bandwidth on every install, which modest GPUs and the Steam Deck feel; 2x to 16x stay a choice in
the menu and totk.ini.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:11:31 +03:00
Valiantsin Dzerakh 683a2fe61b Merge pull request #321: Add an anisotropic filtering setting (ProSep)
# Conflicts:
#	runtime/ui_text.c
#	runtime/ui_text.h
2026-11-01 11:11:17 +03:00
Valiantsin DzerakhandClaude Opus 5.5 2d4563dea1 Name the x86-64-v2 minimum in the Brazilian Portuguese CPU message
Pull request #296 renamed check.cpu_no_avx2 to check.cpu_too_old; the catalog of pull request #186 still had the old key.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:10:49 +03:00
Valiantsin Dzerakh 57129898e8 Merge pull request #296: Run the game on x86-64-v2 CPUs without AVX2 (chen3feng)
# Conflicts:
#	README.md
2026-11-01 11:10:05 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e1693cee8e Merge task/prwave1: eleven community pull requests that merge into dev cleanly
#272 #273 (texture writes and Wine), #247 #274 #284 (docs), #275 #278 (build and shader preparation), #267 (sun
shadow map size, the game's own by default), #239 (GPU idle split in the perf line), #197 (walk key), #186 (Brazilian
Portuguese installer catalog, with the three strings it lacked).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:07:22 +03:00
Valiantsin DzerakhandClaude Opus 5.5 770086957a Add the three installer strings the Brazilian Portuguese catalog lacked
check.base_is_update and check.base_combined came to dev after pull request #186 was written, warn.shaders_skipped
with pull request #278; tests/installer_gui_test.py wants every language to cover English.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:04:15 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d07a71f0ca Keep the game's own sun shadow map size by default
A fixed 1024 map costs GPU time and texture heap on every install, also where the game would draw a smaller one; the
fixed sizes stay a choice in the menu and totk.ini.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 11:02:57 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9db9260a21 Drop the SHARPNESS and ASPECT section entries that pull request #267 listed a second time
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 10:55:59 +03:00
Valiantsin Dzerakh fb99b2bab1 Merge pull request #186: Add a Brazilian Portuguese catalog for the installer window and the launcher (Lucas-blip-png) 2026-11-01 10:55:12 +03:00
Valiantsin Dzerakh 4e84422e26 Merge pull request #197: Add a walk key that tilts the keyboard sticks part of the way (shenjackyuanjie) 2026-11-01 10:55:11 +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 Dzerakh f7e5639ab9 Merge pull request #278: Let shader preparation survive a driver crash (wdiasjunior) 2026-11-01 10:55:09 +03:00
Valiantsin Dzerakh 6701021594 Merge pull request #267: Fix the sun shadow map at one size (wdiasjunior) 2026-11-01 10:55:08 +03:00
Valiantsin Dzerakh e565b876df Merge pull request #275: Read the extracted game from the work folder in build_game.py (wdiasjunior) 2026-11-01 10:55:06 +03:00
Valiantsin Dzerakh 3a2f4081b1 Merge pull request #284: README: document Linux support (x-wav) 2026-11-01 10:55:05 +03:00
Valiantsin Dzerakh 1fa07afdd6 Merge pull request #274: Name 1.1.1 where the docs list the updates (shenjackyuanjie) 2026-11-01 10:55:04 +03:00
Valiantsin Dzerakh 76e684dfd2 Merge pull request #247: docs(installer): fix invalid comparative "another ... than" (lunar-me) 2026-11-01 10:55:03 +03:00
Valiantsin Dzerakh 8643d48d4f Merge pull request #273: Default shadow storage to on when running under Wine (koosc) 2026-11-01 10:55:02 +03:00
Valiantsin Dzerakh 0d1c54b4ac Merge pull request #272: Mark texture storage as written in nvnTextureFlushTexels (koosc) 2026-11-01 10:55:01 +03:00
turquopool 873ebb7755 Let the installer extract the Switch shared fonts from a firmware folder
The setup takes an optional --firmware directory (an unpacked firmware or an emulator's Contents/registered) and, for Chinese, Korean and Traditional Chinese, runs the vendored font extractor into <install>/shared-fonts. Without the folder it warns as before and the install still completes. The fonts step is keyed by the language and a cheap firmware fingerprint; the window gets a folder picker and help text, and the command line takes --firmware.
2026-11-01 15:22:14 +08:00
Valiantsin DzerakhandClaude Opus 5.5 edfad9c9bb Merge task/freecoresnote: free_cores in totk.ini works again, with a loud crash warning (#212)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 10:18:26 +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 57db3f8fe0 Merge task/fsrlabel: the overlay says when FSR is selected but the picture is shrunk (#219)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 06:01:19 +03:00
Valiantsin DzerakhandClaude Opus 5.5 dd448482b9 Name the overlay scaling line 'bilinear (FSR only enlarges)' when FSR is selected and the image is larger than the window
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>
2026-11-01 06:00:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4e101d17f5 Merge pull request #271: return 0 from storage_rewritten when the texture range is not write-watched (koosc)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 05:56:43 +03:00
Chris Koos 45430366b1 Return 0 from storage_rewritten when write tracking is unavailable 2026-11-01 05:55:34 +03:00
conongnangandClaude Opus 5.5 bf40602179 Move the Cheats tab to its own file and leave menu.cpp's font ranges alone, to stay clear of other open PRs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 09:15:54 +07:00
6f8dc257be Add an anisotropic filtering setting
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>
2026-11-01 03:15:05 +01:00
conongnangandClaude Opus 5.5 183519190a Bundle the cheat files for 1.2.1 and 1.4.3 and install them when the player has none
The setup keeps a player's own file. A bundled file the tools refuse costs its cheats, not the install.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:42:10 +07:00
conongnangandClaude Opus 5.5 a81b00930e Key the lift step on the files in cheats, so extracting main does not rebuild the game
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:15:20 +07:00
conongnangandClaude Opus 5.5 d8cbdf1067 Ship tools/cheats.py in the release, which runs it in the lift step
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:15:20 +07:00
conongnangandClaude Opus 5.5 23498a49ce Use the platform layer in cheats.c, so the Linux runtime builds it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:15:20 +07:00
conongnangandClaude Opus 5.5 0bf9a09eb3 Merge upstream main into cheats
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 08:07:29 +07:00
Valiantsin DzerakhandClaude Opus 5.5 a2819a0bb4 Merge task/menucrash: the step floor also covers the Havok contact crash of #29 and #92 (comment)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 02:52:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 065428c81f Name the 1.4.3 contact-setup crash under the real-time step's floor
Issues #29 and #92 (0.1.1, 240 Hz monitors, fps_limit = display) crash in main+0x1292560 reading a Havok body's
shape. Forced steps between 1/252 and 1/230 s reproduce it in that call chain on the Depths load 3 of 3 times; steps
of 1/240 s and longer, or the same jitter through the floor, play. The comment now records it next to the #241 abort.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 02:51:19 +03:00
CHEN Feng 34b4faee7c Run the game on x86-64-v2 CPUs without AVX2
-march=x86-64-v3 kept the port and the installer to CPUs with AVX2 and FMA. --cpu v2 compiles the generated code and the runtime for SSE4.2 instead. Without FMA3 the FP lowering calls fma/fmaf, so runtime/fma.c provides correctly rounded ones (musl, MIT) that honour MXCSR's rounding mode, FTZ and DAZ; the UCRT's software fallback rounds incorrectly by up to half an ulp. simd.h's fast paths keep their assumptions.

The installer's host check asks for x86-64-v2 and selects libtotkrt.a or libtotkrt-v2.a; both release scripts build and ship the pair. The differential tests compile fma.c as well, so a --cflags=-march=x86-64-v2 run tests it.

Tested on an i7-3770K (no AVX2, FMA or BMI) with an RTX 3060 Ti, game 1.4.3: the installer ran end to end, --selftest passed and play holds 40-60 fps at 1080p. fma and fmaf matched 152,288 exact vectors over two seeds, including ties, subnormals and every rounding mode, FTZ and DAZ combination. The v3 build is unchanged: fma.c is an empty translation unit there.
2026-11-01 07:09:13 +08:00
Valiantsin DzerakhandClaude Opus 5.5 191b5459d3 Merge task/basegame: name an update or a combined package chosen as the base game (#261)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 02:05:08 +03:00
Valiantsin DzerakhandClaude Opus 5.5 375acc3a71 Say that a base game file is an update or a combined package instead of claiming it is not Tears of the Kingdom
An update NSP chosen as the base game keeps the base title id on its Program NCA and carries the update id (0100F2C0115B6800) only in its Meta NCA, so program_nca rejected it with the generic base-game metadata message (#261). Check.open_input now names an update file or a file with several Meta NCAs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 02:04:47 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6e29935772 Merge task/handcut: log the local wall time with each window focus change (#255, diagnostic)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 01:10:37 +03:00
Valiantsin DzerakhandClaude Opus 5.5 131c458d0e Log the local wall time with each window focus change
A GPU hang that takes the whole system down ends the log without an error (#255, #266, #270 end on a focus pair).
The time on the focus lines lets a report be lined up against the driver's entry in the Windows event log, to tell
whether an alt-tab or an overlay came before the hang or followed it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 01:09:31 +03:00
Chris Koos d9d6264bb2 Default shadow storage to on when running under Wine 2026-10-31 15:02:30 -07:00
Chris Koos f3ce186887 Mark texture storage as written in nvnTextureFlushTexels
nvnTextureFlushTexels was a no-op stub. Call nvn_guest_written on CPU-visible texture storage so mirrored textures whose texels were flushed by the guest are stamped in the write-generation table for re-upload, matching nvnBufferFlushMappedRange.
2026-10-31 15:01:22 -07:00
Valiantsin DzerakhandClaude Opus 5.5 5208d88ba7 Merge task/ucrtabort: ExitThread jumps back without the C runtime's longjmp, which fast-fails under Control Flow Guard (#222, #176)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 00:54:11 +03:00
Valiantsin DzerakhandClaude Opus 5.5 cacbdf2549 Leave a guest thread by our own register jump instead of the C runtime's longjmp
ExitThread went back to the thread start with longjmp on a buffer from a non-unwinding setjmp, whose frame field is 0.
When Control Flow Guard is on for the process, ucrtbase's longjmp checks the buffer first and ends the process with
fast fail 13 (0xc0000409) on a frame of 0: offset 0xb373c of ucrtbase 10.0.26100.9711, the offset in the event logs of
#222, #176 and #75. Exploit protection can force CFG on any program, and the first guest thread to exit, right after the
game's first six-axis read, killed the process with no line in the log; the abort and invalid-parameter handlers never
run for a fast fail.

plat_jmp_save and plat_jmp_go keep and restore the Win64 callee-saved registers, MXCSR and the x87 control word
themselves and validate nothing; Linux keeps setjmp and longjmp. Started with CFG forced on, the build before this
change ends with 0xc0000409 at the same log line and in --probe-kernel; this one reaches gameplay and passes the probe.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 00:53:17 +03:00
x-wav 88325105e4 README: document Linux support
#60 added Linux (AppImage) and Steam Deck support, but the README still only mentions Windows. This adds a Linux install section with the requirements from docs/installer.md, and updates the intro, Status and Planned.
2026-10-31 22:17:26 +01:00
Valiantsin DzerakhandClaude Opus 5.5 0164eca287 Merge task/cmdbuf: reuse finalized command recording buffers, wait out a failed allocation (#94)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 23:39:21 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9d95cbdded Keep finalized command recording buffers for reuse and wait out a failed allocation
1.4.3 initializes and finalizes command buffers about 2000 times a second while a scene loads and several times a
frame in play. Finalize freed the recording buffer, so each new recording grew again from 64 KiB through up to five
reallocations; the two large per-frame recordings ended in fresh 1-2 MiB blocks, new commit twice a frame. On a
16 GB machine at render scale 200 one of those 1 MiB growths failed during a Depths load and the game ended with
"nvn: command recording buffer of 1048576 bytes" (#94).

Finalize now hands the buffer to a pool of 16 (largest kept, up to 4 MiB each) and the next recording takes the
largest one: a 60 s island run made 22 growths instead of about 110000. A failed recording buffer or command copy
allocation frees the pool and retries every 10 ms for up to 30 s before the fatal, so a short commit shortage (Windows
growing a system-managed page file) stalls the game instead of closing it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 23:38:20 +03:00
Valiantsin DzerakhandClaude Opus 5.5 adbd61e379 Merge task/freecores: totk.ini's free_cores no longer lifts the virtual core gate (#212)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 23:20:20 +03:00
Valiantsin DzerakhandClaude Opus 5.5 dafc35fb35 Keep the virtual core gate on when totk.ini sets free_cores
Earlier settings menus wrote free_cores = 1 under the label "Virtual core gate", which promised the gate. Without it a
thread that holds no virtual core reports its ideal core to GetCurrentProcessorNumber, so the game's job workers all
report core 0 and run its per-core code at once. On 1.2.1 two of them add the same per-core NVN control memory, which
retires the command handle the other just recorded, and its CallCommands fails at start (#212); on 1.4.3 the game
corrupts a heap in main+0x82e00 or hangs at the title menu. A player with such a totk.ini crashed at every start and
the menu no longer shows the row.

free_cores is no longer a setting: only TOTK_FREE_CORES in the environment lifts the gate, and a free_cores value in
totk.ini is logged as ignored. The kernel probe asks the kernel whether the gate is on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 23:19:34 +03:00
ProSepandClaude Opus 5.5 007786d487 Add HDR10 output
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>
2026-10-31 21:17:12 +01:00
Valiantsin DzerakhandClaude Opus 5.5 b5286ef054 Merge task/fpsdisplay: keep the game step at 1/240 s or longer, frame limit up to 240 (#241)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 23:00:00 +03:00
Valiantsin DzerakhandClaude Opus 5.5 cad5b0cc39 Keep the game step at 1/240 s or longer and stop the frame limit at 240
With a step under 1/240 s (ratio below 0.125) 1.4.3 aborts with Havok "Out of memory" from the physics pre-solve
buffer resize (main+0x1261630) within seconds of loading some saves, so a 280 Hz monitor with fps_limit = display
crashed on load (issue #241). frame_step_present floors the averaged step at 1/240 s, and the limit, including the
monitor's rate, stops at 240; a higher fps_limit now logs and gives 240 instead of 60. Limits of 240 and below step
exactly as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 22:59:02 +03:00
Wellington Dias dbe8daf25c Record the shader variants the driver is building during preparation, skip them after a crash and build the rest again 2026-10-31 16:39:38 -03:00
Wellington Dias c05b083130 Read the extracted game from the work folder in build_game.py and stop when the RomFS is missing 2026-10-31 16:23:28 -03:00
Wellington Dias 1a07a8d46f Fix the sun shadow map at one size, so foliage shadows stop turning blocky and jumping.
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.
2026-10-31 15:59:53 -03:00
shenjackanddeepseek-v4.1-flash-1017 73886c4de6 Name 1.1.1 where the docs list the updates
The installer takes the 1.1.1 update since #220, but the README, the installer guide and the tester guide still name 1.2.1
and 1.4.3 alone, so a player on 1.1.1 reads that their update is not supported.

The saves note stays with 1.2.1 and 1.4.3: carrying a save across those two is what has been tested.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 02:48:57 +08:00
shenjackanddeepseek-v4.1-flash-1017 4223adcb72 Check the Chinese menu catalog in probe-services
The probe asserts a zh-Hans row and the language setting that reaches it, so a catalog that loses its strings or a
language map that stops resolving fails the self test.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 02:34:52 +08:00
shenjackanddeepseek-v4.1-flash-1017 b94bacd6d5 Name zh-Hans in the MENU_LANG reference
The runtime accepts it; the ini comment and its example line now say so instead of listing en and ru alone.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 02:34:52 +08:00
shenjackanddeepseek-v4.1-flash-1017 371859c9c1 Merge the Chinese menu glyphs into the font atlas and offer the language
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>
2026-11-01 02:34:52 +08:00
shenjackanddeepseek-v4.1-flash-1017 ad305912ef Add a Simplified Chinese catalog for the settings menu
Every label and row description in zh-Hans, the catalog rows of the software keyboard included. A menu id without a
Chinese entry falls back to English, so the menu never shows an empty row.

The row also covers the menu language: TOTK_MENU_LANG names a catalog language ("en", "ru", "zh-Hans") and an unset
setting follows the system UI language through the same code map the game language uses ("zh-CN" -> "zh-Hans"). A
language whose row has no menu text still shows English.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 02:34:52 +08:00
shenjackanddeepseek-v4.1-flash-1017 24c4a27e0b Keep the game's input blocked until the sticks are released
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>
2026-11-01 02:33:39 +08:00
shenjackanddeepseek-v4.1-flash-1017 6e73cd813d Add a walk key that tilts the keyboard's sticks part of the way
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>
2026-11-01 02:33:39 +08:00
Valiantsin DzerakhandClaude Opus 5.5 f469c5a774 Raise the version to 0.2.8
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:17:15 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1d6baac9d2 Merge pull request #233: Add colour profiles and brightness, contrast, saturation and gamma for the picture (Lucas-blip-png)
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>
2026-10-31 21:15:35 +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
lunar-meandClaude Opus 5.5 bdad89e0e4 Say "an update file other than the recorded one" in the installer guide (#247)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:14:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 db4d04a6e5 Merge pull request #269: Trust the narrowed shader walk when it finds the version's shaders (shenjackyuanjie)
The shader list covers several versions, so most of its rows are absent from any one game and the old test fell back to
reading the whole RomFS on every install: 23,825 of 41,414 rows on 1.2.1, 23,370 on 1.4.3. The fallback now runs only
when the narrowed walk finds next to nothing. On 1.2.1 and 1.4.3 the narrowed walk finds the same shaders as the full
one (27,576 and 28,667, none only in the full walk) in 2 s instead of 51 s.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:14:34 +03:00
Valiantsin DzerakhandClaude Opus 5.5 407c6915b5 Merge pull request #220: Support the 1.1.1 update as a third game version (shenjackyuanjie)
1.1.1 (update 131072) gets its boot constants, expected hashes, the 60 fps
RomFS overlay, its own code patch table, the scene module slot, loader probe
values and shader census lookup, and the setup accepts it. 1.2.1 and 1.4.3
keep every value: the runtime branches on RT_V111, and an install without a
recorded version still falls back to 1.2.1.

1.1.1 has no aspect patch set; outputs other than 16:9 are scaled to the
window on that version.

Fixes #173

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:03:32 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f408f26363 Merge task/savecommit: no save or backup for a Commit that changed nothing, a short swap retry (#260, #263)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:03:24 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d7266301d2 Skip the save and backup of a Commit that changed no byte, and retry the swap briefly
At start the game rewrites its save files with the same bytes and commits
twice; each of those commits made a new committed save and a backup, so one
start pushed every older backup out of save-backup. A Commit whose copy is
the newest save file for file (all hard links, same names) now only retries
a waiting swap.

Renaming the committed save away is retried for 200 ms instead of 2 s: a
failure no longer loses the commit, the next Commit or start retries, and the
game's next change to its save data waits for the commit thread.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 21:00:01 +03:00
shenjackanddeepseek-v4.1-flash-1017 55c7411de0 Give the loader probe and the shader census the 1.1.1 values
Three places still assumed the two older versions:

- loader.c compared a 1.1.1 load against 1.2.1's expectations, so --probe-loader failed every time:
  main has 10,668 constructors against 1.2.1's 10,673, and its relocation kinds and totals differ.
  1.1.1 has its own table; subsdk0 and sdk match 1.2.1 down to every count.
- gfx_shader_probe.c looked for build/v121 and build/v143 only, so a census built for 1.1.1 was never
  found and --probe-shader failed on a checkout that has only that version. It looks for the running
  version first, then the other two.
- layout.py put 1.1.1 first in SUPPORTED while steps.py took SUPPORTED[0] as the version of an install
  made before versions were recorded, and such an install is 1.2.1: updating one picked 1.1.1's hashes
  and invalidated its extraction. The tuple keeps 1.2.1 first and the fallback names 1.2.1 outright.

--probe-loader now reports 0 failures on a 1.1.1 install.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:40 +08:00
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 6b10489e59 Let the setup take the 1.1.1 update
The update's hashes, the patch table and the boot constants are in place; the setup itself still refused the
version. SUPPORTED lists it now, so a player with that update can build.

The labels and messages that named the two supported updates name this one as well, so a player whose update is
1.1.1 is no longer asked for a file they do not have.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:39 +08:00
shenjackanddeepseek-v4.1-flash-1017 6d27cf8202 Add the 1.1 code patch table with its spin waits, hair and cloth sites
The 60 fps frame step and ratio, the render resolution, the slow-motion check and the actor animation clock, at the
addresses this build has them: each site was located again by instruction-window matching and its words checked against
the 1.1.1 main. The spin-wait back-edges are the ones that only another thread can end, and the last five sites are the
two inlined clocks of the animation update with the shared call they hand their seconds to.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:38 +08:00
shenjackanddeepseek-v4.1-flash-1017 93eeb8b29f Record the expected hashes of the 1.1 update
The ExeFS digests, the merged RomFS size and hash and the six shared fonts, so extract.py can tell this update from any
other. No rewritten_sha256: that field names MacNativeGames' NSO rewriter output, this dump never went through it, and
nothing reads it.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:38 +08:00
shenjackanddeepseek-v4.1-flash-1017 d8a211af7f Write the 60 fps RomFS overlay for 1.1
Its Common archive carries the same version number as 1.2.1, so make_romfs_patches.py takes v111 and reads
Common.Product.110, moving the quick-menu background captures to animation frame 0 where the world still draws.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:37 +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
shenjackanddeepseek-v4.1-flash-1017 157e619084 Trust the narrowed shader walk when it finds the version's shaders
The fallback read the whole RomFS whenever the shader list named shaders this version does not have. The list covers
several versions, and 1.1.1 holds 17,587 of its 41,414 rows, so every 1.1.1 install read all 304,469 files again:
23827 of the 41414 listed variants are not among the 27576 shaders found, and the narrowed walk costs 2.8 s against
70.6 s for the whole RomFS.

What says the walk fell short is a walk that found next to nothing, which is when the shader directories have moved.
Counting absent list rows does not: for 1.1.1 most of them are absent because the game does not have them.

Co-authored-by: deepseek-v4.1-flash-1017 <noreply@deepseek.com>
2026-11-01 01:49:32 +08:00
Valiantsin DzerakhandClaude Opus 5.5 47485da7d9 Merge pull request #262: Linux fixes (wdiasjunior)
Shader preparation reads MacNativeGames' whole shader list history,
release downloads resume from a .part file, appimagetool and the type-2
runtime come from release tags, and the preparation summary counts the
vertex and fragment variants it skips with the graphics pipeline library
off.

The gettid cache in runtime/platform/linux.c conflicted with the same fix
already on dev (8dd7e20, #236); dev's version is kept.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:45:06 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1ba0424774 Merge task/savecommit: a save commit that cannot replace the committed save waits in save-tx instead of being lost (#260, #263)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:35:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 65fd631fea Keep a save commit that cannot replace the committed save instead of dropping it
Windows refuses to rename a directory while any file under it is open, so a
virus scanner, Explorer's preview or a sync tool holding a file of
save/<uid> made every Commit of a session fail after its 2 s of retries.
The game had its Commit return 0 and showed the new slots from the working
copy, and the next start deleted that copy: hours of play were gone (#260,
#263, log line "cannot move the committed save (error 5)").

A Commit now renames its finished staging copy to save-tx/ready-<n> before it
touches the committed save. That rename is the commit point. When the swap
into save/<uid> fails, ready-<n> stays the newest save: later working copies
and the next start are made from it, and the next Commit or start retries the
swap. The failure log names the programs holding files in the committed save
(Restart Manager) or says the folder refuses the rename (no DELETE access).
--probe-fs holds a committed file open across two Commits and restarts.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:20:50 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8a4ab178ec Raise the version to 0.2.5
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:04:32 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8041ded696 Merge task/crashdiag: menu without the core gate, system font check, abort reports, command buffer diagnostics (#212, #176, #94)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:57:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e84c61f16d Say why a command recording buffer could not grow
A player's game ended with "nvn: command recording buffer of 1048576 bytes" during a dive into the Depths (#94):
realloc refused 1 MiB with commit to spare. That leaves a buffer pointer that is no block of ours, from a command
buffer object the game overwrote or initialized again without Finalize. The fatal line now gives the object, its
magic, the old buffer and its size, the bytes used and asked, and Initialize logs (eight times at most) when it
replaces an object that was not finalized.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:57:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e451ce6a0d Report abort and invalid C runtime parameters as crashes on Windows
abort() (a failed assert, std::terminate) and an invalid parameter to a C runtime function raise no exception: the
C runtime ends the process with 0xc0000409 and the log stops without a FATAL line. A SIGABRT handler and an
invalid-parameter handler now send both to the crash hook with the host return addresses in totk.exe, and the
report lists them as totk+offset frames after the guest registers. Checked with win32.c in a test program: assert,
abort and fclose(NULL) each give one report whose innermost frame is the failing call.

lifted_function no longer names the nearest lifted function for an address above the lifted code, so a host frame
of the runtime is not reported as game code.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:57:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 637b98dea7 Check a system font before the menu's font atlas takes it
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>
2026-10-31 19:56:57 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a554a7c13c Take the virtual core gate out of the settings menu
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>
2026-10-31 19:56:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c346c7fde2 Merge task/camlabel: write back GPU renders into textures that share their page (#13, #63, #118, #252)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:55:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 de3ed42a4c Write back GPU renders into textures that share their page when the texture's own bytes are unchanged (#13, #63, #118, #252)
The page write tracking dropped the render of any texture smaller than a page whenever the CPU wrote another
part of that page. The Purah Pad camera renders the ID, screen rect and depth of what is under the reticle into
4x4 targets in two slots and reads them a frame later. On 1.4.3 one slot's rect target shares its page with data
the CPU writes every frame, so the game read a zero rect every other frame and the target's name label blinked; on
1.2.1 the targets of both slots were dropped and nothing was recognised. A texture that fills no page now keeps a
copy of its storage bytes from the GPU write, and a page write counts only when those bytes changed.
TOTK_WB_EXACT=0 restores the old decision.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:55:56 +03:00
DizzyMan1337andClaude Opus 5.5 54337ce6a4 Let DLAA copy the camera block out of the uniform snapshot buffer
mv_pass copies the scene's camera block from the snapshot arena with vkCmdCopyBuffer, which needs
VK_BUFFER_USAGE_TRANSFER_SRC_BIT on the source (VUID-vkCmdCopyBuffer-srcBuffer-00118). Reported by
Lucas-blip-png in #228 and SchulzCode in #253.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 00:16:47 +08:00
Valiantsin DzerakhandClaude Opus 5.5 da6cd4009e List the bundled libXft and libXrender in the third-party notices
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:05:30 +03:00
Valiantsin Dzerakh 14cc5f1d9b Bundle libXft and libXrender with the Xft Tk so the installer opens on hosts without them 2026-10-31 18:56:40 +03:00
Valiantsin Dzerakh e4eecef0f7 Pick the installer log font next to the UI font 2026-10-31 18:52:38 +03:00
Valiantsin Dzerakh ec34382f0a Use the platform UI font for the idle step rows in the installer 2026-10-31 18:52:38 +03:00
Valiantsin Dzerakh f8d8a4c553 Merge pull request #230: Restore Russian text in the Linux installer with Xft (lcd1232) 2026-10-31 18:52:09 +03:00
Wellington Dias 9865e7ab9a Count the vertex and fragment variants preparation skips with the graphics pipeline library off, and say so in its summary instead of reporting them as built. 2026-10-31 12:48:36 -03:00
Valiantsin Dzerakh e34909b40d Merge pull request #229: Find the shaders by their directories instead of reading the whole RomFS (shenjackyuanjie) 2026-10-31 18:48:09 +03:00
Wellington Dias 02d79bd378 Read a thread's id once on Linux, where gettid is a system call and every recursive mutex lock asked for it. 2026-10-31 12:41:49 -03:00
Wellington Dias 42e5c98395 Pin appimagetool 1.9.1 and the type-2 runtime 20251108 from their release tags, so a new upload under continuous no longer stops the AppImage build. 2026-10-31 12:41:49 -03:00
Valiantsin DzerakhandClaude Opus 5.5 e38eaa8224 Turn the recorder thread back on by default on AMD GPUs
The AMD device losses with the recorder (#5, #40) stopped after objects
were kept until their submission completed and the recorder began ending
its own parts; RDNA 1 and 2 cards in #5 ran with vk_recorder on and off.
vk_recorder = 0 still turns it off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 18:41:38 +03:00
Wellington Dias 522c69e951 Download a cached release file again when its hash no longer matches its pin, in the same run, instead of stopping. 2026-10-31 12:40:55 -03:00
Wellington Dias e8f56106de Read the MacNativeGames pin in build_xlate.py from a fetch line with the history word too. 2026-10-31 12:39:41 -03:00
Wellington Dias 8f6664d758 Download the release's pinned files into a .part file that a rerun resumes, and delete a file whose hash is wrong, so a cut download no longer fails every later run. 2026-10-31 12:38:33 -03:00
Wellington Dias ec7bb5db0a Fetch MacNativeGames with its history and point origin/HEAD at each pinned commit, and stop shader_list.py on a shallow clone, so shader preparation reads the whole list instead of failing or quietly preparing a fraction of it. 2026-10-31 12:38:09 -03:00
Valiantsin Dzerakh bf7c507e4c Merge branch 'task/tidcache' into dev 2026-10-31 18:26:01 +03:00
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
8dd7e2041e Cache the thread id per thread on Linux (#236)
plat_thread_id made a gettid syscall on every call, and plat_rmutex_lock
calls it on every acquire: about 685,000 syscalls a second in the open
world on 1.4.3. A thread's id never changes and the runtime starts child
processes with posix_spawn only, so the id now comes from a __thread cache
after the first call. Windows is unchanged: GetCurrentThreadId reads the TEB.

Found, measured and fixed by H.A. Forster in issue #236 (RTX 2060 laptop:
36.3 to 46.0 fps with replay_async). SchulzCode confirmed it on an RTX 2070
Super with a 7800X3D: 98 to 120 fps at game resolution, 76 to 90 fps at
render_scale 150.

Co-Authored-By: H.A. Forster <154697759+h-a-forster@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 18:10:26 +03:00
lunar-me 0c143f6fe3 docs(installer): use "other than" instead of "another ... than" 2026-11-01 04:08:24 +13:00
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
SchulzCode ff5706c28b Cache the thread id per thread on Linux
plat_thread_id() made a gettid syscall on every call, about 700,000 times a second in the open world (plat_rmutex_lock
asks on every acquire). A thread's id never changes and the runtime does not fork, so the first call on each thread
keeps it in a thread-local. noinline keeps a caller from reusing the thread-local's address across a fiber switch,
since a fiber may resume on another thread. Fixes #236.
2026-10-31 16:03:42 +01:00
f482217350 Step the 1.2.1 equipment-switch cooldown until it is no longer positive (#18)
1.2.1 has the same mismatch as 1.4.3 at the same player state field: the
update steps +0x109c only while it is above FLT_EPSILON and the equipment
gate blocks changes while it is above 0. The realtime set now compares with
0 in the update. Ported from the 1.4.3 patch by JieML1100 in issue #18.

Co-Authored-By: JieML1100 <183249798+JieML1100@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 18:00:48 +03:00
a80c78f08d Step the 1.4.3 equipment-switch cooldown until it is no longer positive (#18)
The player update steps the countdown at player state +0x109c only while it
is above FLT_EPSILON, while the equipment gate blocks weapon, shield and bow
changes while it is above 0. With the real-time step a rounding remainder in
(0, FLT_EPSILON] stays there and locks equipment after a Fuse until a load.
The realtime set now steps the countdown while it is above 0. Root cause and
patch by JieML1100 in issue #18.

Co-Authored-By: JieML1100 <183249798+JieML1100@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 17:59:40 +03:00
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
leonelalej 2bcfc2ef39 fix(runtime): clean amiibo platform portability, default path, and dump validation 2026-10-31 14:11:46 +00:00
Lucas-blip-pngandSTS78721 c0567191f0 Add colour profiles and brightness, contrast, saturation and gamma for the picture
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>
2026-10-31 10:02:16 -04:00
Lucas-blip-png ff4d79c700 Merge remote-tracking branch 'origin/dev' into installer-ptbr
# Conflicts:
#	installer/guilogic.py
2026-10-31 09:42:07 -04:00
shenjack 6813b60ed9 Find the shaders by their directories instead of reading the whole RomFS
inventory() read every RomFS file into memory and decompressed it before deciding whether the file can hold a
shader. On 1.1.1 that is 304,469 entries and 15.86 GiB, and the shaders live in six directories: 1,996 entries,
147 MiB, 0.9% of the bytes. The walk visits those directories and reads everything else only when the shader list
names keys it did not find there.

Measured on one install: 66.50 s -> 3.35 s for the same 27,576 shaders, key for key.

pack_shader_cache.py also rewrote its pack after every prepare although there was nothing to fold in: 2.6 s of
copying 1.37 GiB over the same entries, and a file system that then releases the old pack's blocks. It returns at
once when the cache holds no loose files.
2026-10-31 21:42:04 +08:00
lcd1232 d0e27b95c4 Restore Cyrillic rendering in the Linux installer with Xft 2026-10-31 17:40:54 +04:00
Lucas-blip-png 902ea50f14 Merge remote-tracking branch 'origin/dev' into ptbr-menu-catalog
# Conflicts:
#	runtime/ov_probe.c
2026-10-31 09:40:37 -04:00
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 6a04fe9222 Merge pull request #89: Shadow resolution, cascade range, soft and contact shadows, anisotropic filtering (itaskaev2)
Merged with applezra's follow-ups on the same branch: the sun shadow filter narrowed by the shadow map scale
(translator patch 0011), anisotropic filtering forced only on tiling samplers, and TOTK_DUMP_UBO with a vec4 count.

Conflicts with dev: cfg.c (names, display section, defaults next to aspect and device_profile), menu.cpp (the new rows
after the aspect row), vk_texture.c (the pool alias check takes scale == 1 and dev's bind_pool_memory size argument),
build_xlate.py (patches 0005-0011 are ours; the Linux note kept), totk.ini.example (both sections). The contact pass
release went into gfx_present.c, the shared half of the old gfx_window.c.

aniso defaults to game: the picture stays as before until a player raises it in the menu.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 14:44:48 +03:00
Deon FoucheandClaude Opus 5.5 703e721bf8 Offer Restart now under the button prompts while they change after restart
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>
2026-10-31 20:50:17 +10:00
Deon FoucheandClaude Opus 5.5 19fb3a75c9 Find the resource size table by any ResourceSizeTable.*.rsizetable.zs name, as MacNativeGames does
The prompts then do not fail on a table named without Nin_NX_NVN; the test RomFS of 1.4.3 uses that form.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:50:17 +10:00
Deon FoucheandClaude Opus 5.5 0598032cc4 Document the Button prompts setting and what the Xbox prompts show with each layout
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:50:17 +10:00
Deon FoucheandClaude Opus 5.5 4c17621045 Write both Xbox prompt folders in the setup, the release and the builds
The setup runs make_romfs_patches.py --prompts xbox and --prompts xbox-label and warns once when either fails, the
release bundles tools/button_icons.py and fontTools, and build_game.py and package_build.py copy both folders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:50:17 +10:00
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
Deon FoucheandClaude Opus 5.5 f7d563db05 Draw Xbox button icons into the prompts overlay with make_romfs_patches.py --prompts
tools/button_icons.py, adapted from MacNativeGames' make_button_icons.py, draws LB, RB, LT, RT, Menu, View and a d-pad
cross into the button font of every font archive and into the button guide's L and ZL images, with the letters cut out
in the game's own text fonts, and raises the resource size table for the archives that grow. --prompts xbox swaps the
face buttons as --xbox-prompts did (now its older name); --prompts xbox-label keeps their letters for the xbox and auto
pad layouts. The plain overlay is unchanged. tests/romfs_prompts_test.py runs both on a RomFS it builds itself.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:50:17 +10:00
tuwaryandClaude Opus 5.5 859ed28735 Add Simplified Chinese to the setup window and the in-game menu
The setup window gets installer/text/zh-Hans.json, a full copy of the English catalog, and a third entry in its
language switch. A Windows display language of zh-CN or zh-SG picks it; zh-TW, zh-HK and zh-MO write Traditional
Chinese and stay on English. A Chinese window still starts with English as the game language, because Chinese game
text needs the Switch shared fonts the installer does not extract. The launcher's message box and
make_release.py's launcher_text.h carry the Chinese strings too.

The menu and the performance overlay get a text_zh_hans table for every menu id, and TOTK_MENU_LANG takes zh-Hans.
Left unset, the menu follows the system UI language with the same Simplified Chinese regions. The font atlas merges
in every glyph of the menu language's text from the system font (Microsoft YaHei, else SimSun) and is built again
when the menu language changes. ov_probe checks that every menu id has Chinese text, that the printf formats keep
the English conversions, and how system language tags map to menu languages; installer_gui_test checks the new
catalog the same way as the Russian one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DcYzeu7eb2tXZMU4bRVcGh
2026-10-31 16:33:53 +08:00
Lucas-blip-png 1e32d605ce Add a Brazilian Portuguese catalog for the installer window and the launcher
The installer had English and Russian. installer/text/pt-BR.json covers every id with the same placeholders; the window offers PT-BR beside EN and RU and picks it when the Windows display language is Portuguese (Brazil), LANGID 0x0416; Portugal's Portuguese stays English. make_release.py writes LAUNCHER_*_PT_BR into launcher_text.h and the launcher shows it on the same LANGID. The catalog tests check every window language against English.
2026-10-31 04:01:30 -04:00
Lucas-blip-png 655253444a Shorten the pt-BR label of the pipeline skip row so its value fits beside it 2026-10-31 03:52:15 -04:00
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
DizzyMan1337andClaude Opus 5.5 6d181cf327 Merge upstream v0.1.9
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 15:32:04 +08:00
Lucas-blip-png 3aa604a9db Add a Brazilian Portuguese catalog for the settings menu and the overlay
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.
2026-10-31 03:21:36 -04:00
conongnang 44105a95ff Merge branch 'valentderah:main' into cheats 2026-10-31 13:41:59 +07:00
applezraandClaude Opus 5.5 5dcac19982 Force anisotropic filtering only on samplers that tile
The aniso setting raised every filtered, mipmapped colour sampler to the chosen level. Some of those read screen-sized
buffers, among them the ones the inventory's character preview is drawn from. Their coordinates stretch steeply at the
model's edges, so the anisotropic taps reach across the edge and leave a speckled fringe around the character. The
level is now raised only for samplers that repeat on U and V, which the surface textures it is meant for do; clamped
samplers keep the game's level. Distant ground stays as sharp as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 22:56:47 -07:00
applezraandClaude Opus 5.5 c193b2aefa Give each gamepad stick its own dead zone and show where the stick rests
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>
2026-10-30 21:58:22 -07:00
applezraandClaude Opus 5.5 45f24a72e3 Let TOTK_DUMP_UBO set how many vec4 of each uniform block are printed
The value is now a count (1 still means 16, capped at 4096), so blocks such as the deferred lighting shaders' camera
block, whose shadow cascade matrices sit at vec4 42 to 58, can be read from a frame dump.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 21:10:35 -07:00
applezraandClaude Opus 5.5 bc5eb0cb15 Narrow the sun shadow filter by the shadow map scale
The deferred lighting shaders soften the sun shadow with four compares around the receiver, offset by element 56 .xy of
their lighting block. The offset is in UV and the game sized it for its own 960x960 cascades, so with shadow_scale above
1 it spans that many more texels and the near cascade shows four separate copies of each edge. Translator patch 0011
multiplies those reads by the support buffer's new shadow_spread field in fragment shaders that sample a 2D array
shadow texture, leaving fp_c4 (the cascade matrices) alone. support_fill writes 1 / shadow_scale there, so the spacing
stays the game's in texels; at shadow_scale 1 the shaders behave as before. The support buffer grows to 1440 bytes and
build_xlate.py expects eleven patches.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 21:10:27 -07:00
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
TotK localandClaude Opus 5.5 1512d9ed65 Add NVIDIA DLAA and a switch for the game's FXAA
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>
2026-10-31 03:34:55 +08:00
itaskaev2andClaude Opus 5.5 24571ec0b0 Add soft sun shadows (PCSS) through a translator patch
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>
2026-10-30 16:00:23 +01:00
itaskaev2andClaude Opus 5.5 4af60604de Add screen-space contact shadows
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>
2026-10-30 15:29:53 +01:00
itaskaev2andClaude Opus 5.5 386e70453b Add a shadow cascade range setting for 1.4.3
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>
2026-10-30 15:06:58 +01:00
itaskaev2andClaude Opus 5.5 bfb4933531 Add shadow map resolution and anisotropic filtering settings
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>
2026-10-30 14:47:47 +01:00
conongnangandClaude Opus 5.5 3df82b8842 Load Atmosphere cheat files and switch their cheats from a Cheats tab in the menu
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>
2026-10-30 10:28:37 +07:00
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# TotK Recomp
**TotK Recomp** is a static recompilation of *The Legend of Zelda: Tears of the Kingdom* (Nintendo Switch, 2023) into a native Windows x86-64 application ([docs/architecture.md](docs/architecture.md)).
**TotK Recomp** is a static recompilation of *The Legend of Zelda: Tears of the Kingdom* (Nintendo Switch, 2023) into a native x86-64 application for Windows and Linux ([docs/architecture.md](docs/architecture.md)).
> [!IMPORTANT]
> **No game files are included.** You need your own legally obtained copy of *Tears of the Kingdom*, dumped from your own console: the base game and the 1.2.1 or 1.4.3 update. Instructions for obtaining those files will not be provided.
> **No game files are included.** You need your own legally obtained copy of *Tears of the Kingdom*, dumped from your own console: the base game and the 1.1.0, 1.2.1 or 1.4.3 update. Instructions for obtaining those files will not be provided.
>
> The game is built from your files on your machine, so the result contains the game. It is for your own use. Do not share it.
## Status
Early development. The game is playable on Windows; visual bugs and crashes are still expected.
Early development. The game is playable on Windows and Linux; visual bugs and crashes are still expected.
Report problems as issues, following [CONTRIBUTING.md](CONTRIBUTING.md).
## Features
- Native code, not emulation
- Game updates 1.2.1 and 1.4.3, with saves that carry over between them
- Game updates 1.1.0, 1.2.1 and 1.4.3; 1.2.1 and 1.4.3 saves carry over between them
- 60 fps by default; up to 144 fps or the monitor's refresh rate (experimental)
- Custom resolutions (1080p, 2k...), supersampling and AMD FSR 1 upscaling
- HDR10 output with peak, game and HUD brightness settings
- 16:10 (Steam Deck, handhelds), 21:9 and 32:9 (ultrawide) game resolutions, with the camera and the interface in that shape
- Anisotropic texture filtering up to 16x, for sharp ground into the distance
- In-game settings menu (F1) and performance overlay (F10)
- Setup and in-game menu in English, Russian, Brazilian Portuguese and Simplified Chinese
- Keyboard, mouse and gamepad with remapping, rumble and gyro
- Xbox button prompts: a layout that keeps the Switch button positions and shows the Xbox labels
- Xbox button prompts: LB, RB, LT, RT, Menu and View, and A, B, X and Y as labelled on the button to press, with either button layout
- Shaders prepared at install instead of during play
- Mods made for emulators: unpack a mod into the `mods` folder next to `totk.exe`; switch and order them in the menu. RomFS
mods, TKMM's merged output and ExeFS code patches (`.ips`, `.pchtxt`) work; the game rebuilds itself for code patches
([docs/tester-guide.md](docs/tester-guide.md), "Mods")
- Atmosphère cheats: put a cheat file into a mod and switch its cheats in the menu ([docs/cheats.md](docs/cheats.md))
## Planned
- Linux and the Steam Deck
- Mods made for emulators: unpack a mod into a `mods` folder
- VRR
## Installing
Requirements: Windows 10 or later, an x86-64 CPU with AVX2, a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host`, about 36 GiB free during setup (20 GiB after).
### Windows
Requirements: Windows 10 or later, an x86-64 CPU with SSE4.2 (AVX2/FMA machines get a faster build), a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host`, about 36 GiB free during setup (20 GiB after).
1. Download `TotK-Setup-<version>-windows.zip` from [Releases](../../releases/latest) and unpack it.
2. Start `TotK-Setup.exe`. If SmartScreen warns about an unsigned app, choose *More info*, then *Run anyway*.
3. Pick your game files, the language and an install folder, and press *Start*. The setup builds the game once.
4. Play `totk.exe` from the install folder.
To update, run a newer `TotK-Setup.exe` on the same folder; saves and settings are kept. Settings are in the in-game menu and in `totk.ini` ([totk.ini.example](totk.ini.example) lists every key). Controls: [docs/controls.md](docs/controls.md).
### Linux
Requirements: as on Windows, plus Linux 6.7 or later and glibc 2.34 or later (Ubuntu 22.04, Debian 12, Fedora 35, SteamOS 3).
1. Download `TotK-Setup-x86_64.AppImage` from [Releases](../../releases/latest), or build it ([docs/installer.md](docs/installer.md), "Linux release").
2. Make it executable (`chmod +x TotK-Setup-x86_64.AppImage`) and start it. On a Steam Deck, do this in Desktop Mode.
3. Pick your game files, the language and an install folder, and press *Start*.
4. Play `totk` from the install folder.
To update, run a newer setup on the same folder; saves and settings are kept. Settings are in the in-game menu and in `totk.ini` ([totk.ini.example](totk.ini.example) lists every key). Controls: [docs/controls.md](docs/controls.md).
## Credits
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@@ -11,6 +11,8 @@ Code copied or adapted from another project is listed here with its source, the
| MacNativeGames TotK frame-rate patches: 60 fps present-interval controller, real-time frame step and its present sampling, hair and cloth clock, trampoline slow-motion check (instruction words and 1.2.1 sites), player position chain; quick-menu capture background RomFS overlay | https://github.com/ly05010419/MacNativeGames @ `ebe621de99bfc48f3c42f2d2aa73e04fbcc6eae2` (`games/totk/runtime/game_patches.c`, `game_version.h`, `world_survey.c`, `games/totk/scripts/make_romfs_patches.py`), Copyright (c) 2026 MacNativeGames contributors | MIT | `runtime/frame_rate.c`, `recomp/patches-v121.txt`, `tools/make_romfs_patches.py` |
| MacNativeGames TotK 1.4.3 fade fix: the four distance / LOD and pre-actor fade sites, their instruction words and the floor of the fade step at 1 | https://github.com/ly05010419/MacNativeGames @ `3e9e7f67fdfdd3404134dcfa0f24969a9425a33f` (`games/totk/runtime/game_patches_v143.c` patch_fade_increment), Copyright (c) 2026 MacNativeGames contributors | MIT | `recomp/patches-v143.txt` (set fade; the floor without flags, clz >> 5, as in pull request #78) |
| MacNativeGames TotK aspect ratio: the camera and viewport sites that hand the perspective projection its aspect ratio, and the UI layout edits for a canvas wider than 16:9 | https://github.com/ly05010419/MacNativeGames @ `933b6a0d1438de160208a0a13eb5e8d7a2cb8094` (`games/totk/runtime/aspect_patch.h`, `aspect_math.h`, `game_patches_v143.c`, `games/totk/scripts/ultrawide_layout.py`), Copyright (c) 2026 MacNativeGames contributors | MIT | `recomp/patches-v143.txt` (set aspect), `tools/ultrawide_layout.py`, `tools/make_romfs_patches.py` (--aspect) |
| MacNativeGames TotK button icons: the Xbox controller's shoulder buttons, triggers, Menu, View and d-pad drawn with letters from the game's own text fonts, the .bfotf key, the button guide's images and their block-linear layout, the resource size table raised for the archives that grew | https://github.com/ly05010419/MacNativeGames @ `933b6a0d1438de160208a0a13eb5e8d7a2cb8094` (`games/totk/scripts/make_button_icons.py`), Copyright (c) 2026 MacNativeGames contributors | MIT | `tools/button_icons.py`, `tools/make_romfs_patches.py` (--prompts) |
| RenoDX TotK mod (game mod by souperman9, tonemapper by Musa, RenoDX framework by ShortFuse, RenoVK fork by Ritsu): the approach of the HDR tonemap (the game's 1 - e^-x curve kept below a pivot and continued along its tangent above it, the saturation grade applied to the colour scaled into 0..1) and the observation that the passes after the tonemap keep values above 1. No code copied; the shader is our own | https://github.com/clshortfuse/renodx @ `b6f87272ad1bfdc0e6444910a93606815944a085` (`src/games/totk/tonemap.slang`, `addon.cpp`), Copyright (c) 2025 Carlos Lopez Jr. | MIT | `runtime/shaders/hdr_tonemap.frag`, `runtime/vk_hdr.c` |
| TOTK-Ultrawide, the community mod for emulators: the list of UI panes the ultrawide layout edits and the distances they move (data only, no code copied; the edit code is our own, and MacNativeGames' `ultrawide_layout.py` in the row above already carries the same values). The mod's repository URL and licence version are not recorded in this repository | TOTK-Ultrawide (community mod; URL not recorded here) | GPL (version not recorded here) | `tools/ultrawide_layout.py` (`KEEP_ROOT`, `edits`, `anim_edits`) |
| MacNativeGames TotK virtual-core preemption: asynchronous preemption of an owner in top-level game code, priority inheritance through guest mutexes, the SDK's preemption-disable protocol (TLR+0x100/+0x102, SVC 0x36), the core-wait diagnostics | https://github.com/ly05010419/MacNativeGames @ `33e8fa83052ea1ae09a3583137008e9797e12950` (`games/totk/runtime/threads.c`, commits 8bf0893 and 19730cd), Copyright (c) 2026 MacNativeGames contributors | MIT | `runtime/kernel.c` (SuspendThread and a register-saving stub replace SIGUSR2), `runtime/hostfn.c`, `runtime/svc.c` (host depth) |
| MacNativeGames RomFS index builder (`TOTKRFS1` layout) | https://github.com/ly05010419/MacNativeGames @ `b75be8cfa704df3701e86130c8ced268e79d6b11` (`games/totk/scripts/prepare_romfs_backend.py`), Copyright (c) 2026 MacNativeGames contributors | MIT | `tools/romfs_index.py` |
@@ -37,6 +39,7 @@ Code copied or adapted from another project is listed here with its source, the
| AMD FidelityFX Super Resolution 1.0 (`ffx_a.h`, `ffx_fsr1.h`, unmodified; licence text in `runtime/shaders/ffx/LICENSE.txt`) | https://github.com/GPUOpen-Effects/FidelityFX-FSR @ `a21ffb8f6c13233ba336352bdff293894c706575`, Copyright (c) 2021 Advanced Micro Devices, Inc. | MIT | `runtime/shaders/ffx/`, `runtime/shaders/fsr_easu.comp`, `runtime/shaders/fsr_rcas.comp` (compiled into `runtime/fsr_easu_spv.h`, `runtime/fsr_rcas_spv.h`) |
| AMD Display Library (ADL) declarations: `AdapterInfo`, `ADLSingleSensorData`, `ADLPMLogDataOutput`, the `ADL_PMLOG_*` sensor numbers and the `ADL2_*` function signatures | https://github.com/GPUOpen-LibrariesAndSDKs/display-library @ `84c881cb2136f04287eb3af12de00a9e2867aa9e` (`include/adl_structures.h`, `include/adl_defines.h`, `include/adl_sdk.h`), Copyright (c) 2016 - 2022 Advanced Micro Devices, Inc. | MIT | `runtime/perfmon.c` |
| Zstandard 1.5.7 (MSYS2 `mingw-w64-ucrt-x86_64-zstd`), static link | https://github.com/facebook/zstd, Copyright (c) Meta Platforms, Inc. and affiliates | BSD-3-Clause | `runtime/resolution.c` (the HeapDef table), `runtime/ov_zstd.c` (the game's zstd frames decoded on the host) |
| musl `fma.c`, `fmaf.c` and `scalbn.c`, adapted into one file for the x86-64-v2 build | https://github.com/kraj/musl @ `5a56ad13e1e0790c06122978aad2a14d6b9efc1a` (mirror of https://git.musl-libc.org/cgit/musl), Copyright (c) 2005-2020 Rich Felker and contributors | MIT | `runtime/fma.c` (the correctly rounded fma/fmaf the FP lowering needs on CPUs without FMA3) |
## Compiler runtime in a source build
@@ -64,8 +67,10 @@ These tools run on the developer's or player's machine during the build. They ar
| Component | Source | License | Where in the release |
|---|---|---|---|
| Tcl/Tk 9.0.4, rebuilt with Xft for the Linux installer | https://github.com/tcltk/tcl and https://github.com/tcltk/tk, tag `core-9-0-4`; archives pinned by SHA-256 in `tools/make_release_linux.py` | Tcl/Tk licence (BSD-style) | `python/lib/`; licence texts in `licenses/tcl-license.terms` and `licenses/tk-license.terms` |
| libXft 2 and libXrender 1, the sniper SDK sysroot's shared libraries, bundled beside the Xft Tk of the Linux installer; their Debian `copyright` files go into `licenses/` | https://repo.steampowered.com/steamrt-images-sniper/snapshots/3.0.20261021.266025/ | HPND (MIT-style) | `python/lib/`; `licenses/libXft-copyright.txt`, `licenses/libXrender-copyright.txt` |
| CPython 3.14.9 embeddable package, with `tkinter` and Tcl/Tk 9.0.4 taken from the python.org 3.14.9 installer's component MSI (unpacked, never run); includes `vcruntime140*.dll` (Microsoft, redistributable with Python), OpenSSL, libffi, SQLite, zlib, libtommath | https://www.python.org/downloads/release/python-3149/ | PSF-2.0 (Tcl/Tk: Tcl/Tk licence, BSD-style) | `python/` |
| numpy 2.5.4 (with its bundled OpenBLAS), lz4 4.4.5, cryptography 50.0.2 (with its bundled OpenSSL), cffi 2.1.1, pycparser 3.11 | PyPI binary wheels, pins in `tools/requirements-installer.txt` | BSD-3-Clause; lz4 BSD-3-Clause; cryptography Apache-2.0 OR BSD-3-Clause; cffi MIT; pycparser BSD-3-Clause | `python/Lib/site-packages/` |
| numpy 2.5.4 (with its bundled OpenBLAS), lz4 4.4.5, cryptography 50.0.2 (with its bundled OpenSSL), fontTools 4.68.0, cffi 2.1.1, pycparser 3.11 | PyPI binary wheels, pins in `tools/requirements-installer.txt` | BSD-3-Clause; lz4 BSD-3-Clause; cryptography Apache-2.0 OR BSD-3-Clause; fontTools MIT; cffi MIT; pycparser BSD-3-Clause | `python/Lib/site-packages/` |
| llvm-mingw 20261020 (LLVM/Clang/LLD 23, mingw-w64, libc++, libunwind, compiler-rt), x86_64 subset | https://github.com/mstorsjo/llvm-mingw/releases/tag/20261020 | Apache-2.0 with LLVM exception; mingw-w64 ZPL-2.1/BSD/public domain; libc++ and libunwind Apache-2.0 with LLVM exception and MIT/UIUC; winpthreads MIT | `llvm/` |
| SDL 3.4.18 upstream Windows release (`SDL3.dll`) and mingw development package (headers, `libSDL3.dll.a`) | https://github.com/libsdl-org/SDL/releases/tag/release-3.4.18 | zlib | `bin/SDL3.dll`, `runtime/deps/` |
| libopus 1.6.1 (MSYS2 `mingw-w64-ucrt-x86_64-opus` 1.6.1-2; `libopus-0.dll` imports only KERNEL32 and the UCRT api-ms-win-crt DLLs), headers and import library | https://repo.msys2.org/mingw/ucrt64/ | BSD-3-Clause | `bin/libopus-0.dll`, `runtime/deps/` |
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@@ -1 +1 @@
0.2.1
0.3.1
+1
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@@ -10,6 +10,7 @@ updates = ['C:\Games\TotK\update-1.4.3.nsp']
keys = 'C:\Switch\prod.keys'
# Optional: a firmware NCA directory (an unpacked firmware, or an emulator's installed registered/ directory).
# tools/extract_fonts.py takes the system shared fonts from it; the game needs them only with Chinese or Korean text.
# The installer asks for the same folder (--firmware) when the language needs those fonts.
# firmware = 'C:\Switch\firmware'
[work]
+20 -3
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@@ -54,7 +54,9 @@ MacNativeGames cannot run on x86-64 as is: its CPU path executes ARM64 code nati
libzstd on the host (`ov_zstd.c`, `TOTK_ZSTD_NATIVE`); the lifted decoder took almost three times as long.
- Settings and menu: every key with its default is in one table (`cfg.c`), read from `totk.ini` and `TOTK_*`
variables and written back when the in-game menu changes it. The menu and the performance overlay are Dear ImGui,
drawn into the swapchain image (`runtime/ui/`); their text is in `ui_text.c` (English, Russian).
drawn into the swapchain image (`runtime/ui/`); their text is in `ui_text.c` (English, Russian, Brazilian Portuguese,
Simplified Chinese). The Chinese glyphs come from a system font (Microsoft YaHei, `plat_font_path`) merged into the
font atlas.
- OS calls the host makes go through `runtime/platform/` (`platform.h`, `win32.c`), so a Linux or macOS host adds one file instead of touching the rest. The split is not finished: `tools/check_platform.py` lists the Win32 uses left in the other files.
#### Threads and cores
@@ -74,7 +76,8 @@ Every guest thread is a host thread. TotK assumes Horizon's scheduler: three app
- Spin waits. Loops that only another thread can end (857 in 1.4.3, 864 in 1.2.1, found by `tools/spin_waits.py`, the
nxnative search) send their back-edges through `rt_spin_gate`, which pauses the core once per pass and hands it to a
waiter after 50 us of polling (`TOTK_SPIN`, `TOTK_SPIN_HANDOFF_US`).
- `TOTK_FREE_CORES=1` turns the gate off, for experiments.
- `free_cores = 1` (`TOTK_FREE_CORES=1`) turns the gate off, for experiments only: the game crashes or hangs, usually
at start, because its job workers all report core 0 and share per-core memory (#212).
### 4. Graphics
@@ -82,7 +85,7 @@ Every guest thread is a host thread. TotK assumes Horizon's scheduler: three app
- Vulkan 1.3 back end in place of MacNativeGames' Metal one. At `QueueSubmitCommands` the recorded NVN commands are replayed into Vulkan command buffers (`vk_exec*.c`).
- Memory pools. Apple's unified memory let MacNativeGames use the game's pools zero-copy. The back end imports the pools as host memory (`VK_EXT_external_memory_host`). On a discrete GPU, pools bound as buffers are mirrored in device-local memory and the pages the CPU wrote (write watch, above) are uploaded before a replay; idle pool regions are made read-only so the write-watch queries skip them (`vk_memory.c`). GPU-rendered textures are written back when the CPU reads them: on a pool invalidate, on a CPU copy, and for small targets once the CPU waits for a fence (`vk_texture.c`).
- Replay thread. `TOTK_REPLAY_ASYNC=1` moves the replay off the submitting thread onto a queue at most one frame behind the game; reads of GPU results wait for the newest writer instead of draining the queue (`vk_backend.c`). It is off by default because no timing has shown a gain yet.
- Recorder thread. The Vulkan calls the replay makes into its command buffer are made by a thread of their own (`vk_rec.c`, after Savage Wind Recomp and LAS Recomp): each `vkCmd*` copies its arguments into a packet of a ring and the recorder makes the calls in order; calls into other command buffers are made at once; the recorder also ends the command buffer, and the submit waits until it has. In the town on an RX 9070 the replay takes 17% less time on the submitting thread. `TOTK_VK_RECORDER=0` makes every call on the submitting thread.
- Recorder thread. The Vulkan calls the replay makes into its command buffer are made by a thread of their own (`vk_rec.c`, after Savage Wind Recomp and LAS Recomp): each `vkCmd*` copies its arguments into a packet of a ring and the recorder makes the calls in order; calls into other command buffers are made at once; the recorder also ends the command buffer, and the submit waits until it has. In the town on an RX 9070 the replay takes 17% less time on the submitting thread. It is off by default on AMD GPUs, where the driver loses the device or hangs the GPU at startup with it (`TOTK_VK_RECORDER=1` forces it on, `=0` makes every call on the submitting thread).
- Uniform snapshot. The game rewrites per-object uniform blocks on other threads soon after it submits the frame
that reads them, while the replay still records it. At the start of a submission's replay every uniform range it
binds from CPU-written pools is copied, and the draws bind the copy (`vk_usnap.c`, after MacNativeGames'
@@ -102,6 +105,20 @@ Every guest thread is a host thread. TotK assumes Horizon's scheduler: three app
HUD stretched over it. The `aspect` setting (`fit`, the default; `stretch`) decides what the present does
when the window's shape differs from the output's: `fit` letterboxes, where a 16:9 game in a wider window used to be
stretched.
- HDR (`hdr = 1`, `vk_hdr.c`). The game tonemaps its scene into an r11g11b10f target, upscales it and draws the HUD
into another float target, and a last draw copies that into the 8-bit sRGB window texture it presents. With HDR on,
the tonemap's fragment shader (recognised by its constants and resource names, not a hash) runs as
`shaders/hdr_tonemap.frag`, which keeps highlights up to the display's peak; the present reads the float target the
window texture was copied from (any other last draw into it, such as a menu or a movie, leaves the window texture,
shown at the HUD's white); a compute pass turns the picture into PQ code values in Rec. 2020 for an HDR10
swapchain, which FSR 1 or the blit then scale; the in-game menu is drawn into an RGBA8 image and blended on at the
HUD's white. Without an HDR10 surface format (Windows with "Use HDR" off, a compositor without colour management)
the swapchain stays SDR. `TOTK_SHOTS` reads the window texture, so its pictures clip highlights in HDR.
- DLAA (`vk_dlaa.c`, `dlaa`, off by default). NVIDIA DLSS at the scene's own size, through the driver's NGX core loaded
at run time (no SDK code compiled in). It runs on the R11G11B10F light target right before the bloom chain's first
pass, so post effects and the HUD read the anti-aliased picture. The scene's draws get a sub-pixel Halton viewport
jitter; motion vectors are camera-only, reprojected from the scene depth through this and last frame's
view-projection of the scene camera block (constant bank c4). `fxaa` switches the game's own FXAA pass.
- Occlusion queries never block the CPU; a result that is not ready counts as visible.
- ASTC textures are uploaded as they are where the device reports `textureCompressionASTC_LDR`, and decoded by a compute shader everywhere else (`vk_astc.c`, `TOTK_ASTC`). The CPU decoder (`tex_astc*.c`) is the fallback and the test oracle.
- Draw state. A draw whose program, bound state and textures repeat reuses the previous draw's shaders and skips rebuilding its descriptor sets; descriptor sets are written through update templates (`vk_exec_draw.c`, `vk_pipeline.c`).
+28 -8
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@@ -1,7 +1,9 @@
# Building from source
Windows 10 or later, an x86-64 CPU with AVX2, and a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host`. Allow about
60 GB for the work folder. Extraction wants about 55 GB free while it runs and keeps about 35 GB afterwards.
Windows 10 or later, an x86-64 CPU with SSE4.2, and a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host`. The
default build targets x86-64-v3 (AVX2/FMA); a CPU without them builds with `--cpu v2` instead and runs slower (see
"Build"). Allow about 60 GB for the work folder. Extraction wants about 55 GB free while it runs and keeps about 35 GB
afterwards.
Players who only want to play can use the [installer](installer.md) instead: it builds the game on their machine
without this toolchain.
@@ -52,7 +54,8 @@ hactool reads `-k <prod.keys>`; MSYS2 shells set `HOME`, which hides its default
## Build
From the repository root, in PowerShell. Every step that depends on the game version takes it as `<ver>`: `v143` for
1.4.3 or `v121` for 1.2.1. The tools default to `v121` when `--version` is left out. Saves load on either version.
1.4.3, `v121` for 1.2.1 or `v110` for 1.1.0. The tools default to `v121` when `--version` is left out. Saves load on any
of them.
1. Python environments (once). `.venv` runs the lifter and the build; `.venv-py314` runs the extraction scripts, which
need the stdlib `compression.zstd` of Python 3.14:
@@ -68,13 +71,15 @@ From the repository root, in PowerShell. Every step that depends on the game ver
keys file. `config.local.toml` is ignored by git. The tools read the keys file themselves.
3. Extract and verify. This writes `build\extracted\v0` (1.0.0) and `build\extracted\<ver>` for each update in
`updates`, identified by its hash; a hash mismatch stops the run:
`updates`, identified by its hash; a hash mismatch stops the run. With another `[work] dir` in `config.local.toml`,
`extracted` goes there instead, and `build_game.py` reads the ExeFS and RomFS from there:
```powershell
.venv-py314\Scripts\python tools\extract.py
```
4. Shader translator (once; no game files). This publishes `build\xlate\totk_xlate.exe`:
4. Shader translator (no game files; again after a change to its sources, and `tools\make_release.py` stops on an older
one). This publishes `build\xlate\totk_xlate.exe`:
```powershell
.venv\Scripts\python tools\build_xlate.py
@@ -89,6 +94,9 @@ From the repository root, in PowerShell. Every step that depends on the game ver
.venv\Scripts\python tools\build_game.py --version <ver>
```
`--cpu v2` targets x86-64-v2 (SSE4.2, no AVX2/FMA) for older CPUs; the default `v3` needs AVX2. The v2 build links
`runtime/fma.c`, a correctly rounded software fma the FP lowering needs, and runs slower.
Lifting takes about 15 s, a clean compile about 200 s on 24 threads; later builds recompile only what changed.
A compiler cache in front of clang shortens it further: with `SCCACHE` set to an sccache executable, `build_game.py`
writes it into the ninja file ahead of `cc`, and every lift rewrites the generated chunks with the same contents, so
@@ -100,9 +108,9 @@ From the repository root, in PowerShell. Every step that depends on the game ver
```
`--patches` builds in the frame-rate, resolution and other patch sets, switchable at run time. The link copies
`SDL3.dll`, `libiconv-2.dll` and `libopus-0.dll` next to the exe.
For Xbox button prompts, run `make_romfs_patches.py` once more with `--xbox-prompts`: it writes
`build\<ver>\romfs-patches-xbox` ([controls.md](controls.md), "Xbox button prompts"); `build_game.py` copies it next
to `totk.exe` like `romfs-patches`.
For Xbox button prompts, run `make_romfs_patches.py` twice more, with `--prompts xbox` and `--prompts xbox-label`:
they write `build\<ver>\romfs-patches-xbox` and `romfs-patches-xbox-label` ([controls.md](controls.md), "Xbox
button prompts"), which `build_game.py` copies next to `totk.exe` like `romfs-patches`.
6. Prepare the shaders (once per build folder and translator). It needs `refs\MacNativeGames` (`tools\fetch_refs.sh`)
for the shared shader list:
@@ -114,6 +122,11 @@ From the repository root, in PowerShell. Every step that depends on the game ver
Without this step the first launch compiles shaders and pipelines during play and stutters until the caches fill.
The AMD driver keeps its pipeline cache per exe path and holds a limited amount: preparing another build folder can
evict this one's. `totk.exe --warm-shaders` rebuilds it from the shader cache.
When the driver's shader compiler crashes on a variant (NVIDIA 615.78.08 on an RTX 5080 does, issue #30),
`prepare_shaders.py` runs the driver step again with `--warm-shaders`, up to three times, without the variants the
driver was building at the crash. `shader-prepare-skip.txt` next to the exe lists them with the GPU and driver
version; they build at their first draw instead, another driver version builds them again, and so does deleting the
file.
7. Run. The game keeps running when its window loses the focus (`assume_focus = 1` in `totk.ini`, the default; the
Game tab switches it). With 0 it pauses, as it does on the Switch when Home is pressed.
@@ -182,6 +195,10 @@ Before a commit:
`git config core.hooksPath .githooks` runs it before each local commit.
- `build\<ver>\totk.exe --selftest`: layout, dispatch table and host-function registry, without game files.
A change to the button prompts (`tools/make_romfs_patches.py --prompts`, `tools/button_icons.py`) passes
`.venv-py314\Scripts\python tests\romfs_prompts_test.py`, which runs the tool on a RomFS it makes itself (no game
files); a change to the settings passes `totk.exe --probe-cfg`.
The lifter (`recomp/`) and the CPU headers (`runtime/cpu.h`, `runtime/simd.h`) are checked against Unicorn. Every lifter
change passes these, all run with `.venv`:
@@ -195,6 +212,9 @@ change passes these, all run with `.venv`:
| `tests\excl_mt.py` | the exclusive monitor helpers under contention and ABA, on several threads | no |
| `tests\jumptables_check.py` | `recomp/jumptables.py` against a Unicorn oracle; must report 0 disagreements, on 1.4.3 too | yes |
A `--cpu v2` build passes the same differential tests with `--cflags=-march=x86-64-v2`; they compile `runtime/fma.c`
too, so they check the software fma the v2 build links rather than the C runtime's.
Runtime probes, each a mode of `totk.exe` (the list is at the top of `runtime/main.c`): `--probe-kernel`,
`--probe-vkexec`, `--probe-nvn-tex` and `--probe-shader` cover most runtime changes. `--probe-shader` and the draw
part of `--probe-vkexec` translate shaders of the census below: they look for `build/<ver>/shaders/jobs.json` of the
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@@ -0,0 +1,65 @@
# Cheats
The port reads Atmosphère cheat files, the format Switch homebrew and the emulators use. It ships no cheat files: a cheat file goes into a mod in the `mods` folder next to `totk.exe`, like any other mod ([tester-guide.md](tester-guide.md), "Mods"). Open the menu (F1) and switch the cheats on the Cheats tab. The switches are saved under `[cheats]` in `totk.ini`.
## Adding a cheat file
1. Find the cheat file for your update. Cheat sites and collections name it after the first 8 bytes of the game's build id:
| Update | File |
|---|---|
| 1.2.1 | `9B4E43650501A4D4.txt` |
| 1.4.3 | `277178B7DBA1B6D4.txt` |
The Cheats tab names the file the installed game reads when no mod holds one, and `logs\totk.log` says `cheats: no enabled mod holds cheats/<id>.txt`.
2. Put it in the `cheats` folder of a mod: `mods\My cheats\cheats\277178B7DBA1B6D4.txt`. A download laid out for the Switch's SD card or an emulator works as it is: unpack it into a folder of its own under `mods`, and the port finds `atmosphere\contents\0100F2C0115B6000\cheats`, `contents\0100F2C0115B6000\cheats` or `0100F2C0115B6000\cheats` inside it. The file name's case does not matter.
3. Start the game. Cheats that write the game's memory work now.
4. Cheats that change the game's code need the game rebuilt with them. When the game starts and finds such cheats it did not build, it opens the setup's rebuild window, which builds them in (a few minutes; the shaders stay prepared) and starts the game again. Until then they are greyed out with "after the rebuild". When the rebuild fails or you cancel it, the game starts without them and does not try again for the same cheats; "Rebuild the game now" on the Cheats tab tries again. `mods_rebuild = off` under `[mods]` in `totk.ini` turns the automatic rebuild off; running `TotK-Setup.exe` on the same folder does the same job by hand. Saves and settings are kept.
5. Switch the cheats on the Cheats tab of the menu.
The Cheats tab lists the cheats grouped by mod, in the order of the Mods tab. A mod switched off on the Mods tab, or one the port cannot use, contributes no cheats; the change applies at the next start. The Mods tab says how many cheats each mod brought.
## The file format
Standard Atmosphère: a `[name]` line starts a cheat, `{name}` a master cheat that is always on, and the cheat's opcodes follow as 8-digit hex words. A name with no opcodes is shown as a heading. The file's title line (the one with `TID=`) is not shown.
```
[The Legend of Zelda: Tears of the Kingdom v1.4.3 TID=0100F2C0115B6000 BID=277178B7DBA1B6D4]
[Player]
[A code cheat]
040A0000 XXXXXXXX YYYYYYYY
[A data cheat (Hold ZL+X)]
80000104
580F0000 XXXXXXXX
640F0000 00000000 YYYYYYYY
20000000
```
The words above are placeholders: `XXXXXXXX` an offset, `YYYYYYYY` a value.
Each cheat's switch is `cheat_<hash> = 1`, where the hash is FNV-1a 32 of `<mod folder name>/<cheat name>`. A name repeated in one file gets `#2`, `#3` and so on. Renaming a mod's folder resets its cheats' switches to off.
## How cheats run
The game's code is compiled ahead of time, so a cheat cannot write new instructions into it while the game runs. The port sorts each cheat by what it writes (`tools/cheats.py` at setup, `runtime/cheats.c` in game):
| Kind | What the cheat does | How the port runs it |
|---|---|---|
| code | Opcode 0 writes into main's code | Built into the game at setup as a patch set (`recomp/patches.py`); switches at once. |
| key | Code writes inside a button condition (`8` mask, writes, `21` else, the original words, `20`) | A patch set that is on while the cheat is on and the buttons are held. |
| data | Writes data only: heap, main's data, pointer chains, button conditions | Runs in a cheat VM after dmnt's, opcodes 0 to A, every presented frame while on. |
| master | `{name}` with code writes | A patch set that is always on. |
| restore | Writes back only the game's original instructions | Not needed: switching a cheat off restores them. Greyed out. |
A cheat whose code writes call or jump into a code cave the cheat writes itself (into main's zero padding) gets the cave inlined at the call site. The setup builds the code cheats of every mod in the `mods` folder, switched on or off, so switching a mod on later needs only a restart. A code cheat added or edited after the last build waits for the rebuild; a data cheat runs at the next start.
Not supported, and shown greyed out with the reason:
- the 0xC and 0xF opcode extensions;
- opcode 5 with a register offset;
- code writes mixed with other opcodes, except the button pattern above;
- code writes that change the CPU flags differently from the game's instruction, or code caves with branches or pc-relative instructions.
`build-cache\cheats.status` next to `totk.exe`, written by the setup, records which cheats were built and how; the log line `cheats: ...` sums them up at start. When the code cheats cannot be built, the setup warns and installs the game without them.
+21 -9
View File
@@ -7,9 +7,8 @@ Input comes from the first SDL3 gamepad, the keyboard and the mouse, merged into
- `nintendo`: by position, as on a Switch (the table below).
- `xbox`: south A, east B, west X, north Y, as an Xbox pad labels them; on a PlayStation pad cross is A, circle B, square X, triangle Y.
- `auto` (default): `nintendo` for a pad whose east button SDL reports labelled A (Switch Pro Controller, Nintendo-layout pads), `xbox` for the others.
- `xbox_prompts`: the buttons as `nintendo`, and the game's prompts name the Xbox labels (see Xbox button prompts below).
The log names the layout in effect (`input: gamepad layout ...`); the menu shows it under *Automatic*. With `nintendo`, `xbox` and `auto` the game's button prompts stay Switch letters; `xbox_prompts` changes them.
The log names the layout in effect (`input: gamepad layout ...`); the menu shows it under *Automatic*. Which controller's buttons the game's prompts show is `TOTK_PROMPTS` (see Xbox button prompts below). 0.1.9's `pad_layout = xbox_prompts` is read as `pad_layout = nintendo` with `prompts = xbox`, and the menu writes it that way.
| Switch | Gamepad (by position, Nintendo layout) | Keyboard and mouse | Action in the world |
|---|---|---|---|
@@ -33,16 +32,29 @@ Esc is unbound in the game; it opens the settings menu and releases the mouse cu
## Xbox button prompts
`pad_layout = xbox_prompts` (*Xbox prompts (A right)* on the Controls tab) is for an Xbox pad played by position. The buttons work as with `nintendo`: the right button, labelled B, does Switch A (interact, confirm), and the bottom one, labelled A, does Switch B (run, cancel). The letters the game shows are swapped to match the labels, A with B and X with Y, so each prompt names the button to press. The other layouts leave the prompts alone: with `xbox` the Switch letters already match the labels.
`TOTK_PROMPTS` (`prompts`, the *Button prompts* row on the Controls tab, read at start) picks the controller whose buttons the game's prompts show: `nintendo` (default) keeps the game's own, `xbox` shows an Xbox controller's.
The swapped letters are part of the game's textures, fonts and messages, so they follow the layout and not the bindings. A button remapped with a `bind_` line or on the Controls tab keeps the letter the game draws for it, and the prompt then names the wrong button. Use `xbox_prompts` with the default bindings.
- L, R, ZL, ZR, Plus and Minus become LB, RB, LT, RT, Menu and View, and the d-pad prompts a cross with an arrow for each direction meant. The letters on the keys are cut out in the game's own text font.
- A, B, X and Y name the label of the button the pad layout presses, so each prompt names the button to press. `pad_layout = nintendo` plays an Xbox pad by position: the right button, labelled B, does Switch A (interact, confirm), and the bottom one, labelled A, does Switch B (run, cancel), so the prompts swap A with B and X with Y. `xbox` and `auto` put Switch A on the button labelled A, and the letters stay.
The buttons change at once, but the game reads its UI archive and fonts once at boot, so the prompts change at the next start (the menu says *prompts change after restart*). `xbox_prompts` loads `romfs-patches-xbox` next to `romfs-index.bin` in place of `romfs-patches` (`runtime/romfs.c`, `overlay_init`): the same 60 fps patches, with the swap made from the game's own files by `tools/make_romfs_patches.py --xbox-prompts`, which the setup runs next to the plain one:
| Switch | `nintendo` layout | `xbox` or `auto` layout |
|---|---|---|
| A, B, X, Y | B, A, Y, X | A, B, X, Y |
| L, R | LB, RB | LB, RB |
| ZL, ZR | LT, RT | LT, RT |
| Plus, Minus | Menu, View | Menu, View |
| D-pad | cross | cross |
- the action prompt (`DoCommand_00`) draws the letter images `Nt_KeyTexA/B/X/Y_00`, whose image data is swapped, in a diamond that names the other face buttons. The diamond's letters are text the game takes from `LayoutMsg/DoCommand_00.msbt` of each language's `Mals` archive (and the layout's own text panes behind it); both are swapped. The diamond's shape shows the button's position and stays.
- every other prompt is text in the button font (`scft/External.bfotf` in each `Font/Font*.Nin_NX_NVN.bfarc.zs`, glyphs U+E040 to U+E043); the A and B, X and Y glyphs are swapped.
The action prompt (`DoCommand_00`) shows its button in a diamond whose shape gives the face buttons' positions as on a Switch, with the other three letters around it. With `nintendo` its letters are swapped with the rest and every one names the button in that place. With `xbox` and `auto` the letters are right but the diamond keeps the Switch positions: A shows on its right, while the button labelled A is at the bottom. The sticks keep the Switch icons, and so do prompts drawn as fixed images (some tutorial animations).
Without the folder (an install made by an older setup, or one where the setup could not prepare it and showed a warning) the menu says the files are missing, the log has `RomFS overlay: pad_layout = xbox_prompts, but ...`, and the Switch prompts stay; running the setup again on the install folder writes it. In a source build, `.venv-py314\Scripts\python tools\make_romfs_patches.py --version <ver> --xbox-prompts` writes `build\<ver>\romfs-patches-xbox`.
The prompts are part of the game's fonts, textures and messages, so they follow the layout and not the bindings. A button remapped with a `bind_` line or on the Controls tab keeps the prompt the game draws for it, which then names the wrong button. Use the Xbox prompts with the default bindings.
The game reads its UI archive and fonts once at boot, so the prompts change at the next start, also after `pad_layout` changes between `nintendo` and the others (the menu says *prompts change after restart*); the buttons change at once. Under that note the menu offers *Restart now*: after a confirmation it writes `totk.ini`, closes the game as *Quit game* does and starts the game again with the same command line, which waits until the old process is gone before it opens the log and the saves (`runtime/gfx_present.c`, `gfx_window_closed`; `plat_restart` and `plat_restart_wait` in `runtime/platform/win32.c` and `linux.c`). Progress since the last save is lost, as with *Quit game*; while the game writes a save, the confirmation waits. With `prompts = xbox` the game loads `romfs-patches-xbox` (`pad_layout = nintendo`) or `romfs-patches-xbox-label` (`xbox`, `auto`) next to `romfs-index.bin` in place of `romfs-patches` (`runtime/romfs.c`, `overlay_init`; `runtime/input_map.c`, `input_prompts_folder`): the same 60 fps patches, with the prompts drawn from the game's own files by `tools/make_romfs_patches.py --prompts xbox` or `--prompts xbox-label` (`tools/button_icons.py`, after MacNativeGames' `make_button_icons.py`), which the setup runs next to the plain one:
- every prompt but the button guide in play is text in the button font, `scft/External.bfotf` in each `Font/Font*.Nin_NX_NVN.bfarc.zs`: glyphs U+E040 to U+E043 (A B X Y), U+E044 to U+E047 (L R ZL ZR), U+E04B and U+E04C (Plus, Minus), U+E049 and U+E060 to U+E065 (the d-pad). fontTools writes the font again, so the archives grow and the folder also carries the resource size table (`System/Resource/ResourceSizeTable.Product.<n>...rsizetable.zs`) with their entries raised by as much; without that the game stops at start.
- the button guide in play draws L and ZL from the images `Nt_KeyTexL_00` and `Nt_KeyTexZL_00` of the Common archive's `timg/__Combined.bntx`, painted with the same icons. The action prompt draws its button from `Nt_KeyTexA/B/X/Y_00`, whose image data is swapped for `nintendo`, and the diamond's letters are text the game takes from `LayoutMsg/DoCommand_00.msbt` of each language's `Mals` archive (and the layout's own text panes behind it), swapped the same way.
The Switch prompts stay, with a note under *Button prompts* and a `RomFS overlay: ...` line in the log, when the folder is missing (an install made by an older setup, or one where the setup could not prepare it and showed a warning; running the setup again on the install folder writes it), when it fails its check, with a game resolution of another shape than 16:9 (its own UI layout wins; 16:10 and 21:9), and when the `romfs_mods` folder replaces one of its files: `romfs-patches` then loads in its place, where two overlays replacing one file would stop the game. In a source build, `.venv-py314\Scripts\python tools\make_romfs_patches.py --version <ver> --prompts xbox` (and `--prompts xbox-label`) writes `build\<ver>\romfs-patches-xbox` (`-label`); it needs fontTools from `tools/requirements-py314.txt`. `--xbox-prompts` is the older name of `--prompts xbox`.
## Window keys
@@ -82,7 +94,7 @@ Mouse motion (raw input) becomes right-stick deflection. Each presented frame ta
`TOTK_MOUSE_SENS` (0 to 10, default 1; higher turns faster, 0 turns the mouse camera and the cursor capture off). While the window is the foreground window the cursor is hidden and confined to the client area. It is released on focus loss, minimise, while F11 changes the window, during a size or move loop and while a text entry is open. Esc releases it by hand: the cursor shows, the mouse camera and mouse buttons stop, and the window can be moved, minimised or closed. A mouse click inside the client area captures it again; that click does not reach the game. Activating the window by a click on its title bar or border does not capture, so it can be dragged or closed right away; Alt+Tab or a click in the client area captures as before. `TOTK_INPUT=none` disables the capture too.
`TOTK_STICK_DEADZONE` (0 to 50, default 8) is the gamepad stick dead zone in percent of full deflection, the same for both sticks. It is round: a stick inside the circle reads centred, and the rest of its travel is scaled to start at 0 at the edge, so full deflection still reaches full. Raise it for a stick that drifts. The game's own dead zone applies after it.
`TOTK_STICK_DEADZONE` (0 to 50, default 8) is the gamepad stick dead zone in percent of full deflection, the same for both sticks. It is round: a stick inside the circle reads centred, and the rest of its travel is scaled to start at 0 at the edge, so full deflection still reaches full. Raise it for a stick that drifts. The game's own dead zone applies after it. `TOTK_LSTICK_DEADZONE` and `TOTK_RSTICK_DEADZONE` (the *Left/Right stick dead zone* rows on the Controls tab) set one stick each and fall back to `TOTK_STICK_DEADZONE` while unset, so a worn stick can get a larger zone than the other. With a gamepad connected each row shows its stick's deflection now, before the dead zone (*stick now*): let go of the stick and set the row a few percent above the value it rests at.
The stick direction bits (`StickLLeft` to `StickRDown`) are derived from the sticks at 50% deflection. A gamepad plugged in later is picked up within one second; with none connected the log says `input: no gamepad`.
+67 -26
View File
@@ -9,8 +9,10 @@ holds only the game; the installer and its tools stay outside it.
1. Downloads `TotK-Setup-<version>-windows.zip` from GitHub Releases (none is published yet), unpacks it anywhere and
starts `TotK-Setup.exe`.
2. Picks:
- the base game (XCI or NSP) and the 1.2.1 or 1.4.3 update (NSP);
- the base game (XCI or NSP) and the 1.1.0, 1.2.1 or 1.4.3 update (NSP);
- their `prod.keys`;
- optionally the firmware folder (`system/Contents/registered` of an unpacked firmware or an emulator's install),
needed for Chinese, Korean and Traditional Chinese text;
- the game language and the install folder.
3. Waits for the setup, one time. The window shows each step and its progress.
4. Plays `totk.exe` from the install folder. The installer and the source NSP or XCI can be deleted.
@@ -22,7 +24,9 @@ The install folder (`main.c` `portable_paths()` reads this layout; it stays port
totk.exe, SDL3.dll, libopus-0.dll, totk_xlate.exe
totk.ini language; the other keys as commented defaults (totk.ini.example)
exefs/, romfs/ extracted from the player's files
shared-fonts/ the Switch system fonts, with Chinese, Korean or Traditional Chinese text
profile/ saves
mods/ the player's mods, one folder per mod (created by the menu's "Open mods folder")
logs/ totk.log of the last run, totk.1.log to totk.4.log of the runs before it
shader and pipeline caches prepared by the setup; shader-cache/shader-cache.pack holds the translations
totk-install.json what built this folder: release version, input hashes, finished steps
@@ -31,43 +35,74 @@ The install folder (`main.c` `portable_paths()` reads this layout; it stays port
## Updating the port
The player runs a newer installer on the same folder. It reads `totk-install.json`, keeps `romfs/`, `exefs/`,
`profile/` and `totk.ini` after checking their hashes, rebuilds `totk.exe` and re-prepares the shaders. A newer
release that changes nothing game-derived skips the rebuild.
`shared-fonts/`, `profile/` and `totk.ini` after checking their hashes, rebuilds `totk.exe` and re-prepares the
shaders. A newer release that changes nothing game-derived skips the rebuild.
Given another update file than the recorded one (1.2.1, then 1.4.3), the installer extracts and builds again from it and
keeps `profile/`. Saves carry over both ways: 1.4.3 converts a 1.2.1 save on load, and 1.2.1 loads the saves 1.4.3 wrote.
Given an update file other than the recorded one (1.1.0, then 1.2.1, then 1.4.3), the installer extracts and builds again from it
and keeps `profile/`. Saves carry over both ways between 1.2.1 and 1.4.3: 1.4.3 converts a 1.2.1 save on load, and 1.2.1
loads the saves 1.4.3 wrote.
## Setup steps
1. **Check** before writing anything: the files open with the keys, the update is 1.2.1 or 1.4.3 (by hash, as
1. **Check** before writing anything: the files open with the keys, the update is 1.1.0, 1.2.1 or 1.4.3 (by hash, as
`tools/extract.py`), the keys are new enough for the update, enough space is free on the target disk (about 36 GiB at the peak of a
first install, 20 GiB after it), the CPU has
AVX2 (`-march=x86-64-v3`), a Vulkan 1.3 GPU exists. Each failure is one clear message.
2. **Extract** ExeFS and RomFS into the install folder and verify the hashes.
3. **Lift** the ExeFS to C (`recomp/gen.py`, `recomp/patches-v121.txt` or `patches-v143.txt`) into a temp folder next
to the installer.
4. **Compile** the generated C, `modules.c`, `romfs.c`, `patches.c` and `ov_zstd.c` (they bake the per-install layout, RomFS
first install, 20 GiB after it), the CPU is at least x86-64-v2 (SSE4.2; with AVX2/FMA the faster `v3` build is used,
otherwise the `v2` one), a Vulkan 1.3 GPU exists. Each failure is one clear message.
2. **Fonts** with Chinese, Korean or Traditional Chinese text and a firmware folder: extract the Switch system fonts
from the firmware into `shared-fonts/` (MacNativeGames' `extract_shared_fonts.py`, which verifies every NCA layer
and BFTTF header). Without a firmware folder the setup warns and goes on; the game then lacks those glyphs.
3. **Extract** ExeFS and RomFS into the install folder and verify the hashes.
4. **Lift** the ExeFS to C (`recomp/gen.py`, `recomp/patches-v121.txt` or `patches-v143.txt`) into a temp folder next
to the installer. The code cheats of the mods' cheat files and the mods' ExeFS patch files become patch sets first
(`tools/cheats.py`, `tools/exefs_patches.py`, status in `build-cache/cheats.status` and `exefs.status`); a file the
tools refuse costs those cheats or patches, not the install.
5. **Compile** the generated C, `modules.c`, `romfs.c`, `patches.c` and `ov_zstd.c` (they bake the per-install layout, RomFS
hashes and the game version's patch page) and link
them with the prebuilt runtime library into `totk.exe` (`build_game.py --runtime-lib`; about 3 min on 24 cores).
5. **Prepare** the RomFS patches and the shaders (`tools/make_romfs_patches.py`, `tools/prepare_shaders.py`,
them with the prebuilt runtime library for the host's level (`libtotkrt.a` or `libtotkrt-v2.a`) into `totk.exe`
(`build_game.py --runtime-lib`; about 3 min on 24 cores).
6. **Prepare** (only when the runtime, the translator or the game version changed, not for a new lift) the RomFS
patches and the shaders (`tools/make_romfs_patches.py`, `tools/prepare_shaders.py`,
`totk.exe --prepare-shaders`) in the install folder, then fold the shader cache's loose files (four per shader, about
117,000) into `shader-cache/shader-cache.pack` (`tools/pack_shader_cache.py`). totk.exe reads the pack first and
writes the translations it makes in play as loose files; running the tool again with the game closed folds those in.
The patches are written twice: `romfs-patches` and `romfs-patches-xbox` (`--xbox-prompts`, the A/B and X/Y prompts
swapped for `pad_layout = xbox_prompts`).
6. **Clean up** the temp folder (generated C and objects, about 1.3 GB).
The patches are written three times: `romfs-patches`, and `romfs-patches-xbox` and `romfs-patches-xbox-label`
(`--prompts`: Xbox button prompts for `prompts = xbox`, the first for `pad_layout = nintendo`, the second for `xbox`
and `auto`). The two Xbox folders are optional: when one cannot be made, the setup warns and finishes.
When the graphics driver crashes while building the shaders, `prepare_shaders.py` runs that part again without the
variants it was building ([building.md](building.md), step 6), and the setup finishes with a warning that names how
many were left out.
7. **Clean up** the temp folder, except the generated C and the objects (about 1.3 GB), and write
`build-cache/rebuild.txt` in the install folder.
A cancelled or failed setup resumes from the last finished step (`totk-install.json`).
## Rebuilding for the mods
The generated C and the objects stay in the temp folder, so the next lift rewrites only the chunks whose C changed and
Ninja recompiles only those: a new or edited code cheat costs the lift (under a minute on 24 cores, a few minutes on 4)
and a few dozen chunks, not a full compile, and the shaders stay prepared.
`build-cache/rebuild.txt` holds the command that opens the setup window in its rebuild mode on the install folder
(`installer/gui.py --rebuild <install folder>`, started through `python -c` so the release folder is on `sys.path`
whatever the working folder), one argument per line. When an enabled mod has code cheats or ExeFS patch files the build
lacks, `totk.exe` runs it at start and exits (`runtime/cheats.c` `rebuild_if_needed`); the
window runs the setup on the folder at once and starts the game again when it succeeds. A failed or cancelled rebuild
offers to start the game with the code it has; `build-cache/rebuild.skip` then keeps the same files from starting it
again, until "Rebuild the game now" on the Cheats or Mods tab. `[mods] mods_rebuild = off` turns it off. The rebuild
needs the release folder the setup ran from: a moved or deleted release folder means running a setup again.
## Command line
`installer/` (stdlib only; `installer/layout.py` maps the release folder and, in a repository, the dev toolchain):
```
python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--root DIR] [--temp DIR] [--verify]
python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--firmware DIR] [--root DIR] [--temp DIR] [--verify]
```
- On a folder with `totk-install.json` only `--dest` is needed; the game files only when the extraction must run again.
- `--firmware DIR` is the folder holding the firmware NCAs: an unpacked firmware, or the emulators' installed
`Contents/registered` (the parent `Contents` folder works too). It is read only with Chinese, Korean or Traditional
Chinese text, and only when `shared-fonts/` is not already in the install folder.
- stdout: one JSON event per line, types `start`, `plan`, `step` (started, done, skipped), `progress` (step, phase,
done/total/unit), `space` (bytes needed and free on the install disk and the temp disk), `warning`, `error`, `end` (`installer/events.py`). Messages are ids with parameters;
`installer/text/en.json` holds their English text. The human-readable log goes to `<temp>/logs/`.
@@ -79,9 +114,13 @@ python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR
the merged RomFS (15.9 GiB) before it deletes them. The check computes the exact figure.
- Window (`python -m installer.gui`, `installer/gui.py` draws, `installer/guilogic.py` decides): form, step list with
progress, space line, collapsible log, Cancel (Ctrl+Break to the CLI's process group, then it waits for the exit),
finish screen with Open folder. English or Russian, chosen from the Windows display language, switchable in the
window; every sentence is an id in `installer/text/<en|ru>.json`. A folder with `totk-install.json` needs only the
folder. `--selftest [--shots DIR]` builds every screen in both languages and closes itself.
finish screen with Open folder. English, Russian, Brazilian Portuguese or Simplified Chinese, chosen from the Windows
display language (zh-CN and zh-SG give Chinese; the Traditional Chinese regions give English), switchable in the
window; every sentence is an id in `installer/text/<en|ru|pt-BR|zh-Hans>.json`. A Chinese window still starts with
English as the game language, because Chinese game text needs the Switch shared fonts, which the setup extracts only
from a firmware folder. A folder with
`totk-install.json` needs only the folder. `--selftest [--shots DIR]` builds every screen in every language and
closes itself.
- `tests/installer_gui_test.py`: event model, form, catalogs, cancel, the self-closing window and one end-to-end run
of the CLI in `--verify` mode (needs `build/install-test` and `build/extracted/v121`; see its docstring).
- `tests/installer_test.py`: bookkeeping with fake steps. `tests/installer_e2e.py`: a dev-mode run with the files of
@@ -93,11 +132,12 @@ The unpacked release; `tools/make_release.py` assembles it and `--zip` packs it:
```
TotK-Setup.exe starts python/pythonw.exe -m installer.gui (installer/launcher/launcher.c, no console)
installer/ the installer: steps, CLI, window, en/ru text catalog
installer/ the installer: steps, CLI, window, en/ru/zh-Hans text catalog
python/ Python 3.14.9 embeddable + numpy, lz4, cryptography, cffi, pycparser (+ tkinter for the window)
recomp/, tools/ the lifter and the build, extraction and shader scripts the steps run (copied from the repo)
llvm/ llvm-mingw, x86_64-only subset (Apache-2.0 with LLVM exception; mingw-w64 parts permissive)
runtime/ libtotkrt.a and the headers the generated code and modules.c/romfs.c/patches.c include
runtime/ libtotkrt.a, libtotkrt-v2.a and the headers the generated code and modules.c/romfs.c/patches.c
include
bin/ totk_xlate.exe, hactool.exe, SDL3.dll, libopus-0.dll, ninja.exe
data/ shader_list.tsv (MacNativeGames, MIT)
THIRD_PARTY_NOTICES.md
@@ -113,7 +153,8 @@ totk.ini.example, VERSION the default ini; the release string (the repository's
`tools/make_release_linux.py` builds the same setup for Linux and packs it as `TotK-Setup-x86_64.AppImage` (the static
type-2 runtime: no libfuse2 needed on the host). The player makes it executable and starts it; on a Steam Deck, from
Desktop Mode. The setup builds the game into the folder they pick, as on Windows, and the game is `totk` there with
Desktop Mode. Building the release also needs `make` and `pkg-config`. The bundled Tcl/Tk 9.0.4 is rebuilt with
Xft against the sniper sysroot so Russian text uses system TrueType fonts. The setup builds the game into the folder they pick, as on Windows, and the game is `totk` there with
`libSDL3.so.0` beside it. The folder inside the AppImage:
```
@@ -124,8 +165,8 @@ python/ python-build-standalone 3.14 (with tkinter) + the installe
tools/ and recomp/ on sys.path
llvm/ LLVM 23 (clang, lld, llvm-ar) and llvm/sysroot: the files of the Steam Runtime 3 "sniper" SDK the
game's compile and link read (about 130 files)
runtime/ libtotkrt.a, headers, the install-side sources, totk.png; deps/ with the Vulkan headers, VMA and a
static zstd
runtime/ libtotkrt.a, libtotkrt-v2.a, headers, the install-side sources, totk.png; deps/ with the Vulkan
headers, VMA and a static zstd
bin/ totk_xlate, hactool, ninja, libSDL3.so.0
```
+1
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@@ -142,6 +142,7 @@ Source shorthands:
| TotK | "detective mode" Link on AMD | AMD EDS3 colour-blend driver regression | YZ-2306 PR 10946 |
| BotW | shadow artifacts at object edges (AMD) | gather rounding | yuzu commit 780240e (2.10) |
| TotK | dashed dark lines along wall and floor edges, changing with the camera angle (AMD, RADV) | gather rounding | gather bias (2.10) |
| TotK | blocky foliage shadows that jump instead of sliding | not a GPU difference: the engine sizes its sun shadow map to the area it covers, down to about 400 near the ground, and each change of size moves the shadow texels | fixed size, `shadow_res` (the shadow set of `recomp/patches-v121.txt`; the community mods force 1024 the same way) |
| BotW | black textures on GCN | HTILE (depth compression) | `AMD_DEBUG=nohyperz` wiki (1.9) |
| BotW | 3D scene black | deferred texture handles | NXN |
| BotW | albedo scattered squares | duplicate colour attachments | NXN |
+34 -2
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@@ -6,9 +6,10 @@ from it may be shared.
## What you need
- Windows 10 or later, an x86-64 CPU with AVX2, about 60 GB free.
- Windows 10 or later, an x86-64 CPU with SSE4.2 (AVX2/FMA recommended: they build the default, faster version), about
60 GB free.
- A GPU with Vulkan 1.3 and `VK_EXT_external_memory_host`, with a current driver.
- *Tears of the Kingdom* base game (1.0.0) and the 1.2.1 or 1.4.3 update, dumped from your own Switch as NSP or XCI.
- *Tears of the Kingdom* base game (1.0.0) and the 1.1.0, 1.2.1 or 1.4.3 update, dumped from your own Switch as NSP or XCI.
- `prod.keys` dumped from your own Switch. Never send it to anyone, and never paste it into a log or an issue.
## Build
@@ -51,6 +52,37 @@ A laptop with an iGPU and a discrete GPU, or two cards, lists every GPU at the t
The line `vk: using gpu N: <name>` says which one ran.
## Mods
Mods made for emulators go into `mods/` next to `totk.exe`, one folder per mod, unpacked as they come:
`mods/<name>/romfs/...` (the Atmosphere layout `mods/<name>/atmosphere/contents/0100F2C0115B6000/romfs` works
too). The game loads them at the next start. The Mods tab of the in-game menu (F1) lists them: switch a mod off, or move
it up or down. When two mods change the same file, the higher one wins.
- RomFS mods (textures, models, text, gameplay files) work.
- Mods packaged for TKMM (`.tkcl`, "TKMM only") and mods that change the same files: merge them in TKMM and set an
export location to an empty folder inside `mods/` (for example `mods/TKMM`). That folder is then one mod here.
- Files made for another game version (names with `.Product.<number>.` that this version does not have) are left out;
the Mods tab counts them. Look for the mod's release for your game version.
- The resource size table (`System/Resource/ResourceSizeTable.Product.<n>...rsizetable.zs`), which tells the game how
much memory each file needs, is rebuilt at every start with mods enabled: the tables the mods ship are merged and
the entries of files a mod made larger or added are raised. The log line `RomFS: resource size table: ...` says
how many. A mod's table for another game version still counts for that mod's own files.
- Mods that patch the game code (`exefs/*.ips`, `exefs/*.pchtxt`, or `atmosphere/exefs_patches/<name>/*.ips`) work
when the patches are for this game version and change only code: the game rebuilds itself with them at the next
start (the setup's rebuild window, a few minutes) and switches them with the mod. Patches for another version are
counted and left out; a file that writes the game's data, or that the port cannot express, keeps the whole mod off
and the Mods tab says why. A patch over one of the port's own patches turns that built-in patch off while the mod
is on (the Mods tab names it).
- Mods with their own code (`exefs/subsdk*` or a replaced `exefs/main`, such as UltraCam) never load, their RomFS files
included.
- Cheats: an Atmosphère cheat file goes into a mod's `cheats` folder (`mods/<name>/cheats/<build id>.txt`, the
build id `277178B7DBA1B6D4` for 1.4.3, `9B4E43650501A4D4` for 1.2.1). The Cheats tab of the menu switches them.
Cheats that write memory work at the next start; for cheats that change the game's code the game opens the setup's
rebuild window at start and comes back after it (a few minutes). The port ships no cheat files. Details: [cheats.md](cheats.md).
The log names every mod at the start (`mods: <name>: ...`) and how many of its files it serves.
## What to send back
1. `logs\totk.log` from each run. It contains no keys and no game files. The lines that matter most start with
+3 -2
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@@ -1,9 +1,10 @@
"""The TotK installer: builds a playable folder from the player's own game files (docs/installer.md).
python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--root DIR] [--temp DIR]
python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--firmware DIR] [--root DIR]
[--temp DIR]
Modules: layout (where the bundled tools are, release or repository), events (JSON progress on stdout and the log
file), state (totk-install.json), runner (which steps run: resume and update), steps (the six steps), ini (totk.ini),
file), state (totk-install.json), runner (which steps run: resume and update), steps (the seven steps), ini (totk.ini),
cli (the command line). text/en.json holds the English text of every message id the events carry.
Standard library only, apart from what the extraction tools import (cryptography). Runs on Python 3.14.
+11 -7
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@@ -1,10 +1,12 @@
"""Command line: python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--root DIR]
[--temp DIR] [--verify]
"""Command line: python -m installer --base FILE --update FILE --keys FILE --lang CODE --dest DIR [--firmware DIR]
[--root DIR] [--temp DIR] [--verify]
A first install needs every option. On a folder with totk-install.json (resume after a cancel or failure, or update
with a newer release) only --dest is needed: --lang defaults to the recorded language, and the game files are needed
only when the extraction has to run again. Prints JSON events on stdout (events.py). Exit code: 0 done, 1 failed,
2 bad command line, 3 cancelled (Ctrl+C or Ctrl+Break).
A first install needs every option. --firmware names the Switch firmware folder (an unpacked firmware or an emulator's
Contents/registered); the setup extracts the system shared fonts from it when the language is Chinese, Korean or
Traditional Chinese. On a folder with totk-install.json (resume after a cancel or failure, or update with a newer
release) only --dest is needed: --lang defaults to the recorded language, and the game files are needed only when the
extraction has to run again. Prints JSON events on stdout (events.py). Exit code: 0 done, 1 failed, 2 bad command
line, 3 cancelled (Ctrl+C or Ctrl+Break).
"""
import argparse
import hashlib
@@ -46,8 +48,10 @@ def cancel(signum, frame):
def main(argv=None):
ap = Parser(prog='python -m installer', description=__doc__.splitlines()[0])
ap.add_argument('--base', type=Path, help='base game, XCI or NSP')
ap.add_argument('--update', type=Path, help='1.2.1 or 1.4.3 update NSP')
ap.add_argument('--update', type=Path, help='the update NSP: 1.1.0, 1.2.1 or 1.4.3')
ap.add_argument('--keys', type=Path, help='prod.keys')
ap.add_argument('--firmware', type=Path, help='Switch firmware folder (Contents/registered) for the shared fonts '
'of Chinese, Korean and Traditional Chinese text')
ap.add_argument('--lang', help='game language, a Switch language code (en-US, en-GB, ja, de, ru, ...)')
ap.add_argument('--dest', type=Path, required=True, help='install folder')
ap.add_argument('--root', type=Path, help='release folder or repository (default: the folder above installer/)')
+73 -26
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@@ -1,11 +1,14 @@
"""The installer window: python -m installer.gui
A front end over the CLI (docs/installer.md): it collects the game files, the keys file path, the game language and the
install folder, runs `python -m installer ...` as a subprocess and shows its JSON events. Decisions live in guilogic.py;
this file only draws. The window text is in installer/text/<en|ru>.json under "ui.*" and "launcher.*" ids.
A front end over the CLI (docs/installer.md): it collects the game files, the keys file path, the optional firmware
folder, the game language and the install folder, runs `python -m installer ...` as a subprocess and shows its JSON
events. Decisions live in guilogic.py; this file only draws. The window text is in
installer/text/<en|ru|pt-BR|zh-Hans>.json under "ui.*" and "launcher.*" ids.
--selftest [--shots DIR] build every screen in both languages and close by itself (PNG per screen with --shots)
--lang en|ru window language (default: the Windows display language)
--selftest [--shots DIR] build every screen in every language and close by itself (PNG per screen with --shots)
--lang en|ru|pt-BR|zh-Hans window language (default: the Windows display language)
--rebuild DIR rebuild the install folder DIR for its mods (totk.exe starts this, build-cache/rebuild.txt):
the run starts at once with that folder, and the game starts again when it succeeds
"""
import argparse
import json
@@ -23,8 +26,8 @@ except ImportError:
from . import ini
from . import layout as layouts
from .guilogic import (DONE, FAILED, PENDING, RUNNING, SKIPPED, UI_LANGUAGES, Catalog, Form, Model, Process,
amount, default_game_language, describe_event, parse_line, windows_ui_language)
from .guilogic import (DONE, FAILED, PENDING, RUNNING, SKIPPED, UI_LANGUAGE_LABELS, UI_LANGUAGES, Catalog, Form, Model,
Process, amount, default_game_language, describe_event, parse_line, windows_ui_language)
POLL_MS = 100
GLYPH = {PENDING: '\u25cb', RUNNING: '\u25b6', DONE: '\u2714', SKIPPED: '\u2013', FAILED: '\u2716'}
@@ -42,8 +45,9 @@ def fix_tcl_paths():
class App:
def __init__(self, root, ui_lang, layout, run_args=None):
def __init__(self, root, ui_lang, layout, run_args=None, rebuild=None):
self.root, self.layout = root, layout
self.rebuild = rebuild # the install folder of --rebuild, or None
self.cat = Catalog(ui_lang)
self.model = Model()
self.process = None
@@ -51,7 +55,7 @@ class App:
self.run_args = run_args or {} # extra CLI options for tests: temp, verify
self.log_entries = [] # events and raw lines of the run, rendered by render_log
self.bound = [] # (widget, option, id, params) retranslated on a language switch
self.vars = {n: tk.StringVar() for n in ('base', 'update', 'keys', 'dest')}
self.vars = {n: tk.StringVar() for n in ('base', 'update', 'keys', 'firmware', 'dest')}
self.vars['lang'] = tk.StringVar()
self.lang_code = default_game_language(ui_lang)
self.screen = None
@@ -66,8 +70,10 @@ class App:
self.icon = tk.PhotoImage(file=str(png))
root.iconphoto(True, self.icon)
root.protocol('WM_DELETE_WINDOW', self.on_close)
self.ui_font = 'Segoe UI' if os.name == 'nt' else 'DejaVu Sans'
self.mono_font = 'Consolas' if os.name == 'nt' else 'DejaVu Sans Mono'
style = ttk.Style(root)
style.configure('Title.TLabel', font=('Segoe UI', 15, 'bold'))
style.configure('Title.TLabel', font=(self.ui_font, 15, 'bold'))
style.configure('Notice.TLabel', background='#fff3cd', foreground='#664d03', padding=8)
style.configure('Err.TLabel', foreground='#c01c28')
style.configure('Version.TLabel', foreground='#808080')
@@ -81,16 +87,22 @@ class App:
version.pack(side='left', padx=(10, 0), pady=(6, 0))
sw = ttk.Frame(top)
sw.pack(side='right')
self.ui_var = tk.StringVar(value=self.cat.lang)
for code in UI_LANGUAGES:
ttk.Radiobutton(sw, text=code.upper(), value=code, variable=self.ui_var, style='Toolbutton',
command=self.switch_language).pack(side='left', padx=1)
self.ui_var = tk.StringVar(value=self.cat.lang) # the window language code; the box shows its name
labels = [UI_LANGUAGE_LABELS[c] for c in UI_LANGUAGES]
self.ui_box = ttk.Combobox(sw, values=labels, state='readonly', width=max(map(len, labels)) + 1)
self.ui_box.set(UI_LANGUAGE_LABELS[self.cat.lang])
self.ui_box.bind('<<ComboboxSelected>>', self.pick_language)
self.ui_box.pack(side='left')
self.body = ttk.Frame(root, padding=PAD)
self.body.pack(fill='both', expand=True)
self.frames = {'form': self.build_form(), 'run': self.build_run(), 'finish': self.build_finish()}
self.vars['lang'].set(self.lang_label(self.lang_code))
self.vars['dest'].trace_add('write', lambda *_: self.refresh_form())
self.show('form')
if rebuild:
self.bind_text(self.title, 'text', 'ui.rebuild_title')
self.vars['dest'].set(str(rebuild))
root.after(POLL_MS, self.start)
# ---- text -----------------------------------------------------------------------------------------------------
@@ -118,8 +130,13 @@ class App:
self.refresh_finish()
self.render_log()
def pick_language(self, _event=None):
self.ui_var.set(UI_LANGUAGES[self.ui_box.current()])
self.switch_language()
def switch_language(self):
self.cat.set_language(self.ui_var.get())
self.ui_box.set(UI_LANGUAGE_LABELS[self.ui_var.get()])
code = self.selected_lang()
self.retext()
self.vars['lang'].set(self.lang_label(code))
@@ -195,6 +212,10 @@ class App:
b.grid(row=i, column=2, padx=(8, 0))
self.form_rows[name] = lab
i = len(rows)
self.label(grid, 'ui.firmware').grid(row=i, column=0, sticky='w', pady=4)
ttk.Entry(grid, textvariable=self.vars['firmware']).grid(row=i, column=1, sticky='ew', pady=4)
self.button(grid, 'ui.browse', self.pick_firmware).grid(row=i, column=2, padx=(8, 0))
i += 1
self.label(grid, 'ui.game_language').grid(row=i, column=0, sticky='w', pady=4)
self.lang_box = ttk.Combobox(grid, textvariable=self.vars['lang'], state='readonly', width=30)
self.lang_box.grid(row=i, column=1, sticky='w', pady=4)
@@ -204,6 +225,7 @@ class App:
self.label(grid, 'ui.dest').grid(row=i + 1, column=0, sticky='w', pady=4)
ttk.Entry(grid, textvariable=self.vars['dest']).grid(row=i + 1, column=1, sticky='ew', pady=4)
self.button(grid, 'ui.browse', self.pick_dest).grid(row=i + 1, column=2, padx=(8, 0))
self.label(f, 'ui.firmware_help', wraplength=620, justify='left').pack(anchor='w', pady=(8, 0))
self.update_hint = ttk.Label(f, wraplength=620, justify='left')
self.update_hint.pack(anchor='w', pady=(8, 0))
self.form_error = ttk.Label(f, style='Err.TLabel', wraplength=620, justify='left')
@@ -219,7 +241,7 @@ class App:
self.cancel_button.pack(side='right')
self.log_toggle = self.button(bar, 'ui.show_log', self.toggle_log)
self.log_toggle.pack(side='left')
self.run_header = ttk.Label(f, font=('Segoe UI', 11, 'bold'))
self.run_header = ttk.Label(f, font=(self.ui_font, 11, 'bold'))
self.run_header.pack(anchor='w')
self.step_rows = {}
self.steps_box = ttk.Frame(f)
@@ -233,7 +255,7 @@ class App:
self.warn_label = ttk.Label(f, wraplength=620, justify='left', foreground='#9a6700')
self.warn_label.pack(anchor='w')
self.log_frame = ttk.Frame(f)
self.log = tk.Text(self.log_frame, height=10, wrap='word', state='disabled', font=('Consolas', 9))
self.log = tk.Text(self.log_frame, height=10, wrap='word', state='disabled', font=(self.mono_font, 9))
scroll = ttk.Scrollbar(self.log_frame, command=self.log.yview)
self.log.configure(yscrollcommand=scroll.set)
scroll.pack(side='right', fill='y')
@@ -250,6 +272,8 @@ class App:
self.open_button.pack(side='right', padx=(0, 8))
self.back_button = self.button(bar, 'ui.back', lambda: self.show('form'))
self.back_button.pack(side='left')
if self.rebuild: # a failed or cancelled rebuild: the game starts with the code it has
self.button(bar, 'ui.start_game', self.start_game).pack(side='right', padx=(0, 8))
self.finish_title = ttk.Label(f, style='Title.TLabel', wraplength=620, justify='left')
self.finish_title.pack(anchor='w')
self.finish_text = ttk.Label(f, wraplength=620, justify='left')
@@ -264,7 +288,7 @@ class App:
def form(self):
return Form(base=self.vars['base'].get(), update=self.vars['update'].get(), keys=self.vars['keys'].get(),
lang=self.selected_lang(), dest=self.vars['dest'].get())
firmware=self.vars['firmware'].get(), lang=self.selected_lang(), dest=self.vars['dest'].get())
def refresh_form(self):
form = self.form()
@@ -288,6 +312,11 @@ class App:
if path:
self.vars[name].set(os.path.normpath(path))
def pick_firmware(self):
path = filedialog.askdirectory(title=self.cat('ui.pick_firmware'), mustexist=True)
if path:
self.vars['firmware'].set(os.path.normpath(path))
def pick_dest(self):
path = filedialog.askdirectory(title=self.cat('ui.pick_dest'), mustexist=False)
if path:
@@ -303,8 +332,11 @@ class App:
self.fit()
return
self.form_error.configure(text='')
command = form.command(self.layout.python, root=self.layout.root if self.layout.dev else None,
temp=self.run_args.get('temp'), verify=self.run_args.get('verify', False))
# in a repository the Python running this window: the tools' embeddable Python there has no ._pth entry for
# the repository, so `-m installer` would not find the package
python = Path(sys.executable) if self.layout.dev else self.layout.python
command = form.command(python, root=self.layout.root if self.layout.dev else None,
temp=self.run_args.get('temp'), verify_hashes=self.run_args.get('verify', False))
self.begin(command, self.layout.root)
def begin(self, command, cwd):
@@ -350,6 +382,9 @@ class App:
return
self.model.finish(code)
self.process = None
if self.rebuild and self.model.result == 'ok' and not self.closing:
self.start_game()
return
self.refresh_run()
self.refresh_finish()
self.show('finish')
@@ -378,7 +413,7 @@ class App:
glyph.configure(text=GLYPH[state], foreground=COLOR[state])
name.configure(text=self.cat('step.' + s) + (f' ({self.cat("ui.state_" + state)})'
if state in (SKIPPED, FAILED) else ''),
font=('Segoe UI', 10, 'bold') if state == RUNNING else ('Segoe UI', 10))
font=(self.ui_font, 10, 'bold') if state == RUNNING else (self.ui_font, 10))
mode = m.mode or 'install'
self.run_header.configure(text=self.cat('ui.running_' + mode if mode in ('install', 'resume', 'update')
else 'ui.running_install'))
@@ -480,6 +515,15 @@ class App:
else:
self.open_button.state(['disabled' if not Path(m.dest or '.').is_dir() else '!disabled'])
def start_game(self):
"""Starts the game of the install folder and closes the window."""
dest = Path(self.vars['dest'].get().strip())
exe = dest / ('totk.exe' if os.name == 'nt' else 'totk')
flags = subprocess.DETACHED_PROCESS if os.name == 'nt' else 0
if exe.is_file():
subprocess.Popen([str(exe)], cwd=str(dest), creationflags=flags, close_fds=True)
self.root.destroy()
def open_folder(self):
dest = self.model.dest
if dest and Path(dest).is_dir():
@@ -493,10 +537,10 @@ class App:
# ---- self test ---------------------------------------------------------------------------------------------------
SAMPLE_START = {'type': 'start', 'release': 'selftest', 'mode': 'install', 'dest': 'Z:/selftest/TotK', 'log': 'D:\\log.txt',
'steps': ['check', 'extract', 'lift', 'compile', 'prepare', 'cleanup']}
'steps': ['check', 'fonts', 'extract', 'lift', 'compile', 'prepare', 'cleanup']}
SAMPLE_RUN = [
SAMPLE_START,
{'type': 'plan', 'run': ['check', 'extract'], 'skip': {}},
{'type': 'plan', 'run': ['check', 'fonts', 'extract'], 'skip': {}},
{'type': 'step', 'step': 'check', 'state': 'started'},
{'type': 'progress', 'step': 'check', 'phase': 'inputs'},
{'type': 'space', 'dest': 'Z:/selftest/TotK', 'need': 36_400_000_000, 'free': 210_000_000_000, 'temp': 'C:\\t',
@@ -509,12 +553,14 @@ SAMPLE_RUN = [
]
SAMPLE_OK = [SAMPLE_START, {'type': 'plan', 'run': ['check', 'extract'], 'skip': {'lift': 'current', 'compile': 'current',
'prepare': 'current', 'cleanup': 'not_needed'}},
SAMPLE_OK = [SAMPLE_START, {'type': 'plan', 'run': ['check', 'extract'], 'skip': {'fonts': 'current', 'lift': 'current',
'compile': 'current', 'prepare': 'current',
'cleanup': 'not_needed'}},
{'type': 'step', 'step': 'check', 'state': 'started'},
{'type': 'step', 'step': 'check', 'state': 'done', 'seconds': 1.0},
{'type': 'step', 'step': 'extract', 'state': 'started'},
{'type': 'step', 'step': 'extract', 'state': 'done', 'seconds': 1.0},
{'type': 'step', 'step': 'fonts', 'state': 'skipped', 'reason': 'current'},
{'type': 'step', 'step': 'lift', 'state': 'skipped', 'reason': 'current'},
{'type': 'step', 'step': 'compile', 'state': 'skipped', 'reason': 'current'},
{'type': 'step', 'step': 'prepare', 'state': 'skipped', 'reason': 'current'},
@@ -532,7 +578,7 @@ def grab(root, path):
def selftest(layout, shots=None):
"""Every screen in both languages; the window closes itself. Returns 0 when nothing raised."""
"""Every screen in every language; the window closes itself. Returns 0 when nothing raised."""
fix_tcl_paths()
root = tk.Tk()
root.geometry('+60+40')
@@ -610,13 +656,14 @@ def main(argv=None):
ap.add_argument('--shots', type=Path)
ap.add_argument('--lang', choices=UI_LANGUAGES)
ap.add_argument('--root', type=Path)
ap.add_argument('--rebuild', type=Path)
args = ap.parse_args(argv)
layout = layouts.find(args.root)
if args.selftest:
return selftest(layout, args.shots)
fix_tcl_paths()
root = tk.Tk()
App(root, args.lang or windows_ui_language(), layout)
App(root, args.lang or windows_ui_language(), layout, rebuild=args.rebuild)
root.mainloop()
return 0
+35 -9
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@@ -24,11 +24,17 @@ from . import state as statefile
from .events import render
TEXT = Path(__file__).resolve().parent / 'text'
UI_LANGUAGES = ('en', 'ru')
STEP_ORDER = ('check', 'extract', 'lift', 'compile', 'prepare', 'cleanup')
UI_LANGUAGES = ('en', 'ru', 'pt-BR', 'zh-Hans')
# what the language switch in the window's corner shows for each
UI_LANGUAGE_LABELS = {'en': 'English', 'ru': 'Русский', 'pt-BR': 'Português (Brasil)', 'zh-Hans': '简体中文'}
STEP_ORDER = ('check', 'fonts', 'extract', 'lift', 'compile', 'prepare', 'cleanup')
# message parameter -> catalog id prefix of the names that replace its raw values
PARAM_NAMES = {'lang': 'lang.', 'known': 'lang.', 'step': 'step.', 'input': 'param.input.'}
LANG_RU = 0x19 # primary language id of Russian in a Windows LANGID
LANG_PT_BR = 0x0416 # Portuguese (Brazil), the whole LANGID: Portugal's Portuguese stays English
# Windows LANGIDs that write Simplified Chinese: zh-CN, zh-SG. zh-TW, zh-HK and zh-MO write Traditional Chinese, which
# the window does not have.
LANGIDS_ZH_HANS = (0x0804, 0x1004)
def load_texts(lang):
@@ -76,18 +82,35 @@ def flat(value):
def windows_ui_language():
"""'ru' when the display language (Windows; elsewhere LC_ALL, LC_MESSAGES or LANG) is Russian, else 'en'."""
"""The window language for the display language: the Windows one (ui_language_for_langid); elsewhere LC_ALL,
LC_MESSAGES or LANG ('ru', 'pt_BR', 'zh_CN' or 'zh_SG', else English)."""
if os.name != 'nt':
loc = os.environ.get('LC_ALL') or os.environ.get('LC_MESSAGES') or os.environ.get('LANG') or ''
return 'ru' if loc.lower().startswith('ru') else 'en'
loc = (os.environ.get('LC_ALL') or os.environ.get('LC_MESSAGES') or os.environ.get('LANG') or '').lower()
return ('ru' if loc.startswith('ru') else 'pt-BR' if loc.startswith(('pt_br', 'pt-br'))
else 'zh-Hans' if loc.startswith(('zh_cn', 'zh-cn', 'zh_sg', 'zh-sg', 'zh_hans', 'zh-hans')) else 'en')
try:
langid = ctypes.windll.kernel32.GetUserDefaultUILanguage()
except (AttributeError, OSError):
return 'en'
return 'ru' if langid & 0x3ff == LANG_RU else 'en'
return ui_language_for_langid(langid)
def ui_language_for_langid(langid):
"""'ru' for a Russian Windows LANGID, 'pt-BR' for Brazilian Portuguese, 'zh-Hans' for a Simplified Chinese one,
else 'en'."""
if langid & 0x3ff == LANG_RU:
return 'ru'
if langid == LANG_PT_BR:
return 'pt-BR'
if langid in LANGIDS_ZH_HANS:
return 'zh-Hans'
return 'en'
def default_game_language(ui):
"""The game language the form starts with. A Chinese window still starts with English: Chinese game text needs
the Switch shared fonts (ini.NEED_SHARED_FONTS), which the setup extracts only from a firmware folder, and the game
stops when they are missing; the player can still pick Chinese."""
return 'ru' if ui == 'ru' else 'en-US'
@@ -111,6 +134,7 @@ class Form:
base: str = ''
update: str = ''
keys: str = ''
firmware: str = ''
lang: str = ''
dest: str = ''
@@ -147,19 +171,21 @@ class Form:
value = getattr(self, name).strip()
if value and not Path(value).is_file():
found.append(f'ui.missing_{name}')
if self.firmware.strip() and not Path(self.firmware.strip()).is_dir():
found.append('ui.missing_firmware')
return found
def command(self, python, root=None, temp=None, verify=False):
def command(self, python, root=None, temp=None, verify_hashes=False):
cmd = [str(python), '-m', 'installer']
for flag, value in (('--base', self.base), ('--update', self.update), ('--keys', self.keys),
('--lang', self.lang), ('--dest', self.dest)):
('--firmware', self.firmware), ('--lang', self.lang), ('--dest', self.dest)):
if value.strip():
cmd += [flag, value.strip()]
if root:
cmd += ['--root', str(root)]
if temp:
cmd += ['--temp', str(temp)]
if verify:
if verify_hashes:
cmd.append('--verify')
return cmd
+17 -2
View File
@@ -1,5 +1,5 @@
// Host check of the installer's first step, compiled with the bundled clang at install time: does the CPU run
// -march=x86-64-v3 code, and does a Vulkan 1.3 device exist. Prints one JSON object on stdout.
// -march=x86-64-v3 code (or only x86-64-v2), and does a Vulkan 1.3 device exist. Prints one JSON object on stdout.
// The Vulkan loader is opened at run time, so a machine without one gets "loader": false instead of a failed start.
#include <cpuid.h>
#include <stdio.h>
@@ -25,10 +25,24 @@ static void json_string(const char *s) {
putchar('"');
}
// The x86-64-v2 level from CPUID: SSE3, SSSE3, SSE4.1, SSE4.2, POPCNT, CMPXCHG16B and LAHF/SAHF. Every CPU with
// SSE4.2 has the others, but the level is what the v2 build is compiled for, so check them all.
static int x86_64_v2(void) {
unsigned a, b, c, d;
if (!__get_cpuid(1, &a, &b, &c, &d)) return 0;
const unsigned sse3 = 1u << 0, ssse3 = 1u << 9, cx16 = 1u << 13, sse41 = 1u << 19, sse42 = 1u << 20,
popcnt = 1u << 23;
if ((c & (sse3 | ssse3 | cx16 | sse41 | sse42 | popcnt)) != (sse3 | ssse3 | cx16 | sse41 | sse42 | popcnt))
return 0;
if (!__get_cpuid(0x80000001, &a, &b, &c, &d)) return 0;
return (c & (1u << 0)) != 0; // LAHF/SAHF
}
// The x86-64-v3 level from CPUID: AVX, AVX2, BMI1, BMI2, F16C, FMA, LZCNT and MOVBE, with the OS saving the YMM state.
// Not __builtin_cpu_supports("x86-64-v3"): clang reads that from the C runtime's CPU model, and libgcc before GCC 12
// (the Linux release's sysroot has GCC 10) has no level bits, so it answers false on every CPU.
static int x86_64_v3(void) {
if (!x86_64_v2()) return 0;
unsigned a, b, c, d;
if (!__get_cpuid(1, &a, &b, &c, &d)) return 0;
const unsigned fma = 1u << 12, movbe = 1u << 22, osxsave = 1u << 27, avx = 1u << 28, f16c = 1u << 29;
@@ -44,7 +58,8 @@ static int x86_64_v3(void) {
}
int main(void) {
printf("{\"x86_64_v3\": %s, ", x86_64_v3() ? "true" : "false");
printf("{\"x86_64_v2\": %s, \"x86_64_v3\": %s, ", x86_64_v2() ? "true" : "false",
x86_64_v3() ? "true" : "false");
void *lib = open_lib();
PFN_vkGetInstanceProcAddr gipa = lib ? (PFN_vkGetInstanceProcAddr)lib_sym(lib, "vkGetInstanceProcAddr") : NULL;
if (!gipa) {
+2 -1
View File
@@ -14,7 +14,8 @@ LANGUAGES = ('ja', 'en-US', 'en-GB', 'fr', 'fr-CA', 'de', 'it', 'es', 'es-419',
'zh-Hans', 'zh-Hant')
# Older installer builds wrote these two codes; they are read as the canonical ones and rewritten on the next install.
ALIASES = {'zh-CN': 'zh-Hans', 'zh-TW': 'zh-Hant'}
# Their text falls back to the Switch shared fonts (runtime/ov_system.c), which the installer does not extract.
# Their text falls back to the Switch shared fonts (runtime/ov_system.c), which the fonts step extracts from the
# firmware folder when the player gives one.
NEED_SHARED_FONTS = ('ko', 'zh-Hans', 'zh-Hant')
ACTIVE = re.compile(r'^(\s*)(?:totk_)?lang(\s*=\s*)(.*?)(\s*)$', re.IGNORECASE)
+16 -4
View File
@@ -9,14 +9,26 @@
#include "launcher_text.h"
#define LANGID_RUSSIAN 0x19
#define LANGID_RUSSIAN 0x19 /* primary language id */
#define LANGID_PT_BR 0x0416 /* the whole LANGID: Portugal's Portuguese stays English */
#define PATH_CHARS (MAX_PATH * 2)
/* The language of the window (installer/guilogic.py ui_language_for_langid): Russian, Simplified Chinese (zh-CN and
zh-SG; the Traditional Chinese regions get English, as the window has no Traditional Chinese), else English. */
static void fail(void)
{
int russian = (GetUserDefaultUILanguage() & 0x3ff) == LANGID_RUSSIAN;
MessageBoxW(NULL, russian ? LAUNCHER_PYTHON_MISSING_RU : LAUNCHER_PYTHON_MISSING_EN,
russian ? LAUNCHER_TITLE_RU : LAUNCHER_TITLE_EN, MB_OK | MB_ICONERROR);
LANGID ui = GetUserDefaultUILanguage();
int russian = (ui & 0x3ff) == LANGID_RUSSIAN, brazilian = ui == LANGID_PT_BR;
int chinese = ui == MAKELANGID(LANG_CHINESE, SUBLANG_CHINESE_SIMPLIFIED) ||
ui == MAKELANGID(LANG_CHINESE, SUBLANG_CHINESE_SINGAPORE);
MessageBoxW(NULL,
russian ? LAUNCHER_PYTHON_MISSING_RU
: brazilian ? LAUNCHER_PYTHON_MISSING_PT_BR
: chinese ? LAUNCHER_PYTHON_MISSING_ZH_HANS
: LAUNCHER_PYTHON_MISSING_EN,
russian ? LAUNCHER_TITLE_RU : brazilian ? LAUNCHER_TITLE_PT_BR : chinese ? LAUNCHER_TITLE_ZH_HANS
: LAUNCHER_TITLE_EN,
MB_OK | MB_ICONERROR);
}
int WINAPI WinMain(HINSTANCE instance, HINSTANCE previous, LPSTR command_line, int show)
+24 -7
View File
@@ -7,7 +7,8 @@ Release (docs/installer.md "Release layout"), root = the unpacked folder:
recomp/, tools/ the lifter and the scripts; recomp/patches-<v>.txt, tools/data/expected-v<version>.json for
each supported update (SUPPORTED)
llvm/ llvm-mingw (bin/clang.exe)
runtime/ libtotkrt.a, the headers, install-side sources (romfs.c, patches.c, ov_zstd.c) and totk.ico; runtime/deps/ holds
runtime/ libtotkrt.a and libtotkrt-v2.a (x86-64-v3 / v2), the headers, install-side sources (romfs.c,
patches.c, ov_zstd.c) and totk.ico; runtime/deps/ holds
include/ + lib/ of Vulkan, SDL3, Opus, libvpx and VMA (build_game.py --deps)
bin/ totk_xlate.exe (+ totk_xlate.id), hactool.exe, ninja.exe, SDL3.dll, libopus-0.dll
data/shader_list.tsv the MacNativeGames shader list
@@ -21,8 +22,8 @@ against), runtime/deps/ with include/ and the static Opus, libvpx and zstd, bin/
Dev mode, root = a repository checkout (no python/python.exe): build/py314-embed/py/python.exe (the embeddable
Python the release ships, with the same packages), else this Python; toolchain/llvm-mingw-*/ and toolchain/deps-mingw;
runtime/ as the sources with build/install-rtlib/libtotkrt.a (tools/build_game.py --make-runtime-lib --out
build/install-rtlib); MSYS2 UCRT64 ninja.exe; toolchain/hactool; build/xlate/totk_xlate.exe; the shader list from
runtime/ as the sources with build/install-rtlib/libtotkrt.a and libtotkrt-v2.a (tools/build_game.py --make-runtime-lib
--out build/install-rtlib, once per --cpu); MSYS2 UCRT64 ninja.exe; toolchain/hactool; build/xlate/totk_xlate.exe; the shader list from
refs/MacNativeGames; build/install-temp. The version is VERSION with -dev and the commit: 0.1.0-dev+973c626. On Linux,
dev mode takes clang, lld and ninja from PATH and the system's libraries (no deps folder, no SDL3 copy).
"""
@@ -36,7 +37,7 @@ from pathlib import Path
WIN = os.name == 'nt'
EXE = '.exe' if WIN else ''
UCRT = Path(r'C:\msys64\ucrt64\bin')
SUPPORTED = ('1.2.1', '1.4.3') # updates the installer builds; the check identifies the player's by hash
SUPPORTED = ('1.2.1', '1.4.3', '1.1.0') # updates the installer builds; the check identifies the player's by hash
def version_tag(version):
@@ -64,11 +65,20 @@ class Layout:
ini_example: Path | None = None
temp: Path | None = None
sysroot: Path | None = None # Linux release: what the game links against, instead of the host's
runtime_lib_v2: Path | None = None # libtotkrt-v2.a: the runtime for CPUs without AVX2 (build_game.py --cpu v2)
@property
def clang(self):
return self.llvm / 'bin' / ('clang' + EXE)
def runtime_lib_for(self, cpu):
"""The prebuilt runtime library for cpu (v2 or v3). None in dev mode when it was not built: the runtime is
then compiled from the sources in runtime/ instead."""
lib = self.runtime_lib_v2 if cpu == 'v2' else self.runtime_lib
if lib and lib.is_file():
return lib
return None if self.dev else lib
def patches(self, version):
"""The code patch table for recomp/gen.py."""
return self.recomp / f'patches-{version_tag(version)}.txt'
@@ -77,13 +87,17 @@ class Layout:
"""The expected hashes of the update."""
return self.tools / 'data' / f'expected-v{version}.json'
def missing(self):
"""Paths the steps need that do not exist."""
def missing(self, cpu='v3'):
"""Paths the steps need that do not exist. cpu picks the runtime library the host will use."""
lib = self.runtime_lib_for(cpu)
need = [self.python, self.tools / 'extract.py', self.tools / 'build_game.py', self.tools / 'prepare_shaders.py',
self.tools / 'pack_shader_cache.py', self.tools / 'make_romfs_patches.py', self.tools / 'ultrawide_layout.py',
self.tools / 'button_icons.py',
self.tools / 'vendor' / 'macnativegames' / 'extract_shared_fonts.py',
self.recomp / 'gen.py',
self.clang,
*((self.deps / 'include', self.deps / 'lib') if self.deps else ()), self.runtime, self.runtime_lib, self.ninja, self.hactool,
*((self.deps / 'include', self.deps / 'lib') if self.deps else ()), self.runtime, *([lib] if lib else ()),
self.ninja, self.hactool,
self.xlate, *self.dlls, *(f(v) for v in SUPPORTED for f in (self.patches, self.expected))]
if self.shader_list:
need.append(self.shader_list)
@@ -109,6 +123,7 @@ def release_layout(root):
tools=root / 'tools', recomp=root / 'recomp',
llvm=root / 'llvm', deps=root / 'runtime' / 'deps', runtime=root / 'runtime',
runtime_lib=root / 'runtime' / 'libtotkrt.a',
runtime_lib_v2=root / 'runtime' / 'libtotkrt-v2.a',
ninja=root / 'bin' / ('ninja' + EXE), hactool=root / 'bin' / ('hactool' + EXE),
xlate=root / 'bin' / ('totk_xlate' + EXE),
dlls=(root / 'bin' / 'SDL3.dll', root / 'bin' / 'libopus-0.dll') if WIN else (root / 'bin' / 'libSDL3.so.0',),
@@ -134,6 +149,7 @@ def dev_layout(root):
tools=root / 'tools', recomp=root / 'recomp',
llvm=trees[-1] if trees else root / 'toolchain' / 'llvm-mingw-missing', deps=deps,
runtime=root / 'runtime', runtime_lib=root / 'build' / 'install-rtlib' / 'libtotkrt.a',
runtime_lib_v2=root / 'build' / 'install-rtlib' / 'libtotkrt-v2.a',
ninja=UCRT / ('ninja' + EXE), hactool=root / 'toolchain' / 'hactool' / ('hactool' + EXE),
xlate=root / 'build' / 'xlate' / ('totk_xlate' + EXE),
dlls=tuple(sorted((deps / 'bin').glob('*.dll'))),
@@ -153,6 +169,7 @@ def dev_layout_posix(root):
python=Path(sys.executable), tools=root / 'tools', recomp=root / 'recomp',
llvm=Path(clang).parent.parent if clang else root / 'toolchain' / 'clang-missing', deps=None,
runtime=root / 'runtime', runtime_lib=root / 'build' / 'install-rtlib' / 'libtotkrt.a',
runtime_lib_v2=root / 'build' / 'install-rtlib' / 'libtotkrt-v2.a',
ninja=Path(ninja) if ninja else root / 'toolchain' / 'ninja-missing',
hactool=root / 'toolchain' / 'hactool' / 'hactool', xlate=root / 'build' / 'xlate' / 'totk_xlate',
shader_list=None, ini_example=root / 'totk.ini.example', temp=root / 'build' / 'install-temp')
+374 -50
View File
@@ -1,15 +1,22 @@
"""The six setup steps of docs/installer.md: check, extract, lift, compile, prepare, cleanup.
"""The seven setup steps of docs/installer.md: check, fonts, extract, lift, compile, prepare, cleanup.
Extraction runs in this process through tools/extract.py (the package's sibling tools/, which ships with it); lift,
compile and prepare run the bundled Python on recomp/gen.py, tools/build_game.py, tools/make_romfs_patches.py and
tools/prepare_shaders.py, whose output goes to <temp>/logs/<step>-<tool>.log and is read for progress. No Win32 call
here: the host check is a small C program built with the bundled clang (hostcheck.c).
Extraction runs in this process through tools/extract.py (the package's sibling tools/, which ships with it); fonts
runs the vendored extract_shared_fonts.py on the firmware folder; lift, compile and prepare run the bundled Python on
recomp/gen.py, tools/build_game.py, tools/make_romfs_patches.py and tools/prepare_shaders.py, whose output goes to
<temp>/logs/<step>-<tool>.log and is read for progress. No Win32 call here: the host check is a small C program built
with the bundled clang (hostcheck.c).
Install folder: exefs/, romfs/ (romfs.bin, index.json), profile/, totk.exe and its DLLs, romfs-index.bin,
romfs-patches/, romfs-patches-xbox/, totk_xlate.exe, the shader state of totk.exe --prepare-shaders, totk.ini,
totk-install.json.
Install folder: exefs/, romfs/ (romfs.bin, index.json), profile/, shared-fonts/ (Chinese and Korean text), totk.exe
and its DLLs, romfs-index.bin, romfs-patches/, romfs-patches-xbox/, romfs-patches-xbox-label/, totk_xlate.exe, the
shader state of totk.exe --prepare-shaders, totk.ini, totk-install.json.
Temp folder (<temp>/<dest name>-<hash>): check/ (ExeFS of both inputs, the host check), gen/ (C), build/ (objects),
logs/ (kept by the cleanup).
logs/. The cleanup keeps gen/, build/ and logs/: the next run lifts into the same gen/, where recomp/gen.py rewrites
only the chunks whose C changed, and Ninja in build/ recompiles only those. A change of the mods' code cheats then
costs the lift (about a minute) and the chunks it touches, not a full compile.
Install folder build-cache/: cheats.status (tools/cheats.py), exefs.status (tools/exefs_patches.py) and rebuild.txt, the command that starts this setup in
its rebuild mode on the install folder (installer/gui.py --rebuild), one argument per line; totk.exe runs it at start
when an enabled mod has code cheats the build lacks (runtime/cheats.c).
"""
import hashlib
import json
@@ -168,9 +175,9 @@ def raise_if_damaged(error, name, path):
def game_version(ctx):
"""The update this install is built from: what the check identified, else the recorded one (an install made before
1.4.3 support records none: 1.2.1)."""
return ctx.state.get('version', SUPPORTED[0])
"""The update this install is built from: what the check identified, else the recorded one. An install made before
1.4.3 support records no version, and that install is 1.2.1: name it here rather than leaning on SUPPORTED's order."""
return ctx.state.get('version', '1.2.1')
def expected_update(ctx):
@@ -217,15 +224,100 @@ def size_of(paths):
return sum(p.stat().st_size for p in paths if p.is_file())
# The Switch system shared fonts (runtime/ov_system.c): TotK falls back to them for Chinese, Korean and Traditional
# Chinese text. tools/vendor/macnativegames/extract_shared_fonts.py writes these names.
SHARED_FONTS = 'shared-fonts'
SHARED_FONT_FILES = ('0-standard.bfttf', '1-chinese-simplified.bfttf', '2-chinese-simplified-extension.bfttf',
'3-chinese-traditional.bfttf', '4-korean.bfttf', '5-nintendo-extension.bfttf')
FONTS_NEED = 32 << 20 # the six BFTTF files and their manifest
def requested_lang(ctx):
"""The language this run uses: --lang, else the one recorded for the install (Check canonicalizes it)."""
return ini.canonical_language(getattr(ctx.options, 'lang', None) or ctx.state.get('lang'))
def firmware_dir(value):
"""The firmware NCA folder behind a --firmware path: the folder itself, or its registered/ child (the emulators'
layout, Contents/registered)."""
if not value:
return None
path = Path(value)
return path / 'registered' if (path / 'registered').is_dir() else path
def firmware_has_ncas(folder):
"""Whether folder holds firmware NCAs: .nca files, or the hashed directories with a 00 file (registered/)."""
try:
entries = list(Path(folder).iterdir())
except OSError:
return False
return any((e.is_file() and e.suffix.lower() == '.nca') or (e.is_dir() and (e / '00').is_file()) for e in entries)
def firmware_stamp(folder):
"""A cheap identity of the firmware NCAs: names, sizes and mtimes, not their contents (the folder is ~326 MB)."""
try:
entries = sorted(Path(folder).iterdir())
except OSError:
return 'missing'
rows = []
for entry in entries:
if entry.is_dir():
file = entry / '00'
if not file.is_file():
continue
elif not entry.is_file() or entry.suffix.lower() != '.nca':
continue
else:
file = entry
st = file.stat()
rows.append((entry.name, st.st_size, st.st_mtime_ns))
return rows
def shared_fonts_ready(dest):
"""Whether dest/shared-fonts holds a complete set that the game can load."""
folder = Path(dest) / SHARED_FONTS
return (folder / 'manifest.json').is_file() and all((folder / name).is_file() for name in SHARED_FONT_FILES)
# ---- 1. check
UPDATE_TITLE_ID = '0100F2C0115B6800'
def base_misuse(records):
"""Name why a file chosen as the base game holds an update or a combined package, or return None.
The Meta NCA (content type 1) carries the package's own title id: the update's id (...800) for an update NSP, and
several Meta NCAs mean base, update and DLC repacked into one file.
"""
metadata = [r['title_id'] for r, _ in records if r['content_type'] == 1]
if len(metadata) > 1:
return 'check.base_combined'
if UPDATE_TITLE_ID in metadata:
return 'check.base_is_update'
return None
class Check(Step):
id = 'check'
always = True
def key(self, ctx):
# The compile step fingerprints the CPU level, and every key is computed before a step runs: probe the host
# here, once, so both steps see the same answer (the check step itself is always run). A failed probe is
# reported by run(), where the error names this step.
try:
self.host(ctx)
except InstallError:
pass
return ''
def run(self, ctx):
layout, rep, dest = ctx.layout, ctx.reporter, ctx.dest
missing = layout.missing()
missing = layout.missing(getattr(ctx, 'cpu', 'v3'))
if missing:
raise InstallError('check.release_incomplete', paths=missing[:5])
if dest.exists() and not dest.is_dir():
@@ -233,13 +325,30 @@ class Check(Step):
own = (ctx.temp, *ctx.temp.parents) # a temp folder inside the install folder (installer/cli.py) is ours
if ctx.mode == 'install' and dest.is_dir() and any(p not in own for p in dest.iterdir()):
raise InstallError('check.dest_not_empty', path=str(dest))
lang = ini.canonical_language(ctx.options.lang or ctx.state.get('lang'))
lang = requested_lang(ctx)
if not lang:
raise InstallError('check.lang_missing')
if lang not in ini.LANGUAGES:
raise InstallError('check.lang_unknown', lang=lang, known=', '.join(ini.LANGUAGES))
firmware = firmware_dir(getattr(ctx.options, 'firmware', None))
if firmware is not None:
if not firmware.is_dir():
raise InstallError('check.firmware_missing', path=str(firmware))
if not firmware_has_ncas(firmware):
raise InstallError('check.firmware_empty', path=str(firmware))
if lang in ini.NEED_SHARED_FONTS:
rep.warning('warn.lang_needs_fonts', lang=lang)
if firmware is None:
rep.warning('warn.lang_needs_fonts', lang=lang)
elif not shared_fonts_ready(dest):
keys = getattr(ctx.options, 'keys', None)
if not keys or not Path(keys).is_file():
raise InstallError('check.fonts_keys_needed')
try:
key_values = load_keys(Path(keys))
except (ValueError, OSError, UnicodeDecodeError):
raise InstallError('check.keys_unreadable') from None
if 'header_key' not in key_values:
raise InstallError('check.keys_no_header_key')
ctx.lang = lang
ctx.temp.mkdir(parents=True, exist_ok=True)
@@ -258,6 +367,8 @@ class Check(Step):
return {}
def host(self, ctx):
if getattr(ctx, 'host', None) is not None:
return
layout, work = ctx.layout, ctx.temp / 'check'
glibc = linux_glibc()
if glibc and glibc < GLIBC_NEEDED and not layout.dev:
@@ -282,8 +393,10 @@ class Check(Step):
except ValueError:
raise InstallError('check.host_probe_failed', code=r.returncode) from None
ctx.reporter.log(f'host: {r.stdout.strip()}')
if not host['x86_64_v3']:
raise InstallError('check.cpu_no_avx2')
if not host['x86_64_v2']:
raise InstallError('check.cpu_too_old')
# v3 is the faster build; v2 runs on CPUs without AVX2/FMA (runtime/fma.c supplies the fused multiply-add).
ctx.cpu = 'v3' if host['x86_64_v3'] else 'v2'
if not host['loader']:
raise InstallError('check.vulkan_missing')
devices = host['devices']
@@ -350,6 +463,10 @@ class Check(Step):
except ValueError as e:
if is_update and 'BKTR' in str(e):
raise InstallError('check.update_is_base') from None
if not is_update:
reason = base_misuse(records)
if reason:
raise InstallError(reason) from None
raise InstallError('check.update_not_totk' if is_update else 'check.base_not_totk', detail=str(e)) from None
try:
nca_ctr_key(header, keys, tickets)
@@ -368,6 +485,8 @@ class Check(Step):
romfs = ctx.dest / 'romfs' / 'romfs.bin'
if romfs.is_file(): # a resumed extraction replaces it
dest_need -= romfs.stat().st_size
if ctx.will_run('fonts'):
dest_need += FONTS_NEED
if ctx.will_run('prepare') or ctx.will_run('extract'):
dest_need += DEST_EXTRA
if ctx.will_run('lift') or ctx.will_run('compile'):
@@ -419,7 +538,72 @@ class Check(Step):
ctx.state['version'] = found
# ---- 2. extract
# ---- 2. fonts
class Fonts(Step):
"""The Switch system fonts for Chinese, Korean and Traditional Chinese text (tools/extract_fonts.py, which runs the
vendored extract_shared_fonts.py). The firmware folder is optional: without it the setup warns and the game runs
with those glyphs missing. The extraction verifies the firmware NCAs and writes the six BFTTF files the console
puts in shared memory."""
id = 'fonts'
def key(self, ctx):
lang = requested_lang(ctx)
if lang not in ini.NEED_SHARED_FONTS:
return fingerprint('fonts-1', 'not-needed')
firmware = firmware_dir(getattr(ctx.options, 'firmware', None))
if firmware is None:
return fingerprint('fonts-1', 'no-firmware')
return fingerprint('fonts-1', lang, str(firmware), firmware_stamp(firmware))
def current(self, ctx, record):
if requested_lang(ctx) not in ini.NEED_SHARED_FONTS or not getattr(ctx.options, 'firmware', None):
return True
return shared_fonts_ready(ctx.dest)
def verify(self, ctx, record):
# An update run may omit --firmware; the installed set still has to be there for these languages.
if requested_lang(ctx) in ini.NEED_SHARED_FONTS:
return shared_fonts_ready(ctx.dest)
return True
def run(self, ctx):
lang = getattr(ctx, 'lang', None) or requested_lang(ctx)
if lang not in ini.NEED_SHARED_FONTS:
return {}
firmware = firmware_dir(getattr(ctx.options, 'firmware', None))
if firmware is None:
return {} # Check warned: the game runs, some text may not show
keys = getattr(ctx.options, 'keys', None)
if not keys:
raise InstallError('check.fonts_keys_needed')
out = ctx.temp / 'shared-fonts'
remove(out)
ctx.reporter.progress('fonts', 'extract', force=True)
tool = ctx.layout.tools / 'vendor' / 'macnativegames' / 'extract_shared_fonts.py'
code, log = run_tool(ctx, 'fonts', tool, ['--keys', keys, '--firmware', firmware, '--output', out])
if code:
detail = ''
try:
detail = log.read_text(encoding='utf-8', errors='replace').strip().splitlines()[-1][:300]
except (OSError, IndexError):
pass
raise InstallError('fonts.failed', code=code, detail=detail, log=str(log))
missing = [name for name in SHARED_FONT_FILES if not (out / name).is_file()]
if missing or not (out / 'manifest.json').is_file():
raise InstallError('fonts.incomplete', files=', '.join(missing) or 'manifest.json')
ctx.reporter.progress('fonts', 'copy', force=True)
try:
ctx.dest.mkdir(parents=True, exist_ok=True)
remove(ctx.dest / SHARED_FONTS)
shutil.move(str(out), str(ctx.dest / SHARED_FONTS))
except OSError as e:
raise InstallError('fonts.copy_failed', path=str(ctx.dest / SHARED_FONTS), detail=str(e)) from None
return {'files': len(SHARED_FONT_FILES)}
# ---- 3. extract
class Extract(Step):
id = 'extract'
@@ -527,18 +711,66 @@ class Extract(Step):
watch.stop()
# ---- 3. lift
# ---- 4. lift
EMITTED = re.compile(r'^emitted (\d+)/(\d+) chunks')
DISCOVERED = re.compile(r'^(\w+): \d+ functions \(.*discovery')
CHEAT_PLACES = ('cheats', 'atmosphere/contents/0100F2C0115B6000/cheats', 'contents/0100F2C0115B6000/cheats',
'0100F2C0115B6000/cheats')
def cheat_files(ctx):
"""The Atmosphere cheat files of the mods folder (<dest>/mods/<mod>/cheats/*.txt and the Atmosphere places, as
tools/cheats.py finds them), for the lift key. All of them: the ones the build reads go by the build id of the
installed main, and the keys are computed before Extract runs (runner plan), when a fresh install has no main and an
update may still have another version's."""
mods = ctx.dest / 'mods'
if not mods.is_dir():
return []
return sorted(f for mod in mods.iterdir() if mod.is_dir() for where in CHEAT_PLACES
for f in ((mod / where).glob('*.txt') if (mod / where).is_dir() else ()))
EXEFS_PLACES = ('exefs', 'atmosphere/contents/0100F2C0115B6000/exefs', 'contents/0100F2C0115B6000/exefs',
'0100F2C0115B6000/exefs')
def exefs_files(ctx):
"""The ExeFS patch files of the mods folder (.ips and .pchtxt in each mod's exefs places and its
atmosphere/exefs_patches/<name>/, as tools/exefs_patches.py finds them), for the lift key."""
mods = ctx.dest / 'mods'
if not mods.is_dir():
return []
out = []
for mod in (m for m in mods.iterdir() if m.is_dir()):
folders = [mod / w for w in EXEFS_PLACES if (mod / w).is_dir()]
patches = mod / 'atmosphere' / 'exefs_patches'
folders += [d for d in patches.iterdir() if d.is_dir()] if patches.is_dir() else []
out += [f for d in folders for f in d.iterdir() if f.is_file() and f.suffix.lower() in ('.ips', '.pchtxt')]
return sorted(out)
def exefs_status(ctx):
"""The build's ExeFS patch status file (tools/exefs_patches.py --status), which runtime/mods.c reads."""
return ctx.dest / 'build-cache' / 'exefs.status'
def cheats_status(ctx):
"""The build's cheat status file (tools/cheats.py --status), which runtime/cheats.c reads: in build-cache, not in a
mod's own cheats folder, which the player (or TKMM's merge) may empty."""
return ctx.dest / 'build-cache' / 'cheats.status'
class Lift(Step):
id = 'lift'
transient = True
def key(self, ctx):
return fingerprint('lift-1', ctx.keys['extract'], ctx.layout.recomp, ctx.layout.patches(game_version(ctx)))
return fingerprint('lift-4', ctx.keys['extract'], ctx.layout.recomp, ctx.layout.patches(game_version(ctx)),
ctx.layout.tools / 'cheats.py', ctx.layout.tools / 'exefs_patches.py', *cheat_files(ctx),
*exefs_files(ctx))
def current(self, ctx, record):
gen = ctx.temp / 'gen'
@@ -546,8 +778,10 @@ class Lift(Step):
return (gen / 'layout.json').is_file() and stamp.is_file() and stamp.read_text().strip() == ctx.keys['lift']
def run(self, ctx):
# gen/ of the last run stays: gen.py rewrites only the chunks whose C changed (and removes the ones a smaller
# partition no longer has), so Ninja recompiles only those
layout, rep, gen = ctx.layout, ctx.reporter, ctx.temp / 'gen'
remove(gen)
(gen / STAMP).unlink(missing_ok=True)
rep.progress('lift', 'discover', force=True)
def parse(line):
@@ -555,28 +789,62 @@ class Lift(Step):
if m:
rep.progress('lift', 'emit', int(m.group(1)), int(m.group(2)), 'chunks')
code, log = run_tool(ctx, 'lift', layout.recomp / 'gen.py',
['--exefs', ctx.dest / 'exefs', '--out', gen, '--patches', layout.patches(game_version(ctx))], parse)
# The code cheats of the mods' cheat files and the mods' ExeFS patch files become patch sets (tools/cheats.py,
# tools/exefs_patches.py); their status files tell the runtime what the build has. Both are the player's
# downloads, so files the tools refuse cost those cheats or patches, not the install: the game is built
# without them and the setup warns.
plain = layout.patches(game_version(ctx))
stages = [('cheats.py', 'patches-cheats.txt', cheats_status(ctx), cheat_files(ctx), 'warn.cheats_skipped'),
('exefs_patches.py', 'patches-exefs.txt', exefs_status(ctx), exefs_files(ctx), 'warn.exefs_skipped')]
patches, skipped = plain, {}
for tool, out, status, inputs, warn in stages:
status.unlink(missing_ok=True) # no status: the runtime treats every such file as not built
if not inputs:
continue
code, log = run_tool(ctx, 'lift', layout.tools / tool,
['--exefs', ctx.dest / 'exefs', '--mods', ctx.dest / 'mods', '--patches', patches,
'--out', ctx.temp / out, '--status', status])
if code:
status.unlink(missing_ok=True)
skipped[warn] = log
else:
patches = ctx.temp / out
args = ['--exefs', ctx.dest / 'exefs', '--out', gen]
code, log = run_tool(ctx, 'lift', layout.recomp / 'gen.py', args + ['--patches', patches], parse)
if code and patches != plain:
for tool, out, status, inputs, warn in stages:
if inputs and warn not in skipped:
status.unlink(missing_ok=True)
skipped[warn] = log
code, log = run_tool(ctx, 'lift', layout.recomp / 'gen.py', args + ['--patches', plain], parse)
if code:
raise InstallError('lift.failed', code=code, log=str(log))
for warn, log in skipped.items():
rep.warning(warn, log=str(log))
(gen / STAMP).write_text(ctx.keys['lift'] + '\n')
return {}
# ---- 4. compile
# ---- 5. compile
NINJA_LINE = re.compile(r'^\[(\d+)/(\d+)\] ')
def runtime_key(ctx):
"""Fingerprint of what totk.exe is built from besides the lifted code: the runtime, the toolchain and the build
tools. Shader preparation depends on these, not on the code cheats a lift adds."""
layout, cpu = ctx.layout, getattr(ctx, 'cpu', 'v3')
clang = subprocess.run([str(layout.clang), '--version'], capture_output=True, text=True).stdout
tools = [layout.tools / n for n in ('build_game.py', 'romfs_index.py', 'check_content.py')]
return fingerprint('runtime-1', cpu, layout.runtime_lib_for(cpu), layout.runtime, layout.deps or 'system',
layout.sysroot or 'host', *tools, clang, *[d.name for d in layout.dlls])
class Compile(Step):
id = 'compile'
def key(self, ctx):
layout = ctx.layout
clang = subprocess.run([str(layout.clang), '--version'], capture_output=True, text=True).stdout
tools = [layout.tools / n for n in ('build_game.py', 'romfs_index.py', 'check_content.py')]
return fingerprint('compile-1', ctx.keys['lift'], layout.runtime, layout.runtime_lib, layout.deps or 'system',
layout.sysroot or 'host', *tools, clang, *[d.name for d in layout.dlls])
return fingerprint('compile-3', ctx.keys['lift'], runtime_key(ctx))
def current(self, ctx, record):
exe = ctx.dest / ('totk' + EXE)
@@ -600,10 +868,12 @@ class Compile(Step):
rep.progress('compile', 'link', force=True)
rep.progress('compile', 'compile', force=True)
cpu = getattr(ctx, 'cpu', 'v3')
lib = layout.runtime_lib_for(cpu)
code, log = run_tool(ctx, 'compile', layout.tools / 'build_game.py', [
'--gen', ctx.temp / 'gen', '--out', build, '--toolchain', layout.llvm,
'--gen', ctx.temp / 'gen', '--out', build, '--toolchain', layout.llvm, '--cpu', cpu,
*(['--deps', layout.deps] if layout.deps else []), *(['--sysroot', layout.sysroot] if layout.sysroot else []),
'--runtime', layout.runtime, '--runtime-lib', layout.runtime_lib, '--ninja', layout.ninja,
'--runtime', layout.runtime, *(['--runtime-lib', lib] if lib else ()), '--ninja', layout.ninja,
'--version', version_tag(game_version(ctx)), '--expected', layout.expected(game_version(ctx)),
'--exefs', dest / 'exefs', '--romfs', dest / 'romfs',
'--profile', dest / 'profile'], parse)
@@ -617,12 +887,15 @@ class Compile(Step):
replace_file(build / 'romfs-index.bin', dest / 'romfs-index.bin')
for dll in layout.dlls:
replace_file(dll, dest / dll.name)
return {'exe_sha256': file_sha256(dest / exe.name)}
return {'exe_sha256': file_sha256(dest / exe.name), 'cpu': cpu}
# ---- 5. prepare
# ---- 6. prepare
TRANSLATED = re.compile(r'gfx_shader: prepare: (\d+) of (\d+) pairs')
# runtime/vk_pipeline.c lb_warm_prepared: variants the driver crashed on in an earlier run (tools/prepare_shaders.py
# runs the driver step again after such a crash)
SKIPPED = re.compile(r'prepare-shaders: (\d+) variants skipped: the graphics driver crashed')
# The game resolutions of another shape than 16:9 that runtime/ui/menu.cpp row_output_res lists: 21:9 and 32:9 monitors,
@@ -638,8 +911,10 @@ class Prepare(Step):
layout = ctx.layout
xlate_id = layout.xlate.with_suffix('.id')
tools = [layout.tools / n for n in ('prepare_shaders.py', 'shader_census.py', 'make_romfs_patches.py',
'pack_shader_cache.py', 'ultrawide_layout.py')]
return fingerprint('prepare-1', ctx.keys['compile'], layout.xlate, xlate_id, shader_list_text(layout), *tools)
'pack_shader_cache.py', 'ultrawide_layout.py', 'button_icons.py')]
# not the compile key: a rebuild for the mods' code cheats keeps the prepared shaders
return fingerprint('prepare-2', ctx.keys['extract'], runtime_key(ctx), layout.xlate, xlate_id,
shader_list_text(layout), *tools)
def current(self, ctx, record):
dest = ctx.dest
@@ -654,10 +929,18 @@ class Prepare(Step):
# Another translator: its cache keys differ, so the old translations would only take space.
for name in ('shader-cache', 'shader-prepared.bin'):
remove(dest / name)
replace_file(layout.xlate, xlate)
# totk.exe starts totk_xlate.exe as a child while it prepares shaders; a preparation that was stopped from
# outside leaves that child holding this file, and Windows then refuses to replace it (issue #174).
try:
replace_file(layout.xlate, xlate)
except PermissionError:
raise InstallError('prepare.xlate_in_use', path=str(xlate)) from None
xlate_id = layout.xlate.with_suffix('.id')
if xlate_id.is_file():
replace_file(xlate_id, xlate.with_suffix('.id'))
try:
replace_file(xlate_id, xlate.with_suffix('.id'))
except PermissionError:
raise InstallError('prepare.xlate_in_use', path=str(xlate.with_suffix('.id'))) from None
else:
remove(xlate.with_suffix('.id'))
@@ -678,26 +961,37 @@ class Prepare(Step):
dest / f'romfs-patches-{size}', '--aspect', size])
if code:
raise InstallError('prepare.romfs_patches_failed', code=code, log=str(log))
# romfs-patches-xbox: the same with the A/B and X/Y prompts swapped, for pad_layout = xbox_prompts (written on
# every install, so the menu choice works without another run of the setup). Optional: when it fails, the game
# keeps the Switch prompts and the menu says the files are missing, so the setup warns and goes on.
remove(dest / 'romfs-patches-xbox')
code, log = run_tool(ctx, 'prepare-xbox', layout.tools / 'make_romfs_patches.py',
['--version', version_tag(game_version(ctx)), '--romfs', dest / 'romfs', '--out',
dest / 'romfs-patches-xbox', '--xbox-prompts'])
if code:
remove(dest / 'romfs-patches-xbox')
rep.warning('warn.xbox_prompts_failed', code=code, log=str(log))
# The same with Xbox button icons in the prompts, for prompts = xbox (make_romfs_patches.py --prompts):
# romfs-patches-xbox for the Nintendo pad layout, romfs-patches-xbox-label for xbox and auto (runtime/input_map.c
# input_prompts_folder). Both are written on every install, so the menu choices work without another run of
# the setup. Optional: when one fails, the game keeps the Switch prompts with that layout and the menu says the
# files are missing, so the setup warns once and goes on.
failed = None
for style in ('xbox', 'xbox-label'):
out = dest / f'romfs-patches-{style}'
remove(out)
code, log = run_tool(ctx, f'prepare-{style}', layout.tools / 'make_romfs_patches.py',
['--version', version_tag(game_version(ctx)), '--romfs', dest / 'romfs', '--out', out,
'--prompts', style])
if code:
remove(out)
failed = failed or (code, log)
if failed:
rep.warning('warn.xbox_prompts_failed', code=failed[0], log=str(failed[1]))
shader_list = layout.shader_list
if not shader_list:
shader_list = ctx.temp / 'shader_list.tsv'
shader_list.write_text(shader_list_text(layout), encoding='utf-8', newline='\n')
skipped = [0]
def parse(line):
m = TRANSLATED.search(line)
if m:
rep.progress('prepare', 'translate', int(m.group(1)), int(m.group(2)), 'shaders')
elif SKIPPED.search(line):
skipped[0] = int(SKIPPED.search(line).group(1))
elif 'listed variants' in line:
rep.progress('prepare', 'translate', force=True)
elif 'gfx_shader: prepare:' in line and 'translated' in line and 'programs' in line:
@@ -709,6 +1003,8 @@ class Prepare(Step):
dest / 'exefs', '--list', shader_list], parse)
if code or not (dest / 'shader-prepared.bin').is_file():
raise InstallError('prepare.shaders_failed', code=code, log=str(log))
if skipped[0]:
rep.warning('warn.shaders_skipped', count=skipped[0], log=str(log))
# One shader-cache.pack instead of four files per shader (~117,000): totk.exe reads the pack first.
rep.progress('prepare', 'pack', force=True)
@@ -718,7 +1014,7 @@ class Prepare(Step):
return {'xlate_sha256': file_sha256(xlate)}
# ---- 6. clean up
# ---- 7. clean up
class Cleanup(Step):
id = 'cleanup'
@@ -736,12 +1032,40 @@ class Cleanup(Step):
rep.progress('cleanup', 'temp', force=True)
for stale in dest.glob('update-merge-*'):
remove(stale)
for name in ('gen', 'build', 'check', 'shader_list.tsv'):
for name in ('check', 'shader_list.tsv', 'shared-fonts'): # gen/ and build/ stay for the next rebuild
remove(ctx.temp / name)
romfs_problem(dest / 'romfs', expected_update(ctx))
write_rebuild_command(ctx)
return {}
# Puts the release folder (the argument after -c) on sys.path and runs installer.gui with the rest. `-m installer.gui`
# finds the package only through the release Python's ._pth: the Linux release's Python and the dev-mode embeddable one
# lack that entry, and totk.exe starts the command in the install folder.
REBUILD_BOOT = ('import runpy, sys; sys.path.insert(0, sys.argv.pop(1)); '
"runpy.run_module('installer.gui', run_name='__main__', alter_sys=True)")
def rebuild_command(ctx):
"""The command that starts the setup window in its rebuild mode on this install folder (installer/gui.py
--rebuild): pythonw beside the setup's Python on Windows, so no console opens. In a repository that is the Python
running this setup: the tools' embeddable Python there has no tkinter."""
layout = ctx.layout
python = Path(sys.executable) if layout.dev else layout.python
if os.name == 'nt' and python.with_name('pythonw.exe').is_file():
python = python.with_name('pythonw.exe')
return [str(python), '-c', REBUILD_BOOT, str(layout.root), '--root', str(layout.root), '--rebuild', str(ctx.dest)]
def write_rebuild_command(ctx):
"""build-cache/rebuild.txt in the install folder: rebuild_command, one argument per line, for totk.exe."""
cache = ctx.dest / 'build-cache'
cache.mkdir(exist_ok=True)
tmp = cache / 'rebuild.txt.tmp'
tmp.write_text('\n'.join(rebuild_command(ctx)) + '\n', encoding='utf-8', newline='\n')
os.replace(tmp, cache / 'rebuild.txt')
def romfs_problem(romfs, expected):
"""Raise cleanup.romfs_unreadable unless romfs/ still holds the verified image. The game opens romfs.bin at start;
an install whose romfs/ went empty and unreadable after the extraction verified it (a folder Windows was still
@@ -758,4 +1082,4 @@ def romfs_problem(romfs, expected):
def all_steps():
return [Check(), Extract(), Lift(), Compile(), Prepare(), Cleanup()]
return [Check(), Fonts(), Extract(), Lift(), Compile(), Prepare(), Cleanup()]
+28 -7
View File
@@ -1,5 +1,6 @@
{
"step.check": "Checking the computer and the game files",
"step.fonts": "Extracting the system fonts",
"step.extract": "Extracting the game",
"step.lift": "Translating the game code to C",
"step.compile": "Compiling {game_exe}",
@@ -11,6 +12,8 @@
"phase.check.verify_romfs": "Checking the installed game data",
"phase.check.inputs": "Opening the game files with the keys",
"phase.check.versions": "Checking the game versions",
"phase.fonts.extract": "Extracting the shared fonts from the firmware",
"phase.fonts.copy": "Copying the shared fonts into the install folder",
"phase.extract.hash_base": "Computing the checksum of the base game",
"phase.extract.hash_update": "Computing the checksum of the update",
"phase.extract.exefs": "Extracting the game code",
@@ -44,11 +47,11 @@
"check.toolchain_broken": "The bundled compiler does not work: {detail}",
"check.glibc_old": "This system's C library is glibc {version}; the setup's compiler needs {need} or later (Ubuntu 22.04, Debian 12, Fedora 35, SteamOS 3 and newer have it). Updating the system fixes this.",
"check.host_probe_failed": "The computer check did not run (exit code {code}).",
"check.cpu_no_avx2": "This processor lacks AVX2 (x86-64-v3), which the game needs. Intel Haswell (2013) or AMD Excavator / Zen and newer have it.",
"check.cpu_too_old": "This processor lacks x86-64-v2 (SSE4.2, POPCNT and CMPXCHG16B), the oldest level the game is built for. Intel Nehalem (2008) or AMD Bulldozer (2011) and newer have it.",
"check.vulkan_missing": "No Vulkan driver is installed. Install the latest driver for your graphics card.",
"check.vulkan_no_device": "Vulkan finds no graphics card. Install the latest driver for your graphics card.",
"check.vulkan_too_old": "The game needs a graphics card with Vulkan 1.3; found: {devices}. Update the graphics driver.",
"check.inputs_needed": "The game files are needed: choose the base game, the 1.2.1 or 1.4.3 update and prod.keys.",
"check.inputs_needed": "The game files are needed: choose the base game, the 1.1.0 or 1.2.1 or 1.4.3 update and prod.keys.",
"check.input_missing": "File not found ({input}): {path}",
"check.keys_unreadable": "The keys file cannot be read. Choose a prod.keys file.",
"check.keys_no_header_key": "The keys file has no header_key. Dump prod.keys from your console again.",
@@ -59,21 +62,30 @@
"check.ticket_personalized": "The {input} file carries a personalized ticket; a common ticket is needed.",
"check.ticket_missing": "The {input} file lacks the ticket its content needs.",
"check.base_not_totk": "The base game file is not The Legend of Zelda: Tears of the Kingdom ({detail}).",
"check.base_is_update": "The base game file is an update. Choose the base game NSP or XCI (version 1.0.0) here and this file as the update.",
"check.base_combined": "The base game file holds several packages (base game, update or DLC in one file). Choose a base game dump that contains only the game.",
"check.update_not_nsp": "The update must be an NSP file.",
"check.update_is_base": "The update file holds a base game. Choose the 1.2.1 or 1.4.3 update NSP.",
"check.update_is_base": "The update file holds a base game. Choose the 1.1.0 or 1.2.1 or 1.4.3 update NSP.",
"check.update_not_totk": "The update file is not a Tears of the Kingdom update ({detail}).",
"check.exefs_failed": "The game code of the {input} file failed its checks; see {log}.",
"check.input_damaged": "The {input} file is damaged or incomplete: {path} ({detail}). Copy that file again from its source, or dump it again, then run the setup again.",
"check.base_wrong_version": "The base game is not version 1.0.0 ({modules} differ).",
"check.update_wrong_version": "The update is version {found}; this release takes {wanted}.",
"check.disk_space": "Not enough free space for {path}: {need_gb} GB needed, {free_gb} GB free.",
"check.firmware_missing": "The firmware folder {path} does not exist. Choose the firmware's Contents/registered folder.",
"check.firmware_empty": "The firmware folder {path} holds no NCA files. Choose the firmware's Contents/registered folder.",
"check.fonts_keys_needed": "The shared fonts for this language are not installed yet; choose prod.keys so the setup can extract them from the firmware.",
"extract.exefs_mismatch": "The extracted game code does not match version {version} ({modules}).",
"extract.romfs_merge_failed": "Applying the update to the game data failed: {detail}. Details: {log}",
"extract.romfs_mismatch": "The extracted game data does not match version {version} (size {size}, checksum {sha256}...).",
"fonts.failed": "Extracting the shared fonts failed (exit code {code}): {detail}. Details: {log}",
"fonts.incomplete": "The shared font extraction did not write every file ({files}).",
"fonts.copy_failed": "The shared fonts cannot be copied into {path}: {detail}",
"lift.failed": "Translating the game code failed (exit code {code}). Details: {log}",
"compile.failed": "Compiling {game_exe} failed (exit code {code}). Details: {log}",
"compile.exe_in_use": "{path} is in use. Close the game and run the installer again.",
"prepare.xlate_in_use": "{path} is in use. Close the game, end any totk_xlate process left from an earlier run, then run the installer again.",
"prepare.shader_list_missing": "The shader list is missing.",
"prepare.romfs_patches_failed": "Writing the game data patches failed (exit code {code}). Details: {log}",
"prepare.shaders_failed": "Preparing the shaders failed (exit code {code}). Details: {log}",
@@ -81,26 +93,34 @@
"prepare.pack_failed": "Packing the shader cache failed (exit code {code}). Details: {log}",
"cleanup.ini_failed": "totk.ini cannot be written: {detail}",
"warn.lang_needs_fonts": "Text in {lang} needs the Switch system fonts, which the installer does not extract; some text may not show.",
"warn.lang_needs_fonts": "Text in {lang} needs the Switch system fonts. Choose the firmware folder (Contents/registered) to install them; without it some text may not show.",
"warn.npdm_differs": "main.npdm differs from the reference {version} dump; only the code modules are used.",
"warn.cheats_skipped": "The cheats of the mods folder that change the game's code could not be built; the game installs without them. Details: {log}",
"warn.exefs_skipped": "The mods' ExeFS patches (.ips, .pchtxt) could not be built; the game installs without them. Details: {log}",
"warn.xbox_prompts_failed": "The Xbox button prompts could not be prepared (exit code {code}); the game keeps the Switch prompts. Details: {log}",
"warn.shaders_skipped": "The graphics driver crashed while building some shaders, so {count} were left out of the preparation. The game builds them when it first needs them, and the driver may crash there too; a driver update may fix it. Details: {log}",
"warn.kernel_old": "Linux {version} lacks the write tracking the game relies on (6.7 or later); the game may run very slowly. Updating the system fixes this.",
"ui.title": "TotK Setup",
"ui.rebuild_title": "Rebuilding the game for your mods",
"ui.start_game": "Start the game",
"ui.version": "version {version}",
"ui.intro": "Builds a playable Tears of the Kingdom folder from your own game files. This takes a while and runs once.",
"ui.notice": "The folder this setup builds contains the game. It is for your own use only; do not share or upload it.",
"ui.keys_private": "The keys file is read in place. Its contents are never shown, copied or stored.",
"ui.base": "Base game (NSP or XCI)",
"ui.update": "Update 1.2.1 or 1.4.3 (NSP)",
"ui.update": "Update 1.1.0 or 1.2.1 or 1.4.3 (NSP)",
"ui.keys": "prod.keys",
"ui.firmware": "Firmware folder (optional)",
"ui.game_language": "Game language",
"ui.dest": "Install folder",
"ui.browse": "Browse...",
"ui.pick_game": "Choose the base game file",
"ui.pick_update": "Choose the 1.2.1 or 1.4.3 update file",
"ui.pick_update": "Choose the 1.1.0 or 1.2.1 or 1.4.3 update file",
"ui.pick_keys": "Choose prod.keys",
"ui.pick_firmware": "Choose the Switch firmware folder (Contents/registered)",
"ui.pick_dest": "Choose the install folder",
"ui.firmware_help": "For Chinese, Korean and Traditional Chinese text: the firmware's Contents/registered folder, for example from Ryujinx or Yuzu. The setup copies the Switch system fonts from it into the install folder.",
"ui.type_game": "Game files (NSP, XCI)",
"ui.type_nsp": "NSP files",
"ui.type_keys": "Key files (*.keys)",
@@ -116,12 +136,13 @@
"ui.update_mode": "This folder holds an earlier installation. The setup continues or updates it; the game files are asked for only if they are needed again.",
"ui.need_dest": "Choose the install folder.",
"ui.need_base": "Choose the base game file.",
"ui.need_update": "Choose the 1.2.1 or 1.4.3 update file.",
"ui.need_update": "Choose the 1.1.0 or 1.2.1 or 1.4.3 update file.",
"ui.need_keys": "Choose the prod.keys file.",
"ui.need_lang": "Choose the game language.",
"ui.missing_base": "The base game file does not exist.",
"ui.missing_update": "The update file does not exist.",
"ui.missing_keys": "The keys file does not exist.",
"ui.missing_firmware": "The firmware folder does not exist.",
"ui.running_install": "Installing",
"ui.running_resume": "Continuing the earlier setup",
"ui.running_update": "Updating the installation",
+198
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@@ -0,0 +1,198 @@
{
"step.check": "Verificando o computador e os arquivos do jogo",
"step.fonts": "Extraindo as fontes do sistema",
"step.extract": "Extraindo o jogo",
"step.lift": "Traduzindo o código do jogo para C",
"step.compile": "Compilando o {game_exe}",
"step.prepare": "Preparando os shaders",
"step.cleanup": "Finalizando",
"phase.check.host": "Verificando o processador e a placa de vídeo",
"phase.check.verify": "Verificando os arquivos já instalados",
"phase.check.verify_romfs": "Verificando os dados do jogo instalados",
"phase.check.inputs": "Abrindo os arquivos do jogo com as chaves",
"phase.check.versions": "Verificando as versões do jogo",
"phase.fonts.extract": "Extraindo as fontes compartilhadas do firmware",
"phase.fonts.copy": "Copiando as fontes compartilhadas para a pasta de instalação",
"phase.extract.hash_base": "Calculando o checksum do jogo base",
"phase.extract.hash_update": "Calculando o checksum da atualização",
"phase.extract.exefs": "Extraindo o código do jogo",
"phase.extract.copy": "Copiando os dados do jogo",
"phase.extract.merge": "Aplicando a atualização aos dados do jogo",
"phase.extract.diagnose": "Procurando o arquivo do jogo danificado",
"phase.extract.index": "Verificando os dados do jogo",
"phase.lift.discover": "Encontrando as funções",
"phase.lift.emit": "Gerando o código C",
"phase.compile.compile": "Compilando",
"phase.compile.link": "Ligando o {game_exe}",
"phase.prepare.romfs_patches": "Gravando os patches de 60 fps nos dados do jogo",
"phase.prepare.seed": "Lendo os shaders dos dados do jogo",
"phase.prepare.translate": "Traduzindo os shaders",
"phase.prepare.libraries": "Montando os shaders para o driver de vídeo",
"phase.prepare.pack": "Juntando o cache de shaders num único arquivo",
"phase.cleanup.ini": "Gravando o totk.ini",
"phase.cleanup.temp": "Removendo os arquivos temporários",
"cli.usage": "Linha de comando inválida: {detail}",
"internal": "Erro inesperado ({exception}): {detail}",
"state.unreadable": "Não foi possível ler {path}. Escolha outra pasta ou apague esse arquivo.",
"state.newer_format": "{path} foi gravado por um instalador mais novo. Use esse instalador ou outra pasta.",
"state.output_changed": "Os arquivos instalados da etapa '{step}' mudaram desde que foram criados; essa etapa será executada de novo.",
"check.release_incomplete": "A pasta do instalador está incompleta; faltam: {paths}. Extraia o pacote de novo.",
"check.dest_not_folder": "O local de instalação {path} é um arquivo, não uma pasta.",
"check.dest_not_empty": "A pasta de instalação {path} não está vazia e não tem uma instalação anterior. Escolha uma pasta vazia.",
"check.lang_missing": "Escolha o idioma do jogo.",
"check.lang_unknown": "Idioma desconhecido '{lang}'. Conhecidos: {known}.",
"check.toolchain_broken": "O compilador incluído não funciona: {detail}",
"check.glibc_old": "A biblioteca C deste sistema é a glibc {version}; o compilador da instalação precisa da {need} ou mais nova (Ubuntu 22.04, Debian 12, Fedora 35, SteamOS 3 e mais novos têm). Atualizar o sistema resolve.",
"check.host_probe_failed": "A verificação do computador não rodou (código de saída {code}).",
"check.cpu_too_old": "Este processador não tem x86-64-v2 (SSE4.2, POPCNT e CMPXCHG16B), o nível mais antigo para o qual o jogo é compilado. Intel Nehalem (2008) ou AMD Bulldozer (2011) e mais novos têm.",
"check.vulkan_missing": "Nenhum driver Vulkan está instalado. Instale o driver mais recente da sua placa de vídeo.",
"check.vulkan_no_device": "O Vulkan não encontra nenhuma placa de vídeo. Instale o driver mais recente da sua placa de vídeo.",
"check.vulkan_too_old": "O jogo precisa de uma placa de vídeo com Vulkan 1.3; encontrado: {devices}. Atualize o driver de vídeo.",
"check.inputs_needed": "Os arquivos do jogo são necessários: escolha o jogo base, a atualização 1.1.0, 1.2.1 ou 1.4.3 e o prod.keys.",
"check.input_missing": "Arquivo não encontrado ({input}): {path}",
"check.keys_unreadable": "Não foi possível ler o arquivo de chaves. Escolha um arquivo prod.keys.",
"check.keys_no_header_key": "O arquivo de chaves não tem header_key. Extraia o prod.keys do seu console de novo.",
"check.keys_wrong": "As chaves não abrem o arquivo de {input}. Use o prod.keys do seu console.",
"check.keys_too_old": "O arquivo de chaves é antigo demais para o arquivo de {input} (precisa da geração de chaves {generation}). Extraia o prod.keys de um console com firmware mais novo.",
"check.not_game_file": "O arquivo de {input} não é um arquivo de jogo XCI ou NSP.",
"check.file_unreadable": "Não foi possível ler o arquivo de {input}: {detail}",
"check.ticket_personalized": "O arquivo de {input} tem um ticket personalizado; é preciso um ticket comum.",
"check.ticket_missing": "O arquivo de {input} não tem o ticket de que o conteúdo precisa.",
"check.base_not_totk": "O arquivo do jogo base não é The Legend of Zelda: Tears of the Kingdom ({detail}).",
"check.base_is_update": "O arquivo do jogo base é uma atualização. Escolha aqui o NSP ou XCI do jogo base (versão 1.0.0) e este arquivo como a atualização.",
"check.base_combined": "O arquivo do jogo base contém vários pacotes (jogo base, atualização ou DLC em um só arquivo). Escolha um dump do jogo base que contenha só o jogo.",
"check.update_not_nsp": "A atualização precisa ser um arquivo NSP.",
"check.update_is_base": "O arquivo de atualização contém um jogo base. Escolha o NSP da atualização 1.1.0, 1.2.1 ou 1.4.3.",
"check.update_not_totk": "O arquivo de atualização não é uma atualização de Tears of the Kingdom ({detail}).",
"check.exefs_failed": "O código do jogo no arquivo de {input} falhou nas verificações; veja {log}.",
"check.input_damaged": "O arquivo de {input} está danificado ou incompleto: {path} ({detail}). Copie esse arquivo de novo da origem, ou extraia-o de novo, e então execute a instalação outra vez.",
"check.base_wrong_version": "O jogo base não é a versão 1.0.0 ({modules} diferem).",
"check.update_wrong_version": "A atualização é a versão {found}; esta versão do instalador aceita {wanted}.",
"check.disk_space": "Espaço livre insuficiente em {path}: são necessários {need_gb} GB, há {free_gb} GB livres.",
"check.firmware_missing": "A pasta de firmware {path} não existe. Escolha a pasta Contents/registered do firmware.",
"check.firmware_empty": "A pasta de firmware {path} não contém arquivos NCA. Escolha a pasta Contents/registered do firmware.",
"check.fonts_keys_needed": "As fontes compartilhadas deste idioma ainda não estão instaladas; escolha o prod.keys para que a instalação possa extraí-las do firmware.",
"extract.exefs_mismatch": "O código do jogo extraído não corresponde à versão {version} ({modules}).",
"extract.romfs_merge_failed": "Falha ao aplicar a atualização aos dados do jogo: {detail}. Detalhes: {log}",
"extract.romfs_mismatch": "Os dados do jogo extraídos não correspondem à versão {version} (tamanho {size}, checksum {sha256}...).",
"fonts.failed": "A extração das fontes compartilhadas falhou (código de saída {code}): {detail}. Detalhes: {log}",
"fonts.incomplete": "A extração das fontes compartilhadas não gravou todos os arquivos ({files}).",
"fonts.copy_failed": "Não foi possível copiar as fontes compartilhadas para {path}: {detail}",
"lift.failed": "Falha ao traduzir o código do jogo (código de saída {code}). Detalhes: {log}",
"compile.failed": "Falha ao compilar o {game_exe} (código de saída {code}). Detalhes: {log}",
"compile.exe_in_use": "{path} está em uso. Feche o jogo e execute o instalador de novo.",
"prepare.xlate_in_use": "{path} está em uso. Feche o jogo, encerre qualquer processo totk_xlate que tenha sobrado de uma execução anterior e execute o instalador de novo.",
"prepare.shader_list_missing": "A lista de shaders está faltando.",
"prepare.romfs_patches_failed": "Falha ao gravar os patches nos dados do jogo (código de saída {code}). Detalhes: {log}",
"prepare.shaders_failed": "Falha ao preparar os shaders (código de saída {code}). Detalhes: {log}",
"cleanup.romfs_unreadable": "Os dados do jogo em {path} estão faltando ou não podem ser lidos depois da instalação. Reinicie o Windows e execute o instalador de novo na mesma pasta: ele extrai os dados do jogo outra vez e mantém o resto.",
"prepare.pack_failed": "Falha ao juntar o cache de shaders (código de saída {code}). Detalhes: {log}",
"cleanup.ini_failed": "Não foi possível gravar o totk.ini: {detail}",
"warn.lang_needs_fonts": "Textos em {lang} precisam das fontes de sistema do Switch, que o instalador não extrai; parte do texto pode não aparecer.",
"warn.cheats_skipped": "Não foi possível compilar os cheats da pasta de mods que alteram o código do jogo; o jogo é instalado sem eles. Detalhes: {log}",
"warn.exefs_skipped": "Não foi possível compilar os patches ExeFS dos mods (.ips, .pchtxt); o jogo é instalado sem eles. Detalhes: {log}",
"warn.npdm_differs": "O main.npdm difere do dump de referência da versão {version}; só os módulos de código são usados.",
"warn.xbox_prompts_failed": "Não foi possível preparar os ícones de botão do Xbox (código de saída {code}); o jogo mantém os ícones do Switch. Detalhes: {log}",
"warn.shaders_skipped": "O driver gráfico travou ao compilar alguns shaders, então {count} ficaram fora da preparação. O jogo os compila quando precisar deles pela primeira vez, e o driver pode travar ali também; uma atualização do driver pode resolver. Detalhes: {log}",
"warn.kernel_old": "O Linux {version} não tem o rastreamento de escrita de que o jogo depende (6.7 ou mais novo); o jogo pode rodar muito devagar. Atualizar o sistema resolve.",
"ui.title": "Instalação do TotK",
"ui.rebuild_title": "Recompilando o jogo para os seus mods",
"ui.start_game": "Iniciar o jogo",
"ui.version": "versão {version}",
"ui.intro": "Monta uma pasta jogável de Tears of the Kingdom a partir dos seus próprios arquivos do jogo. Isso demora um pouco e só precisa ser feito uma vez.",
"ui.notice": "A pasta que esta instalação monta contém o jogo. Ela é só para seu uso pessoal; não compartilhe nem envie para a internet.",
"ui.keys_private": "O arquivo de chaves é lido no lugar. O conteúdo dele nunca é mostrado, copiado nem guardado.",
"ui.base": "Jogo base (NSP ou XCI)",
"ui.update": "Atualização 1.1.0, 1.2.1 ou 1.4.3 (NSP)",
"ui.keys": "prod.keys",
"ui.firmware": "Pasta de firmware (opcional)",
"ui.game_language": "Idioma do jogo",
"ui.dest": "Pasta de instalação",
"ui.browse": "Procurar...",
"ui.pick_game": "Escolha o arquivo do jogo base",
"ui.pick_update": "Escolha o arquivo da atualização 1.1.0, 1.2.1 ou 1.4.3",
"ui.pick_keys": "Escolha o prod.keys",
"ui.pick_firmware": "Escolha a pasta de firmware do Switch (Contents/registered)",
"ui.pick_dest": "Escolha a pasta de instalação",
"ui.firmware_help": "Para textos em chinês, coreano e chinês tradicional: a pasta Contents/registered do firmware, por exemplo do Ryujinx ou do Yuzu. A instalação copia dela as fontes do sistema do Switch para a pasta de instalação.",
"ui.type_game": "Arquivos de jogo (NSP, XCI)",
"ui.type_nsp": "Arquivos NSP",
"ui.type_keys": "Arquivos de chaves (*.keys)",
"ui.type_all": "Todos os arquivos",
"ui.start": "Iniciar",
"ui.cancel": "Cancelar",
"ui.cancelling": "Cancelando...",
"ui.show_log": "Mostrar log",
"ui.hide_log": "Ocultar log",
"ui.close": "Fechar",
"ui.back": "Voltar",
"ui.open_folder": "Abrir pasta",
"ui.update_mode": "Esta pasta tem uma instalação anterior. A instalação vai continuar ou atualizá-la; os arquivos do jogo só são pedidos se forem necessários de novo.",
"ui.need_dest": "Escolha a pasta de instalação.",
"ui.need_base": "Escolha o arquivo do jogo base.",
"ui.need_update": "Escolha o arquivo da atualização 1.1.0, 1.2.1 ou 1.4.3.",
"ui.need_keys": "Escolha o arquivo prod.keys.",
"ui.need_lang": "Escolha o idioma do jogo.",
"ui.missing_base": "O arquivo do jogo base não existe.",
"ui.missing_update": "O arquivo de atualização não existe.",
"ui.missing_keys": "O arquivo de chaves não existe.",
"ui.missing_firmware": "A pasta de firmware não existe.",
"ui.running_install": "Instalando",
"ui.running_resume": "Continuando a instalação anterior",
"ui.running_update": "Atualizando a instalação",
"ui.state_started": "iniciada",
"ui.state_done": "concluída",
"ui.state_skipped": "pulada",
"ui.state_pending": "aguardando",
"ui.state_running": "em andamento",
"ui.state_failed": "falhou",
"ui.log_warning": "Aviso",
"ui.log_error": "Erro",
"ui.log_space": "Espaço necessário: {need} GB, livre: {free} GB",
"ui.log_end": "Concluído",
"ui.result_ok": "O jogo está pronto",
"ui.result_failed": "A instalação falhou",
"ui.result_cancelled": "A instalação foi cancelada",
"ui.done_text": "Abra o {game_exe} em {dest}. O programa de instalação e os arquivos do jogo que você escolheu não são mais necessários.",
"ui.cancelled_text": "As etapas concluídas são mantidas. Inicie a instalação de novo com a mesma pasta para continuar.",
"ui.log_file": "Arquivo de log: {path}",
"ui.process_died": "A instalação parou de forma inesperada (código de saída {code}).",
"ui.confirm_cancel": "A instalação está em andamento. Cancelar e fechar a janela?",
"ui.space_one": "Espaço livre necessário em {path}: {need} GB (livre: {free} GB).",
"ui.space_two": "Espaço livre necessário em {path}: {need} GB (livre: {free} GB); em {temp}: {temp_need} GB (livre: {temp_free} GB).",
"ui.amount_bytes": "{done} / {total} GB",
"ui.amount_chunks": "{done} / {total} partes",
"ui.amount_objects": "{done} / {total} arquivos",
"ui.amount_shaders": "{done} / {total} shaders",
"ui.amount_other": "{done} / {total} {unit}",
"ui.seconds": "{n} s",
"param.input.base": "jogo base",
"param.input.update": "atualização",
"param.input.keys": "chaves",
"launcher.title": "Instalação do TotK",
"launcher.python_missing": "Os arquivos de instalação estão incompletos: a pasta python ao lado do TotK-Setup.exe não existe. Extraia o arquivo compactado inteiro de novo e abra o TotK-Setup.exe a partir da pasta extraída.",
"lang.ja": "Japonês",
"lang.en-US": "Inglês (EUA)",
"lang.en-GB": "Inglês (Reino Unido)",
"lang.fr": "Francês",
"lang.fr-CA": "Francês (Canadá)",
"lang.de": "Alemão",
"lang.it": "Italiano",
"lang.es": "Espanhol",
"lang.es-419": "Espanhol (América Latina)",
"lang.nl": "Holandês",
"lang.pt": "Português",
"lang.pt-BR": "Português (Brasil)",
"lang.ru": "Russo",
"lang.ko": "Coreano",
"lang.zh-Hans": "Chinês (Simplificado)",
"lang.zh-Hant": "Chinês (Tradicional)"
}
+28 -7
View File
@@ -1,5 +1,6 @@
{
"step.check": "Проверка компьютера и игровых файлов",
"step.fonts": "Извлечение системных шрифтов",
"step.extract": "Распаковка игры",
"step.lift": "Перевод кода игры в C",
"step.compile": "Сборка {game_exe}",
@@ -11,6 +12,8 @@
"phase.check.verify_romfs": "Проверка установленных данных игры",
"phase.check.inputs": "Открытие игровых файлов с помощью ключей",
"phase.check.versions": "Проверка версий игры",
"phase.fonts.extract": "Извлечение общих шрифтов из прошивки",
"phase.fonts.copy": "Копирование общих шрифтов в папку установки",
"phase.extract.hash_base": "Подсчёт контрольной суммы базовой игры",
"phase.extract.hash_update": "Подсчёт контрольной суммы обновления",
"phase.extract.exefs": "Распаковка кода игры",
@@ -44,11 +47,11 @@
"check.toolchain_broken": "Встроенный компилятор не работает: {detail}",
"check.glibc_old": "Библиотека C этой системы — glibc {version}; компилятору установщика нужна {need} или новее (она есть в Ubuntu 22.04, Debian 12, Fedora 35, SteamOS 3 и новее). Обновление системы это исправит.",
"check.host_probe_failed": "Проверка компьютера не выполнилась (код выхода {code}).",
"check.cpu_no_avx2": "Этому процессору не хватает AVX2 (x86-64-v3), который нужен игре. AVX2 есть у Intel Haswell (2013) и новее, у AMD Excavator и Zen и новее.",
"check.cpu_too_old": "Этому процессору не хватает x86-64-v2 (SSE4.2, POPCNT и CMPXCHG16B) — минимального уровня, под который собрана игра. Он есть у Intel Nehalem (2008) и AMD Bulldozer (2011) и новее.",
"check.vulkan_missing": "Драйвер Vulkan не установлен. Установите свежий драйвер видеокарты.",
"check.vulkan_no_device": "Vulkan не находит видеокарту. Установите свежий драйвер видеокарты.",
"check.vulkan_too_old": "Игре нужна видеокарта с Vulkan 1.3; найдено: {devices}. Обновите драйвер видеокарты.",
"check.inputs_needed": "Нужны игровые файлы: выберите базовую игру, обновление 1.2.1 или 1.4.3 и prod.keys.",
"check.inputs_needed": "Нужны игровые файлы: выберите базовую игру, обновление 1.1.0 или 1.2.1 или 1.4.3 и prod.keys.",
"check.input_missing": "Файл не найден ({input}): {path}",
"check.keys_unreadable": "Не удаётся прочитать файл ключей. Выберите файл prod.keys.",
"check.keys_no_header_key": "В файле ключей нет header_key. Снова получите prod.keys со своей консоли.",
@@ -59,21 +62,30 @@
"check.ticket_personalized": "В файле «{input}» личный тикет; нужен общий тикет.",
"check.ticket_missing": "В файле «{input}» нет тикета, который нужен его содержимому.",
"check.base_not_totk": "Файл базовой игры — не The Legend of Zelda: Tears of the Kingdom ({detail}).",
"check.base_is_update": "Файл базовой игры — это обновление. Выберите здесь NSP или XCI базовой игры (версия 1.0.0), а этот файл укажите как обновление.",
"check.base_combined": "Файл базовой игры содержит несколько пакетов (игра, обновление или DLC в одном файле). Выберите дамп, в котором только базовая игра.",
"check.update_not_nsp": "Обновление должно быть файлом NSP.",
"check.update_is_base": "Файл обновления содержит базовую игру. Выберите NSP с обновлением 1.2.1 или 1.4.3.",
"check.update_is_base": "Файл обновления содержит базовую игру. Выберите NSP с обновлением 1.1.0 или 1.2.1 или 1.4.3.",
"check.update_not_totk": "Файл обновления — не обновление Tears of the Kingdom ({detail}).",
"check.exefs_failed": "Код игры из файла «{input}» не прошёл проверку; подробности в {log}.",
"check.input_damaged": "Файл «{input}» повреждён или скопирован не полностью: {path} ({detail}). Скопируйте этот файл заново из источника или сделайте дамп ещё раз, затем снова запустите установку.",
"check.base_wrong_version": "Базовая игра не версии 1.0.0 (отличаются модули: {modules}).",
"check.update_wrong_version": "Версия обновления {found}; этот выпуск принимает {wanted}.",
"check.disk_space": "Не хватает свободного места для {path}: нужно {need_gb} ГБ, свободно {free_gb} ГБ.",
"check.firmware_missing": "Папки прошивки {path} нет. Выберите папку Contents/registered прошивки.",
"check.firmware_empty": "В папке прошивки {path} нет файлов NCA. Выберите папку Contents/registered прошивки.",
"check.fonts_keys_needed": "Общие шрифты для этого языка ещё не установлены; выберите prod.keys, чтобы установка извлекла их из прошивки.",
"extract.exefs_mismatch": "Распакованный код игры не соответствует версии {version} ({modules}).",
"extract.romfs_merge_failed": "Не удалось применить обновление к данным игры: {detail}. Подробности: {log}",
"extract.romfs_mismatch": "Распакованные данные игры не соответствуют версии {version} (размер {size}, контрольная сумма {sha256}...).",
"fonts.failed": "Не удалось извлечь общие шрифты (код выхода {code}): {detail}. Подробности: {log}",
"fonts.incomplete": "При извлечении общих шрифтов записаны не все файлы ({files}).",
"fonts.copy_failed": "Не удаётся скопировать общие шрифты в {path}: {detail}",
"lift.failed": "Не удалось перевести код игры (код выхода {code}). Подробности: {log}",
"compile.failed": "Не удалось собрать {game_exe} (код выхода {code}). Подробности: {log}",
"compile.exe_in_use": "Файл {path} занят. Закройте игру и запустите установку снова.",
"prepare.xlate_in_use": "Файл {path} занят. Закройте игру, завершите процесс totk_xlate, оставшийся от прошлого запуска, и запустите установку снова.",
"prepare.shader_list_missing": "Нет списка шейдеров.",
"prepare.romfs_patches_failed": "Не удалось записать патчи данных игры (код выхода {code}). Подробности: {log}",
"prepare.shaders_failed": "Не удалось подготовить шейдеры (код выхода {code}). Подробности: {log}",
@@ -81,26 +93,34 @@
"prepare.pack_failed": "Не удалось упаковать кэш шейдеров (код выхода {code}). Подробности: {log}",
"cleanup.ini_failed": "Не удаётся записать totk.ini: {detail}",
"warn.lang_needs_fonts": "Для языка «{lang}» нужны системные шрифты Switch, которые установка не извлекает; часть текста может не отображаться.",
"warn.lang_needs_fonts": "Для языка «{lang}» нужны системные шрифты Switch. Выберите папку прошивки (Contents/registered), чтобы установить их; без неё часть текста может не отображаться.",
"warn.npdm_differs": "main.npdm отличается от эталонного дампа {version}; используются только модули с кодом.",
"warn.cheats_skipped": "Не удалось собрать читы из папки модов, меняющие код игры; игра установится без них. Подробности: {log}",
"warn.exefs_skipped": "Не удалось собрать ExeFS-патчи модов (.ips, .pchtxt); игра установится без них. Подробности: {log}",
"warn.xbox_prompts_failed": "Не удалось подготовить подсказки кнопок Xbox (код выхода {code}); игра оставит подсказки Switch. Подробности: {log}",
"warn.shaders_skipped": "Графический драйвер аварийно завершился при сборке части шейдеров, поэтому {count} из них пропущены при подготовке. Игра соберёт их, когда они впервые понадобятся, и драйвер может упасть и там; обновление драйвера может это исправить. Подробности: {log}",
"warn.kernel_old": "В Linux {version} нет отслеживания записи, на которое опирается игра (нужна версия 6.7 или новее); игра может работать очень медленно. Обновление системы это исправит.",
"ui.title": "Установка TotK",
"ui.rebuild_title": "Пересборка игры под ваши моды",
"ui.start_game": "Запустить игру",
"ui.version": "версия {version}",
"ui.intro": "Собирает готовую к запуску папку с Tears of the Kingdom из ваших игровых файлов. Занимает много времени и выполняется один раз.",
"ui.notice": "Папка, которую создаёт установка, содержит игру. Она предназначена только для личного использования: не передавайте и не выкладывайте её.",
"ui.keys_private": "Файл ключей читается на месте. Его содержимое не показывается, не копируется и не сохраняется.",
"ui.base": "Базовая игра (NSP или XCI)",
"ui.update": "Обновление 1.2.1 или 1.4.3 (NSP)",
"ui.update": "Обновление 1.1.0 или 1.2.1 или 1.4.3 (NSP)",
"ui.keys": "prod.keys",
"ui.firmware": "Папка прошивки (необязательно)",
"ui.game_language": "Язык игры",
"ui.dest": "Папка установки",
"ui.browse": "Обзор...",
"ui.pick_game": "Выберите файл базовой игры",
"ui.pick_update": "Выберите файл обновления 1.2.1 или 1.4.3",
"ui.pick_update": "Выберите файл обновления 1.1.0 или 1.2.1 или 1.4.3",
"ui.pick_keys": "Выберите prod.keys",
"ui.pick_firmware": "Выберите папку прошивки Switch (Contents/registered)",
"ui.pick_dest": "Выберите папку установки",
"ui.firmware_help": "Для текста на китайском и корейском: папка Contents/registered прошивки, например из Ryujinx или Yuzu. Установка скопирует из неё системные шрифты Switch в папку установки.",
"ui.type_game": "Файлы игры (NSP, XCI)",
"ui.type_nsp": "Файлы NSP",
"ui.type_keys": "Файлы ключей (*.keys)",
@@ -116,12 +136,13 @@
"ui.update_mode": "В этой папке уже есть установка. Программа продолжит или обновит её; файлы игры понадобятся, только если их снова придётся читать.",
"ui.need_dest": "Выберите папку установки.",
"ui.need_base": "Выберите файл базовой игры.",
"ui.need_update": "Выберите файл обновления 1.2.1 или 1.4.3.",
"ui.need_update": "Выберите файл обновления 1.1.0 или 1.2.1 или 1.4.3.",
"ui.need_keys": "Выберите файл prod.keys.",
"ui.need_lang": "Выберите язык игры.",
"ui.missing_base": "Файл базовой игры не найден.",
"ui.missing_update": "Файл обновления не найден.",
"ui.missing_keys": "Файл ключей не найден.",
"ui.missing_firmware": "Папки прошивки нет.",
"ui.running_install": "Установка",
"ui.running_resume": "Продолжение прерванной установки",
"ui.running_update": "Обновление установки",
+198
View File
@@ -0,0 +1,198 @@
{
"step.check": "检查电脑和游戏文件",
"step.fonts": "正在提取系统字体",
"step.extract": "解包游戏",
"step.lift": "将游戏代码转换为 C 代码",
"step.compile": "编译 {game_exe}",
"step.prepare": "准备着色器",
"step.cleanup": "清理",
"phase.check.host": "检查处理器和显卡",
"phase.check.verify": "检查已安装的文件",
"phase.check.verify_romfs": "检查已安装的游戏数据",
"phase.check.inputs": "用密钥打开游戏文件",
"phase.check.versions": "检查游戏版本",
"phase.fonts.extract": "正在从固件中提取共享字体",
"phase.fonts.copy": "正在将共享字体复制到安装文件夹",
"phase.extract.hash_base": "计算游戏本体的校验和",
"phase.extract.hash_update": "计算更新的校验和",
"phase.extract.exefs": "解包游戏代码",
"phase.extract.copy": "复制游戏数据",
"phase.extract.merge": "将更新应用到游戏数据",
"phase.extract.diagnose": "查找损坏的游戏文件",
"phase.extract.index": "校验游戏数据",
"phase.lift.discover": "查找函数",
"phase.lift.emit": "生成 C 代码",
"phase.compile.compile": "编译",
"phase.compile.link": "链接 {game_exe}",
"phase.prepare.romfs_patches": "写入 60 帧游戏数据补丁",
"phase.prepare.seed": "从游戏数据中读取着色器",
"phase.prepare.translate": "转译着色器",
"phase.prepare.libraries": "为显卡驱动构建着色器",
"phase.prepare.pack": "将着色器缓存打包成一个文件",
"phase.cleanup.ini": "写入 totk.ini",
"phase.cleanup.temp": "删除临时文件",
"cli.usage": "命令行无效:{detail}",
"internal": "意外错误({exception}):{detail}",
"state.unreadable": "无法读取 {path}。请选择其他文件夹,或删除该文件。",
"state.newer_format": "{path} 是由更新版本的安装程序写入的。请使用那个安装程序,或选择其他文件夹。",
"state.output_changed": "步骤“{step}”生成的已安装文件在生成后被改动过;该步骤将重新运行。",
"check.release_incomplete": "安装程序文件夹不完整,缺少:{paths}。请重新解压发布包。",
"check.dest_not_folder": "安装位置 {path} 是一个文件,而不是文件夹。",
"check.dest_not_empty": "安装文件夹 {path} 不是空的,其中也没有之前的安装。请选择一个空文件夹。",
"check.lang_missing": "请选择游戏语言。",
"check.lang_unknown": "未知语言“{lang}”。可用语言:{known}。",
"check.toolchain_broken": "自带的编译器无法工作:{detail}",
"check.glibc_old": "此系统的 C 库为 glibc {version};安装程序的编译器需要 {need} 或更新版本(Ubuntu 22.04、Debian 12、Fedora 35、SteamOS 3 及更新版本都满足)。更新系统即可解决。",
"check.host_probe_failed": "电脑检查未能运行(退出代码 {code})。",
"check.cpu_too_old": "此处理器不支持 x86-64-v2(SSE4.2、POPCNT 和 CMPXCHG16B),这是游戏所需的最低指令集。Intel Nehalem(2008 年)或 AMD Bulldozer(2011 年)及更新的处理器都支持。",
"check.vulkan_missing": "未安装 Vulkan 驱动。请为你的显卡安装最新的驱动程序。",
"check.vulkan_no_device": "Vulkan 找不到显卡。请为你的显卡安装最新的驱动程序。",
"check.vulkan_too_old": "游戏需要支持 Vulkan 1.3 的显卡;检测到:{devices}。请更新显卡驱动程序。",
"check.inputs_needed": "需要游戏文件:请选择游戏本体、1.1.0、1.2.1 或 1.4.3 更新以及 prod.keys。",
"check.input_missing": "找不到文件({input}):{path}",
"check.keys_unreadable": "无法读取密钥文件。请选择一个 prod.keys 文件。",
"check.keys_no_header_key": "密钥文件中没有 header_key。请从你的主机重新导出 prod.keys。",
"check.keys_wrong": "这些密钥无法打开{input}文件。请使用你自己主机的 prod.keys。",
"check.keys_too_old": "密钥文件对{input}文件来说太旧(需要密钥代数 {generation})。请从固件更新的主机导出 prod.keys。",
"check.not_game_file": "{input}文件不是 XCI 或 NSP 游戏文件。",
"check.file_unreadable": "无法读取{input}文件:{detail}",
"check.ticket_personalized": "{input}文件带有个人化票据(personalized ticket);需要通用票据(common ticket)。",
"check.ticket_missing": "{input}文件缺少其内容所需的票据(ticket)。",
"check.base_not_totk": "游戏本体文件不是《塞尔达传说 王国之泪》({detail})。",
"check.base_is_update": "基础游戏文件是一个更新。请在这里选择基础游戏的 NSP 或 XCI(版本 1.0.0),并把此文件选为更新。",
"check.base_combined": "基础游戏文件包含多个内容包(基础游戏、更新或 DLC 合在一个文件中)。请选择只包含游戏本体的基础游戏转储。",
"check.update_not_nsp": "更新必须是 NSP 文件。",
"check.update_is_base": "更新文件里是游戏本体。请选择 1.1.0、1.2.1 或 1.4.3 的更新 NSP。",
"check.update_not_totk": "更新文件不是《王国之泪》的更新({detail})。",
"check.exefs_failed": "{input}文件的游戏代码未通过检查;详见 {log}。",
"check.input_damaged": "{input}文件已损坏或不完整:{path}({detail})。请从来源重新复制该文件或重新导出,然后再次运行安装程序。",
"check.base_wrong_version": "游戏本体不是 1.0.0 版本({modules} 不一致)。",
"check.update_wrong_version": "更新的版本是 {found};此发布版需要 {wanted}。",
"check.disk_space": "{path} 的可用空间不足:需要 {need_gb} GB,可用 {free_gb} GB。",
"check.firmware_missing": "固件文件夹 {path} 不存在。请选择固件的 Contents/registered 文件夹。",
"check.firmware_empty": "固件文件夹 {path} 中没有 NCA 文件。请选择固件的 Contents/registered 文件夹。",
"check.fonts_keys_needed": "此语言的共享字体尚未安装;请选择 prod.keys,以便安装程序从固件中提取它们。",
"extract.exefs_mismatch": "解包出的游戏代码与 {version} 版本不符({modules})。",
"extract.romfs_merge_failed": "将更新应用到游戏数据失败:{detail}。详情:{log}",
"extract.romfs_mismatch": "解包出的游戏数据与 {version} 版本不符(大小 {size},校验和 {sha256}...)。",
"fonts.failed": "提取共享字体失败(退出代码 {code}):{detail}。详情:{log}",
"fonts.incomplete": "共享字体提取没有写出全部文件({files})。",
"fonts.copy_failed": "无法将共享字体复制到 {path}:{detail}",
"lift.failed": "游戏代码转换失败(退出代码 {code})。详情:{log}",
"compile.failed": "编译 {game_exe} 失败(退出代码 {code})。详情:{log}",
"compile.exe_in_use": "{path} 正在使用中。请关闭游戏后重新运行安装程序。",
"prepare.xlate_in_use": "{path} 正在被占用。请关闭游戏,结束上次残留的 totk_xlate 进程,再重新运行安装程序。",
"prepare.shader_list_missing": "缺少着色器列表。",
"prepare.romfs_patches_failed": "写入游戏数据补丁失败(退出代码 {code})。详情:{log}",
"prepare.shaders_failed": "准备着色器失败(退出代码 {code})。详情:{log}",
"cleanup.romfs_unreadable": "安装完成后,{path} 中的游戏数据缺失或无法读取。请重启 Windows,然后对同一文件夹再次运行安装程序:它会重新提取游戏数据,其余内容保留。",
"prepare.pack_failed": "打包着色器缓存失败(退出代码 {code})。详情:{log}",
"cleanup.ini_failed": "无法写入 totk.ini:{detail}",
"warn.lang_needs_fonts": "{lang}文本需要 Switch 系统字体,而安装程序不会提取这些字体;部分文字可能无法显示。",
"warn.cheats_skipped": "无法构建 mods 文件夹中修改游戏代码的金手指;游戏将不含它们进行安装。详情:{log}",
"warn.exefs_skipped": "无法构建模组的 ExeFS 补丁(.ips、.pchtxt);游戏将不含它们进行安装。详情:{log}",
"warn.npdm_differs": "main.npdm 与参考的 {version} 导出不同;只使用其中的代码模块。",
"warn.xbox_prompts_failed": "无法准备 Xbox 按键提示(退出代码 {code});游戏将继续使用 Switch 按键提示。详情:{log}",
"warn.shaders_skipped": "显卡驱动在编译部分着色器时崩溃,因此有 {count} 个着色器未被预先准备。游戏会在首次需要时编译它们,驱动在那时也可能崩溃;更新驱动可能会解决。详情:{log}",
"warn.kernel_old": "Linux {version} 缺少游戏依赖的写入跟踪功能(需要 6.7 或更新版本);游戏可能运行得很慢。更新系统即可解决。",
"ui.title": "TotK 安装程序",
"ui.rebuild_title": "正在为你的模组重新构建游戏",
"ui.start_game": "启动游戏",
"ui.version": "版本 {version}",
"ui.intro": "用你自己的游戏文件构建一个可以游玩的《王国之泪》文件夹。耗时较长,只需运行一次。",
"ui.notice": "此安装程序构建的文件夹包含游戏本身,仅供你个人使用;请勿分享或上传。",
"ui.keys_private": "密钥文件只在原位置读取,其内容绝不会被显示、复制或保存。",
"ui.base": "游戏本体(NSP 或 XCI)",
"ui.update": "1.1.0、1.2.1 或 1.4.3 更新(NSP)",
"ui.keys": "prod.keys",
"ui.firmware": "固件文件夹(可选)",
"ui.game_language": "游戏语言",
"ui.dest": "安装文件夹",
"ui.browse": "浏览...",
"ui.pick_game": "选择游戏本体文件",
"ui.pick_update": "选择 1.1.0、1.2.1 或 1.4.3 更新文件",
"ui.pick_keys": "选择 prod.keys",
"ui.pick_firmware": "选择 Switch 固件文件夹(Contents/registered)",
"ui.pick_dest": "选择安装文件夹",
"ui.firmware_help": "用于中文、韩文和繁体中文文本:固件的 Contents/registered 文件夹,例如来自 Ryujinx 或 Yuzu。安装程序会从中把 Switch 系统字体复制到安装文件夹。",
"ui.type_game": "游戏文件(NSP、XCI)",
"ui.type_nsp": "NSP 文件",
"ui.type_keys": "密钥文件(*.keys)",
"ui.type_all": "所有文件",
"ui.start": "开始",
"ui.cancel": "取消",
"ui.cancelling": "正在取消...",
"ui.show_log": "显示日志",
"ui.hide_log": "隐藏日志",
"ui.close": "关闭",
"ui.back": "返回",
"ui.open_folder": "打开文件夹",
"ui.update_mode": "此文件夹中已有之前的安装。安装程序会继续或更新它;只有在需要时才会再次要求提供游戏文件。",
"ui.need_dest": "请选择安装文件夹。",
"ui.need_base": "请选择游戏本体文件。",
"ui.need_update": "请选择 1.1.0、1.2.1 或 1.4.3 更新文件。",
"ui.need_keys": "请选择 prod.keys 文件。",
"ui.need_lang": "请选择游戏语言。",
"ui.missing_base": "游戏本体文件不存在。",
"ui.missing_update": "更新文件不存在。",
"ui.missing_keys": "密钥文件不存在。",
"ui.missing_firmware": "固件文件夹不存在。",
"ui.running_install": "正在安装",
"ui.running_resume": "正在继续之前的安装",
"ui.running_update": "正在更新安装",
"ui.state_started": "已开始",
"ui.state_done": "完成",
"ui.state_skipped": "已跳过",
"ui.state_pending": "等待中",
"ui.state_running": "进行中",
"ui.state_failed": "失败",
"ui.log_warning": "警告",
"ui.log_error": "错误",
"ui.log_space": "所需空间:{need} GB,可用:{free} GB",
"ui.log_end": "已结束",
"ui.result_ok": "游戏已准备就绪",
"ui.result_failed": "安装失败",
"ui.result_cancelled": "安装已取消",
"ui.done_text": "从 {dest} 启动 {game_exe}。安装程序和你选择的游戏文件都不再需要了。",
"ui.cancelled_text": "已完成的步骤会保留。用同一个文件夹再次运行安装程序即可继续。",
"ui.log_file": "日志文件:{path}",
"ui.process_died": "安装程序意外停止(退出代码 {code})。",
"ui.confirm_cancel": "安装正在进行。要取消安装并关闭窗口吗?",
"ui.space_one": "{path} 需要的可用空间:{need} GB(可用:{free} GB)。",
"ui.space_two": "{path} 需要的可用空间:{need} GB(可用:{free} GB);{temp} 需要:{temp_need} GB(可用:{temp_free} GB)。",
"ui.amount_bytes": "{done} / {total} GB",
"ui.amount_chunks": "{done} / {total} 部分",
"ui.amount_objects": "{done} / {total} 个文件",
"ui.amount_shaders": "{done} / {total} 个着色器",
"ui.amount_other": "{done} / {total} {unit}",
"ui.seconds": "{n} 秒",
"param.input.base": "游戏本体",
"param.input.update": "更新",
"param.input.keys": "密钥",
"launcher.title": "TotK 安装程序",
"launcher.python_missing": "安装文件不完整:TotK-Setup.exe 旁边缺少 python 文件夹。请重新解压整个压缩包,然后从解压出的文件夹中启动 TotK-Setup.exe。",
"lang.ja": "日语",
"lang.en-US": "英语(美国)",
"lang.en-GB": "英语(英国)",
"lang.fr": "法语",
"lang.fr-CA": "法语(加拿大)",
"lang.de": "德语",
"lang.it": "意大利语",
"lang.es": "西班牙语",
"lang.es-419": "西班牙语(拉丁美洲)",
"lang.nl": "荷兰语",
"lang.pt": "葡萄牙语",
"lang.pt-BR": "葡萄牙语(巴西)",
"lang.ru": "俄语",
"lang.ko": "韩语",
"lang.zh-Hans": "中文(简体)",
"lang.zh-Hant": "中文(繁体)"
}
+75 -40
View File
@@ -211,7 +211,7 @@ class Emitter:
def __init__(self, mod, starts, patched=None, reg_locals=regs.LOCALS, callee_saved=True, spins=None):
self.mod = mod
self.starts = starts
self.patched = patched or {} # {address: (set index, [replacement words])} (recomp/patches.py)
self.patched = patched or {} # {address: [(set index, [replacement words])]} (recomp/patches.py)
self.spins = spins or {} # {spin wait back-edge: its head} (recomp/patches.py `spin`)
self.reg_locals = reg_locals # recomp/regs.py: registers per function in C locals
self.kept = regs.CALLEE_SAVED if callee_saved else frozenset() # not reloaded after a call
@@ -250,33 +250,54 @@ class Emitter:
self.unsupported[re.sub(r'\b[0-9a-f]{8}\b', '', msg).strip()] += 1
elif k == 'asm':
raise ValueError(f'{entry + 4 * i:#x}: asm instruction from the portable lifter')
for a in self.patched: # a replacement's branch into the function needs its label
if entry <= a < end:
for words in self.replacements(a):
r = words[-1]
if r.kind in ('b', 'bcond') and entry <= r.target < end:
labels.add(r.target)
return labels, tables
def replacements(self, a):
"""Lifted replacement words of the patched site a."""
return [self.mod.lifter.lift(w, a) for w in self.patched[a][1]]
"""The lifted words of each alternative of the patched site a, in set order. Only the last word of an
alternative may branch (bl, b, b.cond / cbz / tbz, ret)."""
out = []
for _, words in self.patched[a]:
lifted = [self.mod.lifter.lift(w, a) for w in words]
for j, r in enumerate(lifted):
last = j == len(lifted) - 1
if r.kind != 'op' and not (last and r.kind in ('bl', 'b', 'bcond', 'ret')):
raise patches.PatchError(f'{a:#x}: replacement word {words[j]:08x} is a {r.kind}')
out.append(lifted)
return out
@staticmethod
def flow(insns, entry, end, tables):
def flow(self, insns, entry, end, tables):
"""Successors of each instruction inside the function [entry, end). Index len(insns) stands for falling
through into the next function and has none."""
through into the next function and has none. A patched site has the successors of all its alternatives."""
def idx(t):
return [(t - entry) // 4] if entry <= t < end else []
succ = []
for i, ins in enumerate(insns):
def of(ins, i):
k = ins.kind
if k in ('op', 'bl', 'blr'):
succ.append([i + 1])
elif k == 'b':
succ.append(idx(ins.target))
elif k == 'bcond':
succ.append(idx(ins.target) + [i + 1])
elif k == 'br':
return [i + 1]
if k == 'b':
return idx(ins.target)
if k == 'bcond':
return idx(ins.target) + [i + 1]
if k == 'br':
jt = tables.get(entry + 4 * i)
succ.append([t for x in jt for t in idx(x)] if jt and jt != 'all' else [])
else: # ret, trap
succ.append([])
return [t for x in jt for t in idx(x)] if jt and jt != 'all' else []
return [] # ret, trap
succ = []
for i, ins in enumerate(insns):
s = of(ins, i)
a = entry + 4 * i
if a in self.patched:
for words in self.replacements(a):
s += [t for t in of(words[-1], i) if t not in s]
succ.append(s)
succ.append([])
return succ
@@ -294,27 +315,34 @@ class Emitter:
exits.add(i) # through rt_dispatch, also a table's default
if a in self.patched:
effects.append(self.patched_effect(ins, a))
if any(r.kind == 'bl' for r in self.replacements(a)):
calls.add(i)
for words in self.replacements(a):
r = words[-1]
if r.kind == 'bl':
calls.add(i)
elif r.kind in ('b', 'bcond') and not entry <= r.target < end:
exits.add(i)
else:
effects.append(flags.effect(ins.cond if k == 'bcond' else ins.code or ''))
effects.append((False, None))
return flags.plan(effects, succ, calls, exits)
def patched_effect(self, ins, a):
"""Flag effect of a patched site: both alternatives must have the same one, in at most one word each."""
"""Flag effect of a patched site: every alternative (the original and each replacement) must write the same
flags, in at most one word each; the site reads flags when any alternative does (a b.cond reads them)."""
alts = []
for words in ([ins], self.replacements(a)):
fx = [flags.effect(w.code or '') for w in words if w.kind == 'op']
for words in [[ins]] + self.replacements(a):
fx = [flags.effect(w.code or '') if w.kind == 'op' else flags.effect(w.cond) for w in words
if w.kind in ('op', 'bcond')]
fx = [e for e in fx if e[0] or e[1]]
if len(fx) > 1:
raise patches.PatchError(f'{a:#x}: several flag-using words in one alternative')
alts.append(fx[0] if fx else (False, None))
if alts[0][1] != alts[1][1]:
raise patches.PatchError(f'{a:#x}: the alternatives write different flags ({alts[0][1]}, {alts[1][1]})')
if (alts[0][1] or alts[0][0] or alts[1][0]) and ins.kind == 'bl':
if any(e[1] != alts[0][1] for e in alts):
raise patches.PatchError(f'{a:#x}: the alternatives write different flags ({[e[1] for e in alts]})')
reads = any(e[0] for e in alts)
if (alts[0][1] or reads) and (ins.kind == 'bl' or any(w[-1].kind == 'bl' for w in self.replacements(a))):
raise patches.PatchError(f'{a:#x}: a patched call that uses flags')
return alts[0][0] or alts[1][0], alts[0][1]
return reads, alts[0][1]
def function(self, entry, end):
"""(lines of C, referenced function starts) for the guest function [entry, end)."""
@@ -385,23 +413,30 @@ class Emitter:
code = fx(i, code)
return f'{spill}{code}{reload}' if regs.ESCAPE.search(code) else code
def one(i, r, a):
"""C of one lifted word of a patched site."""
if r.kind == 'op':
return op(i, r.code)
if r.kind == 'bl':
return call(r.target, a)
if r.kind == 'b':
return jump(r.target, i)
if r.kind == 'bcond':
return f'if ({fx(i, r.cond)}) {{ {jump(r.target, i)} }}'
if r.kind == 'ret':
return f'{spill}return;'
raise patches.PatchError(f'{a:#x}: patched instruction is a {r.kind}')
def patch(i, ins, a):
"""if (switch) { replacement } else { original } for a patched site (recomp/patches.py)."""
k, words = self.patched[a]
if ins.kind not in ('op', 'bl'):
"""if (switch) { replacement } else if ... else { original } for a patched site (recomp/patches.py)."""
if ins.kind not in ('op', 'bl', 'b', 'bcond'):
raise patches.PatchError(f'{a:#x}: patched instruction is a {ins.kind}')
repl = []
for j, (w, r) in enumerate(zip(words, self.replacements(a))):
if r.kind == 'op':
repl.append(op(i, r.code))
elif r.kind == 'bl' and j == len(words) - 1:
repl.append(call(r.target, a))
else:
raise patches.PatchError(f'{a:#x}: replacement word {w:08x} is a {r.kind}')
orig = op(i, ins.code) if ins.kind == 'op' else call(ins.target, a)
line = ' '
for (k, _), words in zip(self.patched[a], self.replacements(a)):
line += f' if (rt_patch_on[{k}]) {{ {" ".join(one(i, r, a) for r in words)} }} else'
self.uses_patches = True
self.stats['patched_sites'] += 1
return f' if (rt_patch_on[{k}]) {{ {" ".join(repl)} }} else {{ {orig} }}'
return f'{line} {{ {one(i, ins, a)} }}'
body = [] # (instruction index or None for a label, line); a line belongs to the instruction it lifts
@@ -445,7 +480,7 @@ class Emitter:
else:
raise ValueError(f'{a:#x}: unknown instruction kind {k!r}')
n = len(insns)
if k not in TERMINATORS: # falls through into the next function
if k not in TERMINATORS or end - 4 in self.patched: # falls through into the next function
if end < mod.hi:
emit(n, ' ' + jump(end, n))
else:
+957
View File
@@ -0,0 +1,957 @@
# Code patches for TotK 1.1.0 main (recomp/patches.py). The sites come from MacNativeGames
# games/totk/runtime/game_patches.c (MIT, Copyright (c) 2026 MacNativeGames contributors) at upstream ebe621d, through
# its 1.2.1 addresses in game_version.h (2db612b); each one was located again in 1.1.0 by instruction-window matching
# and its original words checked against this build's main. The patch page holds two floats the runtime writes at every
# present (frame_rate.c): +0 the 30 Hz ratio (seconds * 30), +4 the frame step in seconds.
set fps60 TOTK_FPS60 1
set realtime TOTK_REALTIME 1
set cloth TOTK_CLOTH_REALTIME 1
set bounce TOTK_HIGHFPS_FIX 1
set output TOTK_PATCH_OUTPUT 0
set scene TOTK_PATCH_SCENE 0
# 60 fps: the adaptive present-interval controller (main+0x8f26c8, 1.0.0 0x8f6bec) gets the minimum interval 1.
site fps60 main 90e978 6b08015f 7100055f # clamp: cmp w10, #1 (was cmp w10, w8 = minimum)
site fps60 main 90e97c 1a89b10a 1a9fa52a # clamp: csinc w10, w9, wzr, ge (desired = max(desired, 1))
site fps60 main 90e9a0 b9401a8a d503201f # lower trigger: nop the stored-candidate load
site fps60 main 90ea30 6b08015f 7100055f # raise path: cmp w10, #1
site fps60 main 90ea40 1a88c1ac 1a9fc5ac # raise path: csinc w12, w13, wzr, gt (next lower candidate floors at 1)
site fps60 main 90ea94 b9400288 52800028 # lower path: mov w8, #1 (minimum interval 1)
site fps60 main 90eab0 2a0a03f5 1a9fa555 # lower path: csinc w21, w10, wzr, ge (result never below 1)
# Real-time step: the VFR step (main+0x7ede6c, 1.0.0 0x7a83e4) and the global ratio after the controller call
# (main+0x8f2394, 1.0.0 0x8f68b8) read ratio and seconds from the patch page instead of interval * 0.5 and interval / 60.
site realtime main 833e4c 1e220020 @page:x9 # scvtf s0, w1 -> adrp x9, page
site realtime main 833e50 52a84e08 bd400120 # mov w8, #60.0 -> ldr s0, [x9] (ratio)
site realtime main 833e54 1e270101 bd400521 # fmov s1, w8 -> ldr s1, [x9, #4] (seconds)
site realtime main 833e58 1e2c1002 d503201f # fmov s2, #0.5 -> nop
site realtime main 833e64 1e211801 d503201f # fdiv s1, s0, s1 -> nop
site realtime main 833e68 1e220800 d503201f # fmul s0, s0, s2 -> nop
site realtime main 90e5d0 bd425e60 @page:x9 # ldr s0, [x19, #0x25c] -> adrp x9, page
site realtime main 90e5d4 1e2c1001 bd400120 # fmov s1, #0.5 -> ldr s0, [x9] (global ratio)
site realtime main 90e5e4 5e21d800 d503201f # scvtf s0, s0 -> nop
site realtime main 90e5e8 1e210800 d503201f # fmul s0, s0, s1 -> nop
# Hair and cloth (upstream 290ec9f, 8f8022f): the actor animation update builds a second clock {seconds = factor / 30,
# ratio = factor} per rendered frame. Three inlined places: at the fmul, seconds = measured seconds * factor; at the
# store of the factor into the ratio slot, measured ratio * factor. The call of the shared update (1.1.0
# main+0x8ecb40, 1.2.1 main+0x89822c) scales s2 (seconds) and s3 (ratio) by the measured ratio. Upstream's
# veneer bodies, inlined at the site.
site cloth main 9efc20 1e200900 f81f0fe9 @page:x9 bd400520 1e200900 f84107e9 # fmul s0, s8, s0
site cloth main 9efc1c bd0117e8 d10083ff f90003e9 3d8007ff @page:x9 bd40013f 1e3f091f bd0137ff 3dc007ff f94003e9 910083ff # str s8, [sp, #0x114]
site cloth main 9f0bcc 1e200900 f81f0fe9 @page:x9 bd400520 1e200900 f84107e9 # fmul s0, s8, s0
site cloth main 9f0ba8 bd0117e8 d10083ff f90003e9 3d8007ff @page:x9 bd40013f 1e3f091f bd0137ff 3dc007ff f94003e9 910083ff # str s8, [sp, #0x114]
site cloth main a05a04 1e210801 f81f0fe9 @page:x9 bd400521 1e210801 f84107e9 # fmul s1, s0, s1
site cloth main a05a08 bd0137e0 d10083ff f90003e9 3d8007ff @page:x9 bd40013f 1e3f081f bd0157ff 3dc007ff f94003e9 910083ff # str s0, [sp, #0x134]
site cloth main 9f044c 97fbf1bd @page:x8 bd400104 1e240842 1e240863 97fbf1bd # bl 0x8ecb40
# Trampolines (upstream 27c3b43): the slow-motion check compares time object +0x28 (30 / (ratio * time scale)) with
# 100; compare +0x28 * +0x38 (30 / time scale) instead, the same value at 30 Hz and independent of the frame rate.
site bounce main bee7e0 bd402900 bd402900 bd403901 1e210800 # ldr s0, [x8, #0x28]; ldr s1, [x8, #0x38]; fmul s0, s0, s1
# Output size (upstream games/totk/runtime/game_patches.c patch_output_res; runtime/resolution.c switches the set on).
# The swapchain size nnMain writes before NvInitializeGraphics comes from page +48 ({w, h} as one 64-bit value), and
# the output size the renderer lays out its canvas, crop and UI in (main+0xcc3f00, read from the graphics parameters
# through main+0xcc4160) from page +32; the renderer itself goes to page +40.
site output main eb8cfc d280f008 @page:x8 # mov x8, #0x780 -> adrp x8, page
site output main eb8d00 f2c08708 f9401908 # movk x8, #0x438, lsl #32 -> ldr x8, [x8, #48]
site output main cea5c8 aa1403e0 @page:x21 # mov x0, x20 -> adrp x21, page
site output main cea5cc 94000081 f90016b3 # bl 0xcc4160 -> str x19, [x21, #40]
site output main cea5d0 f9400015 f94012b5 # ldr x21, [x0] -> ldr x21, [x21, #32]
# Scene render size (upstream patch_render_res): the renderer's +0xcc4 / +0xcc8, which size every scene render target,
# take two floats from page +16 instead of the graphics parameters' docked 1600x900.
site scene main cea5e0 5e21d900 @page:x9 # scvtf s0, s8 -> adrp x9, page
site scene main cea5e8 bd0cc660 2d420520 # str s0, [x19, #0xcc4] -> ldp s0, s1, [x9, #16]
site scene main cea5ec 5e21d921 bd0cc660 # scvtf s1, s9 -> str s0, [x19, #0xcc4]
# Spin waits, from tools/spin_waits.py --exefs build/extracted/v110/exefs --patches recomp/patches-v110.txt: loops that only
# another thread can end; their back-edges pass rt_spin_gate (runtime/kernel.c), TOTK_SPIN=0 keeps the core.
# spin waits found by tools/spin_waits.py on the 1.1.x modules
# main: 869 spin waits
spin main ac600 ac620 ac630 # 13 instructions; loads
spin main ac680 ac6a8 ac6b8 # 15 instructions; loads
spin main ac6f0 ac718 ac728 # 15 instructions; loads
spin main e8544 e854c # 3 instructions; loads
spin main 2457f0 245804 # 6 instructions; loads
spin main 644bbc 644bd0 # 6 instructions; loads
spin main 6456ac 6456c0 # 6 instructions; loads
spin main 6459d4 6459e8 # 6 instructions; loads
spin main 645d58 645d6c # 6 instructions; loads
spin main 6460c4 6460d8 # 6 instructions; loads
spin main 64649c 6464b0 # 6 instructions; loads
spin main 646740 646754 # 6 instructions; loads
spin main 6467d4 6467e8 # 6 instructions; loads
spin main 646e6c 646e80 # 6 instructions; loads
spin main 647080 647094 # 6 instructions; loads
spin main 6484f4 648510 # 8 instructions; loads
spin main 6485a4 6485c0 # 8 instructions; loads
spin main 649fb0 649fc4 # 6 instructions; loads
spin main 64a064 64a078 # 6 instructions; loads
spin main 64a3d0 64a3e4 # 6 instructions; loads
spin main 64afac 64afc8 # 8 instructions; loads
spin main 64b404 64b418 # 6 instructions; loads
spin main 64b980 64b994 # 6 instructions; loads
spin main 64c68c 64c6a0 # 6 instructions; loads
spin main 64c978 64c98c # 6 instructions; loads
spin main 64ca28 64ca3c # 6 instructions; loads
spin main 64d378 64d38c # 6 instructions; loads
spin main 64d8d8 64d8ec # 6 instructions; loads
spin main 64db90 64dba4 # 6 instructions; loads
spin main 64de18 64de2c # 6 instructions; loads
spin main 64de40 64de54 # 6 instructions; loads
spin main 64de68 64de7c # 6 instructions; loads
spin main 64e6c8 64e6dc # 6 instructions; loads
spin main 64e6f0 64e704 # 6 instructions; loads
spin main 64e8ac 64e8c0 # 6 instructions; loads
spin main 64e9a4 64e9b8 # 6 instructions; loads
spin main 64fb50 64fb64 # 6 instructions; loads
spin main 652eac 652ec0 # 6 instructions; loads
spin main 652ed4 652ee8 # 6 instructions; loads
spin main 652efc 652f10 # 6 instructions; loads
spin main 654590 6545a4 # 6 instructions; loads
spin main 654c5c 654c70 # 6 instructions; loads
spin main 654cfc 654d10 # 6 instructions; loads
spin main 655124 655138 # 6 instructions; loads
spin main 655c14 655c28 # 6 instructions; loads
spin main 656f80 656f94 # 6 instructions; loads
spin main 658e60 658e74 # 6 instructions; loads
spin main 658ebc 658ed0 # 6 instructions; loads
spin main 659b28 659b3c # 6 instructions; loads
spin main 659b50 659b64 # 6 instructions; loads
spin main 65c9e0 65c9f4 # 6 instructions; loads
spin main 65ca08 65ca1c # 6 instructions; loads
spin main 65ca30 65ca44 # 6 instructions; loads
spin main 65ca58 65ca6c # 6 instructions; loads
spin main 65ca80 65ca94 # 6 instructions; loads
spin main 65caa8 65cabc # 6 instructions; loads
spin main 65cad0 65cae4 # 6 instructions; loads
spin main 65caf8 65cb0c # 6 instructions; loads
spin main 65cb20 65cb34 # 6 instructions; loads
spin main 65cb48 65cb5c # 6 instructions; loads
spin main 65cb70 65cb84 # 6 instructions; loads
spin main 65cb98 65cbac # 6 instructions; loads
spin main 65cbc0 65cbd4 # 6 instructions; loads
spin main 65d4b0 65d4c4 # 6 instructions; loads
spin main 65d4d8 65d4ec # 6 instructions; loads
spin main 65d500 65d514 # 6 instructions; loads
spin main 65d528 65d53c # 6 instructions; loads
spin main 65da54 65da68 # 6 instructions; loads
spin main 65de00 65de14 # 6 instructions; loads
spin main 65e200 65e214 # 6 instructions; loads
spin main 65e6ec 65e700 # 6 instructions; loads
spin main 65ecbc 65ecd0 # 6 instructions; loads
spin main 65ece4 65ecf8 # 6 instructions; loads
spin main 663588 66359c # 6 instructions; loads
spin main 663b0c 663b20 # 6 instructions; loads
spin main 663da0 663db4 # 6 instructions; loads
spin main 663dec 663e00 # 6 instructions; loads
spin main 6645a4 6645b8 # 6 instructions; loads
spin main 6645cc 6645e0 # 6 instructions; loads
spin main 666530 666544 # 6 instructions; loads
spin main 666570 666584 # 6 instructions; loads
spin main 6671d4 6671e8 # 6 instructions; loads
spin main 6671fc 667210 # 6 instructions; loads
spin main 6676c0 6676d4 # 6 instructions; loads
spin main 667cfc 667d10 # 6 instructions; loads
spin main 66f34c 66f360 # 6 instructions; loads
spin main 6708f8 67090c # 6 instructions; loads
spin main 670920 670934 # 6 instructions; loads
spin main 670948 67095c # 6 instructions; loads
spin main 673f34 673f48 # 6 instructions; loads
spin main 67556c 675580 # 6 instructions; loads
spin main 676954 676968 # 6 instructions; loads
spin main 676994 6769a8 # 6 instructions; loads
spin main 676e6c 676e80 # 6 instructions; loads
spin main 677148 67715c # 6 instructions; loads
spin main 6771c8 6771dc # 6 instructions; loads
spin main 677484 677498 # 6 instructions; loads
spin main 677df0 677e04 # 6 instructions; loads
spin main 6792a8 6792bc # 6 instructions; loads
spin main 67a984 67a998 # 6 instructions; loads
spin main 698ef8 698f0c # 6 instructions; loads
spin main 6b6d8c 6b6da0 # 6 instructions; loads
spin main 6b922c 6b9240 # 6 instructions; loads
spin main 6c5408 6c541c # 6 instructions; loads
spin main 6c5614 6c5628 # 6 instructions; loads
spin main 6ccce0 6cccf4 # 6 instructions; loads
spin main 6ccd98 6ccdac # 6 instructions; loads
spin main 6d3c9c 6d3cb0 # 6 instructions; loads
spin main 6d3ff8 6d400c # 6 instructions; loads
spin main 6d61cc 6d61e0 # 6 instructions; loads
spin main 6d6210 6d6224 # 6 instructions; loads
spin main 6d6254 6d6268 # 6 instructions; loads
spin main 6d6298 6d62ac # 6 instructions; loads
spin main 6d75c4 6d75d8 # 6 instructions; loads
spin main 6d79dc 6d79f0 # 6 instructions; loads
spin main 6d9398 6d93ac # 6 instructions; loads
spin main 6dd8d0 6dd8e4 # 6 instructions; loads
spin main 6de150 6de164 # 6 instructions; loads
spin main 6e073c 6e0750 # 6 instructions; loads
spin main 6e0a94 6e0aa8 # 6 instructions; loads
spin main 6e4eb8 6e4ecc # 6 instructions; loads
spin main 6eb590 6eb5a4 # 6 instructions; loads
spin main 6eccac 6eccc0 # 6 instructions; loads
spin main 6ed9b4 6ed9c8 # 6 instructions; loads
spin main 6ee69c 6ee6b0 # 6 instructions; loads
spin main 6f94c0 6f94d4 # 6 instructions; loads
spin main 6f9738 6f974c # 6 instructions; loads
spin main 6fa324 6fa338 # 6 instructions; loads
spin main 70d844 70d858 # 6 instructions; loads
spin main 70dc74 70dc88 # 6 instructions; loads
spin main 710a70 710a84 # 6 instructions; loads
spin main 711848 71185c # 6 instructions; loads
spin main 7125a4 7125b8 # 6 instructions; loads
spin main 716474 716488 # 6 instructions; loads
spin main 719a30 719a44 # 6 instructions; loads
spin main 72cd78 72cd8c # 6 instructions; loads
spin main 72f66c 72f680 # 6 instructions; loads
spin main 737684 737698 # 6 instructions; loads
spin main 73e0dc 73e0f0 # 6 instructions; loads
spin main 73ed14 73ed28 # 6 instructions; loads
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spin main 7d618c 7d61a0 # 6 instructions; loads
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spin main 7e1c9c 7e1cb0 # 6 instructions; loads
spin main 7e24a0 7e24b4 # 6 instructions; loads
spin main 7ed89c 7ed8b0 # 6 instructions; loads
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spin main 801468 80147c # 6 instructions; loads
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spin main 87e564 87e578 # 6 instructions; loads
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spin main 895668 895694 # 12 instructions; loads
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spin main 99aa8c 99aabc # 13 instructions; loads
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spin main 9a5fd4 9a6004 # 13 instructions; loads
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spin main a2b268 a2b27c # 6 instructions; loads
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spin main ac8874 ac88fc # 35 instructions; loads
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spin main 114fcdc 114fcf0 # 6 instructions; loads
spin main 1150cbc 1150cd0 # 6 instructions; loads
spin main 115aa38 115aa4c # 6 instructions; loads
spin main 117d7c8 117d7dc # 6 instructions; loads
spin main 118a000 118a014 # 6 instructions; loads
spin main 118a3d8 118a3ec # 6 instructions; loads
spin main 118f65c 118f670 # 6 instructions; loads
spin main 1193d30 1193d44 # 6 instructions; loads
spin main 1198130 1198144 # 6 instructions; loads
spin main 1198158 119816c # 6 instructions; loads
spin main 1198e48 1198e5c # 6 instructions; loads
spin main 119c414 119c428 # 6 instructions; loads
spin main 11a0778 11a078c # 6 instructions; loads
spin main 11a0fcc 11a0fe0 # 6 instructions; loads
spin main 11a5884 11a5898 # 6 instructions; loads
spin main 11bbd80 11bbd94 # 6 instructions; loads
spin main 11bd154 11bd168 # 6 instructions; loads
spin main 11bd17c 11bd190 # 6 instructions; loads
spin main 11e5fc8 11e5fdc # 6 instructions; loads
spin main 11e5ff0 11e6004 # 6 instructions; loads
spin main 11ea5b8 11ea5cc # 6 instructions; loads
spin main 11eccf8 11ecd0c # 6 instructions; loads
spin main 11f50d8 11f50ec # 6 instructions; loads
spin main 11f5624 11f5638 # 6 instructions; loads
spin main 12010e8 12010fc # 6 instructions; loads
spin main 120ecc0 120ecd4 # 6 instructions; loads
spin main 12171d8 12171ec # 6 instructions; loads
spin main 1217cd8 1217cec # 6 instructions; loads
spin main 1219124 1219138 # 6 instructions; loads
spin main 1231ca8 1231cbc # 6 instructions; loads
spin main 1231e58 1231e6c # 6 instructions; loads
spin main 1234784 1234798 # 6 instructions; loads
spin main 1234d14 1234d28 # 6 instructions; loads
spin main 1236974 1236988 # 6 instructions; loads
spin main 1236b1c 1236b30 # 6 instructions; loads
spin main 12479cc 12479e0 # 6 instructions; loads
spin main 1261af8 1261b0c # 6 instructions; loads
spin main 1261f20 1261f34 # 6 instructions; loads
spin main 1262200 1262214 # 6 instructions; loads
spin main 1268448 126845c # 6 instructions; loads
spin main 1283a80 1283a94 # 6 instructions; loads
spin main 128ba28 128ba3c # 6 instructions; loads
spin main 128ba90 128baa4 # 6 instructions; loads
spin main 128bc40 128bc54 # 6 instructions; loads
spin main 128bc6c 128bc80 # 6 instructions; loads
spin main 128bc98 128bcac # 6 instructions; loads
spin main 128bcc4 128bcd8 # 6 instructions; loads
spin main 128c468 128c47c # 6 instructions; loads
spin main 128c490 128c4a4 # 6 instructions; loads
spin main 12924ec 1292500 # 6 instructions; loads
spin main 1292e4c 1292e60 # 6 instructions; loads
spin main 1292eb4 1292ec8 # 6 instructions; loads
spin main 129458c 12945a0 # 6 instructions; loads
spin main 12966e0 12966f4 # 6 instructions; loads
spin main 129e62c 129e640 # 6 instructions; loads
spin main 129f954 129f968 # 6 instructions; loads
spin main 12a61b0 12a61c4 # 6 instructions; loads
spin main 12ab4cc 12ab4e0 # 6 instructions; loads
spin main 12ab4f4 12ab508 # 6 instructions; loads
spin main 12c1228 12c123c # 6 instructions; loads
spin main 12c1250 12c1264 # 6 instructions; loads
spin main 12ca068 12ca07c # 6 instructions; loads
spin main 12d040c 12d0420 # 6 instructions; loads
spin main 12e3820 12e3834 # 6 instructions; loads
spin main 12e8e80 12e8e94 # 6 instructions; loads
spin main 12e9640 12e9654 # 6 instructions; loads
spin main 1309bc8 1309bdc # 6 instructions; loads
spin main 1314ed8 1314eec # 6 instructions; loads
spin main 131553c 1315550 # 6 instructions; loads
spin main 1322ccc 1322dac # 11 instructions; loads
spin main 13277f4 1327808 # 6 instructions; loads
spin main 1327ab8 1327acc # 6 instructions; loads
spin main 132a1e0 132a1f4 # 6 instructions; loads
spin main 132b0a8 132b0bc # 6 instructions; loads
spin main 132b87c 132b890 # 6 instructions; loads
spin main 1332fc0 1332fd4 # 6 instructions; loads
spin main 1363450 1363464 # 6 instructions; loads
spin main 13feca8 13fecbc # 6 instructions; loads
spin main 13fee40 13fee54 # 6 instructions; loads
spin main 157c12c 157c140 # 6 instructions; loads
spin main 157dfe0 157dff4 # 6 instructions; loads
spin main 1585a20 1585a34 # 6 instructions; loads
spin main 1585ee0 1585ef4 # 6 instructions; loads
spin main 158c4c8 158c4dc # 6 instructions; loads
spin main 1599a14 1599a28 # 6 instructions; loads
spin main 159aed0 159aee4 # 6 instructions; loads
spin main 159aef8 159af0c # 6 instructions; loads
spin main 15a2a20 15a2a34 # 6 instructions; loads
spin main 15a3228 15a323c # 6 instructions; loads
spin main 15a34e8 15a34fc # 6 instructions; loads
spin main 15a3510 15a3524 # 6 instructions; loads
spin main 15a3f44 15a3f58 # 6 instructions; loads
spin main 15ae678 15ae68c # 6 instructions; loads
spin main 15b8d78 15b8d8c # 6 instructions; loads
spin main 15b9218 15b922c # 6 instructions; loads
spin main 15b9320 15b9334 # 6 instructions; loads
spin main 15b9638 15b964c # 6 instructions; loads
spin main 15c6c9c 15c6cb0 # 6 instructions; loads
spin main 15d5380 15d5394 # 6 instructions; loads
spin main 15e8a0c 15e8a20 # 6 instructions; loads
spin main 15e9ad4 15e9ae8 # 6 instructions; loads
spin main 15e9b7c 15e9b90 # 6 instructions; loads
spin main 15ef1c4 15ef1d8 # 6 instructions; loads
spin main 15ef304 15ef318 # 6 instructions; loads
spin main 15ef32c 15ef340 # 6 instructions; loads
spin main 1607238 160724c # 6 instructions; loads
spin main 160779c 16077b0 # 6 instructions; loads
spin main 16173e0 16173f4 # 6 instructions; loads
spin main 1623748 162375c # 6 instructions; loads
spin main 1627bdc 1627bf0 # 6 instructions; loads
spin main 1627c2c 1627c40 # 6 instructions; loads
spin main 1628eb8 1628ecc # 6 instructions; loads
spin main 16298a8 16298bc # 6 instructions; loads
spin main 16340f8 163410c # 6 instructions; loads
spin main 1636748 163675c # 6 instructions; loads
spin main 1636ed4 1636ee8 # 6 instructions; loads
spin main 163b7f0 163b804 # 6 instructions; loads
spin main 1648354 1648368 # 6 instructions; loads
spin main 1651478 165148c # 6 instructions; loads
spin main 1653730 1653744 # 6 instructions; loads
spin main 1656c5c 1656c70 # 6 instructions; loads
spin main 16596b0 16596b8 # 3 instructions; loads
spin main 16596c0 16596c4 # 2 instructions; loads
spin main 16596f8 1659700 # 3 instructions; loads
spin main 165cb68 165cb7c # 6 instructions; loads
spin main 1677368 167737c # 6 instructions; loads
spin main 16dc224 16dc238 # 6 instructions; loads
spin main 173d61c 173d630 # 6 instructions; loads
spin main 1747354 1747368 # 6 instructions; loads
spin main 1747918 174792c # 6 instructions; loads
spin main 17a0a20 17a0a34 # 6 instructions; loads
spin main 1932774 1932788 # 6 instructions; loads
spin main 1933ea8 1933ebc # 6 instructions; loads
spin main 1962e88 1962e90 # 3 instructions; loads
spin main 1962e98 1962e9c # 2 instructions; loads
spin main 1962f20 1962f28 # 3 instructions; loads
spin main 196300c 1963014 # 3 instructions; loads
spin main 196301c 1963020 # 2 instructions; loads
spin main 19630c8 19630d0 # 3 instructions; loads
spin main 1975850 1975858 # 3 instructions; loads
spin main 1975860 1975864 # 2 instructions; loads
spin main 1975888 1975890 # 3 instructions; loads
spin main 19758c0 19758c8 # 3 instructions; loads
spin main 19758d0 19758d4 # 2 instructions; loads
spin main 19758fc 1975904 # 3 instructions; loads
spin main 19e5048 19e505c # 6 instructions; loads
spin main 1a8b8b4 1a8b8c4 # 5 instructions; loads
spin main 1b65f9c 1b65fb0 # 6 instructions; loads
spin main 1b66058 1b6606c # 6 instructions; loads
spin main 1b66114 1b66128 # 6 instructions; loads
spin main 1b66714 1b66728 # 6 instructions; loads
spin main 1b667d0 1b667e4 # 6 instructions; loads
spin main 1b6688c 1b668a0 # 6 instructions; loads
spin main 1dff370 1dff37c # 4 instructions; loads
spin main 21e6508 21e6530 # 4 instructions; loads
spin main 222a3e0 222a3fc # 8 instructions; loads
spin main 22322d0 22322d8 # 3 instructions; loads
spin main 2232358 2232360 # 3 instructions; loads
spin main 22323e8 2232410 # 3 instructions; loads
spin main 223931c 223932c # 5 instructions; loads
spin main 225dc10 225dc18 # 3 instructions; loads
spin main 225dc20 225dc24 # 2 instructions; loads
spin main 225dcac 225dcb4 # 3 instructions; loads
spin main 225dd38 225dd40 # 3 instructions; loads
spin main 225dd48 225dd4c # 2 instructions; loads
spin main 225dd64 225dd6c # 3 instructions; loads
spin main 22b72dc 22b72f0 # 6 instructions; loads
spin main 22b7440 22b7454 # 6 instructions; loads
spin main 22c60ac 22c60d0 # 4 instructions; loads
spin main 22c619c 22c61a8 # 4 instructions; loads
spin main 233ce40 233ce54 # 6 instructions; loads
spin main 240ccb0 240ccb8 # 3 instructions; loads
spin main 240ccc0 240ccc4 # 2 instructions; loads
spin main 240cd40 240cd48 # 3 instructions; loads
spin main 240d57c 240d584 # 3 instructions; loads
spin main 240d58c 240d590 # 2 instructions; loads
spin main 240d5fc 240d604 # 3 instructions; loads
spin main 240da9c 240daa4 # 3 instructions; loads
spin main 240daac 240dab0 # 2 instructions; loads
spin main 240db3c 240db44 # 3 instructions; loads
spin main 240dc80 240dc88 # 3 instructions; loads
spin main 240dc90 240dc94 # 2 instructions; loads
spin main 240dce8 240dcf0 # 3 instructions; loads
spin main 240dd34 240dd3c # 3 instructions; loads
spin main 240dd44 240dd48 # 2 instructions; loads
spin main 240ddfc 240de04 # 3 instructions; loads
spin main 240de0c 240de10 # 2 instructions; loads
spin main 240de50 240de58 # 3 instructions; loads
spin main 240de80 240de88 # 3 instructions; loads
spin main 240df74 240df7c # 3 instructions; loads
spin main 240df84 240df88 # 2 instructions; loads
spin main 240e068 240e070 # 3 instructions; loads
spin main 240e0fc 240e104 # 3 instructions; loads
spin main 240e10c 240e110 # 2 instructions; loads
spin main 240e1c4 240e1cc # 3 instructions; loads
spin main 240e1e4 240e1e8 # 2 instructions; loads
spin main 240e288 240e290 # 3 instructions; loads
spin main 240e2b8 240e2c0 # 3 instructions; loads
spin main 240e300 240e308 # 3 instructions; loads
spin main 240e310 240e314 # 2 instructions; loads
spin main 240e338 240e340 # 3 instructions; loads
spin main 240e384 240e38c # 3 instructions; loads
spin main 240e394 240e398 # 2 instructions; loads
spin main 240e3c0 240e3c8 # 3 instructions; loads
spin main 240e91c 240e924 # 3 instructions; loads
spin main 240e92c 240e930 # 2 instructions; loads
spin main 240e954 240e95c # 3 instructions; loads
spin main 240f088 240f090 # 3 instructions; loads
spin main 240f098 240f09c # 2 instructions; loads
spin main 240f0c0 240f0c8 # 3 instructions; loads
spin main 2410984 241098c # 3 instructions; loads
spin main 2410994 2410998 # 2 instructions; loads
spin main 2410a18 2410a20 # 3 instructions; loads
spin main 2410a40 2410a48 # 3 instructions; loads
spin main 2410a50 2410a54 # 2 instructions; loads
spin main 2410ad4 2410adc # 3 instructions; loads
spin main 2410e70 2410e78 # 3 instructions; loads
spin main 2410e80 2410e84 # 2 instructions; loads
spin main 2410ed4 2410edc # 3 instructions; loads
spin main 2410f1c 2410f24 # 3 instructions; loads
spin main 2410f2c 2410f30 # 2 instructions; loads
spin main 2410fcc 2410fd4 # 3 instructions; loads
spin main 241102c 2411034 # 3 instructions; loads
spin main 241103c 2411040 # 2 instructions; loads
spin main 24110c4 24110cc # 3 instructions; loads
spin main 2413d28 2413d30 # 3 instructions; loads
spin main 2413d38 2413d3c # 2 instructions; loads
spin main 2413dc8 2413dd0 # 3 instructions; loads
spin main 2413e04 2413e0c # 3 instructions; loads
spin main 2413e14 2413e18 # 2 instructions; loads
spin main 2413e84 2413e8c # 3 instructions; loads
spin main 2416358 2416360 # 3 instructions; loads
spin main 2416368 241636c # 2 instructions; loads
spin main 2416388 2416390 # 3 instructions; loads
spin main 2462470 2462484 # 6 instructions; loads
spin main 2462498 24624ac # 6 instructions; loads
spin main 24651f4 2465208 # 6 instructions; loads
spin main 2465688 246569c # 6 instructions; loads
spin main 2474d20 2474d34 # 6 instructions; loads
spin main 2475154 2475168 # 6 instructions; loads
spin main 2479134 2479148 # 6 instructions; loads
spin main 2479b7c 2479b90 # 6 instructions; loads
spin main 247a378 247a38c # 6 instructions; loads
spin main 2493050 2493064 # 6 instructions; loads
spin main 2886500 2886514 # 6 instructions; loads
spin main 28865bc 28865d0 # 6 instructions; loads
spin main 2886678 288668c # 6 instructions; loads
spin main 2887484 2887498 # 6 instructions; loads
spin main 2887540 2887554 # 6 instructions; loads
spin main 28875fc 2887610 # 6 instructions; loads
spin main 28876b8 28876cc # 6 instructions; loads
spin main 2887774 2887788 # 6 instructions; loads
spin main 2887830 2887844 # 6 instructions; loads
spin main 28878ec 2887900 # 6 instructions; loads
spin main 28879a8 28879bc # 6 instructions; loads
spin main 2887e70 2887e84 # 6 instructions; loads
spin main 2887f2c 2887f40 # 6 instructions; loads
spin main 2a3e540 2a3e548 # 3 instructions; loads
spin main 2a3e550 2a3e554 # 2 instructions; loads
spin main 2a3e58c 2a3e594 # 3 instructions; loads
# subsdk0: 8 spin waits
spin subsdk0 2090 20a4 # 6 instructions; loads
spin subsdk0 278b4 278c8 # 6 instructions; loads
spin subsdk0 bcf28 bcfd0 bcfd8 # 14 instructions; loads
spin subsdk0 bd0d0 bd178 bd180 # 14 instructions; loads
spin subsdk0 c03a0 c03b4 # 6 instructions; loads
spin subsdk0 1bbefc 1bbf08 # 4 instructions; loads
spin subsdk0 1bd838 1bd84c # 6 instructions; loads
spin subsdk0 1c0c68 1c0c74 # 4 instructions; loads
# sdk: 5 spin waits
spin sdk f5218 f5350 # 14 instructions; loads
spin sdk 23a590 23a5d8 # 19 instructions; loads
spin sdk 23a658 23a6a0 # 19 instructions; loads
spin sdk 23a7fc 23a918 # 19 instructions; loads
spin sdk 3d3250 3d3270 # 9 instructions; loads
+16
View File
@@ -9,6 +9,7 @@ set cloth TOTK_CLOTH_REALTIME 1
set bounce TOTK_HIGHFPS_FIX 1
set output TOTK_PATCH_OUTPUT 0
set scene TOTK_PATCH_SCENE 0
set shadow TOTK_PATCH_SHADOW 0
# 60 fps: the adaptive present-interval controller (main+0x8f26c8, 1.0.0 0x8f6bec) gets the minimum interval 1.
site fps60 main 8f273c 6b08015f 7100055f # clamp: cmp w10, #1 (was cmp w10, w8 = minimum)
@@ -32,6 +33,12 @@ site realtime main 8f2398 1e2c1001 bd400120 # fmov s1, #0.5 -> ldr s0, [x9] (g
site realtime main 8f23a8 5e21d800 d503201f # scvtf s0, s0 -> nop
site realtime main 8f23ac 1e210800 d503201f # fmul s0, s0, s1 -> nop
# Equipment-switch cooldown (issue #18, found by JieML1100 on 1.4.3): the player update (main+0x852d24) steps the
# countdown at player state +0x109c through the timer step (main+0xec98cc) only while it is above FLT_EPSILON, but the
# equipment gate (main+0xcae6f8) blocks weapon, shield and bow changes while it is above 0. A measured ratio can leave
# a remainder in (0, FLT_EPSILON] that is never stepped again; stepping while above 0 takes it below 0.
site realtime main 852d28 1e270101 1e2703e1 # fmov s1, w8 (FLT_EPSILON) -> fmov s1, wzr
# Hair and cloth (upstream 290ec9f, 8f8022f): the actor animation update builds a second clock {seconds = factor / 30,
# ratio = factor} per rendered frame. Three inlined places: at the fmul, seconds = measured seconds * factor; at the
# store of the factor into the ratio slot, measured ratio * factor. The call of the shared update (main+0x89822c)
@@ -941,3 +948,12 @@ spin sdk 23a590 23a5d8 # 19 instructions; loads
spin sdk 23a658 23a6a0 # 19 instructions; loads
spin sdk 23a7fc 23a918 # 19 instructions; loads
spin sdk 3d3250 3d3270 # 9 instructions; loads
# Sun shadow map size (runtime/resolution.c shadow_init switches the set on). Each frame the engine sizes its shadow
# cascades (a D16 4-layer array) in main+0xcebdf4: a base size (960 in the field), interpolated down by how close the
# cover is, rounded up to 8 at main+0xcec22c and stored as the width (+0x3d8 of the cascade set) and, through the packed
# store at +0xe4, the height (+0x3f8). Near the ground it falls to about 400, which draws foliage shadows blocky, and
# every change of size moves the shadow texels, so leaf shadows jump instead of sliding. The page's fixed size (+92)
# goes in just before the rounding, as the community's shadow resolution mods do (1.1.0: mov w11, #1024 over the
# computation). Found by a write watch on the size field (the writer was this function, and no other).
site shadow main cec22c 11001d6b @page:x11 b9405d6b 11001d6b # add w11, w11, #7 -> adrp x11, page; ldr w11, [x11, #92]; add w11, w11, #7
+31
View File
@@ -10,6 +10,8 @@ set cloth TOTK_CLOTH_REALTIME 1
set bounce TOTK_HIGHFPS_FIX 1
set output TOTK_PATCH_OUTPUT 0
set scene TOTK_PATCH_SCENE 0
set shadow TOTK_PATCH_SHADOW 0
set cascade TOTK_PATCH_CASCADE 0
# 60 fps: the adaptive present-interval controller (main+0x2db174, 1.2.1 0x8f26c8) gets the minimum interval 1.
site fps60 main 2db204 6b08015f 7100055f # clamp: cmp w10, #1 (was cmp w10, w8 = minimum)
@@ -32,6 +34,13 @@ site realtime main 2daa70 1e201820 d503201f # fdiv s0, s1, s0 -> nop
site realtime main 2daa74 1e2c1001 d503201f # fmov s1, #0.5 -> nop
site realtime main 2daa78 1e210800 d503201f # fmul s0, s0, s1 -> nop
# Equipment-switch cooldown (issue #18, found by JieML1100): the player update (main+0x2b0368) steps the countdown at
# player state +0x109c through the timer step (main+0x1b0834, value += ratio * rate) only while it is above FLT_EPSILON,
# but the equipment gate (main+0x31cc7c) blocks weapon, shield and bow changes while it is above 0. Whole 30 Hz steps
# reach exactly 0; a measured ratio leaves a rounding remainder, and one in (0, FLT_EPSILON] is never stepped again and
# keeps equipment locked until a load. Stepping while above 0 takes the remainder below 0 like any other last step.
site realtime main 2b036c 0f016681 0f000401 # movi v1.2s, #0x34, lsl #24 (FLT_EPSILON) -> movi v1.2s, #0
# Hair and cloth: the actor animation update builds a second clock {seconds = factor / 30, ratio = factor} per
# rendered frame. 1.4.3 inlines it in two actor paths, where the factor was just stored to the ratio slot: the
# replacement stores measured ratio * factor there and computes measured seconds * factor. Two other callers share the
@@ -85,6 +94,15 @@ site aspect main b43460 bd406ac0 f81f0fea @page:x10 bd403940 f84107ea # ldr s0
site aspect main 1ff04f4 1e211800 f81f0fea @page:x10 bd403940 f84107ea # fdiv s0, s0, s1 (viewport)
site aspect main 253fbb0 1e211800 f81f0fea @page:x10 bd403940 f84107ea # fdiv s0, s0, s1 (viewport)
# Field of view (runtime/resolution.c res_fov_live writes TOTK_FOV / 100 to page +60 and switches the set). The same two
# camera routines as the aspect set load the camera's vertical view angle (radians) a few words before the ratio and
# hand it to sead's perspective projection (+0xa0, then sin / cos / tan of half of it at +0xa4..+0xac). The replacement
# loads the angle as before and multiplies it by the factor on the page; s8 holds the factor because the next
# instruction (fmul s8, s0, s1) overwrites it. Zooms the game makes itself (the bow, the scope) scale with it.
set fov TOTK_FOV_PATCH 0
site fov main 628c3c bd413e60 f81f0fea @page:x10 bd413e60 bd403d48 1e280800 f84107ea # ldr s0, [x19, #0x13c] (camera update)
site fov main b4342c bd4066c0 f81f0fea @page:x10 bd4066c0 bd403d48 1e280800 f84107ea # ldr s0, [x22, #0x64] (camera setup)
# The game's zstd decoder (BSD zstd, statically linked into main) through the host's libzstd (runtime/ov_zstd.c):
# every call of ZSTD_decompressMultiFrame (main+0x3a1f0: dctx, dst, capacity, src, size, dict, dict size, ddict) and of
# its wrapper ZSTD_decompress_usingDDict (main+0x3a1e0, which tail-branches to it) goes to a host function on the patch
@@ -960,3 +978,16 @@ spin subsdk0 1c4e54 1c4e60 # 4 instructions; loads
spin sdk 2d3654 2d3668 # 6 instructions; loads
spin sdk 443864 443884 # 9 instructions; loads
spin sdk 541e54 541f98 # 32 instructions; loads
# Sun shadow map size (patches-v121.txt explains the set and the page). 1.4.3 interpolates the size between a minimum
# and the base and rounds it up to 8 at main+0x683604; the rounded value is the width (+0x3d8) and, through the packed
# store at +0xf4, the height (+0x3f8). The page's size goes in just before the rounding.
site shadow main 683604 11001d6b @page:x11 b9405d6b 11001d6b # add w11, w11, #7 -> adrp x11, page; ldr w11, [x11, #92]; add w11, w11, #7
# Sun shadow cascade distances (runtime/resolution.c res_shadow_range switches the set on). The depth shadow parameter
# object (main+0x6fa3c0) registers depth_shadow_near_0_1..3 = 20, 40, 80 m and depth_shadow_far_0 = 160 m as
# immediates, and the field's .bgsdw files do not override them; with the set on they come from page +64..+76.
site cascade main 6fabb8 52a83408 @page:x8 b9404108 # mov w8, #20.0 -> ldr w8, [page+64]
site cascade main 6fac40 52a84408 @page:x8 b9404508 # mov w8, #40.0 -> ldr w8, [page+68]
site cascade main 6facc8 52a85408 @page:x8 b9404908 # mov w8, #80.0 -> ldr w8, [page+72]
site cascade main 6fad4c 52a86408 @page:x8 b9404d08 # mov w8, #160.0 -> ldr w8, [page+76]
+22 -15
View File
@@ -13,14 +13,17 @@ the generator), each <replacement> an instruction word (hex) or `@page:x<n>`, wh
encoded for the site's address. The patch page is the first 4 KiB page after main's image (layout.py leaves the rest
of the 2 MiB-aligned module slot free); the runtime commits it and owns its contents. Words in use, by byte offset:
+0..15 the frame-rate step (runtime/frame_rate.c), +16..55 the output, swapchain and scene sizes
(runtime/resolution.c res_init), +56..59 the camera's aspect ratio (runtime/resolution.c res_init, set aspect). A new
set takes words outside these.
(runtime/resolution.c res_init), +56..59 the camera's aspect ratio (runtime/resolution.c res_init, set aspect), +60..63
the field-of-view factor (runtime/resolution.c res_fov_live, set fov), +92..95 the sun shadow map size
(runtime/resolution.c shadow_init, set shadow). A new set takes words outside these.
The replacement words are lifted at the site's address in place of the original instruction, and the generated C reads
`if (rt_patch_on[<set>]) { replacement } else { original }`: one byte load and a branch per executed site. Replacement
words must not branch except a final `bl` (lifted with the site's return address); the original must not be a branch
other than `bl`. So the function's control flow, labels and jump tables are the original's. The generator writes
patches.h (set names, switches, the page address) next to layout.h for the runtime.
`if (rt_patch_on[<set>]) { replacement } else { original }`: one byte load and a branch per executed site. Several
sets may patch one address (cheats that write different values there): `if (a) {..} else if (b) {..} else {..}`, the
first set in file order wins. The original may be any instruction but br, blr and ret; a replacement's last word may be
a bl (lifted with the site's return address), a b or b.cond / cbz / tbz (its target joins the function's labels when
inside it) or a ret; earlier words must not branch. Every alternative of a site writes the same flags. The generator
writes patches.h (set names, switches, the page address) next to layout.h for the runtime.
A `spin` line names a spin wait found by tools/spin_waits.py: a loop with head <head> that only another thread can end,
and the direct branches back to it (module offsets). Each back-edge (checked: a b, b.cond, cbz / cbnz or tbz / tbnz to
@@ -45,7 +48,8 @@ def adrp(pc, target, rd):
class Table:
"""sets: [(name, env, default)]; sites: {module: {offset: (set index, [word | ('page', reg)], original)}}; page."""
"""sets: [(name, env, default)]; sites: {module: {offset: [(set index, [word | ('page', reg)], original)]}} (the
alternatives of a site in file order); page."""
def __init__(self, sets=(), sites=None, page=0, spins=None):
self.sets = list(sets)
@@ -58,11 +62,12 @@ class Table:
return {base + b: base + h for b, h in self.spins.get(name, {}).items()}
def for_module(self, name, base):
"""{absolute address: (set index, [words])} with @page resolved."""
"""{absolute address: [(set index, [words])]} with @page resolved."""
out = {}
for off, (k, repl, _) in self.sites.get(name, {}).items():
for off, alts in self.sites.get(name, {}).items():
a = base + off
out[a] = (k, [adrp(a, self.page, w[1]) if isinstance(w, tuple) else w for w in repl])
out[a] = [(k, [adrp(a, self.page, w[1]) if isinstance(w, tuple) else w for w in repl])
for k, repl, _ in alts]
return out
@@ -92,10 +97,12 @@ def load(path, mods):
repl.append(('page', int(w[7:])))
else:
repl.append(int(w, 16))
mod = sites.setdefault(f[2], {})
if off in mod:
raise PatchError(f'{where}: {f[2]}+{off:#x} patched twice')
mod[off] = (index[f[1]], repl, orig)
alts = sites.setdefault(f[2], {}).setdefault(off, [])
if any(k == index[f[1]] for k, _, _ in alts):
raise PatchError(f'{where}: {f[2]}+{off:#x} patched twice by set {f[1]}')
if alts and alts[0][2] != orig:
raise PatchError(f'{where}: {f[2]}+{off:#x} expects {orig:08x}, an earlier line {alts[0][2]:08x}')
alts.append((index[f[1]], repl, orig))
elif f[0] == 'spin' and len(f) >= 4:
if f[1] not in bases:
raise PatchError(f'{where}: module {f[1]} not in the layout')
@@ -117,7 +124,7 @@ def load(path, mods):
def check(table, mod, name):
"""Stops on a site whose original word differs from the module's."""
for off, (_, _, want) in table.sites.get(name, {}).items():
for off, [(_, _, want), *_] in table.sites.get(name, {}).items():
a = mod.base + off
if not mod.in_text(a):
raise PatchError(f'{name}+{off:#x}: patch site outside .text')
+377
View File
@@ -0,0 +1,377 @@
// Amiibo dump loader and Horizon OS NFP state emulation.
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "amiibo.h"
#include "host.h"
#include "platform/platform.h"
static PlatMutex g_amiibo_lock = PLAT_MUTEX_INIT;
// 540-byte raw NTAG215 binary dump
static uint8_t g_dump[AMIIBO_DUMP_SIZE];
static bool g_has_dump = false;
static AmiiboInfo g_info;
static bool g_device_present = true;
static bool g_detecting = false;
static bool g_tag_present = false;
static bool g_mounted = false;
static bool g_auto_remove = true;
static float g_auto_remove_delay_s = 2.5f;
static uint64_t g_tap_timestamp_ns = 0;
static bool g_timer_active = false;
static bool amiibo_validate_dump(const uint8_t *data, uint64_t size) {
if (size != AMIIBO_DUMP_SIZE) {
return false;
}
// NTAG215 Capability Container (CC) at page 3 (offset 0x0C).
// Byte 0x0C must be 0xE1 (NDEF Magic / Type 2 Tag CC container byte).
if (data[0x0C] != 0xE1) {
return false;
}
// UID sanity: UID (bytes 0..2 and 4..7) cannot be all zeroes or all 0xFF.
if ((data[0] == 0 && data[1] == 0 && data[2] == 0 && data[4] == 0 &&
data[5] == 0 && data[6] == 0 && data[7] == 0) ||
(data[0] == 0xFF && data[1] == 0xFF && data[2] == 0xFF && data[4] == 0xFF &&
data[5] == 0xFF && data[6] == 0xFF && data[7] == 0xFF)) {
return false;
}
// ISO 14443-3 / NTAG215 Bit Check Character (BCC) verification.
// Page 0 byte 3 (BCC0) = 0x88 ^ UID[0] ^ UID[1] ^ UID[2]
// Page 2 byte 0 (BCC1) = UID[3] ^ UID[4] ^ UID[5] ^ UID[6]
uint8_t bcc0 = (uint8_t)(0x88 ^ data[0] ^ data[1] ^ data[2]);
uint8_t bcc1 = (uint8_t)(data[4] ^ data[5] ^ data[6] ^ data[7]);
if (data[3] != bcc0 || data[8] != bcc1) {
return false;
}
return true;
}
static void parse_dump_info(const char *path) {
memset(&g_info, 0, sizeof(g_info));
if (path) {
snprintf(g_info.path, sizeof(g_info.path), "%s", path);
const char *slash = strrchr(path, '\\');
const char *fslash = strrchr(path, '/');
const char *name = slash ? slash + 1 : (fslash ? fslash + 1 : path);
if (slash && fslash) {
name = (slash > fslash ? slash : fslash) + 1;
}
snprintf(g_info.filename, sizeof(g_info.filename), "%s", name);
}
// UID: bytes 0..6 (7 bytes) or up to 9
memcpy(g_info.uuid, g_dump, 7);
g_info.uuid_len = 7;
// Amiibo ID at offset 0x54 (8 bytes)
memcpy(g_info.character_id, g_dump + 0x54, 3);
g_info.series_id = g_dump[0x57];
g_info.numbering_id = ((uint16_t)g_dump[0x58] << 8) | g_dump[0x59];
g_info.nfp_type = g_dump[0x5A];
g_info.version = g_dump[0x5B];
}
void amiibo_init(void) {
plat_mutex_lock(&g_amiibo_lock);
g_device_present = true;
g_detecting = false;
g_tag_present = false;
g_mounted = false;
g_has_dump = false;
g_timer_active = false;
memset(g_dump, 0, sizeof(g_dump));
memset(&g_info, 0, sizeof(g_info));
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_set_device_present(bool present) {
plat_mutex_lock(&g_amiibo_lock);
g_device_present = present;
plat_mutex_unlock(&g_amiibo_lock);
}
bool amiibo_is_device_present(void) {
plat_mutex_lock(&g_amiibo_lock);
bool res = g_device_present;
plat_mutex_unlock(&g_amiibo_lock);
return res;
}
void amiibo_start_detection(void) {
plat_mutex_lock(&g_amiibo_lock);
g_detecting = true;
rt_log("amiibo: start detection");
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_stop_detection(void) {
plat_mutex_lock(&g_amiibo_lock);
g_detecting = false;
rt_log("amiibo: stop detection");
plat_mutex_unlock(&g_amiibo_lock);
}
bool amiibo_is_detecting(void) {
plat_mutex_lock(&g_amiibo_lock);
bool res = g_detecting;
plat_mutex_unlock(&g_amiibo_lock);
return res;
}
bool amiibo_mount(void) {
plat_mutex_lock(&g_amiibo_lock);
if (!g_device_present || !g_tag_present) {
plat_mutex_unlock(&g_amiibo_lock);
return false;
}
g_mounted = true;
rt_log("amiibo: mounted tag '%s'", g_info.filename[0] ? g_info.filename : "unknown");
plat_mutex_unlock(&g_amiibo_lock);
return true;
}
void amiibo_unmount(void) {
plat_mutex_lock(&g_amiibo_lock);
g_mounted = false;
rt_log("amiibo: unmounted tag");
plat_mutex_unlock(&g_amiibo_lock);
}
bool amiibo_is_mounted(void) {
plat_mutex_lock(&g_amiibo_lock);
bool res = g_mounted;
plat_mutex_unlock(&g_amiibo_lock);
return res;
}
AmiiboDeviceState amiibo_get_device_state(void) {
plat_mutex_lock(&g_amiibo_lock);
if (!g_device_present) {
plat_mutex_unlock(&g_amiibo_lock);
return AMIIBO_DEV_STATE_UNAVAILABLE;
}
if (g_mounted) {
plat_mutex_unlock(&g_amiibo_lock);
return AMIIBO_DEV_STATE_TAG_MOUNTED;
}
if (g_tag_present) {
plat_mutex_unlock(&g_amiibo_lock);
return AMIIBO_DEV_STATE_TAG_FOUND;
}
if (g_detecting) {
plat_mutex_unlock(&g_amiibo_lock);
return AMIIBO_DEV_STATE_SEARCHING;
}
plat_mutex_unlock(&g_amiibo_lock);
return AMIIBO_DEV_STATE_INITIALIZED;
}
bool amiibo_load_file(const char *path) {
if (!path || !*path) return false;
uint64_t size = 0;
uint8_t *data = plat_file_read(path, &size);
if (!data) {
rt_log("amiibo: failed to read file: %s", path);
return false;
}
if (size != AMIIBO_DUMP_SIZE) {
rt_log("amiibo: invalid dump size (%llu bytes, expected exactly %d): %s",
(unsigned long long)size, AMIIBO_DUMP_SIZE, path);
free(data);
return false;
}
if (!amiibo_validate_dump(data, size)) {
rt_log("amiibo: dump failed NTAG215 structure sanity checks: %s", path);
free(data);
return false;
}
plat_mutex_lock(&g_amiibo_lock);
memcpy(g_dump, data, AMIIBO_DUMP_SIZE);
g_has_dump = true;
parse_dump_info(path);
plat_mutex_unlock(&g_amiibo_lock);
free(data);
rt_log("amiibo: loaded dump '%s' (char_id: %02x%02x%02x, series: %02x, num: %04x)",
g_info.filename, g_info.character_id[0], g_info.character_id[1], g_info.character_id[2],
g_info.series_id, g_info.numbering_id);
return true;
}
void amiibo_tap_tag(void) {
plat_mutex_lock(&g_amiibo_lock);
if (!g_has_dump) {
plat_mutex_unlock(&g_amiibo_lock);
return;
}
g_tag_present = true;
g_tap_timestamp_ns = plat_now_ns();
if (g_auto_remove) {
g_timer_active = true;
}
rt_log("amiibo: tag tapped on reader ('%s')", g_info.filename);
plat_mutex_unlock(&g_amiibo_lock);
}
bool amiibo_scan_and_tap(const char *path) {
if (!amiibo_load_file(path)) return false;
amiibo_tap_tag();
return true;
}
void amiibo_remove_tag(void) {
plat_mutex_lock(&g_amiibo_lock);
if (g_tag_present || g_mounted) {
g_tag_present = false;
g_mounted = false;
g_timer_active = false;
rt_log("amiibo: tag removed from reader");
}
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_tick(void) {
plat_mutex_lock(&g_amiibo_lock);
if (g_timer_active && g_tag_present) {
uint64_t now = plat_now_ns();
uint64_t diff = now > g_tap_timestamp_ns ? now - g_tap_timestamp_ns : 0;
uint64_t limit_ns = (uint64_t)(g_auto_remove_delay_s * 1000000000.0f);
if (diff >= limit_ns) {
g_tag_present = false;
g_mounted = false;
g_timer_active = false;
rt_log("amiibo: auto-removed tag after %.1fs timeout", (double)g_auto_remove_delay_s);
}
}
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_set_auto_remove(bool enable) {
plat_mutex_lock(&g_amiibo_lock);
g_auto_remove = enable;
if (!enable) g_timer_active = false;
plat_mutex_unlock(&g_amiibo_lock);
}
bool amiibo_get_auto_remove(void) {
plat_mutex_lock(&g_amiibo_lock);
bool res = g_auto_remove;
plat_mutex_unlock(&g_amiibo_lock);
return res;
}
void amiibo_set_auto_remove_delay_s(float seconds) {
plat_mutex_lock(&g_amiibo_lock);
if (seconds >= 0.5f && seconds <= 10.0f) g_auto_remove_delay_s = seconds;
plat_mutex_unlock(&g_amiibo_lock);
}
float amiibo_get_auto_remove_delay_s(void) {
plat_mutex_lock(&g_amiibo_lock);
float res = g_auto_remove_delay_s;
plat_mutex_unlock(&g_amiibo_lock);
return res;
}
bool amiibo_has_tag(void) {
plat_mutex_lock(&g_amiibo_lock);
bool res = g_has_dump && g_tag_present;
plat_mutex_unlock(&g_amiibo_lock);
return res;
}
const AmiiboInfo *amiibo_get_current_info(void) {
return &g_info;
}
const uint8_t *amiibo_get_raw_data(void) {
return g_dump;
}
void amiibo_get_tag_info(void *out_tag_info) {
plat_mutex_lock(&g_amiibo_lock);
uint8_t *out = (uint8_t *)out_tag_info;
memset(out, 0, 0x58);
// UUID: offset 0x00, 10 bytes max
memcpy(out + 0x00, g_dump, 7);
out[0x0A] = 7; // UUID length
// Protocol at offset 0x20: TypeA = 1
*(uint32_t *)(out + 0x20) = 1;
// TagType at offset 0x24: Type2 / NTAG215 = 2
*(uint32_t *)(out + 0x24) = 2;
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_get_model_info(void *out_model_info) {
plat_mutex_lock(&g_amiibo_lock);
uint8_t *out = (uint8_t *)out_model_info;
memset(out, 0, 0x40);
// Character ID at 0x00 (3 bytes)
memcpy(out + 0x00, g_dump + 0x54, 3);
// Series ID at 0x03 (1 byte)
out[0x03] = g_dump[0x57];
// Numbering ID at 0x04 (2 bytes, big-endian from 0x58)
out[0x04] = g_dump[0x58];
out[0x05] = g_dump[0x59];
// NFP Type at 0x06 (1 byte)
out[0x06] = g_dump[0x5A];
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_get_common_info(void *out_common_info) {
plat_mutex_lock(&g_amiibo_lock);
uint8_t *out = (uint8_t *)out_common_info;
memset(out, 0, 0x40);
// Last write date: 0x00..0x03
out[0x00] = 0x07; out[0x01] = 0xE7; // 2023
out[0x02] = 0x05; out[0x03] = 0x0C; // May 12
// Write counter: 0x04..0x05
out[0x04] = 0x00; out[0x05] = 0x01;
// Version: 0x06
out[0x06] = 0x02;
// Application area size: 0x08..0x0B = 0xD8 (216 bytes)
*(uint32_t *)(out + 0x08) = 0xD8;
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_get_register_info(void *out_register_info) {
plat_mutex_lock(&g_amiibo_lock);
uint8_t *out = (uint8_t *)out_register_info;
memset(out, 0, 0x100);
// Mii CharInfo at 0x00..0x57 (dummy valid mii)
out[0x00] = 0x03; // version 3
// First write date at 0x58..0x5B
out[0x58] = 0x07; out[0x59] = 0xE7;
out[0x5A] = 0x05; out[0x5B] = 0x0C;
// Amiibo Name at 0x5C: copy up to 40 bytes NUL-terminated
const char *name = g_info.filename[0] ? g_info.filename : "Amiibo";
snprintf((char *)(out + 0x5C), 0x29, "%s", name);
plat_mutex_unlock(&g_amiibo_lock);
}
int amiibo_get_application_area(void *out_buf, uint32_t max_size) {
plat_mutex_lock(&g_amiibo_lock);
if (!g_has_dump || !out_buf) {
plat_mutex_unlock(&g_amiibo_lock);
return 0;
}
uint32_t to_copy = max_size < 0xD8 ? max_size : 0xD8;
// Decrypted/payload application area starts at offset 0xDC (or 0x0A0..0x178 in raw dump)
if (0xDC + to_copy <= AMIIBO_DUMP_SIZE) {
memcpy(out_buf, g_dump + 0xDC, to_copy);
} else {
memset(out_buf, 0, to_copy);
}
plat_mutex_unlock(&g_amiibo_lock);
return (int)to_copy;
}
+84
View File
@@ -0,0 +1,84 @@
// Amiibo loader and state management subsystem (540-byte NTAG215 binary dumps).
#pragma once
#include <stdbool.h>
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
#define AMIIBO_DUMP_SIZE 540
// Device state corresponding to nn::nfp / nn::nfc DeviceState
typedef enum {
AMIIBO_DEV_STATE_INITIALIZED = 0,
AMIIBO_DEV_STATE_SEARCHING = 1,
AMIIBO_DEV_STATE_TAG_FOUND = 2,
AMIIBO_DEV_STATE_TAG_REMOVED = 3,
AMIIBO_DEV_STATE_TAG_MOUNTED = 4,
AMIIBO_DEV_STATE_UNAVAILABLE = 5
} AmiiboDeviceState;
// Amiibo identification info
typedef struct {
uint8_t uuid[10];
uint8_t uuid_len;
uint8_t character_id[3];
uint8_t series_id;
uint16_t numbering_id;
uint8_t nfp_type;
uint8_t version;
char path[512];
char filename[128];
} AmiiboInfo;
// Subsystem lifecycle
void amiibo_init(void);
// Hardware / device emulation status
void amiibo_set_device_present(bool present);
bool amiibo_is_device_present(void);
// Tag detection & lifecycle
void amiibo_start_detection(void);
void amiibo_stop_detection(void);
bool amiibo_is_detecting(void);
// Tag mounting
bool amiibo_mount(void);
void amiibo_unmount(void);
bool amiibo_is_mounted(void);
// State query
AmiiboDeviceState amiibo_get_device_state(void);
// File loading & triggering actions
bool amiibo_load_file(const char *path);
bool amiibo_scan_and_tap(const char *path);
void amiibo_tap_tag(void);
void amiibo_remove_tag(void);
// Timer tick called during menu / frame updates
void amiibo_tick(void);
// Options
void amiibo_set_auto_remove(bool enable);
bool amiibo_get_auto_remove(void);
void amiibo_set_auto_remove_delay_s(float seconds);
float amiibo_get_auto_remove_delay_s(void);
// Tag inspection
bool amiibo_has_tag(void);
const AmiiboInfo *amiibo_get_current_info(void);
const uint8_t *amiibo_get_raw_data(void);
// Horizon OS buffers extraction (called by NFP IPC/override services)
void amiibo_get_tag_info(void *out_tag_info);
void amiibo_get_model_info(void *out_model_info);
void amiibo_get_common_info(void *out_common_info);
void amiibo_get_register_info(void *out_register_info);
int amiibo_get_application_area(void *out_buf, uint32_t max_size);
#ifdef __cplusplus
}
#endif
+18 -12
View File
@@ -3,37 +3,41 @@
// da35b83 (MIT, Copyright (c) 2026 Peiikai).
// The boot driver: the guest main thread runs the game's own nn::init::Start
// with three host callbacks, the second of which runs DT_INIT of main, subsdk0 and sdk; Start then calls nnMain.
// --boot checks two checkpoints on the way and ends at the first nvnBootstrapLoader call:
// SetFocusHandlingMode called from main+0xe7a954 (1.4.3: +0xbdb48c) in nnMain, every module's constructor flag
// reads 2
// nvnBootstrapLoader called from main+0xe7eb2c (1.4.3: +0xbe0360) in the graphics bring-up; logs the run
// statistics, exits 0
// --boot checks two checkpoints on the way and ends at the first nvnBootstrapLoader call, at the return address of
// each in main (1.1.0, 1.2.1, 1.4.3):
// SetFocusHandlingMode main+0xeb8c14 (1.2.1: +0xe7a954, 1.4.3: +0xbdb48c) in nnMain, every module's constructor
// flag reads 2
// nvnBootstrapLoader main+0xebcdec (1.2.1: +0xe7eb2c, 1.4.3: +0xbe0360) in the graphics bring-up; logs the
// run statistics, exits 0
// With --seconds S the run continues past that call; rt_frame_presented ends it once the world clock passed S.
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cfg.h"
#include "cheats.h"
#include "fs.h"
#include "gfx.h"
#include "mods.h"
#include "nvn_api.h"
#include "platform/platform.h"
#include "vk.h"
#include "platform/platform.h"
#define SYM_INIT_START "_ZN2nn4init5StartEmmPFvvES2_S2_"
// main: return addresses of nnMain's SetFocusHandlingMode call (1.2.1 from this port's analysis of main; 1.4.3 from
// MacNativeGames' scripts/verify_boot.py) and of the first nvnBootstrapLoader call, per game version.
#define CHECKPOINT_RET (RT_V143 ? 0xbdb48cull : 0xe7a954ull)
#define NVN_RET (RT_V143 ? 0xbe0360ull : 0xe7eb2cull)
// main: return addresses of nnMain's SetFocusHandlingMode call (1.1.0 and 1.2.1 from this port's analysis of main;
// 1.4.3 from MacNativeGames' scripts/verify_boot.py) and of the first nvnBootstrapLoader call, per game version.
#define CHECKPOINT_RET (RT_V143 ? 0xbdb48cull : RT_V110 ? 0xeb8c14ull : 0xe7a954ull)
#define NVN_RET (RT_V143 ? 0xbe0360ull : RT_V110 ? 0xebcdecull : 0xe7eb2cull)
#define CTOR_DONE 2 // a module's constructor flag after its DT_INIT ran the init_array
// The init_array sizes (1.2.1: counted in the modules; 1.4.3: DT_INIT_ARRAYSZ); MacNativeGames' boot check expects
// the same.
// The init_array sizes (1.1.0 and 1.2.1: counted in the modules; 1.4.3: DT_INIT_ARRAYSZ); MacNativeGames' boot check
// expects the same. The three tables carry the same rows, so cb_module_inits walks them by the size of one.
typedef struct { const char *name; uint64_t entries; } InitCount;
static const InitCount inits_110[] = {{"main", 10668}, {"subsdk0", 45}, {"sdk", 116}};
static const InitCount inits_121[] = {{"main", 10673}, {"subsdk0", 45}, {"sdk", 116}};
static const InitCount inits_143[] = {{"main", 10717}, {"subsdk0", 45}, {"sdk", 83}};
#define expected_inits (RT_V143 ? inits_143 : inits_121)
#define expected_inits (RT_V143 ? inits_143 : RT_V110 ? inits_110 : inits_121)
static volatile int32_t inits_done, checkpoint_seen;
uint64_t rt_guest_start_ns;
@@ -340,8 +344,10 @@ void rt_boot(void) {
PlatThread *warm = plat_thread_new(prewarm_main, NULL, "prewarm");
ldr_load(rt_config()->exefs);
rt_patches_init();
mods_exefs_switch(); // after the patch sets' settings: an enabled mod's ExeFS patches on
frame_step_init();
res_init();
cheats_init(); // after the patch sets: a cheat's set follows its setting
cb_addr[0] = hostfn_register("<rtld loader_ready>", cb_loader_ready);
cb_addr[1] = hostfn_register("<rtld module_inits>", cb_module_inits);
cb_addr[2] = hostfn_register("<rtld module_finis>", cb_module_finis);
+159
View File
@@ -0,0 +1,159 @@
// Camera speed: TOTK_STICK_SENS (0.1 to 3, default 1, read at start) multiplies the game's own right-stick camera speeds.
// The game's Options menu offers five camera sensitivities, Very Low to Very High; their turn rates are the array
// StickSensitivity {0.8, 1.2, 1.6, 2.0, 2.4} in Component/PlayerCameraParam/PlayerCamera.game__component__
// PlayerCameraParam.bgyml inside Pack/Actor/PlayerCamera.pack.zs. romfs.c serves a copy of that pack with every entry
// multiplied (cam_pack_build), so the setting raises the camera's top speed as well as its speed at a partial tilt, at
// any of the five sensitivities. The mouse camera reaches the game as a right-stick deflection (input.c, mouse_camera),
// which divides it by the same factor (cam_speed_applied), so TOTK_MOUSE_SENS alone sets the mouse's speed.
//
// The pack is a SARC archive compressed with the dictionary pack.zsdic of Pack/ZsDic.pack.zs. A float in a BYML array
// is stored in the array itself, so the multiplied values take the bytes of the old ones and no offset moves.
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <zstd.h>
#include "cfg.h"
#include "host.h"
#define MEMBER "Component/PlayerCameraParam/PlayerCamera.game__component__PlayerCameraParam.bgyml"
#define MAX_RAW (64u << 20)
static float applied = 1.0f;
float cam_speed_wanted(void) {
double v = cfg_double("TOTK_STICK_SENS");
return (float)(v < 0.1 ? 0.1 : v > 3 ? 3 : v);
}
float cam_speed_applied(void) { return applied; }
static int u32_at(const uint8_t *p, size_t n, size_t off, uint32_t *v) {
if (off > n || n - off < 4) return 0;
memcpy(v, p + off, 4);
return 1;
}
// SARC member `name` of the archive p[0..n): its start and size; 0 when it is not there.
static int sarc_member(const uint8_t *p, size_t n, const char *name, size_t *at, size_t *size) {
uint32_t data;
uint16_t head, count, bom;
if (n < 0x14 || memcmp(p, "SARC", 4)) return 0;
memcpy(&head, p + 4, 2);
memcpy(&bom, p + 6, 2);
if (bom != 0xfeff || !u32_at(p, n, 12, &data) || head + 12u > n || memcmp(p + head, "SFAT", 4)) return 0;
memcpy(&count, p + head + 6, 2);
size_t names = head + 12 + (size_t)count * 16;
if (names + 8 > n || memcmp(p + names, "SFNT", 4)) return 0;
names += 8;
for (unsigned i = 0; i < count; i++) {
uint32_t attr, lo, hi;
size_t e = head + 12 + (size_t)i * 16;
if (!u32_at(p, n, e + 4, &attr) || !u32_at(p, n, e + 8, &lo) || !u32_at(p, n, e + 12, &hi)) return 0;
size_t s = names + (size_t)(attr & 0xffffff) * 4, len = strlen(name);
if (!(attr >> 24) || s + len + 1 > n || memcmp(p + s, name, len + 1)) continue;
if (lo > hi || data + (size_t)hi > n) return 0;
*at = data + lo;
*size = hi - lo;
return 1;
}
return 0;
}
// The StickSensitivity floats of the BYML p[0..n), multiplied by k; their count, 0 when the file has no such array.
static int scale_sensitivity(uint8_t *p, size_t n, float k, float was[8]) {
uint32_t keys, root, head;
if (n < 16 || memcmp(p, "YB", 2) || !u32_at(p, n, 4, &keys) || !u32_at(p, n, 12, &root) ||
!u32_at(p, n, root, &head) || (head & 0xff) != 0xc1 || !u32_at(p, n, keys, &head) || (head & 0xff) != 0xc2)
return 0;
uint32_t nkeys = head >> 8;
if (!u32_at(p, n, root, &head)) return 0;
for (uint32_t i = 0; i < head >> 8; i++) {
uint32_t e, at, arr, ah;
if (!u32_at(p, n, root + 4 + 8 * (size_t)i, &e) || (e & 0xffffff) >= nkeys ||
!u32_at(p, n, keys + 4 + 4 * (size_t)(e & 0xffffff), &at))
return 0;
const char *name = (const char *)p + keys + at;
if (keys + at + sizeof "StickSensitivity" > n || strcmp(name, "StickSensitivity")) continue;
if (e >> 24 != 0xc0 || !u32_at(p, n, root + 8 + 8 * (size_t)i, &arr) || !u32_at(p, n, arr, &ah) ||
(ah & 0xff) != 0xc0)
return 0;
uint32_t count = ah >> 8;
size_t vals = arr + 4 + ((count + 3) & ~3u);
if (!count || count > 8 || vals + 4 * (size_t)count > n) return 0;
for (uint32_t j = 0; j < count; j++)
if (p[arr + 4 + j] != 0xd2) return 0;
for (uint32_t j = 0; j < count; j++) {
float v;
memcpy(&v, p + vals + 4 * j, 4);
was[j] = v;
v *= k;
memcpy(p + vals + 4 * j, &v, 4);
}
return (int)count;
}
return 0;
}
int cam_pack_build(const void *in, size_t n, const void *zsdic, size_t zsdic_n, void **out, size_t *out_n) {
float k = cam_speed_wanted();
*out = NULL;
if (k == 1.0f) return 0;
int ok = 0;
uint8_t *dics = NULL, *raw = NULL;
ZSTD_DDict *dd = NULL;
ZSTD_CDict *cd = NULL;
void *z = NULL;
// The dictionaries: Pack/ZsDic.pack.zs is a SARC compressed without one.
unsigned long long dn = ZSTD_getFrameContentSize(zsdic, zsdic_n);
size_t dic_at, dic_n;
if (dn == ZSTD_CONTENTSIZE_UNKNOWN || dn == ZSTD_CONTENTSIZE_ERROR || dn > MAX_RAW || !(dics = malloc((size_t)dn)) ||
ZSTD_decompress(dics, (size_t)dn, zsdic, zsdic_n) != dn ||
!sarc_member(dics, (size_t)dn, "pack.zsdic", &dic_at, &dic_n)) {
rt_log("camera speed: no pack.zsdic in Pack/ZsDic.pack.zs; the camera keeps its own speed");
goto done;
}
unsigned long long rn = ZSTD_getFrameContentSize(in, n);
unsigned id = ZSTD_getDictID_fromFrame(in, n);
dd = ZSTD_createDDict(dics + dic_at, dic_n);
if (!dd || id != ZSTD_getDictID_fromDDict(dd) || rn == ZSTD_CONTENTSIZE_UNKNOWN ||
rn == ZSTD_CONTENTSIZE_ERROR || rn > MAX_RAW || !(raw = malloc((size_t)rn))) {
rt_log("camera speed: Pack/Actor/PlayerCamera.pack.zs is not a pack.zsdic frame with a size; the camera keeps its "
"own speed");
goto done;
}
ZSTD_DCtx *dctx = ZSTD_createDCtx();
size_t got = dctx ? ZSTD_decompress_usingDDict(dctx, raw, (size_t)rn, in, n, dd) : 0;
ZSTD_freeDCtx(dctx);
size_t at, size;
float was[8];
int count = !ZSTD_isError(got) && got == rn && sarc_member(raw, (size_t)rn, MEMBER, &at, &size)
? scale_sensitivity(raw + at, size, k, was) : 0;
if (!count) {
rt_log("camera speed: no StickSensitivity array in %s; the camera keeps its own speed", MEMBER);
goto done;
}
cd = ZSTD_createCDict(dics + dic_at, dic_n, 9);
size_t cap = ZSTD_compressBound((size_t)rn), zn = 0;
ZSTD_CCtx *cctx = cd ? ZSTD_createCCtx() : NULL;
if (cctx && (z = malloc(cap))) zn = ZSTD_compress_usingCDict(cctx, z, cap, raw, (size_t)rn, cd);
ZSTD_freeCCtx(cctx);
if (!z || !zn || ZSTD_isError(zn)) goto done;
*out = z;
*out_n = zn;
z = NULL;
ok = 1;
rt_log("camera speed: x%.2f, StickSensitivity %.2f %.2f %.2f %.2f %.2f -> %.2f %.2f %.2f %.2f %.2f", k, was[0],
count > 1 ? was[1] : 0, count > 2 ? was[2] : 0, count > 3 ? was[3] : 0, count > 4 ? was[4] : 0, was[0] * k,
count > 1 ? was[1] * k : 0, count > 2 ? was[2] * k : 0, count > 3 ? was[3] * k : 0,
count > 4 ? was[4] * k : 0);
done:
free(z);
free(raw);
free(dics);
ZSTD_freeDDict(dd);
ZSTD_freeCDict(cd);
return ok;
}
void cam_pack_served(void) { applied = cam_speed_wanted(); }
+77 -22
View File
@@ -30,27 +30,33 @@ static int save_ok = 1; // the last cfg_save_to wrote (o
// Every name the runtime reads (and the patch sets in generated/), without the prefix. A file key outside this list is
// logged as unknown. A new variable goes here too, or its ini key logs a harmless "unknown key" line.
static const char *const known[] = {
"AB", "APP_POOL", "ASPECT", "ASPECT_PATCH", "ASSUME_FOCUS", "ASTC", "ASTC_BC", "ASTC_TIME", "ASYNC_PREEMPT", "AUDIO", "AUDIO_OFF", "AUDIO_PREFILL_MS",
"AB", "AMIIBO_DIR", "ANISO", "APP_POOL", "ASPECT", "ASPECT_PATCH", "ASSUME_FOCUS", "ASTC", "ASTC_BC", "ASTC_TIME", "ASYNC_PREEMPT", "AUDIO", "AUDIO_OFF", "AUDIO_PREFILL_MS",
"BACKGROUND_WINDOW", "BIND_A", "BIND_B", "BIND_DOWN", "BIND_L", "BIND_LCLICK", "BIND_LEFT", "BIND_LSTICK_DOWN", "BIND_LSTICK_LEFT",
"BIND_LSTICK_RIGHT", "BIND_LSTICK_UP", "BIND_MINUS",
"BIND_PLUS", "BIND_R", "BIND_RCLICK", "BIND_RIGHT", "BIND_RSTICK_DOWN", "BIND_RSTICK_LEFT", "BIND_RSTICK_RIGHT", "BIND_RSTICK_UP",
"BIND_SKIP", "BIND_STATS", "BIND_UP", "BIND_X", "BIND_Y",
"BIND_ZL", "BIND_ZR", "BLOCK_VIEWS_3D", "CLOTH_REALTIME", "CORE_DIAG", "CRIT", "CRIT_OUT", "DESC_TEMPLATE", "DEVICE_PROFILE", "DUMP", "DUMP_BUF", "DUMP_DIR", "DUMP_LOG",
"EXEFS", "FEEDBACK", "FIX_C0", "FIX_ZERO", "FLIGHT", "FLIGHT_AT", "FLIGHT_DIR", "FLIGHT_FRAMES", "FLIGHT_SPIKE_MS",
"FLIGHT_THUMBS", "FPS60", "FPS_LIMIT", "FREEZE_IDLE", "FREE_CORES", "FULLSCREEN", "GPL", "GPL_DRAW_BUILD", "GPU",
"GPU_INDEX", "GPU_NAME", "HIGHFPS_FIX", "INPUT", "INPUT_RECORD", "INPUT_SCRIPT", "LANG", "LIB_PREBUILD",
"LIB_PREBUILD_KEEP", "LIB_PREBUILD_THREADS", "LOCALE", "LOD_GUARD", "MEMORY", "MENU_LANG", "MENU_TEST",
"MENU_TEST_DIR", "MENU_TEST_SET", "MINIMAL_LAYOUT", "MIRROR_GAP", "MOTION", "MOUSE_SENS", "MOVIE_HOST", "MOVIE_PACE",
"ONE_PER_CORE", "OPERATION_MODE", "OUTPUT_RES", "PAD_LAYOUT", "PATCH_OUTPUT", "PATCH_SCENE", "PERF_OVERLAY", "PERF_SLOW_MS", "PIPELINE_CACHE", "PIPE_MEMO", "PIPE_PREBUILD", "PIPE_SKIP", "PIPE_SYNC", "PIPE_WAIT",
"BIND_ZL", "BIND_ZR", "BLOCK_VIEWS_3D", "CLOTH_REALTIME", "COLOR_BRIGHTNESS", "COLOR_CONTRAST", "COLOR_GAMMA",
"COLOR_PRESET", "COLOR_SATURATION", "CONTACT_DEBUG", "CONTACT_SHADOWS", "CORE_DIAG", "CRIT", "CRIT_OUT",
"DESC_TEMPLATE", "DEVICE_PROFILE", "DLAA", "DLAA_JITTER", "DLAA_MV", "DLSS", "DUMP", "DUMP_BUF", "DUMP_DIR",
"DUMP_LOG", "EXEFS", "FEEDBACK", "FIX_C0", "FIX_ZERO", "FLIGHT", "FLIGHT_AT", "FLIGHT_DIR", "FLIGHT_FRAMES",
"FLIGHT_SPIKE_MS", "FLIGHT_THUMBS", "FOV", "FOV_PATCH", "FPS60", "FPS_LIMIT", "FREEZE_IDLE", "FREE_CORES",
"FULLSCREEN", "FXAA", "GPL", "GPL_DRAW_BUILD", "GPU", "GPU_INDEX", "GPU_NAME", "HDR", "HDR_GAME_NITS",
"HDR_PEAK_NITS", "HDR_UI_NITS", "HIGHFPS_FIX", "INPUT", "INPUT_RECORD", "INPUT_SCRIPT", "LANG", "LIB_PREBUILD",
"LIB_PREBUILD_KEEP", "LIB_PREBUILD_THREADS", "LOCALE", "LOD_GUARD", "LSTICK_DEADZONE", "MEMORY", "MENU_LANG", "MENU_TEST",
"MENU_TEST_DIR", "MENU_TEST_SET", "MINIMAL_LAYOUT", "MIRROR_GAP", "MODS_DIR", "MODS_DISABLED", "MODS_ORDER", "MODS_REBUILD", "MOTION", "MOUSE_SENS", "MOVIE_HOST", "MOVIE_PACE",
"ONE_PER_CORE", "OPERATION_MODE", "OUTPUT_RES", "PAD_LAYOUT", "PATCH_OUTPUT", "PATCH_SCENE", "PCSS", "PCSS_K", "PERF_OVERLAY", "PERF_SLOW_MS", "PIPELINE_CACHE", "PIPE_MEMO", "PIPE_PREBUILD", "PIPE_SKIP", "PIPE_SYNC", "PIPE_WAIT",
"PREWARM_XLATE", "PROBE_MOVIE", "PROBE_MOVIE_SHOT", "PROFILE", "PROFILE_CHAINS", "PROFILE_DIR", "PROFILE_FRAMES",
"PROFILE_MAIN", "PROFILE_RENDER", "PUSH_SKIP", "PUSH_STAGE", "RDOC", "RDOC_DIR", "RDOC_DLL", "REALTIME", "REC_END", "REEXEC",
"PROFILE_MAIN", "PROFILE_RENDER", "PROMPTS", "PUSH_SKIP", "PUSH_STAGE", "RDOC", "RDOC_DIR", "RDOC_DLL", "REALTIME", "REC_END", "REEXEC",
"RENDER_SCALE", "REPLAY_ASYNC",
"REPLAY_CHECK", "RESOLVE_CHECK", "ROMFS", "ROMFS_INDEX", "ROMFS_MMAP", "ROMFS_MODS", "ROMFS_PATCHES",
"ROMFS_PROOF_DIR", "ROMFS_VERIFY", "RUMBLE", "RUMBLE_CURVE", "RUMBLE_STRENGTH", "RUMBLE_TRIGGERS", "SHADER_CACHE",
"SHADER_MEMO", "SHARED_FONTS", "SHARPNESS", "SHOTS", "SHOTS_DIR", "SHOTS_FULL", "SPEED_PROBE", "SPIN", "SPIN_HANDOFF_US", "SPLIT_DRAWS", "SPLIT_US", "STICK_DEADZONE", "SWKBD_ANSWER",
"REPLAY_CHECK", "RESOLVE_CHECK", "RESTART_WAIT", "ROMFS", "ROMFS_INDEX", "ROMFS_MMAP", "ROMFS_MODS", "ROMFS_PATCHES",
"ROMFS_PROOF_DIR", "ROMFS_VERIFY", "RSTICK_DEADZONE", "RUMBLE", "RUMBLE_CURVE", "RUMBLE_STRENGTH", "RUMBLE_TRIGGERS", "SHADER_CACHE",
"SHADER_MEMO", "SHADOW_RANGE", "SHADOW_RES", "SHADOW_SCALE", "SHARED_FONTS", "SHARPNESS", "SHOTS", "SHOTS_DIR",
"SHOTS_FULL", "SPEED_PROBE", "SPIN", "SPIN_HANDOFF_US", "SPLIT_DRAWS", "SPLIT_US", "STICK_DEADZONE", "STICK_SENS",
"SWKBD_ANSWER",
"SWKBD_TEST", "TEST_PAD", "TEST_PREPARE_SHADERS", "TEX_ALIAS", "TEX_MEMO", "TEX_VRAM_PRESSURE", "TIMER_1MS", "TRACE", "UBO_SNAPSHOT", "UPSCALER", "VK_DYN_A2C", "VK_DYN_VERTEX", "VK_NO_FLOAT64",
"VK_PRESENT", "VK_RECORDER", "VK_SSBO_ALIGN", "VK_SUBGROUP", "VK_SUBGROUP_PIN", "VK_VALIDATION", "VOLUME", "VRAM_HEADROOM", "VS_OUTS",
"WB_FENCE_LIMIT", "WINDOW_SIZE", "XLATE", "XLATE_ID", "XLATE_PROCS", "ZSTD_CHECK", "ZSTD_NATIVE",
"WALK_KEY", "WALK_SCALE", "WB_EXACT", "WB_FENCE_LIMIT", "WINDOW_SIZE", "XLATE", "XLATE_ID", "XLATE_PROCS",
"ZSTD_CHECK", "ZSTD_NATIVE",
};
// The totk.ini section a key cfg_set may write goes to when the file lacks it (totk.ini.example's sections).
@@ -59,12 +65,22 @@ static const struct { const char *key, *section; } sections[] = {
{"REALTIME", "frame rate"}, {"CLOTH_REALTIME", "frame rate"}, {"HIGHFPS_FIX", "frame rate"},
{"FULLSCREEN", "display"}, {"WINDOW_SIZE", "display"}, {"PERF_OVERLAY", "display"}, {"VK_PRESENT", "display"},
{"GPU_INDEX", "display"}, {"OUTPUT_RES", "display"}, {"RENDER_SCALE", "display"}, {"UPSCALER", "display"},
{"SHARPNESS", "display"}, {"ASPECT", "display"},
{"SHARPNESS", "display"}, {"ASPECT", "display"}, {"FOV", "display"}, {"ANISO", "display"},
{"COLOR_PRESET", "display"},
{"COLOR_BRIGHTNESS", "display"}, {"COLOR_CONTRAST", "display"}, {"COLOR_SATURATION", "display"},
{"COLOR_GAMMA", "display"}, {"HDR", "display"}, {"HDR_PEAK_NITS", "display"}, {"HDR_GAME_NITS", "display"},
{"HDR_UI_NITS", "display"}, {"SHADOW_RES", "display"},
{"DLAA", "display"}, {"DLSS", "display"}, {"FXAA", "display"},
{"DEVICE_PROFILE", "display"}, {"ASSUME_FOCUS", "display"},
{"SHADOW_SCALE", "display"}, {"SHADOW_RANGE", "display"}, {"CONTACT_SHADOWS", "display"},
{"PCSS", "display"},
{"MODS_DIR", "mods"}, {"MODS_ORDER", "mods"}, {"MODS_DISABLED", "mods"}, {"MODS_REBUILD", "mods"},
{"MENU_LANG", "language"}, {"LANG", "language"}, {"OPERATION_MODE", "language"},
{"VOLUME", "audio"},
{"MOTION", "input"}, {"RUMBLE_STRENGTH", "input"}, {"RUMBLE_CURVE", "input"}, {"RUMBLE_TRIGGERS", "input"},
{"PAD_LAYOUT", "input"}, {"STICK_DEADZONE", "input"}, {"MOUSE_SENS", "input"}, {"INPUT_RECORD", "input"},
{"PAD_LAYOUT", "input"}, {"PROMPTS", "input"}, {"STICK_DEADZONE", "input"}, {"LSTICK_DEADZONE", "input"}, {"RSTICK_DEADZONE", "input"},
{"STICK_SENS", "input"},
{"MOUSE_SENS", "input"}, {"WALK_KEY", "input"}, {"WALK_SCALE", "input"}, {"INPUT_RECORD", "input"},
{"BIND_A", "input"}, {"BIND_B", "input"}, {"BIND_X", "input"}, {"BIND_Y", "input"}, {"BIND_LCLICK", "input"},
{"BIND_RCLICK", "input"}, {"BIND_L", "input"}, {"BIND_R", "input"}, {"BIND_ZL", "input"}, {"BIND_ZR", "input"},
{"BIND_PLUS", "input"}, {"BIND_MINUS", "input"}, {"BIND_LEFT", "input"}, {"BIND_UP", "input"},
@@ -80,7 +96,7 @@ static const struct { const char *key, *section; } sections[] = {
{"PUSH_SKIP", "performance"}, {"SPLIT_DRAWS", "performance"}, {"SPLIT_US", "performance"}, {"VK_VALIDATION", "performance"},
{"VK_DYN_VERTEX", "performance"}, {"VK_DYN_A2C", "performance"}, {"VK_SUBGROUP_PIN", "performance"},
{"TRACE", "diagnostics"}, {"FLIGHT", "diagnostics"}, {"FLIGHT_SPIKE_MS", "diagnostics"},
{"WB_FENCE_LIMIT", "diagnostics"},
{"WB_FENCE_LIMIT", "diagnostics"}, {"WB_EXACT", "diagnostics"},
};
// The settings the menu shows: the value in effect when the key is unset, and what the key accepts. The only place a
@@ -95,11 +111,25 @@ static const CfgMeta metas[] = {
{"PERF_OVERLAY", "off", "off|fps|full", LIVE},
{"OUTPUT_RES", "1920x1080", NULL, RESTART}, {"RENDER_SCALE", "game", "game|50|67|75|100|125|150|200", RESTART},
{"UPSCALER", "fsr", "fsr|bilinear", LIVE}, {"SHARPNESS", "80", "0..100", LIVE},
{"ASPECT", "fit", "fit|stretch", LIVE},
{"DLAA", "0", "0|1", RESTART}, {"DLSS", "dlaa", "dlaa|quality|balanced|performance", RESTART}, {"FXAA", "1", "0|1", LIVE},
{"ASPECT", "fit", "fit|stretch", LIVE}, {"FOV", "100", "70..140", LIVE},
{"ANISO", "game", "game|2|4|8|16", RESTART}, // vk_texture.c sampler_features
// colour adjustment (vk_color.c); the preset is the menu's, the four values are what the present uses
{"COLOR_PRESET", "default", "default|vivid|clarity|custom", LIVE}, {"COLOR_BRIGHTNESS", "0", "-30..30", LIVE},
{"COLOR_CONTRAST", "100", "70..150", LIVE}, {"COLOR_SATURATION", "100", "50..200", LIVE},
{"COLOR_GAMMA", "1", "0.8..1.2", LIVE},
// HDR output (vk_hdr.c): on at start (the tonemap shader is swapped as shaders load); the nits apply at once
{"HDR", "0", "0|1", RESTART}, {"HDR_PEAK_NITS", "1000", "400..10000", LIVE}, {"HDR_GAME_NITS", "203", "80..500", LIVE},
{"HDR_UI_NITS", "203", "80..500", LIVE},
{"DEVICE_PROFILE", "auto", "auto|desktop|deck", RESTART},
{"SHADOW_RES", "game", "game|512|768|1024|1536|2048", RESTART},
{"SHADOW_SCALE", "1", "1..4", RESTART},
{"SHADOW_RANGE", "100", "50..400", RESTART}, {"CONTACT_SHADOWS", "0", "0..100", RESTART},
{"PCSS", "0", "0..200", RESTART},
// Game
{"FPS_LIMIT", "60", "30|40|45|60|90|120|144|display", LIVE}, {"FPS60", "1", "0|1", LIVE},
{"REALTIME", "1", "0|1", RESTART}, {"CLOTH_REALTIME", "1", "0|1", RESTART},
{"MODS_REBUILD", "auto", "auto|off", RESTART},
{"HIGHFPS_FIX", "1", "0|1", RESTART},
{"LANG", "", "ja|en-US|fr|de|it|es|zh-CN|ko|nl|pt|ru|zh-TW|en-GB|fr-CA|es-419|zh-Hans|zh-Hant|pt-BR", RESTART},
{"OPERATION_MODE", "docked", "docked|handheld", RESTART},
@@ -107,9 +137,14 @@ static const CfgMeta metas[] = {
// Sound, Controls, Menu
{"VOLUME", "100", "0..100", LIVE},
{"MOTION", "1", "0|1", LIVE}, {"RUMBLE_STRENGTH", "130", "0..300", LIVE}, {"RUMBLE_CURVE", "0.6", "0.2..1.5", LIVE},
{"RUMBLE_TRIGGERS", "0", "0|1", LIVE}, {"PAD_LAYOUT", "auto", "auto|nintendo|xbox|xbox_prompts", LIVE},
{"STICK_DEADZONE", "8", "0..50", LIVE}, {"MOUSE_SENS", "1", "0..10", LIVE},
{"MENU_LANG", "", "en|ru", LIVE},
{"RUMBLE_TRIGGERS", "0", "0|1", LIVE}, {"PAD_LAYOUT", "auto", "auto|nintendo|xbox", LIVE},
{"PROMPTS", "nintendo", "nintendo|xbox", RESTART},
{"STICK_DEADZONE", "8", "0..50", LIVE}, {"STICK_SENS", "1", "0.1..3", RESTART},
{"LSTICK_DEADZONE", "", "0..50", LIVE}, {"RSTICK_DEADZONE", "", "0..50", LIVE},
{"MOUSE_SENS", "1", "0..10", LIVE},
{"WALK_KEY", "none", NULL, LIVE}, {"WALK_SCALE", "0.51", "0.2..0.9", LIVE},
{"MENU_LANG", "", "en|ru|pt-BR|zh-Hans", LIVE},
{"AMIIBO_DIR", "", NULL, LIVE},
// Advanced: scheduling
{"ASYNC_PREEMPT", "1", "0|1|2", RESTART}, {"REPLAY_ASYNC", "0", "0|1", RESTART},
{"FREE_CORES", "0", "0|1", RESTART}, {"TIMER_1MS", "1", "0|1", RESTART},
@@ -131,14 +166,14 @@ static const CfgMeta metas[] = {
{"VK_DYN_A2C", "", "0|1", RESTART}, {"VK_SUBGROUP_PIN", "1", "0|1", RESTART},
// diagnostics
{"TRACE", "", NULL, RESTART}, {"FLIGHT", "0", "0|1", RESTART}, {"FLIGHT_SPIKE_MS", "100", "0..60000", RESTART},
{"WB_FENCE_LIMIT", "65536", "0..1073741824", RESTART},
{"WB_FENCE_LIMIT", "65536", "0..1073741824", RESTART}, {"WB_EXACT", "1", "0|1", RESTART},
{"INPUT_RECORD", "", NULL, RESTART},
};
static int is_known(const char *key) {
for (size_t i = 0; i < sizeof known / sizeof *known; i++)
if (!strcmp(known[i], key)) return 1;
return 0;
return !strncmp(key, "CHEAT_", 6); // cheats.c and the cheat patch sets (tools/cheats.py)
}
static void clear(void) {
@@ -176,6 +211,24 @@ static void add(char *key, char *value, int line) {
entries[n_entries++] = (CfgEntry){strdup(key), strdup(value), 0, 0};
}
// 0.1.9 had the Xbox prompts as a pad layout: pad_layout = xbox_prompts is pad_layout = nintendo with prompts = xbox.
// Read as those two, which the menu shows and the next cfg_save writes; a prompts line of the file's own wins. The
// value still works from the environment (input_pad_layout_pick, input_prompts_pick).
static void migrate(void) {
CfgEntry *layout = NULL, *prompts = NULL;
for (int i = 0; i < n_entries; i++) {
if (!strcmp(entries[i].key, "PAD_LAYOUT")) layout = &entries[i];
if (!strcmp(entries[i].key, "PROMPTS")) prompts = &entries[i];
}
if (!layout || strcasecmp(layout->value, "xbox_prompts")) return;
free(layout->value);
layout->value = strdup("nintendo");
layout->dirty = 1;
if (!prompts && n_entries < CFG_MAX_KEYS) entries[n_entries++] = (CfgEntry){strdup("PROMPTS"), strdup("xbox"), 1, 0};
rt_log("cfg: totk.ini pad_layout = xbox_prompts is read as pad_layout = nintendo and prompts = %s",
prompts ? prompts->value : "xbox");
}
int cfg_load(const char *path) {
clear();
uint64_t size = 0;
@@ -199,6 +252,7 @@ int cfg_load(const char *path) {
p = eol + 1;
}
free(data);
migrate();
return 1;
}
@@ -457,6 +511,7 @@ static void puts_(Out *o, const char *s) { put(o, s, strlen(s)); }
static const char *section_of(const char *key) {
for (size_t i = 0; i < sizeof sections / sizeof *sections; i++)
if (!strcmp(sections[i].key, key)) return sections[i].section;
if (!strncmp(key, "CHEAT_", 6)) return "cheats"; // cheats.c: one key per cheat of the cheat file
return NULL;
}
+67 -3
View File
@@ -1,4 +1,5 @@
// --probe-cfg: totk.ini parsing, the environment override and a missing file (cfg.c). Needs no game files.
#include <math.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
@@ -272,6 +273,22 @@ int probe_cfg(void) {
"pad stick: a square gate's corner stays on the unit circle");
input_pad_stick(0, 32767 / 2 + 1, 0.2f, st);
CHECK(abs(st[1] - 32767 * 3 / 8) <= 3, "pad stick: half deflection past a 20% zone is (0.5 - 0.2) / 0.8 of full");
plat_setenv("TOTK_STICK_DEADZONE", "12");
plat_setenv("TOTK_LSTICK_DEADZONE", NULL);
plat_setenv("TOTK_RSTICK_DEADZONE", NULL);
CHECK(fabsf(input_pad_deadzone(0) - 0.12f) < 1e-6f && fabsf(input_pad_deadzone(1) - 0.12f) < 1e-6f,
"pad dead zone: both sticks follow stick_deadzone while lstick/rstick are unset");
plat_setenv("TOTK_RSTICK_DEADZONE", "20");
CHECK(fabsf(input_pad_deadzone(0) - 0.12f) < 1e-6f && fabsf(input_pad_deadzone(1) - 0.20f) < 1e-6f,
"pad dead zone: rstick_deadzone sets the right stick alone");
plat_setenv("TOTK_LSTICK_DEADZONE", "80");
CHECK(fabsf(input_pad_deadzone(0) - 0.5f) < 1e-6f, "pad dead zone: clamped to 50%");
plat_setenv("TOTK_STICK_DEADZONE", NULL);
plat_setenv("TOTK_LSTICK_DEADZONE", NULL);
plat_setenv("TOTK_RSTICK_DEADZONE", NULL);
CHECK(input_stick_percent(32767, 0) > 99.99 && input_stick_percent(32767, 0) < 100.01 &&
input_stick_percent(0, 0) == 0 && fabs(input_stick_percent(3000, -4000) - 5000 * 100.0 / 32767) < 1e-9,
"stick percent: an axis's end is 100%, the centre 0%, round in between");
// Gamepad layouts (input_map.c)
CHECK(input_pad_layout_pick("auto", 1) == PAD_LAYOUT_NINTENDO && input_pad_layout_pick(NULL, 0) == PAD_LAYOUT_XBOX,
"pad layout: automatic is Nintendo for an east button labelled A, Xbox otherwise");
@@ -279,7 +296,30 @@ int probe_cfg(void) {
"pad layout: a set layout wins over the labels");
CHECK(input_pad_layout_pick("xbox_prompts", 0) == PAD_LAYOUT_NINTENDO &&
input_pad_layout_pick("Xbox_Prompts", 1) == PAD_LAYOUT_NINTENDO,
"pad layout: Xbox prompts keep the Nintendo positions (only the prompts change, romfs.c overlay_init)");
"pad layout: 0.1.9's xbox_prompts keeps the Nintendo positions (only the prompts change, romfs.c overlay_init)");
// Button prompts (input_map.c)
CHECK(input_prompts_pick(NULL, "auto") == PROMPTS_NINTENDO && input_prompts_pick("", "xbox") == PROMPTS_NINTENDO &&
input_prompts_pick("Xbox", "nintendo") == PROMPTS_XBOX && input_prompts_pick("nintendo", "xbox") == PROMPTS_NINTENDO,
"prompts: the game's own unless set to Xbox");
CHECK(input_prompts_pick(NULL, "xbox_prompts") == PROMPTS_XBOX && input_prompts_pick("nintendo", "xbox_prompts") == PROMPTS_NINTENDO,
"prompts: 0.1.9's pad_layout = xbox_prompts means Xbox while prompts is unset");
CHECK(!input_prompts_folder(PROMPTS_NINTENDO, "nintendo") && !input_prompts_folder(PROMPTS_NINTENDO, "xbox"),
"prompts: the game's own need no folder");
CHECK(EQ(input_prompts_folder(PROMPTS_XBOX, "nintendo"), "romfs-patches-xbox") &&
EQ(input_prompts_folder(PROMPTS_XBOX, "xbox_prompts"), "romfs-patches-xbox") &&
EQ(input_prompts_folder(PROMPTS_XBOX, "xbox"), "romfs-patches-xbox-label") &&
EQ(input_prompts_folder(PROMPTS_XBOX, "auto"), "romfs-patches-xbox-label") &&
EQ(input_prompts_folder(PROMPTS_XBOX, NULL), "romfs-patches-xbox-label"),
"prompts: the face buttons by position for the Nintendo layout, by label for xbox and auto");
// romfs-patches-xbox shows A as B (tests/romfs_prompts_test.py checks the folders' contents). It is right exactly
// where the layout puts A on the east button, which an Xbox pad labels B.
input_map_reset();
static const char *const layouts[] = {"nintendo", "xbox", "auto", "xbox_prompts"};
for (int i = 0; i < 4; i++) {
int a_east = input_map_pad_buttons((uint8_t[PAD_COUNT]){[PAD_EAST] = 1}, input_pad_layout_pick(layouts[i], 0)) == 1ull << B_A;
CHECK(a_east == EQ(input_prompts_folder(PROMPTS_XBOX, layouts[i]), "romfs-patches-xbox"),
"prompts: the folder names A as B exactly when the layout puts A on the button labelled B");
}
uint8_t pd[PAD_COUNT] = {0};
pd[PAD_SOUTH] = pd[PAD_NORTH] = 1;
CHECK(input_map_pad_buttons(pd, PAD_LAYOUT_NINTENDO) == (1ull << B_B | 1ull << B_X) &&
@@ -370,6 +410,24 @@ int probe_cfg(void) {
plat_setenv("TOTK_FREE_CORES", "1");
CHECK(cfg_bool("TOTK_FREE_CORES") == 1, "free_cores 1: on");
plat_setenv("TOTK_FREE_CORES", NULL);
// 0.1.9's pad_layout = xbox_prompts (cfg.c migrate): read as the Nintendo layout with the Xbox prompts, saved so
plat_setenv("TOTK_PAD_LAYOUT", NULL);
plat_setenv("TOTK_PROMPTS", NULL);
static const char old_layout[] = "[input]\r\npad_layout = xbox_prompts\r\n";
CHECK(plat_file_write(path, old_layout, sizeof old_layout - 1) && cfg_load(path) == 1 &&
EQ(cfg_get("TOTK_PAD_LAYOUT"), "nintendo") && EQ(cfg_get("TOTK_PROMPTS"), "xbox"),
"0.1.9's pad_layout = xbox_prompts reads as nintendo with prompts = xbox");
CHECK(cfg_save_to(path) == 1, "the read pad layout and prompts save");
uint64_t saved_n = 0;
char *saved = (char *)plat_file_read(path, &saved_n);
CHECK(saved && strstr(saved, "pad_layout = nintendo") && strstr(saved, "prompts = xbox") && !strstr(saved, "xbox_prompts"),
"the next save writes the pad layout and the prompts");
free(saved);
static const char old_layout_own[] = "[input]\r\npad_layout = xbox_prompts\r\nprompts = nintendo\r\n";
CHECK(plat_file_write(path, old_layout_own, sizeof old_layout_own - 1) && cfg_load(path) == 1 &&
EQ(cfg_get("TOTK_PAD_LAYOUT"), "nintendo") && EQ(cfg_get("TOTK_PROMPTS"), "nintendo"),
"a prompts line of the file's own wins over 0.1.9's pad_layout = xbox_prompts");
plat_file_delete(path);
cfg_load("cfg-probe-missing.ini");
int listed = 0;
for (int i = 0; cfg_meta_at(i); i++) {
@@ -383,9 +441,10 @@ int probe_cfg(void) {
int ok = 0;
if (!m->values) ok = 1;
else if (strstr(m->values, "..")) {
long lo = strtol(m->values, NULL, 10), hi = strtol(strstr(m->values, "..") + 2, NULL, 10);
// strtod: ranges such as 0.2..0.9 have fractional ends
double lo = strtod(m->values, NULL), hi = strtod(strstr(m->values, "..") + 2, NULL);
double d = strtod(m->def, NULL);
ok = d >= (double)lo && d <= (double)hi;
ok = d >= lo && d <= hi;
} else {
size_t dl = strlen(m->def);
for (const char *v = m->values; *v;) {
@@ -397,6 +456,11 @@ int probe_cfg(void) {
if (!ok) fprintf(stderr, "FAIL cfg: default '%s' of %s is not one of its values '%s'\n", m->def, m->key, m->values), fails++;
}
CHECK(listed >= 30, "the defaults table was walked");
// cfg_meta answers with the first row of a key: a second row would be dead, and Reset would visit the key twice
for (int i = 0; cfg_meta_at(i); i++)
for (int j = i + 1; cfg_meta_at(j); j++)
if (!strcmp(cfg_meta_at(i)->key, cfg_meta_at(j)->key))
fprintf(stderr, "FAIL cfg: %s has two rows in the defaults table\n", cfg_meta_at(i)->key), fails++;
printf("probe-cfg: %s\n", fails ? "FAIL" : "ok");
return fails ? 1 : 0;
}
+667
View File
@@ -0,0 +1,667 @@
// Cheats of the mods' Atmosphere cheat files (cheats.h). Each enabled mod the port can use (mods.h) may hold
// <build id>.txt in its cheats folder, the build id the first 8 bytes of main's NSO build id, as Atmosphere and the
// emulators name it; the file name's case does not matter. Each cheat's switch is the setting TOTK_CHEAT_<hash>
// (cheat_<hash> under [cheats] in totk.ini), the hash FNV-1a 32 of "<mod folder name>/<cheat name>", so two mods'
// cheats of one name keep their own switches.
//
// Code cheats (opcode 0 writes into main's code) cannot be applied here: the game's code is lifted C. tools/cheats.py
// turns the code cheats of every mod into patch sets cheat_<hash> when the game is built and writes
// build-cache\cheats.status next to totk.exe, one line per cheat: name hash, content hash, kind, buttons, note
// (tools/cheats.py has the format). A cheat whose status line is missing or has another content hash was added or
// edited after the build: a data cheat runs anyway, a code cheat waits for the setup to run again.
//
// Data cheats run in a VM after Atmosphere's dmnt cheat VM (opcodes 0-A; the 0xC.. and 0xF.. extensions are not
// supported), every presented frame while their switch is on, with registers cleared before each cheat. Memory is the
// guest's, mapped at its own addresses: main's image is written with its pages made writable for the write (read-only
// data included, as dmnt writes through the debugger), everything else after mem_query says the guest may read or write
// it. Buttons are input_poll's HidNpadButton bits, the same as the cheat format's key masks; they read 0 while the menu
// is open.
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <strings.h>
#include "cfg.h"
#include "cheats.h"
#include "host.h"
#include "input.h"
#include "mods.h"
#include "platform/platform.h"
#ifdef _WIN32
#define SEP "\\"
#else
#define SEP "/"
#endif
enum { STATUS_MAX = 160, OPS_PER_RUN = 1 << 20 };
typedef struct {
CheatInfo info;
uint32_t *words;
int n;
int dup; // 1 for the first cheat of its name in its file, 2 for the next ...
uint32_t content; // FNV-1a 32 of its words as tools/cheats.py writes them
int set; // patch set, -1 none
volatile int32_t on;
char note[STATUS_MAX];
} Cheat;
static Cheat *g_cheats;
static int g_n, g_cap, g_vm; // g_vm: some cheat needs cheats_frame
static char g_file[64]; // "<build id>.txt"
static char g_dir[PLAT_PATH_MAX]; // the folder of totk.exe, with a trailing separator
static int g_files; // mods whose file was read
static uint64_t g_main, g_main_size, g_code_end; // main's image; its code with the padding up to .rodata
static uint32_t fnv(const char *s, size_t n) {
uint32_t h = 0x811C9DC5u;
for (size_t i = 0; i < n; i++) h = (h ^ (uint8_t)s[i]) * 0x01000193u;
return h;
}
// The folder of the executable, with a trailing separator.
static int exe_dir(char *out, size_t n) {
if (!plat_exe_path(out, n)) return 0;
char *cut = plat_last_sep(out);
if (!cut) return 0;
cut[1] = 0;
return 1;
}
static int build_id(char out[17]) {
char path[PLAT_PATH_MAX];
snprintf(path, sizeof path, "%s/main", rt_config()->exefs);
PlatFile *f = plat_file_open(path);
if (!f) return 0;
uint8_t head[0x48];
int ok = plat_file_pread(f, head, sizeof head, 0) == sizeof head && !memcmp(head, "NSO0", 4);
plat_file_close(f);
for (int i = 0; ok && i < 8; i++) snprintf(out + 2 * i, 3, "%02X", head[0x40 + i]);
return ok;
}
// ---- opcodes
// Words of the opcode at w (left words remain), 0 when it is cut short.
static int op_len(const uint32_t *w, int left) {
uint32_t f = w[0];
int t = f >> 28, width = (f >> 24) & 0xF, n;
switch (t) {
case 0: case 1: n = width == 8 ? 4 : 3; break;
case 2: case 8: n = 1; break;
case 3: n = width == 0 ? 2 : 1; break;
case 4: case 6: n = 3; break;
case 5: case 7: n = 2; break;
case 9: n = 1 + (((f >> 8) & 0xF) ? (width == 8 ? 2 : 1) : 0); break;
case 0xA: n = ((f >> 8) & 0xF) == 2 || ((f >> 8) & 0xF) == 4 || ((f >> 8) & 0xF) == 5 ? 2 : 1; break;
default: n = 1; break;
}
return n <= left ? n : 0;
}
// NULL when the VM runs the opcode, else why not (tools/cheats.py vm_ok).
static const char *vm_unsupported(const uint32_t *w, char *buf, int n) {
uint32_t f = w[0];
int t = f >> 28, width = (f >> 24) & 0xF;
if (t > 0xA || (t == 5 && ((f >> 12) & 0xF) > 1) || (t == 0xA && ((f >> 8) & 0xF) > 5)) {
snprintf(buf, n, "opcode %08X is not supported", f);
return buf;
}
if ((t <= 1 || t == 5 || t == 6 || t == 7 || t == 9 || t == 0xA) && width != 1 && width != 2 && width != 4 &&
width != 8) {
snprintf(buf, n, "opcode %08X has a bad width", f);
return buf;
}
return NULL;
}
// The kind of a cheat the build did not see: heading, data, rebuild (it writes main's code) or unsupported.
static CheatKind classify(Cheat *c) {
int ops = 0, ends = 0;
for (int i = 0; i < c->n;) {
int len = op_len(c->words + i, c->n - i);
if (!len) {
snprintf(c->note, sizeof c->note, "opcode %08X is cut short", c->words[i]);
return CHEAT_UNSUPPORTED;
}
uint32_t f = c->words[i];
ops++;
ends += f >> 28 == 2;
if (f >> 28 == 0 && ((f >> 20) & 0xF) == 0) {
uint64_t off = ((uint64_t)(f & 0xFF) << 32) | c->words[i + 1];
if (off < g_code_end - g_main) return CHEAT_REBUILD;
}
if (vm_unsupported(c->words + i, c->note, sizeof c->note)) return CHEAT_UNSUPPORTED;
i += len;
}
return ops == ends && ops <= 1 ? CHEAT_HEADING : CHEAT_DATA;
}
// ---- guest memory
static uint64_t region(int m) {
const RtGuestLayout *l = mem_layout();
switch (m) {
case 0: return g_main;
case 1: return l->heap.base;
case 2: return l->alias.base;
case 3: return l->aslr.base;
default: return 0;
}
}
static int in_main(uint64_t a, unsigned n) { return a >= g_main && a + n <= g_main + g_main_size; }
static int guest_ok(uint64_t a, unsigned n, uint32_t perm) {
if (in_main(a, n)) return 1;
RtMemoryInfo mi;
if (mem_query(a, &mi) || !mi.state || (mi.perm & perm) != perm) return 0;
return a + n <= mi.base + mi.size;
}
static int rd(uint64_t a, int width, uint64_t *v) {
if (!a || !guest_ok(a, (unsigned)width, 1)) return 0;
uint64_t x = 0;
memcpy(&x, (const void *)(uintptr_t)a, (size_t)width);
*v = x;
return 1;
}
// Writes n bytes into main's image a page at a time: a read-only page is writable for its part of the copy only.
static void wr_main(uint64_t a, const uint8_t *from, int n) {
while (n > 0) {
uint64_t page = a & ~0xFFFull, end;
int k = (int)(page + 0x1000 - a);
if (k > n) k = n;
int prot = plat_mem_state(page, page + 0x1000, &end);
if (prot != PLAT_PROT_READ && prot != PLAT_PROT_RW) return;
if (prot == PLAT_PROT_READ && !plat_mem_protect(page, 0x1000, PLAT_PROT_RW)) return;
memcpy((void *)(uintptr_t)a, from, (size_t)k);
if (prot == PLAT_PROT_READ) plat_mem_protect(page, 0x1000, PLAT_PROT_READ);
a += (uint64_t)k;
from += k;
n -= k;
}
}
static void wr(uint64_t a, int width, uint64_t v) {
uint64_t now;
if (!rd(a, width, &now) || !memcmp(&now, &v, (size_t)width)) return; // unchanged: no write, no protection change
void *p = (void *)(uintptr_t)a;
if (in_main(a, (unsigned)width)) {
wr_main(a, (const uint8_t *)&v, width);
} else if (guest_ok(a, (unsigned)width, 2)) {
memcpy(p, &v, (size_t)width); // a frozen region thaws on the write (memory.c)
}
}
static uint64_t masked(int width, uint64_t v) { return width >= 8 ? v : v & ((1ull << (8 * width)) - 1); }
static uint64_t arith(int op, uint64_t a, uint64_t b) {
switch (op) {
case 0: return a + b;
case 1: return a - b;
case 2: return a * b;
case 3: return b < 64 ? a << b : 0;
case 4: return b < 64 ? a >> b : 0;
case 5: return a & b;
case 6: return a | b;
case 7: return ~a;
case 8: return a ^ b;
default: return a; // 9: move
}
}
static int compare(int cond, uint64_t a, uint64_t b) {
switch (cond) {
case 1: return a > b;
case 2: return a >= b;
case 3: return a < b;
case 4: return a <= b;
case 5: return a == b;
case 6: return a != b;
default: return 0;
}
}
// From i (after a failed condition, or an else reached while running), the opcode to continue at: after the
// matching else (else_ok) or end.
static int skip(const uint32_t *w, int n, int i, int else_ok) {
int depth = 0;
while (i < n) {
int len = op_len(w + i, n - i);
if (!len) return n;
uint32_t f = w[i];
int t = f >> 28;
i += len;
if (t == 1 || t == 8) depth++;
else if (t == 2 && ((f >> 24) & 0xF) == 0 && depth-- == 0) return i;
else if (t == 2 && depth == 0 && else_ok) return i;
}
return n;
}
static uint64_t imm64(const uint32_t *w) { return (uint64_t)w[0] << 32 | w[1]; }
static void run(const Cheat *c, uint64_t keys) {
uint64_t r[16] = {0};
int loop[16] = {0};
const uint32_t *w = c->words;
int n = c->n, budget = OPS_PER_RUN;
for (int i = 0; i < n && budget-- > 0;) {
int len = op_len(w + i, n - i);
if (!len) return;
uint32_t f = w[i];
int t = f >> 28, width = (f >> 24) & 0xF, x = (f >> 20) & 0xF, y = (f >> 16) & 0xF, z = (f >> 12) & 0xF;
uint64_t rel = ((uint64_t)(f & 0xFF) << 32) | (len > 1 ? w[i + 1] : 0), v;
switch (t) {
case 0: // 0TMR00AA AAAAAAAA V..: store a value at region M + A + register R
wr(region(x) + rel + r[y], width, width == 8 ? imm64(w + i + 2) : w[i + 2]);
break;
case 1: // 1TMC00AA AAAAAAAA V..: if (region M + A) <cond C> V
if (!rd(region(x) + rel, width, &v) || !compare(y, v, width == 8 ? imm64(w + i + 2) : w[i + 2])) {
i = skip(w, n, i + len, 1);
continue;
}
break;
case 2: // 20000000 end, 21000000 else: an else reached while running skips to the end
if (width == 1) {
i = skip(w, n, i + len, 0);
continue;
}
break;
case 3: // 300R0000 VVVVVVVV loop start, 310R0000 loop end
if (width == 0) {
r[y] = w[i + 1];
loop[y] = i + len;
} else if (r[y] && --r[y]) {
i = loop[y];
continue;
}
break;
case 4: // 400R0000 V V: register R = V
r[y] = imm64(w + i + 1);
break;
case 5: // 5TMRI0AA AAAAAAAA: R = (I ? R : region M) + A, read
if (!rd(z ? r[y] + rel : region(x) + rel, width, &v)) return; // a broken pointer chain: nothing more
r[y] = v;
break;
case 6: { // 6T0RIor0 V V: store V at R (+ register r); I: R += width
uint64_t a = r[y] + (((f >> 8) & 0xF) ? r[(f >> 4) & 0xF] : 0);
wr(a, width, imm64(w + i + 1));
if (z) r[y] += (uint64_t)width;
break;
}
case 7: // 7T0RC000 VVVVVVVV: R = R <op C> V
r[y] = masked(width, arith(z, r[y], w[i + 1]));
break;
case 8: // 8kkkkkkk: if the buttons are held
if ((keys & (f & 0x0FFFFFFF)) != (f & 0x0FFFFFFF)) {
i = skip(w, n, i + len, 1);
continue;
}
break;
case 9: { // 9TCRS0s0 / 9TCRS100 V..: R = S <op C> (s or V)
uint64_t b = (f >> 8) & 0xF ? (width == 8 ? imm64(w + i + 1) : w[i + 1]) : r[(f >> 4) & 0xF];
r[y] = masked(width, arith(x, r[z], b));
break;
}
case 0xA: { // ATSRIOxa (aaaaaaaa): store register S at an address of type O
int o = (f >> 8) & 0xF, m = (f >> 4) & 0xF;
uint64_t imm = ((uint64_t)(f & 0xF) << 32) | (len > 1 ? w[i + 1] : 0), a;
switch (o) {
case 0: a = r[y]; break;
case 1: a = r[y] + r[m]; break;
case 2: a = r[y] + imm; break;
case 3: a = region(m) + r[y]; break;
case 4: a = region(m) + imm; break;
default: a = region(m) + r[y] + imm; break;
}
wr(a, width, r[x]);
if (z) r[y] += (uint64_t)width;
break;
}
default:
return;
}
i += len;
}
}
// ---- the file
static char *read_text(const char *path) {
uint64_t n = 0;
char *s = (char *)plat_file_read(path, &n);
if (s && n >= 3 && !memcmp(s, "\xEF\xBB\xBF", 3)) memmove(s, s + 3, (size_t)n - 2); // a UTF-8 BOM
return s;
}
static void add_word(Cheat *c, uint32_t v, int *cap) {
if (c->n == *cap) {
*cap = *cap ? *cap * 2 : 16;
c->words = (uint32_t *)realloc(c->words, sizeof *c->words * (size_t)*cap);
if (!c->words) rt_fatal("cheats: out of memory");
}
c->words[c->n++] = v;
}
// Appends the cheats of one mod's file; mod: the mod's folder name (kept).
static void parse(char *s, const char *mod) {
int first = g_n, wcap = 0;
for (char *line = s; line && *line;) {
char *end = strchr(line, '\n'), *next = end ? end + 1 : NULL;
if (end) *end = 0;
while (*line == ' ' || *line == '\t') line++;
size_t len = strlen(line);
while (len && (line[len - 1] == '\r' || line[len - 1] == ' ' || line[len - 1] == '\t')) line[--len] = 0;
if (len >= 2 && (line[0] == '[' || line[0] == '{') && (line[len - 1] == ']' || line[len - 1] == '}')) {
if (g_n == g_cap) {
g_cap = g_cap ? g_cap * 2 : 32;
g_cheats = (Cheat *)realloc(g_cheats, sizeof *g_cheats * (size_t)g_cap);
if (!g_cheats) rt_fatal("cheats: out of memory");
}
Cheat *c = &g_cheats[g_n++];
memset(c, 0, sizeof *c);
line[len - 1] = 0;
char *name = line + 1;
while (*name == ' ' || *name == '\t') name++;
size_t k = strlen(name);
while (k && (name[k - 1] == ' ' || name[k - 1] == '\t')) name[--k] = 0;
c->info.name = strdup(name);
c->info.mod = mod;
c->info.kind = line[0] == '{' ? CHEAT_MASTER : CHEAT_HEADING;
c->set = -1;
c->dup = 1; // a repeated name gets "#2", "#3" ... (tools/cheats.py parse)
for (int j = first; j < g_n - 1; j++) c->dup += !strcmp(g_cheats[j].info.name, c->info.name);
wcap = 0;
} else if (g_n > first) {
for (char *tok = strtok(line, " \t"); tok; tok = strtok(NULL, " \t")) {
char *e;
unsigned long v = strtoul(tok, &e, 16);
if (e - tok == 8 && !*e) add_word(&g_cheats[g_n - 1], (uint32_t)v, &wcap);
}
}
line = next;
}
}
// The file g_file in folder, its name in any case, into out; 0 when there is none.
typedef struct {
const char *dir;
char *out;
size_t cap;
int found;
} FindFile;
static int find_cb(const char *name, int kind, uint64_t size, void *ctx) {
(void)size;
FindFile *f = (FindFile *)ctx;
if (kind == PLAT_FS_FILE && !strcasecmp(name, g_file) &&
snprintf(f->out, f->cap, "%s/%s", f->dir, name) < (int)f->cap)
f->found = 1;
return !f->found;
}
static int find_file(const char *folder, char *out, size_t cap) {
FindFile f = {folder, out, cap, 0};
plat_fs_list(folder, find_cb, &f);
return f.found;
}
// The status line of key, its fields split in place; 0 when none.
static int status_of(char *status, const char *key, char **fields) {
for (char *line = status; line && *line;) {
char *end = strchr(line, '\n'), *next = end ? end + 1 : NULL;
if (!strncmp(line, key, 8) && line[8] == '\t') {
static char copy[512];
size_t n = end ? (size_t)(end - line) : strlen(line);
if (n >= sizeof copy) n = sizeof copy - 1;
memcpy(copy, line, n);
copy[n] = 0;
if (n && copy[n - 1] == '\r') copy[n - 1] = 0;
int k = 0;
fields[k++] = copy;
for (char *p = copy; *p && k < 5; p++)
if (*p == '\t') *p = 0, fields[k++] = p + 1;
while (k < 5) fields[k++] = (char *)"";
return 1;
}
line = next;
}
return 0;
}
// The menu's font has no numero sign (U+2116), which cheat names often start with: they show "No" instead.
static void plain_name(char *s) {
for (char *p; (p = strstr(s, "\xE2\x84\x96")) != NULL;) {
p[0] = 'N', p[1] = 'o';
memmove(p + 2, p + 3, strlen(p + 3) + 1);
}
}
// ---- rebuild: code cheats and ExeFS patches the build lacks
// The setup writes build-cache\rebuild.txt (installer/steps.py write_rebuild_command), the command that starts its
// window in rebuild mode on this install folder, one argument per line. When an enabled mod has code cheats this build
// lacks (CHEAT_REBUILD) or ExeFS patch files it lacks (mods_exefs_pending), the game runs it and exits; the setup lifts
// and compiles them in and starts the game again.
// build-cache\rebuild.skip holds the key of the cheats a rebuild was started for: a rebuild that failed or was
// cancelled leaves them unbuilt, and the same set does not start it again. TOTK_MODS_REBUILD=off never starts it.
// Scripted runs (--seconds, --boot) never start it.
static void rebuild_if_needed(const char *dir) {
uint32_t key = 0x811C9DC5u;
int need = 0;
for (int i = 0; i < g_n; i++) {
const Cheat *c = &g_cheats[i];
if (c->info.kind != CHEAT_REBUILD) continue;
need++;
key = (key ^ fnv(c->info.key, strlen(c->info.key))) * 0x01000193u;
key = (key ^ c->content) * 0x01000193u;
}
int patches = mods_exefs_pending(&key);
if (!need && !patches) return;
char cmd_path[PLAT_PATH_MAX + 64], skip_path[PLAT_PATH_MAX + 64], skip[16] = "", want[16];
snprintf(cmd_path, sizeof cmd_path, "%sbuild-cache" SEP "rebuild.txt", dir);
snprintf(skip_path, sizeof skip_path, "%sbuild-cache" SEP "rebuild.skip", dir);
snprintf(want, sizeof want, "%08X", key);
char *old = read_text(skip_path);
if (old) snprintf(skip, sizeof skip, "%.8s", old);
free(old);
const char *why = !strcmp(cfg_value("TOTK_MODS_REBUILD"), "off") ? "mods_rebuild = off"
: rt_config()->seconds || rt_config()->boot ? "a scripted run"
: !strcmp(skip, want) ? "the last rebuild for them failed or was cancelled"
: NULL;
char *cmd = why ? NULL : read_text(cmd_path);
if (!why && !cmd) why = "no build-cache/rebuild.txt (a build without the setup)";
if (why) {
rt_log("cheats: %d code cheats and %d ExeFS patch files are not built into the game; no rebuild: %s", need,
patches, why);
free(cmd);
return;
}
const char *argv[32];
int argc = 0;
for (char *line = cmd; line && *line && argc < 31;) {
char *end = strchr(line, '\n'), *next = end ? end + 1 : NULL;
if (end) *end = 0;
size_t n = strlen(line);
if (n && line[n - 1] == '\r') line[n - 1] = 0;
if (*line) argv[argc++] = line;
line = next;
}
argv[argc] = NULL;
if (argc < 2 || !plat_file_write(skip_path, want, strlen(want))) {
rt_log("cheats: %d code cheats and %d ExeFS patch files are not built into the game; cannot start the "
"rebuild (%s)", need, patches, cmd_path);
free(cmd);
return;
}
rt_log("cheats: %d code cheats and %d ExeFS patch files are not built into the game; starting the rebuild: %s",
need, patches, argv[0]);
int ok = plat_spawn(argv, dir);
free(cmd);
if (!ok) {
rt_log("cheats: the rebuild did not start; the game starts with the code it has");
return;
}
prof_write(); // plat_exit runs no atexit handlers
plat_exit(0);
}
void cheats_init(void) {
const RtLoaded *m = ldr_count() ? ldr_module(0) : NULL;
char dir[PLAT_PATH_MAX], bid[17], path[2400]; // path: a mod's cheats folder (ModInfo.cheats) + the file
if (!m || !exe_dir(dir, sizeof dir) || !build_id(bid)) return;
snprintf(g_dir, sizeof g_dir, "%s", dir);
g_main = m->base;
g_main_size = m->size;
g_code_end = m->base + ((m->text_end + 0xFFF) & ~0xFFFull);
snprintf(g_file, sizeof g_file, "%s.txt", bid);
mods_scan();
for (int k = 0; k < mods_count(); k++) { // the Mods tab's order, top first
const ModInfo *mod = mods_at(k);
if (!mod->enabled || mod->problem != MOD_OK || !mod->cheats[0] || !find_file(mod->cheats, path, sizeof path))
continue;
char *text = read_text(path);
if (!text) {
rt_log("cheats: %s: cannot read %s", mod->name, path);
continue;
}
parse(text, strdup(mod->name));
free(text);
g_files++;
}
if (!g_files) {
rt_log("cheats: no enabled mod holds cheats/%s", g_file);
rebuild_if_needed(dir); // an enabled mod's ExeFS patches may still wait for it
return;
}
snprintf(path, sizeof path, "%sbuild-cache" SEP "cheats.status", dir);
char *status = read_text(path);
int counts[CHEAT_UNSUPPORTED + 1] = {0}, seen_dups = 0;
for (int i = 0; i < g_n; i++) {
Cheat *c = &g_cheats[i];
char named[900];
snprintf(named, sizeof named, c->dup > 1 ? "%s/%s#%d" : "%s/%s", c->info.mod, c->info.name, c->dup);
seen_dups += c->dup > 1;
char key[9], content[9];
snprintf(key, sizeof key, "%08X", fnv(named, strlen(named)));
size_t tn = (size_t)c->n * 9 + 1, tl = 0;
char *t = (char *)malloc(tn);
if (!t) rt_fatal("cheats: out of memory");
t[0] = 0;
for (int k = 0; k < c->n; k++) tl += (size_t)snprintf(t + tl, tn - tl, k ? " %08X" : "%08X", c->words[k]);
c->content = fnv(t, tl);
snprintf(content, sizeof content, "%08X", c->content);
free(t);
snprintf(c->info.key, sizeof c->info.key, "TOTK_CHEAT_%s", key);
int master = c->info.kind == CHEAT_MASTER;
char *f[5];
CheatKind kind;
if (status && status_of(status, key, f) && !strcmp(f[1], content)) {
const char *k = f[2];
kind = !strcmp(k, "code") ? CHEAT_CODE : !strcmp(k, "key") ? CHEAT_KEY : !strcmp(k, "master") ? CHEAT_MASTER
: !strcmp(k, "restore") ? CHEAT_RESTORE : !strcmp(k, "heading") ? CHEAT_HEADING
: !strcmp(k, "data") ? CHEAT_DATA : CHEAT_UNSUPPORTED;
c->info.buttons = (uint32_t)strtoul(f[3], NULL, 16);
snprintf(c->note, sizeof c->note, "%s", f[4]);
if (kind == CHEAT_CODE || kind == CHEAT_KEY || kind == CHEAT_MASTER) {
char set[32];
snprintf(set, sizeof set, "cheat_%08x", fnv(named, strlen(named)));
c->set = rt_patch_set(set);
if (c->set < 0 && kind != CHEAT_MASTER) kind = CHEAT_REBUILD;
}
} else {
kind = classify(c);
}
if (master && kind == CHEAT_DATA) kind = CHEAT_MASTER; // a data master code: the VM, always on
c->info.kind = kind;
c->info.note = c->note;
const char *v = cfg_get(c->info.key);
c->on = kind == CHEAT_MASTER || (v && *v && strcmp(v, "0") != 0);
if (kind == CHEAT_KEY && c->set >= 0) rt_patch_switch(c->set, 0); // on while the buttons are held
if (kind == CHEAT_KEY || kind == CHEAT_DATA || (kind == CHEAT_MASTER && c->set < 0)) g_vm = 1;
counts[kind]++;
}
free(status);
rebuild_if_needed(dir);
for (int i = 0; i < g_n; i++) plain_name((char *)g_cheats[i].info.name); // the hashes above read the file's bytes
int on = 0;
for (int i = 0; i < g_n; i++) on += g_cheats[i].on && g_cheats[i].info.kind != CHEAT_HEADING;
rt_log("cheats: %s in %d mods: %d cheats, %d on; %d code, %d while buttons are held, %d data, %d master, "
"%d restore, %d headings, %d wait for a rebuild, %d not supported%s",
g_file, g_files, g_n, on, counts[CHEAT_CODE], counts[CHEAT_KEY], counts[CHEAT_DATA], counts[CHEAT_MASTER],
counts[CHEAT_RESTORE], counts[CHEAT_HEADING], counts[CHEAT_REBUILD], counts[CHEAT_UNSUPPORTED],
seen_dups ? " (repeated names numbered)" : "");
}
int cheats_rebuild_pending(void) {
char path[PLAT_PATH_MAX + 64];
snprintf(path, sizeof path, "%sbuild-cache" SEP "rebuild.txt", g_dir);
uint32_t key = 0;
int need = mods_exefs_pending(&key);
for (int i = 0; i < g_n && !need; i++) need = g_cheats[i].info.kind == CHEAT_REBUILD;
return need && g_dir[0] && plat_file_exists(path);
}
void cheats_rebuild_allow(void) {
char path[PLAT_PATH_MAX + 64];
snprintf(path, sizeof path, "%sbuild-cache" SEP "rebuild.skip", g_dir);
plat_fs_unlink(path);
}
int cheats_count(void) { return g_n; }
const CheatInfo *cheats_info(int i) { return i >= 0 && i < g_n ? &g_cheats[i].info : NULL; }
int cheats_on(int i) { return i >= 0 && i < g_n && g_cheats[i].on; }
const char *cheats_file(void) { return g_file; }
void cheats_set(int i, int on) {
if (i < 0 || i >= g_n) return;
Cheat *c = &g_cheats[i];
if (c->info.kind != CHEAT_CODE && c->info.kind != CHEAT_KEY && c->info.kind != CHEAT_DATA) return;
plat_xchg32(&c->on, on != 0);
if (c->info.kind == CHEAT_CODE) rt_patch_switch(c->set, on); // CHEAT_KEY: cheats_frame follows the buttons
cfg_set(c->info.key, on ? "1" : "0");
rt_log("cheats: %s/%s %s", c->info.mod, c->info.name, on ? "on" : "off");
}
void cheats_frame(uint64_t frame) {
if (!g_vm || frame < 60) return; // the game polls its input (and starts SDL) before this
uint64_t keys = 0;
int32_t lx, ly, rx, ry;
input_poll(&keys, &lx, &ly, &rx, &ry); // 0 while the menu is open
for (int i = 0; i < g_n; i++) {
Cheat *c = &g_cheats[i];
switch (c->info.kind) {
case CHEAT_KEY:
if (c->set >= 0) {
int want = c->on && (keys & c->info.buttons) == c->info.buttons;
if (rt_patch_enabled(c->set) != want) rt_patch_switch(c->set, want);
}
break;
case CHEAT_DATA:
if (c->on) run(c, keys);
break;
case CHEAT_MASTER:
if (c->set < 0) run(c, keys);
break;
default:
break;
}
}
}
const char *cheats_buttons(uint32_t mask, char *buf, int n) {
static const char *const names[] = {"A", "B", "X", "Y", "Left stick press", "Right stick press", "L", "R", "ZL",
"ZR", "+", "-", "D-pad left", "D-pad up", "D-pad right", "D-pad down",
"Left stick left", "Left stick up", "Left stick right", "Left stick down",
"Right stick left", "Right stick up", "Right stick right", "Right stick down"};
int k = 0;
buf[0] = 0;
for (int b = 0; b < 24; b++)
if (mask & (1u << b)) k += snprintf(buf + k, (size_t)(n > k ? n - k : 0), "%s%s", k ? " + " : "", names[b]);
return buf;
}
+48
View File
@@ -0,0 +1,48 @@
// Cheats of the mods' Atmosphere cheat files (cheats.c): mods\<mod>\cheats\<build id>.txt of each enabled mod,
// switched from the menu's Cheats tab. A cheat that writes the game's instructions is a code patch set that tools/cheats.py built into the game
// (switched with rt_patch_switch); one that writes data runs in the cheat VM every presented frame.
#pragma once
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
CHEAT_HEADING, // no opcodes: a title or a group label
CHEAT_CODE, // a patch set
CHEAT_KEY, // a patch set on while the buttons are held
CHEAT_DATA, // the cheat VM
CHEAT_MASTER, // {master}: always on
CHEAT_RESTORE, // writes the original instructions back: nothing to do
CHEAT_REBUILD, // writes instructions, but the game was built without this version of it
CHEAT_UNSUPPORTED, // note says why
} CheatKind;
typedef struct {
const char *name; // UTF-8, as in the file
const char *mod; // the mod's folder name; cheats come grouped by mod, in the Mods tab's order
const char *note; // why it is unsupported ("" otherwise)
CheatKind kind;
uint32_t buttons; // CHEAT_KEY: HidNpadButton mask
char key[24]; // its setting, TOTK_CHEAT_<hash of "<mod>/<name>">
} CheatInfo;
void cheats_init(void); // after rt_patches_init: reads the mods' files and their build status
int cheats_count(void);
// 1 when a cheat of an enabled mod waits for a rebuild (CHEAT_REBUILD) and the setup left its rebuild command.
int cheats_rebuild_pending(void);
// The next start rebuilds again for cheats whose last rebuild failed or was cancelled (the menu restarts after it).
void cheats_rebuild_allow(void);
const CheatInfo *cheats_info(int i);
int cheats_on(int i); // the player's switch (1 for a master cheat)
void cheats_set(int i, int on); // switches at once and sets the cheat's setting (the menu saves totk.ini)
const char *cheats_file(void); // "<build id>.txt", the name the files have for this game version
// Every presented frame (the present path): the data cheats' VM and the button state of CHEAT_KEY cheats.
void cheats_frame(uint64_t frame);
// The button names of a mask ("ZL + Right stick left"), into buf.
const char *cheats_buttons(uint32_t mask, char *buf, int n);
#ifdef __cplusplus
}
#endif
+71
View File
@@ -0,0 +1,71 @@
// Generated by tools/build_shaders.py from runtime/shaders/color_grade.comp; do not edit.
// source sha256 c93d6ac75667bdee5442d7e94fbf0bd6e7fe7250caa98974424aead10f554106
#pragma once
#include <stdint.h>
static const uint32_t color_grade_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x00000073, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0006000f, 0x00000005, 0x00000004, 0x6e69616d, 0x00000000, 0x0000000d, 0x00060010, 0x00000004,
0x00000011, 0x00000008, 0x00000008, 0x00000001, 0x00040047, 0x0000000d, 0x0000000b, 0x0000001c,
0x00030047, 0x00000015, 0x00000002, 0x00050048, 0x00000015, 0x00000000, 0x00000023, 0x00000000,
0x00050048, 0x00000015, 0x00000001, 0x00000023, 0x00000008, 0x00050048, 0x00000015, 0x00000002,
0x00000023, 0x00000010, 0x00040047, 0x00000029, 0x00000021, 0x00000000, 0x00040047, 0x00000029,
0x00000022, 0x00000000, 0x00030047, 0x0000005d, 0x00000019, 0x00040047, 0x0000005d, 0x00000021,
0x00000001, 0x00040047, 0x0000005d, 0x00000022, 0x00000000, 0x00040047, 0x0000006a, 0x0000000b,
0x00000019, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00040015, 0x00000006,
0x00000020, 0x00000001, 0x00040017, 0x00000007, 0x00000006, 0x00000002, 0x00040015, 0x0000000a,
0x00000020, 0x00000000, 0x00040017, 0x0000000b, 0x0000000a, 0x00000003, 0x00040020, 0x0000000c,
0x00000001, 0x0000000b, 0x0004003b, 0x0000000c, 0x0000000d, 0x00000001, 0x00040017, 0x0000000e,
0x0000000a, 0x00000002, 0x00030016, 0x00000013, 0x00000020, 0x00040017, 0x00000014, 0x00000013,
0x00000004, 0x0005001e, 0x00000015, 0x00000007, 0x00000007, 0x00000014, 0x00040020, 0x00000016,
0x00000009, 0x00000015, 0x0004003b, 0x00000016, 0x00000017, 0x00000009, 0x0004002b, 0x00000006,
0x00000018, 0x00000001, 0x00040020, 0x00000019, 0x00000009, 0x00000007, 0x00020014, 0x0000001c,
0x00040017, 0x0000001d, 0x0000001c, 0x00000002, 0x00040017, 0x00000023, 0x00000013, 0x00000003,
0x00090019, 0x00000026, 0x00000013, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x0003001b, 0x00000027, 0x00000026, 0x00040020, 0x00000028, 0x00000000, 0x00000027,
0x0004003b, 0x00000028, 0x00000029, 0x00000000, 0x0004002b, 0x00000006, 0x0000002c, 0x00000000,
0x0004002b, 0x00000006, 0x00000033, 0x00000002, 0x0004002b, 0x0000000a, 0x00000034, 0x00000000,
0x00040020, 0x00000035, 0x00000009, 0x00000013, 0x0004002b, 0x00000013, 0x0000003c, 0x3f000000,
0x0004002b, 0x0000000a, 0x0000003f, 0x00000001, 0x0004002b, 0x00000013, 0x00000046, 0x3e59b3d0,
0x0004002b, 0x00000013, 0x00000047, 0x3f371759, 0x0004002b, 0x00000013, 0x00000048, 0x3d93dd98,
0x0006002c, 0x00000023, 0x00000049, 0x00000046, 0x00000047, 0x00000048, 0x0004002b, 0x0000000a,
0x0000004d, 0x00000002, 0x0004002b, 0x00000013, 0x00000053, 0x00000000, 0x0006002c, 0x00000023,
0x00000054, 0x00000053, 0x00000053, 0x00000053, 0x0004002b, 0x0000000a, 0x00000056, 0x00000003,
0x00090019, 0x0000005b, 0x00000013, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000002,
0x00000002, 0x00040020, 0x0000005c, 0x00000000, 0x0000005b, 0x0004003b, 0x0000005c, 0x0000005d,
0x00000000, 0x0004002b, 0x00000013, 0x00000061, 0x3f800000, 0x0004002b, 0x0000000a, 0x00000069,
0x00000008, 0x0006002c, 0x0000000b, 0x0000006a, 0x00000069, 0x00000069, 0x0000003f, 0x0006002c,
0x00000023, 0x00000071, 0x0000003c, 0x0000003c, 0x0000003c, 0x0006002c, 0x00000023, 0x00000072,
0x00000061, 0x00000061, 0x00000061, 0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003,
0x000200f8, 0x00000005, 0x000300f7, 0x0000006b, 0x00000000, 0x000300fb, 0x00000034, 0x0000006c,
0x000200f8, 0x0000006c, 0x0004003d, 0x0000000b, 0x0000000f, 0x0000000d, 0x0007004f, 0x0000000e,
0x00000010, 0x0000000f, 0x0000000f, 0x00000000, 0x00000001, 0x0004007c, 0x00000007, 0x00000011,
0x00000010, 0x00050041, 0x00000019, 0x0000001a, 0x00000017, 0x00000018, 0x0004003d, 0x00000007,
0x0000001b, 0x0000001a, 0x000500af, 0x0000001d, 0x0000001e, 0x00000011, 0x0000001b, 0x0004009a,
0x0000001c, 0x0000001f, 0x0000001e, 0x000300f7, 0x00000021, 0x00000000, 0x000400fa, 0x0000001f,
0x00000020, 0x00000021, 0x000200f8, 0x00000020, 0x000200f9, 0x0000006b, 0x000200f8, 0x00000021,
0x0004003d, 0x00000027, 0x0000002a, 0x00000029, 0x00050041, 0x00000019, 0x0000002d, 0x00000017,
0x0000002c, 0x0004003d, 0x00000007, 0x0000002e, 0x0000002d, 0x00050080, 0x00000007, 0x0000002f,
0x00000011, 0x0000002e, 0x00040064, 0x00000026, 0x00000030, 0x0000002a, 0x0007005f, 0x00000014,
0x00000031, 0x00000030, 0x0000002f, 0x00000002, 0x0000002c, 0x0008004f, 0x00000023, 0x00000032,
0x00000031, 0x00000031, 0x00000000, 0x00000001, 0x00000002, 0x00060041, 0x00000035, 0x00000036,
0x00000017, 0x00000033, 0x00000034, 0x0004003d, 0x00000013, 0x00000037, 0x00000036, 0x00060050,
0x00000023, 0x00000039, 0x00000037, 0x00000037, 0x00000037, 0x00050081, 0x00000023, 0x0000003a,
0x00000032, 0x00000039, 0x00050083, 0x00000023, 0x0000003e, 0x0000003a, 0x00000071, 0x00060041,
0x00000035, 0x00000040, 0x00000017, 0x00000033, 0x0000003f, 0x0004003d, 0x00000013, 0x00000041,
0x00000040, 0x0005008e, 0x00000023, 0x00000042, 0x0000003e, 0x00000041, 0x00050081, 0x00000023,
0x00000044, 0x00000042, 0x00000071, 0x00050094, 0x00000013, 0x0000004a, 0x00000044, 0x00000049,
0x00060050, 0x00000023, 0x0000004b, 0x0000004a, 0x0000004a, 0x0000004a, 0x00060041, 0x00000035,
0x0000004e, 0x00000017, 0x00000033, 0x0000004d, 0x0004003d, 0x00000013, 0x0000004f, 0x0000004e,
0x00060050, 0x00000023, 0x00000050, 0x0000004f, 0x0000004f, 0x0000004f, 0x0008000c, 0x00000023,
0x00000051, 0x00000001, 0x0000002e, 0x0000004b, 0x00000044, 0x00000050, 0x0007000c, 0x00000023,
0x00000055, 0x00000001, 0x00000028, 0x00000051, 0x00000054, 0x00060041, 0x00000035, 0x00000057,
0x00000017, 0x00000033, 0x00000056, 0x0004003d, 0x00000013, 0x00000058, 0x00000057, 0x00060050,
0x00000023, 0x00000059, 0x00000058, 0x00000058, 0x00000058, 0x0007000c, 0x00000023, 0x0000005a,
0x00000001, 0x0000001a, 0x00000055, 0x00000059, 0x0004003d, 0x0000005b, 0x0000005e, 0x0000005d,
0x0008000c, 0x00000023, 0x00000064, 0x00000001, 0x0000002b, 0x0000005a, 0x00000054, 0x00000072,
0x00050051, 0x00000013, 0x00000065, 0x00000064, 0x00000000, 0x00050051, 0x00000013, 0x00000066,
0x00000064, 0x00000001, 0x00050051, 0x00000013, 0x00000067, 0x00000064, 0x00000002, 0x00070050,
0x00000014, 0x00000068, 0x00000065, 0x00000066, 0x00000067, 0x00000061, 0x00040063, 0x0000005e,
0x00000011, 0x00000068, 0x000200f9, 0x0000006b, 0x000200f8, 0x0000006b, 0x000100fd, 0x00010038,
};
+156
View File
@@ -0,0 +1,156 @@
// Generated by tools/build_shaders.py from runtime/shaders/contact_shadow.comp; do not edit.
// source sha256 b452a1920e59c4d83b2c994b0c6573cc1e479f7032a1310a7432d11c5c2e9908
#pragma once
#include <stdint.h>
static const uint32_t contact_shadow_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x000001b1, 0x00000000, 0x00020011, 0x00000001, 0x00020011,
0x00000031, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e,
0x00000000, 0x00000001, 0x0006000f, 0x00000005, 0x00000004, 0x6e69616d, 0x00000000, 0x00000069,
0x00060010, 0x00000004, 0x00000011, 0x00000008, 0x00000008, 0x00000001, 0x00030047, 0x00000027,
0x00000002, 0x00050048, 0x00000027, 0x00000000, 0x00000023, 0x00000000, 0x00050048, 0x00000027,
0x00000001, 0x00000023, 0x00000010, 0x00050048, 0x00000027, 0x00000002, 0x00000023, 0x00000020,
0x00050048, 0x00000027, 0x00000003, 0x00000023, 0x00000030, 0x00040047, 0x00000069, 0x0000000b,
0x0000001c, 0x00040047, 0x00000088, 0x00000021, 0x00000000, 0x00040047, 0x00000088, 0x00000022,
0x00000000, 0x00040047, 0x0000013f, 0x00000021, 0x00000001, 0x00040047, 0x0000013f, 0x00000022,
0x00000000, 0x00040047, 0x0000015c, 0x0000000b, 0x00000019, 0x00020013, 0x00000002, 0x00030021,
0x00000003, 0x00000002, 0x00030016, 0x00000006, 0x00000020, 0x00040017, 0x00000007, 0x00000006,
0x00000002, 0x00040017, 0x0000000a, 0x00000006, 0x00000003, 0x0004002b, 0x00000006, 0x0000001b,
0x40000000, 0x0004002b, 0x00000006, 0x0000001d, 0x3f800000, 0x00040015, 0x00000020, 0x00000020,
0x00000000, 0x0004002b, 0x00000020, 0x00000021, 0x00000000, 0x00040017, 0x00000026, 0x00000006,
0x00000004, 0x0006001e, 0x00000027, 0x00000026, 0x00000026, 0x00000026, 0x00000026, 0x00040020,
0x00000028, 0x00000009, 0x00000027, 0x0004003b, 0x00000028, 0x00000029, 0x00000009, 0x00040015,
0x0000002a, 0x00000020, 0x00000001, 0x0004002b, 0x0000002a, 0x0000002b, 0x00000000, 0x00040020,
0x0000002c, 0x00000009, 0x00000006, 0x0004002b, 0x00000020, 0x00000030, 0x00000001, 0x0004002b,
0x00000020, 0x0000003f, 0x00000002, 0x0004002b, 0x00000006, 0x00000043, 0x3f000000, 0x0004002b,
0x00000006, 0x00000059, 0x4253ee82, 0x0004002b, 0x00000006, 0x0000005b, 0x3d897143, 0x0004002b,
0x00000006, 0x0000005c, 0x3bbf4590, 0x0005002c, 0x00000007, 0x0000005d, 0x0000005b, 0x0000005c,
0x00040017, 0x00000064, 0x0000002a, 0x00000002, 0x00040017, 0x00000067, 0x00000020, 0x00000003,
0x00040020, 0x00000068, 0x00000001, 0x00000067, 0x0004003b, 0x00000068, 0x00000069, 0x00000001,
0x00040017, 0x0000006a, 0x00000020, 0x00000002, 0x00020014, 0x0000006e, 0x0004002b, 0x0000002a,
0x00000072, 0x00000002, 0x00090019, 0x00000085, 0x00000006, 0x00000001, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000000, 0x0003001b, 0x00000086, 0x00000085, 0x00040020, 0x00000087,
0x00000000, 0x00000086, 0x0004003b, 0x00000087, 0x00000088, 0x00000000, 0x0004002b, 0x00000006,
0x0000008f, 0x00000000, 0x0004002b, 0x00000006, 0x00000092, 0x3f7fbe77, 0x0004002b, 0x00000006,
0x0000009e, 0x42a00000, 0x00040020, 0x000000a8, 0x00000009, 0x00000026, 0x0004002b, 0x0000002a,
0x000000b4, 0x00000001, 0x0004002b, 0x00000020, 0x000000b5, 0x00000003, 0x0004002b, 0x00000006,
0x000000bb, 0x3ecccccd, 0x0004002b, 0x00000006, 0x000000bc, 0x40400000, 0x0004002b, 0x00000006,
0x000000c0, 0x3e19999a, 0x0004002b, 0x00000006, 0x000000c2, 0x3c23d70a, 0x0004002b, 0x00000006,
0x000000cb, 0x3e800000, 0x0004002b, 0x0000002a, 0x000000da, 0x00000010, 0x0004002b, 0x00000006,
0x000000e6, 0xbd4ccccd, 0x0005002c, 0x00000007, 0x000000f0, 0x0000008f, 0x0000008f, 0x00040017,
0x000000f1, 0x0000006e, 0x00000002, 0x0005002c, 0x00000007, 0x000000f8, 0x0000001d, 0x0000001d,
0x0004002b, 0x00000006, 0x00000114, 0x3ca3d70a, 0x0004002b, 0x00000006, 0x00000116, 0x3b03126f,
0x0004002b, 0x00000006, 0x0000012b, 0x42200000, 0x0004002b, 0x0000002a, 0x00000137, 0x00000003,
0x00090019, 0x0000013d, 0x00000006, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000002,
0x00000008, 0x00040020, 0x0000013e, 0x00000000, 0x0000013d, 0x0004003b, 0x0000013e, 0x0000013f,
0x00000000, 0x0004002b, 0x00000020, 0x0000015b, 0x00000008, 0x0006002c, 0x00000067, 0x0000015c,
0x0000015b, 0x0000015b, 0x00000030, 0x0005002c, 0x00000007, 0x000001ad, 0x00000043, 0x00000043,
0x0004002b, 0x00000006, 0x000001af, 0x3dcccccd, 0x0004002b, 0x00000006, 0x000001b0, 0x3d800000,
0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x000300f7,
0x0000015d, 0x00000000, 0x000300fb, 0x00000021, 0x0000015e, 0x000200f8, 0x0000015e, 0x0004003d,
0x00000067, 0x0000006b, 0x00000069, 0x0007004f, 0x0000006a, 0x0000006c, 0x0000006b, 0x0000006b,
0x00000000, 0x00000001, 0x0004007c, 0x00000064, 0x0000006d, 0x0000006c, 0x00050051, 0x0000002a,
0x00000071, 0x0000006d, 0x00000000, 0x00060041, 0x0000002c, 0x00000073, 0x00000029, 0x00000072,
0x00000021, 0x0004003d, 0x00000006, 0x00000074, 0x00000073, 0x0004006e, 0x0000002a, 0x00000075,
0x00000074, 0x000500af, 0x0000006e, 0x00000076, 0x00000071, 0x00000075, 0x000400a8, 0x0000006e,
0x00000077, 0x00000076, 0x000300f7, 0x00000079, 0x00000000, 0x000400fa, 0x00000077, 0x00000078,
0x00000079, 0x000200f8, 0x00000078, 0x00050051, 0x0000002a, 0x0000007b, 0x0000006d, 0x00000001,
0x00060041, 0x0000002c, 0x0000007c, 0x00000029, 0x00000072, 0x00000030, 0x0004003d, 0x00000006,
0x0000007d, 0x0000007c, 0x0004006e, 0x0000002a, 0x0000007e, 0x0000007d, 0x000500af, 0x0000006e,
0x0000007f, 0x0000007b, 0x0000007e, 0x000200f9, 0x00000079, 0x000200f8, 0x00000079, 0x000700f5,
0x0000006e, 0x00000080, 0x00000076, 0x0000015e, 0x0000007f, 0x00000078, 0x000300f7, 0x00000082,
0x00000000, 0x000400fa, 0x00000080, 0x00000081, 0x00000082, 0x000200f8, 0x00000081, 0x000200f9,
0x0000015d, 0x000200f8, 0x00000082, 0x0004003d, 0x00000086, 0x00000089, 0x00000088, 0x00040064,
0x00000085, 0x0000008b, 0x00000089, 0x0007005f, 0x00000026, 0x0000008c, 0x0000008b, 0x0000006d,
0x00000002, 0x0000002b, 0x00050051, 0x00000006, 0x0000008d, 0x0000008c, 0x00000000, 0x000500bc,
0x0000006e, 0x00000090, 0x0000008d, 0x0000008f, 0x000500be, 0x0000006e, 0x00000093, 0x0000008d,
0x00000092, 0x000500a6, 0x0000006e, 0x00000094, 0x00000090, 0x00000093, 0x000300f7, 0x00000096,
0x00000000, 0x000400fa, 0x00000094, 0x00000095, 0x00000096, 0x000200f8, 0x00000095, 0x000200f9,
0x0000015d, 0x000200f8, 0x00000096, 0x00060041, 0x0000002c, 0x0000009a, 0x00000029, 0x0000002b,
0x0000003f, 0x0004003d, 0x00000006, 0x0000009b, 0x0000009a, 0x00050085, 0x00000006, 0x0000009c,
0x0000008d, 0x0000009b, 0x000500ba, 0x0000006e, 0x0000009f, 0x0000009c, 0x0000009e, 0x000300f7,
0x000000a1, 0x00000000, 0x000400fa, 0x0000009f, 0x000000a0, 0x000000a1, 0x000200f8, 0x000000a0,
0x000200f9, 0x0000015d, 0x000200f8, 0x000000a1, 0x0004006f, 0x00000007, 0x000000a5, 0x0000006d,
0x00050081, 0x00000007, 0x000000a7, 0x000000a5, 0x000001ad, 0x00050041, 0x000000a8, 0x000000a9,
0x00000029, 0x00000072, 0x0004003d, 0x00000026, 0x000000aa, 0x000000a9, 0x0007004f, 0x00000007,
0x000000ab, 0x000000aa, 0x000000aa, 0x00000002, 0x00000003, 0x00050085, 0x00000007, 0x000000ac,
0x000000a7, 0x000000ab, 0x0005008e, 0x00000007, 0x00000167, 0x000000ac, 0x0000001b, 0x00050083,
0x00000007, 0x00000169, 0x00000167, 0x000000f8, 0x00050051, 0x00000006, 0x0000016b, 0x00000169,
0x00000000, 0x00050085, 0x00000006, 0x0000016d, 0x0000016b, 0x0000009c, 0x00060041, 0x0000002c,
0x0000016e, 0x00000029, 0x0000002b, 0x00000021, 0x0004003d, 0x00000006, 0x0000016f, 0x0000016e,
0x00050088, 0x00000006, 0x00000170, 0x0000016d, 0x0000016f, 0x00050051, 0x00000006, 0x00000172,
0x00000169, 0x00000001, 0x0004007f, 0x00000006, 0x00000173, 0x00000172, 0x00050085, 0x00000006,
0x00000175, 0x00000173, 0x0000009c, 0x00060041, 0x0000002c, 0x00000176, 0x00000029, 0x0000002b,
0x00000030, 0x0004003d, 0x00000006, 0x00000177, 0x00000176, 0x00050088, 0x00000006, 0x00000178,
0x00000175, 0x00000177, 0x0004007f, 0x00000006, 0x0000017a, 0x0000009c, 0x00060050, 0x0000000a,
0x0000017b, 0x00000170, 0x00000178, 0x0000017a, 0x00060041, 0x0000002c, 0x000000b6, 0x00000029,
0x000000b4, 0x000000b5, 0x0004003d, 0x00000006, 0x000000b7, 0x000000b6, 0x00050085, 0x00000006,
0x000000ba, 0x0000009c, 0x000001af, 0x0008000c, 0x00000006, 0x000000bd, 0x00000001, 0x0000002b,
0x000000ba, 0x000000bb, 0x000000bc, 0x00050085, 0x00000006, 0x000000be, 0x000000b7, 0x000000bd,
0x00050085, 0x00000006, 0x000000c3, 0x0000009c, 0x000000c2, 0x00050081, 0x00000006, 0x000000c4,
0x000000c0, 0x000000c3, 0x00050085, 0x00000006, 0x000000c8, 0x000000be, 0x000001b0, 0x00050094,
0x00000006, 0x0000017f, 0x000000a5, 0x0000005d, 0x0006000c, 0x00000006, 0x00000180, 0x00000001,
0x0000000a, 0x0000017f, 0x00050085, 0x00000006, 0x00000181, 0x00000059, 0x00000180, 0x0006000c,
0x00000006, 0x00000182, 0x00000001, 0x0000000a, 0x00000181, 0x00050081, 0x00000006, 0x000000d0,
0x000000cb, 0x00000182, 0x00050085, 0x00000006, 0x000000d1, 0x000000c8, 0x000000d0, 0x000200f9,
0x000000d4, 0x000200f8, 0x000000d4, 0x000700f5, 0x00000006, 0x000001a7, 0x000000d1, 0x000000a1,
0x00000129, 0x000000d7, 0x000700f5, 0x0000002a, 0x000001a6, 0x0000002b, 0x000000a1, 0x00000126,
0x000000d7, 0x000500b1, 0x0000006e, 0x000000db, 0x000001a6, 0x000000da, 0x000400f6, 0x000000d6,
0x000000d7, 0x00000000, 0x000400fa, 0x000000db, 0x000000d5, 0x000000d6, 0x000200f8, 0x000000d5,
0x00050041, 0x000000a8, 0x000000de, 0x00000029, 0x000000b4, 0x0004003d, 0x00000026, 0x000000df,
0x000000de, 0x0008004f, 0x0000000a, 0x000000e0, 0x000000df, 0x000000df, 0x00000000, 0x00000001,
0x00000002, 0x0005008e, 0x0000000a, 0x000000e2, 0x000000e0, 0x000001a7, 0x00050081, 0x0000000a,
0x000000e3, 0x0000017b, 0x000000e2, 0x00050051, 0x00000006, 0x000000e5, 0x000000e3, 0x00000002,
0x000500be, 0x0000006e, 0x000000e7, 0x000000e5, 0x000000e6, 0x000300f7, 0x000000e9, 0x00000000,
0x000400fa, 0x000000e7, 0x000000e8, 0x000000e9, 0x000200f8, 0x000000e8, 0x000200f9, 0x000000d6,
0x000200f8, 0x000000e9, 0x0004007f, 0x00000006, 0x00000188, 0x000000e5, 0x00050051, 0x00000006,
0x0000018a, 0x000000e3, 0x00000000, 0x00050085, 0x00000006, 0x0000018b, 0x00000043, 0x0000018a,
0x00050085, 0x00000006, 0x0000018e, 0x0000018b, 0x0000016f, 0x00050088, 0x00000006, 0x00000190,
0x0000018e, 0x00000188, 0x00050081, 0x00000006, 0x00000191, 0x00000043, 0x00000190, 0x00050051,
0x00000006, 0x00000193, 0x000000e3, 0x00000001, 0x00050085, 0x00000006, 0x00000194, 0x00000043,
0x00000193, 0x00050085, 0x00000006, 0x00000197, 0x00000194, 0x00000177, 0x00050088, 0x00000006,
0x00000199, 0x00000197, 0x00000188, 0x00050083, 0x00000006, 0x0000019a, 0x00000043, 0x00000199,
0x00050050, 0x00000007, 0x0000019b, 0x00000191, 0x0000019a, 0x000500b8, 0x000000f1, 0x000000f2,
0x0000019b, 0x000000f0, 0x0004009a, 0x0000006e, 0x000000f3, 0x000000f2, 0x000400a8, 0x0000006e,
0x000000f4, 0x000000f3, 0x000300f7, 0x000000f6, 0x00000000, 0x000400fa, 0x000000f4, 0x000000f5,
0x000000f6, 0x000200f8, 0x000000f5, 0x000500ba, 0x000000f1, 0x000000f9, 0x0000019b, 0x000000f8,
0x0004009a, 0x0000006e, 0x000000fa, 0x000000f9, 0x000200f9, 0x000000f6, 0x000200f8, 0x000000f6,
0x000700f5, 0x0000006e, 0x000000fb, 0x000000f3, 0x000000e9, 0x000000fa, 0x000000f5, 0x000300f7,
0x000000fd, 0x00000000, 0x000400fa, 0x000000fb, 0x000000fc, 0x000000fd, 0x000200f8, 0x000000fc,
0x000200f9, 0x000000d6, 0x000200f8, 0x000000fd, 0x0004003d, 0x00000086, 0x00000100, 0x00000088,
0x0007004f, 0x00000007, 0x00000104, 0x000000aa, 0x000000aa, 0x00000000, 0x00000001, 0x00050085,
0x00000007, 0x00000105, 0x0000019b, 0x00000104, 0x0004006e, 0x00000064, 0x00000106, 0x00000105,
0x00040064, 0x00000085, 0x00000107, 0x00000100, 0x0007005f, 0x00000026, 0x00000108, 0x00000107,
0x00000106, 0x00000002, 0x0000002b, 0x00050051, 0x00000006, 0x00000109, 0x00000108, 0x00000000,
0x00050085, 0x00000006, 0x0000010c, 0x00000109, 0x0000009b, 0x00050083, 0x00000006, 0x00000112,
0x00000188, 0x0000010c, 0x00050085, 0x00000006, 0x00000117, 0x0000009c, 0x00000116, 0x00050081,
0x00000006, 0x00000118, 0x00000114, 0x00000117, 0x000500ba, 0x0000006e, 0x00000119, 0x00000112,
0x00000118, 0x000500b8, 0x0000006e, 0x0000011c, 0x00000112, 0x000000c4, 0x000500a7, 0x0000006e,
0x0000011d, 0x00000119, 0x0000011c, 0x000300f7, 0x0000011f, 0x00000000, 0x000400fa, 0x0000011d,
0x0000011e, 0x0000011f, 0x000200f8, 0x0000011e, 0x0004006f, 0x00000006, 0x00000121, 0x000001a6,
0x00050085, 0x00000006, 0x00000122, 0x00000121, 0x000001b0, 0x00050083, 0x00000006, 0x00000123,
0x0000001d, 0x00000122, 0x000200f9, 0x000000d6, 0x000200f8, 0x0000011f, 0x000200f9, 0x000000d7,
0x000200f8, 0x000000d7, 0x00050080, 0x0000002a, 0x00000126, 0x000001a6, 0x000000b4, 0x00050081,
0x00000006, 0x00000129, 0x000001a7, 0x000000c8, 0x000200f9, 0x000000d4, 0x000200f8, 0x000000d6,
0x000b00f5, 0x00000006, 0x000001aa, 0x0000008f, 0x000000d4, 0x0000008f, 0x000000e8, 0x0000008f,
0x000000fc, 0x00000123, 0x0000011e, 0x0008000c, 0x00000006, 0x0000012d, 0x00000001, 0x00000031,
0x0000012b, 0x0000009e, 0x0000009c, 0x00050083, 0x00000006, 0x0000012e, 0x0000001d, 0x0000012d,
0x00060041, 0x0000002c, 0x00000130, 0x00000029, 0x0000002b, 0x000000b5, 0x0004003d, 0x00000006,
0x00000131, 0x00000130, 0x00050085, 0x00000006, 0x00000133, 0x00000131, 0x000001aa, 0x00050085,
0x00000006, 0x00000135, 0x00000133, 0x0000012e, 0x00050083, 0x00000006, 0x00000136, 0x0000001d,
0x00000135, 0x00060041, 0x0000002c, 0x00000138, 0x00000029, 0x00000137, 0x00000021, 0x0004003d,
0x00000006, 0x00000139, 0x00000138, 0x000500ba, 0x0000006e, 0x0000013a, 0x00000139, 0x00000043,
0x000300f7, 0x0000013c, 0x00000000, 0x000400fa, 0x0000013a, 0x0000013b, 0x0000013c, 0x000200f8,
0x0000013b, 0x0004003d, 0x0000013d, 0x00000140, 0x0000013f, 0x00070050, 0x00000026, 0x00000143,
0x00000136, 0x00000136, 0x00000136, 0x0000001d, 0x00040063, 0x00000140, 0x0000006d, 0x00000143,
0x000200f9, 0x0000015d, 0x000200f8, 0x0000013c, 0x000500be, 0x0000006e, 0x00000146, 0x00000136,
0x00000092, 0x000300f7, 0x00000148, 0x00000000, 0x000400fa, 0x00000146, 0x00000147, 0x00000148,
0x000200f8, 0x00000147, 0x000200f9, 0x0000015d, 0x000200f8, 0x00000148, 0x0004003d, 0x0000013d,
0x0000014c, 0x0000013f, 0x00050062, 0x00000026, 0x0000014e, 0x0000014c, 0x0000006d, 0x0004003d,
0x0000013d, 0x0000014f, 0x0000013f, 0x0008004f, 0x0000000a, 0x00000152, 0x0000014e, 0x0000014e,
0x00000000, 0x00000001, 0x00000002, 0x0005008e, 0x0000000a, 0x00000154, 0x00000152, 0x00000136,
0x00050051, 0x00000006, 0x00000156, 0x0000014e, 0x00000003, 0x00050051, 0x00000006, 0x00000157,
0x00000154, 0x00000000, 0x00050051, 0x00000006, 0x00000158, 0x00000154, 0x00000001, 0x00050051,
0x00000006, 0x00000159, 0x00000154, 0x00000002, 0x00070050, 0x00000026, 0x0000015a, 0x00000157,
0x00000158, 0x00000159, 0x00000156, 0x00040063, 0x0000014f, 0x0000006d, 0x0000015a, 0x000200f9,
0x0000015d, 0x000200f8, 0x0000015d, 0x000100fd, 0x00010038,
};
+1 -1
View File
@@ -109,7 +109,7 @@ EXCL(16, uint16_t)
EXCL(32, uint32_t)
EXCL(64, uint64_t)
// Exclusive pair of two X registers: one 16-byte-aligned 128-bit access (cmpxchg16b; x86-64-v3 has CX16).
// Exclusive pair of two X registers: one 16-byte-aligned 128-bit access (cmpxchg16b; x86-64-v2 has CX16).
// A pair of two W registers is a 64-bit exclusive and uses ldx64/stx64.
static inline __uint128_t ldxp128(Cpu *c, uint64_t a) {
__uint128_t v = __atomic_load_n((__uint128_t *)(uintptr_t)a, __ATOMIC_ACQUIRE);
+1
View File
@@ -52,6 +52,7 @@ void rt_fatal(const char *fmt, ...) {
double proc, used, limit;
plat_commit_info(&proc, &used, &limit);
rt_log("fatal: memory commit: this process %.0f MB, the system %.0f of %.0f MB", proc, used, limit);
kern_free_cores_note();
fflush(stdout);
fflush(stderr);
_Exit(70);
+119
View File
@@ -0,0 +1,119 @@
// Generated by tools/build_shaders.py from runtime/shaders/dlaa_mv.comp; do not edit.
// source sha256 bfa9b6d9e0f9d5cfd4382fa5080fa46f007a1a4e2b886b8fecd9adba11767686
#pragma once
#include <stdint.h>
static const uint32_t dlaa_mv_spv[] = {
0x07230203, 0x00010600, 0x0008000b, 0x00000131, 0x00000000, 0x00020011, 0x00000001, 0x00020011,
0x00000031, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e,
0x00000000, 0x00000001, 0x000b000f, 0x00000005, 0x00000004, 0x6e69616d, 0x00000000, 0x00000036,
0x00000043, 0x0000005d, 0x00000089, 0x000000a0, 0x000000e7, 0x00060010, 0x00000004, 0x00000011,
0x00000008, 0x00000008, 0x00000001, 0x00030003, 0x00000002, 0x000001c2, 0x00040005, 0x00000004,
0x6e69616d, 0x00000000, 0x00080005, 0x00000036, 0x475f6c67, 0x61626f6c, 0x766e496c, 0x7461636f,
0x496e6f69, 0x00000044, 0x00030005, 0x00000041, 0x00000050, 0x00050006, 0x00000041, 0x00000000,
0x657a6973, 0x00000000, 0x00050006, 0x00000041, 0x00000001, 0x7474696a, 0x00007265, 0x00030005,
0x00000043, 0x00006370, 0x00050005, 0x0000005d, 0x74706564, 0x65745f68, 0x00000078, 0x00030005,
0x00000087, 0x00727543, 0x00040006, 0x00000087, 0x00000000, 0x00000072, 0x00030005, 0x00000089,
0x00727563, 0x00040005, 0x0000009e, 0x76657250, 0x00000000, 0x00040006, 0x0000009e, 0x00000000,
0x00000072, 0x00040005, 0x000000a0, 0x76657270, 0x00000000, 0x00040005, 0x000000e7, 0x6f5f766d,
0x00007475, 0x00040047, 0x00000036, 0x0000000b, 0x0000001c, 0x00030047, 0x00000041, 0x00000002,
0x00050048, 0x00000041, 0x00000000, 0x00000023, 0x00000000, 0x00050048, 0x00000041, 0x00000001,
0x00000023, 0x00000008, 0x00040047, 0x0000005d, 0x00000021, 0x00000000, 0x00040047, 0x0000005d,
0x00000022, 0x00000000, 0x00040047, 0x00000086, 0x00000006, 0x00000010, 0x00030047, 0x00000087,
0x00000002, 0x00050048, 0x00000087, 0x00000000, 0x00000023, 0x00000000, 0x00040047, 0x00000089,
0x00000021, 0x00000002, 0x00040047, 0x00000089, 0x00000022, 0x00000000, 0x00040047, 0x0000009d,
0x00000006, 0x00000010, 0x00030047, 0x0000009e, 0x00000002, 0x00050048, 0x0000009e, 0x00000000,
0x00000023, 0x00000000, 0x00040047, 0x000000a0, 0x00000021, 0x00000003, 0x00040047, 0x000000a0,
0x00000022, 0x00000000, 0x00030047, 0x000000e7, 0x00000019, 0x00040047, 0x000000e7, 0x00000021,
0x00000001, 0x00040047, 0x000000e7, 0x00000022, 0x00000000, 0x00020013, 0x00000002, 0x00030021,
0x00000003, 0x00000002, 0x00030016, 0x00000006, 0x00000020, 0x00040017, 0x00000007, 0x00000006,
0x00000004, 0x00040018, 0x00000009, 0x00000007, 0x00000004, 0x0004002b, 0x00000006, 0x00000015,
0x3f800000, 0x0004002b, 0x00000006, 0x00000016, 0x00000000, 0x00040015, 0x0000002f, 0x00000020,
0x00000001, 0x00040017, 0x00000030, 0x0000002f, 0x00000002, 0x00040015, 0x00000033, 0x00000020,
0x00000000, 0x00040017, 0x00000034, 0x00000033, 0x00000003, 0x00040020, 0x00000035, 0x00000001,
0x00000034, 0x0004003b, 0x00000035, 0x00000036, 0x00000001, 0x00040017, 0x00000037, 0x00000033,
0x00000002, 0x00020014, 0x0000003b, 0x0004002b, 0x00000033, 0x0000003c, 0x00000000, 0x00040017,
0x00000040, 0x00000006, 0x00000002, 0x0004001e, 0x00000041, 0x00000040, 0x00000040, 0x00040020,
0x00000042, 0x00000009, 0x00000041, 0x0004003b, 0x00000042, 0x00000043, 0x00000009, 0x0004002b,
0x0000002f, 0x00000044, 0x00000000, 0x00040020, 0x00000045, 0x00000009, 0x00000006, 0x0004002b,
0x00000033, 0x0000004d, 0x00000001, 0x00090019, 0x0000005a, 0x00000006, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0003001b, 0x0000005b, 0x0000005a, 0x00040020,
0x0000005c, 0x00000000, 0x0000005b, 0x0004003b, 0x0000005c, 0x0000005d, 0x00000000, 0x0004002b,
0x00000006, 0x00000067, 0x3f000000, 0x0004002b, 0x0000002f, 0x0000006a, 0x00000001, 0x00040020,
0x0000006b, 0x00000009, 0x00000040, 0x0004002b, 0x00000006, 0x00000075, 0x40000000, 0x0004002b,
0x00000033, 0x00000085, 0x00000010, 0x0004001c, 0x00000086, 0x00000007, 0x00000085, 0x0003001e,
0x00000087, 0x00000086, 0x00040020, 0x00000088, 0x00000002, 0x00000087, 0x0004003b, 0x00000088,
0x00000089, 0x00000002, 0x0004002b, 0x0000002f, 0x0000008a, 0x00000003, 0x0004002b, 0x0000002f,
0x0000008b, 0x00000004, 0x0004002b, 0x0000002f, 0x0000008c, 0x00000005, 0x0004002b, 0x0000002f,
0x0000008d, 0x00000006, 0x00040020, 0x0000008f, 0x00000002, 0x00000007, 0x0004001c, 0x0000009d,
0x00000007, 0x00000085, 0x0003001e, 0x0000009e, 0x0000009d, 0x00040020, 0x0000009f, 0x00000002,
0x0000009e, 0x0004003b, 0x0000009f, 0x000000a0, 0x00000002, 0x0005002c, 0x00000040, 0x000000b4,
0x00000016, 0x00000016, 0x0004002b, 0x00000006, 0x000000b9, 0x2b8cbccc, 0x0004002b, 0x00000006,
0x000000c7, 0x358637bd, 0x00090019, 0x000000e5, 0x00000006, 0x00000001, 0x00000000, 0x00000000,
0x00000000, 0x00000002, 0x00000007, 0x00040020, 0x000000e6, 0x00000000, 0x000000e5, 0x0004003b,
0x000000e6, 0x000000e7, 0x00000000, 0x0005002c, 0x00000040, 0x00000130, 0x00000067, 0x00000067,
0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x000300f7,
0x000000f0, 0x00000000, 0x000300fb, 0x0000003c, 0x000000f1, 0x000200f8, 0x000000f1, 0x0004003d,
0x00000034, 0x00000038, 0x00000036, 0x0007004f, 0x00000037, 0x00000039, 0x00000038, 0x00000038,
0x00000000, 0x00000001, 0x0004007c, 0x00000030, 0x0000003a, 0x00000039, 0x00050051, 0x0000002f,
0x0000003f, 0x0000003a, 0x00000000, 0x00060041, 0x00000045, 0x00000046, 0x00000043, 0x00000044,
0x0000003c, 0x0004003d, 0x00000006, 0x00000047, 0x00000046, 0x0004006e, 0x0000002f, 0x00000048,
0x00000047, 0x000500af, 0x0000003b, 0x00000049, 0x0000003f, 0x00000048, 0x000400a8, 0x0000003b,
0x0000004a, 0x00000049, 0x000300f7, 0x0000004c, 0x00000000, 0x000400fa, 0x0000004a, 0x0000004b,
0x0000004c, 0x000200f8, 0x0000004b, 0x00050051, 0x0000002f, 0x0000004f, 0x0000003a, 0x00000001,
0x00060041, 0x00000045, 0x00000050, 0x00000043, 0x00000044, 0x0000004d, 0x0004003d, 0x00000006,
0x00000051, 0x00000050, 0x0004006e, 0x0000002f, 0x00000052, 0x00000051, 0x000500af, 0x0000003b,
0x00000053, 0x0000004f, 0x00000052, 0x000200f9, 0x0000004c, 0x000200f8, 0x0000004c, 0x000700f5,
0x0000003b, 0x00000054, 0x00000049, 0x000000f1, 0x00000053, 0x0000004b, 0x000300f7, 0x00000056,
0x00000000, 0x000400fa, 0x00000054, 0x00000055, 0x00000056, 0x000200f8, 0x00000055, 0x000200f9,
0x000000f0, 0x000200f8, 0x00000056, 0x0004003d, 0x0000005b, 0x0000005e, 0x0000005d, 0x00040064,
0x0000005a, 0x00000060, 0x0000005e, 0x0007005f, 0x00000007, 0x00000061, 0x00000060, 0x0000003a,
0x00000002, 0x00000044, 0x00050051, 0x00000006, 0x00000062, 0x00000061, 0x00000000, 0x0004006f,
0x00000040, 0x00000066, 0x0000003a, 0x00050081, 0x00000040, 0x00000069, 0x00000066, 0x00000130,
0x00050041, 0x0000006b, 0x0000006c, 0x00000043, 0x0000006a, 0x0004003d, 0x00000040, 0x0000006d,
0x0000006c, 0x00050083, 0x00000040, 0x0000006e, 0x00000069, 0x0000006d, 0x00050051, 0x00000006,
0x00000071, 0x0000006e, 0x00000000, 0x00050088, 0x00000006, 0x00000074, 0x00000071, 0x00000047,
0x00050085, 0x00000006, 0x00000076, 0x00000074, 0x00000075, 0x00050083, 0x00000006, 0x00000077,
0x00000076, 0x00000015, 0x00050051, 0x00000006, 0x00000079, 0x0000006e, 0x00000001, 0x00060041,
0x00000045, 0x0000007a, 0x00000043, 0x00000044, 0x0000004d, 0x0004003d, 0x00000006, 0x0000007b,
0x0000007a, 0x00050088, 0x00000006, 0x0000007c, 0x00000079, 0x0000007b, 0x00050085, 0x00000006,
0x0000007d, 0x0000007c, 0x00000075, 0x00050083, 0x00000006, 0x0000007e, 0x00000015, 0x0000007d,
0x00050085, 0x00000006, 0x00000080, 0x00000062, 0x00000075, 0x00050083, 0x00000006, 0x00000081,
0x00000080, 0x00000015, 0x00070050, 0x00000007, 0x00000082, 0x00000077, 0x0000007e, 0x00000081,
0x00000015, 0x00060041, 0x0000008f, 0x00000090, 0x00000089, 0x00000044, 0x0000008a, 0x0004003d,
0x00000007, 0x00000091, 0x00000090, 0x00060041, 0x0000008f, 0x00000093, 0x00000089, 0x00000044,
0x0000008b, 0x0004003d, 0x00000007, 0x00000094, 0x00000093, 0x00060041, 0x0000008f, 0x00000096,
0x00000089, 0x00000044, 0x0000008c, 0x0004003d, 0x00000007, 0x00000097, 0x00000096, 0x00060041,
0x0000008f, 0x00000099, 0x00000089, 0x00000044, 0x0000008d, 0x0004003d, 0x00000007, 0x0000009a,
0x00000099, 0x00070050, 0x00000009, 0x00000110, 0x00000091, 0x00000094, 0x00000097, 0x0000009a,
0x00040054, 0x00000009, 0x00000111, 0x00000110, 0x00060041, 0x0000008f, 0x000000a2, 0x000000a0,
0x00000044, 0x0000008a, 0x0004003d, 0x00000007, 0x000000a3, 0x000000a2, 0x00060041, 0x0000008f,
0x000000a5, 0x000000a0, 0x00000044, 0x0000008b, 0x0004003d, 0x00000007, 0x000000a6, 0x000000a5,
0x00060041, 0x0000008f, 0x000000a8, 0x000000a0, 0x00000044, 0x0000008c, 0x0004003d, 0x00000007,
0x000000a9, 0x000000a8, 0x00060041, 0x0000008f, 0x000000ab, 0x000000a0, 0x00000044, 0x0000008d,
0x0004003d, 0x00000007, 0x000000ac, 0x000000ab, 0x00070050, 0x00000009, 0x0000012c, 0x000000a3,
0x000000a6, 0x000000a9, 0x000000ac, 0x00040054, 0x00000009, 0x0000012d, 0x0000012c, 0x0006000c,
0x00000009, 0x000000b0, 0x00000001, 0x00000022, 0x00000111, 0x00050091, 0x00000007, 0x000000b2,
0x000000b0, 0x00000082, 0x00050051, 0x00000006, 0x000000b7, 0x000000b2, 0x00000003, 0x0006000c,
0x00000006, 0x000000b8, 0x00000001, 0x00000004, 0x000000b7, 0x000500ba, 0x0000003b, 0x000000ba,
0x000000b8, 0x000000b9, 0x000300f7, 0x000000bc, 0x00000000, 0x000400fa, 0x000000ba, 0x000000bb,
0x000000bc, 0x000200f8, 0x000000bb, 0x00070050, 0x00000007, 0x000000c2, 0x000000b7, 0x000000b7,
0x000000b7, 0x000000b7, 0x00050088, 0x00000007, 0x000000c3, 0x000000b2, 0x000000c2, 0x00050091,
0x00000007, 0x000000c4, 0x0000012d, 0x000000c3, 0x00050051, 0x00000006, 0x000000c6, 0x000000c4,
0x00000003, 0x000500ba, 0x0000003b, 0x000000c8, 0x000000c6, 0x000000c7, 0x000300f7, 0x000000ca,
0x00000000, 0x000400fa, 0x000000c8, 0x000000c9, 0x000000ca, 0x000200f8, 0x000000c9, 0x0007004f,
0x00000040, 0x000000cd, 0x000000c4, 0x000000c4, 0x00000000, 0x00000001, 0x00050050, 0x00000040,
0x000000d0, 0x000000c6, 0x000000c6, 0x00050088, 0x00000040, 0x000000d1, 0x000000cd, 0x000000d0,
0x00050051, 0x00000006, 0x000000d4, 0x000000d1, 0x00000000, 0x00050085, 0x00000006, 0x000000d5,
0x000000d4, 0x00000067, 0x00050081, 0x00000006, 0x000000d6, 0x000000d5, 0x00000067, 0x00050085,
0x00000006, 0x000000d9, 0x000000d6, 0x00000047, 0x00050051, 0x00000006, 0x000000db, 0x000000d1,
0x00000001, 0x00050085, 0x00000006, 0x000000dc, 0x000000db, 0x00000067, 0x00050083, 0x00000006,
0x000000dd, 0x00000067, 0x000000dc, 0x00050085, 0x00000006, 0x000000e0, 0x000000dd, 0x0000007b,
0x00050050, 0x00000040, 0x000000e1, 0x000000d9, 0x000000e0, 0x00050083, 0x00000040, 0x000000e4,
0x000000e1, 0x0000006e, 0x000200f9, 0x000000ca, 0x000200f8, 0x000000ca, 0x000700f5, 0x00000040,
0x0000012f, 0x000000b4, 0x000000bb, 0x000000e4, 0x000000c9, 0x000200f9, 0x000000bc, 0x000200f8,
0x000000bc, 0x000700f5, 0x00000040, 0x0000012e, 0x000000b4, 0x00000056, 0x0000012f, 0x000000ca,
0x0004003d, 0x000000e5, 0x000000e8, 0x000000e7, 0x00050051, 0x00000006, 0x000000eb, 0x0000012e,
0x00000000, 0x00050051, 0x00000006, 0x000000ec, 0x0000012e, 0x00000001, 0x00070050, 0x00000007,
0x000000ed, 0x000000eb, 0x000000ec, 0x00000016, 0x00000016, 0x00040063, 0x000000e8, 0x0000003a,
0x000000ed, 0x000200f9, 0x000000f0, 0x000200f8, 0x000000f0, 0x000100fd, 0x00010038,
};
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// Correctly rounded fma/fmaf for x86-64 builds without FMA3: the -march=x86-64-v2 build (docs/building.md).
//
// runtime/simd.h lowers AArch64 FMADD/FMSUB and the RECPS/RSQRTS helpers to __builtin_elementwise_fma, which clang
// turns into a call to fma/fmaf when the target has no FMA instruction. The C runtime is not a substitute: on CPUs
// without FMA3 the UCRT's software fallback is documented as rounding incorrectly by up to half an ulp, while the FP
// lowering needs the single rounding the ARM instruction gives. This file supplies it.
//
// Adapted from musl src/math/fma.c and src/math/fmaf.c (MIT, Copyright (c) 2005-2020 Rich Felker and contributors).
// The result is rounded in the MXCSR rounding mode the caller set (simd.h simd_rm_enter), and MXCSR FTZ and DAZ are
// honoured as the hardware FMA would, so runtime/simd.h's fast paths keep their assumptions: denormal inputs read as
// zero and denormal results as zero under FPCR.FZ, without a trip through the slow path.
//
// The definitions exist only where the compiler would emit the calls. A -march=x86-64-v3 build defines __FMA__ and
// emits vfmadd instead, so this file contributes nothing there.
#include <stdint.h>
#if defined(__x86_64__) && !defined(__FMA__)
#include <float.h>
#include <immintrin.h>
#define MXCSR_DAZ 0x0040u
#define MXCSR_FTZ 0x8000u
static double fma_flush_d(double x) {
union { double f; uint64_t i; } u = {x};
if (!(u.i & 0x7ff0000000000000ull) && (u.i & 0x000fffffffffffffull)) u.i &= 0x8000000000000000ull;
return u.f;
}
static float fma_flush_f(float x) {
union { float f; uint32_t i; } u = {x};
if (!(u.i & 0x7f800000u) && (u.i & 0x007fffffu)) u.i &= 0x80000000u;
return u.f;
}
// ---- float: the exact product fits in a double, so one extra term and a round-to-odd step decide the float
// rounding. Halfway and tiny results are the only ones where rounding the double first can change the float result.
float fmaf(float x, float y, float z) {
unsigned csr = _mm_getcsr();
if (csr & MXCSR_DAZ) x = fma_flush_f(x), y = fma_flush_f(y), z = fma_flush_f(z);
double xy = (double)x * y; // exact
union { double r; uint64_t i; } u = {xy + z};
int e = u.i >> 52 & 0x7ff;
int halfway = (u.i & 0x1fffffff) == 0x10000000;
int tiny = e <= 0x3ff - 126 && e >= 0x3ff - 149;
if (halfway || tiny) {
if (e != 0x7ff) {
// r+t is the exact sum in nearest rounding; otherwise t keeps its sign and whether it is zero, which
// is all the round-to-odd step needs. An odd sticky bit makes the final conversion round once, in
// whichever mode MXCSR asks for.
int s = u.i >> 63;
double t = s == (xy < z) ? xy - u.r + z : z - u.r + xy;
if (t) {
u.i -= s ^ (t < 0);
u.i |= 1;
}
}
}
float r = (float)u.r;
if (csr & MXCSR_FTZ) r = fma_flush_f(r);
return r;
}
// ---- double: the significands are multiplied and aligned as integers, then converted back with one rounding.
#define ASUINT64(x) ((union { double f; uint64_t i; }){x}).i
#define ZEROINFNAN (0x7ff - 0x3ff - 52 - 1)
struct fma_num { uint64_t m; int e; int sign; };
static struct fma_num fma_normalize(double x) {
uint64_t ix = ASUINT64(x);
int e = ix >> 52;
int sign = e & 0x800;
e &= 0x7ff;
if (!e) {
ix = ASUINT64(x * 0x1p63);
e = ix >> 52 & 0x7ff;
e = e ? e - 63 : 0x800;
}
ix &= (1ull << 52) - 1;
ix |= 1ull << 52;
ix <<= 1;
e -= 0x3ff + 52 + 1;
return (struct fma_num){ix, e, sign};
}
static void fma_mul(uint64_t *hi, uint64_t *lo, uint64_t x, uint64_t y) {
uint64_t xlo = (uint32_t)x, xhi = x >> 32;
uint64_t ylo = (uint32_t)y, yhi = y >> 32;
uint64_t t1 = xlo * ylo;
uint64_t t2 = xlo * yhi + xhi * ylo;
uint64_t t3 = xhi * yhi;
*lo = t1 + (t2 << 32);
*hi = t3 + (t2 >> 32) + (t1 > *lo);
}
// scalbn from musl src/math/scalbn.c (MIT): the fma's final scaling, kept here so the result does not depend on the
// C runtime's version. Its multiplications honour MXCSR like any other host FP operation.
static double fma_scalbn(double x, int n) {
union { double f; uint64_t i; } u;
double y = x;
if (n > 1023) {
y *= 0x1p1023;
n -= 1023;
if (n > 1023) {
y *= 0x1p1023;
n -= 1023;
if (n > 1023) n = 1023;
}
} else if (n < -1022) {
// Make sure the final n < -53, so the subnormal range rounds only once.
y *= 0x1p-1022 * 0x1p53;
n += 1022 - 53;
if (n < -1022) {
y *= 0x1p-1022 * 0x1p53;
n += 1022 - 53;
if (n < -1022) n = -1022;
}
}
u.i = (uint64_t)(0x3ff + n) << 52;
return y * u.f;
}
double fma(double x, double y, double z) {
#pragma STDC FENV_ACCESS ON
unsigned csr = _mm_getcsr();
if (csr & MXCSR_DAZ) x = fma_flush_d(x), y = fma_flush_d(y), z = fma_flush_d(z);
struct fma_num nx = fma_normalize(x), ny = fma_normalize(y), nz = fma_normalize(z);
if (nx.e >= ZEROINFNAN || ny.e >= ZEROINFNAN) return x * y + z;
if (nz.e >= ZEROINFNAN) {
if (nz.e > ZEROINFNAN) return x * y; // z == 0
return z;
}
uint64_t rhi, rlo, zhi, zlo;
fma_mul(&rhi, &rlo, nx.m, ny.m);
// Align the exponents: shift z left by kz and r right by kr with kz + kr == d.
int e = nx.e + ny.e;
int d = nz.e - e;
if (d > 0) {
if (d < 64) {
zlo = nz.m << d;
zhi = nz.m >> (64 - d);
} else {
zlo = 0;
zhi = nz.m;
e = nz.e - 64;
d -= 64;
if (d == 0) {
} else if (d < 64) {
rlo = rhi << (64 - d) | rlo >> d | !!(rlo << (64 - d));
rhi = rhi >> d;
} else {
rlo = 1;
rhi = 0;
}
}
} else {
zhi = 0;
d = -d;
if (d == 0) {
zlo = nz.m;
} else if (d < 64) {
zlo = nz.m >> d | !!(nz.m << (64 - d));
} else {
zlo = 1;
}
}
int sign = nx.sign ^ ny.sign;
int samesign = !(sign ^ nz.sign);
int nonzero = 1;
if (samesign) {
rlo += zlo;
rhi += zhi + (rlo < zlo);
} else {
uint64_t t = rlo;
rlo -= zlo;
rhi = rhi - zhi - (t < rlo);
if (rhi >> 63) {
rlo = -rlo;
rhi = -rhi - !!rlo;
sign = !sign;
}
nonzero = !!rhi;
}
// Keep the top 63 bits in rhi; the last bit is sticky.
if (nonzero) {
e += 64;
d = __builtin_clzll(rhi) - 1;
rhi = rhi << d | rlo >> (64 - d) | !!(rlo << d);
} else if (rlo) {
d = __builtin_clzll(rlo) - 1;
if (d < 0)
rhi = rlo >> 1 | (rlo & 1);
else
rhi = rlo << d;
} else {
return x * y + z; // exact +-0
}
e -= d;
int64_t i = rhi;
if (sign) i = -i;
double r = i; // |r| is in [0x1p62, 0x1p63]
if (e < -1022 - 62) {
// The result is subnormal before rounding.
if (e == -1022 - 63) {
double c = 0x1p63;
if (sign) c = -c;
if (r == c) {
// The smallest normal after rounding: whether it underflows depends on the architecture. A double
// to float conversion imitates the before-rounding rule the guest has.
float fltmin = 0x0.ffffff8p-63 * FLT_MIN * r;
r = DBL_MIN / FLT_MIN * fltmin;
return (csr & MXCSR_FTZ) ? fma_flush_d(r) : r;
}
// One bit is lost when scaled: add another top bit so the conversion rounds only once if inexact.
if (rhi << 53) {
i = rhi >> 1 | (rhi & 1) | 1ull << 62;
if (sign) i = -i;
r = i;
r = 2 * r - c;
// Raise underflow portably, so the compiler cannot optimize the expression away.
double tiny = DBL_MIN / FLT_MIN * r;
r += (double)(tiny * tiny) * (r - r);
}
} else {
// Only round once when scaled.
d = 10;
i = (rhi >> d | !!(rhi << (64 - d))) << d;
if (sign) i = -i;
r = i;
}
}
r = fma_scalbn(r, e);
if (csr & MXCSR_FTZ) r = fma_flush_d(r);
return r;
}
#endif
+35 -11
View File
@@ -11,8 +11,20 @@
// game speed is right only when frames take exactly their interval. With the set realtime both read the patch page
// instead: +0 ratio = seconds * 30, +4 seconds (1.4.3: +8 interval = seconds * 60, the producer's nominal interval
// before its half-step coefficient), the moving average of the last 5 display intervals, at most 1/15 s
// (slower frames slow the game down, as on the console), no lower bound, so a higher frame-rate cap only changes the
// pacer (frame_step_cap_ns, TOTK_FPS_LIMIT). The set cloth gives hair and cloth the same clock and needs realtime.
// (slower frames slow the game down, as on the console) and at least 1/240 s, so a higher frame-rate cap only changes
// the pacer (frame_step_cap_ns, TOTK_FPS_LIMIT). The set cloth gives hair and cloth the same clock and needs realtime.
//
// The floor: with a shorter step (ratio below 0.125) 1.4.3 aborts within seconds of some save loads (issue #241, a
// 280 Hz monitor): Havok's hkDefaultMemoryImpl reports "Out of memory" for the buffer the physics pre-solve (profiler
// scope "TtPreSolve") resizes in main+0x1261630. Forced steps on the Depths save: 1/240 s plays, 1/244 s and shorter
// abort; the field, sky island and fight saves play at 1/280 s, the town save aborts after about 800 frames. The
// same short steps also crash a physics worker reading that buffer's contacts: an access violation in main+0x1292560
// or its caller main+0x1286870 (narrowphase contact setup, reached from the grid task main+0x12f1ea0), reading a
// Havok body's shape at body+0x78 as null or garbage (issues #29 and #92, 240 Hz monitors with fps_limit = display).
// Steps drawn from 1/252..1/230 s crash the Depths load there in seconds; 1/240..1/230 s plays. The frame limit
// stops at 240 too (LIMIT_MAX_HZ), so the floor only catches the average dipping under 1/240 s at that limit: a
// present late by less than a period keeps the pacer's phase (nvn_api_obj.c, pace), so the next display interval is
// shorter than the period. No limit makes the game run slower than the clock.
//
// The sample is the display time the pacer gives each present (nvnQueuePresentTexture), so the step follows the
// frames as shown, pacing waits included. With the step on, the pacer ignores the game's interval and holds a frame
@@ -47,6 +59,7 @@
#define STEP_MAX_S (1.0 / 15.0) // longest step; a longer frame slows the game down
#define STEP_RESET_S 0.25 // a gap this long (loading, a debugger) restarts the average
#define STEP_FIRST_S (1.0 / 60.0)
#define STEP_MIN_S (1.0 / 240.0) // shortest step; a shorter one makes the game's physics run out of memory
static _Atomic uint64_t *step_word; // patch page +0: ratio (low float), seconds (high float)
static double step_now = STEP_FIRST_S; // the step the patch page holds: what the game steps each frame
@@ -90,14 +103,15 @@ void frame_step_init(void) {
int frame_step_realtime(void) { return step_word != NULL; }
// The frame limit (menu, TOTK_FPS_LIMIT, live): 30, 60, 90, 120, 144, any whole rate from 30 to 360, or display (the
// refresh rate of the window's monitor). Unset, the older TOTK_FPS60=0 still means 30. A limit of 30 switches the set
// The frame limit (menu, TOTK_FPS_LIMIT, live): 30, 60, 90, 120, 144, any whole rate from 30 to 240, or display (the
// refresh rate of the window's monitor, at most 240). A higher number gives 240, the rate of the shortest step the
// game survives (STEP_MIN_S). Unset, the older TOTK_FPS60=0 still means 30. A limit of 30 switches the set
// fps60 off (the shipping minimum interval 2), every other limit switches it on; the controller reads its minimum
// interval from the patched sites each frame. With the real-time step the pacer holds frames to the limit; above 60
// only the pacer changes, as the step has no lower bound. Without it the game steps whole 60 Hz vsyncs and the pacer
// only the pacer changes, as the step's floor is the limit's ceiling. Without it the game steps whole 60 Hz vsyncs and the pacer
// follows the game's interval, so the limit stops at 60.
#define LIMIT_MIN_HZ 30
#define LIMIT_MAX_HZ 360
#define LIMIT_MAX_HZ 240 // 1 / STEP_MIN_S
static int fps60_set = -2;
static unsigned limit_seen;
static int limit_read;
@@ -109,8 +123,13 @@ static int limit_parse(void) {
if (!strcmp(e, "display")) return 0;
char *end;
long n = strtol(e, &end, 10);
if (!*end && n >= LIMIT_MIN_HZ && n <= LIMIT_MAX_HZ) return (int)n;
rt_log("frame rate: TOTK_FPS_LIMIT=%s is not 30..360 or display; 60", e);
if (!*end && n > LIMIT_MAX_HZ) {
rt_log("frame rate: TOTK_FPS_LIMIT=%s is above %d, where the game's physics runs out of memory; %d", e,
LIMIT_MAX_HZ, LIMIT_MAX_HZ);
return LIMIT_MAX_HZ;
}
if (!*end && n >= LIMIT_MIN_HZ) return (int)n;
rt_log("frame rate: TOTK_FPS_LIMIT=%s is not %d..%d or display; 60", e, LIMIT_MIN_HZ, LIMIT_MAX_HZ);
return 60;
}
@@ -161,10 +180,14 @@ static uint64_t read_ptr(uint64_t a) {
uint64_t p = 0;
return read_guest(a, &p, 8) ? p : 0;
}
// 1.2.1: [main+0x4728538] (1.4.3: [main+0x3add238]) +0x1e8 scene, its component 13 lists the resident actors; the one
// named "Player" has its position at +0x2b4 (MacNativeGames world_survey.c, game_version.h TOTK_GAME_V121/V143).
// 1.2.1: [main+0x4728538] (1.1.0: [main+0x4630a68], 1.4.3: [main+0x3add238]) +0x1e8 scene, its component 13 lists the
// resident actors; the one named "Player" has its position at +0x2b4 (MacNativeGames world_survey.c, game_version.h
// TOTK_GAME_V121/V143). The 1.1.0 slot was measured from its own dereference chain: 181 scene accesses in that build
// read it, and one of them reproduces this walk (the 14-component check, component 13, the 0x70 stride and the name
// compare) instruction for instruction.
static int player_pos(float xyz[3]) {
uint64_t module = read_ptr(MOD_MAIN_BASE + (RT_V143 ? 0x3add238 : 0x4728538)), scene = module ? read_ptr(module + 0x1e8) : 0;
uint64_t module = read_ptr(MOD_MAIN_BASE + (RT_V143 ? 0x3add238 : RT_V110 ? 0x4630a68 : 0x4728538)),
scene = module ? read_ptr(module + 0x1e8) : 0;
int32_t count = 0;
if (!scene || !read_guest(scene + 0x50, &count, 4) || count < 14 || count > 256) return 0;
uint64_t comps = read_ptr(scene + 0x58), resident = comps ? read_ptr(comps + 13 * 8) : 0;
@@ -254,6 +277,7 @@ void frame_step_present(uint64_t display_ns, int interval) {
double sum = 0;
for (unsigned i = 0; i < sample_count; i++) sum += samples[i];
step = sum / sample_count;
if (step < STEP_MIN_S) step = STEP_MIN_S;
step_store((float)step);
}
}
+9 -2
View File
@@ -38,8 +38,15 @@ uint64_t romfs_file_count(void); // files in the index
const char *romfs_entry(uint64_t i, uint64_t *offset, uint64_t *size); // path, image offset and size of index row i
const char *romfs_image_path(void); // the romfs.bin path fs_init opened
size_t romfs_overlay_count(void);
int romfs_xbox_prompts_ready(void); // romfs-patches-xbox was there at start
int romfs_xbox_prompts_active(void); // and was loaded (pad_layout = xbox_prompts at start)
int romfs_patches_loaded(void); // a romfs-patches manifest gave at least one file
// The button prompts (input_prompts_folder): the folder loaded at start, NULL for the game's own prompts; whether a
// folder had a manifest at start; and why the folder the settings asked for at start was not loaded (ROMFS_PROMPTS_OK
// for any other folder: it was not asked for).
enum { ROMFS_PROMPTS_OK, ROMFS_PROMPTS_MISSING, ROMFS_PROMPTS_FAILED, ROMFS_PROMPTS_SHAPE, ROMFS_PROMPTS_MODS,
ROMFS_PROMPTS_PATCHES };
const char *romfs_prompts(void);
int romfs_prompts_ready(const char *folder);
int romfs_prompts_off(const char *folder);
const char *romfs_overlay(size_t k, const char **file, uint64_t *size, int *is_added); // RomFS path of overlay k
void fs_trace(const char *what, const char *path); // TOTK_TRACE=fs: one line per open
+185 -46
View File
@@ -146,31 +146,36 @@ static int remove_tree(const char *path) {
}
// ---- save transactions
// The save mount's root is a working copy, made from the committed save when the first save mount appears. Commit
// copies it to a staging directory and swaps that in for the committed save:
// The save mount's root is a working copy, made from the newest save when the first save mount appears. Commit copies
// it to a staging directory, which a rename makes a finished commit, and swaps that in for the committed save:
//
// <profile>/save/<uid>/ committed save: what the next start loads
// <profile>/save/<uid>/ committed save: what the next start loads when no finished commit waits
// <profile>/save-tx/work/ working copy, the save mount's root; deleted at the last Unmount and at start
// <profile>/save-tx/new/ Commit's staging copy of the working copy
// <profile>/save-tx/ready-<n>/ a finished commit not swapped in yet: the newest save
// <profile>/save-tx/old/ the committed save a Commit replaced, on its way to save-backup
//
// Commit: (1) copy work to new and flush every file (FlushFileBuffers) and directory, a file equal to the committed
// one as a hard link to it; (2) rename save/<uid> to old;
// (3) rename new to save/<uid>, the commit point; (4) move old to save-backup/<UTC time> and keep the newest three.
// Both renames are durable (plat_fs_rename). The game's Commit returns 0 once steps (1) to (4) are
// queued; a thread runs them (95-135 ms on the game thread before, in the 1.4.3 fight save) while every change to the
// working copy waits in save_touched, and Unmount and the next Commit wait too. A crash in that time loses this Commit
// only, and a failed one is logged instead of returned. save/<uid> is renamed away only after new is complete
// on disk, so the recovery rule at start (save_recover) is:
// save/<uid> present it is the committed save (the old one if the crash came before (3), the new one after);
// new, if present, is an unfinished copy and is deleted (rollback);
// save/<uid> absent the crash came between (2) and (3) and new is complete: rename it to save/<uid> (roll
// forward); with no new either, old goes back to save/<uid>.
// Commit: (1) copy work to new and flush every file (FlushFileBuffers) and directory, a file equal to the newest
// save's as a hard link to it; (2) rename new to ready-<n>, the commit point, and delete the ready-<n> it supersedes;
// (3) rename save/<uid> to old; (4) rename ready-<n> to save/<uid>; (5) move old to save-backup/<UTC time> and keep
// the newest three. Every rename is durable (plat_fs_rename). Windows refuses (3) while any file under save/<uid> is
// open, in this or another process (a virus scanner, Explorer's preview, a sync tool), and a folder an elevated run
// made can refuse it too. ready-<n> then stays the newest save: later working copies are made from it, and the next
// Commit and the next start try (3) to (5) again. The game's Commit returns 0 once the steps are queued; a thread runs
// them (95-135 ms on the game thread before, in the 1.4.3 fight save) while every change to the working copy waits in
// save_touched, and Unmount and the next Commit wait too. A crash in that time loses this Commit only, and a failed
// one is logged instead of returned. The recovery rule at start (save_recover):
// new present an unfinished copy: deleted (rollback). An older build renamed save/<uid> away before its
// finished copy: with save/<uid> and ready-<n> absent, new is that copy and becomes save/<uid>;
// ready-<n> present the highest n is the newest save and (3) to (5) run (roll forward); the others are deleted;
// save/<uid> absent with no ready-<n> either, old goes back to save/<uid>.
// Then old, if present, goes to save-backup, and work (changes no Commit took) is deleted.
#define SAVE_BACKUPS 3
#define COPY_CHUNK (1u << 20)
static char tx_root[1100], backup_root[1100], new_root[1100], old_root[1100];
static char ready_root[1100]; // the newest finished commit not swapped in, empty when none
static unsigned ready_seq; // the highest ready-<n> this run made or found
static PlatMutex tx_lock = PLAT_MUTEX_INIT; // taken before lock, never inside it
static int save_mounts; // M_SAVE mounts: the working copy exists while this is above 0
@@ -183,10 +188,11 @@ static int crashed(void) {
static int exists(const char *p) { return plat_fs_kind(p) != PLAT_FS_MISSING; }
// Rename a directory, durably; retried for up to 2 s while another process (a virus scanner, the indexer) holds a
// file in it. 0 on success.
static int move_dir(const char *from, const char *to) {
for (int i = 0; i < 40; i++) {
// Rename a directory, durably; retried every 50 ms, tries times in all, while another process (a virus scanner, the
// indexer) holds a file in it. 0 on success.
#define MOVE_TRIES 40 // 2 s
static int move_dir(const char *from, const char *to, int tries) {
for (int i = 0; i < tries; i++) {
int e = plat_fs_rename(from, to, 1);
if (!e) return 0;
if (e != PLAT_FS_BUSY) return -1;
@@ -274,6 +280,44 @@ static int copy_tree(const char *src, const char *dst, const char *base, int dur
return bad;
}
static int listed_cmp(const void *a, const void *b) {
return strcmp(((const Listed *)a)->name, ((const Listed *)b)->name);
}
// Whether paths a and b are one file (hard links of it).
static int same_inode(const char *a, const char *b) {
PlatFile *h[2] = {plat_fs_open(a, 0, NULL), plat_fs_open(b, 0, NULL)};
PlatFileId ia, ib;
int same = h[0] && h[1] && plat_file_id(h[0], &ia) && plat_file_id(h[1], &ib) && ia.volume == ib.volume &&
ia.file_id == ib.file_id;
for (int i = 0; i < 2; i++)
if (h[i]) plat_file_close(h[i]);
return same;
}
// Whether tree a holds the names and kinds of tree b and each file of it as a hard link: what copy_tree makes from a
// working copy whose every file equals base's.
static int same_tree(const char *a, const char *b) {
Listing la, lb;
int ea = list_dir(a, &la), eb = list_dir(b, &lb);
int same = !ea && !eb && la.n == lb.n;
if (same) {
qsort(la.e, (size_t)la.n, sizeof *la.e, listed_cmp);
qsort(lb.e, (size_t)lb.n, sizeof *lb.e, listed_cmp);
}
for (int i = 0; same && i < la.n; i++) {
same = !strcmp(la.e[i].name, lb.e[i].name) && la.e[i].kind == lb.e[i].kind && la.e[i].kind != PLAT_FS_LINK;
if (!same) break;
char *pa = join(a, la.e[i].name), *pb = join(b, lb.e[i].name);
same = la.e[i].kind == PLAT_FS_DIR ? same_tree(pa, pb) : same_inode(pa, pb);
free(pa);
free(pb);
}
listing_free(la.e, la.n);
listing_free(lb.e, lb.n);
return same;
}
static int name_cmp(const void *a, const void *b) { return strcmp(a, b); }
// The backups' folder names (digits first), sorted: oldest first, as rotate_backup names them in creation order.
@@ -312,7 +356,7 @@ static void rotate_backup(void) {
while (strcmp(name, newest) <= 0 && k < 100000);
}
char *dst = join(backup_root, name);
if (move_dir(old_root, dst)) {
if (move_dir(old_root, dst, MOVE_TRIES)) {
rt_log("fs: cannot move the replaced save to save-backup; deleted");
remove_tree(old_root);
}
@@ -325,22 +369,82 @@ static void rotate_backup(void) {
}
}
// The newest save: the finished commit waiting to be swapped in, else the committed save.
static const char *newest_save(void) { return *ready_root ? ready_root : save_root; }
// Steps (3) to (5): swap the finished commit ready_root in for the committed save. 0 on success; on failure
// ready_root stays the newest save. (3) is tried for 200 ms only: the commit is safe in ready_root, the next Commit
// or start tries again, and the game's next change to its save data waits for this one.
#define SWAP_TRIES 4
static int swap_in(void) {
if (!*ready_root) return 0;
rotate_backup(); // an old left by a failed (5): (3) needs its name
if (exists(save_root) && move_dir(save_root, old_root, SWAP_TRIES)) {
char why[512];
plat_fs_busy_reason(save_root, why, sizeof why);
rt_log("fs: save commit: the committed save cannot be replaced (%s); the commit waits in %s and the next "
"Commit or start retries", *why ? why : "a file in it is in use", ready_root);
return -1;
}
if (crashed()) return -1;
if (move_dir(ready_root, save_root, MOVE_TRIES)) {
rt_log("fs: save commit: cannot move the finished commit to the committed save; it waits in %s", ready_root);
move_dir(old_root, save_root, MOVE_TRIES); // else save/<uid> stays absent and the next start rolls forward
return -1;
}
*ready_root = 0;
if (crashed()) return -1;
rotate_backup();
return 0;
}
// The number n of a "ready-<n>" name, 0 for any other name.
static unsigned ready_number(const char *name) {
char *end;
if (strncmp(name, "ready-", 6) || name[6] < '0' || name[6] > '9') return 0;
unsigned long n = strtoul(name + 6, &end, 10);
return *end || n > 0xffffffffu ? 0 : (unsigned)n;
}
// Startup: the newest finished commit into ready_root; the older ones, which it supersedes, are deleted.
static void ready_scan(void) {
Listing l;
list_dir(tx_root, &l);
*ready_root = 0, ready_seq = 0;
for (int i = 0; i < l.n; i++)
if (l.e[i].kind == PLAT_FS_DIR && ready_number(l.e[i].name) > ready_seq) ready_seq = ready_number(l.e[i].name);
for (int i = 0; i < l.n; i++) {
unsigned n = l.e[i].kind == PLAT_FS_DIR ? ready_number(l.e[i].name) : 0;
char *p = n ? join(tx_root, l.e[i].name) : NULL;
if (n == ready_seq && p) snprintf(ready_root, sizeof ready_root, "%s", p);
else if (p) remove_tree(p);
free(p);
}
listing_free(l.e, l.n);
}
// Startup: finish or roll back an interrupted Commit and drop uncommitted changes (the rule above).
static void save_recover(void) {
const char *did = "nothing to recover";
ready_scan();
int has_save = exists(save_root);
if (!has_save && exists(new_root)) {
if (move_dir(new_root, save_root)) rt_fatal("fs: cannot complete an interrupted save commit");
if (exists(new_root) && !has_save && !*ready_root) {
if (move_dir(new_root, save_root, MOVE_TRIES)) rt_fatal("fs: cannot complete an interrupted save commit");
did = "completed an interrupted commit";
} else if (!has_save && exists(old_root)) {
if (move_dir(old_root, save_root)) rt_fatal("fs: cannot roll back an interrupted save commit");
did = "rolled back an interrupted commit";
has_save = 1;
} else if (exists(new_root)) {
if (remove_tree(new_root)) rt_fatal("fs: cannot delete an unfinished save commit");
did = "rolled back an unfinished commit";
}
if (!has_save && !*ready_root && exists(old_root)) {
if (move_dir(old_root, save_root, MOVE_TRIES)) rt_fatal("fs: cannot roll back an interrupted save commit");
did = "rolled back an interrupted commit";
} else if (exists(old_root))
did = "moved the save an interrupted commit replaced to save-backup";
rotate_backup();
if (*ready_root)
did = swap_in() ? "a finished commit still waits in save-tx; the game loads it from there"
: "completed a finished commit";
if (exists(work_root)) {
if (remove_tree(work_root)) rt_fatal("fs: cannot delete the old save working copy");
if (!strcmp(did, "nothing to recover"))
@@ -349,11 +453,11 @@ static void save_recover(void) {
rt_log("host save recovery: %s", did);
}
// The first save mount: a fresh working copy of the committed save.
// The first save mount: a fresh working copy of the newest save.
static void work_create(void) {
int n = 0, linked = 0;
uint64_t bytes = 0;
if (remove_tree(work_root) || copy_tree(save_root, work_root, NULL, 0, &n, &linked, &bytes))
if (remove_tree(work_root) || copy_tree(newest_save(), work_root, NULL, 0, &n, &linked, &bytes))
rt_fatal("fs: cannot make the save working copy");
rt_log("host save working copy: %d files, %.1f MiB", n, bytes / 1048576.0);
}
@@ -364,38 +468,45 @@ static void work_discard(void) {
if (remove_tree(work_root)) rt_log("fs: save working copy not fully deleted (a file still open?)");
}
// Commit of the save mount, tx_lock held. Steps (1) to (4) above; every failure before (3) leaves the committed save.
// Commit of the save mount, tx_lock held. Steps (1) to (5) above; a failure before (2) leaves the newest save as it
// was, one after it leaves the commit waiting in ready_root.
static uint32_t save_commit_locked(void) {
uint64_t t0 = plat_now_ns(), bytes = 0;
int nfiles = 0, linked = 0;
tx_step = tx_dead = 0;
rotate_backup(); // an old left by a failed (4)
const char *base = exists(save_root) ? save_root : NULL;
const char *base = exists(newest_save()) ? newest_save() : NULL;
if (remove_tree(new_root) || copy_tree(work_root, new_root, base, 1, &nfiles, &linked, &bytes)) {
if (tx_dead) return FS_R_INVALID_ARGUMENT;
rt_log("fs: save commit: copying the working copy failed; committed save unchanged");
rt_log("fs: save commit: copying the working copy failed; the newest save is unchanged");
remove_tree(new_root);
return FS_R_INVALID_ARGUMENT;
}
if (crashed()) return FS_R_INVALID_ARGUMENT;
if (exists(save_root) && move_dir(save_root, old_root)) {
rt_log("fs: save commit: cannot move the committed save; committed save unchanged");
if (base && linked == nfiles && same_tree(new_root, base)) { // the game rewrote equal bytes: no save, no backup
remove_tree(new_root);
plat_xchg32(&save_dirty, 0);
int waits = swap_in();
if (tx_dead) return FS_R_INVALID_ARGUMENT;
rt_log("fs commit save: %d files, none changed, in %.0f ms%s", nfiles, (plat_now_ns() - t0) / 1e6,
waits ? "; the newest save waits in save-tx" : "");
return 0;
}
char ready[1100];
snprintf(ready, sizeof ready, "%s/ready-%010u", tx_root, ready_seq + 1);
if (move_dir(new_root, ready, MOVE_TRIES)) {
rt_log("fs: save commit: cannot finish the staging copy; the newest save is unchanged");
remove_tree(new_root);
return FS_R_INVALID_ARGUMENT;
}
if (crashed()) return FS_R_INVALID_ARGUMENT;
if (move_dir(new_root, save_root)) {
if (move_dir(old_root, save_root))
rt_fatal("fs: save commit: cannot swap in the new save; the next start completes it");
rt_log("fs: save commit: cannot swap in the new save; committed save unchanged");
remove_tree(new_root);
return FS_R_INVALID_ARGUMENT;
}
if (crashed()) return FS_R_INVALID_ARGUMENT;
rotate_backup();
ready_seq++;
if (*ready_root) remove_tree(ready_root); // superseded: the working copy it was made from held all of it
snprintf(ready_root, sizeof ready_root, "%s", ready);
plat_xchg32(&save_dirty, 0);
rt_log("fs commit save: %d files, %d changed (%.1f MiB written), %d unchanged linked, in %.0f ms", nfiles,
nfiles - linked, bytes / 1048576.0, linked, (plat_now_ns() - t0) / 1e6);
if (crashed()) return FS_R_INVALID_ARGUMENT;
int waits = swap_in();
if (tx_dead) return FS_R_INVALID_ARGUMENT;
rt_log("fs commit save: %d files, %d changed (%.1f MiB written), %d unchanged linked, in %.0f ms%s", nfiles,
nfiles - linked, bytes / 1048576.0, linked, (plat_now_ns() - t0) / 1e6, waits ? "; waits in save-tx" : "");
return 0;
}
@@ -1401,7 +1512,8 @@ static void probe_save_tx(const uint64_t *uid) {
else mixed++;
CHECK(ok && (va == vb) && (va == committed), "crash at commit step %d: tx_a %d, tx_b %d (old %d, new %d)", k,
va, vb, committed, next);
CHECK(!exists(new_root) && !exists(old_root), "crash at commit step %d: staging left after recovery", k);
CHECK(!exists(new_root) && !exists(old_root) && !*ready_root, "crash at commit step %d: staging left after "
"recovery", k);
}
CHECK(steps >= 4 && olds && news && !mixed, "crash points: %d (%d old, %d new, %d mixed)", steps, olds, news,
mixed);
@@ -1416,6 +1528,13 @@ static void probe_save_tx(const uint64_t *uid) {
tx_links_committed("tx_a.sav"), tx_links_committed("tx_b.sav"));
committed = gen;
// a Commit that changed no byte (the game rewrites its files at start) makes no new save and no backup
static char backups_before[64][48], backups_after[64][48];
int nbefore = backup_names(backups_before);
CHECK(tx_write(a, committed) && tx_commit() == 0 && tx_read_committed("tx_a.sav") == committed &&
backup_names(backups_after) == nbefore && !memcmp(backups_before, backups_after, sizeof backups_before),
"a Commit of unchanged bytes made a backup");
// the background commit: a write right after Commit waits for it and stays out of it; an Unmount right after
// Commit waits for it and keeps it
int queued = ++gen;
@@ -1428,6 +1547,26 @@ static void probe_save_tx(const uint64_t *uid) {
"an Unmount right after Commit lost it");
committed = gen;
// a file of the committed save held open by another program (a virus scanner, Explorer's preview, a sync tool):
// Windows refuses to rename a directory with an open file under it, so the committed save cannot be swapped out.
// The game and a restart still see every Commit, and the first start after the file is closed swaps them in.
char *held_path = join(save_root, "tx_b.sav");
PlatFile *held = plat_fs_open(held_path, 0, NULL);
free(held_path);
int pending = ++gen;
CHECK(held && tx_write(a, pending) && tx_commit() == 0, "Commit with a committed file held open");
probe_restart(uid);
CHECK(tx_read(a) == pending, "a Commit made while a committed file was held open, after a restart: tx_a %d, "
"expected %d", tx_read(a), pending);
pending = ++gen;
CHECK(tx_write(a, pending) && tx_commit() == 0 && tx_read(a) == pending, "a second Commit while held open");
if (held) plat_file_close(held);
probe_restart(uid);
CHECK(tx_read(a) == pending && tx_read_committed("tx_a.sav") == pending && tx_read_committed("tx_b.sav") == kept,
"the held-open Commits after the file was closed and a restart: tx_a %d, on disk %d, expected %d",
tx_read(a), tx_read_committed("tx_a.sav"), pending);
committed = pending;
// the read-only mount shows the committed save and refuses changes
CHECK(tx_write(a, 99) && RES(S_MOUNT_SAVE_RO, U("ro"), TOTK_APPLICATION_ID, U(uid)) == 0 &&
tx_read("ro:/tx_a.sav") == committed && RES(S_OPEN_FILE, U(&h), U("ro:/tx_a.sav"), FS_OPEN_WRITE) ==
+3
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@@ -73,6 +73,9 @@ size_t gfx_shader_warm_list(GfxWarmEnt **out); // malloc'd; recorde
const GfxShader *gfx_shader_load_private(const uint8_t iid[32], int *owned);
void gfx_shader_release_private(const GfxShader *s);
const uint32_t *gfx_shader_spirv(const GfxShader *s, uint64_t *words);
// vk_hdr.c: with TOTK_HDR=1, replaces a fragment shader's SPIR-V (malloc'd, *words long) by the HDR tonemap when it is
// the game's tonemap; gfx_shader.c calls it for every fragment shader entering the cache.
void vk_hdr_shader_swap(uint32_t **spirv, uint64_t *words);
uint64_t gfx_shader_failures(void); // failed translations; feeds GfxStats.shader_failures
// Reflection: parsed once per shader from the translator's .res.json and the SPIR-V before it enters the cache.
enum { GFX_RES_UBO, GFX_RES_SSBO, GFX_RES_TEX, GFX_RES_IMG, GFX_RES_KINDS };
+66 -19
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@@ -23,9 +23,9 @@
#include "gfx.h"
#include "gfx_wsys.h"
#include "nvn_api.h"
#include "platform/platform.h"
#include "ui/menu.h"
#include "vk.h"
#include "platform/platform.h"
#define FRAMES 2
#define MAX_IMAGES 16
@@ -40,6 +40,7 @@ void vk_queue_unlock(void) { plat_rmutex_unlock(&g_ql); }
// ---- window state shared with the back end
static VkSurfaceKHR g_surface;
static volatile int32_t g_dirty; // the window was resized; swapchain stale
static volatile int32_t g_restart; // gfx_window_request_restart: closing the window starts the game again
static volatile int32_t g_focused = 1;
static volatile int32_t g_focus_msgs;
static PlatRMutex g_start_lock; // gfx_window_start / vsync start
@@ -47,25 +48,43 @@ static int g_started;
void gfx_window_mark_dirty(void) { plat_xchg32(&g_dirty, 1); }
// The window gained or lost the focus: the game hears it as nn::oe's focus state and a notification message.
// The window gained or lost the focus: the game hears it as nn::oe's focus state and a notification message. The line
// carries the local wall time, the only one in the log: when a GPU hang takes the whole system down, the log ends
// without an error, and this time set against the driver's entry in the Windows event log (nvlddmkm 153, Display 4101)
// tells whether an alt-tab or an overlay came before the hang or followed it.
void gfx_window_focus_changed(int in) {
plat_xchg32(&g_focused, in);
oe_set_focus(in); // pinned to 1 by TOTK_ASSUME_FOCUS inside
oe_push_message(OE_MSG_FOCUS_STATE_CHANGED);
plat_inc32(&g_focus_msgs);
rt_log("gfx: window %s the focus", in ? "gained" : "lost");
struct tm t;
plat_local_time(&t);
rt_log("gfx: window %s the focus at %04d-%02d-%02d %02d:%02d:%02d local time", in ? "gained" : "lost",
t.tm_year + 1900, t.tm_mon + 1, t.tm_mday, t.tm_hour, t.tm_min, t.tm_sec);
}
// The window was closed: the process ends with it, as in MNG, once a save Commit still running in the background is
// done.
// done. After gfx_window_request_restart the executable then starts again with the same command line and environment
// (plat_restart), and the new process waits until this one is gone (main.c) before it moves the log and opens the
// RomFS and the saves.
void gfx_window_closed(void) {
rt_log("gfx: window closed; exiting");
int restart = plat_cas32(&g_restart, 0, 0) != 0;
rt_log("gfx: window closed; %s", restart ? "restarting" : "exiting");
fs_save_flush();
vk_pipeline_save();
prof_write(); // plat_exit runs no atexit handlers
if (restart) {
plat_setenv("TOTK_REEXEC", NULL); // the new process counts its own address-space retries (memory.c)
if (!plat_restart()) rt_log("gfx: the restart could not start the game again");
}
plat_exit(0);
}
void gfx_window_request_restart(void) {
plat_xchg32(&g_restart, 1);
gfx_window_request_close();
}
// TOTK_FULLSCREEN=1: borderless window over the monitor. TOTK_WINDOW_SIZE=<w>x<h>: client area of the window (the
// swapchain follows the window; the game image is scaled to it).
int gfx_cfg_fullscreen(void) { return cfg_bool("TOTK_FULLSCREEN"); }
@@ -93,6 +112,7 @@ double gfx_window_refresh_hz(void) { return plat_cas32(&g_rate_mhz, 0, 0) / 1000
static PlatRMutex g_pl;
static VkSwapchainKHR g_sc;
static VkFormat g_sc_fmt;
static int g_sc_hdr; // HDR10 (TOTK_HDR, vk_hdr.c): PQ code values in Rec. 2020
static VkExtent2D g_sc_ext;
static int g_scaler; // the last present: 0 the game image 1:1, 1 scaled by the blit, 2 by FSR
static uint32_t g_sc_n;
@@ -214,6 +234,7 @@ static void window_settings_live(void) {
unsigned v = cfg_version();
if (started && v == seen) return;
seen = v;
res_fov_live();
const char *e = cfg_value("TOTK_VK_PRESENT");
if (!started || strncmp(e, present, sizeof present - 1)) {
snprintf(present, sizeof present, "%s", e);
@@ -291,9 +312,9 @@ static int create_swapchain(void) {
if (nf > 64) nf = 64;
vkGetPhysicalDeviceSurfaceFormatsKHR(c->phys, g_surface, &nf, fmts);
if (!nf) return 0;
// UNORM: the blit writes the bytes the game wrote (no sRGB encode).
// UNORM: the blit writes the bytes the game wrote (no sRGB encode). TOTK_HDR: HDR10 when the surface offers it.
VkSurfaceFormatKHR sf = fmts[0];
int found = 0;
int hdr = vk_hdr_surface_format(fmts, nf, &sf), found = hdr;
for (uint32_t i = 0; i < nf && !found; i++)
if (fmts[i].format == VK_FORMAT_B8G8R8A8_UNORM && fmts[i].colorSpace == VK_COLOR_SPACE_SRGB_NONLINEAR_KHR) { sf = fmts[i]; found = 1; }
for (uint32_t i = 0; i < nf && !found; i++)
@@ -327,6 +348,9 @@ static int create_swapchain(void) {
}
if (old) vkDestroySwapchainKHR(c->device, old, NULL);
g_sc_fmt = sf.format;
g_sc_hdr = hdr;
vk_hdr_set_active(hdr);
if (hdr) vk_hdr_metadata(g_sc, 1);
g_sc_ext = ext;
g_sc_n = MAX_IMAGES;
vkGetSwapchainImagesKHR(c->device, g_sc, &g_sc_n, g_sc_img);
@@ -410,12 +434,14 @@ static int ensure_thumbs(void) {
}
g_th_ptr = info.pMappedData;
}
if (g_th_img && g_th_fmt != g_sc_fmt) {
// an HDR10 swapchain blits into RGBA8: its PQ codes, flat-looking but readable as bytes
VkFormat tf = g_sc_hdr ? VK_FORMAT_R8G8B8A8_UNORM : g_sc_fmt;
if (g_th_img && g_th_fmt != tf) {
vmaDestroyImage(c->vma, g_th_img, g_th_img_alloc); // the previous present's fence was waited for: idle
g_th_img = VK_NULL_HANDLE;
}
if (!g_th_img) {
VkImageCreateInfo ci = {.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, .imageType = VK_IMAGE_TYPE_2D, .format = g_sc_fmt,
VkImageCreateInfo ci = {.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, .imageType = VK_IMAGE_TYPE_2D, .format = tf,
.extent = {FLIGHT_THUMB_W, FLIGHT_THUMB_H, 1}, .mipLevels = 1, .arrayLayers = 1,
.samples = VK_SAMPLE_COUNT_1_BIT, .tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT,
@@ -427,7 +453,7 @@ static int ensure_thumbs(void) {
rt_log("gfx: flight thumbnails off: no %ux%u image", FLIGHT_THUMB_W, FLIGHT_THUMB_H);
return 0;
}
g_th_fmt = g_sc_fmt;
g_th_fmt = tf;
}
return 1;
}
@@ -501,7 +527,8 @@ static void save_capture(const char *path) {
uint8_t *px = malloc(n);
if (!px) return;
int bgra = g_sc_fmt == VK_FORMAT_B8G8R8A8_UNORM || g_sc_fmt == VK_FORMAT_B8G8R8A8_SRGB;
for (size_t i = 0; i < n; i += 4) {
if (g_sc_hdr) vk_hdr_to_srgb8(g_cap_ptr, px, n / 4, g_sc_fmt == VK_FORMAT_A2R10G10B10_UNORM_PACK32);
else for (size_t i = 0; i < n; i += 4) {
px[i] = g_cap_ptr[i + (bgra ? 2 : 0)];
px[i + 1] = g_cap_ptr[i + 1];
px[i + 2] = g_cap_ptr[i + (bgra ? 0 : 2)];
@@ -553,6 +580,7 @@ static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w
if (r != VK_SUCCESS && r != VK_SUBOPTIMAL_KHR) goto out; // lost, not ready: skip the frame
if (r == VK_SUBOPTIMAL_KHR) plat_xchg32(&g_dirty, 1);
vkResetFences(c->device, 1, &g_fence[slot]);
if (g_sc_hdr) vk_hdr_metadata(g_sc, 0); // a changed peak or white goes to the display
if (g_th_pending[slot]) { // that fence has signalled: the thumbnail its submission wrote is complete
g_th_tag[g_th_pending[slot] % (uint64_t)g_th_n] = g_th_pending[slot];
g_th_pending[slot] = 0;
@@ -567,7 +595,8 @@ static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w
window_settings_live();
// The menu overlay: laid out before recording (its first frame starts the ImGui back end and uploads the font)
const char *menu_shot = NULL;
MenuTarget mt = {c->instance, c->phys, c->device, c->gfx_family, c->gfx_queue, g_sc_fmt, g_sc_ext.width,
MenuTarget mt = {c->instance, c->phys, c->device, c->gfx_family, c->gfx_queue,
g_sc_hdr ? VK_FORMAT_R8G8B8A8_UNORM : g_sc_fmt, g_sc_ext.width,
g_sc_ext.height, cw, ch, g_scaler};
int overlay = g_sc_view[idx] &&
menu_overlay_frame(__atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED), &mt, &menu_shot);
@@ -595,38 +624,53 @@ static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w
VK_PIPELINE_STAGE_2_TRANSFER_BIT, VK_ACCESS_2_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_2_TRANSFER_BIT,
VK_ACCESS_2_TRANSFER_WRITE_BIT);
}
// Colour adjustment (TOTK_COLOR_*, vk_color.c), or on an HDR10 swapchain the PQ encode (vk_hdr.c; the adjustment is
// for SDR): a copy of the crop takes the game image's place below
VkImage graded = !general ? VK_NULL_HANDLE : g_sc_hdr ? vk_hdr_encode(cb, slot, src, fmt, rect)
: vk_color_record(cb, slot, src, fmt, rect);
const int grect[4] = {0, 0, cw, ch};
VkImage psrc = graded ? graded : src;
VkFormat pfmt = graded ? VK_FORMAT_R16G16B16A16_SFLOAT : fmt;
const int *prect = graded ? grect : rect;
// FSR (TOTK_UPSCALER) when the picture's rectangle is larger than the crop; else the bilinear blit
int fsr = general && vk_fsr_record(cb, slot, src, fmt, w, h, rect, dst, to);
int fsr = general && vk_fsr_record(cb, slot, psrc, pfmt, graded ? cw : w, graded ? ch : h, prect, dst, to);
g_scaler = fsr ? 2 : cw != to[2] || ch != to[3];
if (!fsr) {
if (general) // a GENERAL source (vk_texture.c images): earlier submissions' writes become visible to the blit here
sync_barrier(cb, src, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
sync_barrier(cb, psrc, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT,
VK_ACCESS_2_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_2_TRANSFER_BIT, VK_ACCESS_2_TRANSFER_READ_BIT);
VkImageBlit region = {
.srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, .srcOffsets = {{cx, cy, 0}, {cx + cw, cy + ch, 1}},
.srcSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1},
.srcOffsets = {{prect[0], prect[1], 0}, {prect[0] + cw, prect[1] + ch, 1}},
.dstSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1}, .dstOffsets = {{to[0], to[1], 0}, {to[0] + to[2], to[1] + to[3], 1}}};
vkCmdBlitImage(cb, src, general ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst,
vkCmdBlitImage(cb, psrc, general ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region, VK_FILTER_LINEAR);
if (general) // later submissions that write the source wait for the blit's read
sync_barrier(cb, src, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_PIPELINE_STAGE_2_TRANSFER_BIT, 0,
sync_barrier(cb, psrc, VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_GENERAL, VK_PIPELINE_STAGE_2_TRANSFER_BIT, 0,
VK_PIPELINE_STAGE_2_ALL_COMMANDS_BIT, 0);
}
// last: the image's layout, and the stage and access of its last write, as each step leaves it
VkImageLayout last = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
VkPipelineStageFlags2 last_stage = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
VkAccessFlags2 last_write = VK_ACCESS_2_TRANSFER_WRITE_BIT;
// HDR10: the menu goes into vk_hdr.c's RGBA8 image, which is then blended onto the swapchain image at the HUD's white
VkImageView menu_view = overlay && g_sc_hdr ? vk_hdr_ui_target(cb, g_sc_ext.width, g_sc_ext.height) : VK_NULL_HANDLE;
if (overlay && g_sc_hdr && !menu_view) overlay = 0;
if (overlay) {
sync_barrier(cb, dst, last, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, last_stage, last_write,
VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_ACCESS_2_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT);
VkRenderingAttachmentInfo ca = {.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO, .imageView = g_sc_view[idx],
VkRenderingAttachmentInfo ca = {.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO,
.imageView = menu_view ? menu_view : g_sc_view[idx],
.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD, .storeOp = VK_ATTACHMENT_STORE_OP_STORE};
.loadOp = menu_view ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_LOAD,
.storeOp = VK_ATTACHMENT_STORE_OP_STORE};
VkRenderingInfo ri = {.sType = VK_STRUCTURE_TYPE_RENDERING_INFO, .renderArea = {{0, 0}, g_sc_ext}, .layerCount = 1,
.colorAttachmentCount = 1, .pColorAttachments = &ca};
vkCmdBeginRendering(cb, &ri);
menu_overlay_draw(cb);
vkCmdEndRendering(cb);
if (menu_view) vk_hdr_ui_compose(cb, g_sc_view[idx], g_sc_fmt, g_sc_ext.width, g_sc_ext.height);
last = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
last_stage = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
last_write = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
@@ -719,6 +763,9 @@ void gfx_window_release_vk(void) {
g_flip_on = 0; // its blit is done (device idle); the swapchain goes away unpresented
menu_vk_release();
vk_fsr_release();
vk_color_release();
vk_hdr_release();
vk_contact_release();
free_capture();
free_thumbs();
for (int i = 0; i < FRAMES; i++) {
+1
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@@ -589,6 +589,7 @@ static GfxShader *disk_load_from(const uint8_t key[32], const uint8_t *iid, int
s->reflection = (char *)res;
s->reflection_size = res_size;
reflect(s);
if (s->stage == GFX_STAGE_FS) vk_hdr_shader_swap(&s->spirv, &s->words); // the in-memory copy; the cache keeps its own
return s;
}
+5 -3
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@@ -50,11 +50,13 @@ static const char *str_field(const char *from, const char *to, const char *name,
static int hexval(char c) { return c <= '9' ? c - '0' : (c | 32) - 'a' + 10; }
// The shader census the probes translate (tools/shader_census.py --version <ver>): build/<ver>/shaders in the nearest
// parent of totk.exe that has one with a jobs.json, the running game version's first, then the other's (any census
// parent of totk.exe that has one with a jobs.json, the running game version's first, then the others' (any census
// serves a probe). 1 with that folder in dir.
int probe_census_dir(char *dir, size_t n) {
const char *const versions[2] = {RT_V143 ? "v143" : "v121", RT_V143 ? "v121" : "v143"};
for (int v = 0; v < 2; v++) {
const char *const versions[3] = {RT_V110 ? "v110" : RT_V143 ? "v143" : "v121",
RT_V110 ? "v121" : RT_V143 ? "v121" : "v143",
RT_V110 ? "v143" : RT_V143 ? "v110" : "v110"};
for (int v = 0; v < 3; v++) {
char exe[PLAT_PATH_MAX * 2];
int len = plat_exe_path(exe, sizeof exe);
if (!len || len >= sizeof exe) return 0;
+2
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@@ -131,6 +131,8 @@ static int present_and_check(Source *s, int first, int i, int *w_out, int *h_out
}
int probe_window(void) {
vk_hdr_off(); // the checks read 8-bit swapchain pixels
if (!menu_font_check()) return fail("the menu's font check takes a damaged font or refuses a good one");
gfx_window_start();
VkCtx *c = vk_ctx();
if (!c) return fail("no Vulkan device");
+97
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@@ -0,0 +1,97 @@
// Generated by tools/build_shaders.py from runtime/shaders/hdr_encode.comp; do not edit.
// source sha256 08e1d94f9041b32d4183286db39941eec9cde41412babb197c0303fd64bb07a7
#pragma once
#include <stdint.h>
static const uint32_t hdr_encode_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x000000dd, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0006000f, 0x00000005, 0x00000004, 0x6e69616d, 0x00000000, 0x0000004c, 0x00060010, 0x00000004,
0x00000011, 0x00000008, 0x00000008, 0x00000001, 0x00040047, 0x0000004c, 0x0000000b, 0x0000001c,
0x00030047, 0x00000053, 0x00000002, 0x00050048, 0x00000053, 0x00000000, 0x00000023, 0x00000000,
0x00050048, 0x00000053, 0x00000001, 0x00000023, 0x00000008, 0x00050048, 0x00000053, 0x00000002,
0x00000023, 0x00000010, 0x00040047, 0x00000064, 0x00000021, 0x00000000, 0x00040047, 0x00000064,
0x00000022, 0x00000000, 0x00030047, 0x0000009c, 0x00000019, 0x00040047, 0x0000009c, 0x00000021,
0x00000001, 0x00040047, 0x0000009c, 0x00000022, 0x00000000, 0x00040047, 0x000000a7, 0x0000000b,
0x00000019, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00030016, 0x00000006,
0x00000020, 0x00040017, 0x00000007, 0x00000006, 0x00000003, 0x0004002b, 0x00000006, 0x00000015,
0x3d6147ae, 0x0004002b, 0x00000006, 0x0000001b, 0x4019999a, 0x0006002c, 0x00000007, 0x0000001c,
0x0000001b, 0x0000001b, 0x0000001b, 0x0004002b, 0x00000006, 0x0000001f, 0x3d25aee6, 0x0006002c,
0x00000007, 0x00000020, 0x0000001f, 0x0000001f, 0x0000001f, 0x00020014, 0x00000021, 0x00040017,
0x00000022, 0x00000021, 0x00000003, 0x0004002b, 0x00000006, 0x0000002c, 0x00000000, 0x0004002b,
0x00000006, 0x0000002d, 0x3f800000, 0x0004002b, 0x00000006, 0x00000031, 0x3e232000, 0x0006002c,
0x00000007, 0x00000032, 0x00000031, 0x00000031, 0x00000031, 0x0004002b, 0x00000006, 0x00000034,
0x3f560000, 0x0004002b, 0x00000006, 0x00000035, 0x4196d000, 0x0004002b, 0x00000006, 0x0000003a,
0x41958000, 0x0004002b, 0x00000006, 0x00000040, 0x429db000, 0x0006002c, 0x00000007, 0x00000041,
0x00000040, 0x00000040, 0x00000040, 0x00040015, 0x00000045, 0x00000020, 0x00000001, 0x00040017,
0x00000046, 0x00000045, 0x00000002, 0x00040015, 0x00000049, 0x00000020, 0x00000000, 0x00040017,
0x0000004a, 0x00000049, 0x00000003, 0x00040020, 0x0000004b, 0x00000001, 0x0000004a, 0x0004003b,
0x0000004b, 0x0000004c, 0x00000001, 0x00040017, 0x0000004d, 0x00000049, 0x00000002, 0x00040017,
0x00000052, 0x00000006, 0x00000004, 0x0005001e, 0x00000053, 0x00000046, 0x00000046, 0x00000052,
0x00040020, 0x00000054, 0x00000009, 0x00000053, 0x0004003b, 0x00000054, 0x00000055, 0x00000009,
0x0004002b, 0x00000045, 0x00000056, 0x00000001, 0x00040020, 0x00000057, 0x00000009, 0x00000046,
0x00040017, 0x0000005a, 0x00000021, 0x00000002, 0x00090019, 0x00000061, 0x00000006, 0x00000001,
0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0003001b, 0x00000062, 0x00000061,
0x00040020, 0x00000063, 0x00000000, 0x00000062, 0x0004003b, 0x00000063, 0x00000064, 0x00000000,
0x0004002b, 0x00000045, 0x00000067, 0x00000000, 0x0006002c, 0x00000007, 0x0000006e, 0x0000002c,
0x0000002c, 0x0000002c, 0x0004002b, 0x00000045, 0x00000070, 0x00000002, 0x0004002b, 0x00000049,
0x00000071, 0x00000002, 0x00040020, 0x00000072, 0x00000009, 0x00000006, 0x0004002b, 0x00000006,
0x00000075, 0x3f000000, 0x00040018, 0x00000080, 0x00000007, 0x00000003, 0x0004002b, 0x00000006,
0x00000081, 0x3f209d49, 0x0004002b, 0x00000006, 0x00000082, 0x3d8d844d, 0x0004002b, 0x00000006,
0x00000083, 0x3c86594b, 0x0006002c, 0x00000007, 0x00000084, 0x00000081, 0x00000082, 0x00000083,
0x0004002b, 0x00000006, 0x00000085, 0x3ea89a02, 0x0004002b, 0x00000006, 0x00000086, 0x3f6b645a,
0x0004002b, 0x00000006, 0x00000087, 0x3db43958, 0x0006002c, 0x00000007, 0x00000088, 0x00000085,
0x00000086, 0x00000087, 0x0004002b, 0x00000006, 0x00000089, 0x3d315b57, 0x0004002b, 0x00000006,
0x0000008a, 0x3c3ac711, 0x0004002b, 0x00000006, 0x0000008b, 0x3f65460b, 0x0006002c, 0x00000007,
0x0000008c, 0x00000089, 0x0000008a, 0x0000008b, 0x0006002c, 0x00000080, 0x0000008d, 0x00000084,
0x00000088, 0x0000008c, 0x0004002b, 0x00000049, 0x00000091, 0x00000000, 0x0004002b, 0x00000049,
0x00000095, 0x00000001, 0x00090019, 0x0000009a, 0x00000006, 0x00000001, 0x00000000, 0x00000000,
0x00000000, 0x00000002, 0x00000002, 0x00040020, 0x0000009b, 0x00000000, 0x0000009a, 0x0004003b,
0x0000009b, 0x0000009c, 0x00000000, 0x0004002b, 0x00000049, 0x000000a6, 0x00000008, 0x0006002c,
0x0000004a, 0x000000a7, 0x000000a6, 0x000000a6, 0x00000095, 0x0006002c, 0x00000007, 0x000000d1,
0x0000002d, 0x0000002d, 0x0000002d, 0x0006002c, 0x00000007, 0x000000d3, 0x00000015, 0x00000015,
0x00000015, 0x0006002c, 0x00000007, 0x000000d6, 0x00000034, 0x00000034, 0x00000034, 0x0004002b,
0x00000006, 0x000000d7, 0x3d9e8391, 0x0006002c, 0x00000007, 0x000000d8, 0x000000d7, 0x000000d7,
0x000000d7, 0x0004002b, 0x00000006, 0x000000d9, 0x3f72a76f, 0x0006002c, 0x00000007, 0x000000da,
0x000000d9, 0x000000d9, 0x000000d9, 0x0004002b, 0x00000006, 0x000000db, 0x38d1b717, 0x0006002c,
0x00000007, 0x000000dc, 0x000000db, 0x000000db, 0x000000db, 0x00050036, 0x00000002, 0x00000004,
0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x000300f7, 0x000000a8, 0x00000000, 0x000300fb,
0x00000091, 0x000000a9, 0x000200f8, 0x000000a9, 0x0004003d, 0x0000004a, 0x0000004e, 0x0000004c,
0x0007004f, 0x0000004d, 0x0000004f, 0x0000004e, 0x0000004e, 0x00000000, 0x00000001, 0x0004007c,
0x00000046, 0x00000050, 0x0000004f, 0x00050041, 0x00000057, 0x00000058, 0x00000055, 0x00000056,
0x0004003d, 0x00000046, 0x00000059, 0x00000058, 0x000500af, 0x0000005a, 0x0000005b, 0x00000050,
0x00000059, 0x0004009a, 0x00000021, 0x0000005c, 0x0000005b, 0x000300f7, 0x0000005e, 0x00000000,
0x000400fa, 0x0000005c, 0x0000005d, 0x0000005e, 0x000200f8, 0x0000005d, 0x000200f9, 0x000000a8,
0x000200f8, 0x0000005e, 0x0004003d, 0x00000062, 0x00000065, 0x00000064, 0x00050041, 0x00000057,
0x00000068, 0x00000055, 0x00000067, 0x0004003d, 0x00000046, 0x00000069, 0x00000068, 0x00050080,
0x00000046, 0x0000006a, 0x00000050, 0x00000069, 0x00040064, 0x00000061, 0x0000006b, 0x00000065,
0x0007005f, 0x00000052, 0x0000006c, 0x0000006b, 0x0000006a, 0x00000002, 0x00000067, 0x0008004f,
0x00000007, 0x0000006d, 0x0000006c, 0x0000006c, 0x00000000, 0x00000001, 0x00000002, 0x0007000c,
0x00000007, 0x0000006f, 0x00000001, 0x00000028, 0x0000006d, 0x0000006e, 0x00060041, 0x00000072,
0x00000073, 0x00000055, 0x00000070, 0x00000071, 0x0004003d, 0x00000006, 0x00000074, 0x00000073,
0x000500ba, 0x00000021, 0x00000076, 0x00000074, 0x00000075, 0x000300f7, 0x00000078, 0x00000000,
0x000400fa, 0x00000076, 0x00000077, 0x00000078, 0x000200f8, 0x00000077, 0x0008000c, 0x00000007,
0x0000007c, 0x00000001, 0x0000002b, 0x0000006f, 0x0000006e, 0x000000d1, 0x00050085, 0x00000007,
0x000000b2, 0x0000007c, 0x000000d8, 0x00050081, 0x00000007, 0x000000b5, 0x0000007c, 0x000000d3,
0x00050085, 0x00000007, 0x000000b7, 0x000000b5, 0x000000da, 0x0007000c, 0x00000007, 0x000000b8,
0x00000001, 0x0000001a, 0x000000b7, 0x0000001c, 0x000500ba, 0x00000022, 0x000000ba, 0x0000007c,
0x00000020, 0x000600a9, 0x00000007, 0x000000bb, 0x000000ba, 0x000000b8, 0x000000b2, 0x000200f9,
0x00000078, 0x000200f8, 0x00000078, 0x000700f5, 0x00000007, 0x000000d0, 0x0000006f, 0x0000005e,
0x000000bb, 0x00000077, 0x00050091, 0x00000007, 0x0000008f, 0x0000008d, 0x000000d0, 0x0007000c,
0x00000007, 0x00000090, 0x00000001, 0x00000028, 0x0000008f, 0x0000006e, 0x00060041, 0x00000072,
0x00000092, 0x00000055, 0x00000070, 0x00000091, 0x0004003d, 0x00000006, 0x00000093, 0x00000092,
0x0005008e, 0x00000007, 0x00000094, 0x00000090, 0x00000093, 0x00060041, 0x00000072, 0x00000096,
0x00000055, 0x00000070, 0x00000095, 0x0004003d, 0x00000006, 0x00000097, 0x00000096, 0x00060050,
0x00000007, 0x00000098, 0x00000097, 0x00000097, 0x00000097, 0x0007000c, 0x00000007, 0x00000099,
0x00000001, 0x00000025, 0x00000094, 0x00000098, 0x0004003d, 0x0000009a, 0x0000009d, 0x0000009c,
0x00050085, 0x00000007, 0x000000c1, 0x00000099, 0x000000dc, 0x0008000c, 0x00000007, 0x000000c4,
0x00000001, 0x0000002b, 0x000000c1, 0x0000006e, 0x000000d1, 0x0007000c, 0x00000007, 0x000000c5,
0x00000001, 0x0000001a, 0x000000c4, 0x00000032, 0x0005008e, 0x00000007, 0x000000c7, 0x000000c5,
0x00000035, 0x00050081, 0x00000007, 0x000000c9, 0x000000d6, 0x000000c7, 0x0005008e, 0x00000007,
0x000000cb, 0x000000c5, 0x0000003a, 0x00050081, 0x00000007, 0x000000cd, 0x000000d1, 0x000000cb,
0x00050088, 0x00000007, 0x000000ce, 0x000000c9, 0x000000cd, 0x0007000c, 0x00000007, 0x000000cf,
0x00000001, 0x0000001a, 0x000000ce, 0x00000041, 0x00050051, 0x00000006, 0x000000a2, 0x000000cf,
0x00000000, 0x00050051, 0x00000006, 0x000000a3, 0x000000cf, 0x00000001, 0x00050051, 0x00000006,
0x000000a4, 0x000000cf, 0x00000002, 0x00070050, 0x00000052, 0x000000a5, 0x000000a2, 0x000000a3,
0x000000a4, 0x0000002d, 0x00040063, 0x0000009d, 0x00000050, 0x000000a5, 0x000200f9, 0x000000a8,
0x000200f8, 0x000000a8, 0x000100fd, 0x00010038,
};
+36
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// Generated by tools/build_shaders.py from runtime/shaders/hdr_fullscreen.vert; do not edit.
// source sha256 3474de7753260cdbc5df61bbd96074c566f98c9be15be4791ae7cbea32542b03
#pragma once
#include <stdint.h>
static const uint32_t hdr_fullscreen_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x0000002c, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0008000f, 0x00000000, 0x00000004, 0x6e69616d, 0x00000000, 0x00000009, 0x0000000c, 0x0000001d,
0x00040047, 0x00000009, 0x0000001e, 0x00000000, 0x00040047, 0x0000000c, 0x0000000b, 0x0000002a,
0x00030047, 0x0000001b, 0x00000002, 0x00050048, 0x0000001b, 0x00000000, 0x0000000b, 0x00000000,
0x00050048, 0x0000001b, 0x00000001, 0x0000000b, 0x00000001, 0x00050048, 0x0000001b, 0x00000002,
0x0000000b, 0x00000003, 0x00050048, 0x0000001b, 0x00000003, 0x0000000b, 0x00000004, 0x00020013,
0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00030016, 0x00000006, 0x00000020, 0x00040017,
0x00000007, 0x00000006, 0x00000002, 0x00040020, 0x00000008, 0x00000003, 0x00000007, 0x0004003b,
0x00000008, 0x00000009, 0x00000003, 0x00040015, 0x0000000a, 0x00000020, 0x00000001, 0x00040020,
0x0000000b, 0x00000001, 0x0000000a, 0x0004003b, 0x0000000b, 0x0000000c, 0x00000001, 0x0004002b,
0x0000000a, 0x0000000e, 0x00000001, 0x0004002b, 0x0000000a, 0x00000010, 0x00000002, 0x00040017,
0x00000017, 0x00000006, 0x00000004, 0x00040015, 0x00000018, 0x00000020, 0x00000000, 0x0004002b,
0x00000018, 0x00000019, 0x00000001, 0x0004001c, 0x0000001a, 0x00000006, 0x00000019, 0x0006001e,
0x0000001b, 0x00000017, 0x00000006, 0x0000001a, 0x0000001a, 0x00040020, 0x0000001c, 0x00000003,
0x0000001b, 0x0004003b, 0x0000001c, 0x0000001d, 0x00000003, 0x0004002b, 0x0000000a, 0x0000001e,
0x00000000, 0x0004002b, 0x00000006, 0x00000020, 0x40000000, 0x0004002b, 0x00000006, 0x00000022,
0x3f800000, 0x0004002b, 0x00000006, 0x00000025, 0x00000000, 0x00040020, 0x00000029, 0x00000003,
0x00000017, 0x0005002c, 0x00000007, 0x0000002b, 0x00000022, 0x00000022, 0x00050036, 0x00000002,
0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x0004003d, 0x0000000a, 0x0000000d,
0x0000000c, 0x000500c4, 0x0000000a, 0x0000000f, 0x0000000d, 0x0000000e, 0x000500c7, 0x0000000a,
0x00000011, 0x0000000f, 0x00000010, 0x0004006f, 0x00000006, 0x00000012, 0x00000011, 0x000500c7,
0x0000000a, 0x00000014, 0x0000000d, 0x00000010, 0x0004006f, 0x00000006, 0x00000015, 0x00000014,
0x00050050, 0x00000007, 0x00000016, 0x00000012, 0x00000015, 0x0003003e, 0x00000009, 0x00000016,
0x0004003d, 0x00000007, 0x0000001f, 0x00000009, 0x0005008e, 0x00000007, 0x00000021, 0x0000001f,
0x00000020, 0x00050083, 0x00000007, 0x00000024, 0x00000021, 0x0000002b, 0x00050051, 0x00000006,
0x00000026, 0x00000024, 0x00000000, 0x00050051, 0x00000006, 0x00000027, 0x00000024, 0x00000001,
0x00070050, 0x00000017, 0x00000028, 0x00000026, 0x00000027, 0x00000025, 0x00000022, 0x00050041,
0x00000029, 0x0000002a, 0x0000001d, 0x0000001e, 0x0003003e, 0x0000002a, 0x00000028, 0x000100fd,
0x00010038,
};
+145
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@@ -0,0 +1,145 @@
// Generated by tools/build_shaders.py from runtime/shaders/hdr_tonemap.frag; do not edit.
// source sha256 59af32c0b20e9783c36779cdd379db02b52c0652cc1916ebca1c62a2b38df71e
#pragma once
#include <stdint.h>
static const uint32_t hdr_tonemap_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x000001bf, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0007000f, 0x00000004, 0x00000004, 0x6e69616d, 0x00000000, 0x00000053, 0x0000011c, 0x00030010,
0x00000004, 0x00000007, 0x00040047, 0x0000004f, 0x00000021, 0x00000001, 0x00040047, 0x0000004f,
0x00000022, 0x00000000, 0x00040047, 0x00000053, 0x0000001e, 0x00000000, 0x00040047, 0x0000005c,
0x00000021, 0x00000002, 0x00040047, 0x0000005c, 0x00000022, 0x00000000, 0x00040047, 0x00000066,
0x00000006, 0x00000010, 0x00030047, 0x00000067, 0x00000002, 0x00050048, 0x00000067, 0x00000000,
0x00000023, 0x00000000, 0x00040047, 0x00000069, 0x00000021, 0x00000003, 0x00040047, 0x00000069,
0x00000022, 0x00000000, 0x00040047, 0x00000070, 0x00000006, 0x00000010, 0x00030047, 0x00000071,
0x00000002, 0x00050048, 0x00000071, 0x00000000, 0x00000023, 0x00000000, 0x00040047, 0x00000073,
0x00000021, 0x00000004, 0x00040047, 0x00000073, 0x00000022, 0x00000000, 0x00040047, 0x00000078,
0x00000006, 0x00000010, 0x00030047, 0x00000079, 0x00000002, 0x00050048, 0x00000079, 0x00000000,
0x00000023, 0x00000000, 0x00050048, 0x00000079, 0x00000001, 0x00000023, 0x000005a0, 0x00040047,
0x0000007b, 0x00000021, 0x00000000, 0x00040047, 0x0000007b, 0x00000022, 0x00000000, 0x00040047,
0x0000011c, 0x0000001e, 0x00000000, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002,
0x00030016, 0x00000006, 0x00000020, 0x00040017, 0x0000000c, 0x00000006, 0x00000003, 0x0004002b,
0x00000006, 0x00000017, 0x3e28aeed, 0x0004002b, 0x00000006, 0x00000019, 0x3e3851ec, 0x00020014,
0x0000001a, 0x0004002b, 0x00000006, 0x0000001f, 0x3f800000, 0x0004002b, 0x00000006, 0x00000026,
0x3f55d445, 0x00040015, 0x0000002f, 0x00000020, 0x00000000, 0x0004002b, 0x0000002f, 0x00000030,
0x00000000, 0x0004002b, 0x0000002f, 0x00000035, 0x00000001, 0x00090019, 0x0000004c, 0x00000006,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0003001b, 0x0000004d,
0x0000004c, 0x00040020, 0x0000004e, 0x00000000, 0x0000004d, 0x0004003b, 0x0000004e, 0x0000004f,
0x00000000, 0x00040017, 0x00000051, 0x00000006, 0x00000004, 0x00040020, 0x00000052, 0x00000001,
0x00000051, 0x0004003b, 0x00000052, 0x00000053, 0x00000001, 0x00040017, 0x00000054, 0x00000006,
0x00000002, 0x0004002b, 0x00000006, 0x00000059, 0x461c4000, 0x0006002c, 0x0000000c, 0x0000005a,
0x00000059, 0x00000059, 0x00000059, 0x0004003b, 0x0000004e, 0x0000005c, 0x00000000, 0x0004002b,
0x0000002f, 0x00000065, 0x00001000, 0x0004001c, 0x00000066, 0x00000051, 0x00000065, 0x0003001e,
0x00000067, 0x00000066, 0x00040020, 0x00000068, 0x00000002, 0x00000067, 0x0004003b, 0x00000068,
0x00000069, 0x00000002, 0x00040015, 0x0000006a, 0x00000020, 0x00000001, 0x0004002b, 0x0000006a,
0x0000006b, 0x00000000, 0x00040020, 0x0000006c, 0x00000002, 0x00000051, 0x0004001c, 0x00000070,
0x00000051, 0x00000065, 0x0003001e, 0x00000071, 0x00000070, 0x00040020, 0x00000072, 0x00000002,
0x00000071, 0x0004003b, 0x00000072, 0x00000073, 0x00000002, 0x0004002b, 0x0000002f, 0x00000077,
0x0000005a, 0x0004001c, 0x00000078, 0x00000051, 0x00000077, 0x0004001e, 0x00000079, 0x00000078,
0x00000051, 0x00040020, 0x0000007a, 0x00000002, 0x00000079, 0x0004003b, 0x0000007a, 0x0000007b,
0x00000002, 0x0004002b, 0x0000006a, 0x0000007c, 0x00000001, 0x00040020, 0x0000007d, 0x00000002,
0x00000006, 0x0004002b, 0x00000006, 0x00000080, 0x00000000, 0x0004002b, 0x00000006, 0x00000097,
0x3e99096c, 0x0006002c, 0x0000000c, 0x000000c5, 0x00000080, 0x00000080, 0x00000080, 0x0004002b,
0x00000006, 0x000000d8, 0x3f2aaaab, 0x0004002b, 0x00000006, 0x000000ff, 0x3f000000, 0x00040020,
0x0000011b, 0x00000003, 0x00000051, 0x0004003b, 0x0000011b, 0x0000011c, 0x00000003, 0x00050036,
0x00000002, 0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x0004003d, 0x0000004d,
0x00000050, 0x0000004f, 0x0004003d, 0x00000051, 0x00000055, 0x00000053, 0x0007004f, 0x00000054,
0x00000056, 0x00000055, 0x00000055, 0x00000000, 0x00000001, 0x00050057, 0x00000051, 0x00000057,
0x00000050, 0x00000056, 0x0008004f, 0x0000000c, 0x00000058, 0x00000057, 0x00000057, 0x00000000,
0x00000001, 0x00000002, 0x0007000c, 0x0000000c, 0x0000005b, 0x00000001, 0x00000025, 0x00000058,
0x0000005a, 0x0004003d, 0x0000004d, 0x0000005d, 0x0000005c, 0x00050057, 0x00000051, 0x00000060,
0x0000005d, 0x00000056, 0x0008004f, 0x0000000c, 0x00000061, 0x00000060, 0x00000060, 0x00000000,
0x00000001, 0x00000002, 0x00050081, 0x0000000c, 0x00000062, 0x0000005b, 0x00000061, 0x00060041,
0x0000006c, 0x0000006d, 0x00000069, 0x0000006b, 0x0000006b, 0x0004003d, 0x00000051, 0x0000006e,
0x0000006d, 0x00060041, 0x0000006c, 0x00000074, 0x00000073, 0x0000006b, 0x0000006b, 0x0004003d,
0x00000051, 0x00000075, 0x00000074, 0x00060041, 0x0000007d, 0x0000007e, 0x0000007b, 0x0000007c,
0x00000030, 0x0004003d, 0x00000006, 0x0000007f, 0x0000007e, 0x000500ba, 0x0000001a, 0x00000081,
0x0000007f, 0x00000080, 0x000600a9, 0x00000006, 0x000001bd, 0x00000081, 0x0000007f, 0x0000001f,
0x00060041, 0x0000007d, 0x0000008a, 0x0000007b, 0x0000007c, 0x00000035, 0x0004003d, 0x00000006,
0x0000008b, 0x0000008a, 0x000500ba, 0x0000001a, 0x0000008c, 0x0000008b, 0x0000001f, 0x000600a9,
0x00000006, 0x000001be, 0x0000008c, 0x0000008b, 0x0000001f, 0x00050051, 0x00000006, 0x00000096,
0x00000062, 0x00000000, 0x00050085, 0x00000006, 0x00000098, 0x00000096, 0x00000097, 0x00050051,
0x00000006, 0x0000009a, 0x00000062, 0x00000001, 0x00050051, 0x00000006, 0x0000009c, 0x0000006e,
0x00000000, 0x00050085, 0x00000006, 0x0000009d, 0x0000009a, 0x0000009c, 0x00050081, 0x00000006,
0x0000009e, 0x00000098, 0x0000009d, 0x00050051, 0x00000006, 0x000000a0, 0x00000062, 0x00000002,
0x00050051, 0x00000006, 0x000000a2, 0x0000006e, 0x00000001, 0x00050085, 0x00000006, 0x000000a3,
0x000000a0, 0x000000a2, 0x00050081, 0x00000006, 0x000000a4, 0x0000009e, 0x000000a3, 0x0007000c,
0x00000006, 0x000000a5, 0x00000001, 0x00000028, 0x000000a4, 0x00000080, 0x0004007f, 0x00000006,
0x000000a8, 0x000000a5, 0x0006000c, 0x00000006, 0x000000a9, 0x00000001, 0x0000001b, 0x000000a8,
0x00050083, 0x00000006, 0x000000aa, 0x0000001f, 0x000000a9, 0x000500ba, 0x0000001a, 0x000000ad,
0x000000a5, 0x00000080, 0x000300f7, 0x000000b0, 0x00000000, 0x000400fa, 0x000000ad, 0x000000af,
0x000000b8, 0x000200f8, 0x000000af, 0x000500bc, 0x0000001a, 0x0000012a, 0x000000a5, 0x00000019,
0x000300f7, 0x00000136, 0x00000000, 0x000400fa, 0x0000012a, 0x0000012b, 0x00000130, 0x000200f8,
0x0000012b, 0x000200f9, 0x00000136, 0x000200f8, 0x00000130, 0x00050083, 0x00000006, 0x00000133,
0x000000a5, 0x00000019, 0x00050085, 0x00000006, 0x00000134, 0x00000026, 0x00000133, 0x00050081,
0x00000006, 0x00000135, 0x00000017, 0x00000134, 0x000200f9, 0x00000136, 0x000200f8, 0x00000136,
0x000700f5, 0x00000006, 0x000001b7, 0x000000aa, 0x0000012b, 0x00000135, 0x00000130, 0x00050088,
0x00000006, 0x000000b6, 0x000001b7, 0x000000a5, 0x0005008e, 0x0000000c, 0x000000b7, 0x00000062,
0x000000b6, 0x000200f9, 0x000000b0, 0x000200f8, 0x000000b8, 0x000200f9, 0x000000b0, 0x000200f8,
0x000000b0, 0x000700f5, 0x0000000c, 0x000001b8, 0x000000b7, 0x00000136, 0x00000062, 0x000000b8,
0x000500bc, 0x0000001a, 0x0000014c, 0x00000096, 0x00000019, 0x000300f7, 0x00000158, 0x00000000,
0x000400fa, 0x0000014c, 0x0000014d, 0x00000152, 0x000200f8, 0x0000014d, 0x0004007f, 0x00000006,
0x0000014f, 0x00000096, 0x0006000c, 0x00000006, 0x00000150, 0x00000001, 0x0000001b, 0x0000014f,
0x00050083, 0x00000006, 0x00000151, 0x0000001f, 0x00000150, 0x000200f9, 0x00000158, 0x000200f8,
0x00000152, 0x00050083, 0x00000006, 0x00000155, 0x00000096, 0x00000019, 0x00050085, 0x00000006,
0x00000156, 0x00000026, 0x00000155, 0x00050081, 0x00000006, 0x00000157, 0x00000017, 0x00000156,
0x000200f9, 0x00000158, 0x000200f8, 0x00000158, 0x000700f5, 0x00000006, 0x000001b9, 0x00000151,
0x0000014d, 0x00000157, 0x00000152, 0x000500bc, 0x0000001a, 0x0000015f, 0x0000009a, 0x00000019,
0x000300f7, 0x0000016b, 0x00000000, 0x000400fa, 0x0000015f, 0x00000160, 0x00000165, 0x000200f8,
0x00000160, 0x0004007f, 0x00000006, 0x00000162, 0x0000009a, 0x0006000c, 0x00000006, 0x00000163,
0x00000001, 0x0000001b, 0x00000162, 0x00050083, 0x00000006, 0x00000164, 0x0000001f, 0x00000163,
0x000200f9, 0x0000016b, 0x000200f8, 0x00000165, 0x00050083, 0x00000006, 0x00000168, 0x0000009a,
0x00000019, 0x00050085, 0x00000006, 0x00000169, 0x00000026, 0x00000168, 0x00050081, 0x00000006,
0x0000016a, 0x00000017, 0x00000169, 0x000200f9, 0x0000016b, 0x000200f8, 0x0000016b, 0x000700f5,
0x00000006, 0x000001ba, 0x00000164, 0x00000160, 0x0000016a, 0x00000165, 0x000500bc, 0x0000001a,
0x00000172, 0x000000a0, 0x00000019, 0x000300f7, 0x0000017e, 0x00000000, 0x000400fa, 0x00000172,
0x00000173, 0x00000178, 0x000200f8, 0x00000173, 0x0004007f, 0x00000006, 0x00000175, 0x000000a0,
0x0006000c, 0x00000006, 0x00000176, 0x00000001, 0x0000001b, 0x00000175, 0x00050083, 0x00000006,
0x00000177, 0x0000001f, 0x00000176, 0x000200f9, 0x0000017e, 0x000200f8, 0x00000178, 0x00050083,
0x00000006, 0x0000017b, 0x000000a0, 0x00000019, 0x00050085, 0x00000006, 0x0000017c, 0x00000026,
0x0000017b, 0x00050081, 0x00000006, 0x0000017d, 0x00000017, 0x0000017c, 0x000200f9, 0x0000017e,
0x000200f8, 0x0000017e, 0x000700f5, 0x00000006, 0x000001bb, 0x00000177, 0x00000173, 0x0000017d,
0x00000178, 0x00060050, 0x0000000c, 0x00000146, 0x000001b9, 0x000001ba, 0x000001bb, 0x00050085,
0x00000006, 0x000000c2, 0x000000aa, 0x000000aa, 0x00060050, 0x0000000c, 0x000000c3, 0x000000c2,
0x000000c2, 0x000000c2, 0x0008000c, 0x0000000c, 0x000000c4, 0x00000001, 0x0000002e, 0x000001b8,
0x00000146, 0x000000c3, 0x0007000c, 0x0000000c, 0x000000c6, 0x00000001, 0x00000028, 0x000000c4,
0x000000c5, 0x00050051, 0x00000006, 0x00000183, 0x000000c6, 0x00000000, 0x00050051, 0x00000006,
0x00000185, 0x000000c6, 0x00000001, 0x00050051, 0x00000006, 0x00000187, 0x000000c6, 0x00000002,
0x0007000c, 0x00000006, 0x00000188, 0x00000001, 0x00000028, 0x00000185, 0x00000187, 0x0007000c,
0x00000006, 0x00000189, 0x00000001, 0x00000028, 0x00000183, 0x00000188, 0x0007000c, 0x00000006,
0x000000cb, 0x00000001, 0x00000028, 0x00000189, 0x0000001f, 0x00060050, 0x0000000c, 0x000000cf,
0x000000cb, 0x000000cb, 0x000000cb, 0x00050088, 0x0000000c, 0x000000d0, 0x000000c6, 0x000000cf,
0x00050051, 0x00000006, 0x0000018d, 0x000000d0, 0x00000000, 0x00050051, 0x00000006, 0x0000018f,
0x000000d0, 0x00000001, 0x00050051, 0x00000006, 0x00000191, 0x000000d0, 0x00000002, 0x0007000c,
0x00000006, 0x00000192, 0x00000001, 0x00000028, 0x0000018f, 0x00000191, 0x0007000c, 0x00000006,
0x00000193, 0x00000001, 0x00000028, 0x0000018d, 0x00000192, 0x00050085, 0x00000006, 0x000000d9,
0x0000018d, 0x000000d8, 0x00050081, 0x00000006, 0x000000de, 0x0000018f, 0x00000191, 0x00050051,
0x00000006, 0x000000e0, 0x0000006e, 0x00000002, 0x00050085, 0x00000006, 0x000000e1, 0x000000de,
0x000000e0, 0x00050081, 0x00000006, 0x000000e2, 0x000000d9, 0x000000e1, 0x00050083, 0x00000006,
0x000000e3, 0x000000e2, 0x0000001f, 0x00050051, 0x00000006, 0x000000e6, 0x00000075, 0x00000001,
0x00050085, 0x00000006, 0x000000e9, 0x000000e3, 0x000000e3, 0x00050083, 0x00000006, 0x000000ea,
0x0000001f, 0x000000e9, 0x00050085, 0x00000006, 0x000000eb, 0x000000e6, 0x000000ea, 0x00050051,
0x00000006, 0x000000ed, 0x00000075, 0x00000000, 0x00050081, 0x00000006, 0x000000ee, 0x000000eb,
0x000000ed, 0x00060050, 0x0000000c, 0x000000f2, 0x00000193, 0x00000193, 0x00000193, 0x00050083,
0x0000000c, 0x000000f3, 0x000000d0, 0x000000f2, 0x0005008e, 0x0000000c, 0x000000f5, 0x000000f3,
0x000000ee, 0x00050081, 0x0000000c, 0x000000f8, 0x000000f5, 0x000000f2, 0x0005008e, 0x0000000c,
0x000000f9, 0x000000f8, 0x000000cb, 0x00050051, 0x00000006, 0x00000197, 0x000000f9, 0x00000000,
0x00050051, 0x00000006, 0x00000199, 0x000000f9, 0x00000001, 0x00050051, 0x00000006, 0x0000019b,
0x000000f9, 0x00000002, 0x0007000c, 0x00000006, 0x0000019c, 0x00000001, 0x00000028, 0x00000199,
0x0000019b, 0x0007000c, 0x00000006, 0x0000019d, 0x00000001, 0x00000028, 0x00000197, 0x0000019c,
0x00050085, 0x00000006, 0x00000101, 0x000000ff, 0x000001be, 0x000500ba, 0x0000001a, 0x00000104,
0x0000019d, 0x00000101, 0x000300f7, 0x00000106, 0x00000000, 0x000400fa, 0x00000104, 0x00000105,
0x00000106, 0x000200f8, 0x00000105, 0x00050083, 0x00000006, 0x0000010a, 0x000001be, 0x00000101,
0x00050083, 0x00000006, 0x0000010f, 0x0000019d, 0x00000101, 0x0004007f, 0x00000006, 0x00000110,
0x0000010f, 0x00050088, 0x00000006, 0x00000112, 0x00000110, 0x0000010a, 0x0006000c, 0x00000006,
0x00000113, 0x00000001, 0x0000001b, 0x00000112, 0x00050083, 0x00000006, 0x00000114, 0x0000001f,
0x00000113, 0x00050085, 0x00000006, 0x00000115, 0x0000010a, 0x00000114, 0x00050081, 0x00000006,
0x00000116, 0x00000101, 0x00000115, 0x00050088, 0x00000006, 0x00000118, 0x00000116, 0x0000019d,
0x0005008e, 0x0000000c, 0x0000011a, 0x000000f9, 0x00000118, 0x000200f9, 0x00000106, 0x000200f8,
0x00000106, 0x000700f5, 0x0000000c, 0x000001bc, 0x000000f9, 0x0000017e, 0x0000011a, 0x00000105,
0x0007000c, 0x0000000c, 0x0000011e, 0x00000001, 0x00000028, 0x000001bc, 0x000000c5, 0x0005008e,
0x0000000c, 0x00000120, 0x0000011e, 0x000001bd, 0x00050051, 0x00000006, 0x00000121, 0x00000120,
0x00000000, 0x00050051, 0x00000006, 0x00000122, 0x00000120, 0x00000001, 0x00050051, 0x00000006,
0x00000123, 0x00000120, 0x00000002, 0x00070050, 0x00000051, 0x00000124, 0x00000121, 0x00000122,
0x00000123, 0x00000080, 0x0003003e, 0x0000011c, 0x00000124, 0x000100fd, 0x00010038,
};
+73
View File
@@ -0,0 +1,73 @@
// Generated by tools/build_shaders.py from runtime/shaders/hdr_ui.frag; do not edit.
// source sha256 59cfbb1ab5393fdb743016cbf75a085ee8a05929c7ea67a69b4ab77f26a14303
#pragma once
#include <stdint.h>
static const uint32_t hdr_ui_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x000000be, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0007000f, 0x00000004, 0x00000004, 0x6e69616d, 0x00000000, 0x0000004f, 0x00000068, 0x00030010,
0x00000004, 0x00000007, 0x00040047, 0x0000004b, 0x00000021, 0x00000000, 0x00040047, 0x0000004b,
0x00000022, 0x00000000, 0x00040047, 0x0000004f, 0x0000001e, 0x00000000, 0x00040047, 0x00000068,
0x0000001e, 0x00000000, 0x00030047, 0x0000007b, 0x00000002, 0x00050048, 0x0000007b, 0x00000000,
0x00000023, 0x00000000, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00030016,
0x00000006, 0x00000020, 0x00040017, 0x00000007, 0x00000006, 0x00000003, 0x0004002b, 0x00000006,
0x00000015, 0x3d6147ae, 0x0004002b, 0x00000006, 0x0000001b, 0x4019999a, 0x0006002c, 0x00000007,
0x0000001c, 0x0000001b, 0x0000001b, 0x0000001b, 0x0004002b, 0x00000006, 0x0000001f, 0x3d25aee6,
0x0006002c, 0x00000007, 0x00000020, 0x0000001f, 0x0000001f, 0x0000001f, 0x00020014, 0x00000021,
0x00040017, 0x00000022, 0x00000021, 0x00000003, 0x0004002b, 0x00000006, 0x0000002c, 0x00000000,
0x0004002b, 0x00000006, 0x0000002d, 0x3f800000, 0x0004002b, 0x00000006, 0x00000031, 0x3e232000,
0x0006002c, 0x00000007, 0x00000032, 0x00000031, 0x00000031, 0x00000031, 0x0004002b, 0x00000006,
0x00000034, 0x3f560000, 0x0004002b, 0x00000006, 0x00000035, 0x4196d000, 0x0004002b, 0x00000006,
0x0000003a, 0x41958000, 0x0004002b, 0x00000006, 0x00000040, 0x429db000, 0x0006002c, 0x00000007,
0x00000041, 0x00000040, 0x00000040, 0x00000040, 0x00040017, 0x00000045, 0x00000006, 0x00000004,
0x00090019, 0x00000048, 0x00000006, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x0003001b, 0x00000049, 0x00000048, 0x00040020, 0x0000004a, 0x00000000, 0x00000049,
0x0004003b, 0x0000004a, 0x0000004b, 0x00000000, 0x00040017, 0x0000004d, 0x00000006, 0x00000002,
0x00040020, 0x0000004e, 0x00000001, 0x0000004d, 0x0004003b, 0x0000004e, 0x0000004f, 0x00000001,
0x00040015, 0x00000052, 0x00000020, 0x00000000, 0x00040020, 0x00000067, 0x00000003, 0x00000045,
0x0004003b, 0x00000067, 0x00000068, 0x00000003, 0x00040018, 0x00000069, 0x00000007, 0x00000003,
0x0004002b, 0x00000006, 0x0000006a, 0x3f209d49, 0x0004002b, 0x00000006, 0x0000006b, 0x3d8d844d,
0x0004002b, 0x00000006, 0x0000006c, 0x3c86594b, 0x0006002c, 0x00000007, 0x0000006d, 0x0000006a,
0x0000006b, 0x0000006c, 0x0004002b, 0x00000006, 0x0000006e, 0x3ea89a02, 0x0004002b, 0x00000006,
0x0000006f, 0x3f6b645a, 0x0004002b, 0x00000006, 0x00000070, 0x3db43958, 0x0006002c, 0x00000007,
0x00000071, 0x0000006e, 0x0000006f, 0x00000070, 0x0004002b, 0x00000006, 0x00000072, 0x3d315b57,
0x0004002b, 0x00000006, 0x00000073, 0x3c3ac711, 0x0004002b, 0x00000006, 0x00000074, 0x3f65460b,
0x0006002c, 0x00000007, 0x00000075, 0x00000072, 0x00000073, 0x00000074, 0x0006002c, 0x00000069,
0x00000076, 0x0000006d, 0x00000071, 0x00000075, 0x0006002c, 0x00000007, 0x00000079, 0x0000002c,
0x0000002c, 0x0000002c, 0x0003001e, 0x0000007b, 0x00000045, 0x00040020, 0x0000007c, 0x00000009,
0x0000007b, 0x0004003b, 0x0000007c, 0x0000007d, 0x00000009, 0x00040015, 0x0000007e, 0x00000020,
0x00000001, 0x0004002b, 0x0000007e, 0x0000007f, 0x00000000, 0x0004002b, 0x00000052, 0x00000080,
0x00000000, 0x00040020, 0x00000081, 0x00000009, 0x00000006, 0x0006002c, 0x00000007, 0x000000b2,
0x0000002d, 0x0000002d, 0x0000002d, 0x0006002c, 0x00000007, 0x000000b4, 0x00000015, 0x00000015,
0x00000015, 0x0006002c, 0x00000007, 0x000000b7, 0x00000034, 0x00000034, 0x00000034, 0x0004002b,
0x00000006, 0x000000b8, 0x3d9e8391, 0x0006002c, 0x00000007, 0x000000b9, 0x000000b8, 0x000000b8,
0x000000b8, 0x0004002b, 0x00000006, 0x000000ba, 0x3f72a76f, 0x0006002c, 0x00000007, 0x000000bb,
0x000000ba, 0x000000ba, 0x000000ba, 0x0004002b, 0x00000006, 0x000000bc, 0x38d1b717, 0x0006002c,
0x00000007, 0x000000bd, 0x000000bc, 0x000000bc, 0x000000bc, 0x00050036, 0x00000002, 0x00000004,
0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x0004003d, 0x00000049, 0x0000004c, 0x0000004b,
0x0004003d, 0x0000004d, 0x00000050, 0x0000004f, 0x00050057, 0x00000045, 0x00000051, 0x0000004c,
0x00000050, 0x00050051, 0x00000006, 0x00000056, 0x00000051, 0x00000003, 0x000500bc, 0x00000021,
0x00000057, 0x00000056, 0x0000002c, 0x000300f7, 0x00000059, 0x00000000, 0x000400fa, 0x00000057,
0x00000058, 0x00000059, 0x000200f8, 0x00000058, 0x000100fc, 0x000200f8, 0x00000059, 0x0008004f,
0x00000007, 0x0000005d, 0x00000051, 0x00000051, 0x00000000, 0x00000001, 0x00000002, 0x00060050,
0x00000007, 0x00000060, 0x00000056, 0x00000056, 0x00000056, 0x00050088, 0x00000007, 0x00000061,
0x0000005d, 0x00000060, 0x0008000c, 0x00000007, 0x00000064, 0x00000001, 0x0000002b, 0x00000061,
0x00000079, 0x000000b2, 0x00050085, 0x00000007, 0x00000091, 0x00000064, 0x000000b9, 0x00050081,
0x00000007, 0x00000094, 0x00000064, 0x000000b4, 0x00050085, 0x00000007, 0x00000096, 0x00000094,
0x000000bb, 0x0007000c, 0x00000007, 0x00000097, 0x00000001, 0x0000001a, 0x00000096, 0x0000001c,
0x000500ba, 0x00000022, 0x00000099, 0x00000064, 0x00000020, 0x000600a9, 0x00000007, 0x0000009a,
0x00000099, 0x00000097, 0x00000091, 0x00050091, 0x00000007, 0x00000078, 0x00000076, 0x0000009a,
0x0007000c, 0x00000007, 0x0000007a, 0x00000001, 0x00000028, 0x00000078, 0x00000079, 0x00060041,
0x00000081, 0x00000082, 0x0000007d, 0x0000007f, 0x00000080, 0x0004003d, 0x00000006, 0x00000083,
0x00000082, 0x0005008e, 0x00000007, 0x00000084, 0x0000007a, 0x00000083, 0x00050085, 0x00000007,
0x000000a0, 0x00000084, 0x000000bd, 0x0008000c, 0x00000007, 0x000000a3, 0x00000001, 0x0000002b,
0x000000a0, 0x00000079, 0x000000b2, 0x0007000c, 0x00000007, 0x000000a4, 0x00000001, 0x0000001a,
0x000000a3, 0x00000032, 0x0005008e, 0x00000007, 0x000000a6, 0x000000a4, 0x00000035, 0x00050081,
0x00000007, 0x000000a8, 0x000000b7, 0x000000a6, 0x0005008e, 0x00000007, 0x000000aa, 0x000000a4,
0x0000003a, 0x00050081, 0x00000007, 0x000000ac, 0x000000b2, 0x000000aa, 0x00050088, 0x00000007,
0x000000ad, 0x000000a8, 0x000000ac, 0x0007000c, 0x00000007, 0x000000ae, 0x00000001, 0x0000001a,
0x000000ad, 0x00000041, 0x00050051, 0x00000006, 0x00000089, 0x000000ae, 0x00000000, 0x00050051,
0x00000006, 0x0000008a, 0x000000ae, 0x00000001, 0x00050051, 0x00000006, 0x0000008b, 0x000000ae,
0x00000002, 0x00070050, 0x00000045, 0x0000008c, 0x00000089, 0x0000008a, 0x0000008b, 0x00000056,
0x0003003e, 0x00000068, 0x0000008c, 0x000100fd, 0x00010038,
};
+17 -1
View File
@@ -57,6 +57,9 @@ typedef struct {
int have_gpu, have_vram, vram_exact;
uint64_t gpu_ns, gpu_parts, gpu_missed; // busy time, submission parts timed, parts left untimed
uint64_t vram_used, vram_budget;
int have_idle; // calibrated timestamps: the idle split below is filled
uint64_t idle_ns, starved_ns, queued_ns; // GPU idle between timed parts; of it, before the part was submitted; submit to start
uint64_t idle_gaps, max_gap_ns; // gaps over 0.5 ms; the longest
} PerfGpu;
extern void (*perf_gpu_stats)(PerfGpu *out);
// The performance overlay (perfmon.c): mode 0 off, 1 fps, 2 full. While it is on, perf_present hands every frame to
@@ -184,13 +187,16 @@ typedef struct { const char *file, *sha256; } RtFileHash;
extern const RtFileHash rt_exefs_sha256[]; // tools/data/expected-<version>.json "exefs_sha256"
extern const int rt_exefs_sha256_count;
extern const char rt_default_exefs[], rt_default_romfs[], rt_default_profile[];
extern const int rt_game_version; // the game build: 121 (1.2.1) or 143 (1.4.3)
extern const int rt_game_version; // the game build: 110 (1.1.0), 121 (1.2.1) or 143 (1.4.3)
extern const char rt_port_version[]; // VERSION at the build's root: 0.1.0, 0.1.0+973c626 in a release
#define RT_V110 (rt_game_version == 110) // 1.1.0: its own boot constants and data slots
#define RT_V143 (rt_game_version >= 143)
// ---- kernel (kernel.c)
typedef struct RtThread RtThread;
Cpu *kern_cpu(void); // current guest thread's Cpu, NULL on host threads
void kern_free_cores_note(void); // for crash reports: logs that free_cores = 1 lifted the
// virtual core gate, nothing when the gate is on
uint32_t kern_main_thread(Cpu **cpu); // main thread object and Cpu for the calling host thread
// (main.npdm: 1 MiB stack at the top of the stack region,
// priority 44, core 0); on the main thread: its handle
@@ -241,6 +247,13 @@ void account_uid(uint64_t out[2]); // the local user's n
// ---- movies (ov_movie.c)
void movie_tick(Cpu *c); // at every present, on the presenting guest thread: hands
// decoded movie frames over when due, signals their events
// ---- camera speed (camera_speed.c): TOTK_STICK_SENS
float cam_speed_wanted(void); // the factor TOTK_STICK_SENS asks for, 0.1 to 3
float cam_speed_applied(void); // the factor in effect: 1 until romfs.c serves the pack
int cam_pack_build(const void *in, size_t n, const void *zsdic, size_t zsdic_n, void **out, size_t *out_n);
// Pack/Actor/PlayerCamera.pack.zs with the camera speeds
// multiplied, malloc'd; 0 = factor 1 or cannot (logged)
void cam_pack_served(void); // romfs.c serves the multiplied pack
// ---- game resolution (resolution.c): TOTK_OUTPUT_RES, TOTK_RENDER_SCALE
uint64_t res_heap_extra_bytes(void); // added to the application pool (mem_init), 2 MiB steps
uint64_t res_heap_extra_kib(void); // added to the HeapDef texture heap and its parent; 0 = none
@@ -248,11 +261,13 @@ int res_heapdef_build(const void *in, size_t n, void **out, size_t *out_n); //
// the grown heaps, malloc'd; 0 = cannot (logged)
void res_heapdef_served(void); // romfs.c serves the grown table
void res_init(void); // after rt_patches_init: the patch page and the sets
float res_dlss_lod_bias(void); // TOTK_DLSS upscaling: texture LOD bias (<= 0)
void res_sizes(unsigned out[2], unsigned scene[2]); // the output and scene sizes in effect (the game's own
// until res_init switched the sets on)
int res_is_16x9(unsigned w, unsigned h); // within 1% of 16:9 (the test res_init and romfs.c share)
int res_wants_wide_overlay(const unsigned out[2]); // not 16:9 on a game version with the camera aspect patch
void res_wanted(unsigned out[2]); // the output size TOTK_OUTPUT_RES asks for
void res_fov_live(void); // TOTK_FOV to the camera (set fov); on a settings change
// ---- code patches (patches.c) and the frame step (frame_rate.c)
void rt_patches_init(void); // after ldr_load: switches from the environment, the patch
// page committed; logs the sets
@@ -293,6 +308,7 @@ void rt_boot(void); // boot.c
// process exit code.
int probe_cfg(void); // cfg_probe.c
int probe_dpi(void); // dpi_probe_win.c (Windows only)
int probe_mods(void); // mods_probe.c
int probe_loader(void), probe_kernel(void), probe_ipc(void), probe_services(void), probe_fs(void);
int probe_gfx_abi(void); // gfx_abi_probe.c
int probe_vkdevice(void); // vk_device.c
+1 -1
View File
@@ -121,7 +121,7 @@ __attribute__((noinline, noreturn, cold)) static void bad_entry(Cpu *c) {
}
// kern_host_track: the call counted in the thread's host depth. Not a tail call, so the host stack holds this frame
// while fn runs; longjmp out of fn (ExitThread) leaves the depth raised on a thread that ends.
// while fn runs; the jump out of fn (ExitThread) leaves the depth raised on a thread that ends.
__attribute__((noinline)) static void hostfn_tracked(Cpu *c, GuestFn fn) {
void *t = c->thread;
int *d = kern_host_depth(t);
+92 -17
View File
@@ -236,7 +236,56 @@ static float mouse_sens_get(void) {
}
// The mouse camera as a right-stick sample, held for the whole presented frame. Under `lock`.
// ---- walk key: the keyboard's stick samples scaled down while a key is held (TOTK_WALK_KEY, TOTK_WALK_SCALE)
// A keyboard key is all or nothing, so every keyboard-driven stick sample is +/-32767 and the game only ever sees a
// full tilt. Holding this key scales those two samples, which gives the half tilt a gamepad gets from its analog range,
// so the keyboard can walk as well as run. yuzu and eden do the same with their modifier and modifier_scale settings.
// Only the keyboard is scaled: the gamepad's axes and the mouse camera sample their own values.
static int walk_key = KEY_NONE; // TOTK_WALK_KEY as a KEY_*, KEY_NONE = off; live (cfg_version)
static float walk_scale = 0.51f; // TOTK_WALK_SCALE, 0.2 to 0.9; live (cfg_version)
static unsigned walk_seen = ~0u;
// The ini takes the key names the Controls tab writes; a hand-written line may spell them in any case.
static int name_matches(const char *name, const char *key) {
for (; *name && *key; name++, key++) {
unsigned char a = (unsigned char)*name, b = (unsigned char)*key;
if (a >= 'A' && a <= 'Z') a = (unsigned char)(a - 'A' + 'a');
if (b >= 'A' && b <= 'Z') b = (unsigned char)(b - 'A' + 'a');
if (a != b) return 0;
}
return *name == *key;
}
static void walk_get(void) {
unsigned ver = cfg_version();
if (ver == walk_seen) return;
walk_seen = ver;
const char *name = cfg_value("TOTK_WALK_KEY"); // "none" (the default) turns the key off
int key = KEY_NONE;
if (*name && !name_matches(name, "none")) {
for (int k = KEY_A; k < KEY_COUNT && key == KEY_NONE; k++)
if (input_key_name(k) && name_matches(name, input_key_name(k))) key = k;
if (key == KEY_NONE) rt_log("input: walk_key: unknown key '%s', the keyboard sticks keep their full tilt", name);
}
// 0.51 rather than 0.5: a keyboard sample is 32767, and 32767 * 0.5 = 16383 falls one short of stick_bits'
// STICK_DIR (16384), which would leave the game's stick-direction bits clear while the walk key is held. The value
// in the settings table carries that default; this code only rejects what the table's range does not allow.
const char *sv = cfg_value("TOTK_WALK_SCALE");
char *end;
double d = strtod(sv, &end);
double s = end == sv || *end || !(d >= 0.2 && d <= 0.9) ? strtod(cfg_meta("TOTK_WALK_SCALE")->def, NULL) : d;
if (key != walk_key || (float)s != walk_scale) {
walk_key = key;
walk_scale = (float)s;
rt_log("input: walk key %s, keyboard sticks at %.0f%% of their tilt (mouse and gamepad unchanged)",
key != KEY_NONE ? input_key_name(key) : "off", s * 100);
}
}
// The mouse camera as a right-stick sample, held for the whole presented frame. Under `lock`. The sample is divided by
// the camera speed factor the game runs with (camera_speed.c, cam_speed_applied), which multiplies every right-stick
// turn rate, so TOTK_MOUSE_SENS alone sets the mouse's speed; below 1 the sample stays within the stick's range, so the
// mouse's top speed drops with the factor.
static void mouse_camera(int32_t out[2]) {
static uint64_t frame = ~0ull, t0;
static int32_t held[2];
@@ -259,20 +308,23 @@ static void mouse_camera(int32_t out[2]) {
held[0] = held[1] = 0; // frames stopped: do not hold a deflection
}
}
out[0] = held[0];
out[1] = held[1];
double k = cam_speed_applied(), x = held[0] / k, y = held[1] / k, len = sqrt(x * x + y * y);
if (len > STICK_MAX) x *= STICK_MAX / len, y *= STICK_MAX / len;
out[0] = (int32_t)lround(x);
out[1] = (int32_t)lround(y);
}
static float stick_dead = -1; // TOTK_STICK_DEADZONE as a fraction of full deflection; live (cfg_version)
static float stick_dead[2] = {-1, -1}; // input_pad_deadzone of the left and right stick; live (cfg_version)
static unsigned stick_dead_seen;
static float stick_dead_get(void) {
static float stick_dead_get(int s) {
unsigned ver = cfg_version();
if (stick_dead >= 0 && ver == stick_dead_seen) return stick_dead;
stick_dead_seen = ver;
double v = cfg_double("TOTK_STICK_DEADZONE");
stick_dead = (float)(v < 0 ? 0 : v > 50 ? 50 : v) / 100.f;
return stick_dead;
if (stick_dead[0] < 0 || ver != stick_dead_seen) {
stick_dead_seen = ver;
stick_dead[0] = input_pad_deadzone(0);
stick_dead[1] = input_pad_deadzone(1);
}
return stick_dead[s];
}
// One gamepad stick through the dead zone; SDL's Y grows downwards, the Switch's upwards.
@@ -425,12 +477,26 @@ static int pad_read(uint64_t *b, int32_t sl[2], int32_t sr[2]) {
uint8_t pd[PAD_COUNT] = {0};
if (!pad_physical(pd)) return 0;
*b |= input_map_pad_buttons(pd, pad_layout_get());
float dead = stick_dead_get();
stick(SDL_GAMEPAD_AXIS_LEFTX, SDL_GAMEPAD_AXIS_LEFTY, dead, sl);
stick(SDL_GAMEPAD_AXIS_RIGHTX, SDL_GAMEPAD_AXIS_RIGHTY, dead, sr);
stick(SDL_GAMEPAD_AXIS_LEFTX, SDL_GAMEPAD_AXIS_LEFTY, stick_dead_get(0), sl);
stick(SDL_GAMEPAD_AXIS_RIGHTX, SDL_GAMEPAD_AXIS_RIGHTY, stick_dead_get(1), sr);
return 1;
}
int input_pad_stick_percent(double pct[2]) {
int ok = 0;
pct[0] = pct[1] = 0;
plat_mutex_lock(&lock);
if (state == 1 && pad && SDL_GamepadConnected(pad)) { // the game's poll keeps the state fresh (SDL_UpdateGamepads)
pct[0] = input_stick_percent(SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_LEFTX),
SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_LEFTY));
pct[1] = input_stick_percent(SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_RIGHTX),
SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_RIGHTY));
ok = 1;
}
plat_mutex_unlock(&lock);
return ok;
}
static void poll_merged(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry) {
uint64_t b = 0;
int32_t sl[2] = {0, 0}, sr[2] = {0, 0};
@@ -456,9 +522,13 @@ static void poll_merged(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx
was_captured = cap;
b |= input_map_buttons(down);
int32_t k[2];
walk_get();
int walk = walk_key != KEY_NONE && down[walk_key];
input_map_stick(down, 0, k);
if (walk) k[0] = (int32_t)(k[0] * walk_scale), k[1] = (int32_t)(k[1] * walk_scale);
pick(&sl[0], &sl[1], k[0], k[1]);
input_map_stick(down, 1, k);
if (walk) k[0] = (int32_t)(k[0] * walk_scale), k[1] = (int32_t)(k[1] * walk_scale);
pick(&sr[0], &sr[1], k[0], k[1]);
mouse_camera(k);
pick(&sr[0], &sr[1], k[0], k[1]);
@@ -505,15 +575,20 @@ void input_menu(int open) {
ikb_cursor_update();
}
// 1 while flag (g_block, g_menu) blocks the game's input; state 2 ends at the first poll with nothing held.
static int blocked(volatile int32_t *flag, uint64_t buttons) {
// 1 while flag (g_block, g_menu) blocks the game's input; state 2 ends at the first poll with nothing held. A stick
// axis counts as held as well: with the walk key the keyboard's sticks move part way without setting a direction bit, so
// a gate that watched the buttons alone would let that movement through the moment the menu or the text entry closes.
static int blocked(volatile int32_t *flag, uint64_t buttons, const int32_t *axes) {
int32_t k = *flag;
return k && !(k == 2 && !buttons && plat_cas32(flag, 0, 2) == 2);
int held = buttons != 0;
for (int i = 0; i < 4; i++) held |= axes[i] != 0;
return k && !(k == 2 && !held && plat_cas32(flag, 0, 2) == 2);
}
void input_poll(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry) {
poll_merged(buttons, lx, ly, rx, ry);
int text = blocked(&g_block, *buttons), menu = blocked(&g_menu, *buttons);
const int32_t axes[4] = {*lx, *ly, *rx, *ry};
int text = blocked(&g_block, *buttons, axes), menu = blocked(&g_menu, *buttons, axes);
if (!text && !menu) return;
*buttons = 0; *lx = *ly = *rx = *ry = 0;
}
+4
View File
@@ -21,6 +21,10 @@ int input_overlay_gate(int *held, uint64_t *buttons); // L3+R3: 1 in the poll
int input_pad_read(uint64_t *buttons, int32_t *lx, int32_t *ly);
// The gamepad layout in effect (PAD_LAYOUT_*, input_map.h; TOTK_PAD_LAYOUT, live); -1 without a gamepad. Any thread.
int input_pad_layout(void);
// How far the open gamepad's left (pct[0]) and right (pct[1]) sticks are from the centre now, in percent of full
// deflection, before the dead zone: the menu shows it on the dead zone rows, so a drifting stick's resting value can be
// read off. 0 (and both 0) without a connected gamepad. Any thread.
int input_pad_stick_percent(double pct[2]);
// The label on a face button of the open gamepad (input_map.h PAD_SOUTH..PAD_NORTH, as SDL reports it); PAD_LABEL_NONE for another
// button, an unknown label or no gamepad. Any thread.
enum { PAD_LABEL_NONE, PAD_LABEL_A, PAD_LABEL_B, PAD_LABEL_X, PAD_LABEL_Y, PAD_LABEL_CROSS, PAD_LABEL_CIRCLE,
+22
View File
@@ -288,6 +288,18 @@ int input_pad_layout_pick(const char *setting, int east_labelled_a) {
return east_labelled_a ? PAD_LAYOUT_NINTENDO : PAD_LAYOUT_XBOX;
}
int input_prompts_pick(const char *prompts, const char *pad_layout) {
if (prompts && *prompts) return !strcasecmp(prompts, "xbox") ? PROMPTS_XBOX : PROMPTS_NINTENDO;
return pad_layout && !strcasecmp(pad_layout, "xbox_prompts") ? PROMPTS_XBOX : PROMPTS_NINTENDO;
}
const char *input_prompts_folder(int prompts, const char *pad_layout) {
if (prompts != PROMPTS_XBOX) return NULL;
// The folders are read at start, before a pad is open: auto counts as Xbox, as for a pad without Nintendo labels.
// A Nintendo-labelled pad under auto plays by label too (its A is on the button labelled A), so it matches as well.
return input_pad_layout_pick(pad_layout, 0) == PAD_LAYOUT_NINTENDO ? "romfs-patches-xbox" : "romfs-patches-xbox-label";
}
uint64_t input_map_pad_buttons(const uint8_t down[PAD_COUNT], int layout) {
const PadBinding *t = input_map.pads[layout];
uint64_t b = 0;
@@ -334,6 +346,16 @@ void input_pad_stick(int32_t x, int32_t y, float dead, int32_t out[2]) {
out[1] = (int32_t)lrint(fmax(-1, fmin(1, fy * k)) * STICK_MAX);
}
float input_pad_deadzone(int stick) {
const char *own = stick ? "TOTK_RSTICK_DEADZONE" : "TOTK_LSTICK_DEADZONE", *set = cfg_get(own);
double v = cfg_double(set && *set ? own : "TOTK_STICK_DEADZONE");
return (float)(v < 0 ? 0 : v > 50 ? 50 : v) / 100.f;
}
double input_stick_percent(int32_t x, int32_t y) {
return sqrt((double)x * x + (double)y * y) * 100.0 / STICK_MAX;
}
// Minus and Plus held together open or close the menu. *held: latched from the poll where both go down until neither is
// down (the caller keeps it). Every poll of the latch reports neither to the game, so releasing one button first does not
// leak the other; Minus alone before Plus reaches the game unchanged. With the menu open the game sees a neutral pad.
+22 -4
View File
@@ -80,11 +80,23 @@ int input_map_bind(const char *button, const char *list);
// Applies the TOTK_BIND_<action> settings (cfg_get) over the defaults: at start, and again when one of them changes.
void input_map_configure(void);
// The layout for a TOTK_PAD_LAYOUT value: "nintendo" or "xbox" (any case); "xbox_prompts" is the Nintendo layout with
// the A/B and X/Y prompts swapped (runtime/romfs.c overlay_init), so the buttons map as "nintendo". Anything else
// ("auto", NULL) picks Nintendo when the pad's east button is labelled A (a Switch Pro Controller, a GuliKit) and Xbox
// otherwise.
// The layout for a TOTK_PAD_LAYOUT value: "nintendo" or "xbox" (any case); "xbox_prompts", 0.1.9's name for the Nintendo
// layout with the Xbox prompts, maps the buttons as "nintendo". Anything else ("auto", NULL) picks Nintendo when the
// pad's east button is labelled A (a Switch Pro Controller, a GuliKit) and Xbox otherwise.
int input_pad_layout_pick(const char *setting, int east_labelled_a);
// Button prompts (TOTK_PROMPTS): the controller whose buttons the game's prompts show. Nintendo: the game's own. Xbox:
// LB RB LT RT, Menu, View and a d-pad cross for the other buttons, and the face buttons named by the label of the
// button the pad layout presses (runtime/romfs.c overlay_init, tools/make_romfs_patches.py --prompts).
enum { PROMPTS_NINTENDO, PROMPTS_XBOX };
// The prompts for a TOTK_PROMPTS value ("nintendo" or "xbox", any case). Unset or empty: Xbox while the pad layout
// setting is "xbox_prompts", else Nintendo.
int input_prompts_pick(const char *prompts, const char *pad_layout);
// The folder next to romfs-index.bin that holds those prompts for a TOTK_PAD_LAYOUT value, NULL for the game's own. The
// Nintendo layout plays an Xbox pad by position, so its folder names the face buttons the other way round
// (romfs-patches-xbox: the right button does A and is labelled B); xbox and auto put every Switch button on the button
// labelled with its letter (auto picks the layout per pad by its labels), so they share romfs-patches-xbox-label.
const char *input_prompts_folder(int prompts, const char *pad_layout);
// down[pad] != 0 for the gamepad inputs held. Returns the Switch button bits (0..15) the layout's pad table presses.
uint64_t input_map_pad_buttons(const uint8_t down[PAD_COUNT], int layout);
@@ -100,6 +112,12 @@ void input_mouse_stick(int32_t dx, int32_t dy, double dt_s, float sens, int32_t
// 0..0.5): inside the circle the stick reads 0, and the rest of the travel is scaled to start at 0 at the edge, so a
// drifting stick rests at 0 and full deflection still reaches full. The result stays inside the unit square.
void input_pad_stick(int32_t x, int32_t y, float dead, int32_t out[2]);
// The dead zone of gamepad stick 0 (left) or 1 (right) for input_pad_stick, as a fraction of full deflection:
// TOTK_LSTICK_DEADZONE or TOTK_RSTICK_DEADZONE when set, else TOTK_STICK_DEADZONE (both sticks), percent clamped to 0..50.
float input_pad_deadzone(int stick);
// How far a stick (x, y in -32768..32767) is from the centre, in percent of full deflection (100 at an axis's end; a
// square gate's corner reads more).
double input_stick_percent(int32_t x, int32_t y);
// ---- the remapping rows' edits, on a copy of input_map. Pure.
// action's keys (table order) / its gamepad buttons in layout, at most max; returns how many.
+2
View File
@@ -11,6 +11,7 @@
#include "audren.h"
#include "host.h"
#include "ipc.h"
#include "nfp.h"
#include "platform/platform.h"
#define CMIF_IN_MAGIC 0x49434653u // "SFCI"
@@ -25,6 +26,7 @@ enum { T_CLOSE = 2, T_REQUEST = 4, T_CONTROL = 5, T_REQUEST_CTX = 6, T_CONTROL_C
// Services sm: hands out. Anything else is a named fatal.
static const struct { const char *name; IpcHandler handler; } services[] = {
{"audren:u", audren_manager_handler},
{"nfp:user", nfp_user_manager_handler},
};
static volatile int32_t g_live;
+24 -12
View File
@@ -8,10 +8,6 @@
// Cpu. The SDK's nn::os runs as lifted code; only the kernel under it is the host. Every wait hangs on one global lock
// G with one condition variable per thread; wake order is the kernel's: lower priority value first, then first come.
// Semantics follow the public Horizon kernel (KConditionVariable, KAddressArbiter, KSynchronization).
#ifdef _WIN32
#define __USE_MINGW_SETJMP_NON_SEH // setjmp(b) = _setjmp(b, NULL): longjmp restores registers, no SEH unwinding
#endif
#include <setjmp.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
@@ -77,7 +73,7 @@ struct RtThread {
uint64_t cseq;
RtThread *cnext;
uint8_t *tlr, *tls;
jmp_buf exit_jmp; // the thread start; ExitThread longjmps to it
PlatJmp exit_jmp; // the thread start; ExitThread jumps back to it
// fibers
PlatFiber *base_fiber; // the host thread as a host fiber, after the first switch
Fiber *fiber; // current guest fiber, NULL on the thread's own context
@@ -296,7 +292,13 @@ static uint32_t block_inner(RtThread *t, int kind, int64_t ns) {
// and gives it up only where Horizon would switch threads (waits, sleep, yield, exit, blocking host calls); a free
// core goes to the best waiting thread. A waiter better than a holder asks one holder to give its core up (core_kick),
// which it does at its next SVC or indirect call (kern_checkpoint, rt_dispatch), as Horizon runs the better thread at
// once; guest code without either keeps the core until it reaches one. TOTK_FREE_CORES=1 turns the gate off.
// once; guest code without either keeps the core until it reaches one.
//
// free_cores = 1 (TOTK_FREE_CORES) turns the gate off, for experiments only: the game does not run that way. A thread
// that holds no core reports its ideal core to GetCurrentProcessorNumber, so the game's job workers all report core 0
// and run its per-core code at once: on 1.2.1 two of them add the same per-core NVN control memory, which retires the
// command handle the other just recorded, and CallCommands finds no recording at start (#212); 1.4.3 corrupts a heap
// in main+0x82e00 or hangs at the title menu. The start log and every crash report say so (kern_free_cores_note).
static RtThread *g_core_owner[NCORE], *g_core_wait;
static int g_cores_on = -1, g_held_max;
@@ -306,12 +308,22 @@ static void ap_init(void);
static int cores_enabled(void) {
if (g_cores_on < 0) {
g_cores_on = !cfg_bool("TOTK_FREE_CORES"); // "0" keeps the gate, like unset
if (!g_cores_on)
rt_log("kernel: WARNING: free_cores = 1 (TOTK_FREE_CORES) turns the virtual core gate off. This is an "
"experimental mode and the game crashes or hangs in it, usually at start. Set free_cores = 0 in "
"totk.ini to play");
diag_init();
ap_init();
}
return g_cores_on;
}
void kern_free_cores_note(void) {
if (!g_cores_on)
rt_log("fatal: free_cores = 1 was on: the game crashes in this experimental mode; set free_cores = 0 in "
"totk.ini before reporting this crash");
}
static int core_allowed(const RtThread *t, int c) { return (int)((t->mask >> c) & 1); }
// ---- asynchronous preemption (TOTK_ASYNC_PREEMPT, on unless 0)
@@ -1432,10 +1444,10 @@ static void thread_finish(RtThread *t) {
unlock();
}
// ExitThread: back to the thread start with a non-unwinding longjmp; no SEH unwinding through lifted frames.
// (__builtin_setjmp is not usable: on Win64 LLVM saves the frame address, which is not rbp when the frame register
// is offset, and the landing code then reads its locals through the wrong base.)
static __attribute__((noreturn)) void exit_now(RtThread *t) { longjmp(t->exit_jmp, 1); }
// ExitThread: back to the thread start with plat_jmp_go, which unwinds nothing: no SEH unwinding through lifted
// frames. (__builtin_setjmp is not usable: on Win64 LLVM saves the frame address, which is not rbp when the frame
// register is offset, and the landing code then reads its locals through the wrong base.)
static __attribute__((noreturn)) void exit_now(RtThread *t) { plat_jmp_go(&t->exit_jmp); }
// The calling host thread, for ap_try (TOTK_ASYNC_PREEMPT) and dg_sample (TOTK_CORE_DIAG).
static PlatIntr *ap_open_self(void) {
@@ -1457,7 +1469,7 @@ static void thread_main(void *p) {
unlock();
Cpu *c = t->cpu;
c->sp = t->stack_top & ~15ull;
if (!setjmp(t->exit_jmp)) {
if (!plat_jmp_save(&t->exit_jmp)) {
rt_call(c, t->entry, 1, t->arg);
char d[128];
rt_fatal("guest thread %#x: entry %s returned (Horizon threads end with ExitThread)", t->handle,
@@ -1517,7 +1529,7 @@ static void guest_main(void *p) {
void (*fn)(Cpu *) = (void (*)(Cpu *))p;
Cpu *c;
kern_main_thread(&c);
if (!setjmp(tcur->exit_jmp)) fn(c);
if (!plat_jmp_save(&tcur->exit_jmp)) fn(c);
thread_finish(tcur);
return;
}
+8 -3
View File
@@ -552,8 +552,8 @@ uint64_t ldr_plt_stub(const char *module, const char *name) {
}
// ---- --probe-loader
// Expected values, measured on the 1.2.1 and 1.4.3 modules; the 1.4.3 relocation totals match the ones
// MacNativeGames' port notes give for that version.
// Expected values, measured on the 1.1.0, 1.2.1 and 1.4.3 modules; the 1.4.3 relocation totals match the ones
// MacNativeGames' port notes give for that version. 1.1.0 shares subsdk0 and sdk with 1.2.1 down to every count.
typedef struct {
const char *name;
uint64_t kinds[K_COUNT], total, sym_import, sym_own;
@@ -564,12 +564,17 @@ static const Expect expect_121[] = {
{"subsdk0", {1623, 12820, 1030, 3924}, 19397, 6576, 11198, 667, {9, 0, 654}, 4, 0x30, 45},
{"sdk", {10917, 13976, 1207, 8932}, 35032, 16, 24099, 13, {8, 0, 0}, 5, 0x30, 116},
};
static const Expect expect_110[] = {
{"main", {508604, 1412, 32, 639}, 510687, 2083, 0, 673, {0, 16, 645}, 12, 0x30, 10668},
{"subsdk0", {1623, 12820, 1030, 3924}, 19397, 6576, 11198, 667, {9, 0, 654}, 4, 0x30, 45},
{"sdk", {10917, 13976, 1207, 8932}, 35032, 16, 24099, 13, {8, 0, 0}, 5, 0x30, 116},
};
static const Expect expect_143[] = {
{"main", {499078, 1393, 28, 650}, 501149, 2071, 0, 680, {0, 16, 656}, 8, 0x10b4f10, 10717},
{"subsdk0", {3424, 10927, 905, 3817}, 19073, 6557, 9092, 663, {9, 0, 654}, 0, 0x20, 45},
{"sdk", {15013, 10135, 1079, 7832}, 34059, 10, 19036, 8, {8, 0, 0}, 0, 0x400, 83},
};
#define expect (RT_V143 ? expect_143 : expect_121)
#define expect (RT_V143 ? expect_143 : RT_V110 ? expect_110 : expect_121)
static int failures;
#define CHECK(cond, ...) do { if (!(cond)) { failures++; printf(" FAIL: " __VA_ARGS__); putchar('\n'); } } while (0)
+29 -2
View File
@@ -2,6 +2,7 @@
//
// totk.exe [--exefs DIR] [--romfs DIR] [--profile DIR] <mode>
// --selftest layout, dispatch table and host-function registry; needs no game files
// --probe-mods the mods folder scan, order and switches (mods.c); needs no game files
// --probe-loader load and relocate the modules, check them against the measured 1.2.1 values
// --probe-kernel, --probe-ipc, --probe-services, --probe-fs host probes
// --probe-dpi the process DPI awareness (per-monitor v2) and the primary monitor's size; no game files
@@ -183,7 +184,8 @@ static int by_host(const void *a, const void *b) {
return x < y ? -1 : x > y;
}
// The lifted function that contains a host code address, by the nearest function start below it.
// The lifted function that contains a host code address, by the nearest function start below it; 0 outside the lifted
// code.
static uint64_t lifted_function(uintptr_t rip) {
if (!fn_rev) {
static RtModule mods[MAX_MODULES];
@@ -197,6 +199,9 @@ static uint64_t lifted_function(uintptr_t rip) {
fn_rev[fn_rev_n++] = (FnRev){(uintptr_t)mods[i].fns[k], mods[i].addrs[k]};
qsort(fn_rev, fn_rev_n, sizeof *fn_rev, by_host);
}
// The lifted code is one range with the host code outside it (kernel.c ap_init checks that); an address above the
// last function start is taken for host code, which costs only the last function's body.
if (!fn_rev_n || rip > fn_rev[fn_rev_n - 1].host) return 0;
uint64_t lo = 0, hi = fn_rev_n;
while (lo < hi) {
uint64_t mid = (lo + hi) / 2;
@@ -220,6 +225,12 @@ static void crash_handler(const PlatCrash *x) {
rt_log_raw("\n", 1);
uint64_t f = lifted_function(rip);
if (f) rt_logf(" in lifted function f_%llx = %s\n", (unsigned long long)f, ldr_describe(f, d, sizeof d));
for (int i = 0; i < x->nframes; i++) { // abort and invalid parameter: where the host code called it
uint64_t g = lifted_function(x->frames[i]);
rt_logf(" host frame %2d: totk+%#llx", i, (unsigned long long)(x->frames[i] - (rip - x->offset)));
if (g) rt_logf(" in lifted function f_%llx", (unsigned long long)g);
rt_log_raw("\n", 1);
}
Cpu *c = kern_cpu();
if (c) {
for (int i = 0; i < 31; i++)
@@ -236,6 +247,7 @@ static void crash_handler(const PlatCrash *x) {
} else {
rt_logf(" not on a guest thread\n");
}
kern_free_cores_note();
fflush(stderr);
plat_exit(71);
}
@@ -249,11 +261,22 @@ static double now_s(void) { return (double)plat_now_ns() / 1e9; }
static volatile int host_probe_hits;
static void host_probe(Cpu *c) { host_probe_hits++; c->x[0] = 42; }
// The instruction set build_game.py --cpu compiled for: v3 (AVX2/FMA/BMI2, the default) or v2 (SSE4.2/POPCNT).
#ifndef RT_CPU_LEVEL
#define RT_CPU_LEVEL 3
#endif
static void check_cpu(void) {
__builtin_cpu_init();
#if RT_CPU_LEVEL >= 3
int ok = __builtin_cpu_supports("avx2") && __builtin_cpu_supports("fma") && __builtin_cpu_supports("bmi2");
printf("cpu: x86-64-v3 (AVX2, FMA, BMI2) %s\n", ok ? "present" : "MISSING");
CHECK(ok, "the lifted code is built for x86-64-v3");
#else
int ok = __builtin_cpu_supports("sse4.2") && __builtin_cpu_supports("popcnt");
printf("cpu: x86-64-v2 (SSE4.2, POPCNT) %s\n", ok ? "present" : "MISSING");
CHECK(ok, "the lifted code is built for x86-64-v2");
#endif
}
// Layout: ascending, no overlap, below 2^39, and inside the window mem_init reserved.
@@ -418,7 +441,7 @@ static int selftest(void) {
static int usage(const char *argv0) {
fprintf(stderr, "usage: %s [--exefs DIR] [--romfs DIR] [--profile DIR] [--selftest | --probe-loader | "
"--probe-cfg | --probe-dpi | --probe-kernel | --probe-ipc | --probe-services | --probe-fs | --probe-gfx-abi | "
"--probe-cfg | --probe-dpi | --probe-mods | --probe-kernel | --probe-ipc | --probe-services | --probe-fs | --probe-gfx-abi | "
"--probe-nvn | --probe-nvn-tex | --probe-window | --probe-shader | --probe-vkmem | "
"--probe-vkexec | --probe-astc | --probe-movie | --prepare-shaders | --warm-shaders | --boot |--seconds S [--shot PNG]]\n", argv0);
return 2;
@@ -458,6 +481,9 @@ static void portable_paths(RtConfig *c) {
int main(int argc, char **argv) {
mem_init(); // first: claim the guest address space before anything else can land there; reads totk.ini
// A restart from the settings menu (gfx_present.c gfx_window_closed) starts this process while the one it replaces
// is still exiting: its log, RomFS and saves are free once it is gone.
if (plat_restart_wait(30000) < 0) rt_log("restart: the previous process still runs after 30 s; starting anyway");
setvbuf(stdout, NULL, _IONBF, 0);
setvbuf(stderr, NULL, _IONBF, 0);
plat_crash_hook(crash_handler);
@@ -509,6 +535,7 @@ int main(int argc, char **argv) {
#ifdef _WIN32
if (!strcmp(mode, "--probe-dpi")) return probe_dpi(); // the Win32 DPI awareness of totk.manifest
#endif
if (!strcmp(mode, "--probe-mods")) return probe_mods();
if (!strcmp(mode, "--probe-kernel")) return probe_kernel();
if (!strcmp(mode, "--probe-ipc")) return probe_ipc();
if (!strcmp(mode, "--probe-services")) return probe_services();
+457
View File
@@ -0,0 +1,457 @@
// Player mods: the scan of the mods folder, its order and switches (mods.h).
//
// One subfolder per mod, as emulators take them. The RomFS root is the first of <mod>/romfs, <mod>/romfslite (TKMM's
// name for it when it bypasses Atmosphere's RomFS build), <mod>/atmosphere/contents/<title>/romfs,
// <mod>/contents/<title>/romfs and <mod>/<title>/romfs that exists; the ExeFS and cheats folders likewise. A mod is
// listed whatever it holds; what the port cannot use is its problem, shown in the menu and logged, and never stops the
// start. romfs.c serves the RomFS files of the enabled mods, the top one winning a path.
//
// The order and the switches are totk.ini keys (cfg.c): TOTK_MODS_ORDER lists names top first, separated by '|' (a
// Windows file name cannot hold '|'; a folder whose name does on Linux is listed as unusable); a folder it does not name
// goes below the named ones, by name. TOTK_MODS_DISABLED lists the switched-off names. The menu changes the list in
// place and writes both keys; the scan's state is kept to tell the menu a restart is due.
//
// ExeFS patch files: an .ips or .pchtxt file in the exefs folder or in atmosphere/exefs_patches/<name>/ is for the game
// when its build id is main's (an IPS file's name, a pchtxt file's @nsobid line); others are another version's and
// counted. The setup builds every mod's files into patch sets and writes build-cache/exefs.status next to totk.exe
// (tools/exefs_patches.py has the format): a file whose line is missing or has another content hash waits for the
// rebuild at start (cheats.c), and its mod stays off until then.
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <strings.h>
#include "cfg.h"
#include "host.h"
#include "mods.h"
#include "platform/platform.h"
#define TITLE "0100F2C0115B6000"
#define MAX_MODS 512
static ModInfo *mods;
static int nmods;
static char dir[2048];
static char start_order[MAX_MODS][256]; // names in the scan's order and their switches, for mods_changed
static int start_enabled[MAX_MODS];
// 1 when a file lies anywhere under path.
static int has_file_cb(const char *name, int kind, uint64_t size, void *ctx);
static int has_file(const char *path) {
struct { const char *path; int found; } c = {path, 0};
plat_fs_list(path, has_file_cb, &c);
return c.found;
}
static int has_file_cb(const char *name, int kind, uint64_t size, void *ctx) {
(void)size;
struct { const char *path; int found; } *c = ctx;
if (kind == PLAT_FS_FILE) {
c->found = 1;
} else if (kind == PLAT_FS_DIR) {
char sub[2100];
if (snprintf(sub, sizeof sub, "%s/%s", c->path, name) < (int)sizeof sub) c->found = has_file(sub);
}
return !c->found;
}
// The first of the emulator and Atmosphere places of <mod>/<part> that is a folder, into out ("" none).
static void find_root(const char *mod, const char *part, char *out, size_t cap) {
static const char *const forms[] = {"%s/%s", "%s/atmosphere/contents/" TITLE "/%s", "%s/contents/" TITLE "/%s",
"%s/" TITLE "/%s"};
for (size_t i = 0; i < sizeof forms / sizeof *forms; i++) {
if (snprintf(out, cap, forms[i], mod, part) < (int)cap && plat_dir_exists(out)) return;
}
out[0] = 0;
}
static int ends_with_ci(const char *s, const char *tail) {
size_t n = strlen(s), t = strlen(tail);
return n >= t && !strcasecmp(s + n - t, tail);
}
// What the ExeFS folder holds: MOD_EXEFS for patches (.ips, .pchtxt), MOD_SUBSDK for code modules (subsdk* plugins, a
// replaced main). main.npdm alone is the process's metadata, not code: it counts as neither.
static int exefs_cb(const char *name, int kind, uint64_t size, void *ctx) {
(void)size;
int *k = ctx;
if (kind != PLAT_FS_FILE) return 1;
if (ends_with_ci(name, ".ips") || ends_with_ci(name, ".pchtxt")) *k |= MOD_EXEFS;
else if (!strncasecmp(name, "subsdk", 6) || !strcasecmp(name, "main")) *k |= MOD_SUBSDK;
return 1;
}
// MOD_CHEATS when the cheats folder holds an Atmosphere cheat file (<build id>.txt).
static int cheats_cb(const char *name, int kind, uint64_t size, void *ctx) {
(void)size;
if (kind == PLAT_FS_FILE && ends_with_ci(name, ".txt")) *(int *)ctx |= MOD_CHEATS;
return 1;
}
// 1 when name is one of the '|'-separated names of list.
static int listed(const char *list, const char *name) {
size_t n = strlen(name);
for (const char *p = list; p && *p;) {
const char *bar = strchr(p, '|');
size_t len = bar ? (size_t)(bar - p) : strlen(p);
if (len == n && !memcmp(p, name, n)) return 1;
p = bar ? bar + 1 : NULL;
}
return 0;
}
// The position of name in the '|'-separated list, or -1.
static int list_pos(const char *list, const char *name) {
size_t n = strlen(name);
int k = 0;
for (const char *p = list; p && *p; k++) {
const char *bar = strchr(p, '|');
size_t len = bar ? (size_t)(bar - p) : strlen(p);
if (len == n && !memcmp(p, name, n)) return k;
p = bar ? bar + 1 : NULL;
}
return -1;
}
static const char *order_list; // TOTK_MODS_ORDER while sorting
static int by_order(const void *a, const void *b) {
const ModInfo *x = a, *y = b;
int px = list_pos(order_list, x->name), py = list_pos(order_list, y->name);
if (px >= 0 && py >= 0) return px - py;
if (px >= 0 || py >= 0) return px >= 0 ? -1 : 1;
return strcmp(x->name, y->name);
}
static const char *problem_name(ModProblem p) {
switch (p) {
case MOD_EMPTY: return "empty";
case MOD_PLUGIN: return "has a code module (subsdk or main), not supported; the whole mod stays off";
case MOD_EXEFS_LATER: return "ExeFS patches wait for a rebuild of the game code; the whole mod stays off";
case MOD_EXEFS_UNSUPPORTED: return "an ExeFS patch file cannot be applied; the whole mod stays off";
case MOD_EXEFS_OTHER: return "its ExeFS patches are for another game version";
case MOD_BAD_NAME: return "its folder name holds '|', which the order list uses; rename the folder";
default: return "ok";
}
}
// ---- ExeFS patch files
static uint32_t fnv(const void *p, size_t n) {
uint32_t h = 0x811C9DC5u;
for (size_t i = 0; i < n; i++) h = (h ^ ((const uint8_t *)p)[i]) * 0x01000193u;
return h;
}
const char *mods_main_build_id(void) {
static char bid[65];
static int read;
if (read) return bid;
read = 1;
char path[2100];
snprintf(path, sizeof path, "%s/main", rt_config()->exefs);
PlatFile *f = plat_file_open(path);
uint8_t head[0x60];
int ok = f && plat_file_pread(f, head, sizeof head, 0) == sizeof head && !memcmp(head, "NSO0", 4);
if (f) plat_file_close(f);
for (int i = 0; ok && i < 32; i++) snprintf(bid + 2 * i, 3, "%02x", head[0x40 + i]);
return bid;
}
// 1 when hex (any case; trailing zeros left out or not) names main's build id; also when main's is unknown.
static int same_build(const char *hex, size_t n) {
const char *bid = mods_main_build_id();
if (!*bid) return 1;
if (!n || n > 64) return 0;
for (size_t i = 0; i < 64; i++) {
char c = i < n ? hex[i] : '0';
if (c >= 'A' && c <= 'F') c = (char)(c - 'A' + 'a');
if (c != bid[i]) return 0;
}
return 1;
}
// build-cache/exefs.status next to totk.exe, read once; "" when there is none.
static const char *exefs_status(void) {
static char *text;
if (text) return text;
char path[2100];
uint64_t n = 0;
if (plat_exe_path(path, sizeof path)) {
char *cut = strrchr(path, '/'), *back = strrchr(path, '\\');
if (back > cut) cut = back;
if (cut) snprintf(cut + 1, sizeof path - (size_t)(cut + 1 - path), "build-cache/exefs.status");
text = (char *)plat_file_read(path, &n);
}
if (!text) text = calloc(1, 1);
return text;
}
// The status line of key: its kind, built-in sets and note, NUL-terminated copies; 0 when none.
static int status_line(const char *key, const char *content, char *kind, char *over, char *note) {
char want[20];
snprintf(want, sizeof want, "%s\t%s\t", key, content);
for (const char *line = exefs_status(); *line;) {
const char *end = strchr(line, '\n');
size_t len = end ? (size_t)(end - line) : strlen(line);
if (len > 18 && !memcmp(line, want, 18)) {
char copy[600];
snprintf(copy, sizeof copy, "%.*s", (int)(len < sizeof copy ? len : sizeof copy - 1), line + 18);
char *t1 = strchr(copy, '\t'), *t2 = t1 ? strchr(t1 + 1, '\t') : NULL;
if (!t1 || !t2) return 0;
*t1 = *t2 = 0;
char *r = strchr(t2 + 1, '\r');
if (r) *r = 0;
snprintf(kind, 16, "%s", copy);
snprintf(over, 256, "%s", strcmp(t1 + 1, "-") ? t1 + 1 : "");
snprintf(note, 256, "%s", t2 + 1);
return 1;
}
line = end ? end + 1 : line + len;
}
return 0;
}
typedef struct {
ModInfo *m;
const char *folder, *rel; // the folder listed and its path in the mod
int unsupported;
} ExefsWalk;
// One file of an exefs folder: its build, then its status line.
static int exefs_file_cb(const char *leaf, int kind, uint64_t size, void *ctx) {
(void)size;
ExefsWalk *w = ctx;
ModInfo *m = w->m;
int ips = ends_with_ci(leaf, ".ips");
if (kind != PLAT_FS_FILE || (!ips && !ends_with_ci(leaf, ".pchtxt"))) return 1;
m->kind |= MOD_EXEFS;
char path[4300], rel[600];
snprintf(path, sizeof path, "%s/%s", w->folder, leaf);
snprintf(rel, sizeof rel, "%s/%s/%s", m->name, w->rel, leaf);
uint64_t n = 0;
char *data = (char *)plat_file_read(path, &n);
if (!data) {
rt_log("mods: %s: cannot read %s", m->name, path);
return 1;
}
int for_main;
if (ips) {
for_main = same_build(leaf, strlen(leaf) - 4);
} else {
char *id = NULL; // after "@nsobid-" at the start of a line
for (char *p = data; !id && p && data + n - p > 8;) {
if (!memcmp(p, "@nsobid-", 8)) id = p + 8;
p = memchr(p, '\n', (size_t)(data + n - p));
if (p) p++;
}
size_t len = 0;
while (id && id + len < data + n && isxdigit((unsigned char)id[len])) len++;
for_main = id && same_build(id, len);
}
char key[9], content[9], kind_s[16], over[256], note[256];
snprintf(key, sizeof key, "%08X", fnv(rel, strlen(rel)));
snprintf(content, sizeof content, "%08X", fnv(data, (size_t)n));
free(data);
if (!for_main) {
m->other_version++;
return 1;
}
if (!status_line(key, content, kind_s, over, note)) {
m->pending++;
m->pending_key = (m->pending_key ^ fnv(key, 8)) * 0x01000193u;
m->pending_key = (m->pending_key ^ fnv(content, 8)) * 0x01000193u;
return 1;
}
if (!strcmp(kind_s, "unsupported")) {
if (!w->unsupported) snprintf(m->note, sizeof m->note, "%s: %s", leaf, note);
w->unsupported = 1;
} else if (!strcmp(kind_s, "code") && m->nsets < (int)(sizeof m->sets / sizeof *m->sets)) {
m->sets[m->nsets++] = (uint32_t)strtoul(key, NULL, 16);
size_t k = strlen(m->overrides);
if (*over) snprintf(m->overrides + k, sizeof m->overrides - k, "%s%s", k ? "," : "", over);
} else if (!strcmp(kind_s, "other")) {
m->other_version++;
}
return 1;
}
// atmosphere/exefs_patches/<name>/ of a mod: each <name> folder's files.
static int exefs_patches_cb(const char *leaf, int kind, uint64_t size, void *ctx) {
(void)size;
ExefsWalk *w = ctx;
if (kind != PLAT_FS_DIR) return 1;
char folder[4300], rel[600];
snprintf(folder, sizeof folder, "%s/%s", w->folder, leaf);
snprintf(rel, sizeof rel, "atmosphere/exefs_patches/%s", leaf);
ExefsWalk sub = {w->m, folder, rel, 0};
plat_fs_list(folder, exefs_file_cb, &sub);
w->unsupported |= sub.unsupported;
return 1;
}
// The ExeFS patch files of mod m (folder path): 1 when one cannot be applied.
static int exefs_check(ModInfo *m, const char *path) {
ExefsWalk w = {m, m->exefs, m->exefs + strlen(path) + 1, 0};
if (m->exefs[0]) plat_fs_list(m->exefs, exefs_file_cb, &w);
char patches[2200];
snprintf(patches, sizeof patches, "%s/atmosphere/exefs_patches", path);
ExefsWalk at = {m, patches, "", 0};
if (plat_dir_exists(patches)) plat_fs_list(patches, exefs_patches_cb, &at);
return w.unsupported || at.unsupported;
}
// One mod folder of the scan.
static int scan_cb(const char *name, int kind, uint64_t size, void *ctx) {
(void)size;
const char *disabled = ctx;
if (kind != PLAT_FS_DIR) return 1;
if (nmods == MAX_MODS) {
rt_log("mods: more than %d folders in %s; the rest are left out", MAX_MODS, dir);
return 0;
}
ModInfo *m = &mods[nmods];
memset(m, 0, sizeof *m);
char path[2100];
if (snprintf(m->name, sizeof m->name, "%s", name) >= (int)sizeof m->name ||
snprintf(path, sizeof path, "%s/%s", dir, name) >= (int)sizeof path) {
rt_log("mods: %s: name too long, left out", name);
return 1;
}
find_root(path, "romfs", m->romfs, sizeof m->romfs);
if (!m->romfs[0]) find_root(path, "romfslite", m->romfs, sizeof m->romfs);
find_root(path, "exefs", m->exefs, sizeof m->exefs);
find_root(path, "cheats", m->cheats, sizeof m->cheats);
if (m->romfs[0] && has_file(m->romfs)) m->kind |= MOD_ROMFS;
if (m->exefs[0]) plat_fs_list(m->exefs, exefs_cb, &m->kind);
if (m->cheats[0]) plat_fs_list(m->cheats, cheats_cb, &m->kind);
int unsupported = exefs_check(m, path);
// a mod whose code part the port cannot use is off as a whole: its RomFS files may expect that code
m->problem = strchr(m->name, '|') ? MOD_BAD_NAME
: m->kind & MOD_SUBSDK ? MOD_PLUGIN
: unsupported ? MOD_EXEFS_UNSUPPORTED
: m->pending ? MOD_EXEFS_LATER
: m->nsets || m->kind & (MOD_ROMFS | MOD_CHEATS) ? MOD_OK
: m->kind & MOD_EXEFS ? MOD_EXEFS_OTHER
: MOD_EMPTY;
m->enabled = !listed(disabled, m->name);
nmods++;
return 1;
}
void mods_scan(void) {
static int done;
if (done) return;
done = 1;
const char *d = cfg_get("TOTK_MODS_DIR");
if (d && *d) {
snprintf(dir, sizeof dir, "%s", d);
} else {
char exe[2048];
if (!plat_exe_path(exe, sizeof exe)) return;
char *cut = strrchr(exe, '/'), *back = strrchr(exe, '\\');
if (back > cut) cut = back;
if (!cut) return;
*cut = 0;
snprintf(dir, sizeof dir, "%s/mods", exe);
}
if (!plat_dir_exists(dir)) {
rt_log("mods: no folder %s", dir);
return;
}
mods = calloc(MAX_MODS, sizeof *mods);
if (!mods) return;
plat_fs_list(dir, scan_cb, (void *)cfg_get("TOTK_MODS_DISABLED"));
order_list = cfg_get("TOTK_MODS_ORDER");
qsort(mods, nmods, sizeof *mods, by_order);
order_list = NULL;
for (int i = 0; i < nmods; i++) {
snprintf(start_order[i], sizeof start_order[i], "%s", mods[i].name);
start_enabled[i] = mods[i].enabled;
const ModInfo *m = &mods[i];
rt_log("mods: %s: %s,%s%s%s%s%s, %s%s%s", m->name, m->enabled ? "on" : "off", m->kind & MOD_ROMFS ? " romfs" : "",
m->kind & MOD_EXEFS ? " exefs" : "", m->kind & MOD_SUBSDK ? " subsdk" : "",
m->kind & MOD_CHEATS ? " cheats" : "", m->kind ? "" : " no files", problem_name(m->problem),
m->note[0] ? ": " : "", m->note);
}
rt_log("mods: %d folders in %s", nmods, dir);
}
void mods_exefs_switch(void) {
mods_scan();
for (int i = 0; i < nmods; i++) {
const ModInfo *m = &mods[i];
if (!start_enabled[i] || m->problem != MOD_OK || !m->nsets) continue;
for (int k = 0; k < m->nsets; k++) {
char name[32];
snprintf(name, sizeof name, "mod_%08x", m->sets[k]);
int set = rt_patch_set(name);
if (set >= 0) rt_patch_switch(set, 1);
else rt_log("mods: %s: patch set %s is not in this build", m->name, name);
}
char over[256];
snprintf(over, sizeof over, "%s", m->overrides);
for (char *s = strtok(over, ","); s; s = strtok(NULL, ",")) {
int set = rt_patch_set(s);
if (set >= 0) rt_patch_switch(set, 0);
rt_log("mods: %s replaces the port's patch set %s; it stays off", m->name, s);
}
rt_log("mods: %s: %d ExeFS patch files on", m->name, m->nsets);
}
}
int mods_exefs_pending(uint32_t *key) {
int n = 0;
for (int i = 0; i < nmods; i++) {
if (!start_enabled[i] || mods[i].problem != MOD_EXEFS_LATER) continue;
n += (int)mods[i].pending;
*key = (*key ^ mods[i].pending_key) * 0x01000193u;
}
return n;
}
const char *mods_dir(void) { return dir; }
int mods_count(void) { return nmods; }
ModInfo *mods_at(int i) { return i >= 0 && i < nmods ? &mods[i] : NULL; }
// TOTK_MODS_ORDER as every listed name top first; TOTK_MODS_DISABLED as the switched-off names. A name holding '|'
// would split into two; it is left out of both (its mod is unusable anyway).
static void write_keys(void) {
size_t cap = (size_t)nmods * 257 + 1;
char *order = calloc(cap, 1), *off = calloc(cap, 1);
if (order && off) {
for (int i = 0; i < nmods; i++) {
if (mods[i].problem == MOD_BAD_NAME) continue;
if (*order) strcat(order, "|");
strcat(order, mods[i].name);
if (!mods[i].enabled) {
if (*off) strcat(off, "|");
strcat(off, mods[i].name);
}
}
cfg_set("TOTK_MODS_ORDER", order);
cfg_set("TOTK_MODS_DISABLED", off);
}
free(order);
free(off);
}
void mods_set_enabled(int i, int on) {
if (i < 0 || i >= nmods) return;
mods[i].enabled = on != 0;
write_keys();
}
void mods_move(int i, int delta) {
int j = i + delta;
if (i < 0 || i >= nmods || j < 0 || j >= nmods || i == j) return;
ModInfo t = mods[i];
mods[i] = mods[j];
mods[j] = t;
write_keys();
}
int mods_changed(void) {
for (int i = 0; i < nmods; i++)
if (strcmp(mods[i].name, start_order[i]) || mods[i].enabled != start_enabled[i]) return 1;
return 0;
}
+57
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// Player mods (mods.c): one folder per mod under mods/ next to totk.exe (TOTK_MODS_DIR), unpacked as emulators take
// them: <mod>/romfs, <mod>/exefs and <mod>/cheats, the Atmosphere layout (atmosphere/contents/<title id>/romfs,
// atmosphere/exefs_patches/<name>/*.ips) or TKMM's merged output (romfs or romfslite, exefs, cheats). ExeFS patch
// files (.ips, .pchtxt) for the game's main are patch sets the setup builds into the game (tools/exefs_patches.py),
// switched with their mod (mods_exefs_switch). The list is scanned once at start (romfs.c overlay_init);
// its order and switches live in totk.ini [mods] (TOTK_MODS_ORDER: names top first, separated by '|';
// TOTK_MODS_DISABLED: names switched off). The top mod wins a file two mods replace.
#pragma once
#include <stdint.h>
enum { MOD_ROMFS = 1, MOD_EXEFS = 2, MOD_SUBSDK = 4, MOD_CHEATS = 8 }; // ModInfo.kind bits
typedef enum {
MOD_OK,
MOD_EMPTY, // no RomFS file, no ExeFS patch, no cheat file
MOD_PLUGIN, // has code modules (exefs/subsdk*, a replaced exefs/main): the port has no module loader, so the
// whole mod stays off (its RomFS files may expect that code)
MOD_EXEFS_LATER, // has ExeFS patches for this game's main that the game was built without: the rebuild at the
// next start builds them in; the whole mod stays off until then
MOD_EXEFS_UNSUPPORTED, // an ExeFS patch file the port cannot apply (note says why): the whole mod stays off
MOD_EXEFS_OTHER, // only ExeFS patches, all for another game version
MOD_BAD_NAME, // its folder name holds '|', the separator of the order keys
} ModProblem;
typedef struct {
char name[256]; // folder name, UTF-8
char romfs[2048]; // UTF-8 path of its RomFS root; "" none
char exefs[2048]; // UTF-8 path of its ExeFS folder; "" none
char cheats[2048]; // UTF-8 path of its cheats folder; "" none
int kind, enabled;
ModProblem problem;
uint32_t replaced, added, overridden; // romfs.c: files served (replacing / added), files a higher mod serves
uint32_t other_version; // files for another game version (RomFS *.Product.<n>.*, ExeFS patches
// for another build), not used
char overridden_by[256]; // the first higher mod that took one of its files
char note[256]; // MOD_EXEFS_UNSUPPORTED: why
uint32_t pending, pending_key; // ExeFS patch files the build lacks; FNV-1a of their names and contents
int nsets;
uint32_t sets[16]; // the built patch sets mod_<hash> of its ExeFS patch files
char overrides[256]; // the port's own patch sets its patches replace, comma separated
} ModInfo;
void mods_scan(void); // once; later calls return at once
const char *mods_dir(void); // the folder scanned (default: <dir of totk.exe>/mods)
int mods_count(void);
ModInfo *mods_at(int i); // 0 = top of the order; NULL out of range
// Menu edits (present path). They change the list mods_at shows and write TOTK_MODS_ORDER / TOTK_MODS_DISABLED with
// cfg_set; romfs.c used the start state, so they apply at the next start.
void mods_set_enabled(int i, int on);
void mods_move(int i, int delta); // -1 up, +1 down; nothing at the ends
int mods_changed(void); // 1 when the order or a switch differs from the start
// After rt_patches_init: the patch sets of the enabled mods' ExeFS patches on, the port's own sets they replace off.
void mods_exefs_switch(void);
// The ExeFS patch files of the enabled mods that the build lacks, their FNV-1a mixed into *key (cheats.c starts the
// rebuild for them).
int mods_exefs_pending(uint32_t *key);
// The hex of the game main's build id (64 digits), "" when exefs/main cannot be read.
const char *mods_main_build_id(void);
+130
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@@ -0,0 +1,130 @@
// --probe-mods: the mods folder scan, its order and switches (mods.c). Builds a mods folder of its own next to totk.exe,
// scans it and removes it. Needs no game files.
#include <stdio.h>
#include <string.h>
#include "cfg.h"
#include "host.h"
#include "mods.h"
#include "platform/platform.h"
static int fails;
#define CHECK(c, what) do { if (!(c)) { fails++; fprintf(stderr, "FAIL mods: %s\n", what); } } while (0)
#define EQ(a, b) ((a) && !strcmp((a), (b)))
// root/rel as a file of a few bytes (rel ends in '/': a folder), with every folder above it.
static void put(const char *root, const char *rel) {
char p[2048];
snprintf(p, sizeof p, "%s/%s", root, rel);
char *slash = strrchr(p, '/');
*slash = 0;
plat_file_mkdir_p(p);
*slash = '/';
if (slash[1]) plat_file_write(p, "probe", 5);
}
static int remove_cb(const char *name, int kind, uint64_t size, void *ctx);
static void remove_tree(const char *dir) {
plat_fs_list(dir, remove_cb, (void *)dir);
plat_fs_rmdir(dir);
}
static int remove_cb(const char *name, int kind, uint64_t size, void *ctx) {
(void)size;
char sub[2048];
snprintf(sub, sizeof sub, "%s/%s", (const char *)ctx, name);
if (kind == PLAT_FS_DIR) remove_tree(sub);
else plat_fs_unlink(sub);
return 1;
}
// s ends in tail, either path separator matching either.
static int ends_with(const char *s, const char *tail) {
size_t n = strlen(s), t = strlen(tail);
if (n < t) return 0;
for (size_t i = 0; i < t; i++) {
char a = s[n - t + i], b = tail[i];
if (a == '\\') a = '/';
if (b == '\\') b = '/';
if (a != b) return 0;
}
return 1;
}
int probe_mods(void) {
char root[1024];
if (!plat_exe_path(root, sizeof root)) return 1;
char *cut = strrchr(root, '/'), *back = strrchr(root, '\\');
if (back > cut) cut = back;
if (!cut) return 1;
strcpy(cut + 1, "mods-probe");
remove_tree(root);
plat_file_mkdir_p(root);
static const char *const files[] = {
"A/romfs/x.bin", "B/atmosphere/contents/0100F2C0115B6000/romfs/x.bin",
"C/contents/0100F2C0115B6000/romfs/y.bin", "D/exefs/main.pchtxt", "E/exefs/subsdk9", "F/romfs/",
"G/romfs/z.bin", "G/exefs/1234.ips", "Ultra \xD0\x96/romfs/u.bin",
"H/romfs/h.bin", "H/exefs/subsdk9", "I/romfs/i.bin", "I/exefs/main", "J/cheats/0123456789ABCDEF.txt",
"K/romfslite/k.bin", "L/romfs/l.bin", "L/cheats/0123456789ABCDEF.txt", "L/exefs/main.npdm",
};
for (size_t i = 0; i < sizeof files / sizeof *files; i++) put(root, files[i]);
// an IPS file for this game's main (any file counts as one when main cannot be read), in Atmosphere's layout
char ips[160];
snprintf(ips, sizeof ips, "M/atmosphere/exefs_patches/x/%s.ips", *mods_main_build_id() ? mods_main_build_id() : "0");
put(root, ips);
cfg_set("TOTK_MODS_DIR", root);
cfg_set("TOTK_MODS_ORDER", "B|A|Gone");
cfg_set("TOTK_MODS_DISABLED", "C");
mods_scan();
static const char *const order[] = {"B", "A", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M",
"Ultra \xD0\x96"};
enum { N = sizeof order / sizeof *order };
CHECK(mods_count() == N, "fourteen mod folders");
int in_order = mods_count() == N;
for (int i = 0; in_order && i < N; i++) in_order = EQ(mods_at(i)->name, order[i]);
CHECK(in_order, "order: mods_order first, the rest by name");
if (mods_count() == N && in_order) {
ModInfo *a = mods_at(1), *b = mods_at(0), *c = mods_at(2), *d = mods_at(3), *e = mods_at(4), *f = mods_at(5),
*g = mods_at(6), *hm = mods_at(7), *im = mods_at(8), *jm = mods_at(9), *km = mods_at(10),
*lm = mods_at(11), *mm = mods_at(12), *u = mods_at(13);
CHECK(hm->kind == (MOD_ROMFS | MOD_SUBSDK) && hm->problem == MOD_PLUGIN, "RomFS + subsdk plugin: unusable");
CHECK(im->kind == (MOD_ROMFS | MOD_SUBSDK) && im->problem == MOD_PLUGIN, "RomFS + replaced exefs/main");
CHECK(ends_with(b->romfs, "B/atmosphere/contents/0100F2C0115B6000/romfs"), "Atmosphere RomFS root");
CHECK(ends_with(c->romfs, "C/contents/0100F2C0115B6000/romfs"), "contents RomFS root");
CHECK(ends_with(a->romfs, "A/romfs") && a->kind == MOD_ROMFS && a->problem == MOD_OK, "plain RomFS mod");
CHECK(!c->enabled && a->enabled && b->enabled && g->enabled && u->enabled, "mods_disabled switches C off");
CHECK(d->kind == MOD_EXEFS && d->problem == MOD_EXEFS_OTHER && d->other_version == 1,
"ExeFS patch mod without a build id: another version's");
CHECK(e->problem == MOD_PLUGIN, "subsdk-only mod is a plugin mod");
CHECK(f->problem == MOD_EMPTY, "empty RomFS folder");
CHECK(g->kind == (MOD_ROMFS | MOD_EXEFS) && g->problem == MOD_OK && g->other_version == 1,
"RomFS + another version's ExeFS patch: the RomFS is used");
CHECK(mm->kind == MOD_EXEFS && mm->problem == MOD_EXEFS_LATER && mm->pending == 1,
"an ExeFS patch for main the build lacks waits for the rebuild");
CHECK(jm->kind == MOD_CHEATS && jm->problem == MOD_OK && ends_with(jm->cheats, "J/cheats"),
"cheats-only mod");
CHECK(km->kind == MOD_ROMFS && km->problem == MOD_OK && ends_with(km->romfs, "K/romfslite"), "TKMM romfslite");
CHECK(lm->kind == (MOD_ROMFS | MOD_CHEATS) && lm->problem == MOD_OK, "RomFS + cheats, main.npdm is no code");
CHECK(u->kind == MOD_ROMFS && ends_with(u->romfs, "Ultra \xD0\x96/romfs"), "Unicode folder name");
CHECK(!mods_changed(), "nothing changed after the scan");
mods_move(1, -1);
CHECK(EQ(mods_at(0)->name, "A") && EQ(mods_at(1)->name, "B"), "move up");
CHECK(EQ(cfg_get("TOTK_MODS_ORDER"), "A|B|C|D|E|F|G|H|I|J|K|L|M|Ultra \xD0\x96"),
"order written without the gone name");
mods_move(0, -1);
CHECK(EQ(mods_at(0)->name, "A"), "move up at the top does nothing");
mods_move(N - 1, 1);
CHECK(EQ(mods_at(N - 1)->name, "Ultra \xD0\x96"), "move down at the bottom does nothing");
mods_set_enabled(2, 1);
const char *dis = cfg_get("TOTK_MODS_DISABLED");
CHECK(mods_at(2)->enabled && (!dis || !*dis), "switching C on empties mods_disabled");
mods_set_enabled(0, 0);
CHECK(EQ(cfg_get("TOTK_MODS_DISABLED"), "A"), "switching A off writes it");
CHECK(mods_changed(), "changes seen");
}
remove_tree(root);
printf("mods: %s\n", fails ? "FAIL" : "ok");
return fails ? 1 : 0;
}
+230
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@@ -0,0 +1,230 @@
// Horizon OS nfp:user IPC service implementation (nn::nfp::detail::IUserManager & IUser).
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "amiibo.h"
#include "host.h"
#include "ipc.h"
#include "kernel.h"
#include "nfp.h"
// Simulated NFC device handle: ID 1
static const uint8_t g_device_handle[8] = { 1, 0, 0, 0, 0, 0, 0, 0 };
typedef struct {
uint32_t activate_event; // writable handle
uint32_t deactivate_event; // writable handle
uint32_t avail_event; // writable handle
} NfpUserState;
static void nfp_user_close(void *p) {
NfpUserState *st = p;
if (st) {
if (st->activate_event) kern_handle_close(st->activate_event);
if (st->deactivate_event) kern_handle_close(st->deactivate_event);
if (st->avail_event) kern_handle_close(st->avail_event);
free(st);
}
rt_log("nfp: IUser session closed");
}
// Handler for nn::nfp::detail::IUser
static void nfp_user_handler(IpcSession *s, const IpcRequest *rq, IpcResponse *rs) {
NfpUserState *st = (NfpUserState *)s->state;
switch (rq->cmd) {
case 0: { // InitializeNfp(u64 aruid, u64 m_pid, pid, buffer<unknown, 5>)
rt_log("nfp: Initialize");
rs->result = 0;
return;
}
case 1: { // FinalizeNfp()
rt_log("nfp: Finalize");
amiibo_stop_detection();
amiibo_unmount();
rs->result = 0;
return;
}
case 2: { // ListDevicesNfp() -> (s32 total_out, buffer<DeviceHandle, 0xa>)
int32_t count = amiibo_is_device_present() ? 1 : 0;
IPC_OUT(rs, count);
if (count > 0 && rq->nb > 0 && rq->b[0].size >= sizeof(g_device_handle)) {
void *dst = ipc_guest(rq->b[0].addr, sizeof(g_device_handle));
memcpy(dst, g_device_handle, sizeof(g_device_handle));
}
rs->result = 0;
return;
}
case 3: { // StartDetectionNfp(DeviceHandle)
amiibo_start_detection();
if (amiibo_has_tag() && st && st->activate_event) {
kern_event_signal(st->activate_event);
}
rs->result = 0;
return;
}
case 4: { // StopDetectionNfp(DeviceHandle)
amiibo_stop_detection();
rs->result = 0;
return;
}
case 5: { // MountNfp(DeviceHandle, u32 ModelType, u32 MountTarget)
if (!amiibo_has_tag()) {
rs->result = 0x8073u; // Device/Tag not found
return;
}
amiibo_mount();
rs->result = 0;
return;
}
case 6: { // UnmountNfp(DeviceHandle)
amiibo_unmount();
if (st && st->deactivate_event) {
kern_event_signal(st->deactivate_event);
}
rs->result = 0;
return;
}
case 7: { // OpenApplicationAreaNfp(DeviceHandle, u32 access_id)
if (!amiibo_is_mounted()) {
rs->result = 0x927Fu; // not mounted
return;
}
rs->result = 0;
return;
}
case 8: { // GetApplicationAreaNfp(DeviceHandle) -> (u32 size, buffer<data, 0x6>)
if (!amiibo_is_mounted()) {
rs->result = 0x927Fu;
return;
}
uint32_t area_size = 0xD8;
if (rq->nb > 0 && rq->b[0].size > 0) {
void *dst = ipc_guest(rq->b[0].addr, rq->b[0].size);
area_size = (uint32_t)amiibo_get_application_area(dst, (uint32_t)rq->b[0].size);
}
IPC_OUT(rs, area_size);
rs->result = 0;
return;
}
case 13: { // GetTagInfoNfp(DeviceHandle) -> buffer<TagInfo, 0x1a>
if (!amiibo_has_tag() && !amiibo_is_mounted()) {
rs->result = 0x8073u;
return;
}
if (rq->nb > 0 && rq->b[0].size >= 0x58) {
void *dst = ipc_guest(rq->b[0].addr, 0x58);
amiibo_get_tag_info(dst);
}
rs->result = 0;
return;
}
case 14: { // GetRegisterInfoNfp(DeviceHandle) -> buffer<RegisterInfo, 0x1a>
if (!amiibo_is_mounted()) {
rs->result = 0x927Fu;
return;
}
if (rq->nb > 0 && rq->b[0].size >= 0x100) {
void *dst = ipc_guest(rq->b[0].addr, 0x100);
amiibo_get_register_info(dst);
}
rs->result = 0;
return;
}
case 15: { // GetCommonInfoNfp(DeviceHandle) -> buffer<CommonInfo, 0x1a>
if (!amiibo_is_mounted()) {
rs->result = 0x927Fu;
return;
}
if (rq->nb > 0 && rq->b[0].size >= 0x40) {
void *dst = ipc_guest(rq->b[0].addr, 0x40);
amiibo_get_common_info(dst);
}
rs->result = 0;
return;
}
case 16: { // GetModelInfoNfp(DeviceHandle) -> buffer<ModelInfo, 0x1a>
if (!amiibo_is_mounted()) {
rs->result = 0x927Fu;
return;
}
if (rq->nb > 0 && rq->b[0].size >= 0x40) {
void *dst = ipc_guest(rq->b[0].addr, 0x40);
amiibo_get_model_info(dst);
}
rs->result = 0;
return;
}
case 17: { // GetActivateEventHandleNfp(DeviceHandle) -> handle<copy>
if (st && st->activate_event) {
rs->copy[rs->ncopy++] = kern_event_readable(st->activate_event);
}
rs->result = 0;
return;
}
case 18: { // GetDeactivateEventHandleNfp(DeviceHandle) -> handle<copy>
if (st && st->deactivate_event) {
rs->copy[rs->ncopy++] = kern_event_readable(st->deactivate_event);
}
rs->result = 0;
return;
}
case 19: { // GetStateNfp() -> u32 state
uint32_t state = 1; // Initialized
IPC_OUT(rs, state);
rs->result = 0;
return;
}
case 20: { // GetDeviceStateNfp(DeviceHandle) -> u32 device_state
uint32_t dev_state = (uint32_t)amiibo_get_device_state();
IPC_OUT(rs, dev_state);
rs->result = 0;
return;
}
case 21: { // GetNpadIdNfp(DeviceHandle) -> u32 npad_id
uint32_t npad_id = 0; // Handheld / Player 1
IPC_OUT(rs, npad_id);
rs->result = 0;
return;
}
case 22: { // GetApplicationAreaSizeNfp(DeviceHandle) -> u32 size
uint32_t size = 0xD8;
IPC_OUT(rs, size);
rs->result = 0;
return;
}
case 23: { // GetAvailabilityChangeEventHandleNfp() -> handle<copy>
if (st && st->avail_event) {
rs->copy[rs->ncopy++] = kern_event_readable(st->avail_event);
}
rs->result = 0;
return;
}
default:
ipc_unimplemented(s, rq);
}
}
// Handler for nn::nfp::detail::IUserManager (nfp:user)
void nfp_user_manager_handler(IpcSession *s, const IpcRequest *rq, IpcResponse *rs) {
switch (rq->cmd) {
case 0: { // CreateUserInterface() -> move handle to IUser
NfpUserState *st = calloc(1, sizeof(*st));
if (!st) rt_fatal("nfp: failed to allocate user state");
st->activate_event = kern_event_new();
st->deactivate_event = kern_event_new();
st->avail_event = kern_event_new();
// Signal availability immediately so game detects reader
kern_event_signal(st->avail_event);
uint32_t user_session = ipc_session_new("nfp:IUser", nfp_user_handler, st, nfp_user_close);
rs->move[rs->nmove++] = user_session;
rs->result = 0;
rt_log("nfp: created IUser session handle %#x", user_session);
return;
}
default:
ipc_unimplemented(s, rq);
}
}
+14
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@@ -0,0 +1,14 @@
// Nintendo Figurine Platform (nfp:user) Horizon OS IPC service emulation.
#pragma once
#include "ipc.h"
#ifdef __cplusplus
extern "C" {
#endif
// sm: handler for "nfp:user" (nn::nfp::detail::IUserManager)
void nfp_user_manager_handler(IpcSession *s, const IpcRequest *rq, IpcResponse *rs);
#ifdef __cplusplus
}
#endif
+114 -4
View File
@@ -75,14 +75,118 @@ static void put_hdr(uint8_t *p, uint32_t op, uint32_t size) {
memcpy(p, &h, sizeof h);
}
// 1.4.3 initializes and finalizes command buffers about 2000 times a second while a scene loads and several times a
// frame in play, and its two largest per-frame recordings take 1-2 MiB. Freeing the recording buffer at Finalize made
// every new recording grow again from 64 KiB through up to five reallocations and copies, the last ones fresh 1-2 MiB
// blocks the heap takes from the system: new commit and zero-filled pages twice a frame. Those growths were most of the
// process's new commit requests, so when the system ran short for a moment (a Depths load at render scale 200 on 16 GB)
// a 1 MiB growth was the allocation that failed. Finalized buffers therefore wait in a small pool for the next
// recording, and a failed allocation waits for memory instead of ending the game (realloc_wait).
#define POOL_SLOTS 16
#define POOL_MAX_BYTES ((size_t)4 << 20) // a larger buffer (a recording that inlined a big one) goes back to the heap
static PlatMutex pool_lock = PLAT_MUTEX_INIT;
static struct { uint8_t *p; size_t size; } pool[POOL_SLOTS];
static uint32_t npool;
// The largest pooled buffer and its size, or NULL: the largest, so the big per-frame recordings stop growing once the
// pool holds enough buffers of their size.
static uint8_t *pool_take(size_t *size) {
uint8_t *p = NULL;
plat_mutex_lock(&pool_lock);
if (npool) {
uint32_t best = 0;
for (uint32_t i = 1; i < npool; i++)
if (pool[i].size > pool[best].size) best = i;
p = pool[best].p;
*size = pool[best].size;
pool[best] = pool[--npool];
}
plat_mutex_unlock(&pool_lock);
return p;
}
// Keeps a finalized buffer when the pool has room or holds a smaller one (which is freed instead).
static void pool_put(uint8_t *p, size_t size) {
if (!p) return;
if (size <= POOL_MAX_BYTES) {
plat_mutex_lock(&pool_lock);
if (npool < POOL_SLOTS) {
pool[npool].p = p;
pool[npool++].size = size;
p = NULL;
} else {
uint32_t small = 0;
for (uint32_t i = 1; i < npool; i++)
if (pool[i].size < pool[small].size) small = i;
if (pool[small].size < size) {
uint8_t *drop = pool[small].p;
pool[small].p = p;
pool[small].size = size;
p = drop;
}
}
plat_mutex_unlock(&pool_lock);
}
free(p);
}
static void pool_drain(void) {
plat_mutex_lock(&pool_lock);
while (npool) free(pool[--npool].p);
plat_mutex_unlock(&pool_lock);
}
// realloc that waits out a short commit shortage: Windows refuses commit beyond the current limit while it grows a
// system-managed page file, so the same request succeeds a moment later, and a stall of some frames is better than
// ending the game. Frees the pooled buffers first. NULL only after about 30 s without memory; the caller ends the game.
// Never called with a lock held.
static void *realloc_wait(void *old, size_t n, const char *what) {
void *p = realloc(old, n);
if (p) return p;
pool_drain();
static uint32_t reports;
int report = __atomic_fetch_add(&reports, 1, __ATOMIC_RELAXED) < 8;
if (report) {
double proc, used, limit;
plat_commit_info(&proc, &used, &limit);
rt_log("nvn: %s of %zu bytes failed (memory commit: this process %.0f MB, the system %.0f of %.0f MB); waiting "
"for memory", what, n, proc, used, limit);
}
uint64_t t0 = plat_now_ms();
while (plat_now_ms() - t0 < 30000) {
plat_sleep_ms(10);
if ((p = realloc(old, n))) {
if (report)
rt_log("nvn: %s of %zu bytes succeeded after %llu ms", what, n,
(unsigned long long)(plat_now_ms() - t0));
return p;
}
}
return NULL;
}
static void cmd_reserve(cmd_t *o, size_t need) {
if (o->seg && o->cur + need + OP_RESERVE <= o->end) return;
if (!o->seg) { // the first record since Initialize: a pooled buffer when one waits
size_t size = 0;
uint8_t *p = pool_take(&size);
if (p) {
o->seg = o->cur = p;
o->end = p + size;
if (need + OP_RESERVE <= size) return;
}
}
size_t used = o->seg ? (size_t)(o->cur - o->seg) : 0;
size_t cap = o->seg ? (size_t)(o->end - o->seg) : 0;
if (!cap) cap = 64 << 10;
while (used + need + OP_RESERVE > cap) cap *= 2;
uint8_t *b = realloc(o->seg, cap);
if (!b) rt_fatal("nvn: command recording buffer of %zu bytes", cap);
uint8_t *b = realloc_wait(o->seg, cap, "command recording buffer");
// Still failing after the wait: the system has no commit left (the fatal report states it), or seg is no block of
// ours: a command buffer object the game overwrote or copied shows a wrong magic or more used than its old size.
if (!b)
rt_fatal("nvn: command recording buffer of %zu bytes (command buffer %p, magic %#x, buffer %p of %zu bytes, %zu "
"used, %zu asked)", cap, (void *)o, o->magic, (void *)o->seg, o->seg ? (size_t)(o->end - o->seg) : 0,
used, need);
o->seg = b;
o->cur = b + used;
o->end = b + cap;
@@ -230,7 +334,7 @@ static uint64_t copy_touch(uint64_t handle, uint64_t now, const char *what) {
// into one host block of its exact size. One allocation and one copy: growing the copy record by record cost the
// game's main thread about 1 ms a frame in reallocations and small copies (1.4.3, field).
static uint8_t *flatten_recording(const uint8_t *p, size_t n) {
uint8_t *out = malloc(sizeof(copy_prefix) + n);
uint8_t *out = realloc_wait(NULL, sizeof(copy_prefix) + n, "command copy");
if (!out) rt_fatal("nvn: command copy allocation");
memcpy(out + sizeof(copy_prefix), p, n);
for (size_t at = 0;;) { // the records stay checked: a corrupt one stops here, not in the replay
@@ -312,6 +416,12 @@ static void release_copies(uintptr_t lo, uintptr_t hi) {
// at ~0 / 0 so NVN 55 inline code never finds room and calls the API (nvn_obj.h cmd_t)
NVN_API(nvnCommandBufferInitialize) {
cmd_t *o = cmd_of(c);
// Initialize over an object that was never finalized drops its recording buffer (seg lives in host memory). Logged
// only: the old bytes may be a copy whose buffer another object owns, so freeing it here is not safe.
static uint32_t reinits;
if (o->magic == CMD_MAGIC && o->seg && __atomic_fetch_add(&reinits, 1, __ATOMIC_RELAXED) < 8)
rt_log("nvn: Initialize over the command buffer %p, which was not finalized; its %zu-byte recording buffer %p "
"is dropped", (void *)o, (size_t)(o->end - o->seg), (void *)o->seg);
memset(o, 0, sizeof *o);
o->magic = CMD_MAGIC;
o->dev = arg_p(c, 1);
@@ -323,7 +433,7 @@ NVN_API(nvnCommandBufferInitialize) {
// void nvnCommandBufferFinalize(NVNcommandBuffer *cmd): handles outlive their recorder
NVN_API(nvnCommandBufferFinalize) {
cmd_t *o = cmd_of(c);
free(o->seg);
pool_put(o->seg, (size_t)(o->end - o->seg));
o->seg = o->cur = o->end = NULL;
o->magic = 0;
cb_set_disabled(o, CB_NO_COMMAND | CB_NO_CONTROL, 0);
+6 -3
View File
@@ -323,8 +323,11 @@ NVN_API(nvnTextureReadTexelsStrided) { read_texels(c, 1); }
NVN_API(nvnTextureWriteTexels) { write_texels(c, 0); }
NVN_API(nvnTextureWriteTexelsStrided) { write_texels(c, 1); }
// void nvnTexture{Flush,Invalidate}Texels(const NVNtexture *t, const NVNtextureView *v, const NVNcopyRegion *r): texel
// access is coherent
NVN_API(nvnTextureFlushTexels) { (void)c; }
// access is coherent; flush marks the storage as written for re-upload
NVN_API(nvnTextureFlushTexels) {
const tex_t *t = arg_p(c, 0);
if (t && t->mem && !nvn_gpu_only((uintptr_t)t->mem)) nvn_guest_written((uintptr_t)t->mem, t->L.size);
}
NVN_API(nvnTextureInvalidateTexels) { (void)c; }
// ---------- Samplers
@@ -633,7 +636,7 @@ NVN_API(nvnWindowSetCrop) {
// ---------- Present pacing
// The vsync thread ticks at a fixed 60 Hz whatever the monitor does, so one game frame lasts `interval` ticks. With
// the real-time frame step (frame_rate.c) game speed does not depend on the interval, so a frame is shown when it is
// ready, at most at the frame limit (TOTK_FPS_LIMIT: 30 to 360 per second or the monitor's rate): holding it to the
// ready, at most at the frame limit (TOTK_FPS_LIMIT: 30 to 240 per second or the monitor's rate): holding it to the
// 2nd or 3rd tick would only add latency and 50 ms frames.
#define VSYNC_HZ 60ull
static uint64_t present_period(const win_t *o) {
+49 -20
View File
@@ -348,6 +348,13 @@ static int event_works(uint64_t ev, int autoclear) {
return !before && after && again == !autoclear;
}
// A manual-clear system event an override signalled when binding it: set, and still set on a second wait.
static int event_set(uint64_t ev) {
static uint64_t try_wait;
if (!try_wait && !(try_wait = ldr_symbol(TRY_WAIT_SYSTEM_EVENT))) rt_fatal("probe-services: no %s", TRY_WAIT_SYSTEM_EVENT);
return (uint8_t)rt_call(gc, try_wait, 1, ev) && (uint8_t)rt_call(gc, try_wait, 1, ev);
}
static void probe_applet(void) {
uint8_t *report = guest_alloc(0x100);
uint64_t uid[2] = {1, 2};
@@ -357,21 +364,28 @@ static void probe_applet(void) {
"AddInternetConnectionStatus");
CHECK(CALL("nfp.Initialize", 0) == 0 && (uint32_t)CALL("nfp.GetState", 0) == 1, "nfp initialize");
uint8_t handles[64];
int32_t count = 7;
CHECK((uint32_t)CALL("nfp.ListDevices", U(handles), U(&count), 4) == 0x8073 && count == 0, "nfp ListDevices");
int32_t count = 0;
CHECK((uint32_t)CALL("nfp.ListDevices", U(handles), U(&count), 4) == 0 && count == 1, "nfp ListDevices");
uint64_t ev = U(guest_alloc(0x100));
CHECK(CALL("nfp.AttachAvailabilityChangeEvent", ev) == 0, "AttachAvailabilityChangeEvent");
int nfp_event = event_works(ev, 0);
CHECK(nfp_event, "the nfp availability event does not work as a manual-clear system event");
// The emulated reader is there from the start (amiibo.c), so the availability event is set when it is attached.
int nfp_event = event_set(ev);
CHECK(nfp_event, "the nfp availability event is not set for the emulated reader, or clears itself");
CHECK((uint32_t)CALL("nfp.GetDeviceState", U(handles)) == 0, "nfp device state");
static const char *const none[] = {"nfp.Mount", "nfp.GetNpadId", "nfp.AttachActivateEvent", "nfp.AttachDeactivateEvent",
"nfp.StartDetection", "nfp.StopDetection", "nfp.GetTagInfo", "nfp.GetModelInfo"};
static const char *const none[] = {"nfp.Mount", "nfp.GetTagInfo", "nfp.GetModelInfo"};
uint8_t out[0x100];
for (size_t i = 0; i < sizeof none / sizeof *none; i++) {
int first_is_handle = !strcmp(none[i], "nfp.Mount") || strstr(none[i], "Detection");
int first_is_handle = !strcmp(none[i], "nfp.Mount");
uint64_t r = first_is_handle ? CALL(none[i], U(handles), 0, 0) : CALL(none[i], U(out), U(handles));
CHECK((uint32_t)r == 0x8073, "%s: %#x, not device-not-found", none[i], (uint32_t)r);
}
CHECK((uint32_t)CALL("nfp.GetNpadId", U(out), U(handles)) == 0, "nfp GetNpadId");
uint64_t activate = U(guest_alloc(0x100)), deactivate = U(guest_alloc(0x100));
CHECK(CALL("nfp.AttachActivateEvent", activate, U(handles)) == 0, "nfp AttachActivateEvent");
CHECK(CALL("nfp.AttachDeactivateEvent", deactivate, U(handles)) == 0, "nfp AttachDeactivateEvent");
CHECK(event_works(activate, 0), "the nfp activate event is set without an amiibo on the reader");
CHECK((uint32_t)CALL("nfp.StartDetection", U(handles)) == 0, "nfp StartDetection");
CHECK((uint32_t)CALL("nfp.StopDetection", U(handles)) == 0, "nfp StopDetection");
CHECK(CALL("nfp.Finalize", 0) == 0 && (uint32_t)CALL("nfp.GetState", 0) == 0, "nfp finalize");
CALL("err.ShowError", 0x2a8);
CALL("nndiagStartup", 0);
@@ -380,8 +394,8 @@ static void probe_applet(void) {
CALL("err.InitializeContextWriterApi", 0);
CALL("pctl.Initialize", 0);
CALL("diag.InitializeApplicationAbortObserver", 0);
printf("applet/prepo/nfp/err: launch parameter none, volume balance, play reports local, no NFC device, "
"availability event (bound through the SDK's CreateSystemEvent) %s\n", nfp_event ? "ok" : "FAILED");
printf("applet/prepo/nfp/err: launch parameter none, volume balance, play reports local, an NFC reader without "
"an amiibo, availability event (bound through the SDK's CreateSystemEvent) %s\n", nfp_event ? "ok" : "FAILED");
}
static void probe_account(void) {
@@ -811,17 +825,23 @@ static void probe_fonts(void) {
(unsigned long long)size, path);
}
// The host catalog (ui_text.c): every menu id has its own English and Russian text, the software keyboard keeps its
// game-language rows, and menu_text follows TOTK_MENU_LANG.
// The host catalog (ui_text.c): every menu id has its own English, Russian, Brazilian Portuguese and Simplified
// Chinese text, the software keyboard keeps its game-language rows, and menu_text follows TOTK_MENU_LANG.
static void probe_menu_text(void) {
static const char *const langs[] = {"en", "ja", "fr", "de", "it", "es", "nl", "pt", "ru", "zh-Hans", "zh-Hant", "ko"};
static const char *const langs[] = {"en", "ja", "fr", "de", "it", "es", "nl", "pt", "ru", "zh-Hans", "zh-Hant", "ko",
"pt-BR"};
for (int id = UI_MENU_FIRST; id <= UI_MENU_LAST_ID; id++) {
CHECK(ui_text_defined("en", (UiTextId)id) && ui_text_defined("ru", (UiTextId)id), "menu text id %d lacks en or ru", id);
CHECK(*ui_text_in("en", (UiTextId)id) && *ui_text_in("ru", (UiTextId)id), "menu text id %d is empty", id);
CHECK(ui_text_defined("en", (UiTextId)id) && ui_text_defined("ru", (UiTextId)id) &&
ui_text_defined("pt-BR", (UiTextId)id), "menu text id %d lacks en, ru or pt-BR", id);
CHECK(*ui_text_in("en", (UiTextId)id) && *ui_text_in("ru", (UiTextId)id) && *ui_text_in("pt-BR", (UiTextId)id),
"menu text id %d is empty", id);
// the description pane keeps the whole text and a note after it (option_rows.cpp desc_set)
CHECK(strlen(ui_text_in("en", (UiTextId)id)) + 256 < UI_DESC_BYTES &&
strlen(ui_text_in("ru", (UiTextId)id)) + 256 < UI_DESC_BYTES, "menu text id %d is too long for the "
"description pane", id);
strlen(ui_text_in("ru", (UiTextId)id)) + 256 < UI_DESC_BYTES &&
strlen(ui_text_in("pt-BR", (UiTextId)id)) + 256 < UI_DESC_BYTES &&
strlen(ui_text_in("zh-Hans", (UiTextId)id)) + 256 < UI_DESC_BYTES,
"menu text id %d is too long for the description pane", id);
CHECK(ui_text_defined("zh-Hans", (UiTextId)id), "menu text id %d lacks Simplified Chinese", id);
}
CHECK(!ui_text_defined("en", UI_TEXT_COUNT) && !*ui_text_in("ru", UI_TEXT_COUNT), "an id past the catalog gives text");
// other languages fall back to English for the menu, and keep their own keyboard texts
@@ -829,22 +849,31 @@ static void probe_menu_text(void) {
CHECK(!strcmp(ui_text_in("ru", UI_SWKBD_OK), "ОК") && !strcmp(ui_text_in("de", UI_SWKBD_CANCEL), "Abbrechen") &&
!strcmp(ui_text_in("en", UI_SWKBD_OK), "OK"), "keyboard texts changed");
// language names: the same string in every row
for (int id = UI_MENU_LANGNAME_EN; id <= UI_MENU_LANGNAME_KO; id++)
for (int id = UI_MENU_LANGNAME_EN; id <= UI_MENU_LANGNAME_PT_BR; id++)
for (size_t i = 1; i < sizeof langs / sizeof *langs; i++)
CHECK(!strcmp(ui_text_in(langs[i], (UiTextId)id), ui_text_in("en", (UiTextId)id)), "language name %d differs in %s", id, langs[i]);
CHECK(!strcmp(ui_text_in("en", UI_MENU_LANGNAME_RU), "Русский"), "Russian is not shown as Russian");
// the overlay formats keep their conversions
CHECK(strstr(ui_text_in("ru", UI_MENU_OV_GAME_PCT), "%.0f%%") && strstr(ui_text_in("ru", UI_MENU_OV_MAX_MS), "%.1f"),
"overlay format lost its conversion");
CHECK(strstr(ui_text_in("pt-BR", UI_MENU_OV_GAME_PCT), "%.0f%%") &&
strstr(ui_text_in("pt-BR", UI_MENU_OV_MAX_MS), "%.1f"), "pt-BR overlay format lost its conversion");
// a Brazilian game language gets the Brazilian keyboard row, Portugal's Portuguese keeps its own
CHECK(!strcmp(ui_text_lang("pt-BR"), "pt-BR") && !strcmp(ui_text_lang("pt"), "pt") &&
strcmp(ui_text_in("pt-BR", UI_SWKBD_PROMPT), ui_text_in("pt", UI_SWKBD_PROMPT)), "pt-BR keyboard row not used");
// menu_text follows the setting live
cfg_set("TOTK_MENU_LANG", "ru");
CHECK(menu_text(UI_MENU_CONTINUE) == ui_text_in("ru", UI_MENU_CONTINUE), "menu_text ignores MENU_LANG=ru");
cfg_set("TOTK_MENU_LANG", "pt-BR");
CHECK(menu_text(UI_MENU_CONTINUE) == ui_text_in("pt-BR", UI_MENU_CONTINUE), "menu_text ignores MENU_LANG=pt-BR");
cfg_set("TOTK_MENU_LANG", "en");
CHECK(menu_text(UI_MENU_CONTINUE) == ui_text_in("en", UI_MENU_CONTINUE), "menu_text did not follow MENU_LANG=en");
cfg_set("TOTK_MENU_LANG", "zh-Hans");
CHECK(menu_text(UI_MENU_TITLE) == ui_text_in("zh-Hans", UI_MENU_TITLE), "menu_text ignores MENU_LANG=zh-Hans");
cfg_set("TOTK_MENU_LANG", "");
const char *sys = plat_ui_language();
int ru = !strncmp(sys, "ru", 2);
CHECK(menu_text(UI_MENU_CONTINUE) == ui_text_in(ru ? "ru" : "en", UI_MENU_CONTINUE), "menu_text auto ignores the system language");
const char *sys_lang = ui_text_lang(plat_ui_language());
const char *auto_lang = ui_text_defined(sys_lang, UI_MENU_TITLE) ? sys_lang : "en";
CHECK(menu_text(UI_MENU_CONTINUE) == ui_text_in(auto_lang, UI_MENU_CONTINUE), "menu_text auto ignores the system language");
}
static void probe_main(Cpu *c) {
+112 -13
View File
@@ -19,6 +19,7 @@
#include <string.h>
#include <time.h>
#include "amiibo.h"
#include "cfg.h"
#include "fs.h"
#include "host.h"
@@ -266,26 +267,124 @@ static void ov_report_save(Cpu *c) { // Result PlayReport::Save() and Save(con
}
static void ov_result_ok(Cpu *c) { ret_x(c, 0); } // RequestImmediateTransmission, AddInternetConnectionStatus
// nn::nfp: no NFC reader
// nn::nfp: NFC reader & amiibo support
static volatile int32_t nfp_state;
static void ov_nfp_initialize(Cpu *c) { plat_xchg32(&nfp_state, 1); ret_x(c, 0); }
static void ov_nfp_finalize(Cpu *c) { plat_xchg32(&nfp_state, 0); ret_x(c, 0); }
static void ov_nfp_finalize(Cpu *c) {
plat_xchg32(&nfp_state, 0);
amiibo_stop_detection();
amiibo_unmount();
ret_x(c, 0);
}
static void ov_nfp_state(Cpu *c) { ret_x(c, (uint64_t)nfp_state); }
// Result ListDevices(DeviceHandle *out, int *count, int max)
static void ov_nfp_list(Cpu *c) {
void *out = arg_p(c, 0);
int32_t *count = arg_p(c, 1);
if (count) *count = 0;
ret_x(c, NFP_R_DEVICE_NOT_FOUND);
int32_t max = (int32_t)arg_x(c, 2);
if (!amiibo_is_device_present()) {
if (count) *count = 0;
ret_x(c, NFP_R_DEVICE_NOT_FOUND);
return;
}
if (out && max > 0) {
static const uint8_t dev[8] = { 1, 0, 0, 0, 0, 0, 0, 0 };
memcpy(out, dev, sizeof dev);
}
if (count) *count = 1;
ret_x(c, 0);
}
// Result AttachAvailabilityChangeEvent(os::SystemEventType *event)
static void ov_nfp_availability(Cpu *c) {
uint64_t ev = arg_x(c, 0);
if (!ev) rt_fatal("nn::nfp::AttachAvailabilityChangeEvent: null event");
kern_bind_system_event(c, ev, 0);
kern_signal_system_event(ev);
ret_x(c, 0);
}
// DeviceState GetDeviceState(const DeviceHandle &)
static void ov_nfp_device_state(Cpu *c) {
(void)c;
ret_x(c, (uint64_t)amiibo_get_device_state());
}
// Result Mount(const DeviceHandle &, ModelType, MountTarget)
static void ov_nfp_mount(Cpu *c) {
(void)c;
if (!amiibo_has_tag()) {
ret_x(c, NFP_R_DEVICE_NOT_FOUND);
return;
}
amiibo_mount();
ret_x(c, 0);
}
// Result GetNpadId(u32 *npad_id, const DeviceHandle &)
static void ov_nfp_get_npad_id(Cpu *c) {
uint32_t *npad = arg_p(c, 0);
if (npad) *npad = 0; // Handheld / Player 1
ret_x(c, 0);
}
// Result AttachActivateEvent(os::SystemEventType *event, const DeviceHandle &)
static void ov_nfp_attach_activate(Cpu *c) {
uint64_t ev = arg_x(c, 0);
if (ev) {
kern_bind_system_event(c, ev, 0);
if (amiibo_has_tag()) kern_signal_system_event(ev);
}
ret_x(c, 0);
}
// Result AttachDeactivateEvent(os::SystemEventType *event, const DeviceHandle &)
static void ov_nfp_attach_deactivate(Cpu *c) {
uint64_t ev = arg_x(c, 0);
if (ev) {
kern_bind_system_event(c, ev, 0);
}
ret_x(c, 0);
}
// Result StartDetection(const DeviceHandle &)
static void ov_nfp_start_detection(Cpu *c) {
(void)c;
amiibo_start_detection();
ret_x(c, 0);
}
// Result StopDetection(const DeviceHandle &)
static void ov_nfp_stop_detection(Cpu *c) {
(void)c;
amiibo_stop_detection();
ret_x(c, 0);
}
// Result GetTagInfo(TagInfo *out, const DeviceHandle &)
static void ov_nfp_get_tag_info(Cpu *c) {
void *out = arg_p(c, 0);
if (!amiibo_has_tag() && !amiibo_is_mounted()) {
ret_x(c, NFP_R_DEVICE_NOT_FOUND);
return;
}
if (out) amiibo_get_tag_info(out);
ret_x(c, 0);
}
// Result GetModelInfo(ModelInfo *out, const DeviceHandle &)
static void ov_nfp_get_model_info(Cpu *c) {
void *out = arg_p(c, 0);
if (!amiibo_is_mounted() && !amiibo_has_tag()) {
ret_x(c, NFP_R_DEVICE_NOT_FOUND);
return;
}
if (out) amiibo_get_model_info(out);
ret_x(c, 0);
}
static void ov_nfp_no_device(Cpu *c) { ret_x(c, NFP_R_DEVICE_NOT_FOUND); }
static void ov_nfp_device_state(Cpu *c) { ret_x(c, 0); } // DeviceState GetDeviceState(const DeviceHandle &): none
// void err::ShowError(Result): the game's error dialog, logged
static void ov_show_error(Cpu *c) {
@@ -795,14 +894,14 @@ HOST_OVERRIDE("_ZN2nn3nfp8GetStateEv", ov_nfp_state);
HOST_OVERRIDE("_ZN2nn3nfp11ListDevicesEPNS0_12DeviceHandleEPii", ov_nfp_list);
HOST_OVERRIDE("_ZN2nn3nfp29AttachAvailabilityChangeEventEPNS_2os15SystemEventTypeE", ov_nfp_availability);
HOST_OVERRIDE("_ZN2nn3nfp14GetDeviceStateERKNS0_12DeviceHandleE", ov_nfp_device_state);
HOST_OVERRIDE("_ZN2nn3nfp5MountERKNS0_12DeviceHandleENS0_9ModelTypeENS0_11MountTargetE", ov_nfp_no_device);
HOST_OVERRIDE("_ZN2nn3nfp9GetNpadIdEPjRKNS0_12DeviceHandleE", ov_nfp_no_device);
HOST_OVERRIDE("_ZN2nn3nfp19AttachActivateEventEPNS_2os15SystemEventTypeERKNS0_12DeviceHandleE", ov_nfp_no_device);
HOST_OVERRIDE("_ZN2nn3nfp21AttachDeactivateEventEPNS_2os15SystemEventTypeERKNS0_12DeviceHandleE", ov_nfp_no_device);
HOST_OVERRIDE("_ZN2nn3nfp14StartDetectionERKNS0_12DeviceHandleE", ov_nfp_no_device);
HOST_OVERRIDE("_ZN2nn3nfp13StopDetectionERKNS0_12DeviceHandleE", ov_nfp_no_device);
HOST_OVERRIDE("_ZN2nn3nfp10GetTagInfoEPNS0_7TagInfoERKNS0_12DeviceHandleE", ov_nfp_no_device);
HOST_OVERRIDE("_ZN2nn3nfp12GetModelInfoEPNS0_9ModelInfoERKNS0_12DeviceHandleE", ov_nfp_no_device);
HOST_OVERRIDE("_ZN2nn3nfp5MountERKNS0_12DeviceHandleENS0_9ModelTypeENS0_11MountTargetE", ov_nfp_mount);
HOST_OVERRIDE("_ZN2nn3nfp9GetNpadIdEPjRKNS0_12DeviceHandleE", ov_nfp_get_npad_id);
HOST_OVERRIDE("_ZN2nn3nfp19AttachActivateEventEPNS_2os15SystemEventTypeERKNS0_12DeviceHandleE", ov_nfp_attach_activate);
HOST_OVERRIDE("_ZN2nn3nfp21AttachDeactivateEventEPNS_2os15SystemEventTypeERKNS0_12DeviceHandleE", ov_nfp_attach_deactivate);
HOST_OVERRIDE("_ZN2nn3nfp14StartDetectionERKNS0_12DeviceHandleE", ov_nfp_start_detection);
HOST_OVERRIDE("_ZN2nn3nfp13StopDetectionERKNS0_12DeviceHandleE", ov_nfp_stop_detection);
HOST_OVERRIDE("_ZN2nn3nfp10GetTagInfoEPNS0_7TagInfoERKNS0_12DeviceHandleE", ov_nfp_get_tag_info);
HOST_OVERRIDE("_ZN2nn3nfp12GetModelInfoEPNS0_9ModelInfoERKNS0_12DeviceHandleE", ov_nfp_get_model_info);
HOST_OVERRIDE("_ZN2nn3err9ShowErrorENS_6ResultE", ov_show_error);
HOST_OVERRIDE("nndiagStartup", ov_diag_startup);
+8
View File
@@ -183,6 +183,9 @@ static uint64_t ft_frame(uint64_t frame, uint64_t now, uint64_t d) {
// process memory, and which side holds the frame back. pace: the frame waited for pacing (vsync, the frame limiter) at
// least 15% of the window; gpu: the GPU was busy for 80% of the frame interval or more (without timestamps: threads
// waited for fences for half the interval or more); cpu otherwise.
// With calibrated timestamps a third line splits the GPU's idle time between timed parts: the part was submitted only
// after the previous one had ended (the GPU waited for the CPU's replay or the game), or it was already queued (untimed
// work such as uploads and presents ran there, or a wait held it).
static void perf_gpu_line(uint64_t frame, double interval_ms, double pace_share, uint64_t n) {
PerfGpu g;
memset(&g, 0, sizeof g);
@@ -205,6 +208,11 @@ static void perf_gpu_line(uint64_t frame, double interval_ms, double pace_share,
rt_log("perf: frame %llu: %s; fence wait per frame: render thread %.2f ms, other threads %.2f ms; %s; ram working set "
"%.0f MiB, private %.0f MiB; bound: %s",
(unsigned long long)frame, gs, rw, ow, vs, ws, priv, bound);
if (g.have_gpu && g.have_idle)
rt_log("perf: frame %llu: gpu idle per frame %.2f ms between timed parts: %.2f ms waiting for the next submission, "
"%.2f ms with it queued (untimed work or waits); %.1f gaps over 0.5 ms, longest %.2f ms; submit to start avg %.2f ms",
(unsigned long long)frame, g.idle_ns / 1e6 / n, g.starved_ns / 1e6 / n, (g.idle_ns - g.starved_ns) / 1e6 / n,
(double)g.idle_gaps / n, g.max_gap_ns / 1e6, g.gpu_parts ? g.queued_ns / 1e6 / g.gpu_parts : 0.0);
}
int rt_ab(void) {
+129 -1
View File
@@ -9,6 +9,7 @@
#include <linux/fs.h>
#include <linux/futex.h>
#include <linux/userfaultfd.h>
#include <poll.h>
#include <pthread.h>
#include <sched.h>
#include <signal.h>
@@ -1094,6 +1095,12 @@ void plat_fs_sync_dir(const char *path) {
}
}
// Open files never stop a rename here.
void plat_fs_busy_reason(const char *dir, char *out, size_t cap) {
(void)dir;
if (cap) *out = 0;
}
int plat_fs_list(const char *dir, int (*cb)(const char *name, int kind, uint64_t size, void *ctx), void *ctx) {
DIR *d = opendir(dir);
if (!d) return fs_err(errno);
@@ -1172,7 +1179,16 @@ size_t plat_getenv(const char *name, char *out, size_t cap) {
return n;
}
uint32_t plat_thread_id(void) { return (uint32_t)syscall(SYS_gettid); }
// Cached per thread: plat_rmutex_lock asks on every acquire, hundreds of thousands of times a second in play, and
// gettid is a full syscall on Linux (Windows reads GetCurrentThreadId from the TEB). A thread's id never changes, and
// the runtime starts child processes with posix_spawn only, so no forked copy inherits a stale id. noinline: a fiber
// may resume on another thread (platform.h), and a caller that inlined this could keep the address of tid it computed
// before a plat_fiber_switch; as a call it reads the slot of the thread it runs on.
__attribute__((noinline)) uint32_t plat_thread_id(void) {
static __thread uint32_t tid;
if (!tid) tid = (uint32_t)syscall(SYS_gettid);
return tid;
}
// The first set variable of names ("ru_RU.UTF-8") as a BCP-47 tag ("ru-RU") into tag; "" for C and POSIX.
static void locale_tag(const char *const *names, int n, char *tag, size_t cap) {
@@ -1234,6 +1250,8 @@ int plat_os_version(char *out, size_t cap) {
return snprintf(out, cap, "%s (Linux %s)", name, u.release) < (int)cap;
}
int plat_is_wine(void) { return 0; }
int plat_stderr_path(char *out, size_t cap) {
struct stat st;
if (fstat(2, &st) || !S_ISREG(st.st_mode)) return 0;
@@ -1635,3 +1653,113 @@ long plat_child_read(PlatChild *c, void *buf, size_t cap) {
while (k < 0 && errno == EINTR);
return (long)k;
}
// ---- restart
// TOTK_RESTART_WAIT names the process that called plat_restart, as its id and start time (field 22 of /proc/<pid>/stat,
// clock ticks after boot): a process that has only reused the id is not waited for. Waiting keeps the new process off
// the old one's files (the log it moves at start, the saves) until the old one is gone. The new process gets no
// descriptor past stderr (glibc 2.34's closefrom file action), and the default signal mask and dispositions, whatever
// the calling thread had.
#define RESTART_WAIT "TOTK_RESTART_WAIT"
// The start time of process pid (field 22 of its /proc stat line), 0 when it is gone.
static unsigned long long process_start(int pid) {
char path[64], buf[1024];
snprintf(path, sizeof path, "/proc/%d/stat", pid);
FILE *f = fopen(path, "r");
if (!f) return 0;
size_t n = fread(buf, 1, sizeof buf - 1, f);
fclose(f);
buf[n] = 0;
char *p = strrchr(buf, ')'); // the command name may hold spaces
unsigned long long start = 0;
if (!p || sscanf(p + 2, "%*c %*d %*d %*d %*d %*d %*u %*u %*u %*u %*u %*u %*u %*d %*d %*d %*d %*d %*d %llu",
&start) != 1)
return 0;
return start;
}
// glibc 2.34 added posix_spawn_file_actions_addclosefrom_np, and the release links against the Steam Runtime's 2.31: a
// weak reference, used when the running glibc has it. Without it the child inherits the open descriptors.
extern int posix_spawn_file_actions_addclosefrom_np(posix_spawn_file_actions_t *fa, int from) __attribute__((weak));
static void spawn_close_from(posix_spawn_file_actions_t *fa, int from) {
if (posix_spawn_file_actions_addclosefrom_np) posix_spawn_file_actions_addclosefrom_np(fa, from);
}
int plat_restart(void) {
// the arguments, NUL-separated, from /proc/self/cmdline
static char args[16384];
char *argv[256];
int argc = 0;
FILE *f = fopen("/proc/self/cmdline", "rb");
size_t n = f ? fread(args, 1, sizeof args - 1, f) : 0;
if (f) fclose(f);
args[n] = 0;
for (size_t i = 0; i < n && argc < 255; i += strlen(args + i) + 1) argv[argc++] = args + i;
argv[argc] = NULL;
char exe[PATH_MAX], wait[64];
if (!argc || !plat_exe_path(exe, sizeof exe)) return 0;
snprintf(wait, sizeof wait, "%d.%llu", (int)getpid(), process_start((int)getpid()));
posix_spawn_file_actions_t fa;
posix_spawn_file_actions_init(&fa);
spawn_close_from(&fa, 3);
posix_spawnattr_t at;
posix_spawnattr_init(&at);
sigset_t none, all;
sigemptyset(&none);
sigfillset(&all);
posix_spawnattr_setsigmask(&at, &none);
posix_spawnattr_setsigdefault(&at, &all);
posix_spawnattr_setflags(&at, POSIX_SPAWN_SETSIGMASK | POSIX_SPAWN_SETSIGDEF);
setenv(RESTART_WAIT, wait, 1);
pid_t pid;
int e = posix_spawn(&pid, exe, &fa, &at, argv, environ);
unsetenv(RESTART_WAIT);
posix_spawnattr_destroy(&at);
posix_spawn_file_actions_destroy(&fa);
return e == 0;
}
int plat_spawn(const char *const *argv, const char *cwd) {
posix_spawn_file_actions_t fa;
posix_spawn_file_actions_init(&fa);
spawn_close_from(&fa, 3);
posix_spawn_file_actions_addchdir_np(&fa, cwd);
posix_spawnattr_t at;
posix_spawnattr_init(&at);
sigset_t none, all;
sigemptyset(&none);
sigfillset(&all);
posix_spawnattr_setsigmask(&at, &none);
posix_spawnattr_setsigdefault(&at, &all);
posix_spawnattr_setflags(&at, POSIX_SPAWN_SETSIGMASK | POSIX_SPAWN_SETSIGDEF | POSIX_SPAWN_SETSID);
pid_t pid;
int e = posix_spawn(&pid, argv[0], &fa, &at, (char *const *)argv, environ);
posix_spawnattr_destroy(&at);
posix_spawn_file_actions_destroy(&fa);
return e == 0;
}
int plat_restart_wait(uint32_t timeout_ms) {
const char *v = getenv(RESTART_WAIT);
if (!v) return 0;
int pid = 0;
unsigned long long start = 0;
int ok = sscanf(v, "%d.%llu", &pid, &start) == 2 && pid > 0 && start;
unsetenv(RESTART_WAIT); // the processes this one starts do not wait again
if (!ok) return 0;
// The descriptor is taken first: a start time that still matches then proves it is that process, not a new one with
// the id. It reads as ready once the process has exited, reaped or not.
int fd = (int)syscall(SYS_pidfd_open, pid, 0);
if (fd < 0) return 0; // already gone
int r = 0;
if (process_start(pid) == start) {
struct pollfd p = {fd, POLLIN, 0};
do r = poll(&p, 1, (int)timeout_ms);
while (r < 0 && errno == EINTR);
r = r > 0 ? 1 : -1;
}
close(fd);
return r;
}
+38 -1
View File
@@ -61,6 +61,23 @@ void plat_fiber_unself(void); // the calling thread stops being a fi
PlatFiber *plat_fiber_new(size_t stack, void (*fn)(void *arg), void *arg);
void plat_fiber_switch(PlatFiber *to); // from the fiber the calling thread runs
void plat_fiber_free(PlatFiber *f); // a fiber nobody runs
// A jump back to a point saved earlier on the same thread, without unwinding the frames in between (no SEH, no C++
// cleanups): the kernel's ExitThread leaves the lifted frames this way. plat_jmp_save returns 0 when it saves and 1
// when plat_jmp_go comes back to it; the function that called it must still be running. It keeps the callee-saved
// registers and the floating-point control state. On Windows this is not the C runtime's setjmp: a non-unwinding
// setjmp leaves the buffer's frame 0, and the C runtime's longjmp ends the process with 0xc0000409 (fast fail 13) on
// such a buffer when Control Flow Guard is on for the process, which Exploit protection can force on any program.
#ifdef _WIN32
typedef struct { uint64_t gpr[10]; uint32_t mxcsr, fpcw; uint64_t pad; uint8_t xmm[160]; } PlatJmp;
int plat_jmp_save(PlatJmp *j) __attribute__((returns_twice, nothrow));
_Noreturn void plat_jmp_go(PlatJmp *j);
#else
#include <setjmp.h>
typedef struct { jmp_buf b; } PlatJmp;
#define plat_jmp_save(j) setjmp((j)->b)
#define plat_jmp_go(j) longjmp((j)->b, 1)
#endif
// Scheduling priority, Windows' seven levels: of the calling thread, or of t. On Linux a thread lowered without the
// right to raise its priority again (CAP_SYS_NICE, or an RLIMIT_NICE of 20) could never return to normal, and the
// runtime lowers threads that later take shared locks at normal priority; without that right every change is skipped
@@ -203,13 +220,17 @@ _Noreturn void plat_reexec(void);
// A crash in this executable's own code (an access violation, an illegal instruction, a division by zero, a stack
// overflow) goes to fn, which reports it and must end the process. Faults in other modules (drivers) are left to the
// OS. The write-fault hook above runs first.
// OS. The write-fault hook above runs first. On Windows abort() (a failed assert, std::terminate) and an invalid
// parameter to a C runtime function go there too, with the host frames in this executable: the C runtime ends the
// process for both with 0xc0000409 and no exception.
typedef struct {
const char *what; // "access violation", "illegal instruction", ...
uint32_t code; // the Windows exception code or the signal number
uintptr_t rip, offset; // the faulting instruction, and its offset in the executable
int access; // the data access that faulted: 0 read, 1 write, 8 execute; -1 when not an access
uint64_t addr; // its address when access >= 0
int nframes; // abort and invalid parameter: return addresses in this executable, innermost first
uintptr_t frames[16]; // (rip is frames[0]); 0 for a fault, whose rip is exact
} PlatCrash;
void plat_crash_hook(void (*fn)(const PlatCrash *c));
int plat_mem_read(uint64_t addr, void *out, size_t n); // copies n bytes, 0 instead of faulting on unmapped memory
@@ -303,6 +324,10 @@ int plat_fs_rename(const char *from, const char *to, int durable);
int plat_fs_link(const char *existing, const char *path); // a hard link
int plat_fs_links(const char *path); // the file's hard link count, 0 when unknown
void plat_fs_sync_dir(const char *path); // a directory's entries to the disk, as far as the FS allows
// Why dir could not be renamed, for the log: into out "no permission to rename it" when this process may not delete
// it, else the programs holding a file under it ("explorer.exe 1234, ..."), else an empty string. Windows refuses to
// rename a directory with any file open under it; elsewhere out is always empty.
void plat_fs_busy_reason(const char *dir, char *out, size_t cap);
// cb(name, kind, size, ctx) for each entry of dir but "." and ".."; cb returns 0 to stop. The listing's error.
int plat_fs_list(const char *dir, int (*cb)(const char *name, int kind, uint64_t size, void *ctx), void *ctx);
// An existing file for reading and, with write, writing; *err (may be NULL) gets the reason on failure.
@@ -342,6 +367,7 @@ uint32_t plat_thread_id(void); // id of the calling t
int plat_font_path(const char *lang, char *out, size_t cap);
// The operating system and its build ("Windows 10.0.28000") into out; 0 when unknown.
int plat_os_version(char *out, size_t cap);
int plat_is_wine(void); // 1 when the Windows build runs under Wine; 0 elsewhere
// The file the process's stderr (the log) goes to, as a UTF-8 path; 0 when stderr is not a file (a console, a pipe).
int plat_stderr_path(char *out, size_t cap);
@@ -385,3 +411,14 @@ PlatChild *plat_child_start(const char *exe, const char *arg, uint32_t *err);
void plat_child_stop(PlatChild *c); // kills the child and frees c
int plat_child_write(PlatChild *c, const void *data, size_t n); // 1 when all n bytes were written
long plat_child_read(PlatChild *c, void *buf, size_t cap); // bytes read (at least 1); 0 or negative: pipe broke
// ---- restart: this program again, in a new process that starts once this one is gone
// Starts this executable again with the same command line, environment and working folder, and no handle of this
// process. 1 when it started; the caller then exits.
int plat_restart(void);
// Starts argv[0] with the arguments argv[1..] (NULL-terminated, UTF-8) in folder cwd, detached from this process: no
// console, no handle of this one. 1 when it started (the setup window that rebuilds the game, runtime/cheats.c).
int plat_spawn(const char *const *argv, const char *cwd);
// In a process plat_restart started: waits, at most timeout_ms, until the process that started it has exited. 1 after
// the wait, -1 on timeout, 0 when there is nothing to wait for (not started by plat_restart, or that process is gone).
int plat_restart_wait(uint32_t timeout_ms);
+272
View File
@@ -7,8 +7,10 @@
#include <pdh.h>
#include <pdhmsg.h>
#include <psapi.h>
#include <restartmanager.h>
#include <shellapi.h>
#include <timeapi.h>
#include <signal.h>
#include <stdlib.h>
#include <string.h>
#include <wchar.h>
@@ -197,6 +199,69 @@ void plat_fiber_free(PlatFiber *f) {
free(f);
}
// plat_jmp_save / plat_jmp_go: PlatJmp holds rbx, rbp, rdi, rsi, r12-r15, the caller's rsp and the return address at
// 0..72, MXCSR at 80, the x87 control word at 84 and xmm6-xmm15 from 96, the Win64 callee-saved state. Both are leaf
// code that does not move rsp before it leaves, so they need no unwind data.
_Static_assert(sizeof(PlatJmp) == 256 && __builtin_offsetof(PlatJmp, xmm) == 96, "plat_jmp_save layout");
__asm__(".text\n"
".globl plat_jmp_save\n"
".def plat_jmp_save; .scl 2; .type 32; .endef\n"
".p2align 4\n"
"plat_jmp_save:\n"
" movq %rbx, 0(%rcx)\n"
" movq %rbp, 8(%rcx)\n"
" movq %rdi, 16(%rcx)\n"
" movq %rsi, 24(%rcx)\n"
" movq %r12, 32(%rcx)\n"
" movq %r13, 40(%rcx)\n"
" movq %r14, 48(%rcx)\n"
" movq %r15, 56(%rcx)\n"
" leaq 8(%rsp), %rdx\n" // the caller's rsp after this call returns
" movq %rdx, 64(%rcx)\n"
" movq (%rsp), %rdx\n"
" movq %rdx, 72(%rcx)\n"
" stmxcsr 80(%rcx)\n"
" fnstcw 84(%rcx)\n"
" movdqu %xmm6, 96(%rcx)\n"
" movdqu %xmm7, 112(%rcx)\n"
" movdqu %xmm8, 128(%rcx)\n"
" movdqu %xmm9, 144(%rcx)\n"
" movdqu %xmm10, 160(%rcx)\n"
" movdqu %xmm11, 176(%rcx)\n"
" movdqu %xmm12, 192(%rcx)\n"
" movdqu %xmm13, 208(%rcx)\n"
" movdqu %xmm14, 224(%rcx)\n"
" movdqu %xmm15, 240(%rcx)\n"
" xorl %eax, %eax\n"
" ret\n"
".globl plat_jmp_go\n"
".def plat_jmp_go; .scl 2; .type 32; .endef\n"
".p2align 4\n"
"plat_jmp_go:\n"
" movq 0(%rcx), %rbx\n"
" movq 8(%rcx), %rbp\n"
" movq 16(%rcx), %rdi\n"
" movq 24(%rcx), %rsi\n"
" movq 32(%rcx), %r12\n"
" movq 40(%rcx), %r13\n"
" movq 48(%rcx), %r14\n"
" movq 56(%rcx), %r15\n"
" ldmxcsr 80(%rcx)\n"
" fldcw 84(%rcx)\n"
" movdqu 96(%rcx), %xmm6\n"
" movdqu 112(%rcx), %xmm7\n"
" movdqu 128(%rcx), %xmm8\n"
" movdqu 144(%rcx), %xmm9\n"
" movdqu 160(%rcx), %xmm10\n"
" movdqu 176(%rcx), %xmm11\n"
" movdqu 192(%rcx), %xmm12\n"
" movdqu 208(%rcx), %xmm13\n"
" movdqu 224(%rcx), %xmm14\n"
" movdqu 240(%rcx), %xmm15\n"
" movq 64(%rcx), %rsp\n"
" movl $1, %eax\n"
" jmpq *72(%rcx)\n");
int plat_thread_spawn(PlatThreadFn fn, void *arg, const char *name, size_t stack) {
PlatThread *t = plat_thread_new_ex(fn, arg, name, stack);
if (t) plat_thread_detach(t);
@@ -582,9 +647,37 @@ static LONG CALLBACK crash_veh(EXCEPTION_POINTERS *ep) {
return EXCEPTION_CONTINUE_SEARCH;
}
// abort() and an invalid parameter to a C runtime function raise no exception: the C runtime ends the process with
// 0xc0000409 after calling the SIGABRT or invalid-parameter handler. The report names the host frames in this
// executable; the innermost is the caller of abort (assert) or of the C runtime function. Skipped frames: this function
// and the handler that called it.
__attribute__((noinline)) static void crash_from_runtime(const char *what, uint32_t code) {
PlatCrash c = {what, code, 0, 0, -1, 0};
void *f[62];
USHORT n = RtlCaptureStackBackTrace(2, 62, f, NULL);
MODULEINFO mi;
if (GetModuleInformation(GetCurrentProcess(), GetModuleHandleW(NULL), &mi, sizeof mi)) {
uintptr_t base = (uintptr_t)mi.lpBaseOfDll;
for (USHORT i = 0; i < n && c.nframes < (int)(sizeof c.frames / sizeof *c.frames); i++)
if ((uintptr_t)f[i] - base < mi.SizeOfImage) c.frames[c.nframes++] = (uintptr_t)f[i];
if (c.nframes) c.rip = c.frames[0], c.offset = c.rip - base;
}
crash_fn(&c);
}
static void abort_signal(int sig) { crash_from_runtime("abort", (uint32_t)sig); }
static void invalid_parameter(const wchar_t *expr, const wchar_t *func, const wchar_t *file, unsigned line,
uintptr_t reserved) {
(void)expr, (void)func, (void)file, (void)line, (void)reserved; // NULL and 0 in the release C runtime
crash_from_runtime("invalid parameter to a C runtime function", 0xc0000417u); // STATUS_INVALID_CRUNTIME_PARAMETER
}
void plat_crash_hook(void (*fn)(const PlatCrash *c)) {
crash_fn = fn;
AddVectoredExceptionHandler(0, crash_veh);
signal(SIGABRT, abort_signal);
_set_invalid_parameter_handler(invalid_parameter);
}
// A fresh process gets a fresh layout: Windows places DLLs, heaps and thread stacks at random addresses. The parent
@@ -846,6 +939,94 @@ void plat_fs_sync_dir(const char *path) {
}
}
// Restart Manager (rstrtmgr.dll, loaded on first use) names the processes that hold a file open.
typedef DWORD(WINAPI *RmStartSession_t)(DWORD *, DWORD, WCHAR *);
typedef DWORD(WINAPI *RmRegisterResources_t)(DWORD, UINT, LPCWSTR *, UINT, RM_UNIQUE_PROCESS *, UINT, LPCWSTR *);
typedef DWORD(WINAPI *RmGetList_t)(DWORD, UINT *, UINT *, RM_PROCESS_INFO *, LPDWORD);
typedef DWORD(WINAPI *RmEndSession_t)(DWORD);
static struct {
INIT_ONCE once;
RmStartSession_t start;
RmRegisterResources_t add;
RmGetList_t list;
RmEndSession_t end;
} rm = {INIT_ONCE_STATIC_INIT};
static BOOL CALLBACK rm_load(INIT_ONCE *o, void *p, void **c) {
(void)o, (void)p, (void)c;
HMODULE l = plat_lib_open("rstrtmgr.dll");
if (!l) return TRUE;
rm.add = (RmRegisterResources_t)(void *)GetProcAddress(l, "RmRegisterResources");
rm.list = (RmGetList_t)(void *)GetProcAddress(l, "RmGetList");
rm.end = (RmEndSession_t)(void *)GetProcAddress(l, "RmEndSession");
RmStartSession_t start = (RmStartSession_t)(void *)GetProcAddress(l, "RmStartSession");
if (rm.add && rm.list && rm.end) rm.start = start; // start set: all of them are there
return TRUE;
}
// The files under dir (links not followed), at most BUSY_FILES of them, each a malloc'd path.
#define BUSY_FILES 256
typedef struct { LPCWSTR p[BUSY_FILES]; UINT n; } BusyFiles;
static void busy_files(const wchar_t *dir, BusyFiles *f) {
wchar_t pat[WPATH + 4];
swprintf(pat, WPATH + 4, L"%ls\\*", dir);
WIN32_FIND_DATAW fd;
HANDLE h = FindFirstFileW(pat, &fd);
if (h == INVALID_HANDLE_VALUE) return;
do {
DWORD a = fd.dwFileAttributes;
if (!wcscmp(fd.cFileName, L".") || !wcscmp(fd.cFileName, L"..") || (a & FILE_ATTRIBUTE_REPARSE_POINT)) continue;
size_t n = wcslen(dir) + wcslen(fd.cFileName) + 2;
wchar_t *p = n <= WPATH ? malloc(n * sizeof *p) : NULL;
if (!p) continue;
swprintf(p, n, L"%ls\\%ls", dir, fd.cFileName);
if (a & FILE_ATTRIBUTE_DIRECTORY) busy_files(p, f), free(p);
else f->p[f->n++] = p;
} while (f->n < BUSY_FILES && FindNextFileW(h, &fd));
FindClose(h);
}
void plat_fs_busy_reason(const char *dir, char *out, size_t cap) {
if (!cap) return;
*out = 0;
wchar_t w[WPATH];
if (!widen(dir, w, WPATH)) return;
for (wchar_t *q = w; *q; q++)
if (*q == L'/') *q = L'\\';
// a rename needs DELETE access to the directory: a folder made by an elevated run can refuse it
HANDLE h = CreateFileW(w, DELETE, FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE, NULL, OPEN_EXISTING,
FILE_FLAG_BACKUP_SEMANTICS, NULL);
if (h == INVALID_HANDLE_VALUE) {
if (GetLastError() == ERROR_ACCESS_DENIED) snprintf(out, cap, "no permission to rename it");
return;
}
CloseHandle(h);
InitOnceExecuteOnce(&rm.once, rm_load, NULL, NULL);
DWORD session;
WCHAR key[CCH_RM_SESSION_KEY + 1] = {0};
if (!rm.start || rm.start(&session, 0, key) != ERROR_SUCCESS) return;
BusyFiles f = {.n = 0};
busy_files(w, &f);
RM_PROCESS_INFO info[8];
UINT need = 0, n = 8;
DWORD reasons = 0, e = f.n ? rm.add(session, f.n, f.p, 0, NULL, 0, NULL) : ERROR_SUCCESS;
if (f.n && e == ERROR_SUCCESS) e = rm.list(session, &need, &n, info, &reasons);
else n = 0;
rm.end(session);
for (UINT i = 0; i < f.n; i++) free((void *)f.p[i]);
if (e == ERROR_MORE_DATA) snprintf(out, cap, "%u programs hold files in it", need); // info is not filled then
if (e != ERROR_SUCCESS) return;
size_t at = 0;
for (UINT i = 0; i < n && at < cap; i++) { // the program's display name ("Windows Explorer") and process id
char name[CCH_RM_MAX_APP_NAME + 1];
if (!WideCharToMultiByte(CP_UTF8, 0, info[i].strAppName, -1, name, sizeof name, NULL, NULL)) strcpy(name, "?");
int k = snprintf(out + at, cap - at, "%s%s %lu", i ? ", " : "", name, info[i].Process.dwProcessId);
if (k < 0) break;
at += (size_t)k;
}
}
int plat_fs_list(const char *dir, int (*cb)(const char *name, int kind, uint64_t size, void *ctx), void *ctx) {
wchar_t wd[WPATH], pat[WPATH + 4];
if (!widen(dir, wd, WPATH)) return PLAT_FS_ERROR;
@@ -1010,6 +1191,11 @@ int plat_os_version(char *out, size_t cap) {
return 1;
}
int plat_is_wine(void) {
HMODULE nt = GetModuleHandleW(L"ntdll.dll");
return nt && GetProcAddress(nt, "wine_get_version") != NULL;
}
int plat_stderr_path(char *out, size_t cap) {
HANDLE h = GetStdHandle(STD_ERROR_HANDLE);
wchar_t w[WPATH];
@@ -1340,3 +1526,89 @@ long plat_child_read(PlatChild *c, void *buf, size_t cap) {
if (!ReadFile(c->out, buf, (DWORD)cap, &got, NULL)) return -1;
return (long)got;
}
// ---- restart
// TOTK_RESTART_WAIT names the process that called plat_restart, as its id and creation time: a process that has only
// reused the id is not waited for. Waiting keeps the new process off the old one's files (the log it moves at start,
// the saves) until the old one is gone; no handle is inherited, so none of them stays open in the new one either.
#define RESTART_WAIT "TOTK_RESTART_WAIT"
static uint64_t process_created(HANDLE h) {
FILETIME c, e, k, u;
return GetProcessTimes(h, &c, &e, &k, &u) ? ft64(c) : 0;
}
int plat_restart(void) {
char wait[48];
snprintf(wait, sizeof wait, "%lu.%llu", GetCurrentProcessId(), (unsigned long long)process_created(GetCurrentProcess()));
plat_setenv(RESTART_WAIT, wait);
STARTUPINFOW si = {.cb = sizeof si};
PROCESS_INFORMATION pi;
wchar_t *cmd = _wcsdup(GetCommandLineW()); // CreateProcessW may write its command line
BOOL ok = cmd && CreateProcessW(NULL, cmd, NULL, NULL, FALSE, 0, NULL, NULL, &si, &pi);
free(cmd);
plat_setenv(RESTART_WAIT, NULL);
if (!ok) return 0;
CloseHandle(pi.hThread);
CloseHandle(pi.hProcess);
return 1;
}
// One argument of a command line as CommandLineToArgvW reads it back: in quotes, a backslash run doubled before a quote
// and at the end, a quote escaped.
static size_t quote_arg(const wchar_t *a, wchar_t *out, size_t cap, size_t at) {
#define PUT(c) do { if (at + 1 < cap) out[at] = (c); at++; } while (0)
PUT(L'"');
for (const wchar_t *p = a;; p++) {
size_t slashes = 0;
while (*p == L'\\') p++, slashes++;
size_t times = !*p || *p == L'"' ? 2 : 1;
for (size_t k = 0; k < slashes * times; k++) PUT(L'\\');
if (!*p) break;
if (*p == L'"') PUT(L'\\');
PUT(*p);
}
PUT(L'"');
PUT(L' ');
#undef PUT
return at;
}
int plat_spawn(const char *const *argv, const char *cwd) {
enum { CMD = 32768 };
wchar_t *cmd = calloc(CMD, sizeof *cmd), *arg = malloc(WPATH * sizeof *arg), *dir = malloc(WPATH * sizeof *dir);
int ok = cmd && arg && dir && argv[0] && widen(cwd, dir, WPATH);
size_t at = 0;
for (int i = 0; ok && argv[i]; i++) {
ok = widen(argv[i], arg, WPATH);
if (ok) at = quote_arg(arg, cmd, CMD, at);
}
ok = ok && at < CMD && at > 0;
if (ok) cmd[at - 1] = 0; // the last separator
STARTUPINFOW si = {.cb = sizeof si};
PROCESS_INFORMATION pi;
ok = ok && CreateProcessW(NULL, cmd, NULL, NULL, FALSE, DETACHED_PROCESS | CREATE_NEW_PROCESS_GROUP, NULL, dir, &si,
&pi);
if (ok) {
CloseHandle(pi.hThread);
CloseHandle(pi.hProcess);
}
free(cmd);
free(arg);
free(dir);
return ok;
}
int plat_restart_wait(uint32_t timeout_ms) {
char v[48];
if (!plat_getenv(RESTART_WAIT, v, sizeof v)) return 0;
plat_setenv(RESTART_WAIT, NULL); // the processes this one starts do not wait again
unsigned long pid = 0;
unsigned long long created = 0;
if (sscanf(v, "%lu.%llu", &pid, &created) != 2) return 0;
HANDLE h = OpenProcess(SYNCHRONIZE | PROCESS_QUERY_LIMITED_INFORMATION, FALSE, pid);
if (!h) return 0; // already gone
int r = process_created(h) != created ? 0 : WaitForSingleObject(h, timeout_ms) == WAIT_OBJECT_0 ? 1 : -1;
CloseHandle(h);
return r;
}
+99 -5
View File
@@ -12,7 +12,8 @@
//
// Patch page: +16 the scene size {w, h} as floats, +32 the output size and +48 the swapchain size as {w, h} in one
// 64-bit word, +40 the renderer (1.2.1) or display configuration (1.4.3) the patched code stores there.
// +56 the camera's aspect ratio as a float when the output is not 16:9 (set aspect).
// +56 the camera's aspect ratio as a float when the output is not 16:9 (set aspect), +60 the field-of-view factor
// (set fov, res_fov_live).
// 1.4.3 scales the scene it reads by output width / 1920 (a 2560x1440 output renders its 1600x900 scene at 2128x1200;
// MacNativeGames measured the same), so its page holds the wanted size divided by that factor and the game's 5/6 needs
// no scene patch. 1.2.1 renders the size it reads (1600x900 on a 2560x1440 output): its page holds the wanted size, and
@@ -42,6 +43,7 @@
#define SCENE_H 900
#define DTA_KIB 113664u // DynamicTextureAllocatorMem, shipped
#define SCENE_MAX 4096 // per side, as MacNativeGames' TOTK_RENDER_RES
#define SHADOW_BASE 960 // the sun shadow map's base size (its cascades: a D16 array of 4 layers)
static struct {
int decided;
@@ -49,6 +51,8 @@ static struct {
int scene_set; // the scene differs from the game's 5/6 of the output
int heapdef_ok; // romfs.c serves the grown HeapDef
int on; // res_init switched the patch sets on
unsigned shadow; // fixed sun shadow map size (TOTK_SHADOW_RES), 0: the game's own
double dlss_k; // TOTK_DLSS quality/balanced/performance: the scene's share of the output, else 0
} R;
static void decide(void) {
@@ -67,7 +71,16 @@ static void decide(void) {
}
const char *s = cfg_value("TOTK_RENDER_SCALE");
double k = 5.0 / 6.0;
if (strcmp(s, "game")) {
const char *m = cfg_value("TOTK_DLSS"); // a DLSS mode other than dlaa sets the scene size
static const struct { const char *name; double k; } dlss[] = {
{"quality", 2.0 / 3.0}, {"balanced", 0.58}, {"performance", 0.5}};
for (int i = 0; i < 3; i++)
if (!strcmp(m, dlss[i].name)) R.dlss_k = dlss[i].k;
if (R.dlss_k) {
k = R.dlss_k;
R.scene_set = 1;
rt_log("resolution: DLSS %s: the scene at %.0f %% of the output (render_scale ignored)", m, k * 100);
} else if (strcmp(s, "game")) {
char *end;
double pct = strtod(s, &end);
if (end != s && !*end && pct >= 25 && pct <= 400) {
@@ -82,19 +95,31 @@ static void decide(void) {
if (fit < 1.0) R.scene_set = 1;
R.sw = (unsigned)(sw * fit + 0.5);
R.sh = (unsigned)(sh * fit + 0.5);
const char *sr = cfg_value("TOTK_SHADOW_RES");
if (strcmp(sr, "game")) {
unsigned n = (unsigned)atoi(sr);
if (n >= 256 && n <= 4096 && !(n & 7)) R.shadow = n;
else rt_log("resolution: TOTK_SHADOW_RES=%s is not game or a size 256..4096 (a multiple of 8); game", sr);
}
}
// Texture heap for a sun shadow map above the base size: the four layers of 2 bytes, three maps in flight (the engine
// makes the array anew each frame).
static uint64_t shadow_kib(void) {
return R.shadow > SHADOW_BASE ? ((uint64_t)R.shadow * R.shadow - SHADOW_BASE * SHADOW_BASE) * 8 * 3 / 1024 : 0;
}
static int bigger(void) {
decide();
return R.ow != BASE_W || R.oh != BASE_H || R.scene_set;
return R.ow != BASE_W || R.oh != BASE_H || R.scene_set || shadow_kib();
}
uint64_t res_heap_extra_kib(void) {
if (!bigger()) return 0;
double grow = fmax(0.0, (double)R.ow * R.oh / (BASE_W * BASE_H) - 1.0) +
fmax(0.0, (double)R.sw * R.sh / (SCENE_W * SCENE_H) - 1.0);
if (grow <= 0) return 0;
return (uint64_t)ceil(DTA_KIB * (1.0 + grow) / 1024.0) * 1024 - DTA_KIB;
uint64_t kib = grow > 0 ? (uint64_t)ceil(DTA_KIB * (1.0 + grow) / 1024.0) * 1024 - DTA_KIB : 0;
return kib + ((shadow_kib() + 1023) & ~1023ull); // whole MiB
}
uint64_t res_heap_extra_bytes(void) { return ((res_heap_extra_kib() << 10) + 0x1fffff) & ~0x1fffffull; }
@@ -189,12 +214,50 @@ int res_heapdef_build(const void *in, size_t n, void **out, size_t *out_n) {
void res_heapdef_served(void) { R.heapdef_ok = 1; }
// ---- sun shadow map size: each frame the engine sizes its shadow cascades to the area they cover, down to about 400 near
// the ground, which draws foliage shadows blocky, and each change of size moves the shadow texels, so leaf shadows jump.
// A fixed size (the shadow set, recomp/patches-v121.txt) keeps them still and sharper. Page +92.
static void shadow_init(uint8_t *page) {
if (!R.shadow) {
rt_log("resolution: sun shadow map sized by the game (TOTK_SHADOW_RES=game)");
return;
}
int set = rt_patch_set("shadow");
if (set < 0) {
rt_log("resolution: the generated C has no shadow patch set: the game sizes its shadow map");
return;
}
int32_t n = (int32_t)R.shadow;
memcpy(page + 92, &n, 4);
rt_patch_switch(set, 1);
rt_log("resolution: sun shadow map %ux%u (TOTK_SHADOW_RES)", R.shadow, R.shadow);
}
// ---- start: the patch page and the sets
static uint64_t pack(unsigned w, unsigned h) { return (uint64_t)h << 32 | w; }
// TOTK_SHADOW_RANGE (percent, 50 to 400; 100 = the game's): the sun's shadow cascades end at 20, 40, 80 and 160 m.
// Other values multiply those distances through the cascade patch set (recomp/patches-v143.txt), so the sharp first
// cascade reaches further and the visible steps between cascades move away from the player, at the cost of shadow
// texels per metre (TOTK_SHADOW_SCALE pays that back).
static void res_shadow_range(void) {
int pct = cfg_int("TOTK_SHADOW_RANGE"), set = rt_patch_set("cascade");
if (pct == 100) return;
if (set < 0) {
rt_log("resolution: the generated C has no cascade patch set; shadow_range stays 100");
return;
}
float k = (float)(pct < 50 ? 50 : pct > 400 ? 400 : pct) / 100.0f, d[4] = {20 * k, 40 * k, 80 * k, 160 * k};
memcpy((uint8_t *)rt_patch_page() + 64, d, sizeof d);
rt_patch_switch(set, 1);
rt_log("resolution: shadow cascades end at %g, %g, %g and %g m", d[0], d[1], d[2], d[3]);
}
void res_init(void) {
res_shadow_range();
if (!bigger()) {
rt_log("resolution: the game's own (output 1920x1080, scene 1600x900)");
shadow_init(rt_patch_page());
return;
}
int output = rt_patch_set("output"), scene = rt_patch_set("scene");
@@ -237,10 +300,18 @@ void res_init(void) {
} else {
rt_patch_switch(aspect, 0); // the page holds no ratio
}
shadow_init(page);
rt_log("resolution: output %ux%u, scene %ux%u%s; texture heap +%llu KiB", R.ow, R.oh, R.sw, R.sh,
scene_on ? "" : " (the game's own 5/6 of the output)", (unsigned long long)res_heap_extra_kib());
}
// DLSS upscaling: textures are sampled for the output's resolution, not the scene's (NVIDIA's DLSS guide: a mip bias
// of log2(render / output)), so their detail survives the scaling. 0 without a DLSS mode.
float res_dlss_lod_bias(void) {
decide();
return R.dlss_k ? (float)log2(R.dlss_k) : 0.0f;
}
// 16:9 within 1% (1366x768 counts): the shape the game's own layouts and camera are made for.
int res_is_16x9(unsigned w, unsigned h) {
double rel = ((double)w / h) / ((double)BASE_W / BASE_H);
@@ -253,6 +324,29 @@ int res_wants_wide_overlay(const unsigned out[2]) {
return !res_is_16x9(out[0], out[1]) && rt_patch_set("aspect") >= 0;
}
// Field of view (TOTK_FOV, percent of the game's own, 70..140, live): the camera's vertical view angle times the
// factor on page +60 (recomp/patches-v143.txt, set fov). The horizontal angle follows through the aspect ratio. 100
// switches the set off, so the camera code is the game's own. Runs on a settings change (gfx_present.c
// window_settings_live), the first time at the first present.
#define FOV_MIN 70
#define FOV_MAX 140
void res_fov_live(void) {
static int set = -2, shown = 100;
if (set == -2) set = rt_patch_set("fov");
int pct = cfg_int("TOTK_FOV");
pct = pct < FOV_MIN ? FOV_MIN : pct > FOV_MAX ? FOV_MAX : pct;
if (pct == shown) return;
shown = pct;
if (set < 0) {
rt_log("resolution: this game version has no field-of-view patch; TOTK_FOV=%d does nothing", pct);
return;
}
float k = pct / 100.0f;
memcpy((uint8_t *)rt_patch_page() + 60, &k, sizeof k); // before the switch: a site that sees it on reads k
rt_patch_switch(set, pct != 100);
rt_log("resolution: field of view %d%% of the game's", pct);
}
void res_wanted(unsigned out[2]) {
decide();
out[0] = R.ow, out[1] = R.oh;
+236
View File
@@ -0,0 +1,236 @@
// The resource size table (restbl.h). Layout of a decompressed RESTBL, little-endian:
//
// "RESTBL", u32 version (1), u32 name length (160), u32 hashed count, u32 named count
// hashed entries {u32 crc32 of the key, u32 size}, sorted by the hash
// named entries {char key[name length], u32 size}: the keys whose hash collides with another key's
//
// A key is a RomFS path without .zs or .mc. The estimates come from the 1.4.3 table against its own files: most types
// need the decompressed size plus at most 8 KiB (headers, alignment); a few need a multiple of it (bfres 1.5, bkres
// 2.05, bgyml 3.85, asb 1.4, bstar 1.2, bphsc 1.1). A type the table does not list takes 1.5 times its size plus 8 KiB.
#include <stdlib.h>
#include <string.h>
#include "restbl.h"
typedef struct { uint32_t hash, size; } Hashed;
struct Restbl {
uint32_t version, name_len;
Hashed *hashed;
size_t nhashed, hashed_cap;
uint8_t *named; // named entries as in the file: key (name_len bytes, NUL padded) then u32 size
size_t nnamed;
};
static uint32_t rd32(const uint8_t *p) { return p[0] | p[1] << 8 | p[2] << 16 | (uint32_t)p[3] << 24; }
static void wr32(uint8_t *p, uint32_t v) {
for (int i = 0; i < 4; i++) p[i] = (uint8_t)(v >> 8 * i);
}
static uint32_t crc32_of(const char *s) {
uint32_t c = ~0u;
for (; *s; s++) {
c ^= (uint8_t)*s;
for (int k = 0; k < 8; k++) c = c >> 1 ^ (0xEDB88320u & (0u - (c & 1)));
}
return ~c;
}
Restbl *restbl_parse(const uint8_t *data, size_t n) {
if (n < 22 || memcmp(data, "RESTBL", 6)) return NULL;
uint32_t version = rd32(data + 6), name_len = rd32(data + 10), nh = rd32(data + 14), nn = rd32(data + 18);
if (!name_len || name_len > 4096 || (uint64_t)nh * 8 + (uint64_t)nn * (name_len + 4) != n - 22) return NULL;
Restbl *t = calloc(1, sizeof *t);
if (!t) return NULL;
t->version = version, t->name_len = name_len;
t->hashed = malloc(((size_t)nh + 1) * sizeof *t->hashed);
t->named = malloc((size_t)nn * (name_len + 4) + 1);
if (!t->hashed || !t->named) {
restbl_free(t);
return NULL;
}
for (uint32_t i = 0; i < nh; i++) t->hashed[i] = (Hashed){rd32(data + 22 + i * 8), rd32(data + 26 + i * 8)};
t->nhashed = t->hashed_cap = nh;
if (!t->hashed_cap) t->hashed_cap = 1;
memcpy(t->named, data + 22 + (size_t)nh * 8, (size_t)nn * (name_len + 4));
t->nnamed = nn;
return t;
}
void restbl_free(Restbl *t) {
if (!t) return;
free(t->hashed);
free(t->named);
free(t);
}
const char *restbl_key(const char *path, char *buf, size_t n) {
size_t len = strlen(path);
if (len >= 3 && (!strcmp(path + len - 3, ".zs") || !strcmp(path + len - 3, ".mc"))) len -= 3;
if (len >= n) len = n - 1;
memcpy(buf, path, len);
buf[len] = 0;
return buf;
}
// The named entry of key, or NULL.
static uint8_t *named_of(const Restbl *t, const char *key) {
size_t len = strlen(key);
if (len >= t->name_len) return NULL;
for (size_t i = 0; i < t->nnamed; i++) {
uint8_t *e = t->named + i * (t->name_len + 4);
if (!memcmp(e, key, len + 1)) return e;
}
return NULL;
}
// The position of hash in the hashed entries, or where it would go.
static size_t hashed_at(const Restbl *t, uint32_t hash) {
size_t lo = 0, hi = t->nhashed;
while (lo < hi) {
size_t m = lo + (hi - lo) / 2;
if (t->hashed[m].hash < hash) lo = m + 1;
else hi = m;
}
return lo;
}
int restbl_get(const Restbl *t, const char *key, uint32_t *size) {
const uint8_t *e = named_of(t, key);
if (e) {
*size = rd32(e + t->name_len);
return 1;
}
uint32_t h = crc32_of(key);
size_t i = hashed_at(t, h);
if (i < t->nhashed && t->hashed[i].hash == h) {
*size = t->hashed[i].size;
return 1;
}
return 0;
}
// The hashed entry of hash raised to size (added when missing); 1 when the table changed.
static int raise_hash(Restbl *t, uint32_t h, uint32_t size) {
size_t i = hashed_at(t, h);
if (i < t->nhashed && t->hashed[i].hash == h) {
if (t->hashed[i].size >= size) return 0;
t->hashed[i].size = size;
return 1;
}
if (t->nhashed == t->hashed_cap) {
size_t cap = t->hashed_cap * 2;
Hashed *grown = realloc(t->hashed, cap * sizeof *grown);
if (!grown) return 0;
t->hashed = grown, t->hashed_cap = cap;
}
memmove(t->hashed + i + 1, t->hashed + i, (t->nhashed - i) * sizeof *t->hashed);
t->hashed[i] = (Hashed){h, size};
t->nhashed++;
return 1;
}
int restbl_raise(Restbl *t, const char *key, uint32_t size) {
uint8_t *e = named_of(t, key);
if (!e) return raise_hash(t, crc32_of(key), size);
if (rd32(e + t->name_len) >= size) return 0;
wr32(e + t->name_len, size);
return 1;
}
int restbl_merge(Restbl *t, const Restbl *base, const Restbl *shipped) {
int raised = 0;
for (size_t i = 0; i < shipped->nhashed; i++) {
Hashed s = shipped->hashed[i];
size_t k = hashed_at(base, s.hash);
if (k < base->nhashed && base->hashed[k].hash == s.hash && base->hashed[k].size >= s.size) continue;
raised += raise_hash(t, s.hash, s.size);
}
if (shipped->name_len != t->name_len) return raised;
for (size_t i = 0; i < shipped->nnamed; i++) {
const uint8_t *e = shipped->named + i * (shipped->name_len + 4);
char key[4097];
memcpy(key, e, shipped->name_len);
key[shipped->name_len] = 0;
uint32_t size = rd32(e + shipped->name_len), have;
if (restbl_get(base, key, &have) && have >= size) continue;
uint8_t *mine = named_of(t, key);
if (mine) {
if (rd32(mine + t->name_len) < size) wr32(mine + t->name_len, size), raised++;
continue;
}
uint8_t *grown = realloc(t->named, (t->nnamed + 1) * (t->name_len + 4));
if (!grown) return raised;
t->named = grown;
memcpy(t->named + t->nnamed * (t->name_len + 4), e, t->name_len + 4);
t->nnamed++;
raised++;
}
return raised;
}
int restbl_take(Restbl *t, const Restbl *from, const char *const *keys, size_t n) {
int raised = 0;
for (size_t i = 0; i < n; i++) {
uint32_t size;
if (restbl_get(from, keys[i], &size)) raised += restbl_raise(t, keys[i], size);
}
return raised;
}
uint8_t *restbl_write(const Restbl *t, size_t *n) {
size_t size = 22 + t->nhashed * 8 + t->nnamed * (t->name_len + 4);
uint8_t *out = malloc(size);
if (!out) return NULL;
memcpy(out, "RESTBL", 6);
wr32(out + 6, t->version);
wr32(out + 10, t->name_len);
wr32(out + 14, (uint32_t)t->nhashed);
wr32(out + 18, (uint32_t)t->nnamed);
for (size_t i = 0; i < t->nhashed; i++) {
wr32(out + 22 + i * 8, t->hashed[i].hash);
wr32(out + 26 + i * 8, t->hashed[i].size);
}
memcpy(out + 22 + t->nhashed * 8, t->named, t->nnamed * (t->name_len + 4));
*n = size;
return out;
}
// ---- estimates
// The factor a type's entry needs over its decompressed size (1000 = 1.0); 0 for a type the table never lists.
static unsigned type_factor(const char *key) {
static const struct { const char *ext; unsigned f; } types[] = {
{"bfres", 1500}, {"bkres", 2050}, {"bgyml", 3850}, {"asb", 1400}, {"bstar", 1200}, {"bphsc", 1100},
{"byml", 1000}, {"txtg", 1000}, {"pack", 1000}, {"bntx", 1000}, {"bphsh", 1000}, {"vsts", 1000},
{"ainb", 1000}, {"bphnm", 1000}, {"bars", 1000}, {"chunk", 1000}, {"bfevfl", 1000}, {"quad", 1000},
{"baev", 1000}, {"bcul", 1000}, {"crbin", 1000}, {"wbr", 1000}, {"bhtmp", 1000}, {"dpi", 1000},
{"cai", 1000}, {"png", 1000}, {"cutinfo", 1000}, {"blwp", 1000}, {"sarc", 1000}, {"tscb", 1000},
{"bfsha", 1000}, {"jpg", 1000}, {"beco", 1000}, {"bfarc", 1000}, {"blarc", 1000}, {"belnk", 1000},
{"genvb", 1000}, {"bnsh", 1000}, {"bslnk", 1000}, {"baatarc", 1000}, {"bagst", 1000},
{"bwav", 0}, {"webm", 0},
};
const char *leaf = strrchr(key, '/') ? strrchr(key, '/') + 1 : key, *dot = strrchr(leaf, '.');
if (!dot) return 1500;
for (size_t i = 0; i < sizeof types / sizeof *types; i++)
if (!strcmp(dot + 1, types[i].ext)) return types[i].f;
return 1500;
}
static uint32_t clamp32(uint64_t v) { return v > 0xFFFFFFF0u ? 0xFFFFFFF0u : (uint32_t)v; }
uint32_t restbl_estimate(const char *key, uint64_t size) {
unsigned f = type_factor(key);
if (!f) return 0;
uint64_t e = (size * f + 999) / 1000 + 8192;
return clamp32((e + 4095) & ~(uint64_t)4095);
}
uint32_t restbl_grow(const char *key, uint32_t entry, uint64_t old, uint64_t new_size, int scaled) {
if (new_size <= old) return entry;
if (scaled) return clamp32(old ? ((uint64_t)entry * new_size + old - 1) / old : restbl_estimate(key, new_size * 8));
unsigned f = type_factor(key);
if (!f) return entry;
uint64_t e = entry + ((new_size - old) * f + 999) / 1000;
return clamp32((e + 31) & ~(uint64_t)31);
}
+33
View File
@@ -0,0 +1,33 @@
// The game's resource size table (restbl.c): System/Resource/ResourceSizeTable.Product.<n>.Nin_NX_NVN.rsizetable.zs, a
// zstd-compressed RESTBL. The game sizes the buffer it loads a file into from the file's entry, so a mod file larger
// than the original needs a larger entry, and a file a mod adds needs one of its own. romfs.c merges the tables the
// mods ship and raises the entries of the files they serve (romfs.c restbl_overlay).
#pragma once
#include <stddef.h>
#include <stdint.h>
typedef struct Restbl Restbl;
// The table of a decompressed RESTBL (copied); NULL when it is not one.
Restbl *restbl_parse(const uint8_t *data, size_t n);
void restbl_free(Restbl *t);
// The table's key of a RomFS path: the path without a trailing .zs or .mc, into buf.
const char *restbl_key(const char *path, char *buf, size_t n);
// 1 with *size when key has an entry.
int restbl_get(const Restbl *t, const char *key, uint32_t *size);
// The entry of key raised to size (added when missing); 1 when the table changed.
int restbl_raise(Restbl *t, const char *key, uint32_t size);
// Every entry of shipped larger than base's (or missing from base) raised in t; the number of entries raised.
int restbl_merge(Restbl *t, const Restbl *base, const Restbl *shipped);
// Each entry of from whose key one of keys[0..n) names, raised in t; the number raised.
int restbl_take(Restbl *t, const Restbl *from, const char *const *keys, size_t n);
// The table as a decompressed RESTBL (malloc'd); NULL when out of memory.
uint8_t *restbl_write(const Restbl *t, size_t *n);
// The entry a file of the key's type and decompressed size needs when the game has none for it; 0 for a type the
// table never lists (streamed sound and video).
uint32_t restbl_estimate(const char *key, uint64_t size);
// The entry of a file the game lists with `entry` for its own copy of old bytes, now new bytes: raised by the growth
// times the type's factor, never lowered. scaled: the sizes are compressed ones (a mesh codec .mc file), whose entry
// grows in proportion.
uint32_t restbl_grow(const char *key, uint32_t entry, uint64_t old, uint64_t new_size, int scaled);
+514 -71
View File
@@ -17,18 +17,33 @@
// TOTK_ROMFS_MODS; unset or "0" = none. A missing path, a size or hash mismatch or a changed original stops the start.
// An overlay file is opened when the game opens it; its identity (volume, file id, size, last write) is kept from the
// start check, and an open that finds another file there stops the game.
//
// Player mods (mods.c): the files under each enabled mod's RomFS root are overlays too, checked by identity only (no
// hash, no manifest). A path several overlays give is served by one: a player mod higher in the order beats a lower
// one, any player mod beats the TOTK_ROMFS_MODS manifest, which beats romfs-patches (overlay_contest). A mod path that
// matches a RomFS path only without case is served under the RomFS spelling.
//
// The resource size table: with a player mod enabled, the game's table is rebuilt at start with the tables the mods
// ship merged in and the entries of the mods' files raised to what they need (restbl_overlay), and served from
// <profile>/mods/ in place of the game's or a mod's table.
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <strings.h>
#include "cfg.h"
#include "fs.h"
#include "host.h"
#include "input_map.h"
#include "mods.h"
#include "romfs_config.h"
#include "romfs_path.h"
#include "platform/platform.h"
#include "restbl.h"
#include "sha256.h"
#include <zstd.h>
#define NH 65536 // RomFS handle slots
#define READ_CHUNK (64u << 20) // largest single read
#define HASH_CHUNK (8u << 20)
@@ -38,7 +53,9 @@ typedef struct { uint64_t offset, size; uint32_t name, len; } Entry;
_Static_assert(sizeof(Entry) == 24, "index entry layout");
typedef struct { uint32_t volume, pad; uint64_t file_id, size, write_time, create_time; } Identity; // no padding
typedef struct { uint64_t index, size; char *path, *name; Identity id; } Overlay;
// prio: which overlay serves a path two of them give (the higher); romfs-patches 0, the TOTK_ROMFS_MODS manifest 1, a
// player mod 2 + its distance from the bottom of the order. mod: its index in mods_at + 1, 0 for any other overlay.
typedef struct { uint64_t index, size; char *path, *name; Identity id; int prio, mod; } Overlay;
static uint8_t *index_bytes;
static size_t index_size;
@@ -56,6 +73,7 @@ static Overlay *overlays; // sorted by RomFS index after overlay_init
static size_t noverlay, overlay_cap;
static char **added; // RomFS paths of the added files, sorted; added[k] is index file_count + k
static size_t nadded;
static int patches_loaded; // a romfs-patches manifest gave a file (romfs_patches_loaded)
static void need(int c, const char *m) {
if (!c) rt_fatal("RomFS: %s", m);
@@ -204,8 +222,8 @@ static uint32_t overlay_slot(uint64_t i) {
// ---- overlays
// Loads and checks one overlay folder. A failed check stops the game, except with optional set (the Xbox prompts
// folder): the folder is dropped, the reason logged, and 0 returned. Returns 1 when the folder is loaded or has no
// manifest.
static int overlay_load(const char *dir, int optional) {
// manifest. prio: the Overlay field (0 for the port's own folders, 1 for the TOTK_ROMFS_MODS manifest).
static int overlay_load(const char *dir, int optional, int prio) {
#define BAD(...) do { if (!optional) rt_fatal(__VA_ARGS__); rt_log(__VA_ARGS__); goto bad; } while (0)
char path[2100];
need(snprintf(path, sizeof path, "%s/manifest.tsv", dir) < (int)sizeof path, "overlay path");
@@ -262,7 +280,8 @@ static int overlay_load(const char *dir, int optional) {
}
char *copy = strdup(file), *rel = strdup(name);
need(copy && rel, "overlay path copy");
overlays[noverlay++] = (Overlay){i, size, copy, rel, id};
overlays[noverlay++] = (Overlay){i, size, copy, rel, id, prio, 0};
if (!prio) patches_loaded = 1;
if (noverlay - first <= 16)
rt_log("RomFS overlay: %s (%llu bytes) %s", name, size, add ? "is added" : "replaces the original");
}
@@ -283,6 +302,207 @@ bad:
#undef BAD
}
// ---- player mods (mods.c): every file under an enabled mod's RomFS root, by identity (no hash: a texture pack is
// gigabytes and the player changes it at will; romfs_open still stops on a file that changed after the start)
static uint32_t *folded; // RomFS indices sorted by name ignoring ASCII case; built on the first mod path that misses
static int folded_order(const void *a, const void *b) {
return strcasecmp(entry_name(entry(*(const uint32_t *)a)), entry_name(entry(*(const uint32_t *)b)));
}
// The RomFS index of name, or of the RomFS path equal to it but for case (a mod made on Windows, where an emulator's
// folder lookup ignores case); UINT64_MAX for a path the RomFS lacks.
static uint64_t index_any_case(const char *name) {
uint64_t i = lower(name);
if (i < file_count && !strcmp(entry_name(entry(i)), name)) return i;
if (!folded) {
folded = malloc(file_count * sizeof *folded);
need(folded != NULL, "case-folded index");
for (uint64_t k = 0; k < file_count; k++) folded[k] = (uint32_t)k;
qsort(folded, file_count, sizeof *folded, folded_order);
}
uint64_t lo = 0, hi = file_count;
while (lo < hi) {
uint64_t m = lo + (hi - lo) / 2;
if (strcasecmp(entry_name(entry(folded[m])), name) < 0) lo = m + 1;
else hi = m;
}
return lo < file_count && !strcasecmp(entry_name(entry(folded[lo])), name) ? folded[lo] : UINT64_MAX;
}
static void overlay_push(Overlay o) {
if (noverlay == overlay_cap) {
overlay_cap = overlay_cap ? overlay_cap * 2 : 16;
overlays = realloc(overlays, overlay_cap * sizeof *overlays);
need(overlays != NULL, "overlay table");
}
overlays[noverlay++] = o;
}
// 1 when path names a file of one game version only (Product.<n> in a name: the resource size table, the actor
// database and other version-bound files); the RomFS lacking it means it is another version's.
static int other_version(const char *path) {
for (const char *p = strstr(path, ".Product."); p; p = strstr(p + 1, ".Product.")) {
const char *d = p + strlen(".Product.");
if (*d >= '0' && *d <= '9') return 1;
}
return 0;
}
// ---- the resource size table's inputs: the tables the overlays carry, before overlay_contest keeps one of them
static char restbl_rel[256]; // the RomFS path of the game's table, "" when it has none
typedef struct {
char *file;
int mod, other; // mod: ModInfo index + 1, 0 for the port's folders; other: made for another game version
} Shipped;
static Shipped *shipped;
static size_t nshipped;
static int ends_with(const char *s, const char *tail) {
size_t n = strlen(s), k = strlen(tail);
return n >= k && !strcmp(s + n - k, tail);
}
// 1 when rel is a resource size table of any game version.
static int is_restbl(const char *rel) {
return !strncmp(rel, "System/Resource/ResourceSizeTable.", 34) && ends_with(rel, ".rsizetable.zs");
}
static void shipped_add(const char *file, int mod, int other) {
Shipped *grown = realloc(shipped, (nshipped + 1) * sizeof *shipped);
char *copy = strdup(file);
need(grown && copy, "resource size table list");
shipped = grown;
shipped[nshipped++] = (Shipped){copy, mod, other};
}
// The game's table: the one System/Resource/ResourceSizeTable.*.rsizetable.zs of the RomFS.
static void restbl_find(void) {
for (uint64_t i = lower("System/Resource/ResourceSizeTable."); i < file_count; i++) {
const char *n = entry_name(entry(i));
if (strncmp(n, "System/Resource/ResourceSizeTable.", 34)) break;
if (is_restbl(n) && strlen(n) < sizeof restbl_rel) {
snprintf(restbl_rel, sizeof restbl_rel, "%s", n);
return;
}
}
}
// The tables the overlays carry for this game version, every one of them (overlay_contest keeps one).
static void restbl_collect(void) {
for (size_t k = 0; k < noverlay; k++)
if (restbl_rel[0] && !strcmp(overlays[k].name, restbl_rel)) shipped_add(overlays[k].path, overlays[k].mod, 0);
}
typedef struct { int k, prio; const char *dir, *rel; } ModWalk;
static void mod_walk(int k, int prio, const char *dir, const char *rel);
// One entry of a mod's RomFS folder (mod_walk).
static int mod_walk_cb(const char *leaf, int kind, uint64_t size, void *ctx) {
(void)size;
const ModWalk *w = ctx;
ModInfo *m = mods_at(w->k);
char file[4200], path[4200];
if (snprintf(file, sizeof file, "%s/%s", w->dir, leaf) >= (int)sizeof file ||
snprintf(path, sizeof path, "%s%s%s", w->rel, *w->rel ? "/" : "", leaf) >= (int)sizeof path) {
rt_log("mods: %s: path too long under %s; left out", m->name, w->dir);
return 1;
}
if (kind == PLAT_FS_DIR) {
mod_walk(w->k, w->prio, file, path);
return 1;
}
if (kind != PLAT_FS_FILE) return 1;
if (!romfs_path_valid_relative(path)) {
rt_log("mods: %s: %s is not a RomFS path; left out", m->name, path);
return 1;
}
uint64_t i = index_any_case(path);
if (i == UINT64_MAX && other_version(path)) {
if (is_restbl(path)) shipped_add(file, w->k + 1, 1); // its entries for this mod's files still apply
m->other_version++;
return 1;
}
PlatFile *f = open_read(file);
if (!f) {
rt_log("mods: %s: cannot open %s; left out", m->name, file);
return 1;
}
Identity id = identity_of(f);
plat_file_close(f);
char *copy = strdup(file), *rp = strdup(i == UINT64_MAX ? path : entry_name(entry(i)));
need(copy && rp, "overlay path copy");
overlay_push((Overlay){i == UINT64_MAX ? ADDED : i, id.size, copy, rp, id, w->prio, w->k + 1});
return 1;
}
// The files under dir (a mod's RomFS root; rel: the RomFS path of dir, "" at the root) as overlays of mod k.
static void mod_walk(int k, int prio, const char *dir, const char *rel) {
ModWalk w = {k, prio, dir, rel};
plat_fs_list(dir, mod_walk_cb, &w);
}
// What overlays compete on: the RomFS index, an added file's path; the higher prio first.
static int contest_order(const void *a, const void *b) {
const Overlay *x = a, *y = b;
if (x->index != y->index) return (x->index > y->index) - (x->index < y->index);
int c = x->index == ADDED ? strcmp(x->name, y->name) : 0;
return c ? c : y->prio - x->prio;
}
static const char *owner_name(const Overlay *o) {
return o->mod ? mods_at(o->mod - 1)->name : o->prio ? "romfs_mods" : "the port's patches";
}
// One overlay per path: the highest prio serves it; the others are dropped and counted on their mod.
static void overlay_contest(void) {
if (!noverlay) return;
qsort(overlays, noverlay, sizeof *overlays, contest_order);
size_t kept = 0;
for (size_t k = 0; k < noverlay; k++) {
Overlay *o = &overlays[k], *w = kept ? &overlays[kept - 1] : NULL;
if (w && w->index == o->index && (o->index != ADDED || !strcmp(w->name, o->name))) {
if (o->mod) {
ModInfo *m = mods_at(o->mod - 1);
m->overridden++;
if (!m->overridden_by[0]) snprintf(m->overridden_by, sizeof m->overridden_by, "%s", owner_name(w));
} else if (w->mod) {
rt_log("RomFS overlay: %s from mod %s replaces the one of %s", o->name, owner_name(w), owner_name(o));
}
free(o->path);
free(o->name);
continue;
}
if (o->mod) {
if (o->index == ADDED) mods_at(o->mod - 1)->added++;
else mods_at(o->mod - 1)->replaced++;
}
overlays[kept++] = *o;
}
noverlay = kept;
}
static void mods_overlay_init(void) {
mods_scan();
int n = mods_count();
for (int k = 0; k < n; k++) {
const ModInfo *m = mods_at(k);
// a mod with ExeFS patches waits for the rebuild that applies them: half of a mod is worse than none
if (m->enabled && (m->kind & MOD_ROMFS) && m->problem == MOD_OK) mod_walk(k, 2 + (n - k), m->romfs, "");
}
}
static void mods_overlay_log(void) {
for (int k = 0; k < mods_count(); k++) {
const ModInfo *m = mods_at(k);
if (!m->enabled || !(m->kind & MOD_ROMFS) || m->problem != MOD_OK) continue;
rt_log("mods: %s: %u files served (%u replaced, %u added), %u overridden%s%s, %u for another game version",
m->name, m->replaced + m->added, m->replaced, m->added, m->overridden, m->overridden ? " by " : "",
m->overridden_by, m->other_version);
}
}
static int overlay_order(const void *a, const void *b) {
uint64_t x = ((const Overlay *)a)->index, y = ((const Overlay *)b)->index;
return (x > y) - (x < y);
@@ -292,7 +512,7 @@ static int added_order(const void *a, const void *b) {
return strcmp((*(Overlay *const *)a)->name, (*(Overlay *const *)b)->name);
}
// Number the added files in path order after the RomFS's own (file_count + k); two overlays adding one path stop.
// Number the added files in path order after the RomFS's own (file_count + k); overlay_contest left one per path.
static void added_init(void) {
Overlay **list = NULL;
for (size_t k = 0; k < noverlay; k++)
@@ -306,8 +526,6 @@ static void added_init(void) {
added = malloc(nadded * sizeof *added);
need(added != NULL, "added files");
for (size_t k = 0; k < nadded; k++) {
if (k && !strcmp(list[k]->name, list[k - 1]->name))
rt_fatal("RomFS overlay: %s and %s both add %s", list[k - 1]->path, list[k]->path, list[k]->name);
list[k]->index = file_count + k;
added[k] = list[k]->name;
}
@@ -315,40 +533,46 @@ static void added_init(void) {
rt_log("RomFS overlay: %zu files added to the RomFS", nadded);
}
// The HeapDef table a bigger game resolution needs (resolution.c): its texture heap and that heap's parent grow. The
// base is an overlay that replaces the table (a mod's heap sizes stay), else the RomFS original; the grown table is
// written to <profile>/resolution/ and served in the base's place.
#define HEAPDEF "System/HeapSize/Product.Nin_NX_NVN.HeapDef.byml.zs"
static void heapdef_overlay(void) {
if (!res_heap_extra_kib()) return;
uint64_t i = lower(HEAPDEF);
if (i >= file_count || strcmp(entry_name(entry(i)), HEAPDEF)) {
rt_log("RomFS: %s missing; the game keeps its own resolution", HEAPDEF);
return;
// RomFS file `rel` as the game would read it: from an overlay that replaces it (*base), else from the image. malloc'd;
// NULL when it is missing, unreadable or 16 MiB or more (logged with `keeps`, what the game does without it).
static void *read_served(const char *rel, Overlay **base, size_t *n, const char *keeps) {
uint64_t i = lower(rel);
*base = NULL;
if (i >= file_count || strcmp(entry_name(entry(i)), rel)) {
rt_log("RomFS: %s missing; %s", rel, keeps);
return NULL;
}
Overlay *base = NULL;
for (size_t k = 0; k < noverlay; k++)
if (overlays[k].index == i) base = &overlays[k];
PlatFile *f = base ? open_read(base->path) : image;
uint64_t off = base ? 0 : entry(i).offset, n = base ? base->size : entry(i).size;
void *in = n && n < (16u << 20) && f ? malloc((size_t)n) : NULL;
int ok = in && read_at(f, in, (uint32_t)n, off) == (int64_t)n;
if (base && f) plat_file_close(f);
void *out = NULL;
size_t out_n = 0;
ok = ok && res_heapdef_build(in, (size_t)n, &out, &out_n);
free(in);
if (!ok) return;
if (overlays[k].index == i) *base = &overlays[k];
PlatFile *f = *base ? open_read((*base)->path) : image;
uint64_t off = *base ? 0 : entry(i).offset, size = *base ? (*base)->size : entry(i).size;
void *in = size && size < (16u << 20) && f ? malloc((size_t)size) : NULL;
int ok = in && read_at(f, in, (uint32_t)size, off) == (int64_t)size;
if (*base && f) plat_file_close(f);
if (!ok) {
free(in);
rt_log("RomFS: cannot read %s; %s", rel, keeps);
return NULL;
}
*n = (size_t)size;
return in;
}
// Serves out[0..out_n) (malloc'd, freed here) in place of RomFS file `rel` and of an overlay that replaces it (base):
// written to <profile>/<sub>/<file name of rel>. `what` names the change in the log. 0 when it cannot be written.
static int serve_generated(const char *rel, Overlay *base, void *out, size_t out_n, const char *sub, const char *what,
const char *keeps) {
char dir[2100], file[2200];
need(snprintf(dir, sizeof dir, "%s/resolution", rt_config()->profile) < (int)sizeof dir, "resolution path");
need(snprintf(file, sizeof file, "%s/Product.Nin_NX_NVN.HeapDef.byml.zs", dir) < (int)sizeof file, "resolution path");
const char *leaf = strrchr(rel, '/') ? strrchr(rel, '/') + 1 : rel;
need(snprintf(dir, sizeof dir, "%s/%s", rt_config()->profile, sub) < (int)sizeof dir, "generated overlay path");
need(snprintf(file, sizeof file, "%s/%s", dir, leaf) < (int)sizeof file, "generated overlay path");
plat_file_mkdir_p(dir);
ok = plat_file_write(file, out, out_n);
int ok = plat_file_write(file, out, out_n);
free(out);
PlatFile *r = ok ? open_read(file) : NULL;
if (!r) {
rt_log("RomFS: cannot write %s; the game keeps its own resolution", file);
return;
rt_log("RomFS: cannot write %s; %s", file, keeps);
return 0;
}
Identity id = identity_of(r);
plat_file_close(r);
@@ -365,31 +589,217 @@ static void heapdef_overlay(void) {
overlays = realloc(overlays, overlay_cap * sizeof *overlays);
need(overlays != NULL, "overlay table");
}
char *rel = strdup(HEAPDEF);
need(rel != NULL, "overlay path copy");
overlays[noverlay++] = (Overlay){i, out_n, copy, rel, id};
char *name = strdup(rel);
need(name != NULL, "overlay path copy");
overlays[noverlay++] = (Overlay){lower(rel), out_n, copy, name, id};
}
rt_log("RomFS overlay: %s (%zu bytes, grown heaps) replaces %s", file, out_n, base ? "the mod's table" : "the original");
res_heapdef_served();
rt_log("RomFS overlay: %s (%zu bytes, %s) replaces %s", file, out_n, what, base ? "the mod's file" : "the original");
return 1;
}
static int xbox_prompts_ready; // romfs-patches-xbox/manifest.tsv was next to romfs-index.bin at start
static int xbox_prompts_active; // and overlay_init loaded it
// ---- the resource size table (restbl.c)
int romfs_xbox_prompts_ready(void) { return xbox_prompts_ready; }
int romfs_xbox_prompts_active(void) { return xbox_prompts_active; }
// The decompressed size of a file's bytes as the game unpacks them: the content size its zstd frame records (.zs;
// the game's files and zstd's own tools write it), four times the bytes for a frame without one, else its size.
static uint64_t content_size(PlatFile *f, uint64_t off, uint64_t size, const char *rel) {
if (!ends_with(rel, ".zs") || !f) return size;
uint8_t head[18];
uint32_t n = size < sizeof head ? (uint32_t)size : (uint32_t)sizeof head;
if (read_at(f, head, n, off) != n) return size;
unsigned long long c = ZSTD_getFrameContentSize(head, n);
return c == ZSTD_CONTENTSIZE_ERROR ? size : c == ZSTD_CONTENTSIZE_UNKNOWN ? size * 4 : c;
}
// A table from its zstd bytes; NULL when they are not one.
static Restbl *restbl_unpack(const void *z, size_t n) {
unsigned long long raw = ZSTD_getFrameContentSize(z, n);
if (raw == ZSTD_CONTENTSIZE_UNKNOWN || raw == ZSTD_CONTENTSIZE_ERROR || raw > (64u << 20)) return NULL;
uint8_t *d = malloc((size_t)raw ? (size_t)raw : 1);
size_t got = d ? ZSTD_decompress(d, (size_t)raw, z, n) : 0;
Restbl *t = d && !ZSTD_isError(got) && got == raw ? restbl_parse(d, (size_t)raw) : NULL;
free(d);
return t;
}
// With a player mod (or the TOTK_ROMFS_MODS manifest) serving files: the game's table with every shipped table of this
// version merged in (an entry larger than the game's wins), the entries a mod's table for another version gives for
// that mod's files, and each served mod file's entry raised to what its size needs (restbl_grow for a file the game
// has, restbl_estimate for an added one). Never lowers the game's entries.
static void restbl_overlay(void) {
int player = 0;
for (size_t k = 0; k < noverlay; k++) player |= overlays[k].mod || overlays[k].prio == 1;
if (!player || !restbl_rel[0]) return;
static const char keeps[] = "mod files that grew may fail to load";
double t0 = now_s();
uint64_t gi = lower(restbl_rel);
Entry ge = entry(gi);
void *gz = ge.size < (64u << 20) ? malloc((size_t)ge.size) : NULL;
Restbl *base = NULL, *out = NULL;
if (gz && read_at(image, gz, (uint32_t)ge.size, ge.offset) == (int64_t)ge.size) {
base = restbl_unpack(gz, (size_t)ge.size);
out = restbl_unpack(gz, (size_t)ge.size);
}
free(gz);
if (!base || !out) {
rt_log("RomFS: cannot read the resource size table %s; %s", restbl_rel, keeps);
restbl_free(base);
restbl_free(out);
return;
}
int tables = 0, merged = 0, raised = 0, estimated = 0;
for (size_t s = 0; s < nshipped; s++) {
uint64_t n = 0;
void *z = plat_file_read(shipped[s].file, &n);
Restbl *t = z ? restbl_unpack(z, (size_t)n) : NULL;
free(z);
if (!t) {
rt_log("RomFS: %s is not a resource size table; left out", shipped[s].file);
continue;
}
tables++;
if (!shipped[s].other) {
merged += restbl_merge(out, base, t);
} else { // another version's table: only the entries of the files its mod serves
for (size_t k = 0; k < noverlay; k++) {
char key[4200];
const char *kp = restbl_key(overlays[k].name, key, sizeof key);
if (overlays[k].mod == shipped[s].mod) merged += restbl_take(out, t, &kp, 1);
}
}
restbl_free(t);
}
Overlay *served = NULL;
for (size_t k = 0; k < noverlay; k++) {
Overlay *o = &overlays[k];
if (o->index == gi) served = o;
if ((!o->mod && o->prio != 1) || o->index == gi) continue;
char key[4200];
restbl_key(o->name, key, sizeof key);
int mc = ends_with(o->name, ".mc");
PlatFile *f = open_read(o->path);
uint64_t now = mc ? o->size : content_size(f, 0, o->size, o->name);
if (f) plat_file_close(f);
uint32_t entry_size, want;
if (o->index != ADDED) {
if (!restbl_get(base, key, &entry_size)) continue; // the game sizes it without the table (streamed)
Entry e = entry(o->index);
uint64_t was = mc ? e.size : content_size(image, e.offset, e.size, o->name);
want = restbl_grow(key, entry_size, was, now, mc);
} else {
want = restbl_estimate(key, mc ? now * 8 : now); // a mesh codec file unpacks to several times its size
estimated += want != 0;
}
raised += want && restbl_raise(out, key, want);
}
restbl_free(base);
if (!merged && !raised && !served) {
restbl_free(out);
rt_log("RomFS: resource size table: the mods' files fit the game's entries (%.0f ms)", (now_s() - t0) * 1000);
return;
}
size_t rn = 0, zn = 0;
uint8_t *raw = restbl_write(out, &rn);
restbl_free(out);
size_t cap = raw ? ZSTD_compressBound(rn) : 0;
void *z = raw ? malloc(cap) : NULL;
if (z) zn = ZSTD_compress(z, cap, raw, rn, 3);
free(raw);
if (!z || ZSTD_isError(zn)) {
free(z);
rt_log("RomFS: cannot pack the merged resource size table; %s", keeps);
return;
}
if (serve_generated(restbl_rel, served, z, zn, "mods", "merged resource sizes", keeps))
rt_log("RomFS: resource size table: %d tables merged (%d entries), %d entries raised for mod files (%d "
"added files estimated), %.0f ms", tables, merged, raised, estimated, (now_s() - t0) * 1000);
}
// The HeapDef table a bigger game resolution needs (resolution.c): its texture heap and that heap's parent grow. The
// base is an overlay that replaces the table (a mod's heap sizes stay), else the RomFS original; the grown table is
// written to <profile>/resolution/ and served in the base's place.
#define HEAPDEF "System/HeapSize/Product.Nin_NX_NVN.HeapDef.byml.zs"
static void heapdef_overlay(void) {
if (!res_heap_extra_kib()) return;
static const char keeps[] = "the game keeps its own resolution";
Overlay *base;
size_t n;
void *in = read_served(HEAPDEF, &base, &n, keeps), *out = NULL;
size_t out_n = 0;
int ok = in && res_heapdef_build(in, n, &out, &out_n);
free(in);
if (ok && serve_generated(HEAPDEF, base, out, out_n, "resolution", "grown heaps", keeps)) res_heapdef_served();
}
// The player camera's pack with its stick speeds multiplied by TOTK_STICK_SENS (camera_speed.c). The base is an
// overlay that replaces the pack (a mod's camera stays), else the RomFS original; the dictionary is the RomFS's own.
#define CAMPACK "Pack/Actor/PlayerCamera.pack.zs"
static void camera_overlay(void) {
if (cam_speed_wanted() == 1.0f) return;
static const char keeps[] = "the camera keeps its own speed";
Overlay *base, *dic_base;
size_t n, dn;
void *in = read_served(CAMPACK, &base, &n, keeps), *out = NULL;
void *dic = in ? read_served("Pack/ZsDic.pack.zs", &dic_base, &dn, keeps) : NULL;
size_t out_n = 0;
int ok = in && dic && cam_pack_build(in, n, dic, dn, &out, &out_n);
free(in);
free(dic);
if (ok && serve_generated(CAMPACK, base, out, out_n, "camera", "camera speed", keeps)) cam_pack_served();
}
// The button prompts' folders (input_prompts_folder) and whether each had a manifest next to romfs-index.bin at start;
// the one the settings asked for at start, the one overlay_init loaded (NULL: the game's own prompts) and why the first
// did not load (ROMFS_PROMPTS_*). The menu compares them with the settings in effect (ui/menu.cpp prompts_note).
static struct { const char *name; int ready; } prompts_folders[2];
static const char *prompts_wanted, *prompts_loaded;
static int prompts_off;
const char *romfs_prompts(void) { return prompts_loaded; }
int romfs_prompts_ready(const char *folder) {
for (int i = 0; i < 2; i++)
if (folder && prompts_folders[i].name && !strcmp(prompts_folders[i].name, folder)) return prompts_folders[i].ready;
return 0;
}
int romfs_prompts_off(const char *folder) {
return folder && prompts_wanted && !strcmp(folder, prompts_wanted) ? prompts_off : ROMFS_PROMPTS_OK;
}
// The first RomFS file that the overlays [a, b) and [c, d) both replace, or NULL.
static const char *overlay_clash(size_t a, size_t b, size_t c, size_t d) {
for (size_t i = a; i < b; i++)
for (size_t j = c; j < d; j++)
if (overlays[i].index != ADDED && overlays[i].index == overlays[j].index &&
strcmp(overlays[i].name, restbl_rel)) // restbl_overlay merges both tables
return overlays[i].name;
return NULL;
}
// Drops the overlays [a, b), the ones after them moving down.
static void overlay_drop(size_t a, size_t b) {
for (size_t k = a; k < b; k++) {
free((void *)overlays[k].path);
free((void *)overlays[k].name);
}
memmove(overlays + a, overlays + b, (noverlay - b) * sizeof *overlays);
noverlay -= b - a;
}
static void overlay_init(void) {
// TOTK_ROMFS_PATCHES unset: romfs-patches next to romfs-index.bin if it has a manifest (tools/make_romfs_patches.py).
// A game resolution that is not 16:9 takes romfs-patches-<w>x<h> instead when it is there: the same overlay with
// the UI laid out for that shape (make_romfs_patches.py --aspect), when the game version has the camera aspect patch
// the layout goes with (res_wants_wide_overlay).
// With pad_layout = xbox_prompts, romfs-patches-xbox in its place: the same patches with the A/B and X/Y prompts
// swapped (make_romfs_patches.py --xbox-prompts). The game reads the archives once at boot, so the prompts stay
// until restart even though the layout itself changes live. Each folder replaces romfs-patches as a whole and the
// setup builds no wide folder with Xbox prompts, so a wide game resolution keeps the Switch prompts.
char def[2100], xbox[2100];
const char *patches = cfg_get("TOTK_ROMFS_PATCHES");
// With prompts = xbox, the Xbox prompts' folder for the pad layout in its place (input_prompts_folder): the same
// patches with Xbox button icons (make_romfs_patches.py --prompts). The game reads the archives once at boot, so
// the prompts stay until restart even though the layout itself changes live. Each folder replaces romfs-patches as
// a whole and the setup builds no folder of another shape with Xbox prompts, so a game resolution that is not 16:9
// keeps the Switch prompts. So does a RomFS mod (the TOTK_ROMFS_MODS manifest or a player mod) that replaces one of
// the prompts' fonts: romfs-patches loads in their place, so the mod's file is not served beside prompts files made
// for the game's own. A mod's resource size table is no clash: restbl_overlay merges it with the prompts' one.
char def[2100], path[2100];
const char *patches = cfg_get("TOTK_ROMFS_PATCHES"), *mods = cfg_get("TOTK_ROMFS_MODS");
int wide = 0;
unsigned out[2];
res_wanted(out);
@@ -403,33 +813,64 @@ static void overlay_init(void) {
"(tools/make_romfs_patches.py --aspect %ux%u)", out[0], out[1], out[0], out[1]);
}
}
xbox_prompts_ready =
snprintf(xbox, sizeof xbox, "%s/romfs-patches-xbox/manifest.tsv", index_dir) < (int)sizeof xbox &&
plat_file_exists(xbox);
int want_xbox = !strcasecmp(cfg_value("TOTK_PAD_LAYOUT"), "xbox_prompts");
if (!patches && want_xbox && xbox_prompts_ready) {
xbox[strlen(xbox) - strlen("/manifest.tsv")] = 0;
xbox_prompts_active = overlay_load(xbox, 1);
if (xbox_prompts_active) rt_log("RomFS overlay: Xbox button prompts (%s)", xbox);
else rt_log("RomFS overlay: %s failed its check (run the setup again); romfs-patches loads instead", xbox);
} else if (want_xbox) {
rt_log("RomFS overlay: pad_layout = xbox_prompts, but %s; Switch prompts stay",
wide ? "the game resolution takes the wide UI layout"
: patches ? "TOTK_ROMFS_PATCHES is set"
: "romfs-patches-xbox has no manifest.tsv (run the setup again)");
static const char *const layouts[2] = {"nintendo", "xbox"}; // one of each folder
for (int i = 0; i < 2; i++) {
prompts_folders[i].name = input_prompts_folder(PROMPTS_XBOX, layouts[i]);
prompts_folders[i].ready =
snprintf(path, sizeof path, "%s/%s/manifest.tsv", index_dir, prompts_folders[i].name) < (int)sizeof path &&
plat_file_exists(path);
}
if (!patches && !xbox_prompts_active && snprintf(def, sizeof def, "%s/romfs-patches/manifest.tsv", index_dir) < (int)sizeof def &&
plat_file_exists(def)) {
def[strlen(def) - strlen("/manifest.tsv")] = 0;
patches = def;
const char *layout = cfg_value("TOTK_PAD_LAYOUT");
prompts_wanted = input_prompts_folder(input_prompts_pick(cfg_get("TOTK_PROMPTS"), layout), layout);
prompts_off = !prompts_wanted ? ROMFS_PROMPTS_OK
: wide ? ROMFS_PROMPTS_SHAPE
: patches ? ROMFS_PROMPTS_PATCHES
: !romfs_prompts_ready(prompts_wanted) ? ROMFS_PROMPTS_MISSING
: ROMFS_PROMPTS_OK;
restbl_find();
size_t first = noverlay;
if (prompts_wanted && prompts_off == ROMFS_PROMPTS_OK) {
snprintf(path, sizeof path, "%s/%s", index_dir, prompts_wanted); // fits: its manifest path did
if (overlay_load(path, 1, 0)) {
prompts_loaded = prompts_wanted;
rt_log("RomFS overlay: Xbox button prompts (%s)", path);
} else {
prompts_off = ROMFS_PROMPTS_FAILED;
rt_log("RomFS overlay: %s failed its check (run the setup again); romfs-patches loads instead", path);
}
} else if (prompts_wanted) {
rt_log("RomFS overlay: prompts = xbox, but %s; Switch prompts stay",
prompts_off == ROMFS_PROMPTS_SHAPE ? "the game resolution takes its own UI layout"
: prompts_off == ROMFS_PROMPTS_PATCHES ? "TOTK_ROMFS_PATCHES is set"
: "their folder has no manifest.tsv (run the setup again)");
}
const char *dirs[2] = {patches, cfg_get("TOTK_ROMFS_MODS")};
for (int i = 0; i < 2; i++)
if (dirs[i] && *dirs[i] && strcmp(dirs[i], "0")) overlay_load(dirs[i], 0);
size_t prompts_end = noverlay;
char plain[2100]; // romfs-patches, when it has a manifest
int plain_ok = snprintf(plain, sizeof plain, "%s/romfs-patches/manifest.tsv", index_dir) < (int)sizeof plain &&
plat_file_exists(plain);
if (plain_ok) plain[strlen(plain) - strlen("/manifest.tsv")] = 0;
if (!patches && !prompts_loaded && plain_ok) patches = plain;
if (patches && *patches && strcmp(patches, "0")) overlay_load(patches, 0, 0);
size_t mods_first = noverlay;
if (mods && *mods && strcmp(mods, "0")) overlay_load(mods, 0, 1);
mods_overlay_init();
const char *clash = prompts_loaded ? overlay_clash(first, prompts_end, mods_first, noverlay) : NULL;
if (clash) {
rt_log("RomFS overlay: a RomFS mod replaces %s, which the Xbox prompts change too; Switch prompts stay", clash);
overlay_drop(first, prompts_end);
prompts_loaded = NULL;
prompts_off = ROMFS_PROMPTS_MODS;
if (plain_ok) overlay_load(plain, 0, 0);
}
restbl_collect();
overlay_contest();
mods_overlay_log();
restbl_overlay();
heapdef_overlay();
camera_overlay();
added_init();
if (noverlay) qsort(overlays, noverlay, sizeof *overlays, overlay_order);
for (size_t k = 1; k < noverlay; k++)
for (size_t k = 1; k < noverlay; k++) // overlay_contest left one per file; the generated ones replace in place
if (overlays[k].index == overlays[k - 1].index)
rt_fatal("RomFS overlay: %s and %s replace the same file %s", overlays[k - 1].path, overlays[k].path,
overlays[k].name);
@@ -551,6 +992,8 @@ const char *romfs_image_path(void) { return image_file; }
size_t romfs_overlay_count(void) { return noverlay; }
int romfs_patches_loaded(void) { return patches_loaded; }
const char *romfs_overlay(size_t k, const char **file, uint64_t *size, int *is_added) {
if (k >= noverlay) return NULL;
*file = overlays[k].path;
+23
View File
@@ -0,0 +1,23 @@
#version 450
// Colour adjustment on the present (runtime/vk_color.c): the game's picture, crop rectangle at offset, into an RGBA16F
// image the FSR 1 pass or the blit then scales to the window. Brightness, contrast around mid-grey, saturation against
// Rec. 709 luma, then a power curve: the order and ranges of STS78721's colour profiles (issue #136).
layout(local_size_x = 8, local_size_y = 8) in;
layout(binding = 0) uniform sampler2D src;
layout(binding = 1, rgba16f) uniform writeonly image2D dst;
layout(push_constant) uniform P {
ivec2 offset; // the crop rectangle's corner in src
ivec2 size; // its size, the size of dst
vec4 adj; // brightness (added), contrast, saturation, gamma (exponent)
} pc;
void main() {
ivec2 p = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(p, pc.size))) return;
vec3 c = texelFetch(src, p + pc.offset, 0).rgb;
c += pc.adj.x;
c = (c - 0.5) * pc.adj.y + 0.5;
c = mix(vec3(dot(c, vec3(0.2126, 0.7152, 0.0722))), c, pc.adj.z);
c = pow(max(c, vec3(0.0)), vec3(pc.adj.w));
imageStore(dst, p, vec4(clamp(c, 0.0, 1.0), 1.0));
}
+67
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@@ -0,0 +1,67 @@
#version 450
// Screen-space contact shadows (runtime/vk_contact.c). Each pixel of the game's lit scene colour marches a short way
// toward the sun through the linear depth target; when the ray passes behind something close in front of it, the pixel
// is in a contact shadow the shadow maps are too coarse to show, and its colour is darkened.
layout(local_size_x = 8, local_size_y = 8) in;
layout(binding = 0) uniform sampler2D lin_depth; // the game's linear depth: view distance / far
layout(binding = 1, r11f_g11f_b10f) uniform image2D scene; // the lit scene colour, darkened in place
layout(push_constant) uniform Params {
vec4 proj; // projection x scale, y scale, far plane, strength (0..1)
vec4 light; // view-space direction toward the sun (xyz), march length in metres at 10 m (w)
vec4 size; // width, height, 1/width, 1/height
vec4 opt; // x: debug (1: write the shadow factor as grey)
} pc;
vec3 view_pos(vec2 uv, float z) { // z: distance in front of the camera
vec2 ndc = uv * 2.0 - 1.0;
return vec3(ndc.x * z / pc.proj.x, -ndc.y * z / pc.proj.y, -z);
}
vec2 to_uv(vec3 p) {
float z = -p.z;
return vec2(0.5 + 0.5 * p.x * pc.proj.x / z, 0.5 - 0.5 * p.y * pc.proj.y / z);
}
float ign(vec2 px) { // interleaved gradient noise: a per-pixel start offset that hides the step pattern
return fract(52.9829189 * fract(dot(px, vec2(0.06711056, 0.00583715))));
}
void main() {
ivec2 px = ivec2(gl_GlobalInvocationID.xy);
if (px.x >= int(pc.size.x) || px.y >= int(pc.size.y)) return;
float d = texelFetch(lin_depth, px, 0).x;
if (d <= 0.0 || d >= 0.999) return; // nothing drawn, or the sky
float z = d * pc.proj.z;
if (z > 80.0) return;
vec2 uv = (vec2(px) + 0.5) * pc.size.zw;
vec3 p = view_pos(uv, z);
// the march grows with distance, as one pixel covers more ground; thickness keeps thin blades from hiding the sky
float len = pc.light.w * clamp(z / 10.0, 0.4, 3.0);
float thick = 0.15 + z * 0.01;
const int STEPS = 16;
float step_len = len / float(STEPS), t = step_len * (0.25 + ign(vec2(px)));
float occ = 0.0;
for (int i = 0; i < STEPS; i++, t += step_len) {
vec3 q = p + pc.light.xyz * t;
if (q.z >= -0.05) break;
vec2 quv = to_uv(q);
if (any(lessThan(quv, vec2(0.0))) || any(greaterThan(quv, vec2(1.0)))) break;
float sz = texelFetch(lin_depth, ivec2(quv * pc.size.xy), 0).x * pc.proj.z;
float delta = -q.z - sz; // how far the scene at that pixel is in front of the ray point
if (delta > 0.02 + z * 0.002 && delta < thick) {
occ = 1.0 - float(i) / float(STEPS); // a hit close to the pixel shadows more than one at the end
break;
}
}
float fade = 1.0 - smoothstep(40.0, 80.0, z);
float k = 1.0 - pc.proj.w * occ * fade;
if (pc.opt.x > 0.5) {
imageStore(scene, px, vec4(k, k, k, 1.0));
return;
}
if (k >= 0.999) return;
vec4 c = imageLoad(scene, px);
imageStore(scene, px, vec4(c.rgb * k, c.a));
}
+40
View File
@@ -0,0 +1,40 @@
#version 450
// Camera motion vectors for DLAA (vk_dlaa.c mv_pass): each pixel's depth is taken back to the world through this
// frame's view-projection and forward through last frame's; the vector is last frame's window position minus this
// frame's, in render pixels, without the jitter (DLSS's default convention). Objects that move on their own get only
// the camera's motion.
// The camera block is TotK's scene uniform block (bound as c4 in the scene's vertex shaders): vec4 rows 3-6 are the
// view-projection, rows of a row-major 4x4 with OpenGL clip depth (-w..w). The replay's viewports have negative
// heights, so window y grows downwards from ndc y = +1, and depth is z_ndc * 0.5 + 0.5.
layout(local_size_x = 8, local_size_y = 8) in;
layout(binding = 0) uniform sampler2D depth_tex;
layout(binding = 1, rg16f) uniform writeonly image2D mv_out;
layout(binding = 2, std140) uniform Cur { vec4 r[16]; } cur;
layout(binding = 3, std140) uniform Prev { vec4 r[16]; } prev;
layout(push_constant) uniform P {
vec2 size; // render size in pixels
vec2 jitter; // this frame's jitter, pixels, as the scene was drawn (window x right, y down)
} pc;
mat4 vp(vec4 a, vec4 b, vec4 c, vec4 d) { return transpose(mat4(a, b, c, d)); }
void main() {
ivec2 p = ivec2(gl_GlobalInvocationID.xy);
if (p.x >= int(pc.size.x) || p.y >= int(pc.size.y)) return;
float d = texelFetch(depth_tex, p, 0).r;
vec2 win = vec2(p) + 0.5 - pc.jitter; // where this pixel's surface sits without the jitter
vec4 ndc = vec4(win.x / pc.size.x * 2.0 - 1.0, 1.0 - win.y / pc.size.y * 2.0, d * 2.0 - 1.0, 1.0);
mat4 c = vp(cur.r[3], cur.r[4], cur.r[5], cur.r[6]);
mat4 q = vp(prev.r[3], prev.r[4], prev.r[5], prev.r[6]);
vec4 world = inverse(c) * ndc;
vec2 mv = vec2(0.0);
if (abs(world.w) > 1e-12) {
vec4 clip = q * (world / world.w);
if (clip.w > 1e-6) {
vec2 pn = clip.xy / clip.w;
vec2 pwin = vec2((pn.x * 0.5 + 0.5) * pc.size.x, (0.5 - pn.y * 0.5) * pc.size.y);
mv = pwin - win;
}
}
imageStore(mv_out, p, vec4(mv, 0.0, 0.0));
}
+34
View File
@@ -0,0 +1,34 @@
#version 450
// HDR10 encode on the present (runtime/vk_hdr.c vk_hdr_encode): the game's picture, crop rectangle at offset, linear
// Rec. 709 with the HUD's white at 1.0 (an sRGB view decodes the 8-bit window texture), into an RGBA16F image of PQ
// code values in Rec. 2020 that FSR 1 or the blit then scale into the HDR10 swapchain. p.x: nits of 1.0, p.y: the
// display's peak in nits, p.z: 1 when the source holds sRGB-encoded values in a UNORM format.
// PQ: SMPTE ST 2084; the Rec. 709 to Rec. 2020 matrix: ITU-R BT.2087.
layout(local_size_x = 8, local_size_y = 8) in;
layout(binding = 0) uniform sampler2D src;
layout(binding = 1, rgba16f) uniform writeonly image2D dst;
layout(push_constant) uniform P {
ivec2 offset;
ivec2 size;
vec4 p;
} pc;
vec3 srgb_decode(vec3 c) {
return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), greaterThan(c, vec3(0.04045)));
}
vec3 pq(vec3 nits) {
const float m1 = 0.1593017578125, m2 = 78.84375, c1 = 0.8359375, c2 = 18.8515625, c3 = 18.6875;
vec3 y = pow(clamp(nits / 10000.0, 0.0, 1.0), vec3(m1));
return pow((c1 + c2 * y) / (1.0 + c3 * y), vec3(m2));
}
void main() {
ivec2 at = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(at, pc.size))) return;
vec3 c = max(texelFetch(src, at + pc.offset, 0).rgb, vec3(0.0));
if (pc.p.z > 0.5) c = srgb_decode(clamp(c, 0.0, 1.0));
const mat3 to2020 = mat3(0.6274, 0.0691, 0.0164, 0.3293, 0.9195, 0.0880, 0.0433, 0.0114, 0.8956);
vec3 nits = min(max(to2020 * c, vec3(0.0)) * pc.p.x, vec3(pc.p.y));
imageStore(dst, at, vec4(pq(nits), 1.0));
}
+8
View File
@@ -0,0 +1,8 @@
#version 450
// One triangle over the whole target, for hdr_ui.frag (runtime/vk_hdr.c vk_hdr_ui_compose).
layout(location = 0) out vec2 uv;
void main() {
uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(uv * 2.0 - 1.0, 0.0, 1.0);
}
+61
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@@ -0,0 +1,61 @@
#version 450
// The game's tonemap pass for HDR output (runtime/vk_hdr.c vk_hdr_shader_swap puts it in place of the translated
// shader when TOTK_HDR=1). Same inputs as the game's: fp_t_tcb_8 (bloom, clamped to 10000 as the game does) plus
// fp_t_tcb_A (the scene), weights in c1[0] and the saturation grade in c3[0]. The game maps luminance and each channel
// with 1 - e^-x, blends the two by the luminance curve squared, clamps to 0..1 and grades saturation. Here the curve is
// the game's up to PIVOT and a straight line with its slope above, so mid-greys look as in SDR and highlights keep
// going; the grade works on the colour divided by its largest channel above 1; a roll-off on the largest channel stops
// at the display's peak. The output is relative to the HUD's white (1.0), which the present maps to TOTK_HDR_UI_NITS.
// Approach after RenoDX's TotK mod by souperman9 and Musa (github.com/clshortfuse/renodx, src/games/totk, MIT): its
// "extended vanilla" curve.
// Bindings are those of the game's translated shader: vk_hdr.c rewrites them from the original's names.
layout(location = 0) in vec4 uv;
layout(location = 0) out vec4 color;
layout(set = 0, binding = 0, std140) uniform SupportBuffer {
vec4 pad[90];
vec4 hdr; // byte 1440 (vk_exec_draw.c support_fill): game white / HUD white, peak / game white
} support_buffer;
layout(set = 0, binding = 1) uniform sampler2D fp_t_tcb_8;
layout(set = 0, binding = 2) uniform sampler2D fp_t_tcb_A;
layout(set = 0, binding = 3, std140) uniform C1 { vec4 v[4096]; } fp_c1;
layout(set = 0, binding = 4, std140) uniform C3 { vec4 v[4096]; } fp_c3;
const float PIVOT = 0.18;
float curve(float x) { // the game's 1 - e^-x below PIVOT, its tangent there above
float y0 = 1.0 - exp(-PIVOT);
return x <= PIVOT ? 1.0 - exp(-x) : y0 + exp(-PIVOT) * (x - PIVOT);
}
vec3 curve3(vec3 x) { return vec3(curve(x.r), curve(x.g), curve(x.b)); }
float maxc(vec3 c) { return max(c.r, max(c.g, c.b)); }
void main() {
vec3 x = min(texture(fp_t_tcb_8, uv.xy).rgb, vec3(10000.0)) + texture(fp_t_tcb_A, uv.xy).rgb;
vec4 w = fp_c1.v[0], g = fp_c3.v[0];
float game = support_buffer.hdr.x > 0.0 ? support_buffer.hdr.x : 1.0;
float peak = support_buffer.hdr.y > 1.0 ? support_buffer.hdr.y : 1.0;
float lum = max(x.r * 0.2989 + x.g * w.x + x.b * w.y, 0.0);
float sdr = 1.0 - exp(-lum);
vec3 by_lum = lum > 0.0 ? x * (curve(lum) / lum) : x;
vec3 c = max(mix(by_lum, curve3(x), sdr * sdr), vec3(0.0));
// the game's saturation grade, on the colour scaled into 0..1 by its largest channel
float s = max(maxc(c), 1.0);
vec3 n = c / s;
float m = maxc(n);
float d = n.r * 0.6666667 + (n.g + n.b) * w.z - 1.0;
float grade = g.y * (1.0 - d * d) + g.x;
c = s * ((n - m) * grade + m);
// roll-off of the largest channel from half the peak to the peak
float top = maxc(c), knee = 0.5 * peak;
if (top > knee) {
float r = peak - knee;
c *= (knee + r * (1.0 - exp(-(top - knee) / r))) / top;
}
color = vec4(max(c, vec3(0.0)) * game, 0.0);
}
+27
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@@ -0,0 +1,27 @@
#version 450
// The in-game menu on an HDR10 swapchain (runtime/vk_hdr.c vk_hdr_ui_compose): ImGui drew it into an RGBA8 image,
// premultiplied sRGB colour over a clear 0; this turns each pixel back into its colour, puts its white at p.x nits and
// writes the PQ code with its coverage, which the pipeline blends over the picture (in PQ code values, as the menu
// blends in sRGB code values on an SDR swapchain). PQ: SMPTE ST 2084; Rec. 709 to Rec. 2020: ITU-R BT.2087.
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 color;
layout(binding = 0) uniform sampler2D ui;
layout(push_constant) uniform P { vec4 p; } pc;
vec3 srgb_decode(vec3 c) {
return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), greaterThan(c, vec3(0.04045)));
}
vec3 pq(vec3 nits) {
const float m1 = 0.1593017578125, m2 = 78.84375, c1 = 0.8359375, c2 = 18.8515625, c3 = 18.6875;
vec3 y = pow(clamp(nits / 10000.0, 0.0, 1.0), vec3(m1));
return pow((c1 + c2 * y) / (1.0 + c3 * y), vec3(m2));
}
void main() {
vec4 u = texture(ui, uv);
if (u.a <= 0.0) discard;
vec3 c = srgb_decode(clamp(u.rgb / u.a, 0.0, 1.0));
const mat3 to2020 = mat3(0.6274, 0.0691, 0.0164, 0.3293, 0.9195, 0.0880, 0.0433, 0.0114, 0.8956);
color = vec4(pq(max(to2020 * c, vec3(0.0)) * pc.p.x), u.a);
}
+1 -1
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@@ -7,7 +7,7 @@
// tables. Not modelled: FPSR cumulative exception bits and QC, FPCR trap enables, FP16 arithmetic (ARMv8.2).
// FPCR.AHP is honoured by the half-precision conversions. Host assumptions: IEEE binary32/64, MXCSR in
// round-to-nearest outside the slow paths, with FTZ|DAZ equal to FPCR.FZ (cpu.h rt_fpcr_sync keeps it so); fma must be
// correctly rounded (build x86 with -mfma).
// correctly rounded: -march=x86-64-v3 has the FMA instruction, and the v2 build links runtime/fma.c for it.
#pragma once
#include <fenv.h>
#include <immintrin.h>
+276
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@@ -0,0 +1,276 @@
// Amiibo / NFC menu page (Dear ImGui): browser and scan controls.
#include <algorithm>
#include <cctype>
#include <cfloat>
#include <filesystem>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <string>
#include <string_view>
#include <vector>
#include "imgui.h"
#include "ui/amiibo_page.h"
#include "ui/option_rows.h"
extern "C" {
#include "amiibo.h"
#include "cfg.h"
#include "platform/platform.h"
#include "ui_text.h"
}
namespace fs = std::filesystem;
struct FileEntry {
std::string name;
bool is_dir;
};
static const char kDefaultAmiiboDir[] = "./amiibo";
static std::string g_current_dir = kDefaultAmiiboDir;
static char g_dir_input[512] = "./amiibo";
static std::vector<FileEntry> g_entries;
static int g_selected_entry = -1;
// The last action: a catalog id and the file or folder it names, formatted when drawn (the menu language can change)
static UiTextId g_status_id = UI_MENU_AMIIBO_READY;
static std::string g_status_arg;
static void set_status(UiTextId id, const std::string &arg = std::string()) {
g_status_id = id;
g_status_arg = arg;
}
// Loads a dump and puts it on the reader; the status names the file.
static void tap(const std::string &dir, const std::string &name) {
std::string full_path = (fs::path(dir) / name).string();
set_status(amiibo_scan_and_tap(full_path.c_str()) ? UI_MENU_AMIIBO_TAPPED : UI_MENU_AMIIBO_LOAD_FAILED, name);
}
static bool iequals(std::string_view a, std::string_view b) {
if (a.size() != b.size()) return false;
for (size_t i = 0; i < a.size(); ++i) {
if (std::tolower(static_cast<unsigned char>(a[i])) !=
std::tolower(static_cast<unsigned char>(b[i]))) {
return false;
}
}
return true;
}
static void set_current_dir(const std::string &path) {
g_current_dir = path;
snprintf(g_dir_input, sizeof(g_dir_input), "%s", g_current_dir.c_str());
cfg_set("TOTK_AMIIBO_DIR", g_current_dir.c_str());
}
static void refresh_dir(void) {
g_entries.clear();
g_selected_entry = -1;
std::error_code ec;
fs::path dir_path(g_current_dir);
// A missing folder lists nothing and says so; it is not replaced by another one, and opening the tab writes no
// setting (the folder is saved only when the player sets one).
if (!fs::exists(dir_path, ec) || !fs::is_directory(dir_path, ec)) {
set_status(UI_MENU_AMIIBO_NO_DIR, g_current_dir);
return;
}
if (g_status_id == UI_MENU_AMIIBO_NO_DIR) set_status(UI_MENU_AMIIBO_READY);
// Add parent navigation if not at root
if (dir_path.has_parent_path() && dir_path != dir_path.parent_path()) {
g_entries.push_back({"..", true});
}
for (const auto &entry : fs::directory_iterator(dir_path, fs::directory_options::skip_permission_denied, ec)) {
if (ec) break;
std::error_code status_ec;
bool is_dir = entry.is_directory(status_ec);
if (status_ec) continue;
std::string filename = entry.path().filename().string();
if (filename.empty() || filename == "." || filename == "..") continue;
if (!is_dir) {
std::string ext = entry.path().extension().string();
if (!iequals(ext, ".bin") && !iequals(ext, ".nfc")) {
continue;
}
}
g_entries.push_back({std::move(filename), is_dir});
}
std::sort(g_entries.begin(), g_entries.end(), [](const FileEntry &a, const FileEntry &b) {
if (a.name == "..") return true;
if (b.name == "..") return false;
if (a.is_dir != b.is_dir) return a.is_dir;
return a.name < b.name;
});
}
void tab_amiibo(float scale) {
(void)scale; // the rows take ImGui's own sizes, already scaled with the font
static bool s_inited = false;
if (!s_inited) {
const char *cfg_dir = cfg_get("TOTK_AMIIBO_DIR");
if (cfg_dir && *cfg_dir) {
g_current_dir = cfg_dir;
} else {
g_current_dir = kDefaultAmiiboDir;
}
snprintf(g_dir_input, sizeof(g_dir_input), "%s", g_current_dir.c_str());
refresh_dir();
s_inited = true;
}
// Two panes: Left (Directory Browser & Tag List), Right (Amiibo Tag Details & Controls)
const float content_h = ImGui::GetContentRegionAvail().y - opt_bottom(); // Continue and Quit stay visible
const float left_w = ImGui::GetContentRegionAvail().x * 0.58f;
const float right_w = ImGui::GetContentRegionAvail().x - left_w - ImGui::GetStyle().ItemSpacing.x;
// ---- Left Pane: Explorer & List ----
ImGui::BeginChild("##amiibo_explorer", ImVec2(left_w, content_h), true);
ImGui::TextColored(ImVec4(0.93f, 0.76f, 0.33f, 1.0f), "%s", menu_text(UI_MENU_AMIIBO_DIR));
ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x);
if (ImGui::InputText("##amiibo_dir_input", g_dir_input, sizeof(g_dir_input), ImGuiInputTextFlags_EnterReturnsTrue)) {
set_current_dir(g_dir_input);
refresh_dir();
}
ImGui::Spacing();
if (ImGui::Button(menu_text(UI_MENU_AMIIBO_OPEN))) {
set_current_dir(g_dir_input);
refresh_dir();
}
ImGui::SameLine();
if (ImGui::Button(menu_text(UI_MENU_AMIIBO_DEFAULT_DIR))) {
set_current_dir(kDefaultAmiiboDir);
refresh_dir();
}
ImGui::SameLine();
if (ImGui::Button(menu_text(UI_MENU_AMIIBO_REFRESH))) {
refresh_dir();
}
ImGui::Separator();
ImGui::TextDisabled("%s", menu_text(UI_MENU_AMIIBO_PICK));
ImGui::BeginChild("##file_list", ImVec2(0, 0), true);
for (size_t i = 0; i < g_entries.size(); i++) {
const auto &e = g_entries[i];
std::string label = e.is_dir ? e.name + "/" : e.name;
bool selected = ((int)i == g_selected_entry);
if (ImGui::Selectable(label.c_str(), selected, ImGuiSelectableFlags_AllowDoubleClick)) {
g_selected_entry = (int)i;
if (e.is_dir) {
if (ImGui::IsMouseDoubleClicked(0) || ImGui::IsKeyPressed(ImGuiKey_GamepadFaceDown)) {
if (e.name == "..") {
fs::path cur(g_current_dir);
if (cur.has_parent_path() && cur != cur.parent_path()) {
set_current_dir(cur.parent_path().string());
} else {
set_current_dir(".");
}
} else {
set_current_dir((fs::path(g_current_dir) / e.name).string());
}
refresh_dir();
break;
}
} else {
if (ImGui::IsMouseDoubleClicked(0)) tap(g_current_dir, e.name);
}
}
}
ImGui::EndChild();
ImGui::EndChild();
ImGui::SameLine();
// ---- Right Pane: Controls & Status ----
ImGui::BeginChild("##amiibo_controls", ImVec2(right_w, content_h), true);
ImGui::TextColored(ImVec4(0.93f, 0.76f, 0.33f, 1.0f), "%s", menu_text(UI_MENU_AMIIBO_READER));
ImGui::Separator();
AmiiboDeviceState state = amiibo_get_device_state();
UiTextId state_id = UI_MENU_AMIIBO_STATE_IDLE;
ImVec4 state_col = ImVec4(0.8f, 0.8f, 0.8f, 1.0f);
switch (state) {
case AMIIBO_DEV_STATE_INITIALIZED: state_id = UI_MENU_AMIIBO_STATE_IDLE; break;
case AMIIBO_DEV_STATE_SEARCHING: state_id = UI_MENU_AMIIBO_STATE_SEARCHING; state_col = ImVec4(1.0f, 0.8f, 0.2f, 1.0f); break;
case AMIIBO_DEV_STATE_TAG_FOUND: state_id = UI_MENU_AMIIBO_STATE_FOUND; state_col = ImVec4(0.3f, 0.9f, 0.3f, 1.0f); break;
case AMIIBO_DEV_STATE_TAG_MOUNTED: state_id = UI_MENU_AMIIBO_STATE_MOUNTED; state_col = ImVec4(0.2f, 0.9f, 1.0f, 1.0f); break;
case AMIIBO_DEV_STATE_UNAVAILABLE: state_id = UI_MENU_AMIIBO_STATE_OFF; state_col = ImVec4(0.9f, 0.3f, 0.3f, 1.0f); break;
default: break;
}
ImGui::TextUnformatted(menu_text(UI_MENU_AMIIBO_STATE));
ImGui::SameLine();
ImGui::TextColored(state_col, "%s", menu_text(state_id));
ImGui::Spacing();
ImGui::Separator();
ImGui::TextUnformatted(menu_text(UI_MENU_AMIIBO_FILE));
if (g_selected_entry >= 0 && g_selected_entry < (int)g_entries.size() && !g_entries[g_selected_entry].is_dir) {
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.4f, 1.0f), "%s", g_entries[g_selected_entry].name.c_str());
if (ImGui::Button(menu_text(UI_MENU_AMIIBO_TAP), ImVec2(ImGui::GetContentRegionAvail().x, 0)))
tap(g_current_dir, g_entries[g_selected_entry].name);
} else {
ImGui::TextDisabled("%s", menu_text(UI_MENU_AMIIBO_NO_FILE));
ImGui::BeginDisabled();
ImGui::Button(menu_text(UI_MENU_AMIIBO_TAP), ImVec2(ImGui::GetContentRegionAvail().x, 0));
ImGui::EndDisabled();
}
ImGui::Spacing();
if (ImGui::Button(menu_text(UI_MENU_AMIIBO_REMOVE), ImVec2(ImGui::GetContentRegionAvail().x, 0))) {
amiibo_remove_tag();
set_status(UI_MENU_AMIIBO_REMOVED);
}
ImGui::Spacing();
ImGui::Separator();
bool auto_remove = amiibo_get_auto_remove();
if (ImGui::Checkbox(menu_text(UI_MENU_AMIIBO_AUTO_REMOVE), &auto_remove)) {
amiibo_set_auto_remove(auto_remove);
}
if (auto_remove) {
float delay = amiibo_get_auto_remove_delay_s();
ImGui::TextUnformatted(menu_text(UI_MENU_AMIIBO_HOLD)); // above the slider: beside it the text is cut off
ImGui::SetNextItemWidth(-FLT_MIN);
if (ImGui::SliderFloat("##amiibo_hold", &delay, 1.0f, 6.0f, menu_text(UI_MENU_AMIIBO_SECONDS))) {
amiibo_set_auto_remove_delay_s(delay);
}
}
ImGui::Spacing();
ImGui::Separator();
ImGui::TextUnformatted(menu_text(UI_MENU_AMIIBO_TAG));
if (amiibo_has_tag()) {
const AmiiboInfo *info = amiibo_get_current_info();
char character[8], uid[24];
snprintf(character, sizeof character, "%02x%02x%02x", info->character_id[0], info->character_id[1],
info->character_id[2]);
snprintf(uid, sizeof uid, "%02x:%02x:%02x:%02x:%02x:%02x:%02x", info->uuid[0], info->uuid[1], info->uuid[2],
info->uuid[3], info->uuid[4], info->uuid[5], info->uuid[6]);
ImGui::Text(menu_text(UI_MENU_AMIIBO_TAG_FILE), info->filename);
ImGui::Text(menu_text(UI_MENU_AMIIBO_TAG_ID), character, info->series_id, info->numbering_id, info->nfp_type);
ImGui::Text(menu_text(UI_MENU_AMIIBO_TAG_UID), uid);
} else {
ImGui::TextDisabled("%s", menu_text(UI_MENU_AMIIBO_NO_TAG));
}
ImGui::Spacing();
ImGui::Separator();
char status[512];
snprintf(status, sizeof status, menu_text(g_status_id), g_status_arg.c_str());
ImGui::TextDisabled(menu_text(UI_MENU_AMIIBO_STATUS), status);
ImGui::EndChild();
}
+4
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@@ -0,0 +1,4 @@
// Amiibo / NFC menu page (ui/amiibo_page.cpp).
#pragma once
void tab_amiibo(float scale);
+66
View File
@@ -0,0 +1,66 @@
// The Cheats tab of the in-game menu: the cheats of the mods' cheat files (cheats.c), a heading per mod in the Mods
// tab's order, then a row per cheat in file order and a line per group label of the file; a cheat that cannot be
// switched here is greyed out with the reason. While code cheats wait for a rebuild, a row on top restarts the game
// into it.
#include <stdio.h>
#include <string.h>
#include "imgui.h"
#include "ui/option_rows.h"
extern "C" {
#include "cheats.h"
#include "ui_text.h"
}
// Returns true when "Rebuild the game now" was chosen: the menu then asks to restart (ui/menu.cpp restart_confirm).
extern "C" bool tab_cheats(float scale) {
opt_begin("##cheats", scale);
static char line[512], desc[768], buttons[192];
int n = cheats_count();
if (!n) {
snprintf(line, sizeof line, menu_text(UI_MENU_CHEATS_NONE), cheats_file()[0] ? cheats_file() : "<build id>.txt");
opt_text_str(line);
opt_end();
return false;
}
bool rebuild =
cheats_rebuild_pending() && opt_button("##restart", UI_MENU_CHEATS_REBUILD, UI_MENU_CHEATS_REBUILD_DESC);
for (int i = 0; i < n; i++) {
const CheatInfo *c = cheats_info(i);
if (!i || strcmp(c->mod, cheats_info(i - 1)->mod)) {
int listed = 0;
for (int j = i; j < n && !strcmp(cheats_info(j)->mod, c->mod); j++)
listed += cheats_info(j)->kind != CHEAT_HEADING;
snprintf(line, sizeof line, menu_text(UI_MENU_CHEATS_MOD), c->mod, listed);
opt_group_text(line);
}
UiTextId text = UI_MENU_CHEAT_CODE_DESC;
switch (c->kind) {
case CHEAT_HEADING:
if (!strstr(c->name, "TID=")) opt_text_str(c->name); // the file's title line only names the game
continue;
case CHEAT_CODE: break;
case CHEAT_KEY: text = UI_MENU_CHEAT_KEY_DESC; break;
case CHEAT_DATA: text = UI_MENU_CHEAT_DATA_DESC; break;
case CHEAT_MASTER: text = UI_MENU_CHEAT_MASTER_DESC, opt_disable_next(UI_MENU_CHEAT_MASTER); break;
case CHEAT_RESTORE: text = UI_MENU_CHEAT_RESTORE_DESC, opt_disable_next(UI_MENU_CHEAT_RESTORE); break;
case CHEAT_REBUILD: text = UI_MENU_CHEAT_REBUILD_DESC, opt_disable_next(UI_MENU_CHEAT_REBUILD); break;
case CHEAT_UNSUPPORTED:
text = UI_MENU_CHEAT_UNSUPPORTED_DESC, opt_disable_next(UI_MENU_CHEAT_UNSUPPORTED);
break;
}
if (c->kind == CHEAT_KEY)
snprintf(desc, sizeof desc, menu_text(text), cheats_buttons(c->buttons, buttons, sizeof buttons));
else if (c->kind == CHEAT_UNSUPPORTED)
snprintf(desc, sizeof desc, "%s %s", menu_text(text), c->note);
else
snprintf(desc, sizeof desc, "%s", menu_text(text));
if (opt_toggle_text(c->key, c->name, desc, cheats_on(i) != 0)) {
cheats_set(i, !cheats_on(i));
opt_save_soon();
}
}
opt_end();
return rebuild;
}
+386 -27
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@@ -11,6 +11,7 @@
// 575ad88e02f9a89a9a885d90039d48af33c982f4, MIT, Copyright (c) 2026 Revivedx and the Savage Wind Recomp contributors,
// Copyright (c) 2026 Peiikai); the pages are rows of option_rows.cpp.
#include <atomic>
#include <limits.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
@@ -19,13 +20,28 @@
#include "imgui.h"
#include "imgui_internal.h" // SetFocusID, NavCursorVisible
#include "backends/imgui_impl_vulkan.h"
// A private copy of stb_truetype, the parser Dear ImGui builds its font atlas with, to check a system font before the
// atlas gets it (font_usable). Its asserts only mark the font bad here.
static int g_font_bad;
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
#define STBTT_assert(x) ((x) ? (void)0 : (void)(g_font_bad = 1))
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-function"
#include "imstb_truetype.h"
#pragma clang diagnostic pop
#include "ui/amiibo_page.h"
#include "ui/binds_page.h"
#include "ui/option_rows.h"
extern "C" {
#include "amiibo.h"
#include "cheats.h"
#include "cfg.h"
#include "fs.h"
#include "input.h"
#include "input_map.h"
#include "mods.h"
#include "perfmon.h"
#include "platform/platform.h"
#include "sysinfo.h"
@@ -38,10 +54,9 @@ void vk_queue_unlock(void);
void res_sizes(unsigned out[2], unsigned scene[2]);
double frame_step_limit_hz(void);
extern const int rt_game_version;
// fs.h (romfs.c): romfs-patches-xbox was next to romfs-index.bin at start, and was loaded.
int romfs_xbox_prompts_ready(void);
int romfs_xbox_prompts_active(void);
extern const char rt_port_version[];
void cheats_frame(uint64_t frame); // cheats.c
bool tab_cheats(float scale); // ui/cheats_tab.cpp; true: restart into the rebuild
}
// Roboto Medium (Apache-2.0, ui/fonts/LICENSE-Roboto.txt) with Latin and Cyrillic glyphs.
@@ -255,13 +270,57 @@ static int vk_up(const MenuTarget *t) {
// Roboto Medium (Latin, Cyrillic, dashes and quotes) at 26 px per 1080 lines, with the glyphs of the Japanese, Korean
// and Chinese language names merged in from a system font when there is one (each language is named in its own script).
// Made again when the window height changes; the old texture goes after the queue is idle (CreateFontsTexture).
// A catalog row also holds menu text (Simplified Chinese), so every string of the row goes into the builder: the merged
// font must cover the whole menu of that language, not only its name. Made again when the window height changes; the old
// texture goes after the queue is idle (CreateFontsTexture).
static const ImWchar kRanges[] = {0x0020, 0x00FF, 0x0400, 0x052F, 0x2010, 0x2027, 0};
static const struct { const char *lang; UiTextId name; } kCjk[] = {
{"ja", UI_MENU_LANGNAME_JA}, {"ko", UI_MENU_LANGNAME_KO}, {"zh-Hans", UI_MENU_LANGNAME_ZH_HANS},
{"zh-Hant", UI_MENU_LANGNAME_ZH_HANT},
};
static uint32_t be32(const uint8_t *p) { return (uint32_t)p[0] << 24 | (uint32_t)p[1] << 16 | (uint32_t)p[2] << 8 | p[3]; }
// 1 when Dear ImGui can take this font file: more than the 100 bytes AddFontFromMemoryTTF asserts on, every table of its
// directory inside the file (stb_truetype reads tables without bounds checks, so a cut-off file faults when the glyphs
// are made), and stb_truetype parses it. ImGui asserts on a font it cannot parse, and an assert ends the process with
// 0xc0000409 and no line in the log.
static int font_usable(const uint8_t *d, uint64_t n) {
if (!d || n <= 100 || n > INT_MAX) return 0;
int off = stbtt_GetFontOffsetForIndex(d, 0);
if (off < 0 || (uint64_t)off + 12 > n) return 0;
uint32_t tables = (uint32_t)d[off + 4] << 8 | d[off + 5];
if ((uint64_t)off + 12 + 16ull * tables > n) return 0;
for (uint32_t i = 0; i < tables; i++) {
const uint8_t *r = d + off + 12 + 16 * i;
if ((uint64_t)be32(r + 8) + be32(r + 12) > n) return 0;
}
stbtt_fontinfo fi;
g_font_bad = 0;
return stbtt_InitFont(&fi, d, off) && !g_font_bad;
}
extern "C" int menu_font_check(void) {
uint64_t n = sizeof roboto_ttf;
uint8_t *bad = (uint8_t *)malloc(n);
if (!bad) return 0;
memcpy(bad, roboto_ttf, n);
uint32_t tables = (uint32_t)bad[4] << 8 | bad[5];
for (uint32_t i = 0; i < tables; i++)
if (!memcmp(bad + 12 + 16 * i, "cmap", 4)) memset(bad + 12 + 16 * i, 0, 4); // no character map
int ok = font_usable(roboto_ttf, n) && !font_usable(roboto_ttf, 4096) && !font_usable(roboto_ttf, 100) &&
!font_usable(bad, n);
memset(bad, 0, 4); // an unknown font tag
ok = ok && !font_usable(bad, n);
free(bad);
return ok;
}
// The glyphs of every string of a catalog row (ui_text_visit), for the font that draws that language.
static void add_row_glyphs(void *ctx, const char *text) {
static_cast<ImFontGlyphRangesBuilder *>(ctx)->AddText(text);
}
static int fonts_up(float scale) {
enum { N = sizeof kCjk / sizeof *kCjk };
ImFontAtlas *fa = ImGui::GetIO().Fonts;
@@ -276,9 +335,17 @@ static int fonts_up(float scale) {
char path[512];
uint64_t size = 0;
if (!plat_font_path(kCjk[i].lang, path, sizeof path) || !(data[i] = plat_file_read(path, &size))) continue;
if (!font_usable(data[i], size)) {
rt_log("menu: system font %s left out: the font parser cannot read it (%llu bytes)", path,
(unsigned long long)size);
free(data[i]);
data[i] = NULL;
continue;
}
merged++;
ImFontGlyphRangesBuilder b;
b.AddText(ui_text_in("en", kCjk[i].name));
ui_text_visit(kCjk[i].lang, add_row_glyphs, &b);
b.BuildRanges(&ranges[i]);
ImFontConfig mc;
mc.MergeMode = true;
@@ -307,7 +374,7 @@ extern "C" void menu_vk_release(void) {
// TOTK_MENU_TEST_SET=<frame>:<key>=<value>[,<key>=<value>...][;<frame>:...]: cfg_set of each key (TOTK_ prefix
// optional) at that presented frame; changes live settings with no input, menu open or not. totk.ini is written only by
// the pseudo-key SAVE=1 (cfg_save, as a row change does; a failed write shows the menu's save note).
enum { TAB_SCREEN, TAB_GAME, TAB_SOUND, TAB_CONTROLS, TAB_MENU, TAB_ADVANCED, TAB_COUNT };
enum { TAB_SCREEN, TAB_GAME, TAB_SOUND, TAB_CONTROLS, TAB_AMIIBO, TAB_MENU, TAB_ADVANCED, TAB_MODS, TAB_CHEATS, TAB_COUNT };
enum { TEST_PAGE_FRAMES = 30, TEST_SETS = 16 };
struct TestSet { uint64_t frame; char key[64], value[64]; };
static struct {
@@ -450,6 +517,27 @@ static void row_render_scale(void) {
opt_choice_list("TOTK_RENDER_SCALE", UI_MENU_RENDER_SCALE, vals, names, N, UI_MENU_RENDER_SCALE_DESC);
}
static void row_shadow_res(void) {
static const char *const vals[] = {"game", "512", "768", "1024", "1536", "2048"};
enum { N = sizeof vals / sizeof *vals };
const char *names[N];
names[0] = menu_text(UI_MENU_SHADOW_RES_GAME);
for (int i = 1; i < N; i++) names[i] = vals[i];
opt_choice_list("TOTK_SHADOW_RES", UI_MENU_SHADOW_RES, vals, names, N, UI_MENU_SHADOW_RES_DESC);
}
static void row_shadow_scale(void) {
static const char *const vals[] = {"1", "2", "3", "4"};
static const char *const names[] = {"960 (1x)", "1920 (2x)", "2880 (3x)", "3840 (4x)"};
opt_choice_list("TOTK_SHADOW_SCALE", UI_MENU_SHADOW_SCALE, vals, names, 4, UI_MENU_SHADOW_SCALE_DESC);
}
static void row_shadow_range(void) {
static const char *const vals[] = {"100", "150", "200", "300"};
static const char *const names[] = {"160 m (1x)", "240 m (1.5x)", "320 m (2x)", "480 m (3x)"};
opt_choice_list("TOTK_SHADOW_RANGE", UI_MENU_SHADOW_RANGE, vals, names, 4, UI_MENU_SHADOW_RANGE_DESC);
}
static void row_gpu(void) {
const char *vals[MAX_GPUS + 1], *names[MAX_GPUS + 1];
char idx[MAX_GPUS][4];
@@ -527,6 +615,35 @@ static const char *present_note(void) {
}
// ---- the tabs
// Colour adjustment (vk_color.c): a profile writes the four values (STS78721's presets, issue #136); moving one of them
// makes the profile Custom.
static void rows_color(void) {
static const struct { const char *name, *b, *c, *s, *g; } presets[] = {
{"default", "0", "100", "100", "1"}, {"vivid", "0", "115", "135", "0.95"}, {"clarity", "2", "110", "115", "1"}};
static const UiTextId names[] = {UI_MENU_COLOR_DEFAULT, UI_MENU_COLOR_VIVID, UI_MENU_COLOR_CLARITY,
UI_MENU_COLOR_CUSTOM};
opt_group(UI_MENU_COLOR);
if (opt_choice("TOTK_COLOR_PRESET", UI_MENU_COLOR_PRESET, names, 4, UI_MENU_COLOR_PRESET_DESC)) {
const char *p = cfg_value("TOTK_COLOR_PRESET");
for (const auto &e : presets)
if (!strcmp(p, e.name)) {
cfg_set("TOTK_COLOR_BRIGHTNESS", e.b), cfg_set("TOTK_COLOR_CONTRAST", e.c);
cfg_set("TOTK_COLOR_SATURATION", e.s), cfg_set("TOTK_COLOR_GAMMA", e.g);
cfg_save();
}
}
bool moved = opt_slider("TOTK_COLOR_BRIGHTNESS", UI_MENU_COLOR_BRIGHTNESS, -30, 30, UI_MENU_COLOR_BRIGHTNESS_DESC, 1,
"%+.0f %%");
moved |= opt_slider("TOTK_COLOR_CONTRAST", UI_MENU_COLOR_CONTRAST, 70, 150, UI_MENU_COLOR_CONTRAST_DESC, 5, "%.0f %%");
moved |= opt_slider("TOTK_COLOR_SATURATION", UI_MENU_COLOR_SATURATION, 50, 200, UI_MENU_COLOR_SATURATION_DESC, 5,
"%.0f %%");
moved |= opt_slider("TOTK_COLOR_GAMMA", UI_MENU_COLOR_GAMMA, 0.8f, 1.2f, UI_MENU_COLOR_GAMMA_DESC, 0.02f, "%.2f");
if (moved && strcmp(cfg_value("TOTK_COLOR_PRESET"), "custom")) {
cfg_set("TOTK_COLOR_PRESET", "custom");
cfg_save();
}
}
static void tab_screen(float scale) {
opt_begin("##screen", scale);
opt_toggle("TOTK_FULLSCREEN", UI_MENU_FULLSCREEN, UI_MENU_FULLSCREEN_DESC);
@@ -539,20 +656,37 @@ static void tab_screen(float scale) {
opt_group(UI_MENU_GRAPHICS);
row_output_res();
row_render_scale();
row_shadow_res();
static const UiTextId up[] = {UI_MENU_UPSCALER_FSR, UI_MENU_UPSCALER_BILINEAR};
opt_choice("TOTK_UPSCALER", UI_MENU_UPSCALER, up, 2, UI_MENU_UPSCALER_DESC);
opt_slider("TOTK_SHARPNESS", UI_MENU_SHARPNESS, 0, 100, UI_MENU_SHARPNESS_DESC, 5, "%.0f %%");
static const UiTextId aspect[] = {UI_MENU_ASPECT_FIT, UI_MENU_ASPECT_STRETCH};
opt_choice("TOTK_ASPECT", UI_MENU_ASPECT, aspect, 2, UI_MENU_ASPECT_DESC);
opt_slider("TOTK_FOV", UI_MENU_FOV, 70, 140, UI_MENU_FOV_DESC, 5, "%.0f %%");
static const char *const aniso[] = {"game", "2", "4", "8", "16"};
const char *aniso_names[] = {menu_text(UI_MENU_ANISO_GAME), "2x", "4x", "8x", "16x"};
opt_choice_list("TOTK_ANISO", UI_MENU_ANISO, aniso, aniso_names, 5, UI_MENU_ANISO_DESC);
row_shadow_scale();
row_shadow_range();
opt_slider("TOTK_PCSS", UI_MENU_PCSS, 0, 200, UI_MENU_PCSS_DESC, 10, "%.0f %%");
opt_slider("TOTK_CONTACT_SHADOWS", UI_MENU_CONTACT_SHADOWS, 0, 100, UI_MENU_CONTACT_SHADOWS_DESC, 10, "%.0f %%");
opt_toggle("TOTK_DLAA", UI_MENU_DLAA, UI_MENU_DLAA_DESC);
static const UiTextId dlss[] = {UI_MENU_DLSS_DLAA, UI_MENU_DLSS_QUALITY, UI_MENU_DLSS_BALANCED,
UI_MENU_DLSS_PERFORMANCE};
opt_choice("TOTK_DLSS", UI_MENU_DLSS, dlss, 4, UI_MENU_DLSS_DESC);
opt_toggle("TOTK_FXAA", UI_MENU_FXAA, UI_MENU_FXAA_DESC);
rows_color();
opt_group(UI_MENU_HDR_GROUP);
opt_toggle("TOTK_HDR", UI_MENU_HDR, UI_MENU_HDR_DESC);
opt_slider("TOTK_HDR_PEAK_NITS", UI_MENU_HDR_PEAK, 400, 10000, UI_MENU_HDR_PEAK_DESC, 50, "%.0f");
opt_slider("TOTK_HDR_GAME_NITS", UI_MENU_HDR_GAME, 80, 500, UI_MENU_HDR_GAME_DESC, 5, "%.0f");
opt_slider("TOTK_HDR_UI_NITS", UI_MENU_HDR_UI, 80, 500, UI_MENU_HDR_UI_DESC, 5, "%.0f");
opt_end();
}
static void tab_game(float scale) {
opt_begin("##game", scale);
row_fps_limit();
opt_toggle("TOTK_REALTIME", UI_MENU_REALTIME, UI_MENU_REALTIME_DESC);
opt_toggle("TOTK_CLOTH_REALTIME", UI_MENU_CLOTH_REALTIME, UI_MENU_CLOTH_REALTIME_DESC);
opt_toggle("TOTK_HIGHFPS_FIX", UI_MENU_HIGHFPS_FIX, UI_MENU_HIGHFPS_FIX_DESC);
row_game_lang();
static const UiTextId mode[] = {UI_MENU_MODE_DOCKED, UI_MENU_MODE_HANDHELD};
opt_choice("TOTK_OPERATION_MODE", UI_MENU_OPERATION_MODE, mode, 2, UI_MENU_OPERATION_MODE_DESC);
@@ -566,14 +700,11 @@ static void tab_sound(float scale) {
opt_end();
}
// The note under the layout. Xbox prompts (the Nintendo layout with the A/B and X/Y prompts swapped, romfs.c
// overlay_init) change the buttons at once but the prompts only at the next start: "files missing" without
// romfs-patches-xbox, "prompts change after restart" while the prompts in use differ from the choice. Automatic with a
// gamepad connected: "in use: Xbox". NULL otherwise.
// A confirmation is open (Controls: restart, Advanced: reset): B and Esc close it, not the menu; L / R stay on the page.
static bool g_modal;
// The note under the layout: Automatic with a gamepad connected, the layout it picked ("in use: Xbox"). NULL otherwise.
static const char *pad_layout_note(void) {
bool want = !strcasecmp(cfg_value("TOTK_PAD_LAYOUT"), "xbox_prompts");
if (want && !romfs_xbox_prompts_ready()) return menu_text(UI_MENU_PAD_LAYOUT_PROMPTS_MISSING);
if (want != (romfs_xbox_prompts_active() != 0)) return menu_text(UI_MENU_PAD_LAYOUT_PROMPTS_RESTART);
int got = input_pad_layout();
if (got < 0 || strcmp(cfg_value("TOTK_PAD_LAYOUT"), "auto")) return nullptr;
static char note[96];
@@ -582,31 +713,146 @@ static const char *pad_layout_note(void) {
return note;
}
// The action a key presses, or -1: the walk key is a key of its own, but Shift is B in the default bindings, and a
// walk key that also presses something walks and does that something at the same time. The bindings come from a
// snapshot, and every key of an action is looked at: binds_refresh rebuilds the live table on the polling thread while
// the menu draws, and an action may hold more than the two keys its cells show.
static int key_action(const InputMap *m, int key) {
for (int a = 0; a < ACTION_COUNT; a++) {
uint8_t keys[INPUT_BINDING_MAX];
int n = input_map_keys_of(m, a, keys, INPUT_BINDING_MAX);
for (int i = 0; i < n; i++)
if (keys[i] == key) return a;
}
return -1;
}
// The walk key as the handful of keys a player is likely to pick. "none" rather than an empty value closes it: an
// unset key falls back to the default in the settings table, the same as a fresh installation. totk.ini takes any name
// input_map.c knows (walks of the keyboard sticks, not of the gamepad). A key the current bindings also use says which
// action it presses.
static void row_walk_key(void) {
static const char *const keys[] = {"none", "lshift", "lalt", "lctrl", "tab", "capslock"};
const char *names[sizeof keys / sizeof *keys] = {menu_text(UI_MENU_OFF), "Shift", "Alt", "Ctrl", "Tab", "Caps Lock"};
const char *cur = cfg_value("TOTK_WALK_KEY");
static char note[64];
const char *n = nullptr;
InputMap m;
input_map_snapshot(&m);
for (int k = KEY_A; k < KEY_COUNT && !n; k++) {
if (!input_key_name(k) || strcasecmp(input_key_name(k), cur)) continue;
int a = key_action(&m, k);
if (a >= 0 && input_action_name(a)) snprintf(note, sizeof note, menu_text(UI_MENU_WALK_KEY_TAKEN), input_action_name(a)), n = note;
}
opt_choice_list("TOTK_WALK_KEY", UI_MENU_WALK_KEY, keys, names, sizeof keys / sizeof *keys, UI_MENU_WALK_KEY_DESC,
-1, n);
}
// The note under the prompts. The settings name a folder of prompts (input_prompts_folder: the prompts and the pad
// layout, as a layout that puts A on the right button needs the face buttons named the other way round), but the game
// reads its fonts and UI archive once at start (romfs.c overlay_init). While the folder in use differs: "files
// missing" when the setup did not write the one asked for, why it was left out at start (damaged, a game resolution
// that is not 16:9, a RomFS mod with the same files, TOTK_ROMFS_PATCHES), else "prompts change after restart", and only then
// *restart is set: a restart would bring the prompts asked for. NULL when they match.
static const char *prompts_note(bool *restart) {
*restart = false;
const char *layout = cfg_value("TOTK_PAD_LAYOUT"), *used = romfs_prompts();
const char *want = input_prompts_folder(input_prompts_pick(cfg_get("TOTK_PROMPTS"), layout), layout);
if (want == used || (want && used && !strcmp(want, used))) return nullptr;
if (want && !romfs_prompts_ready(want)) return menu_text(UI_MENU_PROMPTS_MISSING);
switch (romfs_prompts_off(want)) {
case ROMFS_PROMPTS_FAILED: return menu_text(UI_MENU_PROMPTS_FAILED);
case ROMFS_PROMPTS_SHAPE: return menu_text(UI_MENU_PROMPTS_OFF_SHAPE);
case ROMFS_PROMPTS_MODS: return menu_text(UI_MENU_PROMPTS_OFF_MODS);
case ROMFS_PROMPTS_PATCHES: return menu_text(UI_MENU_PROMPTS_OFF_PATCHES);
default: *restart = true; return menu_text(UI_MENU_PROMPTS_RESTART);
}
}
// The confirmation of "Restart now", over the menu; Cancel has the cursor first. Restart writes totk.ini, then closes
// the game as Quit does and starts it again (gfx_window_request_restart). It waits while the game writes a save, and
// the game stays when totk.ini cannot be written, as the new prompts would not come back. From the Cheats tab
// (restart_rebuild) Restart also lets the next start rebuild for cheats whose last rebuild failed (cheats_rebuild_allow).
static bool restart_rebuild;
static void restart_confirm(void) {
g_modal = false;
ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
if (!ImGui::BeginPopupModal("##restart_confirm", nullptr,
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize))
return;
g_modal = true;
ImGui::TextUnformatted(menu_text(UI_MENU_RESTART_CONFIRM));
bool saving = fs_save_busy() != 0;
if (saving || !cfg_last_save_ok())
ImGui::TextColored(ImVec4(0.95f, 0.45f, 0.35f, 1), "%s",
menu_text(saving ? UI_MENU_RESTART_SAVING : UI_MENU_SAVE_FAILED));
ImGui::Spacing();
const char *yes = menu_text(UI_MENU_RESTART_YES), *no = menu_text(UI_MENU_RESET_NO);
const ImGuiStyle &st = ImGui::GetStyle();
float bw = fmaxf(ImGui::CalcTextSize(yes).x, ImGui::CalcTextSize(no).x) + st.FramePadding.x * 4;
bool close = ImGui::Button(no, ImVec2(bw, 0));
if (ImGui::IsWindowAppearing()) ImGui::SetItemDefaultFocus();
ImGui::SameLine();
ImGui::BeginDisabled(saving);
if (ImGui::Button(yes, ImVec2(bw, 0)) && cfg_save()) {
if (restart_rebuild) cheats_rebuild_allow();
gfx_window_request_restart();
}
ImGui::EndDisabled();
if (ImGui::IsKeyPressed(ImGuiKey_Escape, false) || ImGui::IsKeyPressed(ImGuiKey_GamepadFaceRight, false))
close = true;
if (close) {
ImGui::CloseCurrentPopup();
restart_rebuild = false;
opt_focus_key("##restart"); // back on the row it came from
}
ImGui::EndPopup();
}
static void tab_controls(float scale) {
opt_begin("##controls", scale);
static const UiTextId layout[] = {UI_MENU_PAD_LAYOUT_AUTO, UI_MENU_PAD_LAYOUT_NINTENDO, UI_MENU_PAD_LAYOUT_XBOX,
UI_MENU_PAD_LAYOUT_XBOX_PROMPTS};
opt_choice("TOTK_PAD_LAYOUT", UI_MENU_PAD_LAYOUT, layout, 4, UI_MENU_PAD_LAYOUT_DESC, pad_layout_note());
static const UiTextId layout[] = {UI_MENU_PAD_LAYOUT_AUTO, UI_MENU_PAD_LAYOUT_NINTENDO, UI_MENU_PAD_LAYOUT_XBOX};
opt_choice("TOTK_PAD_LAYOUT", UI_MENU_PAD_LAYOUT, layout, 3, UI_MENU_PAD_LAYOUT_DESC, pad_layout_note());
static const UiTextId prompts[] = {UI_MENU_PROMPTS_NINTENDO, UI_MENU_PROMPTS_XBOX};
bool restart;
const char *note = prompts_note(&restart);
opt_choice("TOTK_PROMPTS", UI_MENU_PROMPTS, prompts, 2, UI_MENU_PROMPTS_DESC, note);
bool ask = restart && opt_button("##restart", UI_MENU_RESTART, UI_MENU_RESTART_DESC);
opt_toggle("TOTK_MOTION", UI_MENU_MOTION, UI_MENU_MOTION_DESC);
opt_slider("TOTK_RUMBLE_STRENGTH", UI_MENU_RUMBLE_STRENGTH, 0, 300, UI_MENU_RUMBLE_STRENGTH_DESC, 10, "%.0f %%");
opt_slider("TOTK_RUMBLE_CURVE", UI_MENU_RUMBLE_CURVE, 0.2f, 1.5f, UI_MENU_RUMBLE_CURVE_DESC, 0.05f, "%.2f");
opt_toggle("TOTK_RUMBLE_TRIGGERS", UI_MENU_RUMBLE_TRIGGERS, UI_MENU_RUMBLE_TRIGGERS_DESC);
opt_slider("TOTK_STICK_DEADZONE", UI_MENU_STICK_DEADZONE, 0, 50, UI_MENU_STICK_DEADZONE_DESC, 1, "%.0f %%");
// One row per stick, falling back to TOTK_STICK_DEADZONE (both sticks) while unset. With a gamepad connected each
// row shows its stick's deflection now, before the dead zone: a drifting stick's resting value, to set it above.
double now[2];
bool pad = input_pad_stick_percent(now) != 0;
char stick_note[2][64];
for (int s = 0; s < 2; s++)
snprintf(stick_note[s], sizeof stick_note[s], menu_text(UI_MENU_STICK_DEADZONE_NOW), now[s]);
opt_slider("TOTK_LSTICK_DEADZONE", UI_MENU_LSTICK_DEADZONE, 0, 50, UI_MENU_STICK_DEADZONE_DESC, 1, "%.0f %%",
pad ? stick_note[0] : nullptr, "TOTK_STICK_DEADZONE");
opt_slider("TOTK_RSTICK_DEADZONE", UI_MENU_RSTICK_DEADZONE, 0, 50, UI_MENU_STICK_DEADZONE_DESC, 1, "%.0f %%",
pad ? stick_note[1] : nullptr, "TOTK_STICK_DEADZONE");
opt_slider("TOTK_STICK_SENS", UI_MENU_STICK_SENS, 0.1f, 3, UI_MENU_STICK_SENS_DESC, 0.05f, "%.2f");
opt_slider("TOTK_MOUSE_SENS", UI_MENU_MOUSE_SENS, 0, 10, UI_MENU_MOUSE_SENS_DESC, 0.1f, "%.1f");
row_walk_key();
opt_slider("TOTK_WALK_SCALE", UI_MENU_WALK_SCALE, 0.2f, 0.9f, UI_MENU_WALK_SCALE_DESC, 0.01f, "%.2f");
binds_rows(scale);
opt_end();
binds_after_page();
if (ask) ImGui::OpenPopup("##restart_confirm"); // at the level BeginPopupModal looks it up
restart_confirm();
}
static void tab_menu(float scale) {
opt_begin("##menu", scale);
static const UiTextId langs[] = {UI_MENU_MENU_LANG_AUTO, UI_MENU_LANGNAME_EN, UI_MENU_LANGNAME_RU};
opt_choice("TOTK_MENU_LANG", UI_MENU_MENU_LANG, langs, 3, UI_MENU_MENU_LANG_DESC);
static const UiTextId langs[] = {UI_MENU_MENU_LANG_AUTO, UI_MENU_LANGNAME_EN, UI_MENU_LANGNAME_RU,
UI_MENU_LANGNAME_PT_BR, UI_MENU_LANGNAME_ZH_HANS};
opt_choice("TOTK_MENU_LANG", UI_MENU_MENU_LANG, langs, sizeof langs / sizeof *langs, UI_MENU_MENU_LANG_DESC);
opt_end();
}
// ---- Advanced: the testing and troubleshooting keys, the bug report helpers and the reset of every setting
static bool g_modal; // the reset confirmation is open: B and Esc close it, not the menu; L / R stay on the page
// A thread count with no fixed default: Automatic (unset), then the common counts.
static void row_threads(const char *key, UiTextId label, UiTextId desc) {
@@ -667,7 +913,6 @@ static void tab_advanced(float scale) {
static const UiTextId preempt[] = {UI_MENU_PREEMPT_OFF, UI_MENU_PREEMPT_ON, UI_MENU_PREEMPT_INHERIT}; // 0|1|2
opt_choice("TOTK_ASYNC_PREEMPT", UI_MENU_ASYNC_PREEMPT, preempt, 3, UI_MENU_ASYNC_PREEMPT_DESC);
opt_toggle("TOTK_REPLAY_ASYNC", UI_MENU_REPLAY_ASYNC, UI_MENU_REPLAY_ASYNC_DESC);
opt_toggle("TOTK_FREE_CORES", UI_MENU_FREE_CORES, UI_MENU_FREE_CORES_DESC);
opt_toggle("TOTK_TIMER_1MS", UI_MENU_TIMER_1MS, UI_MENU_TIMER_1MS_DESC);
opt_group(UI_MENU_GROUP_SHADERS);
@@ -764,12 +1009,111 @@ static void tab_advanced(float scale) {
}
}
static const UiTextId kTabNames[TAB_COUNT] = {UI_MENU_TAB_SCREEN, UI_MENU_TAB_GAME, UI_MENU_TAB_SOUND,
UI_MENU_TAB_CONTROLS, UI_MENU_TAB_MENU, UI_MENU_TAB_ADVANCED};
static const UiTextId kTabNames[TAB_COUNT] = {UI_MENU_TAB_SCREEN, UI_MENU_TAB_GAME, UI_MENU_TAB_SOUND,
UI_MENU_TAB_CONTROLS, UI_MENU_TAB_AMIIBO, UI_MENU_TAB_MENU,
UI_MENU_TAB_ADVANCED, UI_MENU_TAB_MODS, UI_MENU_TAB_CHEATS};
static int g_tab; // the tab shown
static int g_tab_request = -1; // select this tab at the next layout; -1 none
static int g_focus_page = -1; // this tab's first row takes the cursor once it is shown; -1 none
// A row of another tab: that tab opens with the row under the cursor.
static void go_to(int tab, const char *key) {
g_tab_request = tab;
opt_focus_key(key);
}
// ---- Mods: the mods folder (mods.c) with switches and the load order, then the port's own patches. The folder was
// read at start; the rows change the order and switches for the next start.
static void mods_builtin_rows(void) {
opt_group(UI_MENU_MODS_BUILTIN);
char fps[64], res[64];
const char *lim = cfg_value("TOTK_FPS_LIMIT");
if (!strcmp(lim, "display")) snprintf(fps, sizeof fps, "%s", menu_text(UI_MENU_FPS_DISPLAY));
else snprintf(fps, sizeof fps, "%s FPS", lim);
if (opt_button("##mods_fps60", UI_MENU_MODS_FPS60, UI_MENU_MODS_FPS60_DESC, fps)) go_to(TAB_GAME, "TOTK_FPS_LIMIT");
int w = 0, h = 0;
sscanf(cfg_value("TOTK_OUTPUT_RES"), "%dx%d", &w, &h);
snprintf(res, sizeof res, "%d × %d", w, h); // U+00D7, as row_output_res shows it
if (opt_button("##mods_res", UI_MENU_MODS_RES, UI_MENU_MODS_RES_DESC, res)) go_to(TAB_SCREEN, "TOTK_OUTPUT_RES");
opt_toggle("TOTK_REALTIME", UI_MENU_REALTIME, UI_MENU_REALTIME_DESC);
opt_toggle("TOTK_CLOTH_REALTIME", UI_MENU_CLOTH_REALTIME, UI_MENU_CLOTH_REALTIME_DESC);
opt_toggle("TOTK_HIGHFPS_FIX", UI_MENU_HIGHFPS_FIX, UI_MENU_HIGHFPS_FIX_DESC);
opt_button("##mods_quickmenu", UI_MENU_MODS_QUICKMENU, UI_MENU_MODS_QUICKMENU_DESC,
menu_text(romfs_patches_loaded() ? UI_MENU_ON : UI_MENU_OFF));
}
static void tab_mods(float scale) {
opt_begin("##mods", scale);
opt_group(UI_MENU_MODS_INSTALLED);
int n = mods_count();
if (!n) opt_text(UI_MENU_MODS_NONE);
const char *after = mods_changed() ? menu_text(UI_MENU_AFTER_RESTART) : nullptr;
for (int i = 0; i < n; i++) {
const ModInfo *m = mods_at(i);
char id[32], desc[1536];
snprintf(id, sizeof id, "##mod%d", i);
char over[512] = "", other[512] = "";
if (m->overridden) snprintf(over, sizeof over, menu_text(UI_MENU_MODS_OVERRIDDEN), m->overridden, m->overridden_by);
if (m->other_version) snprintf(other, sizeof other, menu_text(UI_MENU_MODS_OTHER_VERSION), m->other_version);
char cheat[256] = "";
if (m->kind & MOD_CHEATS) { // its cheats as read at start, or the file they come from
int count = 0;
for (int j = 0; j < cheats_count(); j++)
count += !strcmp(cheats_info(j)->mod, m->name) && cheats_info(j)->kind != CHEAT_HEADING;
if (count) snprintf(cheat, sizeof cheat, menu_text(UI_MENU_MODS_CHEATS), count);
else snprintf(cheat, sizeof cheat, menu_text(UI_MENU_MODS_CHEATS_FILE), cheats_file());
}
char code[512] = "", problem[512] = "";
if (m->nsets && m->overrides[0])
snprintf(code, sizeof code, menu_text(UI_MENU_MODS_REPLACES_BUILTIN), m->nsets, m->overrides);
else if (m->nsets)
snprintf(code, sizeof code, menu_text(UI_MENU_MODS_EXEFS_ON), m->nsets);
switch (m->problem) {
case MOD_EMPTY: snprintf(problem, sizeof problem, "%s", menu_text(UI_MENU_MODS_EMPTY)); break;
case MOD_PLUGIN: snprintf(problem, sizeof problem, "%s", menu_text(UI_MENU_MODS_SUBSDK)); break;
case MOD_EXEFS_LATER: snprintf(problem, sizeof problem, "%s", menu_text(UI_MENU_MODS_EXEFS_LATER)); break;
case MOD_EXEFS_UNSUPPORTED:
snprintf(problem, sizeof problem, menu_text(UI_MENU_MODS_EXEFS_UNSUPPORTED), m->note);
break;
case MOD_EXEFS_OTHER: snprintf(problem, sizeof problem, "%s", menu_text(UI_MENU_MODS_EXEFS_OTHER)); break;
case MOD_BAD_NAME: snprintf(problem, sizeof problem, "%s", menu_text(UI_MENU_MODS_BAD_NAME)); break;
default: break;
}
int k = snprintf(desc, sizeof desc, menu_text(UI_MENU_MODS_ROW_DESC), m->replaced, m->added);
const char *parts[] = {over, other, cheat, code, problem, menu_text(UI_MENU_MODS_MOVE_HINT)};
for (const char *part : parts)
if (*part && k >= 0 && k < (int)sizeof desc) k += snprintf(desc + k, sizeof desc - k, "\n\n%s", part);
const char *note = m->enabled && m->problem != MOD_OK ? menu_text(UI_MENU_MODS_UNUSED) : after;
int s = opt_text_row(id, m->name, menu_text(m->enabled ? UI_MENU_ON : UI_MENU_OFF), note, desc, true);
if (s == 2 || s == -1 || s == 1) {
mods_set_enabled(i, !m->enabled);
opt_save_soon();
} else if ((s == 3 && i > 0) || (s == 4 && i + 1 < n)) {
int to = s == 3 ? i - 1 : i + 1;
mods_move(i, to - i);
snprintf(id, sizeof id, "##mod%d", to);
opt_focus_key(id); // the cursor follows the mod
opt_save_soon();
}
}
bool rebuild =
cheats_rebuild_pending() && opt_button("##restart", UI_MENU_CHEATS_REBUILD, UI_MENU_CHEATS_REBUILD_DESC);
static uint64_t open_failed; // plat_now_ns until which the button says it failed
if (opt_button("##mods_open", UI_MENU_MODS_OPEN, UI_MENU_MODS_OPEN_DESC,
plat_now_ns() < open_failed ? menu_text(UI_MENU_ACTION_FAILED) : "")) {
bool ok = mods_dir()[0] != 0;
if (ok) plat_file_mkdir_p(mods_dir());
if (!ok || !plat_open_folder(mods_dir())) open_failed = plat_now_ns() + 3000000000ull;
}
mods_builtin_rows();
opt_end();
if (rebuild) {
restart_rebuild = true;
ImGui::OpenPopup("##restart_confirm");
}
restart_confirm();
}
// ---- the window: title, tabs (L / R or Q / E switch), the page, and the bottom row with "Continue" and "Quit game".
// B on the gamepad and Esc close it.
static void layout_menu(uint32_t w, uint32_t h, float scale) {
@@ -814,9 +1158,18 @@ static void layout_menu(uint32_t w, uint32_t h, float scale) {
switch (k) {
case TAB_SCREEN: tab_screen(scale); break;
case TAB_GAME: tab_game(scale); break;
case TAB_MODS: tab_mods(scale); break;
case TAB_SOUND: tab_sound(scale); break;
case TAB_CONTROLS: tab_controls(scale); break;
case TAB_AMIIBO: tab_amiibo(scale); break;
case TAB_MENU: tab_menu(scale); break;
case TAB_CHEATS:
if (tab_cheats(scale)) {
restart_rebuild = true;
ImGui::OpenPopup("##restart_confirm");
}
restart_confirm();
break;
case TAB_ADVANCED: tab_advanced(scale); break;
}
ImGui::EndTabItem();
@@ -839,7 +1192,7 @@ static void layout_menu(uint32_t w, uint32_t h, float scale) {
ImGui::SameLine();
if (ImGui::Button(quit, ImVec2(bw, 0))) gfx_window_request_close();
bool was_modal = g_modal || binds_modal();
if (g_tab != TAB_ADVANCED) g_modal = false;
if (g_tab != TAB_ADVANCED && g_tab != TAB_CONTROLS) g_modal = false;
if (!was_modal && (ImGui::IsKeyPressed(ImGuiKey_Escape, false) || ImGui::IsKeyPressed(ImGuiKey_GamepadFaceRight, false)))
set_open(0);
ImGui::End();
@@ -976,7 +1329,11 @@ static void perf_picture(const MenuTarget *t, const ImVec4 &c) {
int s = cfg_int("TOTK_SHARPNESS");
snprintf(v[3], sizeof v[3], menu_text(UI_MENU_OV_FMT_FSR), s < 0 ? 0 : s > 100 ? 100 : s);
} else {
snprintf(v[3], sizeof v[3], "%s", menu_text(t->scaler ? UI_MENU_OV_SCALE_BILINEAR : UI_MENU_OV_SCALE_NONE));
// FSR enlarges only (vk_fsr_record): an image larger than the window is shrunk by the blit even with FSR selected
int down = t->scaler == 1 && !strcmp(cfg_value("TOTK_UPSCALER"), "fsr") &&
(t->image_w > (int)t->width || t->image_h > (int)t->height);
snprintf(v[3], sizeof v[3], "%s",
menu_text(down ? UI_MENU_OV_SCALE_DOWN : t->scaler ? UI_MENU_OV_SCALE_BILINEAR : UI_MENU_OV_SCALE_NONE));
}
double hz = frame_step_limit_hz();
snprintf(v[4], sizeof v[4], "%s", menu_text(UI_MENU_OV_NONE));
@@ -1093,10 +1450,12 @@ static void perf_draw(const MenuTarget *t, float scale) {
extern "C" int menu_overlay_frame(uint64_t frame, const MenuTarget *t, const char **shot) {
*shot = NULL;
cheats_frame(frame); // the data cheats and the buttons of the cheats that need them held
if (!g_test.parsed) test_parse();
if (g_test.next_set < g_test.n_sets && frame >= g_test.sets[g_test.next_set].frame) test_apply_sets(frame);
if (g_perf_save.exchange(0)) cfg_save();
perf_tick(plat_now_ns(), t);
amiibo_tick();
bool open = g_open.load(std::memory_order_relaxed);
if (!open) {
if (g_save_pending) g_save_pending = opt_save_tick(1); // closed: the last change goes to totk.ini now
+7 -2
View File
@@ -5,8 +5,9 @@
//
// F1 or Esc on the keyboard and Minus and Plus held together (consumed in poll_merged, input_menu_gate in input.h) open it;
// F1, Esc, B or "Continue" close it. While it is open the game gets no input (input_menu, input.h) and keeps running; the
// cursor is released from the mouse camera. Tabs Screen, Game, Sound, Controls and Menu (L / R or Q / E switch them) hold
// option rows (ui/option_rows.h) over the cfg settings; the bottom row has "Continue" and "Quit game".
// cursor is released from the mouse camera. Tabs Screen, Game, Mods, Sound, Controls and Menu (L / R or Q / E switch
// them) hold option rows (ui/option_rows.h) over the cfg settings and the mods folder (mods.h); the bottom row has
// "Continue" and "Quit game".
// Test hooks (ui/menu.cpp): TOTK_MENU_TEST=<frame>[:<frames per page>] opens the menu at that presented frame and saves
// one swapchain shot per tab into TOTK_MENU_TEST_DIR; TOTK_MENU_TEST_SET=<frame>:<key>=<value>[,...][;...] sets settings
// at given frames without input (SAVE=1 writes totk.ini).
@@ -53,10 +54,14 @@ int menu_overlay_frame(uint64_t frame, const MenuTarget *t, const char **shot);
// Records the frame menu_overlay_frame laid out into cb, which is inside dynamic rendering on the image.
void menu_overlay_draw(VkCommandBuffer cb);
void menu_vk_release(void); // before the device goes away (gfx_window_release_vk)
// The check the font atlas runs on a system font, on the embedded font and damaged copies of it: 1 when it takes the
// whole font and refuses a cut-off one, one without a character map and one with an unknown tag (--probe-window).
int menu_font_check(void);
// ---- what the menu asks of the platform side (gfx_window_win.c, gfx_window_sdl.c)
void gfx_window_apply_settings(void); // TOTK_FULLSCREEN or TOTK_WINDOW_SIZE changed: the window follows
void gfx_window_request_close(void); // as the window's close button: the process ends
void gfx_window_request_restart(void); // the same, then totk.exe starts again with the same command line
int gfx_window_monitor_size(int *w, int *h); // pixels of the monitor the window is on; 0 when unknown
double gfx_window_refresh_hz(void); // its refresh rate (TOTK_FPS_LIMIT=display); 0 when unknown
unsigned gfx_window_dpi(void); // the window's DPI (96 at 100% display scale); any thread
+75 -18
View File
@@ -33,15 +33,15 @@ static char g_focus_key[64]; // opt_focus_key: the row that takes th
static bool g_held; // the last row's left / right has been held a while (steppers go faster)
static float g_bottom; // opt_reserve_bottom: kept free under the panes
static bool g_disable_next; // opt_disable_next: the next row is greyed out with g_disable_note
static UiTextId g_disable_note;
static const char *g_disable_note;
// The description pane: this frame's hovered and selected rows, the page's first row, and the last one shown.
struct Desc { char text[UI_DESC_BYTES]; };
static Desc g_hover, g_focus, g_first, g_shown;
// disabled: the note of a row opt_disable_next greyed out, else NULL.
static void desc_set(Desc &d, UiTextId desc, const char *key, const CfgMeta *m, const char *disabled) {
int n = snprintf(d.text, sizeof d.text, "%s", menu_text(desc));
static void desc_set(Desc &d, const char *desc, const char *key, const CfgMeta *m, const char *disabled) {
int n = snprintf(d.text, sizeof d.text, "%s", desc);
if (n < 0 || n >= (int)sizeof d.text) return;
if (disabled)
snprintf(d.text + n, sizeof d.text - n, "\n\n%s", disabled);
@@ -56,8 +56,11 @@ void opt_focus_first(void) { g_focus_req = true; }
void opt_focus_key(const char *key) { snprintf(g_focus_key, sizeof g_focus_key, "%s", key); }
void opt_reserve_bottom(float h) { g_bottom = h; }
float opt_bottom(void) { return g_bottom; }
void opt_disable_next(UiTextId note) {
void opt_disable_next(UiTextId note) { opt_disable_next_text(menu_text(note)); }
void opt_disable_next_text(const char *note) {
g_disable_next = true;
g_disable_note = note;
}
@@ -107,11 +110,12 @@ struct RowView {
const char *note; // under the value instead of the "default" mark; NULL for none
};
// One row: draws it, handles A / click and left / right while selected. Returns 2 (A / click), -1 / +1 (left / right) or
// 0; always 0 for a row the environment fixes (greyed out, still selectable so its description shows).
static int row(const char *key, UiTextId label, UiTextId desc, const RowView &v) {
// One row: draws it, handles A / click and left / right while selected. Returns 2 (A / click), -1 / +1 (left / right),
// 3 / 4 (move up / down, movable rows only) or 0; always 0 for a row the environment fixes (greyed out, still selectable
// so its description shows). movable: the top / left face buttons, Ctrl+Up / Ctrl+Down and two drawn arrows move it.
static int row_text(const char *key, const char *label, const char *desc, const RowView &v, bool movable) {
const CfgMeta *m = cfg_meta(key);
const char *disabled = g_disable_next ? menu_text(g_disable_note) : NULL;
const char *disabled = g_disable_next ? g_disable_note : NULL;
g_disable_next = false;
bool off = disabled || cfg_from_env(key) != 0;
ImGui::PushID(key);
@@ -145,6 +149,13 @@ static int row(const char *key, UiTextId label, UiTextId desc, const RowView &v)
// left and right belong to the row (navigation would otherwise move sideways into the description pane)
ImGui::SetKeyOwner(k, ImGui::GetItemID());
}
if (movable) {
bool ctrl = ImGui::GetIO().KeyCtrl;
if (ImGui::IsKeyPressed(ImGuiKey_GamepadFaceUp, false) || (ctrl && ImGui::IsKeyPressed(ImGuiKey_UpArrow)))
step = 3;
if (ImGui::IsKeyPressed(ImGuiKey_GamepadFaceLeft, false) || (ctrl && ImGui::IsKeyPressed(ImGuiKey_DownArrow)))
step = 4;
}
}
if (foc) desc_set(g_focus, desc, key, m, disabled);
if (hov) desc_set(g_hover, desc, key, m, disabled);
@@ -174,11 +185,25 @@ static int row(const char *key, UiTextId label, UiTextId desc, const RowView &v)
right = rx - gap;
value_left = lx;
}
if (movable) { // up and down arrows left of the value; a click on one moves the row
// a fixed value column (On / Off differ in width) keeps the arrows of the rows in one line
float aw = fs * 0.42f, gap = fs * 0.55f;
float cx = right - fmaxf(ImGui::CalcTextSize(v.value).x, fs * 2.8f) - gap * 2 - aw;
float uy = ty + fs * 0.12f, dy = ty + fs * 0.92f;
ImU32 ac = off ? kGrey : hov || foc ? kGold : IM_COL32(170, 170, 160, 255);
dl->AddTriangleFilled(ImVec2(cx, uy + aw * 0.7f), ImVec2(cx + aw, uy + aw * 0.7f), ImVec2(cx + aw * 0.5f, uy), ac);
dl->AddTriangleFilled(ImVec2(cx, dy - aw * 0.7f), ImVec2(cx + aw, dy - aw * 0.7f), ImVec2(cx + aw * 0.5f, dy), ac);
if (clicked && !off) {
ImVec2 mp = ImGui::GetIO().MousePos;
if (mp.x >= cx - gap * 0.5f && mp.x <= cx + aw + gap * 0.5f) step = mp.y < ty + fs * 0.52f ? 3 : 4;
}
value_left = cx - gap;
}
if (v.value[0]) {
float vx = right - ImGui::CalcTextSize(v.value).x;
dl->AddText(ImVec2(vx, ty), off ? kGrey : v.is_default ? IM_COL32(205, 205, 195, 255) : IM_COL32(255, 255, 255, 255),
v.value);
if (!v.arrows) value_left = vx;
if (!v.arrows && !movable) value_left = vx;
}
if (v.note || v.is_default) { // under the value, right-aligned with it
const char *t = v.note ? v.note : menu_text(UI_MENU_DEFAULT_MARK);
@@ -187,8 +212,7 @@ static int row(const char *key, UiTextId label, UiTextId desc, const RowView &v)
}
// the label and its note, clipped before the value
ImVec4 clip(p.x, p.y, value_left - fs * 0.6f, p.y + h);
dl->AddText(font, fs, ImVec2(p.x + pad, ty), off ? kGrey : IM_COL32(240, 236, 224, 255), menu_text(label), NULL, 0,
&clip);
dl->AddText(font, fs, ImVec2(p.x + pad, ty), off ? kGrey : IM_COL32(240, 236, 224, 255), label, NULL, 0, &clip);
const char *note = disabled ? disabled
: off ? menu_text(UI_MENU_SET_BY_ENV)
: m && !m->live ? menu_text(UI_MENU_AFTER_RESTART)
@@ -198,6 +222,16 @@ static int row(const char *key, UiTextId label, UiTextId desc, const RowView &v)
return off ? 0 : step;
}
static int row(const char *key, UiTextId label, UiTextId desc, const RowView &v) {
return row_text(key, menu_text(label), menu_text(desc), v, false);
}
int opt_text_row(const char *id, const char *label, const char *value, const char *note, const char *desc,
bool movable) {
RowView v = {value ? value : "", false, false, note};
return row_text(id, label, desc, v, movable);
}
// ---- writing a setting: at once in memory (live settings follow), to totk.ini a moment later (opt_save_tick)
static uint64_t g_save_at; // plat_now_ns deadline of the pending write; 0 none
static bool g_save_logged;
@@ -241,6 +275,26 @@ bool opt_button(const char *id, UiTextId label, UiTextId desc, const char *value
return row(id, label, desc, v) == 2; // A or a click; left and right do nothing
}
bool opt_toggle_text(const char *id, const char *label, const char *desc, bool on, const char *value) {
// off is the plain state: its value drawn dim, without the "default" mark
RowView v = {value ? value : menu_text(on ? UI_MENU_ON : UI_MENU_OFF), !on, false, on ? NULL : ""};
return row_text(id, label, desc, v, false) != 0; // any step flips it
}
void opt_group_text(const char *title) {
ImGui::Dummy(ImVec2(0, 6 * g_scale));
ImGui::PushTextWrapPos(0);
ImGui::TextColored(ImVec4(0.93f, 0.76f, 0.33f, 1), "%s", title);
ImGui::PopTextWrapPos();
}
void opt_text_str(const char *text, bool warn) {
ImGui::PushTextWrapPos(0);
if (warn) ImGui::TextColored(ImVec4(0.95f, 0.66f, 0.40f, 1), "%s", text);
else ImGui::TextUnformatted(text);
ImGui::PopTextWrapPos();
}
void opt_group(UiTextId title) {
ImGui::Dummy(ImVec2(0, 6 * g_scale));
ImGui::TextColored(ImVec4(0.93f, 0.76f, 0.33f, 1), "%s", menu_text(title));
@@ -294,12 +348,15 @@ bool opt_choice(const char *key, UiTextId label, const UiTextId *names, int n, U
return opt_choice_list(key, label, values, shown, n, desc, -1, note);
}
bool opt_slider(const char *key, UiTextId label, float lo, float hi, UiTextId desc, float step, const char *fmt) {
const CfgMeta *m = cfg_meta(key);
double v = cfg_double(key), def = m ? strtod(m->def, NULL) : lo;
bool opt_slider(const char *key, UiTextId label, float lo, float hi, UiTextId desc, float step, const char *fmt,
const char *note, const char *fallback) {
const char *set = cfg_get(key);
const char *src = fallback && !(set && *set) ? fallback : key; // unset: show the value in effect, the fallback's
const CfgMeta *m = cfg_meta(src);
double v = cfg_double(src), def = m ? strtod(m->def, NULL) : lo;
char shown[48];
snprintf(shown, sizeof shown, fmt, v);
RowView rv = {shown, fabs(v - def) < step * 0.01, true, NULL};
RowView rv = {shown, fabs(v - def) < step * 0.01, true, note};
int s = row(key, label, desc, rv);
if (!s) return false;
int steps = g_held && (hi - lo) > 40 * step ? 10 : 1; // held: ten steps at a time over a long range
@@ -400,9 +457,9 @@ int opt_bind_row(const char *key, const char *label, UiTextId desc, const char *
}
char k[64];
snprintf(k, sizeof k, "TOTK_%s", key);
if (row_foc) desc_set(g_focus, desc, k, NULL, NULL);
if (row_hov) desc_set(g_hover, desc, k, NULL, NULL);
if (!g_first.text[0]) desc_set(g_first, desc, k, NULL, NULL);
if (row_foc) desc_set(g_focus, menu_text(desc), k, NULL, NULL);
if (row_hov) desc_set(g_hover, menu_text(desc), k, NULL, NULL);
if (!g_first.text[0]) desc_set(g_first, menu_text(desc), k, NULL, NULL);
if (note && (row_foc || row_hov)) { // e.g. what moved here, after the description
Desc &d = row_hov ? g_hover : g_focus;
size_t n = strlen(d.text);
+17 -1
View File
@@ -19,12 +19,15 @@ void opt_begin(const char *id, float scale);
void opt_end(void);
// The height the next pages leave free under their panes (the menu's bottom row).
void opt_reserve_bottom(float h);
// The height opt_reserve_bottom keeps free, for a tab that lays out its own panes (ui/amiibo_page.cpp).
float opt_bottom(void);
// The next page's first row takes the controller's cursor (opening the menu, switching tabs).
void opt_focus_first(void);
// The row of key (or button id) takes the cursor, scrolled into view, when it is next drawn.
void opt_focus_key(const char *key);
// The next row is greyed out like one the environment fixes, with note under its label and in its description.
void opt_disable_next(UiTextId note);
void opt_disable_next_text(const char *note); // note must outlive the frame
// Page text that is not a row: a group heading in the accent colour, a wrapped paragraph (warn: the warning colour).
void opt_group(UiTextId title);
@@ -45,9 +48,22 @@ bool opt_choice_list(const char *key, UiTextId label, const char *const *values,
// A row that runs an action: true on A or a click. id: unique on the page and not a setting ("##copy_info"); value:
// shown on the right ("" none).
bool opt_button(const char *id, UiTextId label, UiTextId desc, const char *value = "");
// A row whose label, value, note (under the value) and description are text, not catalog ids: a mod's folder name.
// Returns 2 (A / click), -1 / +1 (left / right), 3 / 4 (move up / down: the top / left face buttons, Ctrl+Up /
// Ctrl+Down, the drawn arrows; movable rows only) or 0.
int opt_text_row(const char *id, const char *label, const char *value, const char *note, const char *desc,
bool movable);
// Rows and text that are not settings of the cfg table: a label and description of the caller's own (the cheats of
// the cheat files). opt_toggle_text shows on / off (value: shown instead, NULL for On / Off) and returns true on A, a
// click, left or right; the caller changes its state. id: unique on the page, the environment check uses it.
bool opt_toggle_text(const char *id, const char *label, const char *desc, bool on, const char *value = nullptr);
void opt_group_text(const char *title);
void opt_text_str(const char *text, bool warn = false);
// lo..hi in steps of step (left and right held for a second go ten times as fast); fmt formats the value ("%.0f %%").
// note: a short line under the value in place of the "default" mark (NULL: none). fallback: the setting that applies
// while key is unset; the row shows its value then, and a change sets key.
bool opt_slider(const char *key, UiTextId label, float lo, float hi, UiTextId desc, float step = 1,
const char *fmt = "%g");
const char *fmt = "%g", const char *note = nullptr, const char *fallback = nullptr);
// Binding rows (remapping on the Controls tab): a label and three cells, each selectable on its own (left / right move between them).
// opt_bind_header: the column titles above them. opt_bind_row: key is the setting's name without TOTK_ (BIND_A; the
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@@ -11,11 +11,12 @@ typedef enum {
UI_SWKBD_CANCEL,
UI_SWKBD_PAD_HINT, // how a controller answers
// Menu: window, tabs, bottom row. UI_MENU_FIRST..UI_MENU_LAST_ID carry English and Russian texts.
// Menu: window, tabs, bottom row. UI_MENU_FIRST..UI_MENU_LAST_ID carry English, Russian, Brazilian Portuguese and
// Simplified Chinese texts.
UI_MENU_FIRST,
UI_MENU_TITLE = UI_MENU_FIRST,
UI_MENU_TAB_SCREEN, UI_MENU_TAB_GAME, UI_MENU_TAB_SOUND, UI_MENU_TAB_CONTROLS, UI_MENU_TAB_MENU,
UI_MENU_TAB_ADVANCED,
UI_MENU_TAB_SCREEN, UI_MENU_TAB_GAME, UI_MENU_TAB_MODS, UI_MENU_TAB_SOUND, UI_MENU_TAB_CONTROLS, UI_MENU_TAB_AMIIBO,
UI_MENU_TAB_MENU, UI_MENU_TAB_ADVANCED,
UI_MENU_CONTINUE, UI_MENU_QUIT,
UI_MENU_ON, UI_MENU_OFF, UI_MENU_AUTO, UI_MENU_DEFAULT_MARK, // "default" beside the default value
UI_MENU_AFTER_RESTART, // note on a setting that is read at start
@@ -36,7 +37,24 @@ typedef enum {
UI_MENU_RENDER_SCALE, UI_MENU_RENDER_SCALE_DESC, UI_MENU_RENDER_SCALE_GAME,
UI_MENU_UPSCALER, UI_MENU_UPSCALER_DESC, UI_MENU_UPSCALER_FSR, UI_MENU_UPSCALER_BILINEAR,
UI_MENU_ASPECT, UI_MENU_ASPECT_DESC, UI_MENU_ASPECT_FIT, UI_MENU_ASPECT_STRETCH,
UI_MENU_FOV, UI_MENU_FOV_DESC,
UI_MENU_SHADOW_RES, UI_MENU_SHADOW_RES_DESC, UI_MENU_SHADOW_RES_GAME,
UI_MENU_ANISO, UI_MENU_ANISO_DESC, UI_MENU_ANISO_GAME,
UI_MENU_SHARPNESS, UI_MENU_SHARPNESS_DESC,
UI_MENU_COLOR, // group heading over the colour rows
UI_MENU_COLOR_PRESET, UI_MENU_COLOR_PRESET_DESC, UI_MENU_COLOR_DEFAULT, UI_MENU_COLOR_VIVID, UI_MENU_COLOR_CLARITY,
UI_MENU_COLOR_CUSTOM,
UI_MENU_COLOR_BRIGHTNESS, UI_MENU_COLOR_BRIGHTNESS_DESC, UI_MENU_COLOR_CONTRAST, UI_MENU_COLOR_CONTRAST_DESC,
UI_MENU_COLOR_SATURATION, UI_MENU_COLOR_SATURATION_DESC, UI_MENU_COLOR_GAMMA, UI_MENU_COLOR_GAMMA_DESC,
UI_MENU_HDR_GROUP, // group heading over the HDR rows
UI_MENU_HDR, UI_MENU_HDR_DESC, UI_MENU_HDR_PEAK, UI_MENU_HDR_PEAK_DESC, UI_MENU_HDR_GAME, UI_MENU_HDR_GAME_DESC,
UI_MENU_HDR_UI, UI_MENU_HDR_UI_DESC,
UI_MENU_SHADOW_SCALE, UI_MENU_SHADOW_SCALE_DESC,
UI_MENU_SHADOW_RANGE, UI_MENU_SHADOW_RANGE_DESC,
UI_MENU_CONTACT_SHADOWS, UI_MENU_CONTACT_SHADOWS_DESC,
UI_MENU_PCSS, UI_MENU_PCSS_DESC,
UI_MENU_DLAA, UI_MENU_DLAA_DESC, UI_MENU_DLSS, UI_MENU_DLSS_DESC, UI_MENU_DLSS_DLAA, UI_MENU_DLSS_QUALITY,
UI_MENU_DLSS_BALANCED, UI_MENU_DLSS_PERFORMANCE, UI_MENU_FXAA, UI_MENU_FXAA_DESC,
// Game
UI_MENU_FPS_LIMIT, UI_MENU_FPS_LIMIT_DESC, UI_MENU_FPS_30, UI_MENU_FPS_40, UI_MENU_FPS_45, UI_MENU_FPS_60, UI_MENU_FPS_90,
@@ -49,6 +67,25 @@ typedef enum {
UI_MENU_OPERATION_MODE, UI_MENU_OPERATION_MODE_DESC, UI_MENU_MODE_DOCKED, UI_MENU_MODE_HANDHELD,
UI_MENU_ASSUME_FOCUS, UI_MENU_ASSUME_FOCUS_DESC,
// Mods: the port's own patches and the player's mods folder (mods.c)
UI_MENU_MODS_BUILTIN, UI_MENU_MODS_INSTALLED,
UI_MENU_MODS_NONE, // no mod folder yet: where to unpack one
UI_MENU_MODS_OPEN, UI_MENU_MODS_OPEN_DESC,
UI_MENU_MODS_ROW_DESC, // printf: files it replaces, files it adds (as of this start)
UI_MENU_MODS_OVERRIDDEN, // printf: files a higher mod serves instead, that mod's name
UI_MENU_MODS_MOVE_HINT,
UI_MENU_MODS_EMPTY, UI_MENU_MODS_SUBSDK, UI_MENU_MODS_EXEFS_LATER, UI_MENU_MODS_BAD_NAME,
UI_MENU_MODS_EXEFS_UNSUPPORTED, // printf: the file and why
UI_MENU_MODS_EXEFS_OTHER,
UI_MENU_MODS_EXEFS_ON, // printf: its ExeFS patch files in use
UI_MENU_MODS_REPLACES_BUILTIN, // printf: its ExeFS patch files in use, the port's own patch sets they turn off
UI_MENU_MODS_OTHER_VERSION, // printf: files made for another game version, left out
UI_MENU_MODS_UNUSED, // under the switch of a mod the port cannot use
UI_MENU_MODS_CHEATS, // printf: its cheats as read at start
UI_MENU_MODS_CHEATS_FILE, // printf: <build id>.txt, when none were read
UI_MENU_MODS_FPS60, UI_MENU_MODS_FPS60_DESC, UI_MENU_MODS_RES, UI_MENU_MODS_RES_DESC,
UI_MENU_MODS_QUICKMENU, UI_MENU_MODS_QUICKMENU_DESC,
// Sound
UI_MENU_VOLUME, UI_MENU_VOLUME_DESC,
@@ -58,10 +95,17 @@ typedef enum {
UI_MENU_RUMBLE_CURVE, UI_MENU_RUMBLE_CURVE_DESC,
UI_MENU_RUMBLE_TRIGGERS, UI_MENU_RUMBLE_TRIGGERS_DESC,
UI_MENU_PAD_LAYOUT, UI_MENU_PAD_LAYOUT_DESC, UI_MENU_PAD_LAYOUT_AUTO, UI_MENU_PAD_LAYOUT_NINTENDO,
UI_MENU_PAD_LAYOUT_XBOX, UI_MENU_PAD_LAYOUT_XBOX_PROMPTS, UI_MENU_PAD_LAYOUT_IN_USE,
UI_MENU_PAD_LAYOUT_PROMPTS_MISSING, UI_MENU_PAD_LAYOUT_PROMPTS_RESTART,
UI_MENU_STICK_DEADZONE, UI_MENU_STICK_DEADZONE_DESC,
UI_MENU_PAD_LAYOUT_XBOX, UI_MENU_PAD_LAYOUT_IN_USE,
UI_MENU_PROMPTS, UI_MENU_PROMPTS_DESC, UI_MENU_PROMPTS_NINTENDO, UI_MENU_PROMPTS_XBOX,
// the notes under the prompts: their files are missing or damaged, they change after restart, or why they are off
UI_MENU_PROMPTS_MISSING, UI_MENU_PROMPTS_FAILED, UI_MENU_PROMPTS_RESTART, UI_MENU_PROMPTS_OFF_SHAPE,
UI_MENU_PROMPTS_OFF_MODS, UI_MENU_PROMPTS_OFF_PATCHES,
// "Restart now" under the prompts while they change after restart, and its confirmation (Cancel: UI_MENU_RESET_NO)
UI_MENU_RESTART, UI_MENU_RESTART_DESC, UI_MENU_RESTART_CONFIRM, UI_MENU_RESTART_YES, UI_MENU_RESTART_SAVING,
UI_MENU_LSTICK_DEADZONE, UI_MENU_RSTICK_DEADZONE, UI_MENU_STICK_DEADZONE_DESC,
UI_MENU_STICK_DEADZONE_NOW, UI_MENU_STICK_SENS, UI_MENU_STICK_SENS_DESC,
UI_MENU_MOUSE_SENS, UI_MENU_MOUSE_SENS_DESC,
UI_MENU_WALK_KEY, UI_MENU_WALK_KEY_DESC, UI_MENU_WALK_KEY_TAKEN, UI_MENU_WALK_SCALE, UI_MENU_WALK_SCALE_DESC,
// Controls tab: the remapping rows (ui/binds_page.cpp)
UI_BINDS_HELP, UI_BINDS_COL_KEY1, UI_BINDS_COL_KEY2, UI_BINDS_COL_PAD,
@@ -93,13 +137,24 @@ typedef enum {
UI_PAD_ZR, UI_PAD_LPADDLE1, UI_PAD_RPADDLE1, UI_PAD_LPADDLE2, UI_PAD_RPADDLE2,
UI_PAD_CROSS, UI_PAD_CIRCLE, UI_PAD_SQUARE, UI_PAD_TRIANGLE,
// Amiibo tab (ui/amiibo_page.cpp): the dump folder and its files, the emulated NFC reader and its state, the
// amiibo on it and the last action
UI_MENU_AMIIBO_DIR, UI_MENU_AMIIBO_OPEN, UI_MENU_AMIIBO_DEFAULT_DIR, UI_MENU_AMIIBO_REFRESH, UI_MENU_AMIIBO_PICK,
UI_MENU_AMIIBO_NO_DIR, UI_MENU_AMIIBO_READER, UI_MENU_AMIIBO_STATE, UI_MENU_AMIIBO_STATE_IDLE,
UI_MENU_AMIIBO_STATE_SEARCHING, UI_MENU_AMIIBO_STATE_FOUND, UI_MENU_AMIIBO_STATE_MOUNTED,
UI_MENU_AMIIBO_STATE_OFF, UI_MENU_AMIIBO_FILE, UI_MENU_AMIIBO_NO_FILE, UI_MENU_AMIIBO_TAP, UI_MENU_AMIIBO_REMOVE,
UI_MENU_AMIIBO_AUTO_REMOVE, UI_MENU_AMIIBO_HOLD, UI_MENU_AMIIBO_SECONDS, UI_MENU_AMIIBO_TAG,
UI_MENU_AMIIBO_NO_TAG, UI_MENU_AMIIBO_TAG_FILE, UI_MENU_AMIIBO_TAG_ID, UI_MENU_AMIIBO_TAG_UID,
UI_MENU_AMIIBO_READY, UI_MENU_AMIIBO_TAPPED, UI_MENU_AMIIBO_LOAD_FAILED, UI_MENU_AMIIBO_REMOVED,
UI_MENU_AMIIBO_STATUS,
// Menu tab
UI_MENU_MENU_LANG, UI_MENU_MENU_LANG_DESC, UI_MENU_MENU_LANG_AUTO,
// Language names, each in its own language and the same in every row (game language and menu language lists)
UI_MENU_LANGNAME_EN, UI_MENU_LANGNAME_JA, UI_MENU_LANGNAME_FR, UI_MENU_LANGNAME_DE, UI_MENU_LANGNAME_IT,
UI_MENU_LANGNAME_ES, UI_MENU_LANGNAME_NL, UI_MENU_LANGNAME_RU, UI_MENU_LANGNAME_ZH_HANS,
UI_MENU_LANGNAME_ZH_HANT, UI_MENU_LANGNAME_KO,
UI_MENU_LANGNAME_ZH_HANT, UI_MENU_LANGNAME_KO, UI_MENU_LANGNAME_PT_BR,
// Advanced
UI_MENU_ADV_WARNING,
@@ -108,7 +163,6 @@ typedef enum {
UI_MENU_ASYNC_PREEMPT, UI_MENU_ASYNC_PREEMPT_DESC, UI_MENU_PREEMPT_OFF, UI_MENU_PREEMPT_ON,
UI_MENU_PREEMPT_INHERIT,
UI_MENU_REPLAY_ASYNC, UI_MENU_REPLAY_ASYNC_DESC,
UI_MENU_FREE_CORES, UI_MENU_FREE_CORES_DESC,
UI_MENU_TIMER_1MS, UI_MENU_TIMER_1MS_DESC,
UI_MENU_PIPE_WAIT, UI_MENU_PIPE_WAIT_DESC, UI_MENU_PIPE_WAIT_DEFAULT, UI_MENU_PIPE_WAIT_DRAW,
UI_MENU_PIPE_SKIP, UI_MENU_PIPE_SKIP_DESC, UI_MENU_PIPE_SKIP_STRICT, UI_MENU_PIPE_SKIP_ANY,
@@ -160,7 +214,16 @@ typedef enum {
UI_MENU_OV_FMT_SCENE, // "%ux%u, %.0f%%": the scene and its share of the game image's width
UI_MENU_OV_FMT_FSR, // "AMD FSR 1, sharpness %d%%"
UI_MENU_OV_SCALE_NONE, UI_MENU_OV_SCALE_BILINEAR,
UI_MENU_LAST_ID = UI_MENU_OV_SCALE_BILINEAR,
UI_MENU_OV_SCALE_DOWN, // FSR is selected but the image is larger than the window: FSR only enlarges
// the Cheats tab (cheats.c): the file, the kinds of cheat and why one cannot be switched
UI_MENU_TAB_CHEATS,
UI_MENU_CHEATS_NONE, // "%s": <build id>.txt
UI_MENU_CHEATS_MOD, // "%s": the mod, "%d": its cheats
UI_MENU_CHEATS_REBUILD, UI_MENU_CHEATS_REBUILD_DESC, // restart into the rebuild for unbuilt code cheats
UI_MENU_CHEAT_CODE_DESC, UI_MENU_CHEAT_KEY_DESC /* "%s": the buttons */, UI_MENU_CHEAT_DATA_DESC,
UI_MENU_CHEAT_MASTER, UI_MENU_CHEAT_MASTER_DESC, UI_MENU_CHEAT_RESTORE, UI_MENU_CHEAT_RESTORE_DESC,
UI_MENU_CHEAT_REBUILD, UI_MENU_CHEAT_REBUILD_DESC, UI_MENU_CHEAT_UNSUPPORTED, UI_MENU_CHEAT_UNSUPPORTED_DESC,
UI_MENU_LAST_ID = UI_MENU_CHEAT_UNSUPPORTED_DESC,
UI_TEXT_COUNT
} UiTextId;
@@ -172,13 +235,17 @@ enum { UI_DESC_BYTES = 2048 };
// UTF-8 text for id in the language of ov_language(); English when the catalog has no row for that language.
const char *ui_text(UiTextId id);
// The same for an explicit catalog language ("en", "ja", "fr", "de", "it", "es", "nl", "pt", "ru", "zh-Hans",
// "zh-Hant", "ko"); an empty entry gives the English text.
// "zh-Hant", "ko", "pt-BR"); an empty entry gives the English text.
const char *ui_text_in(const char *lang, UiTextId id);
// Calls visit(ctx, text) for every string the row of lang has its own text for (an id that falls back to English is not
// visited): the font builder covers the glyphs of the text a language shows (ui/menu.cpp).
void ui_text_visit(const char *lang, void (*visit)(void *ctx, const char *text), void *ctx);
// 1 when the row of lang has its own text for id (no fallback to English), for the probe.
int ui_text_defined(const char *lang, UiTextId id);
// The catalog language for a Switch language code ("en-GB" -> "en", "zh-CN" -> "zh-Hans", ...).
const char *ui_text_lang(const char *switch_code);
// Menu text: ui_text_in(menu language, id). The menu language is TOTK_MENU_LANG ("en" / "ru"); unset, Russian when the
// system UI language is Russian, else English. Follows a live change of the setting.
// Menu text: ui_text_in(menu language, id). The menu language is TOTK_MENU_LANG ("en", "ru", "pt-BR", "zh-Hans");
// unset, the system UI language when the catalog has menu text for it (English, Russian, Brazilian Portuguese,
// Simplified Chinese), else English. Follows a live change of the setting.
const char *menu_text(UiTextId id);
+35 -1
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@@ -33,7 +33,9 @@ typedef struct VkCtx {
int has_custom_border_color, has_eds, has_eds2, has_eds3, has_vertex_input_dynamic_state,
has_conditional_rendering, has_transform_feedback, has_provoking_vertex, has_device_fault, has_memory_budget,
has_robustness2, has_buffer_device_address, has_fragment_shader_interlock, has_buffer_marker,
has_astc_ldr; // textureCompressionASTC_LDR (enabled when reported)
has_astc_ldr, // textureCompressionASTC_LDR (enabled when reported)
has_calibrated, // VK_KHR/EXT_calibrated_timestamps (GPU idle split in the perf line)
has_hdr_metadata; // VK_EXT_hdr_metadata (vk_hdr.c vk_hdr_metadata)
// Feedback loops (maxwell.md 1.9, vk_exec_draw.c feedback_prepare): a draw samples a target of its open pass that
// an earlier draw of the pass wrote. TOTK_FEEDBACK=0: VK_FEEDBACK_OFF (sampled in GENERAL without a barrier, the
// old behaviour); VK_FEEDBACK_LAYOUT with VK_EXT_attachment_feedback_loop_layout and dynamicRenderingLocalRead
@@ -102,6 +104,31 @@ void vk_present_blit(VkImage src, VkImageLayout layout, VkFormat fmt, int w, int
int vk_fsr_record(VkCommandBuffer cb, unsigned slot, VkImage src, VkFormat fmt, int sw, int sh, const int crop[4],
VkImage dst, const int out[4]);
void vk_fsr_release(void); // before the device goes away
// Colour adjustment on the present (vk_color.c): with TOTK_COLOR_* away from their defaults, records a pass that writes
// src's crop rectangle {x, y, w, h}, adjusted, into an RGBA16F image of that size in GENERAL and returns it (the caller
// scales that one instead, crop {0, 0, w, h}); VK_NULL_HANDLE = nothing recorded. src is in GENERAL, fmt its format.
VkImage vk_color_record(VkCommandBuffer cb, unsigned slot, VkImage src, VkFormat fmt, const int crop[4]);
void vk_color_release(void); // before the device goes away
// HDR output (vk_hdr.c). vk_hdr_wanted: TOTK_HDR, read once. vk_hdr_surface_format: the HDR10 surface format when wanted
// and offered (1). vk_hdr_set_active: gfx_present.c says whether the swapchain is HDR10 (vk_hdr_active). vk_hdr_encode:
// like vk_color_record, src's crop as PQ code values (RGBA16F, crop {0, 0, w, h}). vk_hdr_ui_target / vk_hdr_ui_compose:
// the in-game menu's RGBA8 target, then blended onto the swapchain image. vk_hdr_to_srgb8: 10-bit PQ pixels to sRGB bytes.
int vk_hdr_wanted(void);
void vk_hdr_off(void); // probes that read back 8-bit swapchain pixels: SDR whatever the setting
int vk_hdr_surface_format(const VkSurfaceFormatKHR *f, uint32_t n, VkSurfaceFormatKHR *out);
void vk_hdr_metadata(VkSwapchainKHR sc, int new_sc);
void vk_hdr_set_active(int on);
int vk_hdr_active(void);
VkImage vk_hdr_encode(VkCommandBuffer cb, unsigned slot, VkImage src, VkFormat fmt, const int crop[4]);
VkImageView vk_hdr_ui_target(VkCommandBuffer cb, uint32_t w, uint32_t h);
void vk_hdr_ui_compose(VkCommandBuffer cb, VkImageView dst_view, VkFormat fmt, uint32_t w, uint32_t h);
void vk_hdr_to_srgb8(const uint8_t *in, uint8_t *out, size_t px, int a2r);
void vk_hdr_release(void); // before the device goes away
// The support buffer's HDR parameters (vk_exec_draw.c support_fill, read by shaders/hdr_tonemap.frag).
void vk_hdr_support(float out[4]);
// vk_contact.c: screen-space contact shadows on the game's composed scene colour (TOTK_CONTACT_SHADOWS)
int vk_contact_strength(void); // percent, 0 = off
void vk_contact_release(void); // before the device goes away
void vk_present_flip(void);
// Every submission to ctx->gfx_queue (and xfer_queue when shared) takes this lock; vk_present_image and the swapchain
// rebuild do. Recursive.
@@ -297,7 +324,14 @@ typedef struct {
uint8_t fb_usage; // created with ATTACHMENT_FEEDBACK_LOOP usage (VK_FEEDBACK_LAYOUT, attachable images)
uint8_t fb_learned; // a draw sampled it while it was a written attachment of the open pass: its passes
// attach it in ATTACHMENT_FEEDBACK_LOOP_OPTIMAL_EXT (vk_exec.c vk_exec_pass_begin)
uint8_t scale; // 1, or TOTK_SHADOW_SCALE for a shadow map made larger than the game's (vk_texture.c
// shadow_scale_of): width and height above are the larger ones, the game's regions
// are multiplied by it
} VkTexImage;
// The window texture the backend presents (vk_backend.c): *image and *format become the float picture the game copied
// into it, when the last draw into it was that copy and the swapchain is HDR10.
void vk_hdr_present_source(const VkTexImage *win, VkImage *image, VkFormat *format);
void vk_hdr_image_gone(VkImage image);
const VkTexImage *vk_texture_get(const tex_t *t); // created and made current; NULL for BUFFER or unmapped formats
// A texture slot; a slot whose texture was finalized follows the live texture at the same storage (hle_nvn.c).
const VkTexImage *vk_texture_by_id(int id, view_t *view, int *has_view);
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