336 Commits
Author SHA1 Message Date
Valiantsin DzerakhandClaude Opus 5.5 101132a6c8 Build the Linux release again after build_sources gained its profile argument
282130a made make_release.build_sources take the release's profiles and left the call in make_release_linux.py with
one argument, so the Linux release stopped with a TypeError. The Linux setup compiles without a profile, so it passes
none.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 22:16:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 da6f5b0151 Merge task/wbmerge: shader writes reach guest memory word by word, so falling rain and waterfall splashes draw in mirror mode (#91, #528)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 22:09:53 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8d349fa50d Merge branch 'dev' into task/wbmerge
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 21:55:37 +03:00
Valiantsin DzerakhandClaude Opus 5.5 33d3645d90 Reuse the write-back merge's snapshot buffers instead of creating them per submission
A VMA allocation that needs a new memory block costs 8-11 ms on the replay thread, so finished submissions now return their chunks to a pool that chunk_new draws from. Chunk sizes are powers of two so that one fits the next request.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 21:55:36 +03:00
Valiantsin Dzerakh 072cccdb41 Up version 0.3.10 2026-11-04 19:10:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a64904dfc8 Merge task/flushhull: flushes of a mirrored pool copy exact ranges, not one span over the pool (#698)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 18:42:34 +03:00
Valiantsin Dzerakh be94fe0aa9 Merge branch 'dev' into task/flushhull 2026-11-04 18:42:04 +03:00
Valiantsin DzerakhandClaude Opus 5.5 835310412c Copy a mirrored pool's flushes as exact ranges, so far-apart small flushes stop copying the pool between them
nvn_pool_flushed kept one span from the lowest to the highest flush of a pool and mirror_sync copied all of it. In
Kakariko one 252 MiB pool copied 22,121 MiB for 847 MiB flushed, in spans of up to the whole pool. Over PCIe 3.0 x8
(RX 6600, Ryzen 5 5500, issue #698) a typical span takes about 30 ms of GPU time, which fits the frame spikes there.

A pool now keeps up to 32 sorted ranges and merges the two nearest above that. Writes between ranges still reach the
mirror through the write watch. Over a walk in Kakariko the upload fell from 472.8 to 125.5 MiB and no flush range
reached 16 MiB. TOTK_FLUSH_SPAN=1 restores the span. The mirror summary gains a line with the upload by source, and
--probe-vkexec checks the range list and that two far-apart flushes copy only their pages.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 18:41:54 +03:00
Valiantsin DzerakhandClaude Opus 5.5 17eddf41cb Merge task/mesazero, function-local variables start at 0 on Mesa drivers only
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 18:11:37 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9dd50131ca Start function-local variables at 0 on Mesa drivers only
SPIR-V leaves a register read before any write undefined and Mesa folds undefined values freely. The unconditional patch 0014 guarded against that and was taken out in #701 because the whole picture shook with DLSS on NVIDIA. Patch 0016 brings the zero start back behind a zero_locals job flag, which vk_caps_driver turns on for RADV, ANV and NVK. TOTK_ZERO_LOCALS overrides it, and gfx_shader_set_host mixes it into the translator identity so the variant has its own cache keys.

FXAA_FS gains the flag-on hash of the game's FXAA shader, so vk_dlaa_skip_draw knows it on Mesa too. A game run with TOTK_ZERO_LOCALS=1 on an RX 9070 produced that hash; a TOTK_FXAA=0 run logged no skip with either hash, so the switch itself is not confirmed.

All 29736 stored 1.4.3 inputs translate with the flag off and on, 0 spirv-val failures. FXAA hashes to 5c43ae18948d52cb with the flag off and aad42238801d31d8 with it on. Flag-on output matches the old translator byte for byte on a sample of 312 shaders. Not run on a Mesa driver.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 18:05:21 +03:00
Valiantsin Dzerakh b8d5c08cf4 Merge task/hifps: 1.2.1 map cursor and vertical aim follow the frame time (#44) 2026-11-04 17:48:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0e1ddb41e0 Scale the 1.2.1 map cursor and vertical aim steps by the frame ratio
The map cursor, the vertical Ultrahand aim and the vertical gyro aim moved a fixed step per frame, so above 30 fps they ran faster with the frame rate (#44, #394). The new set cursor multiplies each step by the game's own 30 Hz ratio, ported from MacNativeGames 363a6eb and switched by TOTK_HIGHFPS_FIX.

Map pan with the same stick input on 1.2.1: 398 px/s at 30 fps, 1150 px/s at about 105 fps before, 402 px/s after. The Ultrahand and gyro sites were not exercised in game. 1.1.0 is not covered: its module is not available here to check the sites.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 17:48:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5e44a5fc5e Merge task/grassfire: write grass maps back at fence waits so fire spreads through grass, and batch the copies
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 17:03:20 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3ae9e8360d Merge pull request #701, translator patch 0014 out so DLSS stops shaking the picture (itaskaev2)
Measured on an RTX 4080 SUPER by the author: shift 0.86 px a frame with the patch, 0.00 without it.

Review note: 0014 alone moves the SPIR-V hash of the game's FXAA shader from 5c43ae18948d52cb, which is in FXAA_FS
(runtime/vk_dlaa.c vk_dlaa_skip_draw), to aad42238801d31d8, which is not. With the initializers removed and the id gaps
closed, the 0014 build's shader disassembles identically to the pre-0014 one. So since c0e66fe the FXAA list matched
nothing, and this merge makes it match again, which also brings back fxaa = 0. The hash miss is the likely cause of the
shake rather than a driver reaction to OpConstantNull, but the path from the missed skip to the screen is not traced and
no RTX run checked it. Not run here: translator build, game run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 17:00:45 +03:00
Valiantsin Dzerakh 74058ac053 Merge branch 'dev' into task/grassfire 2026-11-04 16:49:47 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1a9d089a3d Write grass maps back at fence waits so fire spreads through grass, and batch the copies
TotK's fire spread reads its 260x260 RG8 grass maps after a fence wait with no invalidate. The fence write-back took targets up to 64 KiB only, so the CPU saw stale maps and fire died where it hit (#132).

A target over wb_fence_limit now goes back unless the GPU drew it in each of the last 16 frames. Raising the limit instead pulled in four 256x256 targets drawn every frame, about 2.7 ms a frame.

Every level and layer of every texture in a write-back now shares one upload batch and one wait. A burst of 9 grass maps took 7.8 ms with one round trip per level and takes 2 to 2.5 ms. The fence write-back on the field replay fell from about 45 to 22 ms per second of play.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 16:49:46 +03:00
itaskaev2andClaude Opus 5.5 3fab752a21 Take out translator patch 0014 so DLSS stops shaking the picture on NVIDIA
Patch 0014 gave every function-local variable of a translated shader an OpConstantNull initializer. On an RTX 4080
SUPER with game 1.4.3 that made the whole picture move by about 0.9 output pixels a frame whenever DLSS or DLAA runs,
with a still camera (#612). The shake follows the DLAA jitter (TOTK_DLAA_JITTER=0 removes it) and goes away with the
v0.3.7 runtime and a translator built without this one patch. Patches 0012, 0013 and 0015 stay.

docs/maxwell.md 3.12 now says that registers read before any write have no fix for now; a zero start for Mesa only, or
for the shaders that need it, is still open.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 13:35:46 +01:00
Valiantsin DzerakhandClaude Opus 5.5 6c19856136 Merge task/fuseicon: wait for the pipelines of item icon captures instead of skipping their draws
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 15:33:19 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a248cc9f54 Wait for the pipelines of item icon captures instead of skipping their draws
The icon capture draws into a colour target rendered for the first time, with the per-frame depth buffer. Under
pipe_skip any and fullscreen the recent depth made the pass look per-frame, so draws with a pipeline still building
were dropped and the icon kept missing parts (a fused weapon without its blade) until the item was captured again.
vk_exec_targets_recent now ignores a recent depth target while a colour target is rendered for the first time.

On fight2 with a warm driver cache no draw waited. With a cold cache the first world frame after loading waits for
the scene's new HDR target (2.9 s without prepared shaders), and one 64x64 capture waited 29 ms in the fight.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 15:33:07 +03:00
Valiantsin DzerakhandClaude Opus 5.5 2201a4f1bc Merge task/pinleak: free texture pin copies once no recording names them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 15:13:23 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a1964a0c31 Free texture pin copies once no recording names them
Every texture initialization got a 128-byte host copy for recordings to point at, kept for the whole run. The game
initializes its transient targets again every frame (about 29 new copies a frame on 1.4.3), so host memory grew by
about 44 MiB per minute of play, standing still too, until the commit limit ended long sessions (#670).

Each pin now counts the recording copies whose ops name it: counted in flatten_recording, uncounted when a copy or a
per-submission clone is freed. A pin with no copy left is freed NVN_PIN_AGE (1200) submits after its last use, so a
recording still in progress keeps its pins, and never while the replay holds it as a current render target, which
carries over to the next submission and is compared by pointer. TOTK_PIN_SWEEP=0 keeps every copy.

A 300 s standing-still run on the field save: host memory without VRAM grew 5 MiB, against about 220 MiB before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 15:00:36 +03:00
Valiantsin Dzerakh d5e5a454ce Merge branch 'dev' into task/wbmerge
# Conflicts:
#	runtime/cfg.c
2026-11-04 14:09:50 +03:00
Valiantsin DzerakhandClaude Opus 5.5 681ce0cb3b Merge task/relsrc: ship every install-time runtime source in the Windows release
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 12:14:44 +03:00
Valiantsin DzerakhandClaude Opus 5.5 38e2ae1b15 Ship every install-time runtime source in the Windows release
make_release.py copied a hand-written list of the sources build_game.py compiles at install time and missed
mouse_direct.c, so the 06005d4 installer failed to link with undefined input_direct_mouse_* symbols. It now copies
build_game.INSTALL_SIDE, and build_game.py --runtime-lib stops with the missing file names before the link.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 12:12:52 +03:00
Valiantsin DzerakhandClaude Opus 5.5 06005d40d8 Merge task/pgo: build the game code with an execution profile from the release
1.4.3 profile-guided build: fight2 -12.5% per frame, a fight outside the training -5.8%. The profile lives in
build/pgo (not in the repository) and ships in the Setup's data/; installs without one build at -O1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 11:08:02 +03:00
Valiantsin DzerakhandClaude Opus 5.5 282130a128 Build the game code with an execution profile when the release has one
build_game.py --pgo gen builds an instrumented totk.exe (llvm-mingw: MSYS2's clang has no profile runtime) that adds
its counts to <out>/pgo/*.profraw every minute and at exit; plat_exit ends the process with ExitProcess, which skips
compiler-rt's atexit write. tools/pgo.py merges them into build/pgo/pgo-<ver>.profdata with a record of the recomp/
tree it fits. build_game.py --pgo FILE compiles the generated code at -O2 and the runtime with that profile.

make_release.py ships build/pgo's profiles in data/ and builds the runtime libraries with them; the installer passes
the update's profile to build_game.py, and builds at -O1 without one. Profiles name lifted functions by address and
hold branch counts and control-flow hashes of the generated C, no bytes of the game.

1.4.3 on machine A, mean frame by world clock: the fight2 bench 11.49 -> 10.06 ms (-12.5%), a fight outside the
training 13.00 -> 12.24 ms (-5.8%); every window CPU-bound. The profile was trained on scripted runs and 24 minutes
of play.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 11:04:31 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4b712a83e4 Log the port and game version at the top of totk.log
Two reports today attached a log from another build than the one they were about: #659 a 0.3.4 log for a 0.3.7
regression, #683 a pre-0.1.6 log from a folder named after the 0.3.7 setup. Telling that needed matching log
strings against release tags. The line follows mem_init, the first point where rt_log may run, so it is the second
line of the file after "cfg: read".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 10:58:35 +03:00
Valiantsin DzerakhandClaude Opus 5.5 7be68ec5e1 Turn replay_async off by default again
83d2302 turned it on from one measurement where the game waits for the GPU (a GTX 1650 in the Depths, #88).
Nobody checked frame pacing at the 60 fps cap with GPU headroom or on a 6-thread CPU. #659 (GTX 1660 Ti,
i5-9400F, GPU at 26 %) reports uneven motion on 0.3.7 at a steady 60 fps that 0.3.4 did not have, and this
is the only change in the frame path between the two releases that reaches that machine. Players it helped
set replay_async = 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 10:50:38 +03:00
Valiantsin DzerakhandClaude Opus 5.5 06c5de23fc Merge task/kbm: keyboard and mouse like a PC game on 1.4.3
Direct mouse camera (#558, default on 1.4.3), mouse in the game's menus (#605), keyboard and mouse prompts
(#585, prompts = pc, in place of #483), a shake key (G) for detaching fused parts. The gamepad path is unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 09:26:51 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9e5a817916 Read the mouse mode with its default so direct is on without a totk.ini line
direct_mode read TOTK_MOUSE_MODE with cfg_get, which is NULL when the player never set it, so a fresh totk.ini kept
stick emulation (and its speed cap) while the menu showed Direct. cfg_value gives the settings table's default.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:52:06 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5ae81ba8e6 Fix the left stick HUD images of the PC prompts and draw the shake key
In the 1.4.3 Common archive Nt_KeyTexLSt_00 is the left stick tilted up (U+E052) and Nt_KeyTexLSt_01 the left stick
(U+E05E): they showed WASD and Ctrl, now W and WASD. U+E068 (the right stick shaken) showed the mouse, which never
shakes the stick; it shows the SHAKE key (G by default).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:44:55 +03:00
Wintego cb628b08b7 Add keyboard and mouse button prompts (prompts = pc)
The Button prompts row gets a third choice, PC: every button glyph of the game's button font and every image of the
button guide is drawn as the key or mouse button the keyboard defaults press it with (E, Shift, Space, left click, Q,
R, right click, F, Tab, M, 1 to 4, W A S D, Ctrl, C) and the right stick as the mouse, whatever the pad layout. The
setup writes romfs-patches-pc next to the Xbox folders (make_romfs_patches.py --prompts pc, button_icons.py pc_icons);
--binds <totk.ini> draws the keys of its bind_ lines instead. At a game resolution of another shape the game takes
romfs-patches-pc-<w>x<h> (--prompts pc --aspect) in place of romfs-patches-<w>x<h> when it is there.

(cherry picked from commit 3f81cf02be664100bd9c569c53588d620d90b527)
2026-11-04 08:36:28 +03:00
Valiantsin DzerakhandClaude Opus 5.5 56b3cd1246 Drop the keyboard prompts of #483 in favour of #585
#483 draws the stick glyphs on the wrong code points: U+E056 and U+E057 (the stick presses) get WASD and the mouse,
U+E05E and U+E05F (the sticks) get Ctrl and C, and both left-stick HUD images show Ctrl. #585 maps them by the game's
font and keeps each glyph's advance.

This reverts commit cd35ffa.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:35:35 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3676e299c5 Add a shake key that detaches a fused part held with Ultrahand
G (bind_SHAKE, keys only) swings the right stick left and right for 0.8 s, longer while held, so a part comes off
without shaking the arrow keys by hand. The pad keeps shaking its own stick. Remappable in the Controls tab.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:35:12 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d0579731c5 Make the direct mouse camera the default and add a Controls row for the menu pointer
mouse_mode now defaults to direct: on 1.4.3 the camera turns by the raw mouse motion; 1.1.0 and 1.2.1 have no hooks
and keep stick emulation, and no setting changes the gamepad. The Controls tab gets a "Mouse in the game's menus" row
for menu_cursor, and the mouse rows are in all four catalogs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:18:29 +03:00
0xEmz cd35ffaf36 Show keyboard and mouse icons in the prompts when prompts = keyboard
Add keyboard and mouse button icons to tools/button_icons.py and
tools/make_romfs_patches.py --prompts keyboard, with a third 'Keyboard
and mouse' choice under Controls > Button prompts (prompts = keyboard).

Keycaps cut their labels out of the game's own text fonts, mouse clicks
and right-stick camera look draw clean mouse silhouettes, and
make_romfs_patches.py --ini reads any bind_ overrides from totk.ini.
2026-11-04 08:11:06 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ff49f6b62f Keep the gamepad unchanged under the direct mouse and the menu pointer, and fix the mouse activity flags
The camera input's activity hook wrote the flags to +0x418, but the game's next instruction stores w8 over them
(1.4.3 main+0x874d80), so a mouse-only turn still read as idle. The hook now changes w8.

The free-orbit hooks rewrote the camera stick input from the last sample even in steps without mouse motion; they now
take a step only when the mouse moved in it or holds the pitch, so a gamepad-only step reaches the camera as the game
made it.

The mouse shake gesture for detaching parts is gone: three 24-count reversals fire while a held object is turned back
and forth. Arrow keys or the pad's right stick shake as before.

The menu pointer comes only while the keyboard and mouse are the device used last (input_kbm_last): a gamepad player
sees the menus as on the console. Raw mouse travel is counted while the cursor is released too, so moving the mouse
brings the pointer back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:10:59 +03:00
local 8ff29be86f Use the mouse in the game's menus on 1.4.3
While one of the game's menus has its focus box (the title, the save list, the inventory, Options, shops,
dialogue choices), the cursor is released from the mouse camera and shown; the item under the pointer takes
the focus as the d-pad would, a left click is A on it and a right click is B. runtime/menu_cursor.c reads
eui's screens at each pad read and moves the focus with the writes eui::BoxCursorMgr::moveBoxCursor makes,
adapted from Weeping of the Empire's totk_menu_cursor.cpp (1.0.0, MIT), with eui::ScreenMgr's instance placed
in 1.4.3 at main+0x3acf960. menu_cursor = 0 turns it off.
2026-11-04 07:56:03 +03:00
walterwhite69420 050563687b Add experimental direct mouse camera input for game 1.4.3 2026-11-04 07:55:49 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0f65b4ee07 Show the game and port versions in the Discord status
The details line read "Update 1.4.3"; it now reads "Game 1.4.3 · Recomp 0.3.7".
The port version drops its +commit suffix there, the art's hover text keeps
the full one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:56:36 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1ec1e21d77 Use the project's own Discord application for Rich Presence
The default app id pointed at the application the feature was developed
against, owned by the pull request's author. The new one belongs to the
project, with the ring icon uploaded as the totk_512x512 art asset.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:49:51 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f0fe1e56e3 Merge task/surround51: 5.1 surround output (#438), stereo by default
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:36:18 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1e378dd177 Keep stereo as the default speaker output
With audio_channels = auto as the default, a player whose Windows device reports six or more channels gets 5.1
without asking for it. USB headsets with virtual 7.1 and HDMI receivers or TVs set to 5.1 or 7.1 report that too,
though many of their owners listen in stereo. Stereo as the default keeps today's sound for everyone; 5.1 and auto
stay in the Sound tab and in totk.ini.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:35:52 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a732c16ce6 Merge pull request #438: 5.1 surround output (Specht2010)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:35:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 46a3b64895 Keep the console at start: until the game window opens it shows the shader prewarm
d2fbe0a freed the console as soon as the log file was open, but the game window only opens after the shader
prewarm. After an update the prewarm translates every shader again (about 5 minutes on a 24-thread CPU), and the
player saw neither a console nor a window all that time. The console release and show_console are taken back; the
window is still raised at start (#521).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:31:19 +03:00
Valiantsin Dzerakh c4a360e50d Up version 0.3.7 2026-11-03 20:27:14 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4f38e0e14b Ask for the save and input recording in the crash template itself
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:17:20 +03:00
Valiantsin DzerakhandClaude Opus 5.5 69e7bef868 Merge dev into task/discord
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:11:51 +03:00
Valiantsin DzerakhandClaude Opus 5.5 13e9ffec38 Merge pull request #455: Discord Rich Presence, off by default (avrahambenaram)
Conflicts in cfg.c (the key list) and main.c (the usage line) resolved by keeping dev's lines and adding the
Discord keys and --probe-discord.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:11:12 +03:00
Valiantsin Dzerakh 85123016c2 Merge task/smallfixes: game languages in the F1 menu (#580), versions and lows in the overlay (#587, #588), no console and a raised window at start (#208, #521)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

# Conflicts:
#	runtime/cfg.c
2026-11-03 20:10:23 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d2fbe0a2b1 Close the game's own console and bring its window to the front (#208, #521)
A game started from a frontend (Playnite, RetroBat, ES-DE) or a shortcut got a console beside it, and its window
opened behind other windows, out of reach without a mouse. Once the log file is open, the console is freed when no
other process shares it; a terminal launch keeps its output, and show_console = 1 keeps the console. The window is
raised at start, with AttachThreadInput when Windows refuses the foreground. rt_fatal writes only to the log, and a
console owned by the game closed with it anyway, so no error text is lost.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:09:23 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3422952e85 Show the versions, 1% low and 0.1% low in the full performance overlay (#587, #588)
The panel opens with the port version and the game update, so a screenshot in a bug report carries both. Under RAM,
after a gap, two rows on the same grid: FPS with the 1% and 0.1% lows, and the frame times. perfmon.c keeps a
histogram of frame times in 0.25 ms bins, one slice per second over the last ten seconds, and reads the lows from it
twice a second.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:09:22 +03:00
Valiantsin DzerakhandClaude Opus 5.5 beb93276eb Offer every game language the build ships in the F1 menu (#580)
The game language row listed eleven languages. 1.4.3 also ships Brazilian Portuguese (Mals USpt), and every build
ships British English, Canadian French and Latin American Spanish (EUen, USfr, USes), which ov_language already
accepted. ui_text_game_langs lists them per game build: pt-BR from 1.4.3 on, since 1.2.1 has no USpt. A row selects
only its own code, so en-GB and es-419 no longer show as English and Spanish.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:09:22 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1640b85530 Merge task/dlss: DLSS pull requests #566, #594 and #534
#566 (mictony6), #594 (DizzyMan1337) and #534 (SchulzCode), tested one by one by itaskaev2 on an RTX 4080 SUPER with 1.4.3. One camera-motion implementation (#594's), one dlss_preset key, translator patch 0012 of #594 renumbered 0015. #594's scene patch, render-size hook, snapshot copy and per-object tables run only when DLSS can run: a 1.4.3 run without DLSS and one with dlaa = 1 but no NGX log the game's own scene size, 0 validation errors and 0 shader failures. selftest and the kernel, vkexec, nvn-tex and shader probes pass; 29587 shader variants prepared, 0 failed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 19:59:42 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5024daf40d Merge pull request #534: DLSS / DLAA on Linux, a DLSS model choice, the real frame time and a character-trail mask (SchulzCode)
Merged on top of #566 and #594, by hand in vk_dlaa.c:
- One dlss_preset key: default keeps #594's model per mode (K for DLAA, Quality and Balanced, M for Performance, L
  for Ultra Performance); k, j or any other letter a..m takes that model in every mode, live, recreating the features
  as #534 does. The menu texts say so, with pt-BR and zh-Hans added.
- The mask pass stays on #594's camera motion (the identity and the CPU-made reprojection in dlaa_mv.comp's two
  blocks) and adds #534's outputs; it runs before the per-object pass. Where the reactive mask test
  (TOTK_DLSS_REACTIVE) ran, DLSS gets that mask instead of the characters'.
- #566 dropped the scaler_skipped/scaler_missed report, so #534's reset of it goes too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 19:46:27 +03:00
Valiantsin DzerakhandClaude Opus 5.5 13b602f28f Keep #594's DLSS work off for players without DLSS
The scene patch, the heap sized for the largest DLSS scene and the function-entry hook that catches the game's render
size setup were on for every 1.4.3 player; they are on now only when DLSS can run (dlaa = 1, nvngx_dlss.dll there),
and the hook gives up after 1800 presents if the setup is never seen. Everyone else keeps the game's own scene size
and dynamic resolution, as before #594.

The uniform snapshot's second copy in host memory and the per-object motion's last-frame blocks are made only while
DLSS is available: without it nothing reads them, and the snapshot goes into the device copy in one pass as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 19:39:49 +03:00
Valiantsin DzerakhandClaude Opus 5.5 80349df1a6 Merge pull request #594: per-object motion vectors for DLSS, Ultra Performance, live DLSS modes and per-mode presets (DizzyMan1337)
Merged on top of #566. The camera motion is #594's: its blocks in camb also feed the per-object pass, and
dlaa_mv.comp stays as on main, fed the identity and the reprojection made on the CPU in double. #566's
vk_usnap_host goes, vk_usnap_bytes serves the same. #566's scaling-draw swap, camera rune guard and output-size
scaling pass stay in vk_dlaa.c. Translator patch 0012 becomes 0015 after dev's 0012-0014.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 19:27:04 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6dd08db962 Merge pull request #566: DLSS's picture reaches the screen, camera motion in double precision, the camera rune's half-size pass leaves DLSS armed (mictony6)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 19:23:36 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8f1ac244b5 Merge task/amiibofix: amiibo UID and ModelInfo in the Switch's layout (#579, #541; from #519 and #582)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 16:39:50 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3a556c5048 Give the game an amiibo's UID and model info in the Switch's layout
TagInfo took the UID as dump bytes 0..6, so the check byte BCC0 (byte 3) replaced the UID's last byte. ModelInfo had
the series and the figure type swapped, because the dump offsets were misread (0x57 is the figure type, 0x5A the
series), and the model number in the tag's big-endian order, while the game reads it little-endian. The game tells
figures of one character apart by that number, so scans gave the wrong rewards. The years of the common and register
info dates go little-endian too. --probe-services checks TagInfo and ModelInfo of a Link (Archer) dump.

The same fixes are in pull requests #519 (genres) and #582 (Gelomban6), which agree on the ModelInfo layout; their
event and feature changes are not part of this.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 16:39:50 +03:00
Valiantsin DzerakhandClaude Opus 5.5 42d46c1324 Merge task/hdrhue: pull request #442, a highlight hue correction for the HDR tonemap (Specht2010)
Bright saturated colours such as fire move towards white in HDR as the game's SDR clamp makes them, by hdr_hue
(0..100, default 80, live). Only the HDR tonemap changes; hdr_hue = 0 is the old picture. On top: the menu text in
Portuguese and Chinese. Checked: SPIR-V header built from this source and valid, probes, HDR shots at 0 and 80.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 16:29:21 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4df329d266 Translate the HDR highlight hue setting into Portuguese and Chinese
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 16:29:20 +03:00
Valiantsin Dzerakh 18160ef379 Merge branch 'pr/442' into task/hdrhue 2026-11-03 16:18:40 +03:00
Valiantsin Dzerakh 1cd3e3a584 Merge branch 'pr/528' into task/wbmerge 2026-11-03 15:56:15 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e3111ac012 Merge task/prwave8: community pull requests #527 and the setup part of #489
#527: the setup takes NSZ and XCZ game files and unpacks them itself (tools/ncz.py), every NCA checked against its
hash. #489: the setup downloads NVIDIA's nvngx_dlss.dll for RTX GPUs (pinned tag, size and SHA-256); its runtime part
came in with prwave6. On top: a cut download warns instead of failing the setup, no warning without an RTX GPU, and
the file dialog keeps "All files".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:37:54 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e8b8860abe Warn on a cut DLSS download and stay quiet without an RTX GPU
A connection cut mid-file raises http.client.IncompleteRead, which is not an OSError, so it failed the whole setup at
the DLSS step instead of warning. The download box is ticked by default, so every player without an RTX GPU got a
warning for a download they never chose; that case is a log line now. The game file dialog keeps its "All files"
filter: the check tells an NSZ or XCZ by its content, not its name.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:37:11 +03:00
itaskaev2andClaude Opus 5.5 aa46bbbceb List NVIDIA DLSS and its download by the setup in the README
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:36:07 +03:00
itaskaev2andClaude Opus 5.5 444e6f5b51 Download NVIDIA DLSS in the setup for RTX GPUs
dlaa and the DLSS modes need nvngx_dlss.dll next to totk.exe, which the release does not ship, so most players
never had DLSS. A new setup step after prepare downloads NVIDIA's own copy from the DLSS SDK repository
(github.com/NVIDIA/DLSS, tag v310.9.1, NVIDIA RTX SDK license) and checks its size and SHA-256.

The window has a tick box for it, on by default and named with its source and licence; the CLI takes --dlss. The
step runs on Windows with an NVIDIA RTX GPU (the host check's Vulkan devices), keeps a DLSS library the player
already put there, and on a failed download warns and lets the game run without DLSS; the next setup run tries
again. Texts in English, Russian, Brazilian Portuguese and Simplified Chinese, docs/installer.md step 7, tests in
tests/installer_test.py (DlssTest, with a file: URL).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:36:07 +03:00
Valiantsin Dzerakh c8ec6c2fe2 Merge branch 'pr/527' into task/prwave8 2026-11-03 15:35:50 +03:00
DizzyMan1337andClaude Opus 5.5 ad3ecd8f3c Per-object motion vectors for DLSS, camera motion in double precision, Ultra Performance and DLSS presets.
Solid scene draws whose position reads an object's own uniform blocks (bones c5, place c7, c6) are drawn a second time
with a vertex shader variant (translator patch 0012) that computes last frame's position from last frame's blocks; the
game writes those into two copies that take turns, and the uniform snapshot keeps both (vk_mvprev.c). The draws are
listed during the replay and recorded through the recorder thread with repeated state skipped. Blocks whose last-frame
copies measured wrong (c9 and c11 of walls and cliffs) keep this frame's; positions without an object block (terrain,
grass) keep the camera's motion, which measured as good.

The camera motion is reprojected in double precision on the CPU: the float inverse made noise on far surfaces and a
still camera that DLSS followed into a wobble. DLSS gets Ultra Performance (a third of the output, also in the F1 menu)
and NVIDIA's recommended preset per mode (K, M for Performance, L for Ultra Performance; TOTK_DLSS_PRESET overrides).

Test switches: TOTK_MV_CHECK measures the motion vectors and DLSS's output against the picture, TOTK_DLAA_TIMES times
DLSS and the motion passes on the GPU. A reactive mask pass for transparents is included but off (TOTK_DLSS_REACTIVE):
its mask covers sky and fog too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 17:31:58 +08:00
DizzyMan1337andClaude Opus 5.5 2950132ad8 DLAA: a jitter sequence as long as the upscaling ratio asks for
NVIDIA's DLSS guide asks for 8 x (output / scene)^2 jitter phases: 18 in Quality, 24 in Balanced, 32 in
Performance. The sequence was 16 phases in every mode; it keeps 16 as the least (DLAA).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 17:31:49 +08:00
DizzyMan1337andClaude Opus 5.5 f071264d61 DLSS modes switch while the game runs
1.4.3 sets its render size once, at start (main+0x7000e67028 calls
main+0x585bd0(renderer, force)). The function-entry hook catches that call's
renderer, and a TOTK_DLSS change writes the new scene size to the patch page and
has the next nvnQueuePresentTexture call the setup again with force set, on the
game's thread between frames, with the guest registers kept. The heap is sized
for the largest scene a mode asks for. The DLSS texture bias is part of the
sampler cache key and follows the mode and the dlaa switch. The game's scaling
pass is told from the in-place FXAA by its missing depth attachment, not by the
sizes, which change a frame ahead of the drawing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 17:31:49 +08:00
Valiantsin DzerakhandClaude Opus 5.5 fbc938f2a5 Merge task/astclowvram: ASTC to BC3 by default on GPUs with less than 5 GiB (#87)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 12:00:28 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1b48c8dc2c Encode decoded ASTC to BC3 by default on GPUs with less than 5 GiB of video memory
A GPU without ASTC gets the textures decoded to RGBA8, four times the memory of BC3, and on a 4 GiB card
that fills video memory: a GTX 1650 went from 10-23 to 3-12 ms of GPU time a frame with astc_bc = 1
(#87). BC3 loses some precision (normal maps), so it stays off where memory is not short. astc_bc unset
now turns it on when the largest device-local heap is under 5 GiB and logs the choice; 0 and 1 still
decide. The menu row becomes Auto / Off / On, and the description says what Auto does in all four
languages.

On an RX 9070 nothing changes. The Radeon iGPU on Windows reports its shared 10.5 GiB as device-local,
so it keeps RGBA8 as well. All probes pass, probe-astc and probe-cfg included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 12:00:28 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f4a884650f Merge task/replayasync: the replay runs on its own thread by default (#88)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:48:16 +03:00
Valiantsin DzerakhandClaude Opus 5.5 83d2302b6d Replay NVN submissions on their own thread by default
replay_async was off because no timing on our machines showed a gain. Where the game waits for the GPU
it does: a GTX 1650 in the Depths went from 450-686 frames over 50 ms a minute to 10-13, and the 1% low
from 10-12 to 13-24 fps (#88). An RTX 5090 ran slower with it off (#459). Where the replay or the game
threads bound the frame it is neutral (machines A and B, the Steam Deck in #308), and no crash report
ties to it. MacNativeGames has its translation thread on by default for TotK. It adds up to a frame of
latency; replay_async = 0 turns it off.

The fight scene on an RX 9070 with it on: 60.0 fps mean, 1% low 56.3 in the last window, no frame over
50 ms, 0 validation errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:48:16 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c1c89590be Merge task/prwave7: community pull requests #504, #539, #532, #584 and #564
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:13:57 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5bc508ce9b Merge task/gplrdna: graphics pipeline libraries back on for AMD's RDNA 1/2 driver (#381)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:13:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 422e3ba50b Turn graphics pipeline libraries back on for AMD's RDNA 1/2 driver
GPL was turned off on that driver branch because its device losses at boot (#5) came with a cold
pipeline cache. Their cause turned out to be GPU writes past 3D BC images, fixed hours later by the
3D BC stand-ins in vk_exec.c. With GPL off every new pipeline is built whole on the draw's path: an
RX 6600 log in #381 has frames of 0.5-1.2 s spent in pipeline builds.

On a Radeon iGPU (RDNA 2, driver 26.10.1, the RX 6600 users' driver) the 0.3.4 release with GPL on
booted from a cold cache and ran the fight scene: 921 fast links, none failed, no device loss, 0
validation errors. Pipeline waits in play dropped from 1381 ms (longest 225 ms) with GPL off to 481 ms
(longest 26 ms). TOTK_GPL=0 still turns it off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:11:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4587cb5f61 Merge pull request #564: Keep HDR highlights through the game's FSR 1 upscale (ProSep)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:00:08 +03:00
Valiantsin DzerakhandClaude Opus 5.5 a919c0ff4f Merge pull request #584: Lay the UI out for 3:2 game resolutions (Wintego)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:00:07 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4d7c0d0077 Merge pull request #532: Keep pooled speech balloons in 16:9 proportions on wide and tall game resolutions (TakeyaSaito)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:00:06 +03:00
Valiantsin DzerakhandClaude Opus 5.5 05ada38d69 Merge pull request #539: Runtime text renders as ?: add cheat names and mod folder names to the font atlas glyph ranges (fsfksjfjse)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:00:05 +03:00
Valiantsin DzerakhandClaude Opus 5.5 2678749942 Merge pull request #504: Log a warning when memory = import is used on a discrete GPU (ExpertKT)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:00:04 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0dc1837e21 Merge task/issuetemplates: a Performance issue template and per-area steps for the logs to attach
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:50:13 +03:00
Valiantsin DzerakhandClaude Opus 5.5 cd204fb075 Issue templates: a Performance template and per-area steps for the logs and files to attach
Performance gets its own template: kind of problem, machine, place, overlay numbers, and the steps for a log with
the performance trace and flight recorder dumps. Other bug says what to attach per area: trace = audio in totk.ini for
the audio underrun lines, an input recording and the save for repeatable bugs, the installer's install log. Every bug
template asks for the last version that worked and the mods in use, and takes Copy system info as a multi-line field.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:50:13 +03:00
Valiantsin DzerakhandClaude Opus 5.5 85049eb1a7 Merge task/xlateub: the shader translator gives Maxwell's results for bitfields past bit 31, SHF by 0 and unwritten registers
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:23:47 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c0e66fe4c1 Shader translator: Maxwell results where SPIR-V leaves bitfields, funnel shifts and unwritten registers undefined
- BFE / BFI (patch 0012): a field past bit 31 is cut there, one that starts past it extracts 0 (signed: bit 31
  repeated) and inserts nothing, as PTX bfe / bfi. Clamped only where the field is not a constant inside the word.
  1.4.3's Depths terrain vertex shaders (42 variants, 134 extracts) compute the position as ((2y + x) * 8) & 0xff,
  up to 248; AMD's bitfield instructions take it modulo 32. UltraTears saw the Depths walls and ground missing on
  RADV (Steam Deck, RX 570).
- SHF by 0 (patch 0013) gives the unshifted word instead of shifting the other one by 32. Every register SHF of
  1.4.3 pairs its word with 0, so 1.4.3 results do not change.
- Function-local variables start at 0 (patch 0014): a register read on a path that never wrote it is no longer an
  undefined value Mesa may fold.

All 12,454 1.4.3 shaders translate and pass spirv-val. RX 9070, Depths save: the same picture before and after.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:19:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 efeea51319 Merge task/foreigncrash: crashes outside totk.exe get a FATAL line in the log (#506, #531, #488, #415)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 09:54:30 +03:00
Valiantsin DzerakhandClaude Opus 5.5 869edd45cf Report crashes outside totk.exe instead of ending without a log line
A fault in a GPU driver, the C runtime or another DLL, or a call through a null pointer, ended the process with
nothing in totk.log: crash_veh reports only faults whose rip is in this executable (#506, #531, #488, #415).

Windows: an unhandled-exception filter reports every exception no handler took. It runs only after every handler
declined, so exceptions a driver raises and catches itself never reach it, and it costs nothing until a crash. The
report names the module (from its export directory, no loader lock) and the return addresses in totk.exe on the
faulting thread's stack, unwound from the faulting context.

Linux: fault_handler passes faults in libraries (Mesa, SDL) and at address 0 to the crash hook as well, with the
library name from dladdr.

--probe-crash-call (strlen in ucrtbase.dll reads address 8) and --probe-crash-null crash on purpose. Before: exit
0xc0000005 and no FATAL line. After: "FATAL: access violation ... (ucrtbase.dll+0xf2b61)" with host frames
probe_crash and main, exit 71.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 09:50:27 +03:00
Wintego 4e5637277e Lay the UI out for 3:2 game resolutions
The settings menu offers 1920x1280, 2160x1440, 2256x1504, 2880x1920 and 3000x2000 (the 3:2 screens of Surface and
Framework laptops and tablets), and the setup builds romfs-patches-<w>x<h> for each, so the HUD moves to the top and
bottom edges as it does at 16:10 instead of being stretched.
2026-11-03 09:16:51 +03:00
ProSepandClaude Opus 5.5 3d9c80e2bd Rewrite the FSR output clamps as max(x, 0) and log a missed match
clamp(x, 0.0, x) is undefined for negative x in GLSL.std.450, so the output clamps of the game's FSR pass now become
FMax(x, 0.0), one word shorter, with the rest of the module moved down. When the FSR shader is recognised but none of
its output clamps is found (a translator that stores the colour another way), the log now says the highlights are
still clipped instead of staying silent. The comment also notes that the game takes this pass at 1:1 too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 03:21:31 +01:00
Michael Anthony BitoonandClaude Opus 5.5 27df2d85d9 Keep DLSS on the scene's light target when the camera rune draws a half-size pass after the lighting
The camera view draws a half-size RGBA16F target with a half-size D32F depth after the lighting (852x480 under a
1704x960 scene). It matched the light target pattern, so the DLAA point re-armed on it and DLSS scaled it into the
scene's own light target, which left every object black. An armed pair is no longer replaced by a smaller one, and
the scaling pass DLSS writes into must have the output size.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 08:40:13 +08:00
Michael Anthony Bitoon 5b23d6671b Make DLSS's picture reach the screen and stop the whole image wobbling with DLSS and DLAA
With a DLSS mode the game's own scaling draw covered DLSS's picture with the jittered scene. At a 1280x720 scene and
1920x1080 output the scaling is done by the game's tonemap, not by the FXAA shader vk_dlaa_skip_draw looks for, so no
hash list could catch it. From DLSS's evaluation to the frame's end, passes larger than the light target now sample
DLSS's output in its place (vk_dlaa_swap_img, applied in vk_exec_draw.c tex_info), whichever shader scales.

The motion-vector shader inverted the view-projection in 32-bit floats. With a still camera (identical matrices each
frame) the rounding still gave a few hundredths of a pixel of motion that changed with every jitter step; DLSS
followed it and the whole picture wobbled. mv_pass now makes last frame's view-projection times the inverse of this
frame's in double precision from the uniform snapshot (vk_usnap_host), and the shader only applies it.

Measured on 1.4.3 indoors, still camera, mean per-pixel change between consecutive frames on static areas:
DLSS quality 0.18 -> 0.06, DLAA 0.14 -> 0.05. A camera pan at 10 px per frame shows no ghosting.
2026-11-03 08:40:13 +08:00
ProSepandClaude Opus 5.5 7f1dd27788 Keep HDR highlights through the game's FSR 1 upscale
Some frames the game upscales its tonemapped scene with its own FSR 1 pass instead of the plain upscale, and that
shader clamps each channel to 0..1, so with TOTK_HDR=1 every highlight above the HUD's white is cut back to it: around
the sun the glare turns into a flat grey-white patch that stays until the camera moves. vk_hdr.c fsr_unclamp finds the
shader by FSR's two reciprocal constants and drops only the clamps whose result goes to its output, leaving the
filter's own weight clamps alone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 01:16:00 +01:00
fsfksjfjse 19ffd3a2da Add mod folder names to the font atlas too
A mod's folder name is drawn on the Mods tab (opt_text_row, menu.cpp) and as the Cheats tab's group heading (cheats_tab.cpp), and it comes from disk at runtime like a cheat name, so its glyphs were never in the atlas either.

Both sources are added in the same place in fonts_up(), so one pass covers the whole menu.
2026-11-03 03:55:25 +08:00
fsfksjfjse 5826231870 Add cheat names to the font atlas glyph ranges 2026-11-03 03:39:34 +08:00
Valiantsin DzerakhandClaude Opus 5.5 378971a513 Merge task/menuunblock: the game's input comes back 1 s after the menu closes with something still held (#462, #494)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:34:54 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d81249ff29 Let the game's input through 1 s after the menu closes even when something still reads as held
After the in-game menu or the text entry closes, input_poll kept the game's input blocked until one poll saw no
button and all four stick axes at 0. An input that never reads as released (a button another program holds down, a
key whose release went to another window, a stick resting outside its dead zone) kept the game deaf until restart
(#462, #494). Closing with Minus+Plus hid this: that poll zeroes the pad before the gate looks. Closing with Esc did
not. The wait now ends after 1 s with input held, and the log names what was held.

Repro: field save, a script holding the right stick at 3000, Esc opens and closes the menu, left-stick pulses after.
Before: 0.00 m/s for the 30 s after the close. After: Link walks from the second poll window on; the log line reads
"input: the menu closed 1 s ago and input is still held (buttons 0, sticks 0 0 3000 0)".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:34:54 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f8a33200ac Merge task/v110state: installs recorded as update 1.1.1 update as 1.1.0 (#332)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:17:32 +03:00
Valiantsin DzerakhandClaude Opus 5.5 14ed048dd3 Read an install recorded as update 1.1.1 as 1.1.0 when the setup updates it
Releases before 0.3.1 recorded the 0x20000 update as 1.1.1. After the rename (#371) nothing mapped the recorded
name, so an update of such an install asked make_romfs_patches.py for --version v111 and failed at the end (#332);
in a fresh setup folder it would not find expected-v1.1.1.json at all. migrate_state maps the old name before the
plan and gives the extract record the key of the renamed expected file; the full check of kept output still hashes
the extraction against it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:17:31 +03:00
SchulzCode 1d49f64f34 Reduce DLSS trails behind moving characters with a bias mask
The motion vectors follow the camera only, so a character, animal or held item that moves on its own drags a faint
copy of itself through DLSS's history. TotK's G-buffer target 0 carries an object class in green: above 64/255 for
characters, creatures and held items (Link 253, others 125, held items 160), 0 for terrain and 32 for foliage, checked
in the field, in Goron City and on horseback. The motion-vector pass now also writes DLSS's bias mask
(DLSS.Input.Bias.Current.Color.Mask) where such an object is now or was the frame before, read through the motion
vector from the previous frame's class mask, so the history that holds the moving object is weighed down there.
dlss_char_mask (0, 35, 65 or 100 percent, default 65; F1 > Screen > "DLSS character trails", live) sets the strength.
A 640x360 pass of the G-buffer's shape, seen while loading, no longer replaces the scene's class buffer in a frame.
The status line also prints after 300 frames, with the frames that had the mask.
2026-11-02 19:21:56 +01:00
SchulzCode bd54e701a8 Choose the DLSS model and pass DLSS the real frame time
dlss_preset (default, k or j; F1 > Screen > "DLSS model", live) sets the render preset hints when a DLSS feature is
created. default leaves the choice to NGX (preset K for DLAA, Quality and Balanced in the 310 releases); j is the
transformer model NVIDIA describes as slightly less ghosting at the cost of more flicker. A change recreates the
features at the next DLAA run. FrameTimeDeltaInMsec now carries the time since the previous evaluation instead of a
fixed 16.67 ms. The menu and totk.ini.example name the DLSS model file of the platform in use.
2026-11-02 19:21:56 +01:00
SchulzCode 1e908362ea Load NGX on Linux for DLSS / DLAA
vk_dlaa.c reached the NGX core only through Windows: the registry, LoadLibraryA and GetModuleFileNameW. On Linux the
NVIDIA driver installs the core as libnvidia-ngx.so.1 with the same Vulkan entry points; it is opened with plat_lib_open.
The parameter object's vtable follows the Itanium C++ ABI there, each overload group in declaration order rather than
MSVC's reverse order, so the slot enum has a Linux variant; vtable_ok confirms it at start. NGX gets the executable's
folder as a 32-bit wchar_t string, converted from UTF-8 without the C locale, and loads libnvidia-ngx-dlss.so.<version>
from there. The Windows path is unchanged.

resolution.c sized the scene for a DLSS mode only on Windows, where it looks for nvngx_dlss.dll; on Linux it now looks
for libnvidia-ngx-dlss.so.<version> next to totk, so quality, balanced and performance work there too. The no-op
stubs vk_dlaa.c had for other platforms go, as Linux now builds the real code.
2026-11-02 19:21:56 +01:00
Takeya SaitoandClaude Opus 5.5 4cbc7bbb70 Keep pooled speech balloons in 16:9 proportions on wide and tall game resolutions
The marker fix gave the root's scale of BalloonMessage_00 to its part pane Pa_BalloonMessage_00. The game pools that
part, cloning it into Pa_BalloonMessage_%02d at run time, and the clones don't keep the template pane's scale, so on
32:9 NPC speech balloons drew twice as wide as they should.

The scale now goes inside the part layout instead, to the top panes of PaBalloonMessage_00 (C_CaptureBase_00 and
N_InOut_00, their offset scaled with them), which every clone is built from. Its animations only key alpha, visibility
and N_Loop_00's y. The part pane keeps scale 1. Same on the y axis for 16:10.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 18:10:48 +00:00
Michael Anthony Bitoon e2fdb5b226 Merge a shader's storage-buffer writes back into guest memory word by word
In mirror mode the replay copied every range a shader wrote from the VRAM mirror back to guest memory at the end of the
submission. TotK's particle emitters write a new particle's whole record into a free slot of a buffer the simulation
shaders update, so the copy put the mirror's stale words over fresh spawns: the waterfall splashes and mist showed about
once a second and the falling rain drifted. Now each written range gets a snapshot in the prologue of the part that
first writes it, after the CPU-to-mirror copies, and at the end of the submission shaders/wb_merge.comp writes only the
32-bit words that differ from the snapshot. Words the GPU left alone keep what the CPU wrote. About 0.1 MiB and three or
four dispatches a frame in rain. TOTK_WB_MERGE=0 restores the copies. The merge's push descriptors go through rec_push
so they keep their place in the recorder's call order.
2026-11-03 01:19:10 +08:00
itaskaev2andClaude Opus 5.5 afe3404434 Accept NSZ and XCZ game files in the setup
The check step tells a compressed file by its content (an NSP or XCI holding NCZ files), whatever its name, and
unpacks it into the temp folder with tools/ncz.py before the extraction reads it. Every NCA comes back byte for byte
and is checked against the hash in its name. The file dialog has one filter for all game files, and the form says
that compressed files are unpacked automatically, in every setup language.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 18:03:27 +01:00
ExpertKT f75405ee51 Log a warning when memory = import is used on a discrete GPU 2026-11-03 00:31:53 +08:00
Avraham ab32d00cc9 Merge remote-tracking branch 'origin/dev' into discord-rich-presence 2026-11-02 13:11:39 -03:00
Specht2010andClaude Opus 5.5 5d254e462c Merge dev into the 5.1 surround output
The device sink loop now writes every output channel; upstream's TOTK_AUDIO_DUMP gets the front pair before clipping.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 11:44:25 -04:00
Valiantsin Dzerakh c38e0ca13d Up version 0.3.4 2026-11-02 18:01:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0a4679b64c Merge task/amiibodir: the Amiibo tab picks its folder with the host's dialog and holds the reader on searching across the game's detection restarts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:44:36 +03:00
Valiantsin DzerakhandClaude Opus 5.5 69104be9b8 Hold the amiibo reader on searching across the game's detection restarts
While TotK waits for a tag it stops and starts detection several times a second, tens with the menu open: the Amiibo
tab's reader line flipped between ready and searching and the log took two lines per restart. The tab now shows
searching for a second after a stop (amiibo_get_reader_state; the game still reads amiibo_get_device_state), and the
log names the first three restarts, then a count every 200th.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:43:29 +03:00
Valiantsin DzerakhandClaude Opus 5.5 4e90c61c52 Choose the amiibo folder with the host's folder dialog
The Amiibo tab's folder field took no typing: the menu never passes typed characters to Dear ImGui, so "Open" only
re-read "./amiibo". A missing folder said so at the bottom of the right pane, below its scroll.

"Open" now shows the shell's folder dialog on Windows (IFileOpenDialog on a thread of its own, owned by the game
window) and SDL_ShowOpenFolderDialog on the SDL window thread elsewhere; the tab shows the folder as text and names a
missing one inside the empty list.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:36:09 +03:00
Valiantsin DzerakhandClaude Opus 5.5 275a752bec Merge task/prwave6: community pull requests #501, #495, #485, #486 and #446, and the runtime part of #489
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:21:42 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3ee347b248 Size the scene by a DLSS mode only where DLSS can run, and log whether fxaa = 0 found the game's FXAA
The DLSS modes already apply only with dlaa on (3de0839), so the DLL check no longer looks at dlaa, and off Windows,
where vk_dlaa.c is no-op stubs, a DLSS mode no longer shrinks the scene. fxaa = 0 names the FXAA shader it skipped,
or reports a minute of frames without it, so a translator change that moves FXAA_FS shows on any GPU.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:11:14 +03:00
itaskaev2andClaude Opus 5.5 9263989625 Skip the game's scaling draw over DLSS's picture again
With a DLSS mode (a scene smaller than the output) DLSS writes the scaled picture into the scaling pass's target and
vk_dlaa_skip_draw skips the game's own scaling draw, known by its fragment shader's SPIR-V hash. Translator patch
0011 (the shadow filter spread) changed that hash, so the draw ran again and covered DLSS's picture with the scaled
jittered scene: the whole picture shook by a fraction of a pixel each frame, most visible on lit flat surfaces in
shrines. The FXAA switch (fxaa = 0) stopped working for the same reason.

Add the hash of the current translator, and log once when DLSS scaled a frame whose scaling draw was not found, so
the next translator change that moves the hash shows in the log.

Measured on 1.4.3, Ukouh Shrine, output 3200x1800, dlss = quality, mean absolute change between consecutive frames
with a still camera: 1.40 before, 0.07 after (0.054 with dlaa = 0). Outdoors on stone: 4.29 before, 1.08 after.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:04:07 +03:00
itaskaev2andClaude Opus 5.5 438aa41747 Keep the scene at render_scale when DLSS cannot run
A DLSS mode (quality, balanced, performance) shrank the scene to 67, 58 or 50 % of the output and sharpened the
material textures' mip bias to match, even when nvngx_dlss.dll was missing and NGX reported DLSS as not available.
The game's plain scaling then stretched the smaller scene, and the negative bias made textures shimmer in motion.

With dlaa = 1 the scene size now waits on nvngx_dlss.dll next to totk.exe (checked before the device exists, as
the size is decided then) and follows render_scale without it. The mip bias applies only when NGX came up with
DLSS. dlaa = 0 keeps the documented size with the game's scaling, without the bias.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:04:07 +03:00
Valiantsin DzerakhandClaude Opus 5.5 55ba4d312d Say in totk.ini.example that variable refresh removes the frame limit's judder
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:03:56 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5bd11f5d5c Keep the 4/5-frame gap between device-paced audio frames to Linux
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:03:55 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8c53e6205f Merge pull request #446: Pace audio frames apart (fixes progressive sound loss) and raise the Linux prefill default (lowlevel-larry)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:03:07 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0b4b4f8036 Merge pull request #486: Warn in totk.ini.example that memory = import is much slower on a discrete GPU (ExpertKT)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:02:53 +03:00
Valiantsin DzerakhandClaude Opus 5.5 c6fa3091a5 Merge pull request #485: Say in totk.ini.example that the frame limit should divide the monitor's refresh rate (ExpertKT)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:02:49 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8741363ae5 Merge pull request #495: Keep world markers over their target at game resolutions of another shape than 16:9 (TakeyaSaito)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:02:34 +03:00
Valiantsin DzerakhandClaude Opus 5.5 329acf81d2 Merge pull request #501: Keep a texture's pool flags instead of reading its pool object later (lowlevel-larry)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 17:02:31 +03:00
lowlevel-larryandClaude Opus 5.5 3675286747 Keep a texture's pool flags instead of reading its pool object later
tex_mirrored (vk_texture.c) read t->pool->flags whenever the back end created the host entry of a texture, which can
happen long after nvnTextureInitialize. A game may finalize a memory pool and free the memory the NVNmemoryPool object
lived in while textures from it are still looked up (on a level change, for instance); reading the freed object then
faults. The NVN driver keeps no pointer to the pool either. tex_t now records the pool's flags at Initialize, in the
padding after layout[8], so NVNtexture's size is unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 10:40:51 -03:00
lowlevel-larryandClaude Opus 5.5 ea72b01524 Pace audio frames apart and raise the Linux prefill default
Device-paced frames rendered back to back after each period pull (1024
samples on PipeWire, 4-5 frames), before the game's audio thread could
clear the render event or fill the AUX return ring. Frames now stay at
least 4/5 of a frame apart, as the DSP renders one frame every 5 ms on
hardware. This fixes AUX clicks at frame seams (#426) and the progressive
sound loss of #131 (overlapping render notifications 52.7% -> 0.1%).

Linux prefill default raised to 60 ms: at 20 ms PipeWire underran
thousands of times within minutes in busy scenes.

The reverb ring (#421) and advance_voice stepping parts of this change
landed in dev separately (d22a19c, b44caca).

Fixes #131

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:47:35 -03:00
Takeya SaitoandClaude Opus 5.5 4933725112 Keep world markers over their target at game resolutions of another shape than 16:9
The wide and tall UI overlays scale each layout's root pane on the stretched axis. The lock-on arrow, the name label
of the item or character in front of Link, enemy life bars and notices, and speech balloons are moved in code to the
target's projected position on a pane under that root, so the position was scaled as well: on 32:9 these markers sat
at half their distance from the middle of the screen, short of what they point at.

Those four layouts keep their root at scale 1 and give the scale to the panes under it that the code does not move and
no animation scales, so the markers land on their target and keep their 16:9 proportions.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 12:46:20 +00:00
Valiantsin DzerakhandClaude Opus 5.5 49c19b20d0 Merge task/recrace: the replay's deferrals wait for the submission it records; TOTK_REC_CHECK and TOTK_REC_DELAY_US debug the recorder
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 15:03:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 328589abbe Add TOTK_REC_CHECK and TOTK_REC_DELAY_US to find objects the recorder still names
TOTK_REC_CHECK=1 searches the packets of the part being recorded for each image, view and buffer vk_memory.c defers or
destroys. A deferral stamped below the part's value, or a destruction of an object a packet names, is logged with the
packet op, both stamps and the GPU's value, and counted by kind and op in a summary at exit. put() zeroes each packet's
room while the check is on: packers reserve room for optional arrays they may leave unwritten, and those words held
handles from the ring's previous lap. TOTK_REC_DELAY_US=N makes the recorder wait N us before each batch, as on a slow
machine. rec_begin takes the part's value for the check. Both are off by default; off, the recorder pays one test per
batch and per packet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 15:02:38 +03:00
Valiantsin DzerakhandClaude Opus 5.5 90a3b07762 Stamp an object the replay defers with the submission it records
vk_memory.c defer stamped every deferred image, view and buffer with the last submitted timeline value. An object the
replay lets go of while it records a submission can be named by that submission too: vk_texture.c slot_resolve hands a
draw a released entry, and entry_of destroys released entries at that address later in the same submission. The
completion thread then destroyed the object once the GPU reached the earlier value, before the submission naming it
ran, and with the recorder thread behind, before the recorder made the call. The stamp is now the later of the last
submitted value and vk_exec_recording_fence, as LAS Recomp and Savage Wind Recomp stamp their deferrals
(runtime/nvn/vulkan/textures.c defer). TOTK_DEFER_STAMP=0 brings back the old stamp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 14:59:49 +03:00
ExpertKT 6f3d553a23 Warn in totk.ini.example that memory = import is much slower on a discrete GPU 2026-11-02 19:43:17 +08:00
ExpertKT aed3e83cc2 Say in totk.ini.example that the frame limit should divide the monitor's refresh rate 2026-11-02 19:41:07 +08:00
Valiantsin DzerakhandClaude Opus 5.5 98c75a6b9e Merge task/noavx: v2 builds save XMM registers with SSE moves in the preemption stub and refuse instructions above x86-64-v2
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 14:08:31 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e603095ffa Refuse instructions above x86-64-v2 in the runtime objects of a v2 build
-march=x86-64-v2 does not reach inline assembly, target attributes or intrinsics, which is how kern_ap_stub's YMM
saves got into libtotkrt-v2.a (issue #454). tools/check_isa.py disassembles objects and lists every function with
VEX/EVEX, BMI1/2, LZCNT, MOVBE, ADX, SHA, AES, PCLMUL or RDRAND/RDSEED code or YMM/ZMM/mask registers, except
functions in its DISPATCHED list (sha256.c blocks_ni, behind __builtin_cpu_supports). build_game.py --cpu v2 runs it
over the runtime objects after compiling and before linking or archiving, so make_release.py's v2 library build fails
too. Objects unchanged since the last clean scan are skipped; a full scan of the runtime takes about a second. The
release ships the script, and the installer's runtime fingerprint includes it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 14:06:40 +03:00
Valiantsin DzerakhandClaude Opus 5.5 7310481885 Save XMM registers with SSE moves in kern_ap_stub on builds without AVX
The asynchronous preemption stub saved and restored YMM0-15 with vmovdqa and ran vzeroupper in inline asm, which
-march=x86-64-v2 does not reach. The v2 runtime library therefore carried VEX code, and a CPU without AVX stopped
with an illegal instruction the first time a core owner was interrupted, a few seconds into boot (issue #454,
Pentium Gold G6400, totk+0xe7a2b50 = kern_ap_stub+0x20). Without __AVX__ the stub now saves XMM0-15 with movdqa into
the same slots; v2 game code keeps nothing in the upper YMM halves. The v3 stub is unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 14:05:35 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d15150b4a8 Merge task/passcrumbs: the device-lost report names the pass or dispatch the GPU was running
AMD buffer marks at every replay pass and dispatch, on by default (fight2 off/on x2: 89.45 vs 89.6 fps, no new slow
frames); NVIDIA diagnostic checkpoints with TOTK_PASS_CRUMBS=1, compiled but not run here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 13:47:22 +03:00
Valiantsin DzerakhandClaude Opus 5.5 710b7f5dd0 The device-lost report names the pass or dispatch the GPU was running
The replay marks the start and the end of every render pass and dispatch
(vk_exec.c vk_exec_pass_begin and vk_exec_pass_end, vk_exec_draw.c
op_dispatch and op_dispatch_ind), outside the pass so no pass is broken.
With VK_AMD_buffer_marker the GPU writes the last started and finished mark
into words 2 and 3 of the breadcrumb buffer; with
VK_NV_device_diagnostic_checkpoints the same points are checkpoints, read
with vkGetQueueCheckpointData2NV after the loss. A ring of 4096 records maps
a mark to its submission, index, target formats and size, draw count and the
input ids of the first and last draw's shaders. vk_device_fault_report logs
both marks with their records. The calls go through the recorder thread.

TOTK_PASS_CRUMBS (menu: GPU pass marks): unset, AMD buffer marks only; 1,
also NVIDIA checkpoints, whose extension is enabled only then; 0, none.
The design follows Savage Wind Recomp 3fae40c; the code is ours.

--probe-vkexec gets a pass marks part: pass, dispatch, pass in one
submission; the marks read back after the fence name the last pass and the
report text says so.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:50:30 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3e87747031 Merge task/refsfix: correctness fixes found in the updated references
Zero-byte NVN pools get no Vulkan record, WaitSynchronization keeps a pending cancel for the next blocking wait,
SignalToAddress subtracts 2 when it wakes all waiters, and the 1.2.1 texture loader widens pool offsets unsigned.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:22:21 +03:00
Valiantsin DzerakhandClaude Opus 5.5 53d3f8ea2e The 1.2.1 texture loader widens a texture's pool offset unsigned
The loader keeps a texture's place in its pool as a 32-bit word (main+0xad4294) and widens it with a sign extend for
nvnTextureBuilderSetStorage's offset (main+0xad43f0) and for SetPackagedTextureData's source (main+0xad440c). Past
2 GiB the offset turns negative and the storage lands 4 GiB below the pool (MacNativeGames ca311e2d, seen with a 4K
texture pack's heap table in a 3.58 GiB pool). The shipped heap table keeps every pool far below 2 GiB, but
TOTK_APP_POOL raised with such a pack's heap table (RomFS mods replace it) can reach it. The new patch set pooloff
(TOTK_POOL_OFFSET_PATCH, on by default) widens unsigned: the same value below 2 GiB, right up to 4 GiB.

1.4.3 needs no patch: both of its loaders (main+0x583c34, main+0x27ed214) keep the offset in 64 bits (str x25 / mov
x2, x25 / add x1, x25, x8). gen.py accepts both original words, and the lifted C at the sites reads the offset as
uint32_t with the set on and as int32_t with it off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:20:32 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0ab16c21b5 SignalToAddress modify by waiting count subtracts 2 when it wakes all waiters
SignalAndModifyByWaitingCountIfEqual with count <= 0 and at least one waiter stored value - 1; Horizon stores
value - 2 (mesosphere KAddressArbiter::SignalAndModifyByWaitingCountIfEqual; yuzu, LAS Recomp and nxnative agree).
The word was already updated with compare-and-swap, as LAS Recomp 1144aea made theirs; the count > 0 values were
right.

--probe-kernel arbiter part expected the old value: it now wants 4 for value 6 with one waiter and count -1, and
4 for two waiters and count 0. Before: 5 for both. After: ok.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:16:06 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1f824a6581 WaitSynchronization leaves a pending cancel to the next wait that would block
Ours took a pending CancelSynchronization first, before the signalled objects and before the timeout-0 return, so a
poll or a wait on a signalled object used it up and the blocking wait it was meant for ran on. Horizon checks a
signalled object, then timeout 0, then the cancel (mesosphere KSynchronizationObject::Wait; LAS Recomp 1144aea moved
the poll the same way): both keep it pending. A cancel that wakes a blocked wait still ends it cancelled:
CancelSynchronization now wakes it with R_CANCELLED, which the loop tells apart from a signal's -1.

--probe-kernel events part: a cancel sent before a poll and before a wait on a signalled event; each is followed by a
blocking wait with a 500 ms timeout. Before: the poll and the signalled wait returned 0xec01 (cancelled) and the
blocking waits timed out (0xea01). After: timeout, success, then cancelled both times.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:15:54 +03:00
Valiantsin DzerakhandClaude Opus 5.5 b6ab660b00 A zero-byte memory pool initialises as an empty pool in the Vulkan back end
vk_pool_init gave a size-0 pool with storage a record: the host import of 0 bytes failed (the driver refuses the
memory, VK_ERROR_INVALID_EXTERNAL_HANDLE) and the record went into the pool index as the empty range [mem, mem]. A
lookup at that address then found the empty pool before the pool that starts there and reported it unbacked. TotK
makes such pools now and then (MacNativeGames d3407e29, 1.2.1). Such a pool now gets no record, as a GPU_NO_ACCESS
pool; vk_pool_fini finds none and does nothing. Removal by key already kept a neighbour's range safe at Finalize.

--probe-vkexec gains an empty pool part: a zero-byte pool at the start of another, lookups there before and after
its Finalize. It failed before ("a lookup at the start of a pool finds the empty pool there").

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 09:14:10 +03:00
Valiantsin DzerakhandClaude Opus 5.5 d554165cf0 Merge task/pr333: pull request #333, round-to-odd float FMA in double for CPUs without FMA3 (deanzx06)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:50:20 +03:00
Valiantsin DzerakhandClaude Opus 5.5 5eb0a19ee5 Pin the upstream references at their 2026-11-02 heads
LASRecomp, MacNativeGames, d2r-mobile, nxnative and SavageWindRecomp moved; SwitchRecomp and deko3d did not.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:49:08 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9998e31644 Merge pull request #333: runtime: vectorized AVX round-to-odd FMA fallback for x86-64-v2 (deanzx06)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:42:02 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9e17766bad Merge task/prwave5: community pull requests #465, #384, #416, #393 and #468
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:37:53 +03:00
Valiantsin DzerakhandClaude Opus 5.5 45df231f37 Merge pull request #468: Read the gradients of a TXD per coordinate so terrain picks the right mip level (mictony6)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:31:45 +03:00
Valiantsin DzerakhandClaude Opus 5.5 caf88c88a4 Merge pull request #393: Group the stick rows of the Controls tab under an "Analog sticks" heading and fix their "default" mark (wdiasjunior)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:31:43 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ab912a3071 Merge pull request #416: Offer 256 as a sun shadow map size (wdiasjunior)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:31:31 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e0e1ecfdbb Merge pull request #384: Fix installer catalog test encoding on Windows (FaserDocs)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:31:28 +03:00
Valiantsin DzerakhandClaude Opus 5.5 86d75ad282 Merge pull request #465: Keep the replay's transient buffers and the zero buffer in host-coherent memory (MierzwaMatheus)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 08:31:26 +03:00
MierzwaMatheus f4f9d6dd53 Keep the replay's transient buffers and the zero buffer in host-coherent memory
The CPU fills these chunks and the zero buffer and never flushes them. On Intel integrated GPUs (ANV on Meteor
Lake) the host-cached memory type that VMA picks for random host access is not coherent, so the GPU read what
an earlier submission had left there. A lighting fragment shader got another draw's UpdateUniformBuffer payload
as its step count (0x3f800000 instead of 96 or 128), looped about a billion times and lost the device; other
stale payloads drew the black frames. Requiring HOST_COHERENT keeps the same memory types on GPUs where host
memory is already coherent.
2026-11-02 01:22:13 -03:00
Michael Anthony Bitoon 984c9bc7c3 Read the gradients of a TXD per coordinate so terrain picks the right mip level
TotK's terrain shaders fill the gradient registers of a texture-with-derivatives instruction per coordinate (du/dx, du/dy, dv/dx, dv/dy), while the translator takes the first two registers as dPdx and the last two as dPdy. The mip level then came from the wrong derivatives and was too sharp on terrain faces turned across the screen, so patches that followed the faces crawled when the camera moved.

After a shader loads, every two-dimensional gradient pair has its inner components swapped by two new composite constructs, so the shader cache is untouched. TOTK_TXD_TRANSPOSE=0 turns it off. The finding is row 2.13 of docs/maxwell.md.
2026-11-02 11:59:29 +08:00
Avraham 664ee03759 Add Discord Rich Presence, off by default.
A host thread speaks Discord's documented IPC protocol to a running client
through platform.h's new plat_ipc_* (a named pipe on Windows, a Unix socket
in $DISCORD_IPC_PATH, $XDG_RUNTIME_DIR, $TMPDIR or /tmp on Linux) and shows
the game update and the elapsed play time as the status of a configurable
application. It never holds a virtual core, picks up settings changes within
half a second of the menu writing them, re-sends the activity once a minute
as its keep-alive, answers the client's Ping frames and reconnects 15 s
after a break; Discord clears the status when the process ends.

The Menu tab of the settings menu switches discord_rpc, and discord_app_id
and discord_image in totk.ini name the application and its art asset (a
player can register their own). The default app id is the one this was
developed against; the maintainer may want to register a project-owned one
and swap it. --probe-discord runs the exchange without the game: it caught
the opcode numbering (Handshake is 0, not 1) against a live client.

Tested on 1.4.3, Linux: probe passed end to end against Vesktop's arRPC
bridge, an invalid app id falls back to the default, selftest clean.
2026-11-01 22:12:58 -03:00
Valiantsin DzerakhandClaude Opus 5.5 7d9a45855d Merge task/dlssoff: no DLSS scene size while DLSS/DLAA is off (#435)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 03:36:38 +03:00
Valiantsin DzerakhandClaude Opus 5.5 3de08398bf Size the scene by the DLSS mode only while DLSS/DLAA is on
With dlaa = 0 and dlss = quality left from the menu, the scene still rendered at 67 % and the plain upscaler
stretched it, so the picture looked blurrier with DLSS switched off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 03:36:38 +03:00
Valiantsin DzerakhandClaude Opus 5.5 25f616e853 Merge task/audiopace: advance a voice by the samples it rendered, and an env-gated sink dump (#426)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 03:30:13 +03:00
Valiantsin DzerakhandClaude Sonnet 5.5 b44caca695 Count a voice's consumed samples with the same accumulation the mixer steps by, so a frame never skips a source sample (#426)
advance_voice computed fraction + seconds * rate * pitch while voice_render adds rate * pitch / 48000 per output sample. The two rounded apart on most frames at 32 kHz and 44.1 kHz, so the voice jumped one sample ahead of what was rendered. audio_voice_consumed now runs the mixer's own loop.

TOTK_AUDIO_DUMP=<path> writes the sink mix before the clamp and logs how many frames were rendered under 1 ms after the previous one; a one-time log line reports the first enabled AUX effect.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-02 03:29:33 +03:00
Valiantsin DzerakhandClaude Opus 5.5 1ce4cf8583 Merge task/reverbring: one ring length for the cursor and the taps of both reverbs' delay lines (#421)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 03:17:27 +03:00
Valiantsin DzerakhandClaude Sonnet 5.5 d22a19c91d Give the reverb delay lines one ring length for cursor and taps so no tap reads an unwritten slot (#421)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-02 03:16:58 +03:00
Valiantsin DzerakhandClaude Opus 5.5 dd33a75ec4 Merge task/amiibocc: accept amiibo dumps by their F1 10 FF EE capability container (#441, #410)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 03:10:24 +03:00
Valiantsin DzerakhandClaude Opus 5.5 eb5e6e698e Accept amiibo dumps by the amiibo capability container F1 10 FF EE
The loader asked for E1, the container byte of a plain NDEF tag, so it refused every real amiibo dump as
"Not an amiibo dump". --probe-services now loads a dump with an amiibo header and refuses the same file with E1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 03:10:24 +03:00
deanzx06 ec9029def4 runtime: vectorized AVX round-to-odd FMA emulation for non-FMA/AVX-only CPUs 2026-11-02 05:17:58 +07:00
Specht2010andClaude Opus 5.5 a6b56288d5 Add a highlight hue correction to the HDR tonemap
The game's SDR clamp turns bright saturated colours towards white: a torch flame clips red, then green, and reads
yellow-white, the colour its emitted light was tuned to. The extended HDR curve keeps the channel ratios, so the same
flame stays deep orange next to the yellow light it casts. hdr_hue (0 to 100, default 80, live) moves colours from the
picture's white upwards towards the game's own SDR result at the HDR luminance, as RenoDX's TotK mod does. It rides in
the support buffer's HDR vector (z), unused until now.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 18:11:25 -04:00
Specht2010andClaude Opus 5.5 963901cc12 Add 5.1 surround output
The mixer folded the game's 5.1 device sink down to stereo and IAudioDevice told the game it had two channels.
audio_channels (auto, stereo, 5.1; Sound tab, Speakers) now opens the SDL stream with six channels in the device sink's
order (FL FR C LFE RL RR) and reports six to the game, which then mixes for 5.1. auto picks 5.1 when the default
playback device has six or more channels (a 5.1 or 7.1 speaker setup in Windows) and stereo otherwise; stereo keeps
the existing downmix.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 17:50:30 -04:00
Valiantsin DzerakhandClaude Opus 5.5 a4ce826f91 Merge task/headless: stop a Linux setup without a display at the check step and say plainly that zh/ko need the system fonts (#338)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 23:29:55 +03:00
Valiantsin DzerakhandClaude Opus 5.5 b3f569a448 Wrap the display check's condition over two lines
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 23:29:54 +03:00
Valiantsin Dzerakh 2470097f67 Fail the Linux setup in the check step when the plan prepares shaders and no display is set, and say in the font warning that the game will not start without the Switch system fonts 2026-11-01 23:29:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 0851638064 Merge task/liftretry: retry the lift with half the workers after a MemoryError and take the count from TOTK_LIFT_JOBS (#240)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 23:28:03 +03:00
Valiantsin DzerakhandClaude Sonnet 5.5 526e9f32bd Retry the lift's emit pool with half the workers after a MemoryError, and read the worker count from TOTK_LIFT_JOBS
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-01 23:27:46 +03:00
Valiantsin DzerakhandClaude Opus 5.5 475db6e27a Merge task/savecopy: delete read-only folders and cloud placeholders of an old save working copy and name the failing path (#374)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 22:55:27 +03:00
Valiantsin DzerakhandClaude Opus 5.5 6d31b157a0 Ask FindFirstFileW for the reparse tag only when the path is a reparse point
plat_fs_kind served every path through FindFirstFileW, which fails on a path with a trailing separator and reads
wildcards. GetFileAttributesW decides again, as before; only reparse points need the find data's tag.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 22:55:27 +03:00
Valiantsin DzerakhandClaude Sonnet 5.5 d3f403ecf6 Delete read-only folders and cloud placeholders of an old save working copy, retry for 2 s, and name the failing path in the fatal
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-01 22:54:20 +03:00
Wellington Dias 1722b5da2c Offer 256 as a sun shadow map size for integrated GPUs short of memory bandwidth 2026-11-01 16:21:54 -03:00
Valiantsin DzerakhandClaude Opus 5.5 6c2595275d Merge task/amiibo: bind an nfp system event again after the game destroyed it (#398)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 22:21:26 +03:00
Valiantsin DzerakhandClaude Opus 5.5 7c1cd42aa5 Bind a system event again after the guest destroyed it
The game destroys the nfp activate and deactivate events and attaches the same SystemEventType again before each
detection. kern_bind_system_event kept the first writable handle per guest address and returned early, so the second
Attach left the event destroyed and the game's next TryWaitSystemEvent aborted (issue #398, equipping the Amiibo
power). A kept handle now counts only while the SDK's state byte of the event is nonzero; otherwise the event is
created again and its entry takes the new handle, and a signal to a destroyed event is dropped. probe-services
destroys and attaches both nfp events again and checks that they work.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 22:20:36 +03:00
Wellington Dias 88e044dcd3 Mark a per-stick dead zone row as default at the shared value, and unset it when stepped back onto that value. 2026-11-01 13:53:53 -03:00
Wellington Dias 2215c3fc2f Merge branch 'dev' into stick-deadzones
# Conflicts:
#	docs/controls.md
#	runtime/cfg.c
#	runtime/input.c
#	runtime/ui/menu.cpp
#	runtime/ui_text.c
#	runtime/ui_text.h
#	totk.ini.example
2026-11-01 13:42:21 -03:00
Valiantsin DzerakhandClaude Opus 5.5 2e95221d23 Add a player guide to mods and point the README and the tester guide to it
Mods were described only in one dense list in the tester guide. docs/mods.md walks a player through installing a mod,
its order and switches, TKMM merges, code patches and their rebuild, what renaming a mod folder does, the reasons the
Mods tab gives for an unused mod, and what to check when something looks wrong. docs/cheats.md gains a folder example
and the rename note.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 19:34:30 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8eb48493c0 Rebuild the code cheats and ExeFS patches of a renamed mod folder
The lift key hashed each cheat and ExeFS patch file by its name and content only, but tools/cheats.py and
tools/exefs_patches.py name every patch set after "<mod folder>/<cheat or file>". After a mod folder was renamed,
totk.exe saw none of its code cheats in the build and started the rebuild, the setup found the lift current and skipped
it, and the cheats stayed "after the rebuild" for good. The key now takes each file's path under mods/ as well.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 19:28:32 +03:00
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
FaserDocs 86a9ea6d53 Read installer sources once as UTF-8 in the catalog test 2026-11-01 15:54:57 +01:00
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
Wellington Dias cd0917e18d Add a dead zone slider per analog stick to the Controls tab, carrying an older stick_deadzone line over to both. 2026-11-01 02:08:15 -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
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
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
lunar-me 0c143f6fe3 docs(installer): use "other than" instead of "another ... than" 2026-11-01 04:08:24 +13:00
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
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-png ff4d79c700 Merge remote-tracking branch 'origin/dev' into installer-ptbr
# Conflicts:
#	installer/guilogic.py
2026-10-31 09:42:07 -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
199 changed files with 23807 additions and 1497 deletions

No files matched your search

+38 -3
View File
@@ -23,10 +23,23 @@ body:
validations:
required: true
- type: input
id: last-good
attributes:
label: Last version that worked
description: If an earlier version did not crash at this point, which one.
- type: textarea
id: system
attributes:
label: GPU, driver and Windows version
description: Copy system info in the menu's Advanced tab puts them on the clipboard.
label: System info
description: Paste what Copy system info (F1, Advanced tab) puts on the clipboard. On a Steam Deck, add LCD or OLED.
render: text
validations:
required: true
- type: textarea
id: mods
attributes:
label: Mods and cheats
description: The folders in mods/ with their download links, or "none". Say whether it also crashes without them.
validations:
required: true
- type: dropdown
@@ -56,10 +69,32 @@ body:
label: What you did before the crash
validations:
required: true
- type: markdown
attributes:
value: |
### The log
- The log of the run that crashed is `logs\totk.log` in the folder of `totk.exe` (F1, Advanced tab, Open log folder). Copy it before you start the game again: the next start renames it to `totk.1.log`, and after five starts it is gone.
- Attach the whole file. Do not cut or edit it: the crash report is at the end, the GPU and driver lines are at the start.
- The log says `device lost` or `VK_ERROR_DEVICE_LOST` and the GPU is an NVIDIA one: set GPU pass marks to On (F1, Advanced tab, Diagnostics), restart the game, make it crash again and attach that log. The `vk: pass marks` lines then name what the GPU was drawing.
- type: textarea
id: log
attributes:
label: Log
description: Attach logs\totk.log from the folder of totk.exe. Copy it before you start the game again, because the next start overwrites it.
description: Drag totk.log into this field.
validations:
required: true
- type: markdown
attributes:
value: |
### Save and input recording
When the crash comes back at one place in the game (an area, a shrine, a cutscene, a quest step), the save that gets there lets us crash it on our machine.
1. Zip the `profile` folder next to `totk.exe` and attach it. Say which slot you load, or that you use the autosave.
2. If it takes more than walking a few steps from the save: turn on Input recording (F1, Advanced tab, Diagnostics), restart the game, load the save, make it crash, and attach `input-record.txt` from the logs folder together with the `totk.log` of that run.
- type: textarea
id: save
attributes:
label: Save and input recording
description: Drag the zipped profile folder and input-record.txt into this field, when the crash comes back at one place.
+20 -5
View File
@@ -23,24 +23,37 @@ body:
validations:
required: true
- type: input
id: last-good
attributes:
label: Last version that worked
description: If an earlier version drew this correctly, which one.
- type: textarea
id: system
attributes:
label: GPU, driver and Windows version
description: Copy system info in the menu's Advanced tab puts them on the clipboard.
label: System info
description: Paste what Copy system info (F1, Advanced tab) puts on the clipboard. It lists the settings you changed too. On a Steam Deck, add LCD or OLED.
render: text
validations:
required: true
- type: textarea
id: mods
attributes:
label: Mods and cheats
description: The folders in mods/ with their download links, or "none". Say whether the glitch also shows without them. Turn off ReShade and other overlays that draw into the game before you report.
validations:
required: true
- type: textarea
id: screenshot
attributes:
label: Screenshot or video
description: Drag the file into this field. Say where in the game it was taken.
description: Drag the file into this field. Say where in the game it was taken. Flicker needs a video.
validations:
required: true
- type: textarea
id: details
attributes:
label: What looks wrong and when
description: Does it show all the time, in one place, or after some time in play? Which settings did you change from the defaults?
description: Does it show all the time, in one place, or after some time in play? Does it go away after a restart, or when you change a setting?
validations:
required: true
- type: dropdown
@@ -56,4 +69,6 @@ body:
id: log
attributes:
label: Log
description: Attach logs\totk.log from the folder of totk.exe.
description: Drag logs\totk.log from the folder of totk.exe into this field, from the run that showed the glitch. Copy it before you start the game again.
validations:
required: true
-65
View File
@@ -1,65 +0,0 @@
name: Other bug
description: Sound, controls, performance, the settings menu, the installer, or game logic.
labels: [bug]
body:
- type: markdown
attributes:
value: |
Check the pinned issues at the top of the issue list first.
Do not attach or link game files, keys, firmware or builds. Issues that do are closed.
- type: checkboxes
id: duplicates
attributes:
label: Existing issues
options:
- label: I read the pinned issues and [searched open and closed issues](https://github.com/valentderah/totk-pc-recomp/issues?q=is%3Aissue) for this bug.
required: true
- type: dropdown
id: area
attributes:
label: Area
options:
- Audio
- Controls and input
- Performance and stutter
- Settings menu and overlay
- Installer
- Game logic and physics
- Something else
validations:
required: true
- type: input
id: version
attributes:
label: Version
description: The title line of the settings menu (F1), for example "TotK Recomp 0.1.0, game 1.4.3".
validations:
required: true
- type: input
id: system
attributes:
label: GPU, driver and Windows version
description: Copy system info in the menu's Advanced tab puts them on the clipboard.
validations:
required: true
- type: dropdown
id: blocker
attributes:
label: Can you keep playing?
options:
- "Yes"
- "No, it stops the game or a quest"
validations:
required: true
- type: textarea
id: steps
attributes:
label: What happened and how to reproduce it
validations:
required: true
- type: textarea
id: log
attributes:
label: Log
description: Attach logs\totk.log from the folder of totk.exe.
+108
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@@ -0,0 +1,108 @@
name: Performance
description: Low frame rate, freezes, hitches, stutter or long loading.
labels: [performance]
body:
- type: markdown
attributes:
value: |
Check the pinned issues at the top of the issue list first.
Shaders the setup did not prepare are built the first time they are needed, so a short hitch the first time an area or effect shows is expected. Report it when it happens again in the same place.
Do not attach or link game files, keys, firmware or builds. Issues that do are closed.
- type: checkboxes
id: duplicates
attributes:
label: Existing issues
options:
- label: I read the pinned issues and [searched open and closed issues](https://github.com/valentderah/totk-pc-recomp/issues?q=is%3Aissue) for this problem.
required: true
- type: input
id: version
attributes:
label: Version
description: The title line of the settings menu (F1), for example "TotK Recomp 0.1.0, game 1.4.3".
validations:
required: true
- type: input
id: last-good
attributes:
label: Last version that ran better
description: If an earlier version was faster in the same place, which one.
- type: textarea
id: system
attributes:
label: System info
description: Paste what Copy system info (F1, Advanced tab) puts on the clipboard. It lists the settings you changed too. On a Steam Deck, add LCD or OLED.
render: text
validations:
required: true
- type: dropdown
id: machine
attributes:
label: Machine
options:
- Desktop PC
- Laptop, on mains power
- Laptop, on battery
- Steam Deck
- Other handheld PC
validations:
required: true
- type: textarea
id: mods
attributes:
label: Mods and cheats
description: The folders in mods/ with their download links, or "none".
validations:
required: true
- type: dropdown
id: kind
attributes:
label: What kind of problem?
options:
- The frame rate is low all the time
- Short freezes or hitches that come back in the same place
- The frame rate is fine, but motion is not smooth
- It gets slower the longer I play
- Loading takes long
validations:
required: true
- type: textarea
id: where
attributes:
label: Where and what you were doing
description: For example "Lookout Landing, walking to the tower", "the Depths below Hyrule Castle", "fighting a Talus in the Sky". How long into the session it started.
validations:
required: true
- type: textarea
id: overlay
attributes:
label: Performance overlay
description: Press F10 twice (or both stick clicks) for the full panel. Stay a minute in the place and write down the frame rate, the mean and the longest frame time, or attach a screenshot of the panel.
validations:
required: true
- type: markdown
attributes:
value: |
### Recording the log
1. In the settings menu (F1), Advanced tab, Diagnostics: turn on Performance log. For freezes and hitches, also turn on Flight recorder. Restart the game: both take effect at the next start.
2. Play at least three minutes in the place where it happens. The log gets a frame-time summary every 60 s, and a line for every frame over 50 ms that names what the frame waited for.
3. With the flight recorder on, press F8 right after a hitch. It also saves on its own after every frame longer than the freeze threshold (100 ms), at most once per 10 s.
4. Close the game with Quit game in the menu or the window's close button. Do not end it from Task Manager: the last summary is written when the game exits.
5. Copy `logs\totk.log` from the folder of `totk.exe` before you start the game again.
6. Each flight recorder save is a folder; the log line `flight: dump` names it. Zip the folders and attach them.
7. Turn both off again afterwards: they cost a little frame time.
- type: textarea
id: log
attributes:
label: Log
description: Drag totk.log into this field.
validations:
required: true
- type: textarea
id: flight
attributes:
label: Flight recorder saves
description: Drag the zipped folders into this field, for freezes and hitches.
+94
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@@ -0,0 +1,94 @@
name: Other bug
description: Sound, controls, the settings menu, the installer, or game logic.
labels: [bug]
body:
- type: markdown
attributes:
value: |
Check the pinned issues at the top of the issue list first. Crashes, graphics glitches and performance have their own templates.
Do not attach or link game files, keys, firmware or builds. Issues that do are closed.
- type: checkboxes
id: duplicates
attributes:
label: Existing issues
options:
- label: I read the pinned issues and [searched open and closed issues](https://github.com/valentderah/totk-pc-recomp/issues?q=is%3Aissue) for this bug.
required: true
- type: dropdown
id: area
attributes:
label: Area
options:
- Audio
- Controls and input
- Settings menu and overlay
- Installer
- Game logic and physics
- Something else
validations:
required: true
- type: input
id: version
attributes:
label: Version
description: The title line of the settings menu (F1), for example "TotK Recomp 0.1.0, game 1.4.3". For the installer, the version of TotK-Setup.
validations:
required: true
- type: input
id: last-good
attributes:
label: Last version that worked
description: If an earlier version did this correctly, which one.
- type: textarea
id: system
attributes:
label: System info
description: Paste what Copy system info (F1, Advanced tab) puts on the clipboard. On a Steam Deck, add LCD or OLED. For the installer, write your OS and the install disk.
render: text
validations:
required: true
- type: textarea
id: mods
attributes:
label: Mods and cheats
description: The folders in mods/ with their download links, or "none". Say whether it also happens without them.
validations:
required: true
- type: dropdown
id: blocker
attributes:
label: Can you keep playing?
options:
- "Yes"
- "No, it stops the game or a quest"
validations:
required: true
- type: textarea
id: steps
attributes:
label: What happened and how to reproduce it
description: What you expected, what happened instead, and the steps that lead there.
validations:
required: true
- type: markdown
attributes:
value: |
### What to attach for your area
Close the game with Quit game in the menu or the window's close button, then copy `logs\totk.log` from the folder of `totk.exe` before you start the game again.
**Audio.** Open `totk.ini` in the folder of `totk.exe` and add the line `trace = audio`; when the file already has `trace = perf` (Performance log on), change it to `trace = perf,audio`. Start the game, play at least two minutes where the sound goes wrong and close the game. The log then has an `audio:` line every 5 s with the buffer underruns. Name the output device and how it is connected (speakers, headphones, USB, Bluetooth, HDMI), and attach a short video with sound if you can. Remove the line afterwards.
**Controls and input.** Name the controller and how it is connected (USB, Bluetooth, Steam Input). Does it also happen with keyboard and mouse?
**Controls, game logic, anything you can trigger again.** Turn on Input recording (F1, Advanced tab, Diagnostics), restart the game, load a save, make the bug happen and close the game. Attach `input-record.txt` from the logs folder and a zip of the save you loaded: the `profile` folder next to `totk.exe`. The recording replays what you did, so we can see the bug on our machine.
**Installer.** Attach the newest `install-*.log` from `temp\logs` in the folder of `TotK-Setup.exe` (on Linux: `.setup-temp/logs` in the install folder), and the log file the error message names.
- type: textarea
id: log
attributes:
label: Log and other files
description: Drag totk.log and the files your area asks for into this field.
validations:
required: true
File renamed without changes.
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@@ -1,46 +1,69 @@
# 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
- Takes NSP and XCI game files, and compressed NSZ and XCZ as they are: the setup unpacks them itself
- 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
- 16:10 (Steam Deck, handhelds), 21:9 and 32:9 (ultrawide) game resolutions, with the camera and the interface in that shape
- NVIDIA DLSS / DLAA on RTX GPUs: the setup downloads `nvngx_dlss.dll` from NVIDIA's DLSS SDK repository
(github.com/NVIDIA/DLSS, NVIDIA RTX SDK license) when it finds an RTX GPU; untick it in the setup to skip it
- HDR10 output with peak, game and HUD brightness settings
- 16:10 (Steam Deck, handhelds), 3:2 (Surface, Framework), 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)
- Discord Rich Presence ("Playing TotK Recomp" with the play time), off by default, own application id supported
- 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
- Stereo or 5.1 surround sound output
- 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/mods.md](docs/mods.md))
- 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.
3. Pick your game files, the language and an install folder, and press *Start*. The setup builds the game once. With
an NVIDIA RTX GPU it also downloads NVIDIA DLSS, unless you untick *Download NVIDIA DLSS*; turn DLSS on in the
menu (F1).
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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@@ -10,7 +10,10 @@ Code copied or adapted from another project is listed here with its source, the
| MacNativeGames TotK host runtime: dynamic linking, identity check, module permissions, guest memory and SVCs, threads, IPC, audio renderer, system services, RomFS and save storage, boot sequence, the NVN proc name list | https://github.com/ly05010419/MacNativeGames @ `b75be8cfa704df3701e86130c8ced268e79d6b11` (`games/totk/runtime/`, `games/totk/scripts/prepare_runtime.py`), Copyright (c) 2026 MacNativeGames contributors | MIT | `runtime/loader.c`, `runtime/memory.c`; `runtime/kernel.c`, `runtime/svc.c`, `runtime/ipc.c`, `runtime/ipc.h`, `runtime/audren.c`, `runtime/audren.h`, `runtime/audio_mixer.c`, `runtime/audio_effects.c`, `runtime/audio_effects.h`, `runtime/audio_reverb.c`, `runtime/audio_reverb.h` (SDL3 output replaces CoreAudio), `runtime/ov_system.c` (also `shared_font.c`: the BFTTF layout behind nn::pl), `runtime/ov_input.c` (also `hid_feedback.c`: vibration and six-axis handles and calls), `runtime/motion_fusion.c` (six-axis fusion of `motion_fusion.c`), `runtime/ov_media.c` (hardware Opus decoder over libopus), `runtime/swkbd_win.c` (`swkbd_host.c`: ShowKeyboardArg offsets, UTF-8/UTF-16 conversion, disabled-key filter, result codes; Win32 window replaces the macOS text bar), `runtime/ov_gfx.c`, `runtime/romfs.c`, `runtime/romfs_path.h`, `runtime/fs_host.c`, `runtime/fs.h`, `runtime/boot.c`; `runtime/gfx_window.c`; `tools/gen_nvn_procs.py`, `runtime/nvn_procs.inc` (`NVN/names.txt` and the `NVN_EXTRA` names of `totk_nvn_ext.c`) |
| 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 1.2.1 cursor and aim steps: the map cursor, vertical Ultrahand aim and vertical gyro aim sites, their instruction words and the step scaled by the frame ratio | https://github.com/ly05010419/MacNativeGames @ `363a6eb50434387f7d623349934bcf1e910be48f` (`games/totk/runtime/game_patches.c` patch_cursor_speed), Copyright (c) 2026 MacNativeGames contributors | MIT | `recomp/patches-v121.txt` (set cursor) |
| 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 +40,7 @@ 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
@@ -67,7 +71,7 @@ These tools run on the developer's or player's machine during the build. They ar
| 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/` |
@@ -100,3 +104,4 @@ folder's `licenses/` and in each component's own folder.
| `totk_xlate` (NativeAOT linux-x64 build of `tools/xlate/`, linked with the folder's clang, lld and sysroot) | built by `tools/build_xlate.py --llvm --sysroot` | MIT | `bin/totk_xlate` |
| AppImage type-2 runtime (static; includes libfuse and squashfuse), the AppImage's first part; appimagetool packs the folder and is not distributed | https://github.com/AppImage/type2-runtime | MIT; libfuse LGPL-2.1; squashfuse BSD-2-Clause | the AppImage header |
| MacNativeGames shader variant list | as in the installer release row above | MIT | `data/shader_list.tsv` |
| Weeping of the Empire menu cursor: eui's focus box read through ScreenMgr, BoxCursorMgr and the screens' node lists, AnimButton's hit test, the stale-hit-pane fallback to the parts panes, the three writes of moveBoxCursor, the structure offsets (1.0.0; the ScreenMgr instance placed in 1.4.3 by us) | https://github.com/daniel-madrid-07/weeping-of-the-empire @ `df0586cdc5702ca19bbebfa59697e0b6980f6237` (`engine/runtime/totk_menu_cursor.cpp`), Copyright (c) 2026 daniel-madrid-07 | MIT | `runtime/menu_cursor.c` |
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@@ -1 +1 @@
0.2.8
0.3.10
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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]
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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
@@ -74,15 +76,16 @@ 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
- NVN front end from MacNativeGames (`nvn_api_*.c`, `nvn_obj.h`, texture layout and deswizzle). The game records command buffers through it; nothing reaches the GPU until the game submits.
- 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.
- 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. Where the game waits for the GPU it overlaps the replay with the game threads (a GTX 1650 in the Depths, issue #88), a gain measured only there; while it was the default, a GTX 1660 Ti at the 60 fps cap with the GPU at 26 % reported uneven motion (#659). It adds up to a frame of latency; `replay_async = 1` turns it on.
- 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'
@@ -96,12 +99,32 @@ Every guest thread is a host thread. TotK assumes Horizon's scheduler: three app
RCAS) on the present. An `output_res` that is not 16:9 (more than 1% off, `res_is_16x9`) also switches on the
`aspect` patch set, which hands the output's ratio to the camera, and `romfs.c` `overlay_init` loads the
`romfs-patches-<w>x<h>` overlay for it when it exists (`tools/make_romfs_patches.py --aspect`, laid out by
`tools/ultrawide_layout.py`; the installer builds ten sizes: 21:9 2560x1080, 3440x1440, 3840x1600, 5120x2160, 32:9
3840x1080, 5120x1440 and 16:10 1280x800, 1680x1050, 1920x1200, 2560x1600). A wider layout moves the HUD to the
`tools/ultrawide_layout.py`; the installer builds fifteen sizes: 21:9 2560x1080, 3440x1440, 3840x1600, 5120x2160,
32:9 3840x1080, 5120x1440, 16:10 1280x800, 1680x1050, 1920x1200, 2560x1600 and 3:2 1920x1280, 2160x1440, 2256x1504,
2880x1920, 3000x2000). A wider layout moves the HUD to the
screen's corners, a narrower one to its top and bottom edges. Other sizes get the camera of their shape and the 16:9
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; camera motion vectors are reprojected from the scene depth through this and last frame's view-projection of
the scene camera block (constant bank c4), in double precision on the CPU. Per-object motion (`dlaa_objmv`,
`vk_mvprev.c`, the per-object section of `vk_exec_draw.c`, translator patch 0015): solid scene draws whose position
reads an object's own uniform blocks (bones c5, place c7, c6) are drawn a second time with a vertex shader variant
that computes last frame's position from last frame's blocks (the game writes them into two copies that take turns;
the uniform snapshot keeps both) and writes the difference into the motion image. `TOTK_MV_CHECK` measures the
vectors against the picture, `TOTK_DLAA_TIMES` times the passes on the GPU. `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`).
+60 -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 +54,7 @@ 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, `v121` for 1.2.1 or `v111` for 1.1.1. The tools default to `v121` when `--version` is left out. Saves load on any
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
@@ -69,13 +71,15 @@ of them.
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
@@ -90,6 +94,14 @@ of them.
.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. Inline assembly,
target attributes and intrinsics are not bound by `-march`, so a v2 build runs `tools/check_isa.py` over the runtime
objects before it links: any AVX, BMI or other instruction above x86-64-v2 outside a function listed there as
dispatched by a runtime CPU check stops the build.
`gen.py` sizes its emit pool from the CPU count and the free memory; `--jobs N` sets it, and so does the environment variable `TOTK_LIFT_JOBS=N`, which the installer's lift step honours too (it has no `--jobs`). When a worker runs out of memory, the pool restarts with half the workers (`emit: out of memory with N workers, retrying with M`), down to one; only an out-of-memory error with one worker fails the step.
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
@@ -101,9 +113,10 @@ of them.
```
`--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`. `--prompts pc` writes
`romfs-patches-pc`, the keyboard and mouse prompts ([controls.md](controls.md), "PC button prompts").
6. Prepare the shaders (once per build folder and translator). It needs `refs\MacNativeGames` (`tools\fetch_refs.sh`)
for the shared shader list:
@@ -115,6 +128,11 @@ of them.
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.
@@ -133,6 +151,33 @@ your machines without MSYS2, Python or .NET. `romfs.bin` stays out unless you pa
`romfs\` next to the exe or point `TOTK_ROMFS` at its folder. Run `totk.exe --prepare-shaders` once in the copied
folder. The folder holds code and data derived from your game: for your own machines only.
### Profile-guided build
`build_game.py --pgo <file>.profdata` compiles the generated code at -O2 with an execution profile, and the runtime
with it too: hot paths laid out straight, hot calls inlined, code that never ran compiled for size. On 1.4.3 the fight
bench ran 12-15% faster per frame and a fight outside the training about 6%. The installer builds with
`data/pgo-<ver>.profdata` of the release when the update has one, else at -O1.
A profile only fits the generated C it was trained on: functions are matched by name and control-flow hash, so a
function whose C changes loses its counts without a warning. Retrain after a lifter or generator change, from a clean
`recomp/`. The instrumented build needs llvm-mingw, as MSYS2's clang has no profile runtime:
```powershell
$llvm = "toolchain\llvm-mingw-<date>\llvm-mingw-<date>-ucrt-x86_64"
.venv\Scripts\python tools\build_game.py --version v143 --out build\v143-pgogen --toolchain $llvm --pgo gen
```
Play `build\v143-pgogen\totk.exe` through varied scenes (fights, towns, riding, building, the Depths, menus) for 20-30
minutes; it is slower than a normal build. It writes `build\v143-pgogen\pgo\*.profraw` every minute and at exit.
Scripted runs from saves (`tools/run_game.py`) add to the same file. Then:
```powershell
.venv\Scripts\python tools\pgo.py merge build\v143-pgogen --version v143
```
writes `build\pgo\pgo-v143.profdata` and its record (`.json`: the `recomp/` tree it fits). `make_release.py` ships every
profile of `build\pgo` in `data\` and warns when a record names another `recomp/` tree than the one released.
## Linux (in progress)
The runtime builds and runs on x86-64 Linux with a window, input and menu on SDL3 (`*_sdl.c`) in place of the Win32
@@ -183,6 +228,10 @@ 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`:
@@ -196,6 +245,9 @@ 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
+74
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@@ -0,0 +1,74 @@
# 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 ([mods.md](mods.md)). 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, a folder of its own under `mods`:
```
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. The build names each code cheat the same way, so renaming a mod's folder resets its cheats' switches to off and makes the next start rebuild its code cheats. Rename the folder before you switch its cheats on.
## 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.
+81 -12
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@@ -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 |
|---|---|---|---|
@@ -28,21 +27,53 @@ The log names the layout in effect (`input: gamepad layout ...`); the menu shows
| D-pad left, up, right, down | D-pad | 1 2 3 4 | quick-select |
| Plus | Start | Tab | menu, inventory |
| Minus | Back | M | map |
| Right stick shaken left and right | shake the right stick | G | detach a fused part from what Ultrahand holds |
Esc is unbound in the game; it opens the settings menu and releases the mouse cursor (see Mouse camera). Z and X duplicate ZL and ZR so menu pages turn with two neighbouring keys; the menu tabs (L, R) are Q and R. The mouse wheel is unbound. The bindings are the tables of `input_map` in `runtime/input_map.c`: the keys (platform-neutral key ids) and one gamepad table per layout (gamepad inputs by position); `runtime/input_win.c` translates Win32 virtual keys and SDL buttons.
## 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, `pc` the keyboard and mouse (PC button prompts, below).
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`.
## PC button prompts
`prompts = pc` (*PC* on the *Button prompts* row) shows the key or mouse button the default keyboard bindings press each Switch button with, whatever the pad layout. The game loads `romfs-patches-pc` in place of `romfs-patches`, written by `tools/make_romfs_patches.py --prompts pc` (`button_icons.py`, `pc_icons`), which the setup runs next to the Xbox ones:
| Switch | Prompt |
|---|---|
| A, B, X, Y | E, Shift, Space, left click |
| L, R, ZL, ZR | Q, R, right click, F |
| Plus, Minus | Tab, M |
| D-pad | 1 (left), 2 (up), 3 (right), 4 (down), as a cross or the keys of the directions meant |
| Left stick, its press | W A S D (or the keys of the directions meant), Ctrl |
| Right stick, its press | the mouse, with an arrow for each direction meant, C |
- The glyphs keep the width of the game's own, so the right-aligned guides do not run into their text. A key is a rounded square with its label cut out in the game's own text fonts; a mouse button is a mouse with that button filled and the others hollow.
- The button guide in play draws every button from images of the Common archive (`Nt_KeyTexA/B/X/Y/L/ZL_00`, `Nt_KeyTexLSt_00` and `_01`, the stick tilted and pressed): all of them are painted with the same icons. The letters of the action prompt's diamond are one character of the Normal font each: E, an arrow for Shift, a bar for Space, L and R for the mouse buttons.
- Like the Xbox prompts they follow the defaults and not the bindings. `--binds <totk.ini>` draws the first key of each `bind_` line of that file instead, for a folder made by hand.
- At a game resolution of another shape than 16:9 the game loads `romfs-patches-pc-<w>x<h>` in place of `romfs-patches-<w>x<h>` when it is there: the same prompts with that shape's UI layout, `make_romfs_patches.py --prompts pc --aspect <w>x<h> --out <install>\romfs-patches-pc-<w>x<h>`. The setup does not write those, so without one the Switch prompts stay (*off at a game resolution not 16:9*).
## Window keys
@@ -56,9 +87,9 @@ The Minus+Plus combo never reaches the game. In the menu the arrow keys, the D-p
## Remapping
The *Controls* tab of the settings menu lists, under the button layout, every Switch button and the eight stick directions the keys drive (movement and camera), each with two key cells and a controller cell. Select a cell, press A or Enter, then press the new key, mouse button or controller button; Esc or five seconds without a press cancel, and a controller button cancels a key cell. Delete, Backspace or X clears the selected cell. A key another action has moves to the new one (the description names the action it left); a controller button swaps with the one it replaces. A remapped controller button is physical: from then on the face buttons (A B X Y) stay where they are in both layouts, until the buttons are put back as the layout in use has them or *Reset all buttons* is chosen. F1, F8, F10, F11 and Esc cannot be bound (the menu, the flight recorder and the window keep them). Punctuation keys are named by their place on a US keyboard; the menu shows the character the keyboard layout in use puts there.
The *Controls* tab of the settings menu lists, under the button layout, every Switch button, the eight stick directions the keys drive (movement and camera) and the shake key, each with two key cells and a controller cell. Select a cell, press A or Enter, then press the new key, mouse button or controller button; Esc or five seconds without a press cancel, and a controller button cancels a key cell. Delete, Backspace or X clears the selected cell. A key another action has moves to the new one (the description names the action it left); a controller button swaps with the one it replaces. A remapped controller button is physical: from then on the face buttons (A B X Y) stay where they are in both layouts, until the buttons are put back as the layout in use has them or *Reset all buttons* is chosen. F1, F8, F10, F11 and Esc cannot be bound (the menu, the flight recorder and the window keep them). Punctuation keys are named by their place on a US keyboard; the menu shows the character the keyboard layout in use puts there.
The tab writes `totk.ini` lines, one per Switch button or stick direction: `bind_<button> = <entry>, <entry>, ...`. The button is `A B X Y L R ZL ZR PLUS MINUS LEFT UP RIGHT DOWN LCLICK RCLICK`, or a stick direction `LSTICK_LEFT LSTICK_UP LSTICK_RIGHT LSTICK_DOWN` (movement, W A S D by default) and `RSTICK_...` (camera, the arrow keys). An entry is `pad:<name>` or `key:<name>`:
The tab writes `totk.ini` lines, one per Switch button or stick direction: `bind_<button> = <entry>, <entry>, ...`. The button is `A B X Y L R ZL ZR PLUS MINUS LEFT UP RIGHT DOWN LCLICK RCLICK`, or a stick direction `LSTICK_LEFT LSTICK_UP LSTICK_RIGHT LSTICK_DOWN` (movement, W A S D by default) and `RSTICK_...` (camera, the arrow keys), or `SHAKE` (keys only, G by default). An entry is `pad:<name>` or `key:<name>`:
- pad names: `south east west north l r zl zr start back lstick rstick dpad_left dpad_up dpad_right dpad_down lpaddle1 rpaddle1 lpaddle2 rpaddle2` (`zl`, `zr` are the triggers; the paddles are the back buttons of an Xbox Elite, DualSense Edge or Steam Controller, upper pair 1, lower pair 2, and no Switch button has them by default)
- key names: `a` to `z`, `0` to `9`, `f2` to `f7`, `f9`, `f12`, `num0` to `num9`, `space tab enter backspace lshift rshift lctrl rctrl lalt capslock insert delete home end pageup pagedown up down left right`, `num_add num_sub num_mul num_div num_decimal`, `minus equals lbracket rbracket semicolon apostrophe comma period slash backslash grave`, `mouse_l mouse_r mouse_m mouse_x1 mouse_x2`
@@ -78,14 +109,46 @@ bind_Y = pad:north, key:mouse_l
## Mouse camera
Mouse motion (raw input) becomes right-stick deflection. Each presented frame takes the counts moved since the last frame, divides by the frame time and sets the deflection to `counts per second * TOTK_MOUSE_SENS / 3000` of full, held for that frame, so the turn rate does not depend on the frame rate. This is not mouselook: the game's stick curve and dead zone still apply, so very slow movements do nothing and a fast flick saturates. The mouse deflection competes with the gamepad and arrow keys by the larger-deflection rule.
`mouse_mode = direct` (the default) turns the camera by the raw mouse motion on game 1.4.3, through hooks in the game's camera code (`runtime/mouse_direct.c`, the `mouse_direct` sites of `recomp/patches-v143.txt`). None of them changes a step of the gamepad alone. The free-orbit camera receives raw-count
angular increments at its final spherical-angle output: 0.08 degrees per count on both axes at sensitivity 1, with
no time multiplier, curve or carry into later frames. The controller's persistent pitch/yaw move with the output.
Mouse input is removed from its stick path first, so the camera's later vertical signed-square curve and velocity
filters cannot process it a second time. Other camera modes receive input after the radial dead zone, unit-circle
clamp and stick response exponent; Ultrahand has a separate hook after its manipulation input's power curves.
The game's camera inversion and gamepad response remain in effect. `mouse_sens` scales raw counts; its scale
differs from the stick-emulation mode. Start at 1.
The Controls tab switches between *Direct* and *Stick emulation* (`mouse_mode = stick`).
The orbit camera keeps its desired pitch at the final angular output, including stationary frames, so a later game
filter cannot recenter it. The persistent filter state accounts for the camera's current vertical offset instead of
accumulating corrections. A gamepad vertical input or the game's lock-on/override releases that mouse target.
While L is held, mouse counts move the ability wheel's virtual cursor, which stays where it was when the mouse stops.
The horizontal quick lists (D-pad up/left/right: materials, shields and weapons) use separate 32 ms right-stick steps,
with at least 32 ms of neutral between them. At sensitivity 1, 32 horizontal counts request a step; a large flick
cannot queue continued scrolling after the mouse stops. Vertical movement is ignored in these lists. Switching or
releasing a selector resets its cursor/step state without sending the last movement to the camera. Selector input is
not consumed by the direct camera or Ultrahand hooks.
The mouse never stands in for a stick shake: to detach a fused part, press G (`bind_SHAKE`). A press swings the right
stick left and right for 0.8 s, holding the key keeps it swinging. The arrow keys or the gamepad's right stick shaken by
hand work too. A mouse gesture for it would also fire while a held object is turned back and forth.
A step of the gamepad alone, with no mouse motion and no pitch the mouse holds, reaches the camera exactly as without
the hooks.
The mapping below is still used when the camera-input hook is unavailable or the game disables camera input.
Games 1.1.0 and 1.2.1 have no hooks and keep stick emulation whatever `mouse_mode` says.
In stick-emulation mode, mouse motion (raw input) becomes right-stick deflection. Each presented frame takes the counts moved since the last frame, divides by the frame time and sets the deflection to `counts per second * TOTK_MOUSE_SENS / 3000` of full, held for that frame, so the turn rate does not depend on the frame rate. This is not mouselook: the game's stick curve and dead zone still apply, so very slow movements do nothing and a fast flick saturates. The mouse deflection competes with the gamepad and arrow keys by the larger-deflection rule.
`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 under *Analog sticks* 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`.
## Mouse in the game's menus
On game 1.4.3, while one of the game's menus has its focus box (the frame the d-pad moves: the title, the save list, the inventory and its System tab, Options, shops, dialogue choices), the cursor is released from the mouse camera and shown in the middle of the window. The item under the pointer takes the focus as if the d-pad had moved there, with the game's highlight, sound and description; a left click is A on it, a right click is B. The keys and the pad keep working, and the focus moves only when the pointer moves. This happens only while the keyboard and mouse are the device used last: after a gamepad button press or a stick pushed past half way the menus are as on the console, with no pointer, until the mouse moves or a key is pressed (`input_kbm_last` in `runtime/input.c`). The ability wheel, the d-pad strips, Autobuild, the Purah Pad's camera and the map stay gameplay: the mouse keeps the camera there. When the menu closes the cursor is captured again.
`runtime/menu_cursor.c` reads eui's screens at each pad read and moves the focus with the writes `eui::BoxCursorMgr::moveBoxCursor` makes, so no game code is called. `menu_cursor = 0` (`TOTK_MENU_CURSOR=0`, live; the *Mouse in the game's menus* row of the Controls tab) turns it off; `TOTK_MENU_CURSOR_LOG=1` logs every screen it reads (by default the first six), with the layout size, the node count and the hit panes it uses.
## Nintendo Switch 2 controllers
Windows does not present the Switch 2 Pro Controller as a gamepad SDL can open (the log says `input: no gamepad`), so it needs a bridge program that wakes it and creates a virtual gamepad. The DS4Windows fork by hbashton ([github.com/hbashton/DS4Windows](https://github.com/hbashton/DS4Windows), tested with release VIIPERRC4.5.1, a pre-release) with the output set to an emulated DualSense gives buttons, rumble, gyro and accelerometer, and reads the sticks through the controller's calibration (they rest at 0 to 2%). The game reads its virtual DualSense directly; the log then shows `input: gamepad "DualSense Wireless Controller" (rumble, gyro and accelerometer, ...)` and `input: motion sensors on`. Its release notes also list Joy-Con 2 support, which is untested here.
@@ -99,14 +162,20 @@ Bridges that output a ViGEm DualShock 4 (ProCon2Windows, connectyourpro as teste
```
<frame> <button> [hold_frames] # A B X Y L R ZL ZR PLUS MINUS LEFT UP RIGHT DOWN LCLICK RCLICK; hold defaults to 4
<frame> LSTICK|RSTICK <x> <y> [hold_frames] # -32767..32767, up is +y
<frame> MOUSE <dx> <dy> # direct-mode raw counts, once; down is +dy
@<ms> <button> [hold_ms] # timed on the world clock
@<ms> LSTICK|RSTICK <x> <y> [hold_ms]
@<ms> MOUSE <dx> <dy>
```
`<frame>` counts 60 Hz ticks of game time since the first frame (presented frames at 60 fps), so the title menus get the presses at the same game time at any frame limit. `@<ms>` counts milliseconds of the world clock: game time stepped since the end of the first save load (the player leaves the title screen's origin), so a timed event lands at the same game time at any frame rate and load length. A later load, such as fast travel, still shifts what follows. In a script with timed lines the untimed ones stop when the world clock starts, as the load ends at another tick in each run. Each event logs once (`input: script frame N tick T: A`). `tools/input/load_save.txt` loads the first save from the title screen.
`TOTK_INPUT_RECORD=<file>` (`input_record` in `totk.ini`, or Input recording in the menu) writes the merged input in the same format, one line per button press and per stick segment: events before the world clock starts by tick, the rest timed; a button or stick held when the world clock starts is cut there and goes on as a timed event. The file replays as a script, which makes it the repro to attach to a bug report.
In direct mouse mode the recording also writes one `MOUSE` event per consumed raw displacement. These are one-shot
displacements rather than held stick segments. They replay without cursor capture, including with `input = none`;
the game must be accepting camera input when the event reaches its camera update.
`TOTK_TEST_PAD=<lx>,<ly>,<rx>,<ry>` attaches an SDL virtual gamepad at start whose sticks rest at these raw SDL axis values (-32768 to 32767, down is +y), so a drifting or held stick can be tested without a controller: the values go through the gamepad mapping and `TOTK_STICK_DEADZONE` like a real pad's, and `TOTK_INPUT_RECORD` shows what reached the game.
## RenderDoc capture (blocked)
+101 -31
View File
@@ -9,20 +9,26 @@ 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); an NSZ or XCZ (compressed by the nsz
tool) works as it is, the setup unpacks it itself;
- 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.
4. Plays `totk.exe` from the install folder. The installer and the source NSP or XCI (or NSZ, XCZ) can be deleted.
The install folder (`main.c` `portable_paths()` reads this layout; it stays portable):
```
<install folder>/
totk.exe, SDL3.dll, libopus-0.dll, totk_xlate.exe
nvngx_dlss.dll NVIDIA DLSS, downloaded by the setup's DLSS step when the player keeps it ticked
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 +37,81 @@ 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 an update file other 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: an NSZ or XCZ input is unpacked first (below), 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 four times: `romfs-patches`, `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`), and `romfs-patches-pc` (keyboard and mouse prompts for `prompts = pc`). The three prompt 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. **DLSS** (the window's tick box, on by default, or `--dlss`; Windows with an NVIDIA RTX GPU): download
`nvngx_dlss.dll` from NVIDIA's own DLSS SDK repository (github.com/NVIDIA/DLSS, a pinned tag, NVIDIA RTX SDK
license) into the install folder and check its size and SHA-256 (`steps.py`, `Dlss`). The release does not ship
the library; NGX loads it from the folder of totk.exe for `dlaa` and the DLSS modes. A DLSS library already in the
folder (a newer one the player put there) is kept. Without an RTX GPU the step only logs and does nothing; a failed
download warns, the game runs without DLSS, and the next run of the setup tries again.
8. **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 +123,13 @@ 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
@@ -93,27 +141,42 @@ 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)
data/ shader_list.tsv (MacNativeGames, MIT); pgo-<ver>.profdata + .json, the execution profile an
update's code and the runtime libraries compile with (building.md, "Profile-guided build")
THIRD_PARTY_NOTICES.md
totk.ini.example, VERSION the default ini; the release string (the repository's VERSION plus the commit)
```
- SDL3 comes from the upstream release, not MSYS2: MSYS2's DLL imports the LGPL libiconv.
- Every bundled third-party piece gets a row in `THIRD_PARTY_NOTICES.md`.
- The release contains nothing game-derived; `make_release.py` runs `tools/check_content.py` over the folder before it
finishes.
- The release contains no code, data, text or assets of the game; `make_release.py` runs `tools/check_content.py` over
the folder before it finishes. The execution profiles name lifted functions by address (`f_<address>`) and hold
branch counts and control-flow hashes of the generated C.
## Switch system fonts
Simplified Chinese, Traditional Chinese and Korean text needs the Switch system fonts (`0-standard.bfttf` and the other
nn::pl shared fonts). The game does not ship them. Without them it exits before its first frame in those languages
(`rt_fatal` in `runtime/ov_system.c`). Supply them from your own console, in either way:
- Give the setup the firmware folder (`--firmware DIR`, or the window's firmware field); the Fonts step extracts them to
`shared-fonts/` in the install folder.
- Run `python tools/extract_fonts.py --firmware <dir>` with `.venv-py314` and the keys from `config.local.toml`, or
point `TOTK_SHARED_FONTS` at a folder that holds the extracted fonts.
## Linux release
`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. Building the release also needs `make` and `pkg-config`. The bundled Tcl/Tk 9.0.4 is rebuilt with
Desktop Mode. The command-line setup needs the desktop session's display (`DISPLAY` or `WAYLAND_DISPLAY`) because preparing the
shaders opens a window; the check step fails at once without it. 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:
@@ -125,8 +188,8 @@ 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
```
@@ -161,8 +224,15 @@ bin/ totk_xlate, hactool, ninja, libSDL3.so.0
the file and asks to copy it again (`extract.DamagedFile`). A failed merge checks the base Program NCA alone to tell
which file is damaged.
- Unsigned exe: SmartScreen warns on first start.
- NSZ and XCZ input (game files compressed by the nsz tool: NCAs stored as NCZ, their sections decrypted and
compressed with zstd): the check step tells them by their content, not their name (an NSP or XCI holding NCZ files),
so the file dialog has one filter for all four. It unpacks each into `<temp>/unpacked/<base|update>.nsp`
(`tools/ncz.py`), an NSP of the NSZ's files or of the XCZ's secure partition, and the extraction reads that.
Unpacking encrypts the sections again, so every NCA comes back byte for byte, and checks each against the hash its
name carries; a mismatch is `check.input_damaged`. It needs the unpacked size free in the temp folder (checked
first), runs at about 500 MB/s, and an interrupted setup reuses a finished NSP of the same file. The extract step
deletes the folder when it is done. An XCZ update is refused like an XCI one.
## Later
- Re-warm the driver cache on start after a move, GPU or driver change.
- NSZ and XCZ input.
+5
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@@ -68,6 +68,7 @@ Source shorthands:
| 2.9 | **LOD**: TSC min/max LOD clamp, LOD bias, `TWO_D_NO_MIPMAP` texture type, a min filter without mips stays on the base level; TIC carries its own max anisotropy and aniso quality fields. | `minLod`/`maxLod`, `mipLodBias` limited by `maxSamplerLodBias`. | yuzu: anisotropy heuristics for mods forcing trilinear (YZ-2306, PR 10744). Ours: non-mip filter → `maxLod = minLod + 0.25`, bias clamped (`vk_texture.c` `make_sampler`). | G80TEX |
| 2.10 | **Texture gather rounding**: Maxwell sub-texel precision differs from AMD/Intel; edge texels picked by TLD4 differ by one. | Implementation-defined `subTexelPrecisionBits`. | yuzu adds a sub-pixel offset to gathers on non-NVIDIA hosts: fixed BotW shadow artifacts at object edges ("shader_recompiler: Add subpixel offset for correct rounding at ImageGather", <https://git.openpunk.com/OpenPunk/yuzu/src/commit/780240e6979b198e7bd10feaad5399b8b4b63762>, title only). Ours: the translator biases gather coordinates by the host's `subTexelPrecisionBits` on every non-NVIDIA GPU (`vk_caps.c` → job `gather_bias` → Ryujinx `TexturePass.InsertCoordGatherBias`); TotK on RADV drew dashed dark lines along wall and floor edges in the prologue caves without it. `TOTK_GATHER_BIAS=0` turns it off. | — |
| 2.11 | **Gather offsets**: `TLD4.PTP` takes four per-texel offsets, possibly from registers. | `ConstOffsets` must be constant. | Ours: `QueryHostSupportsNonConstantTextureOffset() => false` makes Ryujinx emulate register offsets (`tools/xlate/Program.cs`). | RYU-SH `Translation/Optimizations` (TexturePass) |
| 2.13 | **TXD gradient register order**: TotK's terrain shaders fill the gradient registers of a `TXD` per coordinate (du/dx, du/dy, dv/dx, dv/dy). | Vulkan's `Grad` takes dPdx (du/dx, dv/dx) and dPdy (du/dy, dv/dy). | Ryujinx's `EmitTxd` takes the first two registers as dPdx and the last two as dPdy, so the mip level came from the wrong derivatives and was too sharp on terrain faces turned across the screen: patches that followed the faces crawled when the camera moved (1.4.3, the Depths; found by the user from their F9 frame, a gradient sample's coordinate and gradients traced back to `DPdx` and `DPdy` of the interpolants). Ours: `gfx_shader.c` `patch_txd_transpose` swaps the two inner components of every two-component gradient pair in the loaded SPIR-V (the shader cache is untouched). `TOTK_TXD_TRANSPOSE=0` turns it off. Only 2D gradients are handled; 3D and cube ones are left as translated. | — |
| 2.12 | **Depth compare** (`TSC` depth compare + `TIC_4_DEPTH_TEXTURE`), min/max reduction filtering. | `compareEnable`; reduction mode needs `samplerFilterMinmax` and is not allowed with compare. | Ours: reduction dropped when compare is on (`vk_texture.c` `make_sampler`). | G80TEX |
| 2.13 | **ASTC / BC**: native ASTC; zero ASTC block = error colour on hosts. | AMD and NVIDIA desktop GPUs lack ASTC: decode to RGBA8. yuzu offered ASTC recompression to BC1/BC3 for low VRAM (YZ-2305, PR 10398). | Ours: native upload where the device samples ASTC, else a compute-shader decode (`vk_astc.c`, `TOTK_ASTC`), CPU decode (`tex_astc.c`) as the fallback. | `runtime/vk_astc.c` |
| 2.14 | **Linear CPU-written textures** (`FLAGS_LINEAR`, small ramps, glyph caches): CPU writes visible to the GPU directly. | Must re-upload or use linear images over host memory. | NXN Mario: sky black without its 64×1 RGBA16F ramps. | NXN |
@@ -85,6 +86,9 @@ Source shorthands:
| 3.7 | **Integer division** does not exist (compiled to `XMAD`/`IMAD` sequences); MUFU.RCP(0) = +Inf, LG2(0) = -Inf. | Same IEEE edge cases through `1/x`, `Log2`. | Low risk. | — |
| 3.8 | **FP64** in some TotK cutscene shaders. | No FP64 on some hosts. | yuzu FP64 → FP32 (YZ-2306, PR 10693); ours: `softfloat64` job flag (`tools/xlate/Program.cs` `QueryHostSupportsShaderFloat64`). | — |
| 3.9 | **Integer vertex inputs read as raw bits** (bone indices `R8UI`). | Float-declared inputs convert integers. | NXN Mario: stretched characters; re-translated with `uint` inputs. Ours: attribute types passed to `QueryGraphicsState` (`Program.cs`). | NXN |
| 3.10 | **BFE / BFI fields past bit 31** (as PTX `bfe` / `bfi`): a field that runs past bit 31 is cut there; one that starts past it extracts 0 (signed: bit 31 repeated) and inserts nothing. TotK 1.4.3's Depths terrain vertex shaders (42 variants) take the position from a register, `((2y + x) * 8) & 0xff` with 5-bit x and y, so up to 248. | `OpBitField*Extract` / `OpBitFieldInsert` undefined when offset or offset + count exceeds 32; AMD's bitfield instructions take offset and width modulo 32. | Ryujinx passes the fields through. UltraTears saw the Depths walls and ground missing on the Steam Deck and a Linux RX 570 (RADV). Ours: clamped where the field is not a constant inside the word (translator patch 0012). RX 9070 on Windows drew the Depths the same before and after. | PTX ISA `bfe`, `bfi` |
| 3.11 | **SHF by 0** gives the unshifted word (C for `SHF.L`, A for `SHF.R`). | Ryujinx's funnel shifts the other word by 32: undefined in SPIR-V; AMD shifts take the low 5 bits and give A \| C. | yuzu fixed Depths terrain gaps in its funnel shift (PR 10459). Ours: a select on a zero amount (translator patch 0013). In 1.4.3 every register SHF pairs its word with 0, so the result was right already. | — |
| 3.12 | **Registers read before any write** on a path (paths the structurizer adds included) have no defined value in the game's code; UltraTears reports 0 from the NVIDIA driver. | An `OpVariable` without an initializer loads an undefined value; Mesa folds undefined values freely. | Ours: on Mesa drivers (RADV, ANV, NVK; `vk_caps_driver`) every function-local variable starts at 0 (`OpConstantNull`, job flag `zero_locals`, translator patch 0016; `TOTK_ZERO_LOCALS` overrides). Elsewhere the load stays undefined: a zero start on every driver (the old patch 0014) made the whole picture shake by about 0.9 output pixels a frame with DLSS or DLAA on an RTX 4080 SUPER (#612). It also moved the SPIR-V hash of the game's FXAA shader out of `FXAA_FS` (`vk_dlaa.c` `vk_dlaa_skip_draw`), the likely cause of the shake; that path is not traced. | — |
## 4. Memory model
@@ -142,6 +146,7 @@ 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 |
+107
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@@ -0,0 +1,107 @@
# Mods
TotK Recomp loads the mods players make for the Switch emulators (Ryujinx, yuzu and its forks): texture and model
packs, gameplay and text changes from GameBanana and similar sites, TKMM's merged output, code patches (`.ips`,
`.pchtxt`) and Atmosphère cheat files. No mod or cheat file ships with the port.
## Install a mod
1. Open the settings menu (F1, Esc, or Minus and Plus together on a controller), go to the Mods tab and choose
**Open mods folder**. That is the `mods` folder next to `totk.exe`; the menu creates it when it is missing.
2. Make one folder per mod in it and unpack the mod's archive into that folder. The mod's own folders (`romfs`,
`exefs`, `cheats`) must sit directly inside the mod's folder:
```
mods\
Better Grass\
romfs\
...
Fast Travel Anywhere\
exefs\
patch.pchtxt
My cheats\
cheats\
277178B7DBA1B6D4.txt
```
An archive laid out for a Switch SD card or an emulator works as it is. Inside the mod's folder the port also finds
`atmosphere\contents\0100F2C0115B6000\romfs`, `contents\0100F2C0115B6000\romfs` and `0100F2C0115B6000\romfs`, the
same places for `exefs` and `cheats`, and `atmosphere\exefs_patches\<name>\` for code patches.
3. Start the game. A mod that patches the game's code makes the game rebuild itself first (see Code patches below).
4. Open the Mods tab to check the mod. Each row says how many game files the mod replaces and adds, how many cheats it
brings, and why a part of it is not used.
## Order and switches
The Mods tab lists every folder in `mods`. Select a mod and press A or Enter to switch it on or off. The top face button
or Ctrl+Up moves it up, the left face button or Ctrl+Down moves it down. When two mods change the same file, the
higher one wins; the lower mod's row says how many of its files the higher one covers. Changes apply after a restart.
The menu saves the order and the switches in `totk.ini`, under `[mods]`, by folder name: `mods_order` and
`mods_disabled`. A folder the list does not name yet, such as a new or renamed one, goes below the named ones.
### Mods that change the same files
Two mods that edit the same game file do not combine: the higher one wins the whole file. Merge such mods with
[TKMM](https://github.com/TKMM-Team/Tkmm) (TotK Mod Manager) and set its export location to an empty folder inside
`mods`, for example `mods\TKMM`. The exported folder then counts as one mod here. Mods packaged for TKMM only
(`.tkcl` files) go the same way.
The port merges the resource size table on its own: at every start with mods on, it combines the tables the mods ship
and raises the entries for files a mod made larger or added. A separate RESTBL mod is not needed.
## Code patches (ExeFS)
A mod with `.ips` or `.pchtxt` files patches the game's code. A patch is for one game update: an `.ips` file is named
after the build id of the update's code, a `.pchtxt` file names it on its `@nsobid` line. The game's code is compiled
ahead of time, so these patches are built into `totk.exe`:
1. The first start after such a mod is added closes the game and opens the setup's rebuild window. The rebuild takes
a few minutes (the shaders stay prepared), then the game starts again. Saves and settings are kept.
2. Until the rebuild succeeds, the whole mod stays off, its other files included.
3. After the rebuild the mod switches on and off from the Mods tab like any other, without another rebuild.
The rebuild needs the setup folder the game was installed from. When that folder was moved or deleted, run
`TotK-Setup.exe` again on the same install folder: it does the same job. `mods_rebuild = off` under `[mods]` in
`totk.ini` turns the automatic rebuild off.
A code patch over one of the port's own patches (the 60 FPS patch, the resolution patch and the other entries under
**Built into the port**) turns that built-in patch off while the mod is on. The mod's row names it.
## Cheats
A cheat file is part of a mod: `mods\<mod>\cheats\<build id>.txt`, switched cheat by cheat on the Cheats tab. Cheats
that change the game's code need the same rebuild as code patches. [cheats.md](cheats.md) explains the file names for
each game update, the rebuild and which cheats cannot run.
## Renaming a mod folder
The port keys a mod by its folder name. A renamed folder counts as a new mod:
- it moves below the mods the list names, and comes back switched on;
- its cheats come back switched off;
- its code patches and code cheats are built again, so the next start runs the rebuild.
Rename mod folders before you set them up in the menu, not after.
## What does not work
| On the Mods tab | Why | What to do |
|---|---|---|
| This folder has no romfs, exefs or cheats files. | The archive was unpacked one level too deep (`mods\Mod\Mod\romfs`), or it holds no game files. | Move the folders up so `romfs` sits directly in the mod's folder. |
| ... files are made for another game version and are left out. | The mod's files carry another update's version in their names (`.Product.<number>.`). | Download the mod's release for your game update. |
| Its code patches (exefs) are made for another game version. | The patch files name another update's build id. | Same: get the release for your update. |
| This mod brings its own game code (a subsdk plugin or a replaced main). | Mods such as UltraCam ship compiled Switch code. The port cannot load it. | No workaround; the whole mod stays off. |
| This mod patches the game code (exefs) in a way the port cannot apply. | The patch writes the game's data, not its code, or changes code in a form the port cannot build. | No workaround; the reason follows on the row. |
| The folder name contains \|. | The mod list uses `\|` between names. | Rename the folder. |
A mod never stops the game from starting. Whatever the port cannot use is left out and shown on the Mods tab.
## When something looks wrong
1. Switch the newest mod off on the Mods tab and restart. If the problem goes away, check that the mod is made for your
game update and does not fight another mod over the same files.
2. `logs\totk.log` next to `totk.exe` names every mod at the start (lines starting with `mods:`), the cheats
(`cheats:`) and the resource size table (`RomFS: resource size table:`). Open log folder on the Advanced tab of
the menu shows the logs.
3. When reporting a problem, attach `totk.log` and list your mods with the links you downloaded them from.
+14 -2
View File
@@ -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
@@ -38,6 +39,10 @@ build\<ver>\totk.exe
`TOTK_VK_VALIDATION=1` turns on the Vulkan validation layer (it comes with the Vulkan SDK). It makes the game slower;
do one run with it and one without (`set TOTK_VK_VALIDATION=`).
If the game stops with a lost device (the log says `device lost` or `VK_ERROR_DEVICE_LOST`), the lines starting with
`vk: pass marks` name the render pass or dispatch the GPU was running. AMD GPUs write them by default. On an NVIDIA GPU,
`set TOTK_PASS_CRUMBS=1` (or GPU pass marks: On in the Advanced tab) before the run that reproduces the crash.
The game keeps running behind other windows (`assume_focus = 0` in `totk.ini` pauses it instead). Shaders the preparation did not cover compile on first use, so
the first minutes of play can stutter.
Play into the open field (load a save, walk around for a minute, fight something if you can), then close the window.
@@ -51,6 +56,13 @@ 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 and cheats made for the emulators go into `mods/` next to `totk.exe`, one folder per mod. [mods.md](mods.md) covers
installing them, their order, code patches, what does not work and what to check when something looks wrong;
[cheats.md](cheats.md) covers cheat files. The log names every mod at the start (`mods: <name>: ...`); when you
report a problem with mods, list them with their download links.
## 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
View File
@@ -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 eight 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.
+19 -9
View File
@@ -1,10 +1,15 @@
"""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] [--dlss]
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).
--dlss downloads NVIDIA's DLSS library (nvngx_dlss.dll) from NVIDIA's DLSS SDK repository into the install folder on
Windows with an NVIDIA RTX GPU (steps.py, Dlss).
"""
import argparse
import hashlib
@@ -17,7 +22,7 @@ from . import layout as layouts
from . import state as statefile
from .events import Reporter
from .runner import Context, run_steps
from .steps import all_steps
from .steps import all_steps, migrate_state
EXIT = {'ok': 0, 'failed': 1, 'cancelled': 3}
@@ -45,15 +50,19 @@ 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='the update NSP: 1.1.1, 1.2.1 or 1.4.3')
ap.add_argument('--base', type=Path, help='base game, XCI or NSP (or NSZ, XCZ: unpacked first)')
ap.add_argument('--update', type=Path, help='the update NSP or NSZ: 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/)')
ap.add_argument('--temp', type=Path, help='temp folder (default: temp/ of the release on Windows, .setup-temp in '
'the install folder on Linux, build/install-temp in a repository)')
ap.add_argument('--verify', action='store_true', help='hash every kept file, also those this release made')
ap.add_argument('--dlss', action='store_true', help="download NVIDIA's nvngx_dlss.dll (NVIDIA RTX SDK license) next "
'to the game, for dlaa and the DLSS modes')
args = ap.parse_args(argv)
# The window cancels with Ctrl+Break to the installer's process group (CREATE_NEW_PROCESS_GROUP), which also reaches
@@ -75,6 +84,7 @@ def main(argv=None):
rep.emit('end', result='failed', seconds=0)
return 1
ctx = Context(layout, dest, temp, rep, args, state=state, verify=args.verify)
migrate_state(ctx)
steps = all_steps()
rep.emit('start', release=layout.release, mode=ctx.mode, dev=layout.dev, dest=str(dest), log=str(log),
steps=[s.id for s in steps])
+77 -25
View File
@@ -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
@@ -83,16 +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 -----------------------------------------------------------------------------------------------------
@@ -120,8 +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))
@@ -197,6 +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)
@@ -206,6 +225,14 @@ 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.compressed_help', wraplength=620, justify='left').pack(anchor='w', pady=(8, 0))
self.label(f, 'ui.firmware_help', wraplength=620, justify='left').pack(anchor='w', pady=(8, 0))
# On by default and named with its source and licence: the player sees what is downloaded and can untick it
self.dlss_var = tk.BooleanVar(value=True)
dlss = ttk.Checkbutton(f, variable=self.dlss_var)
self.bind_text(dlss, 'text', 'ui.dlss')
dlss.pack(anchor='w', pady=(8, 0))
self.label(f, 'ui.dlss_help', wraplength=620, justify='left').pack(anchor='w', padx=(22, 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')
@@ -252,6 +279,8 @@ 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')
@@ -266,7 +295,8 @@ 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(),
dlss=self.dlss_var.get())
def refresh_form(self):
form = self.form()
@@ -281,15 +311,19 @@ class App:
self.fit()
def pick_file(self, name, pick_id):
types = [(self.cat('ui.type_game'), '*.nsp *.xci'), (self.cat('ui.type_all'), '*.*')]
if name == 'update':
types = [(self.cat('ui.type_nsp'), '*.nsp'), (self.cat('ui.type_all'), '*.*')]
# One filter for every game file: the setup tells an NSZ or XCZ from a plain file by its content (Check.unpack)
types = [(self.cat('ui.type_game'), '*.nsp *.xci *.nsz *.xcz'), (self.cat('ui.type_all'), '*.*')]
if name == 'keys':
types = [(self.cat('ui.type_keys'), '*.keys'), (self.cat('ui.type_all'), '*.*')]
path = filedialog.askopenfilename(title=self.cat(pick_id), filetypes=types)
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:
@@ -305,8 +339,11 @@ 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):
@@ -352,6 +389,9 @@ 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')
@@ -482,6 +522,15 @@ 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():
@@ -495,10 +544,10 @@ 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', 'dlss', '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',
@@ -511,12 +560,14 @@ 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'},
@@ -534,7 +585,7 @@ 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')
@@ -612,13 +663,14 @@ 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
+38 -9
View File
@@ -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', 'dlss', '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'
@@ -111,8 +134,10 @@ class Form:
base: str = ''
update: str = ''
keys: str = ''
firmware: str = ''
lang: str = ''
dest: str = ''
dlss: bool = False
def installed_state(self):
"""The recorded state of the install folder (totk-install.json), or None. Never raises."""
@@ -147,20 +172,24 @@ 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')
if self.dlss:
cmd.append('--dlss')
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)
+39 -10
View File
@@ -7,10 +7,13 @@ 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
data/pgo-<v>.profdata the execution profile the update's code is compiled with (tools/pgo.py; Windows only);
without one the game is built at -O1
totk.ini.example
VERSION the release version, one line
temp/ the default temp folder (created)
@@ -21,9 +24,9 @@ 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
refs/MacNativeGames; build/install-temp. The version is VERSION with -dev and the commit: 0.1.0-dev+973c626. On Linux,
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/pgo/pgo-<v>.profdata when there is one; 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).
"""
import os
@@ -36,7 +39,7 @@ 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', '1.1.1') # 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 +67,27 @@ 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)
pgo_dir: Path | None = None # pgo-<v>.profdata (tools/pgo.py); None: no profiles (Linux)
@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 pgo(self, version):
"""The execution profile build_game.py --pgo compiles the update's code with, None without one (the game is
then built at -O1)."""
p = self.pgo_dir / f'pgo-{version_tag(version)}.profdata' if self.pgo_dir else None
return p if p and p.is_file() else None
def patches(self, version):
"""The code patch table for recomp/gen.py."""
return self.recomp / f'patches-{version_tag(version)}.txt'
@@ -77,13 +96,18 @@ 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."""
need = [self.python, self.tools / 'extract.py', self.tools / 'build_game.py', self.tools / 'prepare_shaders.py',
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 / 'ncz.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)
@@ -109,10 +133,12 @@ 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',),
shader_list=root / 'data' / 'shader_list.tsv', ini_example=root / 'totk.ini.example',
pgo_dir=root / 'data' if WIN else None,
# Linux: None, the install folder's .setup-temp (installer/cli.py): the AppImage is mounted read-only, and on
# a Steam Deck /home is often too full for the generated C while the install folder is on the SD card
temp=root / 'temp' if WIN else None,
@@ -134,10 +160,12 @@ 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'))),
shader_list=None, ini_example=root / 'totk.ini.example', temp=root / 'build' / 'install-temp')
shader_list=None, ini_example=root / 'totk.ini.example', temp=root / 'build' / 'install-temp',
pgo_dir=root / 'build' / 'pgo')
def dev_commit(root):
@@ -153,6 +181,7 @@ 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')
+563 -57
View File
@@ -1,17 +1,27 @@
"""The six setup steps of docs/installer.md: check, extract, lift, compile, prepare, cleanup.
"""The eight setup steps of docs/installer.md: check, fonts, extract, lift, compile, prepare, dlss, 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.
Temp folder (<temp>/<dest name>-<hash>): check/ (ExeFS of both inputs, the host check), gen/ (C), build/ (objects),
logs/ (kept by the cleanup).
Install folder: exefs/, romfs/ (romfs.bin, index.json), profile/, shared-fonts/ (Chinese and Korean text), totk.exe
and its DLLs, nvngx_dlss.dll (with --dlss), romfs-index.bin, romfs-patches/, romfs-patches-xbox/,
romfs-patches-xbox-label/, romfs-patches-pc/, 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), unpacked/ (the NSP of an NSZ
or XCZ input until the extraction is done), gen/ (C), build/ (objects), 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 http.client
import json
import os
import re
@@ -21,6 +31,7 @@ import subprocess
import sys
import threading
import time
import urllib.request
from pathlib import Path
from . import ini
@@ -29,6 +40,7 @@ from .runner import InstallError, Step
sys.path.insert(0, str(Path(__file__).resolve().parent.parent / 'tools'))
import extract # noqa: E402
import ncz # noqa: E402
import shader_list # noqa: E402
from extract_exefs import (common_tickets, container_entries, load_keys, nca_ctr_key, nca_inventory, # noqa: E402
program_nca)
@@ -167,6 +179,12 @@ def raise_if_damaged(error, name, path):
raise InstallError('check.input_damaged', input=name, path=str(path), detail=str(error)) from None
def game_file(ctx, name):
"""The file the extraction reads for the base or the update: the NSP that Check.unpack made from an NSZ or XCZ,
else the chosen file itself."""
return getattr(ctx, 'unpacked', {}).get(name) or Path(getattr(ctx.options, name))
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 no version, and that install is 1.2.1: name it here rather than leaning on SUPPORTED's order."""
@@ -177,6 +195,25 @@ def expected_update(ctx):
return extract.load_expected()[game_version(ctx)]
# Releases before 0.3.1 recorded the 0x20000 update as 1.1.1 (pull request #220); it is 1.1.0 (#371), with the same
# files, hashes and patch sites under new names.
RENAMED_VERSIONS = {'1.1.1': '1.1.0'}
def migrate_state(ctx):
"""Read a recorded update by its current name. The extraction it recorded stays: its record gets the key of the
renamed expected file, and Extract.current and the full check of output another release kept
(runner.Context.verify_kept) still test the files against the expected hashes."""
old = ctx.state.get('version')
if old not in RENAMED_VERSIONS:
return
ctx.state['version'] = RENAMED_VERSIONS[old]
record = ctx.state['steps'].get('extract')
if record:
record['key'] = Extract().key(ctx)
ctx.reporter.log(f'state: the update recorded as {old} is {ctx.state["version"]}')
def shader_list_text(layout):
if layout.shader_list:
return layout.shader_list.read_text(encoding='utf-8')
@@ -217,15 +254,100 @@ 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 +355,35 @@ 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')
if (sys.platform == 'linux' and ctx.will_run('prepare')
and not (os.environ.get('DISPLAY') or os.environ.get('WAYLAND_DISPLAY'))):
# totk --prepare-shaders opens a window and needs a present-capable queue family; without a display it
# fails after lift and compile (~15 min), so stop here
raise InstallError('check.no_display')
ctx.lang = lang
ctx.temp.mkdir(parents=True, exist_ok=True)
@@ -258,6 +402,8 @@ 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 +428,10 @@ 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']
@@ -314,14 +462,73 @@ class Check(Step):
raise InstallError('check.keys_unreadable') from None
if 'header_key' not in keys:
raise InstallError('check.keys_no_header_key')
self.unpack(ctx)
total = 0
for name, is_update in (('base', False), ('update', True)):
path = Path(getattr(o, name))
path = game_file(ctx, name)
with path.open('rb') as f:
total += self.open_input(f, path, keys, name, is_update)
del keys
return total
def unpack(self, ctx):
"""Unpack an NSZ or XCZ (a game file compressed by the nsz tool) into <temp>/unpacked/<base|update>.nsp with
tools/ncz.py, which checks every NCA against its hash; the extraction then reads that NSP. An earlier run's NSP
of the same file is reused. The extract step removes the folder once it is done."""
o, rep, folder = ctx.options, ctx.reporter, ctx.temp / 'unpacked'
ctx.unpacked = {}
jobs = []
for name in ('base', 'update'):
path = Path(getattr(o, name))
try:
found = ncz.compressed(path)
if found is None:
continue
if name == 'update' and found[0] != 'nsz':
raise InstallError('check.update_not_nsp')
size = ncz.unpacked_size(path)
except ValueError as e:
raise_if_damaged(e, name, path)
raise InstallError('check.not_game_file', input=name) from None
st = path.stat()
jobs.append((name, path, size, f'{path.resolve()}\n{st.st_size}\n{st.st_mtime_ns}\n{size}\n'))
if not jobs:
remove(folder)
return
done = []
for name, path, size, tag in jobs:
target, stamp = folder / f'{name}.nsp', folder / f'{name}.source'
try:
if target.stat().st_size == size and stamp.read_text(encoding='utf-8') == tag:
done.append(name)
ctx.unpacked[name] = target
except OSError:
pass
need = sum(size for name, _, size, _ in jobs if name not in done)
free, _ = free_bytes(folder)
rep.log(f'unpack: {", ".join(name for name, *_ in jobs)}: {need / GiB:.1f} GiB to write, '
f'{free / GiB:.1f} free')
if need > free:
raise InstallError('check.disk_space', path=str(folder), need_gb=round(need / 1e9, 1),
free_gb=round(free / 1e9, 1))
for name, path, size, tag in jobs:
if name in done:
continue
target, stamp = folder / f'{name}.nsp', folder / f'{name}.source'
remove(stamp)
try:
folder.mkdir(parents=True, exist_ok=True)
ncz.unpack(path, target, lambda d, t, n=name: rep.progress('check', 'unpack_' + n, d, t, 'bytes'))
stamp.write_text(tag, encoding='utf-8')
except ncz.DamagedFile as e:
raise InstallError('check.input_damaged', input=name, path=str(e.path), detail=e.detail) from None
except ValueError as e:
raise_if_damaged(e, name, path)
raise InstallError('check.unpack_failed', input=name, detail=str(e)) from None
except OSError as e:
raise InstallError('check.unpack_failed', input=name, detail=str(e)) from None
ctx.unpacked[name] = target
@staticmethod
def open_input(f, path, keys, name, is_update):
try:
@@ -350,6 +557,10 @@ 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 +579,8 @@ 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'):
@@ -396,9 +609,10 @@ class Check(Step):
out = work / name
remove(out)
try:
extract.extract_exefs(Path(getattr(o, name)), Path(o.keys), out, logs, update=is_update)
extract.extract_exefs(game_file(ctx, name), Path(o.keys), out, logs, update=is_update)
except extract.DamagedFile as e:
raise InstallError('check.input_damaged', input=name, path=str(e.path), detail=e.detail) from None
raise InstallError('check.input_damaged', input=name, path=str(getattr(o, name)),
detail=e.detail) from None
except ValueError:
raise InstallError('check.exefs_failed', input=name, log=str(logs / f'extract_exefs-{name}.log')) \
from None
@@ -419,7 +633,72 @@ 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'
@@ -452,9 +731,9 @@ class Extract(Step):
def run(self, ctx):
o, dest, rep = ctx.options, ctx.dest, ctx.reporter
expected = expected_update(ctx)
base, update, keys = Path(o.base), Path(o.update), Path(o.keys)
keys = Path(o.keys)
inputs = {}
for name, path in (('base', base), ('update', update)):
for name, path in (('base', Path(o.base)), ('update', Path(o.update))):
known = ctx.state['inputs'].get(name, {})
st = path.stat()
if known.get('size') == st.st_size and known.get('mtime_ns') == st.st_mtime_ns and known.get('sha256'):
@@ -464,6 +743,7 @@ class Extract(Step):
inputs[name] = {'name': path.name, 'size': st.st_size, 'mtime_ns': st.st_mtime_ns, 'sha256': digest}
ctx.state['inputs'] = inputs
ctx.save()
base, update = game_file(ctx, 'base'), game_file(ctx, 'update')
dest.mkdir(parents=True, exist_ok=True)
for stale in dest.glob('update-merge-*'): # a killed merge leaves its NCA copies (and key copies) behind
@@ -475,7 +755,7 @@ class Extract(Step):
try:
extract.extract_exefs(update, keys, ctx.temp / 'check' / 'update', ctx.temp / 'logs', update=True)
except extract.DamagedFile as e:
raise InstallError('check.input_damaged', input='update', path=str(e.path), detail=e.detail) from None
raise InstallError('check.input_damaged', input='update', path=str(o.update), detail=e.detail) from None
except ValueError:
raise InstallError('check.exefs_failed', input='update',
log=str(ctx.temp / 'logs' / 'extract_exefs-update.log')) from None
@@ -497,6 +777,7 @@ class Extract(Step):
raise InstallError('extract.romfs_mismatch', version=game_version(ctx), size=report['romfs_size'],
sha256=report['romfs_sha256'][:16])
(dest / 'profile').mkdir(exist_ok=True)
remove(ctx.temp / 'unpacked') # the NSPs unpacked from an NSZ or XCZ (Check.unpack)
st = (romfs / 'romfs.bin').stat()
return {'romfs_size': st.st_size, 'romfs_mtime_ns': st.st_mtime_ns}
@@ -518,7 +799,8 @@ class Extract(Step):
try:
extract.merge_update_romfs(base, update, keys, ctx.layout.hactool, romfs, logs, phase=phase)
except extract.DamagedFile as e:
raise InstallError('check.input_damaged', input='base' if e.path == base else 'update', path=str(e.path),
name = 'base' if e.path == base else 'update'
raise InstallError('check.input_damaged', input=name, path=str(getattr(ctx.options, name)),
detail=e.detail) from None
except ValueError as e:
raise InstallError('extract.romfs_merge_failed', detail=str(e), log=str(logs / 'merge_romfs-'
@@ -527,18 +809,69 @@ 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)))
# fingerprint takes a file's name and content only; the paths under mods/ go in too, because tools/cheats.py
# and tools/exefs_patches.py name each patch set after its mod folder, so a renamed folder needs a lift
files = cheat_files(ctx) + exefs_files(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', *files,
*(f.relative_to(ctx.dest / 'mods').as_posix() for f in files))
def current(self, ctx, record):
gen = ctx.temp / 'gen'
@@ -546,8 +879,10 @@ 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 +890,63 @@ 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', 'check_isa.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),
ctx.layout.pgo(game_version(ctx)) or 'no profile')
def current(self, ctx, record):
exe = ctx.dest / ('totk' + EXE)
@@ -600,10 +970,14 @@ 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)
pgo = layout.pgo(game_version(ctx))
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 ()), *(['--pgo', pgo] if pgo 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)
@@ -617,18 +991,23 @@ 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,
# and 16:10 screens (the Steam Deck's 1280x800, handhelds and laptops)
# 16:10 screens (the Steam Deck's 1280x800, handhelds and laptops) and 3:2 screens (Surface and Framework laptops and
# tablets)
ASPECT_SIZES = ('2560x1080', '3440x1440', '3840x1600', '5120x2160', '3840x1080', '5120x1440',
'1280x800', '1680x1050', '1920x1200', '2560x1600')
'1280x800', '1680x1050', '1920x1200', '2560x1600',
'1920x1280', '2160x1440', '2256x1504', '2880x1920', '3000x2000')
class Prepare(Step):
@@ -638,8 +1017,10 @@ 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 +1035,18 @@ 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 +1067,38 @@ 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. romfs-patches-pc likewise, with keyboard and mouse
# prompts for prompts = pc (16:9 only: another shape takes make_romfs_patches.py --prompts pc --aspect).
failed = None
for style in ('xbox', 'xbox-label', 'pc'):
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 +1110,8 @@ 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 +1121,82 @@ class Prepare(Step):
return {'xlate_sha256': file_sha256(xlate)}
# ---- 6. clean up
# ---- 7. NVIDIA DLSS
# NVIDIA's DLSS library, which NGX loads from the folder of totk.exe (runtime/vk_dlaa.c). The setup does not ship it:
# with --dlss it downloads NVIDIA's own copy from the DLSS SDK repository (NVIDIA RTX SDK license) at a pinned tag and
# checks its hash. The game runs without it; dlaa and the DLSS modes then do nothing.
DLSS_DLL = 'nvngx_dlss.dll'
DLSS_VERSION = '310.9.1'
DLSS_URL = f'https://raw.githubusercontent.com/NVIDIA/DLSS/v{DLSS_VERSION}/lib/Windows_x86_64/rel/{DLSS_DLL}'
DLSS_SIZE = 58956912
DLSS_SHA256 = '3975567b8943c53acce397f2b72380092f84f162d00b0d2c7d08a1025c563983'
DLSS_LICENSE = 'https://github.com/NVIDIA/DLSS/blob/main/LICENSE.txt'
def nvidia_rtx(host):
"""An NVIDIA RTX GPU among the host check's Vulkan devices: the GPUs DLSS runs on."""
return any('NVIDIA' in d['name'].upper() and 'RTX' in d['name'].upper() for d in (host or {}).get('devices', []))
class Dlss(Step):
"""With --dlss on Windows and an NVIDIA RTX GPU: nvngx_dlss.dll next to totk.exe. A DLSS library the player put
there (another version) is kept. A failed download warns and is tried again on the next run; the game runs
without it."""
id = 'dlss'
def key(self, ctx):
if not getattr(ctx.options, 'dlss', False):
return fingerprint('dlss-1', 'off')
return fingerprint('dlss-1', DLSS_VERSION, DLSS_SHA256)
def current(self, ctx, record):
if record.get('failed'):
return False
return not record.get('installed') or (ctx.dest / DLSS_DLL).is_file()
def run(self, ctx):
if not getattr(ctx.options, 'dlss', False):
return {}
if os.name != 'nt':
return {'skipped': 'not_windows'}
if not nvidia_rtx(getattr(ctx, 'host', None)):
# The box is ticked by default, so most players without an RTX GPU never chose it: a log line, no warning
ctx.reporter.log('dlss: no NVIDIA RTX GPU among the Vulkan devices, nothing downloaded')
return {'skipped': 'no_rtx'}
rep, target = ctx.reporter, ctx.dest / DLSS_DLL
if target.is_file():
if file_sha256(target) == DLSS_SHA256:
return {'installed': DLSS_VERSION}
rep.warning('warn.dlss_kept', path=str(target))
return {'kept': True}
part = ctx.temp / (DLSS_DLL + '.part')
rep.progress('dlss', 'download', 0, DLSS_SIZE, 'bytes', force=True)
rep.log(f'dlss: {DLSS_URL} (license {DLSS_LICENSE})')
try:
part.parent.mkdir(parents=True, exist_ok=True)
h, done = hashlib.sha256(), 0
with urllib.request.urlopen(DLSS_URL, timeout=60) as r, open(part, 'wb') as f:
while block := r.read(1 << 20):
f.write(block)
h.update(block)
done += len(block)
rep.progress('dlss', 'download', min(done, DLSS_SIZE), DLSS_SIZE, 'bytes')
if done != DLSS_SIZE or h.hexdigest() != DLSS_SHA256:
raise OSError(f'{done} bytes, SHA-256 {h.hexdigest()[:16]}, not the expected file')
replace_file(part, target)
remove(part)
# urllib's errors, timeouts and a bad file; a connection cut mid-file raises http.client.IncompleteRead,
# which is not an OSError
except (OSError, http.client.HTTPException) as e:
remove(part)
rep.warning('warn.dlss_download_failed', url=DLSS_URL, detail=str(e)[:300])
return {'failed': True}
return {'installed': DLSS_VERSION}
# ---- 8. clean up
class Cleanup(Step):
id = 'cleanup'
@@ -736,12 +1214,40 @@ 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', 'unpacked', '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 +1264,4 @@ def romfs_problem(romfs, expected):
def all_steps():
return [Check(), Extract(), Lift(), Compile(), Prepare(), Cleanup()]
return [Check(), Fonts(), Extract(), Lift(), Compile(), Prepare(), Dlss(), Cleanup()]
+44 -13
View File
@@ -1,16 +1,22 @@
{
"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}",
"step.prepare": "Preparing the shaders",
"step.dlss": "Downloading NVIDIA DLSS",
"step.cleanup": "Cleaning up",
"phase.check.host": "Checking the processor and the graphics card",
"phase.check.verify": "Checking the files already installed",
"phase.check.verify_romfs": "Checking the installed game data",
"phase.check.inputs": "Opening the game files with the keys",
"phase.check.unpack_base": "Unpacking the compressed base game",
"phase.check.unpack_update": "Unpacking the compressed update",
"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",
@@ -27,6 +33,7 @@
"phase.prepare.translate": "Translating the shaders",
"phase.prepare.libraries": "Building the shaders for the graphics driver",
"phase.prepare.pack": "Packing the shader cache into one file",
"phase.dlss.download": "Downloading nvngx_dlss.dll from NVIDIA's DLSS SDK",
"phase.cleanup.ini": "Writing totk.ini",
"phase.cleanup.temp": "Removing temporary files",
@@ -44,36 +51,47 @@
"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 1.1.1 or 1.2.1 or 1.4.3 update and prod.keys.",
"check.no_display": "Preparing the shaders needs a display. Run the setup from the desktop session, or export DISPLAY=:0 (on a Steam Deck in Game Mode also XDG_RUNTIME_DIR=/run/user/1000).",
"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.",
"check.keys_wrong": "The keys cannot open the {input} file. Use the prod.keys of your console.",
"check.keys_too_old": "The keys file is too old for the {input} file (needs key generation {generation}). Dump prod.keys from a console with newer firmware.",
"check.not_game_file": "The {input} file is not an XCI or NSP game file.",
"check.not_game_file": "The {input} file is not an XCI, NSP, XCZ or NSZ game file.",
"check.file_unreadable": "The {input} file cannot be read: {detail}",
"check.unpack_failed": "The compressed {input} file could not be unpacked: {detail}",
"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.update_not_nsp": "The update must be an NSP file.",
"check.update_is_base": "The update file holds a base game. Choose the 1.1.1 or 1.2.1 or 1.4.3 update NSP.",
"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 or NSZ file.",
"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}",
@@ -81,28 +99,40 @@
"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, and none were given. The game will not start in this language until they are added. Choose the firmware folder (Contents/registered), or see \"Switch system fonts\" in docs/installer.md.",
"warn.npdm_differs": "main.npdm differs from the reference {version} dump; only the code modules are used.",
"warn.xbox_prompts_failed": "The Xbox button prompts could not be prepared (exit code {code}); the game keeps the Switch prompts. Details: {log}",
"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 or PC 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.",
"warn.dlss_kept": "A DLSS library is already in the install folder ({path}); the setup keeps it.",
"warn.dlss_download_failed": "NVIDIA DLSS could not be downloaded from {url}: {detail}. The game runs without it; the next setup run tries again.",
"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 1.1.1 or 1.2.1 or 1.4.3 (NSP)",
"ui.base": "Base game (NSP, XCI, NSZ or XCZ)",
"ui.update": "Update 1.1.0 or 1.2.1 or 1.4.3 (NSP or NSZ)",
"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 1.1.1 or 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.type_game": "Game files (NSP, XCI)",
"ui.type_nsp": "NSP files",
"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.dlss": "Download NVIDIA DLSS (nvngx_dlss.dll) for NVIDIA RTX graphics cards",
"ui.dlss_help": "From NVIDIA's DLSS SDK on GitHub, under NVIDIA's RTX SDK license (github.com/NVIDIA/DLSS). It makes the dlaa and DLSS settings work; without it they do nothing.",
"ui.compressed_help": "Compressed NSZ and XCZ files work as they are: the setup unpacks them by itself (until the game data is extracted, that needs as much free space as the unpacked files take).",
"ui.type_game": "Game files (NSP, XCI, NSZ, XCZ)",
"ui.type_keys": "Key files (*.keys)",
"ui.type_all": "All files",
"ui.start": "Start",
@@ -116,12 +146,13 @@
"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 1.1.1 or 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",
+208
View File
@@ -0,0 +1,208 @@
{
"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.dlss": "Baixando o NVIDIA DLSS",
"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.unpack_base": "Descompactando o jogo base compactado",
"phase.check.unpack_update": "Descompactando a atualização compactada",
"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.dlss.download": "Baixando o nvngx_dlss.dll do DLSS SDK da NVIDIA",
"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.no_display": "Preparar os shaders exige uma tela. Execute a instalação na sessão da área de trabalho ou use export DISPLAY=:0 (no Steam Deck em Game Mode, também XDG_RUNTIME_DIR=/run/user/1000).",
"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, NSP, XCZ ou NSZ.",
"check.file_unreadable": "Não foi possível ler o arquivo de {input}: {detail}",
"check.unpack_failed": "Não foi possível descompactar o arquivo compactado 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 ou NSZ.",
"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, e nenhuma foi informada. O jogo não inicia neste idioma até que sejam adicionadas. Escolha a pasta do firmware (Contents/registered) ou veja \"Switch system fonts\" em docs/installer.md.",
"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 ou do PC (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.",
"warn.dlss_kept": "Já existe uma biblioteca DLSS na pasta de instalação ({path}); a instalação a mantém.",
"warn.dlss_download_failed": "Não foi possível baixar o NVIDIA DLSS de {url}: {detail}. O jogo funciona sem ele; a próxima execução da instalação tenta de novo.",
"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, XCI, NSZ ou XCZ)",
"ui.update": "Atualização 1.1.0, 1.2.1 ou 1.4.3 (NSP ou NSZ)",
"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.dlss": "Baixar o NVIDIA DLSS (nvngx_dlss.dll) para placas de vídeo NVIDIA RTX",
"ui.dlss_help": "Do DLSS SDK da NVIDIA no GitHub, sob a licença NVIDIA RTX SDK (github.com/NVIDIA/DLSS). Sem ele as opções dlaa e DLSS não fazem nada.",
"ui.compressed_help": "Arquivos compactados NSZ e XCZ funcionam do jeito que estão: a instalação os descompacta sozinha (para isso, até os dados do jogo serem extraídos, ela precisa de tanto espaço livre quanto ocupam os arquivos descompactados).",
"ui.type_game": "Arquivos de jogo (NSP, XCI, NSZ, XCZ)",
"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)"
}
+44 -13
View File
@@ -1,16 +1,22 @@
{
"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}",
"step.prepare": "Подготовка шейдеров",
"step.dlss": "Загрузка NVIDIA DLSS",
"step.cleanup": "Уборка",
"phase.check.host": "Проверка процессора и видеокарты",
"phase.check.verify": "Проверка уже установленных файлов",
"phase.check.verify_romfs": "Проверка установленных данных игры",
"phase.check.inputs": "Открытие игровых файлов с помощью ключей",
"phase.check.unpack_base": "Распаковка сжатой базовой игры",
"phase.check.unpack_update": "Распаковка сжатого обновления",
"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",
@@ -27,6 +33,7 @@
"phase.prepare.translate": "Трансляция шейдеров",
"phase.prepare.libraries": "Сборка шейдеров для драйвера видеокарты",
"phase.prepare.pack": "Упаковка кэша шейдеров в один файл",
"phase.dlss.download": "Загрузка nvngx_dlss.dll из DLSS SDK от NVIDIA",
"phase.cleanup.ini": "Запись totk.ini",
"phase.cleanup.temp": "Удаление временных файлов",
@@ -44,36 +51,47 @@
"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 1.1.1 или 1.2.1 или 1.4.3 и prod.keys.",
"check.no_display": "Для подготовки шейдеров нужен дисплей. Запустите установку из сеанса рабочего стола или выполните export DISPLAY=:0 (на Steam Deck в игровом режиме ещё XDG_RUNTIME_DIR=/run/user/1000).",
"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.",
"check.keys_wrong": "Эти ключи не открывают файл «{input}». Используйте prod.keys со своей консоли.",
"check.keys_too_old": "Файл ключей слишком старый для файла «{input}» (нужно поколение ключей {generation}). Получите prod.keys с консоли с более новой прошивкой.",
"check.not_game_file": "Файл «{input}» не является игровым файлом XCI или NSP.",
"check.not_game_file": "Файл «{input}» не является игровым файлом XCI, NSP, XCZ или NSZ.",
"check.file_unreadable": "Не удаётся прочитать файл «{input}»: {detail}",
"check.unpack_failed": "Не удалось распаковать сжатый файл «{input}»: {detail}",
"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.update_not_nsp": "Обновление должно быть файлом NSP.",
"check.update_is_base": "Файл обновления содержит базовую игру. Выберите NSP с обновлением 1.1.1 или 1.2.1 или 1.4.3.",
"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 или NSZ.",
"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}",
@@ -81,28 +99,40 @@
"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, а они не указаны. Игра не запустится на этом языке, пока их не добавят. Выберите папку прошивки (Contents/registered) или см. раздел «Switch system fonts» в docs/installer.md.",
"warn.npdm_differs": "main.npdm отличается от эталонного дампа {version}; используются только модули с кодом.",
"warn.xbox_prompts_failed": "Не удалось подготовить подсказки кнопок Xbox (код выхода {code}); игра оставит подсказки Switch. Подробности: {log}",
"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 или PC (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.",
"warn.dlss_kept": "В папке установки уже есть библиотека DLSS ({path}); установка её оставляет.",
"warn.dlss_download_failed": "Не удалось загрузить NVIDIA DLSS с {url}: {detail}. Игра работает и без него; при следующем запуске установка попробует снова.",
"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 1.1.1 или 1.2.1 или 1.4.3 (NSP)",
"ui.base": "Базовая игра (NSP, XCI, NSZ или XCZ)",
"ui.update": "Обновление 1.1.0 или 1.2.1 или 1.4.3 (NSP или NSZ)",
"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 1.1.1 или 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.type_game": "Файлы игры (NSP, XCI)",
"ui.type_nsp": "Файлы NSP",
"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.dlss": "Загрузить NVIDIA DLSS (nvngx_dlss.dll) для видеокарт NVIDIA RTX",
"ui.dlss_help": "Из DLSS SDK от NVIDIA на GitHub, по лицензии NVIDIA RTX SDK (github.com/NVIDIA/DLSS). Без него настройки dlaa и DLSS ничего не делают.",
"ui.compressed_help": "Сжатые файлы NSZ и XCZ подходят как есть: установка сама их распакует (для этого, пока извлекаются данные игры, нужно столько свободного места, сколько занимают распакованные файлы).",
"ui.type_game": "Файлы игры (NSP, XCI, NSZ, XCZ)",
"ui.type_keys": "Файлы ключей (*.keys)",
"ui.type_all": "Все файлы",
"ui.start": "Начать",
@@ -116,12 +146,13 @@
"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 1.1.1 или 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",
+208
View File
@@ -0,0 +1,208 @@
{
"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.dlss": "下载 NVIDIA DLSS",
"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.unpack_base": "正在解压压缩的游戏本体",
"phase.check.unpack_update": "正在解压压缩的更新",
"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.dlss.download": "从 NVIDIA 的 DLSS SDK 下载 nvngx_dlss.dll",
"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.no_display": "准备着色器需要显示器。请在桌面会话中运行安装程序,或执行 export DISPLAY=:0(Steam Deck 游戏模式下还需 XDG_RUNTIME_DIR=/run/user/1000)。",
"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、NSP、XCZ 或 NSZ 游戏文件。",
"check.file_unreadable": "无法读取{input}文件:{detail}",
"check.unpack_failed": "无法解压压缩的{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 或 NSZ 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,但未提供。在添加这些字体之前,游戏无法以该语言启动。请选择固件文件夹(Contents/registered),或参阅 docs/installer.md 中的“Switch system fonts”一节。",
"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 或 PC 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。",
"warn.dlss_kept": "安装文件夹中已有 DLSS 库({path});安装程序将保留它。",
"warn.dlss_download_failed": "无法从 {url} 下载 NVIDIA DLSS:{detail}。游戏无需它也能运行;下次运行安装程序时会重试。",
"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、XCI、NSZ 或 XCZ)",
"ui.update": "1.1.0、1.2.1 或 1.4.3 更新(NSP 或 NSZ)",
"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.dlss": "为 NVIDIA RTX 显卡下载 NVIDIA DLSS(nvngx_dlss.dll)",
"ui.dlss_help": "来自 GitHub 上 NVIDIA 的 DLSS SDK,遵循 NVIDIA RTX SDK 许可(github.com/NVIDIA/DLSS)。没有它,dlaa 和 DLSS 设置不起作用。",
"ui.compressed_help": "压缩的 NSZ 和 XCZ 文件可以直接使用:安装程序会自行解压(在游戏数据提取完成之前,需要与解压后文件大小相同的可用空间)。",
"ui.type_game": "游戏文件(NSP、XCI、NSZ、XCZ)",
"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)"
}
+114 -51
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:
@@ -523,7 +558,8 @@ def _retry(fn, *args):
_W = {} # worker state: 'mods' {name: (path, base)}, 'starts' {name: sorted array}, 'emitters' {name: Emitter}
def _worker_init(mods, starts, table, opts):
def _worker_init(mods, starts, table, opts, jobs):
_W['jobs'] = jobs
_W['mods'] = mods
_W['starts'] = starts
_W['patches'] = table
@@ -546,6 +582,10 @@ def _emit_chunk(task):
"""Worker: write one chunk. Returns its statistics."""
name, number, path, fns = task
t0 = time.perf_counter()
# Test hook: a pool wider than this raises the MemoryError a busy machine does, so the retry can be exercised.
limit = os.environ.get('TOTK_LIFT_TEST_OOM_ABOVE')
if limit and _W['jobs'] > int(limit) and number % 2 == 1:
raise MemoryError
e = _emitter(name)
e.stats.clear()
e.unsupported.clear()
@@ -597,6 +637,14 @@ def pick_jobs(requested):
"""Worker count and the reason for it: --jobs if given, else the CPU count capped by the free memory."""
if requested:
return requested, '--jobs'
env = os.environ.get('TOTK_LIFT_JOBS', '').strip()
if env:
try:
if int(env) >= 1:
return int(env), 'TOTK_LIFT_JOBS'
except ValueError:
pass
print(f'ignoring TOTK_LIFT_JOBS={env!r}: not a positive integer', file=sys.stderr, flush=True)
cpus = os.cpu_count() or 4
free = hostmem.available_ram()
if free is None:
@@ -670,16 +718,31 @@ def main():
t_emit = time.perf_counter()
ctx = mp.get_context('spawn')
jobs, why = pick_jobs(args.jobs)
print(f'emitting with {jobs} workers ({why})', file=sys.stderr, flush=True)
with ctx.Pool(jobs, initializer=_worker_init, initargs=(paths, starts_abs, table, opts)) as pool:
for i, r in enumerate(pool.imap_unordered(_emit_chunk, [t for _, t in tasks], chunksize=1)):
results[r['module']].append(r)
if r['error']:
errors.append(r['error'])
done_at[r['module']] = time.perf_counter() - t_emit
if (i + 1) % 200 == 0 or i + 1 == len(tasks):
print(f'emitted {i + 1}/{len(tasks)} chunks, {time.perf_counter() - t_emit:.0f}s', file=sys.stderr,
flush=True)
pending = [t for _, t in tasks]
emitted = 0
while True:
print(f'emitting with {jobs} workers ({why})', file=sys.stderr, flush=True)
try:
# Chunk writes are atomic and idempotent, so a chunk lost with a failed pool is simply emitted again.
with ctx.Pool(jobs, initializer=_worker_init, initargs=(paths, starts_abs, table, opts, jobs)) as pool:
for r in pool.imap_unordered(_emit_chunk, pending, chunksize=1):
results[r['module']].append(r)
if r['error']:
errors.append(r['error'])
done_at[r['module']] = time.perf_counter() - t_emit
emitted += 1
if emitted % 200 == 0 or emitted == len(tasks):
print(f'emitted {emitted}/{len(tasks)} chunks, {time.perf_counter() - t_emit:.0f}s',
file=sys.stderr, flush=True)
break
except MemoryError:
if jobs == 1:
raise
smaller = jobs // 2
print(f'emit: out of memory with {jobs} workers, retrying with {smaller}', file=sys.stderr, flush=True)
jobs, why = smaller, 'after out of memory'
done = {(r['module'], r['number']) for rs in results.values() for r in rs}
pending = [t for t in pending if (t[0], t[1]) not in done]
for name, d in info.items():
rs = sorted(results[name], key=lambda r: r['number'])
@@ -1,6 +1,6 @@
# Code patches for TotK 1.1.1 main (recomp/patches.py). The sites come from MacNativeGames
# 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 1.1.1 by instruction-window matching
# 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.
@@ -35,7 +35,7 @@ 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 (1.1.1
# 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
@@ -66,7 +66,7 @@ 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/v111/exefs --patches recomp/patches-v111.txt: loops that only
# 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
+31
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)
@@ -54,6 +55,16 @@ site cloth main 8222f0 9401d7cf @page:x8 bd400104 1e240842 1e240863 9401d7cf #
# 100; compare +0x28 * +0x38 (30 / time scale) instead, the same value at 30 Hz and independent of the frame rate.
site bounce main bda798 bd402900 bd402900 bd403901 1e210800 # ldr s0, [x8, #0x28]; ldr s1, [x8, #0x38]; fmul s0, s0, s1
# Cursor and aim steps (upstream game_patches.c patch_cursor_speed, 363a6eb). These updates read the game's 30 Hz frame
# ratio for their smoothing but leave it out of the step itself, so the map cursor and the vertical Ultrahand aim moved
# 2x as fast at 60 fps and 4x at 120 as at the shipping 30 fps (issue #44). Each site multiplies the step by that ratio,
# so the speed is the shipping one at any frame rate. x9 and s16 are free: the next read of x9 follows a write, the
# function does not touch s16, and x20 keeps the update's frame object for the whole function.
set cursor TOTK_HIGHFPS_FIX 1
site cursor main ec3d9c bd400361 f94002e9 bd400930 1e300800 bd400361 # map pan speed s0 *= [[x23] + 8], then ldr s1, [x27]
site cursor main 1d48d64 1e2a198c 1e2a198c bd400a90 1e30098c # fdiv s12, s12, s10, then s12 *= [x20 + 8]: vertical Ultrahand aim
site cursor main 1d484e4 1e200923 1e200923 bd400a90 1e300863 # fmul s3, s9, s0, then s3 *= [x20 + 8]: vertical gyro aim (Recall)
# 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
@@ -81,6 +92,17 @@ site aspect main 12521cc bd414260 f81f0fea @page:x10 bd403940 f84107ea # ldr s0
site aspect main 19b36f0 1e211800 f81f0fea @page:x10 bd403940 f84107ea # fdiv s0, s0, s1 (viewport)
site aspect main 1ecdf68 1e211800 f81f0fea @page:x10 bd403940 f84107ea # fdiv s0, s0, s1 (viewport)
# Texture pool offsets past 2 GiB (MacNativeGames ca311e2d). The texture loader keeps a texture's place in its pool as a
# 32-bit offset (main+0xad4294: sub x25, x9, x10, stored as the word w25) and widens it as a signed number for
# nvnTextureBuilderSetStorage's offset and for SetPackagedTextureData's source (the pool's CPU address + offset). The
# shipped heap table keeps every pool far below 2 GiB; a texture pack's heap table with TOTK_APP_POOL raised can make
# one larger (MacNativeGames saw a 3.58 GiB pool), and every texture past 2 GiB then got storage 4 GiB below its pool.
# The offset is widened unsigned instead, the same value below 2 GiB, right up to 4 GiB. 1.4.3 needs no patch: its
# loaders (main+0x583c34, main+0x27ed214) keep the offset in 64 bits.
set pooloff TOTK_POOL_OFFSET_PATCH 1
site pooloff main ad43f0 93407f22 2a1903e2 # sxtw x2, w25 -> mov w2, w25 (SetStorage offset)
site pooloff main ad440c 8b39c101 8b394101 # add x1, x8, w25, sxtw -> add x1, x8, w25, uxtw (packaged data source)
# Spin waits, from tools/spin_waits.py --exefs build/extracted/v121/exefs --patches recomp/patches-v121.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 main ac600 ac620 ac630 # 13 instructions; loads
@@ -947,3 +969,12 @@ 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
+25
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)
@@ -101,6 +103,16 @@ 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 camera input update, after its stick dead zone, unit-radius clamp and StickExponent. The host callback
# performs the displaced store and adds raw mouse counts to s9/s10 (runtime/mouse_direct.c camera_input).
# Its address is page +0xfd0; the page is main+0x3adf000 on this verified build.
set mouse_direct TOTK_MOUSE_DIRECT_PATCH 1
site mouse_direct main 874cb4 bd042289 94c9acc7
site mouse_direct main 874d7c 6d40a3e9 94c9ac91
site mouse_direct main 18e444 f9400408 94e546db
site mouse_direct main 18f108 bd4047ec 94e543a6
site mouse_direct main 1d59460 b9004be8 94761acc
# 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
@@ -976,3 +988,16 @@ 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]
+21 -15
View File
@@ -14,14 +14,16 @@ encoded for the site's address. The patch page is the first 4 KiB page after mai
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), +60..63
the field-of-view factor (runtime/resolution.c res_fov_live, set fov). A new
set takes words outside these.
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
@@ -46,7 +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)
@@ -59,11 +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
@@ -93,10 +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')
@@ -118,7 +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')
+400
View File
@@ -0,0 +1,400 @@
// 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). An amiibo's is F1 10 FF EE, not the E1 of a plain
// NDEF tag (3dbrew, "Amiibo"); the CC is not encrypted, so encrypted dumps carry it too.
static const uint8_t amiibo_cc[4] = {0xF1, 0x10, 0xFF, 0xEE};
if (memcmp(data + 0x0C, amiibo_cc, sizeof amiibo_cc)) {
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;
}
// The 7-byte UID of an NTAG215 dump: bytes 0..2, then 4..7. Byte 3 is the check byte BCC0.
static void copy_uid(uint8_t out[7], const uint8_t *dump) {
memcpy(out, dump, 3);
memcpy(out + 3, dump + 4, 4);
}
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);
}
copy_uid(g_info.uuid, g_dump);
g_info.uuid_len = 7;
// Amiibo ID at offset 0x54 (8 bytes, 3dbrew "Amiibo"): character ID and variant, figure type, model number
// (big-endian), series, format version 02
memcpy(g_info.character_id, g_dump + 0x54, 3);
g_info.nfp_type = g_dump[0x57];
g_info.numbering_id = ((uint16_t)g_dump[0x58] << 8) | g_dump[0x59];
g_info.series_id = 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;
}
// While the game waits for a tag it stops and starts detection again several times a second (tens with the menu open),
// so the log names the first few and then a count every 200th start.
static uint64_t g_detect_starts;
static uint64_t g_detect_stop_ns; // the last stop: the menu holds "searching" across the game's restarts
void amiibo_start_detection(void) {
plat_mutex_lock(&g_amiibo_lock);
g_detecting = true;
uint64_t n = ++g_detect_starts;
if (n <= 3) rt_log("amiibo: start detection");
else if (n % 200 == 0) rt_log("amiibo: detection started %llu times so far", (unsigned long long)n);
plat_mutex_unlock(&g_amiibo_lock);
}
void amiibo_stop_detection(void) {
plat_mutex_lock(&g_amiibo_lock);
if (g_detecting) g_detect_stop_ns = plat_now_ns();
g_detecting = false;
if (g_detect_starts <= 3) 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;
}
AmiiboDeviceState amiibo_get_reader_state(void) {
AmiiboDeviceState state = amiibo_get_device_state();
if (state != AMIIBO_DEV_STATE_INITIALIZED) return state;
plat_mutex_lock(&g_amiibo_lock);
bool recent = g_detect_stop_ns && plat_now_ns() - g_detect_stop_ns < 1000000000ull;
plat_mutex_unlock(&g_amiibo_lock);
return recent ? AMIIBO_DEV_STATE_SEARCHING : state;
}
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
copy_uid(out, g_dump);
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);
// nn::nfp::ModelInfo from the amiibo ID at 0x54: character ID and variant in the tag's byte order, series, model
// number little-endian (big-endian on the tag), figure type. The game tells figures of one character apart by the
// model number.
memcpy(out + 0x00, g_dump + 0x54, 3); // character ID, variant
out[0x03] = g_dump[0x5A]; // series
out[0x04] = g_dump[0x59]; // model number
out[0x05] = g_dump[0x58];
out[0x06] = g_dump[0x57]; // figure type
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] = 0xE7; out[0x01] = 0x07; // 2023, u16 little-endian
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] = 0xE7; out[0x59] = 0x07; // 2023, u16 little-endian
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;
}
+87
View File
@@ -0,0 +1,87 @@
// 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);
// The state the menu shows: searching also within a second after a stop, since the game restarts detection many times
// a second while it waits for a tag. The game reads amiibo_get_device_state.
AmiiboDeviceState amiibo_get_reader_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
+7 -4
View File
@@ -22,8 +22,11 @@ struct AudioEffectDsp {
};
static int channel_ok(unsigned n) { return n==1 || n==2 || n==4 || n==6; }
static unsigned sample_count(unsigned rate, float ms) { return (unsigned)nearbyintf(rate*ms); }
/* The reference DelayLine wraps at CurrentSampleCount-1, including when its
backing allocation is larger. Preserve this timing for sample comparisons. */
/* The ring has `count` slots. The reference DelayLine wraps its cursor at
CurrentSampleCount-1 while its taps index modulo CurrentSampleCount, so once
per turn every tap reads a slot that is never written (a one-sample dropout
per tap, audible as grain). The cursor and the taps share one ring length here;
each delay is one sample longer than the reference. */
static void line_set(DelayLine *d, unsigned n) { d->count=n<d->max?n:d->max; d->at=0; }
static void line_init(DelayLine *d, unsigned rate, float ms) {
d->max=sample_count(rate,ms); d->data=calloc((size_t)d->max+1,sizeof(float));
@@ -32,12 +35,12 @@ static void line_init(DelayLine *d, unsigned rate, float ms) {
static float line_read(const DelayLine *d) { return d->data[d->at]; }
static float line_update(DelayLine *d,float v) {
float old=line_read(d);d->data[d->at++]=v;
if(d->at >= (d->count?d->count-1:0))d->at=0;
if(d->at >= d->count)d->at=0;
return old;
}
static float line_tap(const DelayLine *d,unsigned sample,int offset) {
int at=(int)d->at-(int)sample-offset;
if(at<0)at+=(int)d->count;
if(d->count){at%=(int)d->count;if(at<0)at+=(int)d->count;}
if(at<0 || (unsigned)at>d->max)rt_fatal("audio effect delay tap bounds");
return d->data[at];
}
+144 -46
View File
@@ -5,10 +5,11 @@
//
// Per 5 ms frame the render thread (audren.c, renderer lock held) decodes every started voice (PCM8/16/24/32, float,
// DSP-ADPCM) along the sample path the voice clock consumes, resamples it linearly, runs the voice biquads, scales it
// into its destination mix, folds the submixes, runs the mix effects and writes the device sink's stereo mix into a
// single-producer single-consumer ring. The SDL audio thread drains that ring without taking any lock: an empty ring
// into its destination mix, folds the submixes, runs the mix effects and writes the device sink's mix (stereo, or 5.1
// with TOTK_AUDIO_CHANNELS, output_channels) into a single-producer single-consumer ring. The SDL audio thread drains
// that ring without taking any lock: an empty ring
// plays silence and never blocks the render thread or the guest. TOTK_AUDIO=none (or TOTK_AUDIO_OFF) mixes without a
// device; TOTK_AUDIO_PREFILL_MS (0..500, default 20) is the queued audio the output waits for after start or underrun.
// device; TOTK_AUDIO_PREFILL_MS (0..500, default 20, 60 on Linux) is the queued audio the output waits for after start or underrun.
// The device's clock paces the render thread, as the audio hardware paces the Switch's DSP (audio_mixer_pace_ns): a
// frame is rendered when the ring holds less than the output target, max(prefill, two device periods), so the queue and
// the delay from the game to the speakers stay there and the host and device clocks cannot drift apart. LASRecomp and
@@ -32,7 +33,8 @@
#include "ipc.h"
#define MAX_FRAME 1024
#define RING_FRAMES 16384 // stereo frames, about 340 ms at 48 kHz
#define RING_FRAMES 16384 // output frames, about 340 ms at 48 kHz
#define OUT_MAX 6 // output channels at most: 5.1
#define QUEUE_SLACK_MS 40 // queued audio above the target plus the device's request that ring_pull skips
#define STALL_MS 50 // the device took nothing this long (at least 4 periods): the timer paces
#define SPLITTER_UNUSED 0xffffffffu
@@ -51,7 +53,8 @@ typedef struct Mixer {
int *offset; // first mix buffer of each mix id
SplitInfo *split; int nsplit; SplitDest *dest; int ndest;
SDL_AudioStream *stream; int device_ok, rate;
float ring[RING_FRAMES * 2];
int channels; // output channels, 2 or 6 (output_channels)
float ring[RING_FRAMES * OUT_MAX];
_Atomic uint64_t wr, rd, underruns, overruns, missing_frames, callback_frames, callback_nonzero, skipped_frames;
_Atomic int playing; int ready; // ready: the callback's own state
int target, period; // output target and device period, frames (output_open)
@@ -61,7 +64,7 @@ typedef struct Mixer {
EffectState *effect; int *effect_order; unsigned effect_reported;
uint64_t *sink_address; uint32_t *sink_size, *sink_offset, *sink_old, *sink_written;
unsigned reported; // one-time reports
float voice_scratch[6][MAX_FRAME], filter_scratch[MAX_FRAME], output_scratch[MAX_FRAME * 2];
float voice_scratch[6][MAX_FRAME], filter_scratch[MAX_FRAME], output_scratch[MAX_FRAME * OUT_MAX];
double level_sum, level_peak; uint64_t level_count, level_frames; int first_sound_logged;
int prefill; // render blocks
} Mixer;
@@ -90,16 +93,47 @@ static void report_once(Mixer *m, unsigned bit, const char *msg, int value) {
// ---- output: SDL3 audio stream fed from the ring
// How much audio the output waits for before it starts, and again after an underrun: TOTK_AUDIO_PREFILL_MS rounded up
// to whole 5 ms render blocks. Returns -1 for a value outside 0..500 ms.
// The Linux default is higher: at 20 ms PipeWire's queue (max(prefill, two 1024-sample periods)) underran
// thousands of times within minutes in busy scenes, and 60 ms removed the underruns.
#ifdef __linux__
#define PREFILL_DEFAULT_MS 60
#else
#define PREFILL_DEFAULT_MS 20
#endif
static int prefill_blocks_for(const char *e) {
if (!e || !*e) return 4;
if (!e || !*e) return PREFILL_DEFAULT_MS / 5;
char *end;
double ms = strtod(e, &end);
if (end == e || *end || !(ms >= 0) || ms > 500) return -1;
return (int)ceil(ms / 5.0);
}
// Fills `frames` stereo frames from the ring (zeros for what is missing). Lock-free; runs on SDL's audio thread.
// TOTK_AUDIO_CHANNELS: the output channels of this run, decided once. stereo gives 2; 5.1 gives 6 (FL FR C LFE RL RR,
// the device sink's order and SDL's); auto gives 6 when the default playback device has at least six channels (a 5.1
// or 7.1 speaker setup in Windows; SDL places 5.1 on 7.1) and 2 otherwise. IAudioDevice reports the same count to the
// game (GetActiveChannelCount), which picks its sink layout from it. TOTK_AUDIO=none: 2, without touching SDL.
static int output_channels(void) {
static _Atomic int decided;
int n = atomic_load(&decided);
if (n) return n;
const char *want = cfg_value("TOTK_AUDIO_CHANNELS"), *mode = cfg_get("TOTK_AUDIO");
if ((mode && !strcmp(mode, "none")) || cfg_get("TOTK_AUDIO_OFF")) n = 2;
else if (!strcmp(want, "5.1")) n = 6;
else if (!strcmp(want, "stereo")) n = 2;
else {
SDL_AudioSpec dev = {0};
n = SDL_InitSubSystem(SDL_INIT_AUDIO) && SDL_GetAudioDeviceFormat(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &dev, NULL) &&
dev.channels >= 6 ? 6 : 2;
rt_log("audio: TOTK_AUDIO_CHANNELS=auto: the default device has %d channels, output %s", dev.channels,
n == 6 ? "5.1" : "stereo");
}
int expected = 0;
return atomic_compare_exchange_strong(&decided, &expected, n) ? n : expected;
}
// Fills `frames` output frames from the ring (zeros for what is missing). Lock-free; runs on SDL's audio thread.
static void ring_pull(Mixer *m, float *out, uint32_t frames) {
const int oc = m->channels;
atomic_fetch_add(&m->callback_frames, frames);
unsigned epoch = atomic_load_explicit(&m->stop_epoch, memory_order_acquire);
uint64_t rd = atomic_load(&m->rd), wr = atomic_load_explicit(&m->wr, memory_order_acquire), have = wr - rd;
@@ -114,7 +148,7 @@ static void ring_pull(Mixer *m, float *out, uint32_t frames) {
m->ready = 0;
}
if (!atomic_load_explicit(&m->playing, memory_order_acquire)) {
memset(out, 0, (size_t)frames * 2 * sizeof(float));
memset(out, 0, (size_t)frames * oc * sizeof(float));
m->ready = 0;
atomic_store_explicit(&m->rd, wr, memory_order_release);
return;
@@ -124,7 +158,7 @@ static void ring_pull(Mixer *m, float *out, uint32_t frames) {
if (prefill > RING_FRAMES) prefill = RING_FRAMES;
if (!m->ready) {
if (have < prefill) {
memset(out, 0, (size_t)frames * 2 * sizeof(float));
memset(out, 0, (size_t)frames * oc * sizeof(float));
return;
}
m->ready = 1;
@@ -140,13 +174,16 @@ static void ring_pull(Mixer *m, float *out, uint32_t frames) {
uint64_t nonzero = 0;
for (uint32_t i = 0; i < n; i++) {
uint64_t k = (rd + i) % RING_FRAMES;
out[2 * i] = m->ring[2 * k];
out[2 * i + 1] = m->ring[2 * k + 1];
if (out[2 * i] != 0 || out[2 * i + 1] != 0) nonzero++;
int sound = 0;
for (int c = 0; c < oc; c++) {
out[oc * i + c] = m->ring[oc * k + c];
sound |= out[oc * i + c] != 0;
}
nonzero += sound;
}
atomic_fetch_add(&m->callback_nonzero, nonzero);
if (n < frames) {
memset(out + 2 * n, 0, (size_t)(frames - n) * 2 * sizeof(float));
memset(out + (size_t)oc * n, 0, (size_t)(frames - n) * oc * sizeof(float));
atomic_fetch_add(&m->underruns, 1);
atomic_fetch_add(&m->missing_frames, frames - n);
m->ready = 0;
@@ -157,15 +194,16 @@ static void ring_pull(Mixer *m, float *out, uint32_t frames) {
static void SDLCALL sdl_pull(void *user, SDL_AudioStream *stream, int additional, int total) {
(void)total;
Mixer *m = user;
float tmp[2 * 1024];
float tmp[OUT_MAX * 1024];
const uint32_t frame_bytes = (uint32_t)m->channels * sizeof(float);
atomic_store_explicit(&m->pulled_ns, kern_now_ns(), memory_order_release);
while (additional > 0) {
uint32_t frames = (uint32_t)additional / (2 * sizeof(float));
uint32_t frames = (uint32_t)additional / frame_bytes;
if (!frames) break;
if (frames > 1024) frames = 1024;
ring_pull(m, tmp, frames);
if (!SDL_PutAudioStreamData(stream, tmp, (int)(frames * 2 * sizeof(float)))) break;
additional -= (int)(frames * 2 * sizeof(float));
if (!SDL_PutAudioStreamData(stream, tmp, (int)(frames * frame_bytes))) break;
additional -= (int)(frames * frame_bytes);
}
}
@@ -179,7 +217,7 @@ static void output_open(Mixer *m, int rate) {
rt_log("audio: SDL audio init failed (%s): mixing without sound", SDL_GetError());
return;
}
SDL_AudioSpec spec = {SDL_AUDIO_F32, 2, rate};
SDL_AudioSpec spec = {SDL_AUDIO_F32, m->channels, rate};
m->stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, sdl_pull, m);
if (!m->stream) {
rt_log("audio: no output device (%s): mixing without sound", SDL_GetError());
@@ -192,7 +230,7 @@ static void output_open(Mixer *m, int rate) {
return;
}
m->device_ok = 1;
SDL_AudioSpec dev;
SDL_AudioSpec dev = {0};
int period = 0;
if (!SDL_GetAudioDeviceFormat(SDL_GetAudioStreamDevice(m->stream), &dev, &period) || period <= 0) period = m->frame;
m->period = period;
@@ -201,8 +239,9 @@ static void output_open(Mixer *m, int rate) {
uint64_t period_ns = (uint64_t)period * 1000000000ull / (uint64_t)rate;
m->stall_ns = 4 * period_ns > STALL_MS * 1000000ull ? 4 * period_ns : STALL_MS * 1000000ull;
const char *name = SDL_GetAudioDeviceName(SDL_GetAudioStreamDevice(m->stream));
rt_log("audio: SDL device '%s' opened, %d Hz stereo float, prefill %d ms, device period %d frames; the device paces "
"rendering at %.1f ms queued", name ? name : "?", rate, m->prefill * 5, period, m->target * 1000.0 / rate);
rt_log("audio: SDL device '%s' opened, %d Hz %s float (device %d channels), prefill %d ms, device period %d frames; "
"the device paces rendering at %.1f ms queued", name ? name : "?", rate, m->channels == 6 ? "5.1" : "stereo",
dev.channels, m->prefill * 5, period, m->target * 1000.0 / rate);
}
int64_t audio_mixer_pace_ns(AudioRenderer *r, uint64_t now) {
@@ -217,7 +256,8 @@ int64_t audio_mixer_pace_ns(AudioRenderer *r, uint64_t now) {
}
// Render thread only.
static void output_push(Mixer *m, const float *lr, int frames) {
static void output_push(Mixer *m, const float *out, int frames) {
const int oc = m->channels;
uint64_t wr = atomic_load(&m->wr), rd = atomic_load_explicit(&m->rd, memory_order_acquire);
if (m->device_ok && wr + (uint64_t)frames - rd > RING_FRAMES) { // device stalled: drop this frame
atomic_fetch_add(&m->overruns, 1);
@@ -225,24 +265,51 @@ static void output_push(Mixer *m, const float *lr, int frames) {
}
for (int i = 0; i < frames; i++) {
uint64_t k = (wr + (uint64_t)i) % RING_FRAMES;
m->ring[2 * k] = lr[2 * i];
m->ring[2 * k + 1] = lr[2 * i + 1];
memcpy(&m->ring[oc * k], &out[oc * i], (size_t)oc * sizeof(float));
}
atomic_store_explicit(&m->wr, wr + (uint64_t)frames, memory_order_release);
if (!m->device_ok) atomic_store(&m->rd, wr + (uint64_t)frames); // no device: the ring only keeps the latest frames
}
// TOTK_AUDIO_DUMP=<path>: the sink mix before the clamp as raw interleaved float32 stereo, and every 5 s one log line with
// how many frames were rendered less than 1 ms after the one before (a burst refill). File writes on the render thread:
// for diagnosis only.
static void sink_dump(const float *raw, int frames) {
static FILE *f;
static int opened;
static uint64_t last, window_start, total, bursts;
if (!opened) {
opened = 1;
const char *path = cfg_get("TOTK_AUDIO_DUMP");
if (path && *path) f = fopen(path, "wb");
}
if (!f) return;
fwrite(raw, sizeof(float), (size_t)frames * 2, f);
uint64_t now = kern_now_ns();
total++;
if (last && now - last < 1000000ull) bursts++;
last = now;
if (!window_start) window_start = now;
if (now - window_start >= 5000000000ull) {
rt_log("audio: dump: %llu frames in %.1f s, %llu rendered under 1 ms after the previous", (unsigned long long)total,
(now - window_start) / 1e9, (unsigned long long)bursts);
total = bursts = 0;
window_start = now;
fflush(f);
}
}
// Level meter (TOTK_TRACE=audio): one line per 5 s of output, and the first nonzero frame.
static void level_note(AudioRenderer *r, Mixer *m, const float *lr, int frames) {
static void level_note(AudioRenderer *r, Mixer *m, const float *out, int frames) {
if (!(rt_trace & RT_TRACE_AUDIO)) return;
int sound = 0;
for (int k = 0; k < 2 * frames; k++) {
double x = lr[k];
for (int k = 0; k < m->channels * frames; k++) {
double x = out[k];
m->level_sum += x * x;
if (fabs(x) > m->level_peak) m->level_peak = fabs(x);
if (x != 0) sound = 1;
}
m->level_count += 2 * (uint64_t)frames;
m->level_count += (uint64_t)m->channels * (uint64_t)frames;
m->level_frames += (uint64_t)frames;
if (sound && !m->first_sound_logged) {
m->first_sound_logged = 1;
@@ -290,9 +357,10 @@ void audio_mixer_open(AudioRenderer *r) {
const char *pe = cfg_get("TOTK_AUDIO_PREFILL_MS");
m->prefill = prefill_blocks_for(pe);
if (m->prefill < 0) {
rt_log("audio: TOTK_AUDIO_PREFILL_MS=%s is not 0..500 ms: using 20", pe);
m->prefill = 4;
rt_log("audio: TOTK_AUDIO_PREFILL_MS=%s is not 0..500 ms: using %d", pe, PREFILL_DEFAULT_MS);
m->prefill = PREFILL_DEFAULT_MS / 5;
}
m->channels = output_channels();
r->mixer = m;
atomic_store(&m->playing, r->state == 0);
output_open(m, r->param.sample_rate);
@@ -505,8 +573,25 @@ static void walk_step(Walk *w) { /* the same transitions as advance_voice in a
walk_skip_empty(w);
}
/* Decodes `frames` output samples per channel into out[c][k]; the renderer advances the voice afterwards by the same amount. */
static double voice_step(const AudioRenderer *r, const ServerVoice *v) {
return v->in.sample_rate * (v->in.pitch > 0 ? v->in.pitch : 1.0) / r->param.sample_rate;
}
/* Source samples the voice consumes over `frames` output samples, counted with the exact accumulation voice_render steps by
(float rounding makes `fraction + seconds * rate * pitch` differ from it by one sample on some frames, a seam click);
leaves the fractional position in v->fraction. */
uint64_t audio_voice_consumed(const AudioRenderer *r, ServerVoice *v, int frames) {
const double step = voice_step(r, v);
double frac = v->fraction;
uint64_t consumed = 0;
for (int k = 0; k < frames; k++) {
frac += step;
while (frac >= 1.0) { frac -= 1.0; consumed++; }
}
v->fraction = frac;
return consumed;
}
static void voice_render(AudioRenderer *r, ServerVoice *v, float out[6][MAX_FRAME], int frames) {
const double step = v->in.sample_rate * (v->in.pitch > 0 ? v->in.pitch : 1.0) / r->param.sample_rate;
const double step = voice_step(r, v);
Walk w = {v, v->index, v->offset, v->loops_done, {0}, 0, v->adpcm.history[0], v->adpcm.history[1], v->adpcm.buffer, v->adpcm.at};
memcpy(w.valid, v->valid, sizeof w.valid);
walk_skip_empty(&w);
@@ -545,6 +630,7 @@ static void mix_aux(AudioRenderer *r, int mix, const AudrenEffectIn *e) {
uint8_t *send=ipc_guest(p.send_info,128+(uint64_t)p.capacity*4), *ret=ipc_guest(p.return_info,128+(uint64_t)p.capacity*4);
uint32_t *sh=(uint32_t *)(send+64),*rh=(uint32_t *)(ret+64); int32_t *sd=(int32_t *)(send+128),*rd=(int32_t *)(ret+128);
uint32_t wr=sh[1],read=rh[0],total=p.channels*(uint32_t)m->frame;
if(e->enabled) report_once(m,6,"auxiliary effect in use, channels",(int)p.channels);
for(unsigned c=0;c<p.channels;c++) {
if(p.input[c]>=r->mixes[mix].buffer_count || p.output[c]>=r->mixes[mix].buffer_count)rt_fatal("auxiliary effect mix buffer");
float *input=mixbuf(m,m->offset[mix]+p.input[c]),*output=mixbuf(m,m->offset[mix]+p.output[c]);
@@ -793,30 +879,42 @@ void audio_mixer_render(AudioRenderer *r, double seconds) {
if (r->sinks[i].type == SINK_DEVICE && !sink) sink = &r->sinks[i];
else if (r->sinks[i].type == SINK_CIRCULAR){mix_circular_sink(r,i);circular=1;}
} else {m->sink_address[i]=0;m->sink_size[i]=m->sink_offset[i]=m->sink_old[i]=m->sink_written[i]=0;}
float *lr=m->output_scratch;
memset(lr, 0, sizeof(float) * 2 * (size_t)frames);
const int oc = m->channels;
float *out=m->output_scratch;
memset(out, 0, sizeof(float) * (size_t)oc * (size_t)frames);
if (sink && sink->input_count >= 1 && sink->input_count <= 6) {
if (!(m->reported & (1u << 6))) {
m->reported |= 1u << 6;
rt_log("audio: device sink has %u inputs, output %s", sink->input_count, oc == 6 ? "5.1" : "stereo");
}
const float gain = host_volume() * atomic_load(&device_volume) * (r->mixes[0].in_use ? r->mixes[0].volume : 1.0f);
const float *ch[6] = {0};
float raw[2 * MAX_FRAME];
for (uint32_t c = 0; c < sink->input_count; c++) if (sink->inputs[c] >= 0 && sink->inputs[c] < m->nbuf) ch[c] = mixbuf(m, sink->inputs[c]);
for (int k = 0; k < frames; k++) {
float l, rr;
if (sink->input_count >= 6) { /* FL FR C LFE RL RR -> stereo */
float s[OUT_MAX] = {0}; /* FL FR C LFE RL RR */
if (sink->input_count >= 6 && oc == 6) {
for (int c = 0; c < 6; c++) s[c] = ch[c] ? ch[c][k] : 0;
} else if (sink->input_count >= 6) { /* 5.1 -> stereo; the LFE is left out, as the Switch's downmix does */
float ff = sink->downmix_enabled ? sink->downmix[0] : 1.0f, cf = sink->downmix_enabled ? sink->downmix[1] : 0.7071f, sf = sink->downmix_enabled ? sink->downmix[2] : 0.7071f;
float C = ch[2] ? ch[2][k] : 0;
l = ff * (ch[0] ? ch[0][k] : 0) + cf * C + sf * (ch[4] ? ch[4][k] : 0);
rr = ff * (ch[1] ? ch[1][k] : 0) + cf * C + sf * (ch[5] ? ch[5][k] : 0);
} else if (sink->input_count >= 2) { l = ch[0] ? ch[0][k] : 0; rr = ch[1] ? ch[1][k] : 0; }
else l = rr = ch[0] ? ch[0][k] : 0;
l *= gain; rr *= gain;
lr[2 * k] = l > 1 ? 1 : l < -1 ? -1 : l; lr[2 * k + 1] = rr > 1 ? 1 : rr < -1 ? -1 : rr;
s[0] = ff * (ch[0] ? ch[0][k] : 0) + cf * C + sf * (ch[4] ? ch[4][k] : 0);
s[1] = ff * (ch[1] ? ch[1][k] : 0) + cf * C + sf * (ch[5] ? ch[5][k] : 0);
} else if (sink->input_count >= 2) { s[0] = ch[0] ? ch[0][k] : 0; s[1] = ch[1] ? ch[1][k] : 0; }
else s[0] = s[1] = ch[0] ? ch[0][k] : 0;
raw[2 * k] = s[0] * gain; raw[2 * k + 1] = s[1] * gain; /* TOTK_AUDIO_DUMP: the front pair before clipping */
for (int c = 0; c < oc; c++) {
float x = s[c] * gain;
out[oc * k + c] = x > 1 ? 1 : x < -1 ? -1 : x;
}
}
sink_dump(raw, frames);
} else if (!sink && !circular) report_once(m, 5, "no device sink in use", r->param.sink_count);
level_note(r, m, lr, frames);
output_push(m, lr, frames);
level_note(r, m, out, frames);
output_push(m, out, frames);
}
// ---- IAudioDevice: one stereo output device
// ---- IAudioDevice: one output device, stereo or 5.1 (output_channels)
static const char device_name[] = "AudioTvOutput";
static void put_name(const IpcBuffer *b, IpcResponse *rs, int pointer) {
@@ -855,7 +953,7 @@ void audio_device_handler(IpcSession *s, const IpcRequest *rq, IpcResponse *rs)
put_name(&b, rs, pointer);
return;
}
case 5: { int32_t n = 2; IPC_OUT(rs, n); return; } // GetActiveChannelCount
case 5: { int32_t n = output_channels(); IPC_OUT(rs, n); return; } // GetActiveChannelCount
case 4: case 11: case 12: { // QueryAudioDeviceSystemEvent, ...InputEvent, ...OutputEvent
uint32_t ev = __atomic_load_n(&change_event, __ATOMIC_ACQUIRE);
if (!ev) {
+2 -2
View File
@@ -24,8 +24,8 @@ static void delay_set(Delay *d, unsigned n) { if (n > d->cap) rt_fatal("reverb d
static void delay_init(Delay *d, unsigned khz, float ms) { d->cap = samples(khz, ms); d->data = calloc(d->cap + 1, sizeof(float)); if (!d->data) rt_fatal("reverb delay allocation"); delay_set(d, d->cap); }
static float delay_update(Delay *d, float v) {
d->data[d->write++] = v; float out = d->data[d->read++];
if (d->read >= d->cap) d->read = 0;
if (d->write >= d->cap) d->write = 0;
if (d->read > d->cap) d->read = 0;
if (d->write > d->cap) d->write = 0;
return out;
}
static float delay_tap(const Delay *d, unsigned at) { int i = (int)d->write - (int)at - 1; if (i < 0) i += (int)d->cap + 1; return d->data[i]; }
+21 -6
View File
@@ -318,11 +318,9 @@ static void request_update(AudioRenderer *r, const uint8_t *input, uint64_t in_s
// ---- render tick: one frame each time the output device has taken the ring below its target (audio_mixer_pace_ns),
// or every sample_count / sample_rate seconds of the host clock without a device, while stopped or while it stalls
static void advance_voice(AudioRenderer *r, ServerVoice *v, double out_seconds) {
static void advance_voice(AudioRenderer *r, ServerVoice *v) {
if (!v->in.in_use || v->state != SV_STARTED || !v->in.sample_rate) return;
double want = v->fraction + out_seconds * v->in.sample_rate * (v->in.pitch > 0 ? v->in.pitch : 1.0);
uint64_t samples = (uint64_t)want;
v->fraction = want - (double)samples;
uint64_t samples = audio_voice_consumed(r, v, (int)r->param.sample_count);
while (samples && v->valid[v->index]) {
AudrenWaveBuffer *b = &v->buffers[v->index];
uint64_t length = (uint64_t)(b->end - b->start), left = length - v->offset;
@@ -354,7 +352,19 @@ static void render_thread(void *p) {
plat_thread_priority(PLAT_PRIO_HIGHEST);
const uint64_t frame_ns = (uint64_t)r->param.sample_count * 1000000000ull / (uint64_t)r->param.sample_rate;
const double frame = (double)r->param.sample_count / r->param.sample_rate;
uint64_t next = kern_now_ns();
// When the device pulls a period (1024 samples on PipeWire, 4-5 frames) the ring drops below its target
// and the frames would otherwise render back to back. On hardware the DSP renders one frame every 5 ms and
// the game's audio thread works in between; AUX effects need that time to fill the return ring, or mix_aux
// reads stale samples and the frame clicks at its seams. Device-paced frames stay at least 4/5 of a frame
// apart, which still refills a period well before the device drains it. Linux only: on Windows SDL pulls
// 480-sample periods, and a sink dump (TOTK_AUDIO_DUMP) of the bursts there showed no more seam spikes than
// chance, so a wait on this thread buys nothing.
#ifdef __linux__
const uint64_t gap_ns = frame_ns * 4 / 5;
#else
const uint64_t gap_ns = 0;
#endif
uint64_t next = kern_now_ns(), last = 0;
while (plat_cas32(&r->running, 0, 0)) {
uint64_t now = kern_now_ns();
int64_t pace = audio_mixer_pace_ns(r, now);
@@ -362,6 +372,10 @@ static void render_thread(void *p) {
plat_wait_ns((uint64_t)pace);
continue;
}
if (pace == 0 && last && now - last < gap_ns) {
plat_wait_ns(gap_ns - (now - last));
continue;
}
if (pace == 0) {
next = now + frame_ns; // where the timer goes on if the device stops pacing
} else {
@@ -369,11 +383,12 @@ static void render_thread(void *p) {
else if (now - next > 100000000ull) next = now; // fell far behind (debugger, sleep): resynchronise
next += frame_ns;
}
last = kern_now_ns();
plat_mutex_lock(&r->lock);
if (r->state == 0) {
voices_prepare(r);
audio_mixer_render(r, frame);
for (int i = 0; i < r->param.voice_count; i++) advance_voice(r, &r->voices[i], frame);
for (int i = 0; i < r->param.voice_count; i++) advance_voice(r, &r->voices[i]);
r->elapsed_frames++;
uint64_t given = r->stop_released + r->empty_played + r->flushed;
if ((rt_trace & RT_TRACE_IPC) && given != r->logged_released && r->elapsed_frames % 1000 == 0) {
+1
View File
@@ -184,5 +184,6 @@ void audio_mixer_render(AudioRenderer *r, double seconds); // after audio_voic
// many ns (the ring is at its target), -1 leaves the pace to the render thread's timer (no device, renderer stopped,
// device stalled).
int64_t audio_mixer_pace_ns(AudioRenderer *r, uint64_t now);
uint64_t audio_voice_consumed(const AudioRenderer *r, ServerVoice *v, int frames); // source samples over one frame; advances v->fraction
int audio_buffer_empty(const AudrenWaveBuffer *b); // no samples to decode: played as soon as it is reached
void audio_device_handler(IpcSession *s, const IpcRequest *rq, IpcResponse *rs); // IAudioDevice
+11 -7
View File
@@ -4,7 +4,7 @@
// 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, at the return address of
// each in main (1.1.1, 1.2.1, 1.4.3):
// 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
@@ -15,27 +15,29 @@
#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 (1.1.1 and 1.2.1 from this port's analysis of main;
// 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_V111 ? 0xeb8c14ull : 0xe7a954ull)
#define NVN_RET (RT_V143 ? 0xbe0360ull : RT_V111 ? 0xebcdecull : 0xe7eb2cull)
#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 (1.1.1 and 1.2.1: counted in the modules; 1.4.3: DT_INIT_ARRAYSZ); MacNativeGames' boot check
// 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_111[] = {{"main", 10668}, {"subsdk0", 45}, {"sdk", 116}};
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 : RT_V111 ? inits_111 : 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;
@@ -342,8 +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(); }
+91 -29
View File
@@ -30,27 +30,36 @@ 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_CHANNELS", "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_SHAKE",
"BIND_SKIP", "BIND_STATS", "BIND_UP", "BIND_X", "BIND_Y",
"BIND_ZL", "BIND_ZR", "BLOCK_VIEWS_3D", "CLOTH_REALTIME", "COLOR_BRIGHTNESS", "COLOR_CONTRAST", "COLOR_GAMMA", "COLOR_PRESET", "COLOR_SATURATION", "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", "FOV", "FOV_PATCH", "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", "DISCORD_APP_ID", "DISCORD_IMAGE", "DISCORD_RPC", "DLAA", "DLAA_JITTER", "DLAA_MV", "DLAA_MASKDEBUG", "DLAA_MVDEBUG", "DLAA_OBJMV", "DLAA_SURVEY", "DLAA_TIMES", "DLSS", "DLSS_CHAR_MASK", "DLSS_PRESET", "DLSS_REACTIVE", "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", "FLUSH_SPAN", "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_HUE",
"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_CURSOR", "MENU_CURSOR_LOG", "MENU_TEST_DIR", "MENU_TEST_SET", "MINIMAL_LAYOUT", "MIRROR_GAP", "MODS_DIR", "MODS_DISABLED", "MODS_ORDER", "MODS_REBUILD", "MOTION", "MOUSE_MODE", "MOUSE_DIRECT_PATCH", "MOUSE_SENS", "MOVIE_HOST", "MOVIE_PACE",
"MVOBJ_ALL", "MVOBJ_BANKS", "MVOBJ_EQUAL", "MVOBJ_EXACT", "MVOBJ_EXEC", "MVOBJ_NOC4", "MVOBJ_ONLY", "MVOBJ_TIMES", "MVPREV_CHECK", "MVPREV_GROW", "MVPREV_SKIP", "MVPREV_TRUST", "MV_CHECK",
"MV_SURVEY",
"ONE_PER_CORE", "OPERATION_MODE", "OUTPUT_RES", "PAD_LAYOUT", "PASS_CRUMBS", "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",
"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",
"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", "TXD_TRANSPOSE", "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_EXACT", "WB_FENCE_LIMIT", "WINDOW_SIZE", "XLATE", "XLATE_ID", "XLATE_PROCS", "ZSTD_CHECK", "ZSTD_NATIVE",
"WALK_KEY", "WALK_SCALE", "WB_EXACT", "WB_FENCE_LIMIT", "WB_MERGE", "WINDOW_SIZE", "XLATE", "XLATE_ID", "XLATE_KEEP", "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).
@@ -59,20 +68,29 @@ 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"}, {"FOV", "display"}, {"COLOR_PRESET", "display"},
{"SHARPNESS", "display"}, {"ASPECT", "display"}, {"FOV", "display"}, {"ANISO", "display"},
{"COLOR_PRESET", "display"},
{"COLOR_BRIGHTNESS", "display"}, {"COLOR_CONTRAST", "display"}, {"COLOR_SATURATION", "display"},
{"COLOR_GAMMA", "display"},
{"COLOR_GAMMA", "display"}, {"HDR", "display"}, {"HDR_PEAK_NITS", "display"}, {"HDR_GAME_NITS", "display"},
{"HDR_UI_NITS", "display"}, {"HDR_HUE", "display"}, {"SHADOW_RES", "display"},
{"DLAA", "display"}, {"DLSS", "display"}, {"DLSS_PRESET", "display"}, {"DLSS_CHAR_MASK", "display"}, {"FXAA", "display"},
{"DEVICE_PROFILE", "display"}, {"ASSUME_FOCUS", "display"},
{"DISCORD_RPC", "discord"}, {"DISCORD_APP_ID", "discord"}, {"DISCORD_IMAGE", "discord"},
{"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"},
{"VOLUME", "audio"}, {"AUDIO_CHANNELS", "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"},
{"MENU_CURSOR", "input"}, {"MOUSE_MODE", "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"},
{"BIND_RIGHT", "input"}, {"BIND_DOWN", "input"}, {"BIND_LSTICK_LEFT", "input"}, {"BIND_LSTICK_UP", "input"},
{"BIND_LSTICK_RIGHT", "input"}, {"BIND_LSTICK_DOWN", "input"}, {"BIND_RSTICK_LEFT", "input"},
{"BIND_RSTICK_UP", "input"}, {"BIND_RSTICK_RIGHT", "input"}, {"BIND_RSTICK_DOWN", "input"},
{"BIND_RSTICK_UP", "input"}, {"BIND_RSTICK_RIGHT", "input"}, {"BIND_RSTICK_DOWN", "input"}, {"BIND_SHAKE", "input"},
{"ASYNC_PREEMPT", "performance"}, {"REPLAY_ASYNC", "performance"}, {"FREE_CORES", "performance"},
{"TIMER_1MS", "performance"}, {"PIPE_WAIT", "performance"}, {"PIPE_SKIP", "performance"},
{"LIB_PREBUILD", "performance"}, {"LIB_PREBUILD_THREADS", "performance"}, {"PIPE_PREBUILD", "performance"},
@@ -81,8 +99,9 @@ static const struct { const char *key, *section; } sections[] = {
{"BIND_SKIP", "performance"}, {"SHADER_MEMO", "performance"}, {"PIPE_MEMO", "performance"}, {"TEX_MEMO", "performance"}, {"DESC_TEMPLATE", "performance"},
{"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_EXACT", "diagnostics"},
{"TRACE", "diagnostics"}, {"FLIGHT", "diagnostics"}, {"PASS_CRUMBS", "diagnostics"}, {"FLIGHT_SPIKE_MS", "diagnostics"},
{"WB_FENCE_LIMIT", "diagnostics"}, {"WB_MERGE", "diagnostics"}, {"WB_EXACT", "diagnostics"},
{"MV_SURVEY", "diagnostics"},
};
// The settings the menu shows: the value in effect when the key is unset, and what the key accepts. The only place a
@@ -97,35 +116,57 @@ 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},
{"DLAA", "0", "0|1", RESTART}, {"DLSS", "dlaa", "dlaa|quality|balanced|performance|ultra_performance", LIVE},
{"DLSS_PRESET", "default", "default|k|j", LIVE},
{"DLSS_CHAR_MASK", "65", "0|35|65|100", LIVE}, {"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}, {"HDR_HUE", "80", "0..100", LIVE},
{"DEVICE_PROFILE", "auto", "auto|desktop|deck", RESTART},
{"SHADOW_RES", "game", "game|256|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},
{"ASSUME_FOCUS", "1", "0|1", LIVE}, // read on every focus change (ov_system.c)
// Sound, Controls, Menu
{"VOLUME", "100", "0..100", LIVE},
{"VOLUME", "100", "0..100", LIVE}, {"AUDIO_CHANNELS", "stereo", "auto|stereo|5.1", RESTART},
{"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|pc", 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_MODE", "direct", "stick|direct", LIVE},
{"MOUSE_SENS", "1", "0..10", LIVE}, {"MENU_CURSOR", "1", "0|1", 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},
// Discord Rich Presence (discord_rpc.c): off by default, the Menu tab of the settings menu switches it.
{"DISCORD_RPC", "0", "0|1", LIVE},
{"DISCORD_APP_ID", "1567232599846293504", NULL, LIVE},
{"DISCORD_IMAGE", "totk_512x512", 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},
// shaders and pipelines
{"PIPE_WAIT", "default", "default|draw", RESTART}, {"PIPE_SKIP", "fullscreen", "strict|any|fullscreen", RESTART},
{"LIB_PREBUILD", "1", "0|1", RESTART}, {"LIB_PREBUILD_THREADS", "", "1..64", RESTART},
{"PIPE_PREBUILD", "1", "0|1", RESTART}, {"PREWARM_XLATE", "", "1..64", RESTART}, {"GPL", "", "0|1", RESTART},
{"PIPE_PREBUILD", "1", "0|1", RESTART}, {"PREWARM_XLATE", "", "1..64", RESTART}, {"GPL", "1", "0|1", RESTART},
// textures and memory
{"ASTC", "auto", "auto|gpu|native|cpu", RESTART}, {"MEMORY", "auto", "auto|import|mirror|verify", RESTART},
{"TEX_ALIAS", "1", "0|1", RESTART}, {"TEX_VRAM_PRESSURE", "90", "0..100", RESTART}, {"ASTC_BC", "0", "0|1", RESTART}, {"ZSTD_NATIVE", "1", "0|1", RESTART}, {"ZSTD_CHECK", "0", "0|1", RESTART},
{"TEX_ALIAS", "1", "0|1", RESTART}, {"TEX_VRAM_PRESSURE", "90", "0..100", RESTART}, {"ASTC_BC", "", "0|1", RESTART}, {"ZSTD_NATIVE", "1", "0|1", RESTART}, {"ZSTD_CHECK", "0", "0|1", RESTART},
// render fixes
{"LOD_GUARD", "1", "0|1", RESTART}, {"FIX_C0", "1", "0|1", RESTART}, {"FIX_ZERO", "1", "0|1", RESTART},
{"BIND_SKIP", "1", "0|1", RESTART}, {"SHADER_MEMO", "1", "0|1", RESTART}, {"PIPE_MEMO", "1", "0|1", RESTART}, {"TEX_MEMO", "1", "0|1", RESTART},
@@ -137,14 +178,15 @@ 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_EXACT", "1", "0|1", RESTART},
{"WB_FENCE_LIMIT", "65536", "0..1073741824", RESTART}, {"WB_MERGE", "1", "0|1", RESTART}, {"WB_EXACT", "1", "0|1", RESTART},
{"PASS_CRUMBS", "", "0|1", RESTART}, // vk_crumbs.c pass marks; unset: VK_AMD_buffer_marker only
{"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) {
@@ -182,6 +224,24 @@ 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;
@@ -205,6 +265,7 @@ int cfg_load(const char *path) {
p = eol + 1;
}
free(data);
migrate();
return 1;
}
@@ -463,6 +524,7 @@ 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;
}
+76 -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>
@@ -233,6 +234,10 @@ int probe_cfg(void) {
CHECK(input_map_buttons(dn) == (1ull << B_ZR | 1ull << B_PLUS | 1ull << B_MINUS | 1ull << B_STICK_L | 1ull << B_RIGHT),
"keys: X ZR, Tab Plus, M Minus, Left Ctrl stick click, 3 D-pad right");
memset(dn, 0, sizeof dn);
dn[KEY_G] = 1;
CHECK(input_map_buttons(dn) == 0 && input_map_held(dn, B_SHAKE) && !input_map_held(dn, B_A),
"keys: G shakes and presses no button");
memset(dn, 0, sizeof dn);
dn[KEY_W] = 1;
input_map_stick(dn, 0, st);
CHECK(st[0] == 0 && st[1] == 32767, "keys: W is left stick up");
@@ -272,6 +277,22 @@ 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 +300,35 @@ 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("PC", "nintendo") == PROMPTS_PC && input_prompts_pick("pc", "xbox_prompts") == PROMPTS_PC &&
EQ(input_prompts_folder(PROMPTS_PC, "nintendo"), "romfs-patches-pc") &&
EQ(input_prompts_folder(PROMPTS_PC, "xbox"), "romfs-patches-pc") &&
EQ(input_prompts_folder(PROMPTS_PC, NULL), "romfs-patches-pc"),
"prompts: pc shows the keyboard and mouse whatever the pad layout");
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 +419,24 @@ 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 +450,10 @@ 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 +465,11 @@ 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
+156
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@@ -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
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@@ -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);
+259
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@@ -0,0 +1,259 @@
// Discord Rich Presence: "Playing TotK Recomp" with the elapsed play time in the player's Discord status, through
// the local IPC of a running Discord client (platform.h's plat_ipc_*). Nothing leaves the machine but the activity
// itself, and nothing is sent while TOTK_DISCORD_RPC is off (the default: the status is information about the
// player's session). TOTK_DISCORD_APP_ID names the application whose name and artwork Discord shows — the default
// is the project's own application, registered as "TotK Recomp"; a player who wants their own name or
// art registers an application at discord.com/developers and puts its id in totk.ini — and TOTK_DISCORD_IMAGE the
// key of its uploaded art asset.
//
// One host thread owns the connection and never holds a virtual core (kernel.c: host work runs without one). It
// re-reads the settings when cfg_version changes (a menu change reaches it within half a second), connects to the
// first of Discord's discord-ipc-0..9 pipes that answers, and writes the activity again every 60 s: that write is
// the keep-alive, and one that fails closes the connection and tries again 15 s later. Discord clears the status by
// itself when the process ends and the pipe closes, so there is no shutdown path. Every answer frame is read and
// discarded: unread, they would fill the pipe's buffer and block the client's writes.
//
// The protocol is the documented IPC one (discord-rpc's src/rpc_connection.h): a frame is <opcode u32 little
// endian><length u32><length bytes of JSON>, with Handshake 0, Frame 1, Close 2, Ping 3 and Pong 4. The handshake
// (opcode 0) carries {"v":1,"client_id":...} and is answered by a Ready frame (opcode 1); every command,
// SET_ACTIVITY here, is a frame (opcode 1) answered by one, and a Ping the client sends is echoed as a Pong. A
// client that speaks another numbering (an early arRPC did) answers the handshake with a Close. --probe-discord
// runs the same exchange once, without the game and without the setting being on.
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cfg.h"
#include "host.h"
#include "platform/platform.h"
enum { OP_HANDSHAKE = 0, OP_FRAME = 1, OP_CLOSE = 2, OP_PING = 3, OP_PONG = 4 };
#define APP_ID_CAP 24 // a Discord snowflake: at most 20 digits
#define IMAGE_KEY_CAP 64
#define ANSWER_CAP 8192 // the Ready frame carries the client's config; a few KiB
// A settings value that fits the JSON below without escaping: the app id is digits, an asset key letters, digits,
// '_' and '-' (what Discord's developer portal accepts for an asset key).
static int valid_app_id(const char *s) {
size_t n = strlen(s);
if (!n || n > 20) return 0;
for (const char *p = s; *p; p++)
if (*p < '0' || *p > '9') return 0;
return 1;
}
static int valid_image_key(const char *s) {
size_t n = strlen(s);
if (!n || n >= IMAGE_KEY_CAP) return 0;
for (const char *p = s; *p; p++)
if ((*p < 'a' || *p > 'z') && (*p < 'A' || *p > 'Z') && (*p < '0' || *p > '9') && *p != '_' && *p != '-')
return 0;
return 1;
}
// The setting's value, or its default when the value does not fit the protocol (logged: the player sees why their
// own app does not show). Called on the presence thread and by the probe, after cfg_version changed or once.
static void read_setting(const char *name, char *out, size_t cap, int (*valid)(const char *)) {
const char *v = cfg_value(name);
if (valid(v)) {
snprintf(out, cap, "%s", v);
return;
}
snprintf(out, cap, "%s", cfg_meta(name)->def);
rt_log("discord: %s does not fit what the Rich Presence protocol takes; using %s", name + strlen("TOTK_"), out);
}
static void le32(uint8_t *at, uint32_t v) {
at[0] = (uint8_t)v, at[1] = (uint8_t)(v >> 8), at[2] = (uint8_t)(v >> 16), at[3] = (uint8_t)(v >> 24);
}
static int write_frame(PlatIpc *p, uint32_t op, const char *json) {
uint8_t head[8];
le32(head, op);
le32(head + 4, (uint32_t)strlen(json));
return plat_ipc_write(p, head, sizeof head) && plat_ipc_write(p, json, strlen(json));
}
// One frame off the wire, its 8-byte header in as many reads as the peer made, then its payload; a payload longer
// than cap-1 fills buf with its first cap-1 bytes and the rest is still consumed. *op gets the opcode; buf is
// NUL-terminated. 1 on a whole frame, 0 when the deadline passed, -1 when the connection broke.
static int read_one_frame(PlatIpc *p, uint32_t *op, char *buf, size_t cap, uint64_t deadline) {
uint8_t head[8];
size_t got = 0;
while (got < sizeof head) {
uint32_t left = deadline > plat_now_ms() ? (uint32_t)(deadline - plat_now_ms()) : 0;
int n = plat_ipc_read(p, head + got, sizeof head - got, left);
if (n < 0) return -1;
if (!n) {
if (plat_now_ms() >= deadline) return 0;
continue;
}
got += (size_t)n;
}
*op = head[0] | head[1] << 8 | head[2] << 16 | (uint32_t)head[3] << 24;
uint32_t len = head[4] | head[5] << 8 | head[6] << 16 | (uint32_t)head[7] << 24;
size_t taken = 0;
while (taken < len) {
size_t want = len - taken > cap - 1 ? cap - 1 : len - taken;
uint32_t left = deadline > plat_now_ms() ? (uint32_t)(deadline - plat_now_ms()) : 0;
int n = plat_ipc_read(p, buf, want, left);
if (n < 0) return -1;
if (!n) {
if (plat_now_ms() >= deadline) return 0;
continue;
}
taken += (size_t)n;
}
buf[taken < cap - 1 ? taken : cap - 1] = 0;
return 1;
}
// The next frame that is not a Ping: a Ping the client sent to see we are alive is echoed as a Pong with its own
// payload, a Close (the client told us it is done) counts as a broken connection so the caller connects again
// later. Same return values as read_one_frame; the deadline covers the whole exchange.
static int read_frame(PlatIpc *p, uint32_t *op, char *buf, size_t cap, uint32_t ms) {
uint64_t deadline = plat_now_ms() + ms;
for (;;) {
int r = read_one_frame(p, op, buf, cap, deadline);
if (r != 1) return r;
if (*op == OP_PING) {
uint8_t head[8];
size_t n = strlen(buf);
le32(head, OP_PONG);
le32(head + 4, (uint32_t)n);
if (!plat_ipc_write(p, head, sizeof head) || !plat_ipc_write(p, buf, n)) return -1;
continue;
}
if (*op == OP_CLOSE) return -1;
return 1;
}
}
// The first of Discord's pipes that completes a handshake. NULL when no client is running or none answered in time;
// the caller tries again later.
static PlatIpc *connect_client(const char *app_id) {
for (int i = 0; i < 10; i++) {
char name[32], json[160];
snprintf(name, sizeof name, "discord-ipc-%d", i);
PlatIpc *p = plat_ipc_connect(name);
if (!p) continue;
snprintf(json, sizeof json, "{\"v\":1,\"client_id\":\"%s\"}", app_id);
if (!write_frame(p, OP_HANDSHAKE, json)) {
plat_ipc_close(p);
continue;
}
uint32_t op = 0;
char answer[ANSWER_CAP];
if (read_frame(p, &op, answer, sizeof answer, 2000) == 1 && op == OP_FRAME) return p; // the Ready event
plat_ipc_close(p); // this pipe answered but not with a Ready frame in 2 s: the next may belong to a client
}
return NULL;
}
static uint32_t next_nonce(void) {
static volatile int32_t n;
return (uint32_t)plat_inc32(&n);
}
// The activity as one SET_ACTIVITY frame: the game update and the port version as the details line ("Game 1.4.3 ·
// Recomp 0.3.7": the port version without its +commit suffix, the art's hover text keeps the full one; the dot goes
// as a JSON escape), the process's start as the timestamp Discord counts the elapsed time from, and the application's
// art asset. 1 when the client answered (a slow answer that ran out of the 2 s read is fine: the next drain takes
// it), 0 when the connection broke.
static int send_activity(PlatIpc *p, const char *image) {
char json[512];
int v = rt_game_version;
uint64_t start = (plat_unix_time_ns() - plat_process_uptime_ns()) / 1000000000ull;
int port_len = (int)strcspn(rt_port_version, "+");
snprintf(json, sizeof json,
"{\"cmd\":\"SET_ACTIVITY\",\"nonce\":\"%u\",\"args\":{\"pid\":%lu,\"activity\":{\"details\":\"Game "
"%d.%d.%d \\u00b7 Recomp %.*s\",\"timestamps\":{\"start\":%llu},\"assets\":{\"large_image\":\"%s\","
"\"large_text\":\"TotK Recomp %s\"}}}}",
next_nonce(), (unsigned long)plat_process_id(), v / 100, v / 10 % 10, v % 10, port_len, rt_port_version,
(unsigned long long)start, image, rt_port_version);
if (!write_frame(p, OP_FRAME, json)) return 0;
uint32_t op = 0;
char answer[ANSWER_CAP];
return read_frame(p, &op, answer, sizeof answer, 2000) >= 0;
}
// ---- the presence thread
static void discord_main(void *arg) {
(void)arg;
unsigned seen = 0;
char app_id[APP_ID_CAP], image[IMAGE_KEY_CAP];
read_setting("TOTK_DISCORD_APP_ID", app_id, sizeof app_id, valid_app_id);
read_setting("TOTK_DISCORD_IMAGE", image, sizeof image, valid_image_key);
PlatIpc *ipc = NULL;
uint64_t retry_at = 0, send_at = 0;
int said_no_client = 0;
for (;;) {
unsigned v = cfg_version();
if (v != seen) { // the settings changed (the menu writes them): pick the new ones up at once
seen = v;
read_setting("TOTK_DISCORD_APP_ID", app_id, sizeof app_id, valid_app_id);
read_setting("TOTK_DISCORD_IMAGE", image, sizeof image, valid_image_key);
if (ipc) plat_ipc_close(ipc), ipc = NULL; // the new app id needs a new handshake; the image is resent
said_no_client = 0;
}
if (!cfg_bool("TOTK_DISCORD_RPC")) {
if (ipc) plat_ipc_close(ipc), ipc = NULL;
plat_sleep_ms(500);
continue;
}
if (!ipc && plat_now_ms() >= retry_at) {
ipc = connect_client(app_id);
if (!ipc) {
retry_at = plat_now_ms() + 15000;
if (!said_no_client)
rt_log("discord: no client is running; trying again every 15 s while the setting is on");
said_no_client = 1;
} else {
rt_log("discord: connected (app %s)", app_id);
send_at = 0;
said_no_client = 0;
}
}
if (ipc && plat_now_ms() >= send_at) {
if (send_activity(ipc, image)) {
send_at = plat_now_ms() + 60000;
} else {
rt_log("discord: the connection broke; reconnecting");
plat_ipc_close(ipc);
ipc = NULL;
retry_at = plat_now_ms() + 15000;
}
}
plat_sleep_ms(500);
}
}
void discord_init(void) {
if (!plat_thread_spawn(discord_main, NULL, "discord", 0)) rt_log("discord: cannot start the presence thread");
}
// ---- --probe-discord: the exchange above without the game and the setting; needs no game files
int probe_discord(void) {
static int fails;
#define CHECK(c, what) do { if (!(c)) { fails++; fprintf(stderr, "FAIL discord: %s\n", what); } } while (0)
char app_id[APP_ID_CAP], image[IMAGE_KEY_CAP];
read_setting("TOTK_DISCORD_APP_ID", app_id, sizeof app_id, valid_app_id);
read_setting("TOTK_DISCORD_IMAGE", image, sizeof image, valid_image_key);
PlatIpc *p = connect_client(app_id);
if (!p) {
fprintf(stderr, "discord: probe skipped: no client on discord-ipc-0..9\n");
return 0;
}
fprintf(stderr, "discord: connected (app %s)\n", app_id);
CHECK(send_activity(p, image), "SET_ACTIVITY written and answered");
fprintf(stderr, "discord: activity set; the status shows it for ten seconds, then the connection closes\n");
plat_sleep_ms(10000);
plat_ipc_close(p);
fprintf(stderr, "discord: probe %s\n", fails ? "FAILED" : "passed");
return fails != 0;
#undef CHECK
}
+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);
+66
View File
@@ -0,0 +1,66 @@
// Generated by tools/make_dlaa_mask.py: DLSS's reactive mask pass (vk_dlaa.c mask_pass). Do not edit.
#pragma once
#include <stdint.h>
static const uint32_t dlaa_mask_spv[] = {
0x07230203, 0x00010000, 0x00000000, 0x00000055, 0x00000000, 0x00020011, 0x00000001, 0x00020011,
0x00000031, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e,
0x00000000, 0x00000001, 0x0006000f, 0x00000005, 0x00000002, 0x6e69616d, 0x00000000, 0x0000001b,
0x00060010, 0x00000002, 0x00000011, 0x00000008, 0x00000008, 0x00000001, 0x00040047, 0x0000001b,
0x0000000b, 0x0000001c, 0x00040047, 0x00000018, 0x00000022, 0x00000000, 0x00040047, 0x00000018,
0x00000021, 0x00000000, 0x00040047, 0x00000019, 0x00000022, 0x00000000, 0x00040047, 0x00000019,
0x00000021, 0x00000001, 0x00040047, 0x0000001a, 0x00000022, 0x00000000, 0x00040047, 0x0000001a,
0x00000021, 0x00000002, 0x00030047, 0x0000001a, 0x00000019, 0x00030047, 0x00000015, 0x00000002,
0x00050048, 0x00000015, 0x00000000, 0x00000023, 0x00000000, 0x00020013, 0x00000003, 0x00030021,
0x00000004, 0x00000003, 0x00020014, 0x00000005, 0x00030016, 0x00000006, 0x00000020, 0x00040015,
0x00000007, 0x00000020, 0x00000001, 0x00040015, 0x00000008, 0x00000020, 0x00000000, 0x00040017,
0x00000009, 0x00000006, 0x00000002, 0x00040017, 0x0000000a, 0x00000006, 0x00000003, 0x00040017,
0x0000000b, 0x00000006, 0x00000004, 0x00040017, 0x0000000c, 0x00000007, 0x00000002, 0x00040017,
0x0000000d, 0x00000008, 0x00000002, 0x00040017, 0x0000000e, 0x00000008, 0x00000003, 0x00090019,
0x0000000f, 0x00000006, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x0003001b, 0x00000010, 0x0000000f, 0x00090019, 0x00000011, 0x00000006, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000002, 0x0000000f, 0x00040020, 0x00000012, 0x00000000, 0x00000010,
0x00040020, 0x00000013, 0x00000000, 0x00000011, 0x00040020, 0x00000014, 0x00000001, 0x0000000e,
0x0003001e, 0x00000015, 0x0000000b, 0x00040020, 0x00000016, 0x00000009, 0x00000015, 0x00040020,
0x00000017, 0x00000009, 0x0000000b, 0x0004002b, 0x00000007, 0x0000001d, 0x00000000, 0x0004002b,
0x00000006, 0x0000001e, 0x00000000, 0x0004002b, 0x00000006, 0x0000001f, 0x3f800000, 0x0004002b,
0x00000006, 0x00000020, 0x38d1b717, 0x0004003b, 0x00000012, 0x00000018, 0x00000000, 0x0004003b,
0x00000012, 0x00000019, 0x00000000, 0x0004003b, 0x00000013, 0x0000001a, 0x00000000, 0x0004003b,
0x00000014, 0x0000001b, 0x00000001, 0x0004003b, 0x00000016, 0x0000001c, 0x00000009, 0x00050036,
0x00000003, 0x00000002, 0x00000000, 0x00000004, 0x000200f8, 0x00000021, 0x00050041, 0x00000017,
0x00000024, 0x0000001c, 0x0000001d, 0x0004003d, 0x0000000b, 0x00000025, 0x00000024, 0x0004003d,
0x0000000e, 0x00000026, 0x0000001b, 0x0007004f, 0x0000000d, 0x00000027, 0x00000026, 0x00000026,
0x00000000, 0x00000001, 0x00050051, 0x00000008, 0x00000028, 0x00000026, 0x00000000, 0x00040070,
0x00000006, 0x00000029, 0x00000028, 0x00050051, 0x00000008, 0x0000002a, 0x00000026, 0x00000001,
0x00040070, 0x00000006, 0x0000002b, 0x0000002a, 0x00050051, 0x00000006, 0x0000002c, 0x00000025,
0x00000000, 0x00050051, 0x00000006, 0x0000002d, 0x00000025, 0x00000001, 0x000500b8, 0x00000005,
0x0000002e, 0x00000029, 0x0000002c, 0x000500b8, 0x00000005, 0x0000002f, 0x0000002b, 0x0000002d,
0x000500a7, 0x00000005, 0x00000030, 0x0000002e, 0x0000002f, 0x000300f7, 0x00000023, 0x00000000,
0x000400fa, 0x00000030, 0x00000022, 0x00000023, 0x000200f8, 0x00000022, 0x0004007c, 0x0000000c,
0x00000031, 0x00000027, 0x0004003d, 0x00000010, 0x00000032, 0x00000018, 0x00040064, 0x0000000f,
0x00000033, 0x00000032, 0x0007005f, 0x0000000b, 0x00000034, 0x00000033, 0x00000031, 0x00000002,
0x0000001d, 0x0008004f, 0x0000000a, 0x00000035, 0x00000034, 0x00000034, 0x00000000, 0x00000001,
0x00000002, 0x0004003d, 0x00000010, 0x00000036, 0x00000019, 0x00040064, 0x0000000f, 0x00000037,
0x00000036, 0x0007005f, 0x0000000b, 0x00000038, 0x00000037, 0x00000031, 0x00000002, 0x0000001d,
0x0008004f, 0x0000000a, 0x00000039, 0x00000038, 0x00000038, 0x00000000, 0x00000001, 0x00000002,
0x00050083, 0x0000000a, 0x0000003a, 0x00000039, 0x00000035, 0x0006000c, 0x0000000a, 0x0000003b,
0x00000001, 0x00000004, 0x0000003a, 0x00050051, 0x00000006, 0x0000003c, 0x0000003b, 0x00000000,
0x00050051, 0x00000006, 0x0000003d, 0x0000003b, 0x00000001, 0x00050051, 0x00000006, 0x0000003e,
0x0000003b, 0x00000002, 0x0007000c, 0x00000006, 0x0000003f, 0x00000001, 0x00000028, 0x0000003c,
0x0000003d, 0x0007000c, 0x00000006, 0x00000040, 0x00000001, 0x00000028, 0x0000003f, 0x0000003e,
0x00050051, 0x00000006, 0x00000041, 0x00000039, 0x00000000, 0x00050051, 0x00000006, 0x00000042,
0x00000039, 0x00000001, 0x00050051, 0x00000006, 0x00000043, 0x00000039, 0x00000002, 0x0007000c,
0x00000006, 0x00000044, 0x00000001, 0x00000028, 0x00000041, 0x00000042, 0x0007000c, 0x00000006,
0x00000045, 0x00000001, 0x00000028, 0x00000044, 0x00000043, 0x00050051, 0x00000006, 0x00000046,
0x00000035, 0x00000000, 0x00050051, 0x00000006, 0x00000047, 0x00000035, 0x00000001, 0x00050051,
0x00000006, 0x00000048, 0x00000035, 0x00000002, 0x0007000c, 0x00000006, 0x00000049, 0x00000001,
0x00000028, 0x00000046, 0x00000047, 0x0007000c, 0x00000006, 0x0000004a, 0x00000001, 0x00000028,
0x00000049, 0x00000048, 0x0007000c, 0x00000006, 0x0000004b, 0x00000001, 0x00000028, 0x00000045,
0x0000004a, 0x0007000c, 0x00000006, 0x0000004c, 0x00000001, 0x00000028, 0x0000004b, 0x00000020,
0x00050088, 0x00000006, 0x0000004d, 0x00000040, 0x0000004c, 0x00050051, 0x00000006, 0x0000004e,
0x00000025, 0x00000002, 0x00050051, 0x00000006, 0x0000004f, 0x00000025, 0x00000003, 0x00050083,
0x00000006, 0x00000050, 0x0000004d, 0x0000004e, 0x00050085, 0x00000006, 0x00000051, 0x00000050,
0x0000004f, 0x0008000c, 0x00000006, 0x00000052, 0x00000001, 0x0000002b, 0x00000051, 0x0000001e,
0x0000001f, 0x00070050, 0x0000000b, 0x00000053, 0x00000052, 0x00000052, 0x00000052, 0x00000052,
0x0004003d, 0x00000011, 0x00000054, 0x0000001a, 0x00040063, 0x00000054, 0x00000031, 0x00000053,
0x000200f9, 0x00000023, 0x000200f8, 0x00000023, 0x000100fd, 0x00010038
};
+162
View File
@@ -0,0 +1,162 @@
// Generated by tools/build_shaders.py from runtime/shaders/dlaa_mv.comp; do not edit.
// source sha256 e96a6d2d0cec26c47a76280363077c5982919bedc984f20ae9f1d185dc6ae674
#pragma once
#include <stdint.h>
static const uint32_t dlaa_mv_spv[] = {
0x07230203, 0x00010300, 0x000d000b, 0x0000019a, 0x00000000, 0x00020011, 0x00000001, 0x00020011,
0x00000031, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e,
0x00000000, 0x00000001, 0x0006000f, 0x00000005, 0x00000004, 0x6e69616d, 0x00000000, 0x00000036,
0x00060010, 0x00000004, 0x00000011, 0x00000008, 0x00000008, 0x00000001, 0x00040047, 0x00000036,
0x0000000b, 0x0000001c, 0x00030047, 0x00000041, 0x00000002, 0x00050048, 0x00000041, 0x00000000,
0x00000023, 0x00000000, 0x00050048, 0x00000041, 0x00000001, 0x00000023, 0x00000008, 0x00050048,
0x00000041, 0x00000002, 0x00000023, 0x00000010, 0x00050048, 0x00000041, 0x00000003, 0x00000023,
0x00000014, 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, 0x00040047, 0x000000f6, 0x00000021, 0x00000004,
0x00040047, 0x000000f6, 0x00000022, 0x00000000, 0x00030047, 0x00000101, 0x00000019, 0x00040047,
0x00000101, 0x00000021, 0x00000007, 0x00040047, 0x00000101, 0x00000022, 0x00000000, 0x00030047,
0x0000012a, 0x00000018, 0x00040047, 0x0000012a, 0x00000021, 0x00000006, 0x00040047, 0x0000012a,
0x00000022, 0x00000000, 0x00030047, 0x0000013b, 0x00000019, 0x00040047, 0x0000013b, 0x00000021,
0x00000005, 0x00040047, 0x0000013b, 0x00000022, 0x00000000, 0x00040047, 0x00000146, 0x0000000b,
0x00000019, 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, 0x0006001e,
0x00000041, 0x00000040, 0x00000040, 0x00000006, 0x00000006, 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, 0x0004002b, 0x0000002f, 0x000000ee, 0x00000002, 0x0004003b, 0x0000005c, 0x000000f6,
0x00000000, 0x0004002b, 0x00000006, 0x000000fc, 0x3e808081, 0x00090019, 0x000000ff, 0x00000006,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x0000000f, 0x00040020, 0x00000100,
0x00000000, 0x000000ff, 0x0004003b, 0x00000100, 0x00000101, 0x00000000, 0x0004002b, 0x0000002f,
0x00000119, 0xffffffff, 0x0004003b, 0x00000100, 0x0000012a, 0x00000000, 0x0005002c, 0x00000030,
0x00000131, 0x00000044, 0x00000044, 0x0004003b, 0x00000100, 0x0000013b, 0x00000000, 0x0004002b,
0x00000033, 0x00000145, 0x00000008, 0x0006002c, 0x00000034, 0x00000146, 0x00000145, 0x00000145,
0x0000004d, 0x0005002c, 0x00000040, 0x00000197, 0x00000067, 0x00000067, 0x0005002c, 0x00000030,
0x00000199, 0x0000006a, 0x0000006a, 0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003,
0x000200f8, 0x00000005, 0x000300f7, 0x00000147, 0x00000000, 0x000300fb, 0x0000003c, 0x00000148,
0x000200f8, 0x00000148, 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, 0x00000148, 0x00000053,
0x0000004b, 0x000300f7, 0x00000056, 0x00000000, 0x000400fa, 0x00000054, 0x00000055, 0x00000056,
0x000200f8, 0x00000055, 0x000200f9, 0x00000147, 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, 0x00000197, 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, 0x00000167, 0x00000091,
0x00000094, 0x00000097, 0x0000009a, 0x00040054, 0x00000009, 0x00000168, 0x00000167, 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, 0x00000183, 0x000000a3, 0x000000a6, 0x000000a9, 0x000000ac, 0x00040054, 0x00000009,
0x00000184, 0x00000183, 0x0006000c, 0x00000009, 0x000000b0, 0x00000001, 0x00000022, 0x00000168,
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, 0x00000184, 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, 0x00000190, 0x000000b4, 0x000000bb, 0x000000e4, 0x000000c9,
0x000200f9, 0x000000bc, 0x000200f8, 0x000000bc, 0x000700f5, 0x00000040, 0x0000018f, 0x000000b4,
0x00000056, 0x00000190, 0x000000ca, 0x0004003d, 0x000000e5, 0x000000e8, 0x000000e7, 0x00050051,
0x00000006, 0x000000eb, 0x0000018f, 0x00000000, 0x00050051, 0x00000006, 0x000000ec, 0x0000018f,
0x00000001, 0x00070050, 0x00000007, 0x000000ed, 0x000000eb, 0x000000ec, 0x00000016, 0x00000016,
0x00040063, 0x000000e8, 0x0000003a, 0x000000ed, 0x00050041, 0x00000045, 0x000000ef, 0x00000043,
0x000000ee, 0x0004003d, 0x00000006, 0x000000f0, 0x000000ef, 0x000500bc, 0x0000003b, 0x000000f1,
0x000000f0, 0x00000016, 0x000300f7, 0x000000f3, 0x00000000, 0x000400fa, 0x000000f1, 0x000000f2,
0x000000f3, 0x000200f8, 0x000000f2, 0x000200f9, 0x00000147, 0x000200f8, 0x000000f3, 0x0004003d,
0x0000005b, 0x000000f7, 0x000000f6, 0x00040064, 0x0000005a, 0x000000f9, 0x000000f7, 0x0007005f,
0x00000007, 0x000000fa, 0x000000f9, 0x0000003a, 0x00000002, 0x00000044, 0x00050051, 0x00000006,
0x000000fb, 0x000000fa, 0x00000001, 0x000500ba, 0x0000003b, 0x000000fd, 0x000000fb, 0x000000fc,
0x000600a9, 0x00000006, 0x000000fe, 0x000000fd, 0x00000015, 0x00000016, 0x0004003d, 0x000000ff,
0x00000102, 0x00000101, 0x00070050, 0x00000007, 0x00000105, 0x000000fe, 0x000000fe, 0x000000fe,
0x000000fe, 0x00040063, 0x00000102, 0x0000003a, 0x00000105, 0x00050041, 0x00000045, 0x00000107,
0x00000043, 0x0000008a, 0x0004003d, 0x00000006, 0x00000108, 0x00000107, 0x000500ba, 0x0000003b,
0x00000109, 0x00000108, 0x00000067, 0x000300f7, 0x0000010b, 0x00000000, 0x000400fa, 0x00000109,
0x0000010a, 0x0000010b, 0x000200f8, 0x0000010a, 0x00050081, 0x00000040, 0x0000010f, 0x0000006e,
0x0000018f, 0x0006000c, 0x00000040, 0x00000110, 0x00000001, 0x00000008, 0x0000010f, 0x0004006e,
0x00000030, 0x00000111, 0x00000110, 0x00050041, 0x0000006b, 0x00000113, 0x00000043, 0x00000044,
0x0004003d, 0x00000040, 0x00000114, 0x00000113, 0x0004006e, 0x00000030, 0x00000115, 0x00000114,
0x00050082, 0x00000030, 0x00000117, 0x00000115, 0x00000199, 0x000200f9, 0x0000011a, 0x000200f8,
0x0000011a, 0x000700f5, 0x00000006, 0x00000193, 0x00000016, 0x0000010a, 0x00000196, 0x0000011d,
0x000700f5, 0x0000002f, 0x00000191, 0x00000119, 0x0000010a, 0x0000013a, 0x0000011d, 0x000500b3,
0x0000003b, 0x00000120, 0x00000191, 0x0000006a, 0x000400f6, 0x0000011c, 0x0000011d, 0x00000000,
0x000400fa, 0x00000120, 0x0000011b, 0x0000011c, 0x000200f8, 0x0000011b, 0x000200f9, 0x00000122,
0x000200f8, 0x00000122, 0x000700f5, 0x00000006, 0x00000196, 0x00000193, 0x0000011b, 0x00000136,
0x00000123, 0x000700f5, 0x0000002f, 0x00000194, 0x00000119, 0x0000011b, 0x00000138, 0x00000123,
0x000500b3, 0x0000003b, 0x00000128, 0x00000194, 0x0000006a, 0x000400f6, 0x00000124, 0x00000123,
0x00000000, 0x000400fa, 0x00000128, 0x00000123, 0x00000124, 0x000200f8, 0x00000123, 0x0004003d,
0x000000ff, 0x0000012b, 0x0000012a, 0x00050050, 0x00000030, 0x0000012f, 0x00000194, 0x00000191,
0x00050080, 0x00000030, 0x00000130, 0x00000111, 0x0000012f, 0x0008000c, 0x00000030, 0x00000133,
0x00000001, 0x0000002d, 0x00000130, 0x00000131, 0x00000117, 0x00050062, 0x00000007, 0x00000134,
0x0000012b, 0x00000133, 0x00050051, 0x00000006, 0x00000135, 0x00000134, 0x00000000, 0x0007000c,
0x00000006, 0x00000136, 0x00000001, 0x00000028, 0x00000196, 0x00000135, 0x00050080, 0x0000002f,
0x00000138, 0x00000194, 0x0000006a, 0x000200f9, 0x00000122, 0x000200f8, 0x00000124, 0x000200f9,
0x0000011d, 0x000200f8, 0x0000011d, 0x00050080, 0x0000002f, 0x0000013a, 0x00000191, 0x0000006a,
0x000200f9, 0x0000011a, 0x000200f8, 0x0000011c, 0x000200f9, 0x0000010b, 0x000200f8, 0x0000010b,
0x000700f5, 0x00000006, 0x00000192, 0x00000016, 0x000000f3, 0x00000193, 0x0000011c, 0x0004003d,
0x000000ff, 0x0000013c, 0x0000013b, 0x0007000c, 0x00000006, 0x00000140, 0x00000001, 0x00000028,
0x000000fe, 0x00000192, 0x00050085, 0x00000006, 0x00000143, 0x00000140, 0x000000f0, 0x00070050,
0x00000007, 0x00000144, 0x00000143, 0x00000143, 0x00000143, 0x00000143, 0x00040063, 0x0000013c,
0x0000003a, 0x00000144, 0x000200f9, 0x00000147, 0x000200f8, 0x00000147, 0x000100fd, 0x00010038,
};
+246
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@@ -0,0 +1,246 @@
// 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
+18
View File
@@ -0,0 +1,18 @@
// The host's own folder dialog, for menu pages that point at a folder (the Amiibo tab): folder_pick_win.cpp with Win32,
// folder_pick_sdl.c with SDL. The menu has no text entry, so a folder is chosen here or by walking the page's list.
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
// done gets the chosen folder (UTF-8) or NULL when the player cancelled or the host has no dialog.
typedef void (*FolderPickDone)(const char *path, void *ctx);
// Opens the dialog at start (may be relative or missing) and returns at once; done runs later on another thread, once.
// The caller keeps one dialog open at a time.
void folder_pick(const char *start, FolderPickDone done, void *ctx);
#ifdef __cplusplus
}
#endif
+42
View File
@@ -0,0 +1,42 @@
// The SDL front end of folder_pick.h: SDL_ShowOpenFolderDialog (the desktop portal, else zenity), started on the window
// thread, which runs SDL's event loop that delivers the portal's answer.
#include <limits.h>
#include <stdlib.h>
#include <string.h>
#include <SDL3/SDL.h>
#include "folder_pick.h"
#include "host.h"
#include "input_sdl.h"
typedef struct {
char start[PATH_MAX]; // absolute, or empty: the dialog's own default
FolderPickDone done;
void *ctx;
} PickReq;
static void SDLCALL on_pick(void *userdata, const char *const *list, int filter) {
(void)filter;
PickReq *r = userdata;
if (!list) rt_log("folder_pick: the folder dialog failed (%s)", SDL_GetError());
r->done(list && list[0] ? list[0] : NULL, r->ctx);
free(r);
}
static void show(void *arg) {
PickReq *r = arg;
SDL_ShowOpenFolderDialog(on_pick, r, gfx_window_sdl(), r->start[0] ? r->start : NULL, false);
}
void folder_pick(const char *start, FolderPickDone done, void *ctx) {
PickReq *r = calloc(1, sizeof *r);
if (!r) {
done(NULL, ctx);
return;
}
r->done = done;
r->ctx = ctx;
if (start && *start && !realpath(start, r->start)) r->start[0] = 0;
gfx_window_sdl_run(show, r);
}
+84
View File
@@ -0,0 +1,84 @@
// The Win32 front end of folder_pick.h: the shell's folder dialog (IFileOpenDialog with FOS_PICKFOLDERS), owned by the
// game window, on a thread of its own so the present thread that draws the menu keeps running.
#include <windows.h>
#include <shobjidl.h>
#include <stdlib.h>
#include <string>
extern "C" {
#include "folder_pick.h"
#include "host.h"
#include "input_win.h"
#include "platform/platform.h"
}
struct PickReq {
std::string start;
FolderPickDone done;
void *ctx;
};
static std::wstring wide(const std::string &utf8) {
int n = MultiByteToWideChar(CP_UTF8, 0, utf8.c_str(), -1, NULL, 0);
std::wstring w(n > 0 ? n : 1, L'\0');
if (n > 0) MultiByteToWideChar(CP_UTF8, 0, utf8.c_str(), -1, &w[0], n);
w.resize(wcslen(w.c_str()));
return w;
}
static std::string utf8(const wchar_t *w) {
int n = WideCharToMultiByte(CP_UTF8, 0, w, -1, NULL, 0, NULL, NULL);
std::string s(n > 0 ? n : 1, '\0');
if (n > 0) WideCharToMultiByte(CP_UTF8, 0, w, -1, &s[0], n, NULL, NULL);
s.resize(strlen(s.c_str()));
return s;
}
// The dialog wants an absolute folder that exists; anything else leaves it at the shell's last folder.
static void set_start(IFileOpenDialog *d, const std::string &start) {
wchar_t full[MAX_PATH * 2];
if (start.empty() || !GetFullPathNameW(wide(start).c_str(), MAX_PATH * 2, full, NULL)) return;
IShellItem *item = NULL;
if (SUCCEEDED(SHCreateItemFromParsingName(full, NULL, IID_PPV_ARGS(&item)))) {
d->SetFolder(item);
item->Release();
}
}
static void pick_main(void *arg) {
PickReq *r = (PickReq *)arg;
std::string chosen;
HRESULT co = CoInitializeEx(NULL, COINIT_APARTMENTTHREADED | COINIT_DISABLE_OLE1DDE);
IFileOpenDialog *d = NULL;
HRESULT hr = CoCreateInstance(CLSID_FileOpenDialog, NULL, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&d));
if (SUCCEEDED(hr)) {
FILEOPENDIALOGOPTIONS opt = 0;
d->GetOptions(&opt);
d->SetOptions(opt | FOS_PICKFOLDERS | FOS_FORCEFILESYSTEM | FOS_PATHMUSTEXIST);
set_start(d, r->start);
hr = d->Show(gfx_window_handle());
IShellItem *item = NULL;
if (SUCCEEDED(hr) && SUCCEEDED(hr = d->GetResult(&item))) {
PWSTR path = NULL;
if (SUCCEEDED(hr = item->GetDisplayName(SIGDN_FILESYSPATH, &path))) {
chosen = utf8(path);
CoTaskMemFree(path);
}
item->Release();
}
d->Release();
}
if (FAILED(hr) && hr != HRESULT_FROM_WIN32(ERROR_CANCELLED)) rt_log("folder_pick: the folder dialog failed (0x%08lx)", (unsigned long)hr);
r->done(chosen.empty() ? NULL : chosen.c_str(), r->ctx);
if (SUCCEEDED(co)) CoUninitialize();
delete r;
}
extern "C" void folder_pick(const char *start, FolderPickDone done, void *ctx) {
PickReq *r = new PickReq{start ? start : "", done, ctx};
if (!plat_thread_spawn(pick_main, r, "folder dialog", 0)) {
rt_log("folder_pick: cannot start the dialog thread");
done(NULL, ctx);
delete r;
}
}
+31 -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;
}
@@ -161,13 +180,13 @@ 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] (1.1.1: [main+0x4630a68], 1.4.3: [main+0x3add238]) +0x1e8 scene, its component 13 lists the
// 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 1.1.1 slot was measured from its own dereference chain: 181 scene accesses in that build
// 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 : RT_V111 ? 0x4630a68 : 0x4728538)),
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;
@@ -258,6 +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);
}
}
+10 -2
View File
@@ -38,8 +38,16 @@ 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). romfs-patches-pc goes by that name also where romfs-patches-pc-<w>x<h>
// stands in for it (romfs.c overlay_init).
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
+48 -5
View File
@@ -125,12 +125,30 @@ static void make_dirs(const char *p) {
if (!make_dir(buf)) rt_fatal("fs: cannot create directory %s", buf);
}
// Remove a directory tree; a link (reparse point, symbolic link) is removed as a link, never followed. 0 also when
// The first path remove_tree could not delete and the OS error code, for the message of a fatal.
static char remove_failed[1100];
static int remove_error;
static void remove_note(const char *path) {
if (*remove_failed) return;
snprintf(remove_failed, sizeof remove_failed, "%s", path);
remove_error = plat_fs_os_error();
}
// Remove a directory tree; a link (symbolic link, junction) is removed as a link, never followed. 0 also when
// nothing is there.
static int remove_tree(const char *path) {
int kind = plat_fs_kind(path);
if (kind == PLAT_FS_MISSING) return 0;
if (kind == PLAT_FS_FILE) return plat_fs_unlink(path) ? -1 : 0;
if (kind == PLAT_FS_FILE) {
if (!plat_fs_unlink(path)) return 0;
remove_note(path);
return -1;
}
if (kind == PLAT_FS_LINK) { // a link to a file goes by unlink, a link to a directory by rmdir
if (!plat_fs_unlink(path) || !plat_fs_rmdir(path)) return 0;
remove_note(path);
return -1;
}
int bad = 0;
if (kind == PLAT_FS_DIR) {
Listing l;
@@ -142,7 +160,23 @@ static int remove_tree(const char *path) {
}
listing_free(l.e, l.n);
}
return bad | (plat_fs_rmdir(path) ? -1 : 0);
if (plat_fs_rmdir(path)) {
remove_note(path);
bad |= -1;
}
return bad;
}
// remove_tree, tried again every 50 ms for up to 2 s while another process (the previous run still exiting, a virus
// scanner, a sync client) holds a file in the tree. The failing path and its OS error stay in remove_failed.
#define MOVE_TRIES 40 // 2 s, also move_dir's
static int remove_tree_retry(const char *path) {
for (int i = 0;; i++) {
*remove_failed = 0;
if (!remove_tree(path)) return 0;
if (i == MOVE_TRIES) return -1;
plat_sleep_ms(50);
}
}
// ---- save transactions
@@ -190,7 +224,6 @@ static int exists(const char *p) { return plat_fs_kind(p) != PLAT_FS_MISSING; }
// 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);
@@ -446,7 +479,8 @@ static void save_recover(void) {
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 (remove_tree_retry(work_root))
rt_fatal("fs: cannot delete the old save working copy: %s (OS error %d)", remove_failed, remove_error);
if (!strcmp(did, "nothing to recover"))
did = "deleted the last run's working copy (changes after its last Commit)";
}
@@ -1575,6 +1609,15 @@ static void probe_save_tx(const uint64_t *uid) {
CALL(S_UNMOUNT, U("ro"));
CHECK(RES(S_DELETE_FILE, U(a)) == 0 && RES(S_DELETE_FILE, U(b)) == 0 && tx_commit() == 0 &&
tx_read_committed("tx_a.sav") == -1, "Commit of deletions");
// a run that left read-only folders and files in the working copy (attributes another emulator's save carried):
// the next start deletes them and names the failing path if it cannot
char *ro_dir = join(work_root, "ro_dir"), *ro_file = join(ro_dir, "ro.sav");
CHECK(!plat_fs_mkdir(ro_dir) && plat_file_write(ro_file, "x", 1) && plat_file_set_readonly(ro_file, 1) &&
plat_file_set_readonly(ro_dir, 1), "read-only leftovers in the working copy");
probe_restart(uid);
CHECK(!exists(ro_dir), "the next start deleted a working copy with read-only folders");
free(ro_dir);
free(ro_file);
printf("save tx: uncommitted writes visible to the game and dropped by a restart and by Unmount, commits kept; a "
"crash at each of %d commit steps recovers to the old save %d times, the new one %d times, mixed %d "
"times; %d backups\n", steps, olds, news, mixed, backups);
+12 -2
View File
@@ -23,6 +23,7 @@ uint64_t gfx_vsync_ticks(void); // ticks since start
uint64_t gfx_vsync_time_ns(uint64_t tick); // kern_now_ns() time of a tick (pacing)
double gfx_window_refresh_hz(void); // refresh rate of the window's monitor; 0 unknown
int gfx_window_focused(void);
int gfx_picture_rect(float out[4]); // where the last present put the picture, fractions of the swapchain (x, y, w, h); 0 before one
// ---- shader service client (gfx_shader.c)
enum { GFX_STAGE_VS, GFX_STAGE_TCS, GFX_STAGE_TES, GFX_STAGE_GS, GFX_STAGE_FS, GFX_STAGE_CS };
@@ -35,6 +36,8 @@ typedef struct { // the translator's a
uint8_t attr_type[32], frag_out_type[8]; // GFX_TYPE_*
uint16_t local[3]; uint32_t shared_bytes;
uint8_t depth_minus_w;
uint8_t mvprev; // VS: also write last frame's position (patch 0015,
// vk_mvprev.c); packed as bit 7 of the depth_minus_w byte
} GfxShaderAnswers;
typedef struct GfxShader GfxShader; // SPIR-V words + parsed reflection; owned by the cache
const GfxShader *gfx_shader_get(int stage, const uint8_t *control, const uint8_t *code, uint64_t code_size,
@@ -50,7 +53,7 @@ const GfxShader *gfx_shader_await(int stage, const uint8_t *control, const uint8
uint64_t gfx_shader_async_done(void); // translations finished by the background worker
void gfx_shader_counts(uint64_t *keys, uint64_t *translated); // distinct keys in memory, translations done (TOTK_TRACE=perf)
// Translator answers for this device (vk_caps.c): shaderFloat64, storage offset rounding, subgroup size per vs/fs/cs.
void gfx_shader_set_host(int float64, uint32_t sbuf_align, const uint32_t subgroup[3], uint32_t gather_bits);
void gfx_shader_set_host(int float64, uint32_t sbuf_align, const uint32_t subgroup[3], uint32_t gather_bits, int zero_locals);
const uint8_t *gfx_shader_key(const GfxShader *s); // the 32-byte cache key (stable while the translator is)
const uint8_t *gfx_shader_input_id(const GfxShader *s); // the 32-byte input id (stable across translators)
// By input id from memory or disk; xlate 1 also translates it from its stored inputs. NULL if absent.
@@ -73,6 +76,12 @@ 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);
// A shader of the runtime's own (SPIR-V and a .res.json text as the translator writes them), outside the cache and
// never freed; its key is the sha256 of both. NULL when the SPIR-V is malformed.
const GfxShader *gfx_shader_own(const uint32_t *spirv, uint64_t words, const char *res_json);
// 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 };
@@ -94,7 +103,8 @@ int gfx_shader_stage(const GfxShader *s); // GFX_STAGE_VS, GFX
int gfx_shader_resources(const GfxShader *s, int kind, const GfxShaderRes **res); // count of GFX_RES_* kind; array in *res
uint32_t gfx_shader_slot_mask(const GfxShader *s); // texture/image slots whose type its translation read
uint32_t gfx_shader_inputs(const GfxShader *s, GfxShaderIo io[32]); // Input Locations (VS attributes, FS varyings) as a mask
uint32_t gfx_shader_outputs(const GfxShader *s, GfxShaderIo io[32]); // Output Locations (VS varyings, FS colour targets)
uint32_t gfx_shader_outputs(const GfxShader *s, GfxShaderIo io[32]);
uint32_t gfx_shader_mvprev_banks(const GfxShader *s); // a last-frame variant: the banks (bit n: cn) its position reads // Output Locations (VS varyings, FS colour targets)
void gfx_shader_local_size(const GfxShader *s, uint32_t local[3]); // CS: the LocalSize execution mode; 1, 1, 1 otherwise
// ---- back end (gfx_null.c, vk_*.c). Called by the NVN front end (nvn_api_*.c, nvn_ext.c) on guest threads.
+1
View File
@@ -100,6 +100,7 @@ static void null_replay(uint64_t handle) {
}
static uint64_t null_submit(const uint64_t *handles, int n) {
nvn_pins_sweep(nvn_submit_count(), NULL, 0); // no replay state outlives a submission here
for (int i = 0; i < n; i++) null_replay(handles[i]);
return __atomic_add_fetch(&fence, 1, __ATOMIC_ACQ_REL);
}
+67 -16
View File
@@ -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;
@@ -292,9 +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++)
@@ -328,6 +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);
@@ -411,12 +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,
@@ -428,7 +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;
}
@@ -502,7 +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)];
@@ -517,6 +543,15 @@ static void save_capture(const char *path) {
// TOTK_ASPECT=stretch, else (fit, the default) the largest one of the picture's own aspect ratio, centred (a 16:9 picture
// on the Steam Deck's 1280x800 screen gets bars of 40 rows above and below; a 16:9 picture in a 21:9 window, bars at the
// sides).
// Where the last present put the picture, as fractions of the swapchain (x, y, w, h): menu_cursor.c's pointer
static float g_pic[4];
static volatile int32_t g_pic_ok;
int gfx_picture_rect(float out[4]) {
if (!__atomic_load_n(&g_pic_ok, __ATOMIC_ACQUIRE)) return 0;
memcpy(out, g_pic, sizeof g_pic);
return 1;
}
void gfx_fit_rect(int cw, int ch, int dw, int dh, int out[4]) {
out[0] = out[1] = 0, out[2] = dw, out[3] = dh;
if (cw <= 0 || ch <= 0 || !strcmp(cfg_value("TOTK_ASPECT"), "stretch")) return;
@@ -554,6 +589,7 @@ 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;
@@ -568,7 +604,8 @@ 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);
@@ -588,6 +625,10 @@ static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w
const int rect[4] = {cx, cy, cw, ch};
int to[4]; // where the picture goes in the swapchain image: {x, y, w, h}
gfx_fit_rect(cw, ch, (int)g_sc_ext.width, (int)g_sc_ext.height, to);
if (g_sc_ext.width && g_sc_ext.height) {
for (int i = 0; i < 4; i++) g_pic[i] = (float)to[i] / (float)(i & 1 ? g_sc_ext.height : g_sc_ext.width);
__atomic_store_n(&g_pic_ok, 1, __ATOMIC_RELEASE);
}
if (to[2] != (int)g_sc_ext.width || to[3] != (int)g_sc_ext.height) { // black bars beside or above and below it
VkClearColorValue black = {.float32 = {0, 0, 0, 1}};
VkImageSubresourceRange all = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
@@ -596,8 +637,10 @@ 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): an adjusted copy of the crop takes the game image's place below
VkImage graded = general ? vk_color_record(cb, slot, src, fmt, rect) : VK_NULL_HANDLE;
// 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;
@@ -623,18 +666,24 @@ static void present_image(VkImage src, VkImageLayout layout, VkFormat fmt, int w
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;
@@ -728,6 +777,8 @@ void gfx_window_release_vk(void) {
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++) {
+109 -9
View File
@@ -86,6 +86,7 @@ struct GfxShader {
uint32_t in_mask, out_mask; // user Locations of Input / Output variables
GfxShaderIo in[32], out[32];
uint32_t local[3];
uint32_t mvprev_banks; // .res.json "mvprev_banks" (patch 0015), 0 none
};
static PlatMutex cache_lock = PLAT_MUTEX_INIT; // memory cache
@@ -118,7 +119,7 @@ static struct { // translations in fl
static char cache_dir[PATH_CAP];
static char xlate_exe[PATH_CAP];
static uint8_t xlate_id[32]; // translator identity (see the keys at the top)
static int host_f64 = 1, host_set; // gfx_shader_set_host
static int host_f64 = 1, host_zero_locals, host_set; // gfx_shader_set_host
static uint32_t host_sbuf, host_sg[3] = {32, 32, 32}, host_gather;
static PlatOnce paths_once = PLAT_ONCE_INIT;
@@ -312,18 +313,19 @@ static void init_paths(void *param) {
static void paths(void) { plat_once(&paths_once, init_paths, NULL); }
// Host answers (vk_caps.c, at device creation, before any translation). Answers other than the defaults (Float64,
// exact storage offsets, 32 lanes, no gather bias) are mixed into the translator identity, so they get their own cache
// keys.
void gfx_shader_set_host(int float64, uint32_t sbuf_align, const uint32_t subgroup[3], uint32_t gather_bits) {
// exact storage offsets, 32 lanes, no gather bias, undefined locals) are mixed into the translator identity, so they
// get their own cache keys.
void gfx_shader_set_host(int float64, uint32_t sbuf_align, const uint32_t subgroup[3], uint32_t gather_bits, int zero_locals) {
paths();
if (host_set++) return;
host_f64 = float64, host_sbuf = sbuf_align, host_gather = gather_bits;
host_f64 = float64, host_sbuf = sbuf_align, host_gather = gather_bits, host_zero_locals = zero_locals;
memcpy(host_sg, subgroup, sizeof host_sg);
if (float64 && !sbuf_align && subgroup[0] == 32 && subgroup[1] == 32 && subgroup[2] == 32 && !gather_bits) return;
if (float64 && !sbuf_align && subgroup[0] == 32 && subgroup[1] == 32 && subgroup[2] == 32 && !gather_bits && !zero_locals) return;
uint8_t buf[32 + 96];
int n = snprintf((char *)buf + 32, 96, "TKHO f64=%d sbuf=%u sg=%u,%u,%u", float64, sbuf_align, subgroup[0], subgroup[1],
subgroup[2]);
if (gather_bits) n += snprintf((char *)buf + 32 + n, (size_t)(96 - n), " gather=%u", gather_bits);
if (zero_locals) n += snprintf((char *)buf + 32 + n, (size_t)(96 - n), " zero_locals");
memcpy(buf, xlate_id, 32);
rt_sha256(buf, 32 + (size_t)n, xlate_id);
rt_log("gfx_shader: host options %s: own shader cache keys", (char *)buf + 37);
@@ -589,6 +591,26 @@ 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;
}
const GfxShader *gfx_shader_own(const uint32_t *spirv, uint64_t words, const char *res_json) {
if (words < 5 || spirv[0] != 0x07230203 || !spirv_complete(spirv, words) ||
!reflection_valid(res_json, strlen(res_json)))
return NULL;
GfxShader *s = calloc(1, sizeof *s);
if (!s) return NULL;
size_t rn = strlen(res_json);
uint8_t *buf = malloc(words * 4 + rn);
s->spirv = malloc(words * 4), s->reflection = malloc(rn + 1);
if (!buf || !s->spirv || !s->reflection) rt_fatal("gfx_shader: out of memory");
memcpy(buf, spirv, words * 4), memcpy(buf + words * 4, res_json, rn);
rt_sha256(buf, words * 4 + rn, s->key);
free(buf);
memcpy(s->spirv, spirv, words * 4), memcpy(s->reflection, res_json, rn + 1);
s->words = words, s->reflection_size = rn;
reflect(s);
return s;
}
@@ -758,18 +780,81 @@ out:
free(loc), free(packed), free(ttype), free(tcomps), free(pointee);
}
// Every gradient sample (OpImageSampleExplicitLod with Grad) whose two gradients are each built from two components gets
// them transposed, dx = (a, c) and dy = (b, d) from dx = (a, b) and dy = (c, d), by two new OpCompositeConstruct before
// it. TotK's shaders fill a TXD's gradient registers per coordinate (du/dx, du/dy, dv/dx, dv/dy), and the translator
// (Ryujinx, InstEmitTexture EmitTxd) builds dx = (first two registers), dy = (last two) = (du/dx, du/dy) and
// (dv/dx, dv/dy): a mip level chosen from the wrong derivatives, too sharp on terrain faces turned across the screen,
// which crawled in patches that followed the faces (1.4.3, the Depths). TOTK_TXD_TRANSPOSE=0 turns it off.
// Applied to the SPIR-V after it is loaded, so the shader cache is untouched.
enum { OP_COMPOSITE_CONSTRUCT = 80, OP_SAMPLE_EXPLICIT = 88, IO_GRAD = 4 };
static void patch_txd_transpose(GfxShader *s) {
static int on = -1;
static volatile int32_t n_logged;
if (on < 0) {
const char *e = cfg_get("TOTK_TXD_TRANSPOSE");
on = !(e && *e == '0');
}
uint32_t *w = s->spirv;
uint64_t n = s->words;
if (!on || n < 5) return;
uint32_t bound = w[3] < (1u << 20) ? w[3] : (1u << 20);
uint64_t *cc = calloc(bound, sizeof *cc); // word index of a 2-constituent OpCompositeConstruct defining the id
int found = 0;
if (!cc) return;
for (uint64_t i = 5; i < n;) {
uint32_t op = w[i] & 0xffff, len = w[i] >> 16;
if (!len || i + len > n) goto out;
if (op == OP_COMPOSITE_CONSTRUCT && len == 5 && w[i + 2] < bound) cc[w[i + 2]] = i;
if (op == OP_SAMPLE_EXPLICIT && len >= 8 && w[i + 5] == IO_GRAD && w[i + 6] < bound && w[i + 7] < bound &&
cc[w[i + 6]] && cc[w[i + 7]] && w[cc[w[i + 6]] + 1] == w[cc[w[i + 7]] + 1])
found++;
i += len;
}
if (!found) goto out;
uint32_t *o = malloc((n + (uint64_t)found * 10) * sizeof *o);
if (!o) goto out;
uint64_t k = 0;
uint32_t next = w[3];
for (uint64_t i = 0; i < 5; i++) o[k++] = w[i];
for (uint64_t i = 5; i < n;) {
uint32_t op = w[i] & 0xffff, len = w[i] >> 16;
if (op == OP_SAMPLE_EXPLICIT && len >= 8 && w[i + 5] == IO_GRAD && w[i + 6] < bound && w[i + 7] < bound &&
cc[w[i + 6]] && cc[w[i + 7]] && w[cc[w[i + 6]] + 1] == w[cc[w[i + 7]] + 1]) {
const uint32_t *dx = w + cc[w[i + 6]], *dy = w + cc[w[i + 7]]; // [hdr, type, id, a, b], [hdr, type, id, c, d]
uint32_t ndx = next++, ndy = next++;
o[k++] = 5u << 16 | OP_COMPOSITE_CONSTRUCT, o[k++] = dx[1], o[k++] = ndx, o[k++] = dx[3], o[k++] = dy[3];
o[k++] = 5u << 16 | OP_COMPOSITE_CONSTRUCT, o[k++] = dx[1], o[k++] = ndy, o[k++] = dx[4], o[k++] = dy[4];
for (uint32_t j = 0; j < len; j++) o[k++] = w[i + j];
o[k - len + 6] = ndx, o[k - len + 7] = ndy;
} else {
for (uint32_t j = 0; j < len; j++) o[k++] = w[i + j];
}
i += len;
}
o[3] = next;
free(s->spirv);
s->spirv = o, s->words = k;
if (plat_inc32(&n_logged) <= 4) rt_log("gfx_shader: %d gradient samples now read their derivatives per coordinate", found);
out:
free(cc);
}
static void reflect(GfxShader *s) {
static const char *const kinds[GFX_RES_KINDS] = {"cbufs", "sbufs", "textures", "images"};
const char *js = s->reflection;
char stage[8];
json_str(js, js + strlen(js), "stage", stage, sizeof stage);
s->stage = !strcmp(stage, "cs") ? GFX_STAGE_CS : !strcmp(stage, "ps") ? GFX_STAGE_FS : GFX_STAGE_VS;
s->mvprev_banks = (uint32_t)json_int(js, js + strlen(js), "mvprev_banks", 0);
for (int k = 0; k < GFX_RES_KINDS; k++) {
int count = json_objects(js, kinds[k], NULL, s, k);
s->res[k] = calloc(count ? count : 1, sizeof *s->res[k]);
json_objects(js, kinds[k], add_res, s, k);
}
reflect_spirv(s);
patch_txd_transpose(s);
}
// ---- use masks (see the cache key at the top)
@@ -974,7 +1059,7 @@ static size_t pack_answers(uint8_t *o, const GfxShaderAnswers *a) {
memcpy(p, a->frag_out_type, 8), p += 8;
for (int i = 0; i < 3; i++) *p++ = (uint8_t)a->local[i], *p++ = (uint8_t)(a->local[i] >> 8);
put_u32(&p, a->shared_bytes);
*p++ = a->depth_minus_w;
*p++ = (uint8_t)(a->depth_minus_w | (a->mvprev ? 0x80 : 0));
return (size_t)(p - o);
}
@@ -1006,6 +1091,7 @@ static void mask_answers(const GfxShaderAnswers *a, const UseMask *m, GfxShaderA
if (m->fouts >> i & 1) o->frag_out_type[i] = a->frag_out_type[i];
memcpy(o->local, a->local, sizeof o->local);
o->shared_bytes = a->shared_bytes;
o->mvprev = a->mvprev; // another translation, not an answer the use mask covers
}
// The cache key of an input id under the current translator.
@@ -1085,9 +1171,11 @@ static size_t build_request(char *o0, const char *hex, const char *stage, const
if (!strcmp(stage, "ps") && (control[0x718] & 1)) o += sprintf(o, ",\"early_fragment_tests\":true");
int si = !strcmp(stage, "vs") ? 0 : !strcmp(stage, "cs") ? 2 : 1; // gfx_shader_set_host answers
if (!host_f64) o += sprintf(o, ",\"softfloat64\":true");
if (a && a->mvprev && !strcmp(stage, "vs")) o += sprintf(o, ",\"mvprev\":true");
if (host_sbuf) o += sprintf(o, ",\"sbuf_align\":%u", host_sbuf);
if (host_sg[si] != 32) o += sprintf(o, ",\"subgroup\":%u", host_sg[si]);
if (host_gather) o += sprintf(o, ",\"gather_bias\":%u", host_gather);
if (host_zero_locals) o += sprintf(o, ",\"zero_locals\":true");
o += sprintf(o, "},\"out\":\"");
json_esc(&o, cache_dir);
o += sprintf(o, "\"}");
@@ -1287,8 +1375,18 @@ static const GfxShader *translate_one(const Req *r, int stage, const uint8_t *co
if (!req) return plat_file_delete(code_path), fail("out of memory", hex);
build_request(req, hex, r->stage_name, code_path, r->c1, r->c1_len, a, control);
int ok = svc_request(req, reply, sizeof reply);
// TOTK_XLATE_KEEP=1: a last-frame variant's job stays as <key>.job (one request line) with its code, to run the
// translator on by hand (totk_xlate --serve < <key>.job)
static int keep = -1;
if (keep < 0) keep = rt_knob("XLATE_KEEP", "0");
int kept = keep && a && a->mvprev;
if (kept) {
char job_path[PATH_CAP + 80];
snprintf(job_path, sizeof job_path, "%s/%s.job", cache_dir, hex);
write_file(job_path, req, strlen(req));
}
free(req);
plat_file_delete(code_path);
if (!kept) plat_file_delete(code_path);
if (!ok) return fail("translator unavailable", hex);
if (strncmp(reply, "ok ", 3)) {
plat_file_delete(spv_path), plat_file_delete(res_path);
@@ -1643,6 +1741,8 @@ uint32_t gfx_shader_inputs(const GfxShader *s, GfxShaderIo io[32]) {
return s->in_mask;
}
uint32_t gfx_shader_mvprev_banks(const GfxShader *s) { return s->mvprev_banks; }
uint32_t gfx_shader_outputs(const GfxShader *s, GfxShaderIo io[32]) {
if (io) memcpy(io, s->out, sizeof s->out);
return s->out_mask;
@@ -1732,7 +1832,7 @@ static void unpack_answers(const uint8_t *p, GfxShaderAnswers *a) {
memcpy(a->frag_out_type, p, 8), p += 8;
for (int i = 0; i < 3; i++) a->local[i] = (uint16_t)(p[0] | p[1] << 8), p += 2;
memcpy(&a->shared_bytes, p, 4), p += 4;
a->depth_minus_w = *p;
a->depth_minus_w = *p & 0x7f, a->mvprev = *p >> 7;
}
// Reads a record file's body (after its header) into *body; 0 when absent, and a file with another header is removed.
+3 -3
View File
@@ -53,9 +53,9 @@ static int hexval(char c) { return c <= '9' ? c - '0' : (c | 32) - 'a' + 10; }
// 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[3] = {RT_V111 ? "v111" : RT_V143 ? "v143" : "v121",
RT_V111 ? "v121" : RT_V143 ? "v121" : "v143",
RT_V111 ? "v143" : RT_V143 ? "v111" : "v111"};
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);
+1
View File
@@ -131,6 +131,7 @@ 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();
+2
View File
@@ -64,6 +64,8 @@ double gfx_window_sdl_density(void) { return __atomic_load_n(&g_density_milli, _
SDL_Window *gfx_window_sdl(void) { return g_win; }
void gfx_window_sdl_run(void (*fn)(void *arg), void *arg) { run_on_window(fn, arg); }
// ---- settings: size and fullscreen
static char g_applied_size[32];
static int g_applied_fs;
+23 -4
View File
@@ -279,6 +279,24 @@ static LRESULT CALLBACK wnd_proc(HWND h, UINT m, WPARAM w, LPARAM l) {
return DefWindowProcW(h, m, w, l);
}
// Brings the game window to the front. Windows refuses SetForegroundWindow to a process that was not the last to get
// input, which is the case for a game started by a frontend; attaching this thread's input queue to the foreground
// window's thread for the call is the documented way around it. The window is not left topmost.
static void raise_window(HWND h) {
HWND fg = GetForegroundWindow();
DWORD me = GetCurrentThreadId(), other = fg ? GetWindowThreadProcessId(fg, NULL) : 0;
int attached = other && other != me && AttachThreadInput(me, other, TRUE);
ShowWindow(h, IsIconic(h) ? SW_RESTORE : SW_SHOW);
BringWindowToTop(h);
SetForegroundWindow(h);
SetActiveWindow(h);
if (attached) AttachThreadInput(me, other, FALSE);
if (GetForegroundWindow() != h) { // still refused: a topmost toggle puts it above the others without keeping it there
SetWindowPos(h, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
SetWindowPos(h, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
}
}
static void window_main(void *arg) {
(void)arg;
HINSTANCE inst = GetModuleHandleW(NULL);
@@ -293,10 +311,10 @@ static void window_main(void *arg) {
int cw, ch, ow, oh;
cfg_window_size(&cw, &ch);
outer_size(NULL, cw, ch, &ow, &oh);
// The window opens behind the user's windows without taking focus: it shows the game's blank loading frames for a
// while, and must not cover what the player works on meanwhile. The game still counts itself in focus until the
// first WM_ACTIVATEAPP, so loading goes on, and keyboard input waits for the foreground (input_win.c). Its taskbar
// button flashes until it is brought up, and TOTK_FULLSCREEN waits for that first activation.
// The window opens behind the user's windows first and is then raised (raise_window): a game started by a frontend
// has no other way to reach it. The game counts itself in focus until the first WM_ACTIVATEAPP, so loading goes on,
// and keyboard input waits for the foreground (input_win.c). If Windows still refuses the foreground, the taskbar
// button flashes, and TOTK_FULLSCREEN waits for the first activation.
// TOTK_BACKGROUND_WINDOW=1 (test runs): no flashing, never fullscreen at start, and F11 keeps the window's place.
int background = g_background = cfg_get("TOTK_BACKGROUND_WINDOW") && atoi(cfg_get("TOTK_BACKGROUND_WINDOW"));
g_hwnd = CreateWindowExW(0, wc.lpszClassName, L"TotK Recomp", WND_STYLE, CW_USEDEFAULT, CW_USEDEFAULT, ow, oh, NULL,
@@ -315,6 +333,7 @@ static void window_main(void *arg) {
outer_size(g_hwnd, cw, ch, &ow, &oh);
SetWindowPos(g_hwnd, HWND_BOTTOM, 0, 0, ow, oh, SWP_NOMOVE | SWP_NOACTIVATE | SWP_SHOWWINDOW);
if (!background) {
raise_window(g_hwnd); // a frontend's player may have no way to reach a window left behind
FLASHWINFO fw = {.cbSize = sizeof fw, .hwnd = g_hwnd, .dwFlags = FLASHW_TRAY | FLASHW_TIMERNOFG};
FlashWindowEx(&fw);
g_fs_pending = cfg_fullscreen();
+97
View File
@@ -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
View File
@@ -0,0 +1,36 @@
// 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,
};
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// Generated by tools/build_shaders.py from runtime/shaders/hdr_tonemap.frag; do not edit.
// source sha256 a09ae2b13d844bb6a136d2c3cf38b3ec571191775a4c2f0b43a586bd355381fa
#pragma once
#include <stdint.h>
static const uint32_t hdr_tonemap_spv[] = {
0x07230203, 0x00010300, 0x0008000b, 0x0000018a, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0007000f, 0x00000004, 0x00000004, 0x6e69616d, 0x00000000, 0x00000053, 0x00000181, 0x00030010,
0x00000004, 0x00000007, 0x00030003, 0x00000002, 0x000001c2, 0x00040005, 0x00000004, 0x6e69616d,
0x00000000, 0x00050005, 0x0000000a, 0x76727563, 0x31662865, 0x0000003b, 0x00030005, 0x00000009,
0x00000078, 0x00050005, 0x00000010, 0x76727563, 0x76283365, 0x003b3366, 0x00030005, 0x0000000f,
0x00000078, 0x00050005, 0x00000014, 0x6378616d, 0x33667628, 0x0000003b, 0x00030005, 0x00000013,
0x00000063, 0x00030005, 0x00000016, 0x00003079, 0x00040005, 0x0000002e, 0x61726170, 0x0000006d,
0x00040005, 0x00000034, 0x61726170, 0x0000006d, 0x00040005, 0x00000039, 0x61726170, 0x0000006d,
0x00030005, 0x0000004b, 0x00000078, 0x00050005, 0x0000004f, 0x745f7066, 0x6263745f, 0x0000385f,
0x00030005, 0x00000053, 0x00007675, 0x00050005, 0x0000005c, 0x745f7066, 0x6263745f, 0x0000415f,
0x00030005, 0x00000064, 0x00000077, 0x00030005, 0x00000067, 0x00003143, 0x00040006, 0x00000067,
0x00000000, 0x00000076, 0x00040005, 0x00000069, 0x635f7066, 0x00000031, 0x00030005, 0x0000006f,
0x00000067, 0x00030005, 0x00000071, 0x00003343, 0x00040006, 0x00000071, 0x00000000, 0x00000076,
0x00040005, 0x00000073, 0x635f7066, 0x00000033, 0x00040005, 0x00000076, 0x656d6167, 0x00000000,
0x00060005, 0x00000079, 0x70707553, 0x4274726f, 0x65666675, 0x00000072, 0x00040006, 0x00000079,
0x00000000, 0x00646170, 0x00040006, 0x00000079, 0x00000001, 0x00726468, 0x00060005, 0x0000007b,
0x70707573, 0x5f74726f, 0x66667562, 0x00007265, 0x00040005, 0x00000089, 0x6b616570, 0x00000000,
0x00030005, 0x00000094, 0x006d756c, 0x00030005, 0x000000a6, 0x00726473, 0x00040005, 0x000000ab,
0x6c5f7962, 0x00006d75, 0x00040005, 0x000000b2, 0x61726170, 0x0000006d, 0x00030005, 0x000000bb,
0x00000063, 0x00040005, 0x000000bd, 0x61726170, 0x0000006d, 0x00030005, 0x000000c7, 0x00000073,
0x00040005, 0x000000c8, 0x61726170, 0x0000006d, 0x00030005, 0x000000cc, 0x0000006e, 0x00030005,
0x000000d1, 0x0000006d, 0x00040005, 0x000000d2, 0x61726170, 0x0000006d, 0x00030005, 0x000000d5,
0x00000064, 0x00040005, 0x000000e4, 0x64617267, 0x00000065, 0x00040005, 0x000000fa, 0x5f726473,
0x00000063, 0x00030005, 0x00000115, 0x00006d73, 0x00040005, 0x00000116, 0x61726170, 0x0000006d,
0x00030005, 0x00000119, 0x00006473, 0x00030005, 0x00000139, 0x00657568, 0x00030005, 0x0000013d,
0x00006379, 0x00030005, 0x00000144, 0x00007379, 0x00040005, 0x00000159, 0x61726170, 0x0000006d,
0x00030005, 0x00000160, 0x00706f74, 0x00040005, 0x00000161, 0x61726170, 0x0000006d, 0x00040005,
0x00000164, 0x65656e6b, 0x00000000, 0x00030005, 0x0000016c, 0x00000072, 0x00040005, 0x00000181,
0x6f6c6f63, 0x00000072, 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,
0x00000181, 0x0000001e, 0x00000000, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002,
0x00030016, 0x00000006, 0x00000020, 0x00040020, 0x00000007, 0x00000007, 0x00000006, 0x00040021,
0x00000008, 0x00000006, 0x00000007, 0x00040017, 0x0000000c, 0x00000006, 0x00000003, 0x00040020,
0x0000000d, 0x00000007, 0x0000000c, 0x00040021, 0x0000000e, 0x0000000c, 0x0000000d, 0x00040021,
0x00000012, 0x00000006, 0x0000000d, 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, 0x0004002b, 0x0000002f, 0x0000003a, 0x00000002, 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, 0x00040020,
0x00000063, 0x00000007, 0x00000051, 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, 0x0006002c,
0x0000000c, 0x00000108, 0x0000001f, 0x0000001f, 0x0000001f, 0x0004002b, 0x00000006, 0x0000013f,
0x3e59b3d0, 0x0004002b, 0x00000006, 0x00000140, 0x3f371759, 0x0004002b, 0x00000006, 0x00000141,
0x3d93dd98, 0x0006002c, 0x0000000c, 0x00000142, 0x0000013f, 0x00000140, 0x00000141, 0x0004002b,
0x00000006, 0x0000014a, 0x3727c5ac, 0x0004002b, 0x00000006, 0x00000157, 0x3f000000, 0x0004002b,
0x00000006, 0x00000158, 0x3fc00000, 0x00040020, 0x00000180, 0x00000003, 0x00000051, 0x0004003b,
0x00000180, 0x00000181, 0x00000003, 0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003,
0x000200f8, 0x00000005, 0x0004003b, 0x0000000d, 0x0000004b, 0x00000007, 0x0004003b, 0x00000063,
0x00000064, 0x00000007, 0x0004003b, 0x00000063, 0x0000006f, 0x00000007, 0x0004003b, 0x00000007,
0x00000076, 0x00000007, 0x0004003b, 0x00000007, 0x00000082, 0x00000007, 0x0004003b, 0x00000007,
0x00000089, 0x00000007, 0x0004003b, 0x00000007, 0x0000008d, 0x00000007, 0x0004003b, 0x00000007,
0x00000094, 0x00000007, 0x0004003b, 0x00000007, 0x000000a6, 0x00000007, 0x0004003b, 0x0000000d,
0x000000ab, 0x00000007, 0x0004003b, 0x0000000d, 0x000000ae, 0x00000007, 0x0004003b, 0x00000007,
0x000000b2, 0x00000007, 0x0004003b, 0x0000000d, 0x000000bb, 0x00000007, 0x0004003b, 0x0000000d,
0x000000bd, 0x00000007, 0x0004003b, 0x00000007, 0x000000c7, 0x00000007, 0x0004003b, 0x0000000d,
0x000000c8, 0x00000007, 0x0004003b, 0x0000000d, 0x000000cc, 0x00000007, 0x0004003b, 0x00000007,
0x000000d1, 0x00000007, 0x0004003b, 0x0000000d, 0x000000d2, 0x00000007, 0x0004003b, 0x00000007,
0x000000d5, 0x00000007, 0x0004003b, 0x00000007, 0x000000e4, 0x00000007, 0x0004003b, 0x0000000d,
0x000000fa, 0x00000007, 0x0004003b, 0x0000000d, 0x000000fd, 0x00000007, 0x0004003b, 0x00000007,
0x00000115, 0x00000007, 0x0004003b, 0x0000000d, 0x00000116, 0x00000007, 0x0004003b, 0x00000007,
0x00000119, 0x00000007, 0x0004003b, 0x00000007, 0x00000139, 0x00000007, 0x0004003b, 0x00000007,
0x0000013d, 0x00000007, 0x0004003b, 0x00000007, 0x00000144, 0x00000007, 0x0004003b, 0x0000000d,
0x00000159, 0x00000007, 0x0004003b, 0x00000007, 0x00000160, 0x00000007, 0x0004003b, 0x0000000d,
0x00000161, 0x00000007, 0x0004003b, 0x00000007, 0x00000164, 0x00000007, 0x0004003b, 0x00000007,
0x0000016c, 0x00000007, 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, 0x0004003d, 0x00000051, 0x0000005e, 0x00000053, 0x0007004f, 0x00000054, 0x0000005f,
0x0000005e, 0x0000005e, 0x00000000, 0x00000001, 0x00050057, 0x00000051, 0x00000060, 0x0000005d,
0x0000005f, 0x0008004f, 0x0000000c, 0x00000061, 0x00000060, 0x00000060, 0x00000000, 0x00000001,
0x00000002, 0x00050081, 0x0000000c, 0x00000062, 0x0000005b, 0x00000061, 0x0003003e, 0x0000004b,
0x00000062, 0x00060041, 0x0000006c, 0x0000006d, 0x00000069, 0x0000006b, 0x0000006b, 0x0004003d,
0x00000051, 0x0000006e, 0x0000006d, 0x0003003e, 0x00000064, 0x0000006e, 0x00060041, 0x0000006c,
0x00000074, 0x00000073, 0x0000006b, 0x0000006b, 0x0004003d, 0x00000051, 0x00000075, 0x00000074,
0x0003003e, 0x0000006f, 0x00000075, 0x00060041, 0x0000007d, 0x0000007e, 0x0000007b, 0x0000007c,
0x00000030, 0x0004003d, 0x00000006, 0x0000007f, 0x0000007e, 0x000500ba, 0x0000001a, 0x00000081,
0x0000007f, 0x00000080, 0x000300f7, 0x00000084, 0x00000000, 0x000400fa, 0x00000081, 0x00000083,
0x00000087, 0x000200f8, 0x00000083, 0x00060041, 0x0000007d, 0x00000085, 0x0000007b, 0x0000007c,
0x00000030, 0x0004003d, 0x00000006, 0x00000086, 0x00000085, 0x0003003e, 0x00000082, 0x00000086,
0x000200f9, 0x00000084, 0x000200f8, 0x00000087, 0x0003003e, 0x00000082, 0x0000001f, 0x000200f9,
0x00000084, 0x000200f8, 0x00000084, 0x0004003d, 0x00000006, 0x00000088, 0x00000082, 0x0003003e,
0x00000076, 0x00000088, 0x00060041, 0x0000007d, 0x0000008a, 0x0000007b, 0x0000007c, 0x00000035,
0x0004003d, 0x00000006, 0x0000008b, 0x0000008a, 0x000500ba, 0x0000001a, 0x0000008c, 0x0000008b,
0x0000001f, 0x000300f7, 0x0000008f, 0x00000000, 0x000400fa, 0x0000008c, 0x0000008e, 0x00000092,
0x000200f8, 0x0000008e, 0x00060041, 0x0000007d, 0x00000090, 0x0000007b, 0x0000007c, 0x00000035,
0x0004003d, 0x00000006, 0x00000091, 0x00000090, 0x0003003e, 0x0000008d, 0x00000091, 0x000200f9,
0x0000008f, 0x000200f8, 0x00000092, 0x0003003e, 0x0000008d, 0x0000001f, 0x000200f9, 0x0000008f,
0x000200f8, 0x0000008f, 0x0004003d, 0x00000006, 0x00000093, 0x0000008d, 0x0003003e, 0x00000089,
0x00000093, 0x00050041, 0x00000007, 0x00000095, 0x0000004b, 0x00000030, 0x0004003d, 0x00000006,
0x00000096, 0x00000095, 0x00050085, 0x00000006, 0x00000098, 0x00000096, 0x00000097, 0x00050041,
0x00000007, 0x00000099, 0x0000004b, 0x00000035, 0x0004003d, 0x00000006, 0x0000009a, 0x00000099,
0x00050041, 0x00000007, 0x0000009b, 0x00000064, 0x00000030, 0x0004003d, 0x00000006, 0x0000009c,
0x0000009b, 0x00050085, 0x00000006, 0x0000009d, 0x0000009a, 0x0000009c, 0x00050081, 0x00000006,
0x0000009e, 0x00000098, 0x0000009d, 0x00050041, 0x00000007, 0x0000009f, 0x0000004b, 0x0000003a,
0x0004003d, 0x00000006, 0x000000a0, 0x0000009f, 0x00050041, 0x00000007, 0x000000a1, 0x00000064,
0x00000035, 0x0004003d, 0x00000006, 0x000000a2, 0x000000a1, 0x00050085, 0x00000006, 0x000000a3,
0x000000a0, 0x000000a2, 0x00050081, 0x00000006, 0x000000a4, 0x0000009e, 0x000000a3, 0x0007000c,
0x00000006, 0x000000a5, 0x00000001, 0x00000028, 0x000000a4, 0x00000080, 0x0003003e, 0x00000094,
0x000000a5, 0x0004003d, 0x00000006, 0x000000a7, 0x00000094, 0x0004007f, 0x00000006, 0x000000a8,
0x000000a7, 0x0006000c, 0x00000006, 0x000000a9, 0x00000001, 0x0000001b, 0x000000a8, 0x00050083,
0x00000006, 0x000000aa, 0x0000001f, 0x000000a9, 0x0003003e, 0x000000a6, 0x000000aa, 0x0004003d,
0x00000006, 0x000000ac, 0x00000094, 0x000500ba, 0x0000001a, 0x000000ad, 0x000000ac, 0x00000080,
0x000300f7, 0x000000b0, 0x00000000, 0x000400fa, 0x000000ad, 0x000000af, 0x000000b8, 0x000200f8,
0x000000af, 0x0004003d, 0x0000000c, 0x000000b1, 0x0000004b, 0x0004003d, 0x00000006, 0x000000b3,
0x00000094, 0x0003003e, 0x000000b2, 0x000000b3, 0x00050039, 0x00000006, 0x000000b4, 0x0000000a,
0x000000b2, 0x0004003d, 0x00000006, 0x000000b5, 0x00000094, 0x00050088, 0x00000006, 0x000000b6,
0x000000b4, 0x000000b5, 0x0005008e, 0x0000000c, 0x000000b7, 0x000000b1, 0x000000b6, 0x0003003e,
0x000000ae, 0x000000b7, 0x000200f9, 0x000000b0, 0x000200f8, 0x000000b8, 0x0004003d, 0x0000000c,
0x000000b9, 0x0000004b, 0x0003003e, 0x000000ae, 0x000000b9, 0x000200f9, 0x000000b0, 0x000200f8,
0x000000b0, 0x0004003d, 0x0000000c, 0x000000ba, 0x000000ae, 0x0003003e, 0x000000ab, 0x000000ba,
0x0004003d, 0x0000000c, 0x000000bc, 0x000000ab, 0x0004003d, 0x0000000c, 0x000000be, 0x0000004b,
0x0003003e, 0x000000bd, 0x000000be, 0x00050039, 0x0000000c, 0x000000bf, 0x00000010, 0x000000bd,
0x0004003d, 0x00000006, 0x000000c0, 0x000000a6, 0x0004003d, 0x00000006, 0x000000c1, 0x000000a6,
0x00050085, 0x00000006, 0x000000c2, 0x000000c0, 0x000000c1, 0x00060050, 0x0000000c, 0x000000c3,
0x000000c2, 0x000000c2, 0x000000c2, 0x0008000c, 0x0000000c, 0x000000c4, 0x00000001, 0x0000002e,
0x000000bc, 0x000000bf, 0x000000c3, 0x0007000c, 0x0000000c, 0x000000c6, 0x00000001, 0x00000028,
0x000000c4, 0x000000c5, 0x0003003e, 0x000000bb, 0x000000c6, 0x0004003d, 0x0000000c, 0x000000c9,
0x000000bb, 0x0003003e, 0x000000c8, 0x000000c9, 0x00050039, 0x00000006, 0x000000ca, 0x00000014,
0x000000c8, 0x0007000c, 0x00000006, 0x000000cb, 0x00000001, 0x00000028, 0x000000ca, 0x0000001f,
0x0003003e, 0x000000c7, 0x000000cb, 0x0004003d, 0x0000000c, 0x000000cd, 0x000000bb, 0x0004003d,
0x00000006, 0x000000ce, 0x000000c7, 0x00060050, 0x0000000c, 0x000000cf, 0x000000ce, 0x000000ce,
0x000000ce, 0x00050088, 0x0000000c, 0x000000d0, 0x000000cd, 0x000000cf, 0x0003003e, 0x000000cc,
0x000000d0, 0x0004003d, 0x0000000c, 0x000000d3, 0x000000cc, 0x0003003e, 0x000000d2, 0x000000d3,
0x00050039, 0x00000006, 0x000000d4, 0x00000014, 0x000000d2, 0x0003003e, 0x000000d1, 0x000000d4,
0x00050041, 0x00000007, 0x000000d6, 0x000000cc, 0x00000030, 0x0004003d, 0x00000006, 0x000000d7,
0x000000d6, 0x00050085, 0x00000006, 0x000000d9, 0x000000d7, 0x000000d8, 0x00050041, 0x00000007,
0x000000da, 0x000000cc, 0x00000035, 0x0004003d, 0x00000006, 0x000000db, 0x000000da, 0x00050041,
0x00000007, 0x000000dc, 0x000000cc, 0x0000003a, 0x0004003d, 0x00000006, 0x000000dd, 0x000000dc,
0x00050081, 0x00000006, 0x000000de, 0x000000db, 0x000000dd, 0x00050041, 0x00000007, 0x000000df,
0x00000064, 0x0000003a, 0x0004003d, 0x00000006, 0x000000e0, 0x000000df, 0x00050085, 0x00000006,
0x000000e1, 0x000000de, 0x000000e0, 0x00050081, 0x00000006, 0x000000e2, 0x000000d9, 0x000000e1,
0x00050083, 0x00000006, 0x000000e3, 0x000000e2, 0x0000001f, 0x0003003e, 0x000000d5, 0x000000e3,
0x00050041, 0x00000007, 0x000000e5, 0x0000006f, 0x00000035, 0x0004003d, 0x00000006, 0x000000e6,
0x000000e5, 0x0004003d, 0x00000006, 0x000000e7, 0x000000d5, 0x0004003d, 0x00000006, 0x000000e8,
0x000000d5, 0x00050085, 0x00000006, 0x000000e9, 0x000000e7, 0x000000e8, 0x00050083, 0x00000006,
0x000000ea, 0x0000001f, 0x000000e9, 0x00050085, 0x00000006, 0x000000eb, 0x000000e6, 0x000000ea,
0x00050041, 0x00000007, 0x000000ec, 0x0000006f, 0x00000030, 0x0004003d, 0x00000006, 0x000000ed,
0x000000ec, 0x00050081, 0x00000006, 0x000000ee, 0x000000eb, 0x000000ed, 0x0003003e, 0x000000e4,
0x000000ee, 0x0004003d, 0x00000006, 0x000000ef, 0x000000c7, 0x0004003d, 0x0000000c, 0x000000f0,
0x000000cc, 0x0004003d, 0x00000006, 0x000000f1, 0x000000d1, 0x00060050, 0x0000000c, 0x000000f2,
0x000000f1, 0x000000f1, 0x000000f1, 0x00050083, 0x0000000c, 0x000000f3, 0x000000f0, 0x000000f2,
0x0004003d, 0x00000006, 0x000000f4, 0x000000e4, 0x0005008e, 0x0000000c, 0x000000f5, 0x000000f3,
0x000000f4, 0x0004003d, 0x00000006, 0x000000f6, 0x000000d1, 0x00060050, 0x0000000c, 0x000000f7,
0x000000f6, 0x000000f6, 0x000000f6, 0x00050081, 0x0000000c, 0x000000f8, 0x000000f5, 0x000000f7,
0x0005008e, 0x0000000c, 0x000000f9, 0x000000f8, 0x000000ef, 0x0003003e, 0x000000bb, 0x000000f9,
0x0004003d, 0x00000006, 0x000000fb, 0x00000094, 0x000500ba, 0x0000001a, 0x000000fc, 0x000000fb,
0x00000080, 0x000300f7, 0x000000ff, 0x00000000, 0x000400fa, 0x000000fc, 0x000000fe, 0x00000105,
0x000200f8, 0x000000fe, 0x0004003d, 0x0000000c, 0x00000100, 0x0000004b, 0x0004003d, 0x00000006,
0x00000101, 0x000000a6, 0x0004003d, 0x00000006, 0x00000102, 0x00000094, 0x00050088, 0x00000006,
0x00000103, 0x00000101, 0x00000102, 0x0005008e, 0x0000000c, 0x00000104, 0x00000100, 0x00000103,
0x0003003e, 0x000000fd, 0x00000104, 0x000200f9, 0x000000ff, 0x000200f8, 0x00000105, 0x0004003d,
0x0000000c, 0x00000106, 0x0000004b, 0x0003003e, 0x000000fd, 0x00000106, 0x000200f9, 0x000000ff,
0x000200f8, 0x000000ff, 0x0004003d, 0x0000000c, 0x00000107, 0x000000fd, 0x0004003d, 0x0000000c,
0x00000109, 0x0000004b, 0x0004007f, 0x0000000c, 0x0000010a, 0x00000109, 0x0006000c, 0x0000000c,
0x0000010b, 0x00000001, 0x0000001b, 0x0000010a, 0x00050083, 0x0000000c, 0x0000010c, 0x00000108,
0x0000010b, 0x0004003d, 0x00000006, 0x0000010d, 0x000000a6, 0x0004003d, 0x00000006, 0x0000010e,
0x000000a6, 0x00050085, 0x00000006, 0x0000010f, 0x0000010d, 0x0000010e, 0x00060050, 0x0000000c,
0x00000110, 0x0000010f, 0x0000010f, 0x0000010f, 0x0008000c, 0x0000000c, 0x00000111, 0x00000001,
0x0000002e, 0x00000107, 0x0000010c, 0x00000110, 0x00060050, 0x0000000c, 0x00000112, 0x00000080,
0x00000080, 0x00000080, 0x00060050, 0x0000000c, 0x00000113, 0x0000001f, 0x0000001f, 0x0000001f,
0x0008000c, 0x0000000c, 0x00000114, 0x00000001, 0x0000002b, 0x00000111, 0x00000112, 0x00000113,
0x0003003e, 0x000000fa, 0x00000114, 0x0004003d, 0x0000000c, 0x00000117, 0x000000fa, 0x0003003e,
0x00000116, 0x00000117, 0x00050039, 0x00000006, 0x00000118, 0x00000014, 0x00000116, 0x0003003e,
0x00000115, 0x00000118, 0x00050041, 0x00000007, 0x0000011a, 0x000000fa, 0x00000030, 0x0004003d,
0x00000006, 0x0000011b, 0x0000011a, 0x00050085, 0x00000006, 0x0000011c, 0x0000011b, 0x000000d8,
0x00050041, 0x00000007, 0x0000011d, 0x000000fa, 0x00000035, 0x0004003d, 0x00000006, 0x0000011e,
0x0000011d, 0x00050041, 0x00000007, 0x0000011f, 0x000000fa, 0x0000003a, 0x0004003d, 0x00000006,
0x00000120, 0x0000011f, 0x00050081, 0x00000006, 0x00000121, 0x0000011e, 0x00000120, 0x00050041,
0x00000007, 0x00000122, 0x00000064, 0x0000003a, 0x0004003d, 0x00000006, 0x00000123, 0x00000122,
0x00050085, 0x00000006, 0x00000124, 0x00000121, 0x00000123, 0x00050081, 0x00000006, 0x00000125,
0x0000011c, 0x00000124, 0x00050083, 0x00000006, 0x00000126, 0x00000125, 0x0000001f, 0x0003003e,
0x00000119, 0x00000126, 0x0004003d, 0x0000000c, 0x00000127, 0x000000fa, 0x0004003d, 0x00000006,
0x00000128, 0x00000115, 0x00060050, 0x0000000c, 0x00000129, 0x00000128, 0x00000128, 0x00000128,
0x00050083, 0x0000000c, 0x0000012a, 0x00000127, 0x00000129, 0x00050041, 0x00000007, 0x0000012b,
0x0000006f, 0x00000035, 0x0004003d, 0x00000006, 0x0000012c, 0x0000012b, 0x0004003d, 0x00000006,
0x0000012d, 0x00000119, 0x0004003d, 0x00000006, 0x0000012e, 0x00000119, 0x00050085, 0x00000006,
0x0000012f, 0x0000012d, 0x0000012e, 0x00050083, 0x00000006, 0x00000130, 0x0000001f, 0x0000012f,
0x00050085, 0x00000006, 0x00000131, 0x0000012c, 0x00000130, 0x00050041, 0x00000007, 0x00000132,
0x0000006f, 0x00000030, 0x0004003d, 0x00000006, 0x00000133, 0x00000132, 0x00050081, 0x00000006,
0x00000134, 0x00000131, 0x00000133, 0x0005008e, 0x0000000c, 0x00000135, 0x0000012a, 0x00000134,
0x0004003d, 0x00000006, 0x00000136, 0x00000115, 0x00060050, 0x0000000c, 0x00000137, 0x00000136,
0x00000136, 0x00000136, 0x00050081, 0x0000000c, 0x00000138, 0x00000135, 0x00000137, 0x0003003e,
0x000000fa, 0x00000138, 0x00060041, 0x0000007d, 0x0000013a, 0x0000007b, 0x0000007c, 0x0000003a,
0x0004003d, 0x00000006, 0x0000013b, 0x0000013a, 0x0008000c, 0x00000006, 0x0000013c, 0x00000001,
0x0000002b, 0x0000013b, 0x00000080, 0x0000001f, 0x0003003e, 0x00000139, 0x0000013c, 0x0004003d,
0x0000000c, 0x0000013e, 0x000000bb, 0x00050094, 0x00000006, 0x00000143, 0x0000013e, 0x00000142,
0x0003003e, 0x0000013d, 0x00000143, 0x0004003d, 0x0000000c, 0x00000145, 0x000000fa, 0x00050094,
0x00000006, 0x00000146, 0x00000145, 0x00000142, 0x0003003e, 0x00000144, 0x00000146, 0x0004003d,
0x00000006, 0x00000147, 0x00000139, 0x000500ba, 0x0000001a, 0x00000148, 0x00000147, 0x00000080,
0x0004003d, 0x00000006, 0x00000149, 0x00000144, 0x000500ba, 0x0000001a, 0x0000014b, 0x00000149,
0x0000014a, 0x000500a7, 0x0000001a, 0x0000014c, 0x00000148, 0x0000014b, 0x000300f7, 0x0000014e,
0x00000000, 0x000400fa, 0x0000014c, 0x0000014d, 0x0000014e, 0x000200f8, 0x0000014d, 0x0004003d,
0x0000000c, 0x0000014f, 0x000000bb, 0x0004003d, 0x0000000c, 0x00000150, 0x000000fa, 0x0007000c,
0x0000000c, 0x00000151, 0x00000001, 0x00000028, 0x00000150, 0x000000c5, 0x0004003d, 0x00000006,
0x00000152, 0x0000013d, 0x0004003d, 0x00000006, 0x00000153, 0x00000144, 0x00050088, 0x00000006,
0x00000154, 0x00000152, 0x00000153, 0x0005008e, 0x0000000c, 0x00000155, 0x00000151, 0x00000154,
0x0004003d, 0x00000006, 0x00000156, 0x00000139, 0x0004003d, 0x0000000c, 0x0000015a, 0x000000bb,
0x0003003e, 0x00000159, 0x0000015a, 0x00050039, 0x00000006, 0x0000015b, 0x00000014, 0x00000159,
0x0008000c, 0x00000006, 0x0000015c, 0x00000001, 0x00000031, 0x00000157, 0x00000158, 0x0000015b,
0x00050085, 0x00000006, 0x0000015d, 0x00000156, 0x0000015c, 0x00060050, 0x0000000c, 0x0000015e,
0x0000015d, 0x0000015d, 0x0000015d, 0x0008000c, 0x0000000c, 0x0000015f, 0x00000001, 0x0000002e,
0x0000014f, 0x00000155, 0x0000015e, 0x0003003e, 0x000000bb, 0x0000015f, 0x000200f9, 0x0000014e,
0x000200f8, 0x0000014e, 0x0004003d, 0x0000000c, 0x00000162, 0x000000bb, 0x0003003e, 0x00000161,
0x00000162, 0x00050039, 0x00000006, 0x00000163, 0x00000014, 0x00000161, 0x0003003e, 0x00000160,
0x00000163, 0x0004003d, 0x00000006, 0x00000165, 0x00000089, 0x00050085, 0x00000006, 0x00000166,
0x00000157, 0x00000165, 0x0003003e, 0x00000164, 0x00000166, 0x0004003d, 0x00000006, 0x00000167,
0x00000160, 0x0004003d, 0x00000006, 0x00000168, 0x00000164, 0x000500ba, 0x0000001a, 0x00000169,
0x00000167, 0x00000168, 0x000300f7, 0x0000016b, 0x00000000, 0x000400fa, 0x00000169, 0x0000016a,
0x0000016b, 0x000200f8, 0x0000016a, 0x0004003d, 0x00000006, 0x0000016d, 0x00000089, 0x0004003d,
0x00000006, 0x0000016e, 0x00000164, 0x00050083, 0x00000006, 0x0000016f, 0x0000016d, 0x0000016e,
0x0003003e, 0x0000016c, 0x0000016f, 0x0004003d, 0x00000006, 0x00000170, 0x00000164, 0x0004003d,
0x00000006, 0x00000171, 0x0000016c, 0x0004003d, 0x00000006, 0x00000172, 0x00000160, 0x0004003d,
0x00000006, 0x00000173, 0x00000164, 0x00050083, 0x00000006, 0x00000174, 0x00000172, 0x00000173,
0x0004007f, 0x00000006, 0x00000175, 0x00000174, 0x0004003d, 0x00000006, 0x00000176, 0x0000016c,
0x00050088, 0x00000006, 0x00000177, 0x00000175, 0x00000176, 0x0006000c, 0x00000006, 0x00000178,
0x00000001, 0x0000001b, 0x00000177, 0x00050083, 0x00000006, 0x00000179, 0x0000001f, 0x00000178,
0x00050085, 0x00000006, 0x0000017a, 0x00000171, 0x00000179, 0x00050081, 0x00000006, 0x0000017b,
0x00000170, 0x0000017a, 0x0004003d, 0x00000006, 0x0000017c, 0x00000160, 0x00050088, 0x00000006,
0x0000017d, 0x0000017b, 0x0000017c, 0x0004003d, 0x0000000c, 0x0000017e, 0x000000bb, 0x0005008e,
0x0000000c, 0x0000017f, 0x0000017e, 0x0000017d, 0x0003003e, 0x000000bb, 0x0000017f, 0x000200f9,
0x0000016b, 0x000200f8, 0x0000016b, 0x0004003d, 0x0000000c, 0x00000182, 0x000000bb, 0x0007000c,
0x0000000c, 0x00000183, 0x00000001, 0x00000028, 0x00000182, 0x000000c5, 0x0004003d, 0x00000006,
0x00000184, 0x00000076, 0x0005008e, 0x0000000c, 0x00000185, 0x00000183, 0x00000184, 0x00050051,
0x00000006, 0x00000186, 0x00000185, 0x00000000, 0x00050051, 0x00000006, 0x00000187, 0x00000185,
0x00000001, 0x00050051, 0x00000006, 0x00000188, 0x00000185, 0x00000002, 0x00070050, 0x00000051,
0x00000189, 0x00000186, 0x00000187, 0x00000188, 0x00000080, 0x0003003e, 0x00000181, 0x00000189,
0x000100fd, 0x00010038, 0x00050036, 0x00000006, 0x0000000a, 0x00000000, 0x00000008, 0x00030037,
0x00000007, 0x00000009, 0x000200f8, 0x0000000b, 0x0004003b, 0x00000007, 0x00000016, 0x00000007,
0x0004003b, 0x00000007, 0x0000001c, 0x00000007, 0x0003003e, 0x00000016, 0x00000017, 0x0004003d,
0x00000006, 0x00000018, 0x00000009, 0x000500bc, 0x0000001a, 0x0000001b, 0x00000018, 0x00000019,
0x000300f7, 0x0000001e, 0x00000000, 0x000400fa, 0x0000001b, 0x0000001d, 0x00000024, 0x000200f8,
0x0000001d, 0x0004003d, 0x00000006, 0x00000020, 0x00000009, 0x0004007f, 0x00000006, 0x00000021,
0x00000020, 0x0006000c, 0x00000006, 0x00000022, 0x00000001, 0x0000001b, 0x00000021, 0x00050083,
0x00000006, 0x00000023, 0x0000001f, 0x00000022, 0x0003003e, 0x0000001c, 0x00000023, 0x000200f9,
0x0000001e, 0x000200f8, 0x00000024, 0x0004003d, 0x00000006, 0x00000025, 0x00000016, 0x0004003d,
0x00000006, 0x00000027, 0x00000009, 0x00050083, 0x00000006, 0x00000028, 0x00000027, 0x00000019,
0x00050085, 0x00000006, 0x00000029, 0x00000026, 0x00000028, 0x00050081, 0x00000006, 0x0000002a,
0x00000025, 0x00000029, 0x0003003e, 0x0000001c, 0x0000002a, 0x000200f9, 0x0000001e, 0x000200f8,
0x0000001e, 0x0004003d, 0x00000006, 0x0000002b, 0x0000001c, 0x000200fe, 0x0000002b, 0x00010038,
0x00050036, 0x0000000c, 0x00000010, 0x00000000, 0x0000000e, 0x00030037, 0x0000000d, 0x0000000f,
0x000200f8, 0x00000011, 0x0004003b, 0x00000007, 0x0000002e, 0x00000007, 0x0004003b, 0x00000007,
0x00000034, 0x00000007, 0x0004003b, 0x00000007, 0x00000039, 0x00000007, 0x00050041, 0x00000007,
0x00000031, 0x0000000f, 0x00000030, 0x0004003d, 0x00000006, 0x00000032, 0x00000031, 0x0003003e,
0x0000002e, 0x00000032, 0x00050039, 0x00000006, 0x00000033, 0x0000000a, 0x0000002e, 0x00050041,
0x00000007, 0x00000036, 0x0000000f, 0x00000035, 0x0004003d, 0x00000006, 0x00000037, 0x00000036,
0x0003003e, 0x00000034, 0x00000037, 0x00050039, 0x00000006, 0x00000038, 0x0000000a, 0x00000034,
0x00050041, 0x00000007, 0x0000003b, 0x0000000f, 0x0000003a, 0x0004003d, 0x00000006, 0x0000003c,
0x0000003b, 0x0003003e, 0x00000039, 0x0000003c, 0x00050039, 0x00000006, 0x0000003d, 0x0000000a,
0x00000039, 0x00060050, 0x0000000c, 0x0000003e, 0x00000033, 0x00000038, 0x0000003d, 0x000200fe,
0x0000003e, 0x00010038, 0x00050036, 0x00000006, 0x00000014, 0x00000000, 0x00000012, 0x00030037,
0x0000000d, 0x00000013, 0x000200f8, 0x00000015, 0x00050041, 0x00000007, 0x00000041, 0x00000013,
0x00000030, 0x0004003d, 0x00000006, 0x00000042, 0x00000041, 0x00050041, 0x00000007, 0x00000043,
0x00000013, 0x00000035, 0x0004003d, 0x00000006, 0x00000044, 0x00000043, 0x00050041, 0x00000007,
0x00000045, 0x00000013, 0x0000003a, 0x0004003d, 0x00000006, 0x00000046, 0x00000045, 0x0007000c,
0x00000006, 0x00000047, 0x00000001, 0x00000028, 0x00000044, 0x00000046, 0x0007000c, 0x00000006,
0x00000048, 0x00000001, 0x00000028, 0x00000042, 0x00000047, 0x000200fe, 0x00000048, 0x00010038,
};
+73
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@@ -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,
};
+21 -2
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
@@ -184,14 +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: 111 (1.1.1), 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_V111 (rt_game_version == 111) // 1.1.1: its own boot constants and data slots
#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
@@ -242,6 +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
@@ -249,6 +261,10 @@ 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)
int res_dlss_mode(const char *mode); // TOTK_DLSS changed while running: new scene size
void res_fn_hit(uint64_t addr, uint64_t x0); // main.c fnprof_hit: catches the renderer at start
void res_present(Cpu *c); // nvnQueuePresentTexture: applies a pending scene size
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)
@@ -295,6 +311,9 @@ 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
void discord_init(void); // discord_rpc.c: the Rich Presence thread, game runs only
int probe_discord(void); // discord_rpc.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);
+212 -25
View File
@@ -26,6 +26,13 @@ enum { STICK_MAX = 32767, STICK_DIR = 16384, TRIGGER_ON = 16384, RESCAN_MS = 100
static PlatMutex lock = PLAT_MUTEX_INIT;
static int state; // 0 not started, 1 running, -1 disabled or SDL failed
static volatile int32_t g_block, g_menu; // text entry / host menu: 0 off, 1 open, 2 waiting for release
// The device the player used last (input_kbm_last): 1 keyboard and mouse, 0 the gamepad. A pad counts once a button is
// down or a stick is past half way (a drifting stick never switches), the mouse once it moved MOUSE_USED raw counts
// within one poll (a slow deliberate move does; a desk bump does not), the keyboard with any key or mouse button.
enum { PAD_USED = 16384, MOUSE_USED = 6 };
static volatile int32_t g_kbm_last = 1;
int input_kbm_last(void) { return __atomic_load_n(&g_kbm_last, __ATOMIC_RELAXED); }
static SDL_Gamepad *pad;
static uint64_t next_scan;
static int pad_rumble; // the open gamepad has rumble motors
@@ -66,6 +73,7 @@ static const struct { const char *name; int bit; } script_buttons[] = {
static ScriptEv *script_ev;
static int script_n, script_state; // 0 not loaded, 1 loaded
static int script_mixed; // the script has timed lines: its untimed ones end where the world clock starts
static int32_t script_mouse[2]; // one-shot raw counts, consumed by the camera hook; under lock
static void script_load(void) {
script_state = 1;
@@ -88,10 +96,11 @@ static void script_load(void) {
ScriptEv e = {.at = (uint64_t)(at * unit + 0.5), .hold = timed ? 66667 : 4, .bit = -1, .timed = timed};
long a, b;
double c;
if (!strcmp(name, "LSTICK") || !strcmp(name, "RSTICK")) {
if (!strcmp(name, "MOUSE") || !strcmp(name, "LSTICK") || !strcmp(name, "RSTICK")) {
int n = sscanf(line + off, "%ld %ld %lf", &a, &b, &c);
if (n < 2) { rt_log("input: script line %d: %s needs x y [hold]", ln, name); continue; }
e.stick = name[0] == 'L' ? 1 : 2; e.x = (int32_t)a; e.y = (int32_t)b;
e.stick = name[0] == 'M' ? 3 : name[0] == 'L' ? 1 : 2; e.x = (int32_t)a; e.y = (int32_t)b;
if (e.stick == 3) e.hold = 1; // a displacement, never a held speed
if (n >= 3 && c > 0) e.hold = (uint64_t)(c * unit + 0.5);
snprintf(e.text, sizeof e.text, "%s %d %d", name, e.x, e.y);
} else {
@@ -123,12 +132,17 @@ static void script_apply(uint64_t *b, int32_t sl[2], int32_t sr[2]) {
if (e->timed ? w < 0 : script_mixed && w >= 0) continue;
uint64_t now = e->timed ? (uint64_t)w : tick;
if (now < e->at || (now >= e->at + e->hold && (e->logged || !e->timed))) continue;
if (e->stick == 3 && e->logged) continue;
if (!e->logged) {
e->logged = 1;
if (e->timed) rt_log("input: script frame %llu at %.1f ms: %s", (unsigned long long)fr, w / 1000.0, e->text);
else rt_log("input: script frame %llu tick %llu: %s", (unsigned long long)fr, (unsigned long long)tick, e->text);
}
if (e->stick) { int32_t *s = e->stick == 1 ? sl : sr; s[0] = e->x; s[1] = e->y; }
if (e->stick == 3) {
int64_t x = (int64_t)script_mouse[0] + e->x, y = (int64_t)script_mouse[1] + e->y;
script_mouse[0] = (int32_t)(x < INT32_MIN ? INT32_MIN : x > INT32_MAX ? INT32_MAX : x);
script_mouse[1] = (int32_t)(y < INT32_MIN ? INT32_MIN : y > INT32_MAX ? INT32_MAX : y);
} else if (e->stick) { int32_t *s = e->stick == 1 ? sl : sr; s[0] = e->x; s[1] = e->y; }
else *b |= 1ull << e->bit;
}
}
@@ -223,6 +237,30 @@ static void rec_apply(uint64_t b, const int32_t sl[2], const int32_t sr[2]) {
if (wrote) fflush(rec);
}
void input_direct_mouse_sample(int enabled, int32_t *dx, int32_t *dy) {
plat_mutex_lock(&lock);
enabled = enabled && !g_block && !g_menu;
*dx = script_mouse[0]; *dy = script_mouse[1];
script_mouse[0] = script_mouse[1] = 0;
if (!enabled) { *dx = *dy = 0; }
else if (ikb_captured() && ikb_foreground() && input_cursor_allowed()) {
int32_t x, y;
ikb_mouse_take(&x, &y);
int64_t sx = (int64_t)*dx + x, sy = (int64_t)*dy + y;
*dx = (int32_t)(sx < INT32_MIN ? INT32_MIN : sx > INT32_MAX ? INT32_MAX : sx);
*dy = (int32_t)(sy < INT32_MIN ? INT32_MIN : sy > INT32_MAX ? INT32_MAX : sy);
}
if (enabled && (*dx || *dy) && rec_state == 1) {
char what[80];
snprintf(what, sizeof what, "MOUSE %d %d", *dx, *dy);
int64_t w = frame_step_world_us();
uint64_t tick = frame_step_ticks();
rec_line(tick, w, tick + 1, w, what);
fflush(rec);
}
plat_mutex_unlock(&lock);
}
static float mouse_sens = -1; // TOTK_MOUSE_SENS, 0 = mouse camera off; live (cfg_version)
static unsigned mouse_sens_seen;
@@ -236,12 +274,87 @@ static float mouse_sens_get(void) {
}
// The mouse camera as a right-stick sample, held for the whole presented frame. Under `lock`.
static void mouse_camera(int32_t out[2]) {
// ---- 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);
}
}
static int mouse_selector;
int input_direct_mouse_selector_active(void) { return __atomic_load_n(&mouse_selector, __ATOMIC_RELAXED) != 0; }
// Selector 1 is a radial wheel, 2..4 are distinct horizontal quick lists; only a wheel retains a virtual cursor.
// Under `lock`.
static void mouse_camera(int32_t out[2], int selector) {
static uint64_t frame = ~0ull, t0;
static int32_t held[2];
static int was_selector;
static float cursor[2];
static InputMouseRow row;
uint64_t now = plat_now_ns();
int32_t dx, dy;
if (!input_direct_mouse_enabled() || !ikb_captured()) selector = 0;
__atomic_store_n(&mouse_selector, selector, __ATOMIC_RELAXED);
if (selector) {
if (was_selector != selector) cursor[0] = cursor[1] = 0, row = (InputMouseRow){0};
was_selector = selector;
ikb_mouse_take(&dx, &dy);
if (selector == 1) input_direct_mouse_radial(dx, dy, mouse_sens_get(), cursor, out);
else input_direct_mouse_row(dx, mouse_sens_get(), now, &row, out);
held[0] = held[1] = 0; frame = ~0ull;
return;
}
if (was_selector) {
was_selector = 0; cursor[0] = cursor[1] = 0; row = (InputMouseRow){0};
ikb_mouse_take(&dx, &dy); // release the wheel without sending its last movement to the camera
held[0] = held[1] = out[0] = out[1] = 0; frame = ~0ull;
return;
}
if (input_direct_mouse_active()) {
held[0] = held[1] = out[0] = out[1] = 0;
frame = ~0ull;
return; // the camera update takes the raw counts itself, once, outside the HID stick path
}
if (!ikb_captured()) {
ikb_mouse_take(&dx, &dy);
held[0] = held[1] = 0;
@@ -259,20 +372,23 @@ 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.
@@ -407,6 +523,24 @@ static void pick(int32_t *x, int32_t *y, int32_t kx, int32_t ky) {
if (b > a) { *x = kx; *y = ky; }
}
// The shake key (B_SHAKE): the game detaches a part fused to what Ultrahand holds when the right stick swings left and
// right a few times. A press swings it for SHAKE_NS, holding keeps it swinging; each side lasts SHAKE_SIDE_NS, two
// frames at the game's 30 fps, so every side is read even at 20 fps. Returns the stick x, 0 while not shaking.
// Under lock.
#define SHAKE_NS 800000000ull
#define SHAKE_SIDE_NS 66666667ull
static int32_t shake_stick(int held) {
static int was;
static uint64_t from, until;
uint64_t now = plat_now_ns();
if (held && !was && now >= until) from = now;
if (held && !was) until = now + SHAKE_NS;
if (held && until < now) until = now;
was = held;
if (now >= until && !held) return 0;
return (now - from) / SHAKE_SIDE_NS % 2 ? STICK_MAX : -STICK_MAX;
}
// Under lock, state 1: the open gamepad's inputs by position (pd[PAD_*] != 0 held); 0 without a connected gamepad.
static int pad_physical(uint8_t pd[PAD_COUNT]) {
if ((!pad || !SDL_GamepadConnected(pad)) && plat_now_ns() / 1000000u >= next_scan) { next_scan = plat_now_ns() / 1000000u + RESCAN_MS; scan_pads(); }
@@ -425,12 +559,26 @@ 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};
@@ -439,6 +587,8 @@ static void poll_merged(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx
if (state > 0) {
binds_refresh();
if (state == 1) pad_read(&b, sl, sr);
int pad_used = b || abs(sl[0]) > PAD_USED || abs(sl[1]) > PAD_USED || abs(sr[0]) > PAD_USED ||
abs(sr[1]) > PAD_USED, kbm_used = 0;
if (ikb_foreground()) {
uint8_t down[KEY_COUNT] = {0};
// Mouse buttons count only while the cursor is captured, and a button already held when the capture began
@@ -448,6 +598,7 @@ static void poll_merged(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx
int cap = ikb_captured();
for (int k = 1; k < KEY_COUNT; k++) {
down[k] = ikb_down(k);
kbm_used |= down[k];
if (k < KEY_MOUSE_L || k > KEY_MOUSE_X2) continue;
if (cap && !was_captured) mouse_ignore[k] = down[k];
if (!down[k]) mouse_ignore[k] = 0;
@@ -456,13 +607,28 @@ 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);
int selector = b & (1ull << B_L) ? 1 : b & (1ull << B_UP) ? 2 :
b & (1ull << B_LEFT) ? 3 : b & (1ull << B_RIGHT) ? 4 : 0;
mouse_camera(k, selector);
pick(&sr[0], &sr[1], k[0], k[1]);
int32_t shake = shake_stick(input_map_held(down, B_SHAKE));
if (shake) sr[0] = shake, sr[1] = 0;
static uint32_t travel_seen;
uint32_t travel = ikb_mouse_travel();
if (travel - travel_seen >= MOUSE_USED) kbm_used = 1;
travel_seen = travel;
}
// A press or a full-way stick on the pad wins over keys held in the same poll: the player picked it up
if (pad_used) __atomic_store_n(&g_kbm_last, 0, __ATOMIC_RELAXED);
else if (kbm_used) __atomic_store_n(&g_kbm_last, 1, __ATOMIC_RELAXED);
}
script_apply(&b, sl, sr);
rec_apply(b, sl, sr);
@@ -484,15 +650,20 @@ static void poll_merged(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx
// Text entry (swkbd_*.c): while it is open the game reads no input, as behind the keyboard applet; after it closes
// the game reads none until every button and stick direction is released, so the press that closed it stays there.
// g_block: 0 off, 1 text entry open, 2 closed, waiting for the release. The cursor is released while it is open.
static volatile int32_t g_block;
static volatile int32_t g_menu; // the in-game menu, the same way (input_menu)
// When g_block and g_menu last went to 2 (plat_now_ns). The wait for the release ends after RELEASE_WAIT_NS even with
// something held: an input that never reads as released (a button another program holds down, a key whose release
// went to another window, a stick that rests outside its dead zone) would otherwise keep the game deaf until restart
// (#462, #494). A press that closed the menu is let go well within the wait; one still held after it is meant.
static volatile uint64_t g_block_closed, g_menu_closed;
#define RELEASE_WAIT_NS 1000000000ull
int input_cursor_allowed(void) {
const char *in = cfg_get("TOTK_INPUT");
return g_block != 1 && g_menu != 1 && mouse_sens_get() > 0 && !(in && !strcmp(in, "none"));
return g_block != 1 && g_menu != 1 && mouse_sens_get() > 0 && !(in && !strcmp(in, "none")) && !menu_cursor_pointer();
}
void input_block(int on) {
if (!on) __atomic_store_n(&g_block_closed, plat_now_ns(), __ATOMIC_RELEASE);
plat_xchg32(&g_block, on ? 1 : 2);
ikb_cursor_update();
}
@@ -500,20 +671,36 @@ void input_block(int on) {
// The in-game menu (ui/menu.cpp) blocks the game's input the same way: g_menu 0 closed, 1 open, 2 closed, waiting for
// the release. The cursor is released while it is open, for the menu's mouse.
void input_menu(int open) {
if (!open) __atomic_store_n(&g_menu_closed, plat_now_ns(), __ATOMIC_RELEASE);
plat_xchg32(&g_menu, open ? 1 : 2);
if (!open) ikb_menu_closed(); // the capture before Esc comes back
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, or with
// something still held RELEASE_WAIT_NS after closed. 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, volatile uint64_t *closed, const char *what, uint64_t buttons,
const int32_t *axes) {
int32_t k = *flag;
return k && !(k == 2 && !buttons && plat_cas32(flag, 0, 2) == 2);
if (k != 2) return k != 0;
int held = buttons != 0;
for (int i = 0; i < 4; i++) held |= axes[i] != 0;
if (held && plat_now_ns() - __atomic_load_n(closed, __ATOMIC_ACQUIRE) < RELEASE_WAIT_NS) return 1;
if (plat_cas32(flag, 0, 2) != 2) return *flag != 0; // reopened meanwhile
if (held)
rt_log("input: the %s closed 1 s ago and input is still held (buttons %#llx, sticks %d %d %d %d); the game "
"gets it from now on", what, (unsigned long long)buttons, axes[0], axes[1], axes[2], axes[3]);
return 0;
}
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);
if (!g_block && !g_menu) menu_cursor_poll(buttons);
const int32_t axes[4] = {*lx, *ly, *rx, *ry};
int text = blocked(&g_block, &g_block_closed, "text entry", *buttons, axes),
menu = blocked(&g_menu, &g_menu_closed, "menu", *buttons, axes);
if (!text && !menu) return;
*buttons = 0; *lx = *ly = *rx = *ry = 0;
}
+25
View File
@@ -6,6 +6,27 @@
// Down=15) and the stick directions (StickLLeft..Down 16-19, StickRLeft..Down 20-23, derived from the sticks).
// Sticks are -32767..32767, up is +y. TOTK_INPUT=none reports no input. Callable from any thread.
void input_poll(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry);
// 1 when keyboard and mouse are the device the player used last, 0 when the gamepad is: what is shown for pointing
// (menu_cursor.c shows the pointer in the game's menus only for the keyboard and mouse)
int input_kbm_last(void);
// Direct mouse input is consumed by the game's camera-input update, after its stick response. While that update
// accepts camera input, the HID right stick contains only the controller and keyboard. Selectors route mouse input
// separately: a persistent radial cursor for the ability wheel, discrete steps for horizontal quick lists.
int input_direct_mouse_active(void);
int input_direct_mouse_enabled(void);
// A radial selector uses a persistent virtual cursor while its opening button is held.
void input_direct_mouse_radial(int32_t dx, int32_t dy, float sensitivity, float cursor[2], int32_t out[2]);
// Horizontal quick selectors receive short, separated steps instead of a latched radial-cursor direction.
typedef struct { float distance; uint64_t pulse_until, neutral_until; int direction; } InputMouseRow;
void input_direct_mouse_row(int32_t dx, float sensitivity, uint64_t now, InputMouseRow *row, int32_t out[2]);
int input_direct_mouse_selector_active(void);
// Consume direct mouse counts, including one-shot MOUSE events from an input script. enabled=0 discards scripted
// counts while leaving the real mouse for menu input. Live counts require cursor capture and foreground focus.
void input_direct_mouse_sample(int enabled, int32_t *dx, int32_t *dy);
// menu_cursor.c: the pointer in the game's menus (1.4.3). poll: once per pad read, adds a click's A or B; pointer: a
// menu has the pointer, so the mouse camera's capture is released
void menu_cursor_poll(uint64_t *buttons);
int menu_cursor_pointer(void);
// The same for host UI (the text entry): never blocked. input_block(1) while a text entry is open: input_poll then
// reports nothing; input_block(0) when it closes: nothing until all buttons and stick directions are released.
void input_poll_ui(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry);
@@ -21,6 +42,10 @@ 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,
+34 -4
View File
@@ -20,7 +20,7 @@
{KEY_SPACE, B_X}, {KEY_LSHIFT, B_B}, {KEY_E, B_A}, {KEY_Q, B_L}, {KEY_R, B_R}, \
{KEY_LCTRL, B_STICK_L}, {KEY_C, B_STICK_R}, \
{KEY_1, B_LEFT}, {KEY_2, B_UP}, {KEY_3, B_RIGHT}, {KEY_4, B_DOWN}, \
{KEY_TAB, B_PLUS}, {KEY_M, B_MINUS}
{KEY_TAB, B_PLUS}, {KEY_M, B_MINUS}, {KEY_G, B_SHAKE}
// By position: south is Switch B, east A, west Y, north X (Nintendo layout); the Xbox layout swaps A with B and X with Y
// (south A, as the Xbox labels; cross A on a PlayStation pad). The triggers are ZL and ZR.
@@ -31,7 +31,7 @@
{PAD_ZR, B_ZR}
#define NINTENDO_PADS DEFAULT_PADS(B_B, B_A, B_Y, B_X)
#define XBOX_PADS DEFAULT_PADS(B_A, B_B, B_X, B_Y)
enum { DEFAULT_KEY_COUNT = 26, DEFAULT_PAD_COUNT = 16 };
enum { DEFAULT_KEY_COUNT = 27, DEFAULT_PAD_COUNT = 16 };
_Static_assert(sizeof (Binding[]){DEFAULT_KEYS} / sizeof (Binding) == DEFAULT_KEY_COUNT, "DEFAULT_KEY_COUNT");
static const InputMap defaults = {{DEFAULT_KEYS}, DEFAULT_KEY_COUNT, {{NINTENDO_PADS}, {XBOX_PADS}},
@@ -41,7 +41,7 @@ InputMap input_map = {{DEFAULT_KEYS}, DEFAULT_KEY_COUNT, {{NINTENDO_PADS}, {XBOX
static const char *const action_names[ACTION_COUNT] = {
"A", "B", "X", "Y", "LCLICK", "RCLICK", "L", "R", "ZL", "ZR", "PLUS", "MINUS", "LEFT", "UP", "RIGHT", "DOWN",
"LSTICK_LEFT", "LSTICK_UP", "LSTICK_RIGHT", "LSTICK_DOWN", "RSTICK_LEFT", "RSTICK_UP", "RSTICK_RIGHT", "RSTICK_DOWN"};
"LSTICK_LEFT", "LSTICK_UP", "LSTICK_RIGHT", "LSTICK_DOWN", "RSTICK_LEFT", "RSTICK_UP", "RSTICK_RIGHT", "RSTICK_DOWN", "SHAKE"};
static const char *const pad_names[PAD_COUNT] = {
NULL, "south", "east", "west", "north", "lstick", "rstick", "l", "r", "start", "back",
"dpad_left", "dpad_up", "dpad_right", "dpad_down", "zl", "zr", "lpaddle1", "rpaddle1", "lpaddle2", "rpaddle2"};
@@ -143,7 +143,7 @@ int input_map_bind(const char *button, const char *list) {
}
if (!ok) {
bad++;
rt_log("input: bind %s: ignoring '%s' (expected pad:<name> or key:<name>; stick directions take keys only)",
rt_log("input: bind %s: ignoring '%s' (expected pad:<name> or key:<name>; stick directions and SHAKE take keys only)",
button, tok);
}
}
@@ -288,6 +288,20 @@ 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 : !strcasecmp(prompts, "pc") ? PROMPTS_PC : 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_PC) return "romfs-patches-pc";
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;
@@ -303,6 +317,12 @@ uint64_t input_map_buttons(const uint8_t down[KEY_COUNT]) {
return b;
}
int input_map_held(const uint8_t down[KEY_COUNT], int action) {
for (int i = 0; i < input_map.nkeys; i++)
if (input_map.keys[i].action == action && down[input_map.keys[i].key]) return 1;
return 0;
}
void input_map_stick(const uint8_t down[KEY_COUNT], int stick, int32_t out[2]) {
int first = stick ? B_SR_LEFT : B_SL_LEFT, dir[4] = {0, 0, 0, 0}; // left, up, right, down
for (int i = 0; i < input_map.nkeys; i++) {
@@ -334,6 +354,16 @@ 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.
+33 -8
View File
@@ -7,11 +7,13 @@
#include <stdint.h>
// Actions are the bit numbers of libnx HidNpadButton (input.h); 16..23 are the stick directions, which keys drive as
// stick deflection.
// stick deflection. B_SHAKE is a key of its own, never a button bit: a press shakes the right stick left and right for
// the game (input.c shake_stick), which detaches a fused part held with Ultrahand. A pad shakes its own stick.
enum {
B_A = 0, B_B, B_X, B_Y, B_STICK_L, B_STICK_R, B_L, B_R, B_ZL, B_ZR, B_PLUS, B_MINUS, B_LEFT, B_UP, B_RIGHT, B_DOWN,
B_SL_LEFT = 16, B_SL_UP, B_SL_RIGHT, B_SL_DOWN, B_SR_LEFT, B_SR_UP, B_SR_RIGHT, B_SR_DOWN,
ACTION_COUNT = 24
B_SHAKE = 24,
ACTION_COUNT = 25
};
// Keys and mouse buttons. F1, F10, F11 and Esc belong to the menu and the window, F8 to the flight recorder: no ids.
@@ -67,29 +69,46 @@ extern InputMap input_map;
void input_map_reset(void);
// The script and totk.ini names, any case when parsed; NULL for an id without one. Actions: A B X Y LCLICK RCLICK L R ZL
// ZR PLUS MINUS LEFT UP RIGHT DOWN, then LSTICK_LEFT LSTICK_UP LSTICK_RIGHT LSTICK_DOWN and the same for RSTICK (the
// stick directions the keys drive). Keys: a-z 0-9 space tab lshift ... (key_names in input_map.c). Pads: south east ...
// stick directions the keys drive), then SHAKE. Keys: a-z 0-9 space tab lshift ... (key_names in input_map.c). Pads: south east ...
const char *input_action_name(int action);
const char *input_key_name(int key);
const char *input_pad_name(int pad);
// Replaces every binding of the action `button` (an action name) with `list`: comma separated "pad:<name>" and
// "key:<name>" entries, "key:default" / "pad:default" for that part's defaults, or "none" for no input. A part the list
// names neither way is left unbound. Pad names are physical buttons, so pad entries go into the gamepad table of every
// layout; pad:default keeps each layout's own button. Stick directions take keys only. Invalid entries are logged and
// layout; pad:default keeps each layout's own button. Stick directions and SHAKE take keys only. Invalid entries are logged and
// skipped; when none is valid the action keeps its bindings. 1 when applied.
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). PC: the key or
// mouse button the keyboard defaults press each button with, the mouse for the right stick.
enum { PROMPTS_NINTENDO, PROMPTS_XBOX, PROMPTS_PC };
// The prompts for a TOTK_PROMPTS value ("nintendo", "xbox" or "pc", 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. The PC
// prompts follow no pad: romfs-patches-pc whatever the layout (romfs.c overlay_init serves romfs-patches-pc-<w>x<h>
// under that name at a game resolution of another shape).
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);
// down[key] != 0 for the keys held. Returns the Switch button bits (0..15) the table presses.
uint64_t input_map_buttons(const uint8_t down[KEY_COUNT]);
// 1 when a key of action is held.
int input_map_held(const uint8_t down[KEY_COUNT], int action);
// out = x, y of the stick (0 left, 1 right) from its four direction actions; up is +y; a diagonal is scaled to the
// unit circle.
void input_map_stick(const uint8_t down[KEY_COUNT], int stick, int32_t out[2]);
@@ -100,6 +119,12 @@ 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.
+3
View File
@@ -217,6 +217,9 @@ int ikb_foreground(void) { return focused != 0; }
int ikb_down(int key) { return key > 0 && key < KEY_COUNT && key_held[key]; }
int ikb_escape(void) { return esc_held != 0; }
int ikb_captured(void) { return captured != 0; }
int ikb_pointer(float *nx, float *ny) { (void)nx, (void)ny; return 0; } // (menu_cursor.c: Windows only for now)
void ikb_pointer_set(float nx, float ny) { (void)nx, (void)ny; }
uint32_t ikb_mouse_travel(void) { return 0; } // (the last-device switch: keys and buttons only for now)
void ikb_mouse_take(int32_t *dx, int32_t *dy) {
*dx = plat_xchg32(&mouse_dx, 0);
+1
View File
@@ -11,6 +11,7 @@ extern "C" {
// gfx_window_sdl.c
SDL_Window *gfx_window_sdl(void); // the game window, NULL before gfx_window_start; any thread
double gfx_window_sdl_density(void); // pixels per window unit (mouse positions are in units); any thread
void gfx_window_sdl_run(void (*fn)(void *arg), void *arg); // runs fn on the window thread and waits; any thread
// input_sdl.c
void input_sdl_window(SDL_Window *w); // the game window was created
+29 -3
View File
@@ -83,6 +83,7 @@ uint32_t input_key_char(int key) {
// ---- mouse camera: raw motion accumulated by the window thread, one stick sample per presented frame
static volatile LONG mouse_dx, mouse_dy; // raw counts since the last frame sample
static volatile LONG mouse_travel; // raw counts moved in total, captured or not (ikb_mouse_travel)
static volatile LONG cur_captured; // cursor hidden and confined to the client area
static volatile LONG cur_active; // WM_ACTIVATEAPP: the window's application is active
// Bits: CUR_REL, Esc or activation by a click on the title bar or border: until a client click; CUR_ESC, set with CUR_REL
@@ -137,10 +138,14 @@ int input_window_msg(HWND h, UINT m, WPARAM w, LPARAM l, LRESULT *res) {
case WM_INPUT: {
RAWINPUT ri;
UINT sz = sizeof ri;
if (cur_captured && GetRawInputData((HRAWINPUT)l, RID_INPUT, &ri, &sz, sizeof(RAWINPUTHEADER)) != (UINT)-1 &&
if (GetRawInputData((HRAWINPUT)l, RID_INPUT, &ri, &sz, sizeof(RAWINPUTHEADER)) != (UINT)-1 &&
ri.header.dwType == RIM_TYPEMOUSE && !(ri.data.mouse.usFlags & MOUSE_MOVE_ABSOLUTE)) {
InterlockedAdd(&mouse_dx, ri.data.mouse.lLastX);
InterlockedAdd(&mouse_dy, ri.data.mouse.lLastY);
LONG x = ri.data.mouse.lLastX, y = ri.data.mouse.lLastY;
InterlockedAdd(&mouse_travel, (x < 0 ? -x : x) + (y < 0 ? -y : y));
if (cur_captured) {
InterlockedAdd(&mouse_dx, x);
InterlockedAdd(&mouse_dy, y);
}
}
break; // DefWindowProc must see WM_INPUT for cleanup
}
@@ -203,6 +208,27 @@ int ikb_escape(void) { return key_down(VK_ESCAPE); }
int ikb_captured(void) { return cur_captured != 0; }
int ikb_pointer(float *nx, float *ny) {
HWND h = gfx_window_handle();
RECT r;
POINT p;
if (!h || GetForegroundWindow() != h || !GetClientRect(h, &r) || r.right < 1 || r.bottom < 1 || !GetCursorPos(&p) ||
!ScreenToClient(h, &p))
return 0;
*nx = (float)p.x / (float)r.right, *ny = (float)p.y / (float)r.bottom;
return p.x >= 0 && p.y >= 0 && p.x < r.right && p.y < r.bottom;
}
void ikb_pointer_set(float nx, float ny) {
HWND h = gfx_window_handle();
RECT r;
if (!h || GetForegroundWindow() != h || !GetClientRect(h, &r)) return;
POINT p = {(LONG)(nx * r.right), (LONG)(ny * r.bottom)};
if (ClientToScreen(h, &p)) SetCursorPos(p.x, p.y);
}
uint32_t ikb_mouse_travel(void) { return (uint32_t)mouse_travel; }
void ikb_mouse_take(int32_t *dx, int32_t *dy) {
*dx = InterlockedExchange(&mouse_dx, 0);
*dy = InterlockedExchange(&mouse_dy, 0);
+4
View File
@@ -7,8 +7,12 @@
int ikb_foreground(void); // the game window is in front: keys count
int ikb_down(int key); // key id (input_map.h KEY_*) held, mouse buttons included
int ikb_escape(void); // Esc held (no key id: it belongs to the menu)
// The pointer in the client area, 0..1 from its top left; 0 when the window is not in front or the pointer is outside
int ikb_pointer(float *nx, float *ny);
void ikb_pointer_set(float nx, float ny); // moves the pointer there (the window in front only)
int ikb_captured(void); // the cursor is captured for the mouse camera
void ikb_mouse_take(int32_t *dx, int32_t *dy); // raw mouse motion since the last call, in counts
uint32_t ikb_mouse_travel(void); // raw counts the mouse moved in total (|dx| + |dy|), captured or not
void ikb_cursor_update(void); // what input_cursor_allowed says may have changed
void ikb_menu_closed(void); // the menu closed: a capture that Esc gave up comes back
+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;
+145 -91
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;
@@ -307,14 +309,21 @@ 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: virtual core gate off (TOTK_FREE_CORES): guest threads run without the limit of one per "
"core that the game's per-core data needs; for experiments only, the game can fail");
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)
@@ -406,6 +415,18 @@ static int ap_disabled(const RtThread *t) { return g_ap > 0 && ap_tlr(t)[0]; }
// in kern_ap_yield and jumps back to kern_ap_rip(), whose value it first stores in the return slot it reserved at
// entry, so a stack walk sees the interrupted function as its caller. No ret: the jump keeps call/return pairs
// balanced. The waiter never writes the owner's stack.
// An x86-64-v2 build (no __AVX__) saves XMM0-15 with SSE moves into the same 32-byte slots instead: its game code
// keeps nothing in the upper YMM halves, and the CPUs it is for have no VEX encoding, so a vmovdqa there faults with
// an illegal instruction the first time a core is interrupted.
#ifdef __AVX__
#define AP_VMOV "vmovdqa"
#define AP_V "%ymm"
#define AP_VZEROUPPER " vzeroupper\n"
#else
#define AP_VMOV "movdqa"
#define AP_V "%xmm"
#define AP_VZEROUPPER ""
#endif
#ifdef _WIN32
__asm__(".text\n"
".globl kern_ap_stub\n"
@@ -437,48 +458,48 @@ __asm__(".text\n"
".seh_setframe %rbp, 0\n"
".seh_endprologue\n"
" andq $-32, %rsp\n"
" subq $576, %rsp\n" // 0: shadow space, 32: MXCSR saved, 36: MXCSR default, 64: YMM0-15
" vmovdqa %ymm0, 64(%rsp)\n"
" vmovdqa %ymm1, 96(%rsp)\n"
" vmovdqa %ymm2, 128(%rsp)\n"
" vmovdqa %ymm3, 160(%rsp)\n"
" vmovdqa %ymm4, 192(%rsp)\n"
" vmovdqa %ymm5, 224(%rsp)\n"
" vmovdqa %ymm6, 256(%rsp)\n"
" vmovdqa %ymm7, 288(%rsp)\n"
" vmovdqa %ymm8, 320(%rsp)\n"
" vmovdqa %ymm9, 352(%rsp)\n"
" vmovdqa %ymm10, 384(%rsp)\n"
" vmovdqa %ymm11, 416(%rsp)\n"
" vmovdqa %ymm12, 448(%rsp)\n"
" vmovdqa %ymm13, 480(%rsp)\n"
" vmovdqa %ymm14, 512(%rsp)\n"
" vmovdqa %ymm15, 544(%rsp)\n"
" subq $576, %rsp\n" // 0: shadow space, 32: MXCSR saved, 36: MXCSR default, 64: YMM0-15 (XMM0-15 without AVX)
" " AP_VMOV " " AP_V "0, 64(%rsp)\n"
" " AP_VMOV " " AP_V "1, 96(%rsp)\n"
" " AP_VMOV " " AP_V "2, 128(%rsp)\n"
" " AP_VMOV " " AP_V "3, 160(%rsp)\n"
" " AP_VMOV " " AP_V "4, 192(%rsp)\n"
" " AP_VMOV " " AP_V "5, 224(%rsp)\n"
" " AP_VMOV " " AP_V "6, 256(%rsp)\n"
" " AP_VMOV " " AP_V "7, 288(%rsp)\n"
" " AP_VMOV " " AP_V "8, 320(%rsp)\n"
" " AP_VMOV " " AP_V "9, 352(%rsp)\n"
" " AP_VMOV " " AP_V "10, 384(%rsp)\n"
" " AP_VMOV " " AP_V "11, 416(%rsp)\n"
" " AP_VMOV " " AP_V "12, 448(%rsp)\n"
" " AP_VMOV " " AP_V "13, 480(%rsp)\n"
" " AP_VMOV " " AP_V "14, 512(%rsp)\n"
" " AP_VMOV " " AP_V "15, 544(%rsp)\n"
" stmxcsr 32(%rsp)\n"
" movl $0x1f80, 36(%rsp)\n"
" ldmxcsr 36(%rsp)\n"
" cld\n"
" vzeroupper\n"
AP_VZEROUPPER
" call kern_ap_rip\n"
" movq %rax, 72(%rbp)\n" // the return slot: rbp + 8 pushes + pushfq
" call kern_ap_yield\n"
" ldmxcsr 32(%rsp)\n"
" vmovdqa 64(%rsp), %ymm0\n"
" vmovdqa 96(%rsp), %ymm1\n"
" vmovdqa 128(%rsp), %ymm2\n"
" vmovdqa 160(%rsp), %ymm3\n"
" vmovdqa 192(%rsp), %ymm4\n"
" vmovdqa 224(%rsp), %ymm5\n"
" vmovdqa 256(%rsp), %ymm6\n"
" vmovdqa 288(%rsp), %ymm7\n"
" vmovdqa 320(%rsp), %ymm8\n"
" vmovdqa 352(%rsp), %ymm9\n"
" vmovdqa 384(%rsp), %ymm10\n"
" vmovdqa 416(%rsp), %ymm11\n"
" vmovdqa 448(%rsp), %ymm12\n"
" vmovdqa 480(%rsp), %ymm13\n"
" vmovdqa 512(%rsp), %ymm14\n"
" vmovdqa 544(%rsp), %ymm15\n"
" " AP_VMOV " 64(%rsp), " AP_V "0\n"
" " AP_VMOV " 96(%rsp), " AP_V "1\n"
" " AP_VMOV " 128(%rsp), " AP_V "2\n"
" " AP_VMOV " 160(%rsp), " AP_V "3\n"
" " AP_VMOV " 192(%rsp), " AP_V "4\n"
" " AP_VMOV " 224(%rsp), " AP_V "5\n"
" " AP_VMOV " 256(%rsp), " AP_V "6\n"
" " AP_VMOV " 288(%rsp), " AP_V "7\n"
" " AP_VMOV " 320(%rsp), " AP_V "8\n"
" " AP_VMOV " 352(%rsp), " AP_V "9\n"
" " AP_VMOV " 384(%rsp), " AP_V "10\n"
" " AP_VMOV " 416(%rsp), " AP_V "11\n"
" " AP_VMOV " 448(%rsp), " AP_V "12\n"
" " AP_VMOV " 480(%rsp), " AP_V "13\n"
" " AP_VMOV " 512(%rsp), " AP_V "14\n"
" " AP_VMOV " 544(%rsp), " AP_V "15\n"
" movq %rbp, %rsp\n"
" popq %rbp\n"
" popq %r11\n"
@@ -516,48 +537,48 @@ __asm__(".text\n"
" pushq %rbp\n"
" movq %rsp, %rbp\n"
" andq $-32, %rsp\n"
" subq $576, %rsp\n" // 32: MXCSR saved, 36: MXCSR default, 64: YMM0-15
" vmovdqa %ymm0, 64(%rsp)\n"
" vmovdqa %ymm1, 96(%rsp)\n"
" vmovdqa %ymm2, 128(%rsp)\n"
" vmovdqa %ymm3, 160(%rsp)\n"
" vmovdqa %ymm4, 192(%rsp)\n"
" vmovdqa %ymm5, 224(%rsp)\n"
" vmovdqa %ymm6, 256(%rsp)\n"
" vmovdqa %ymm7, 288(%rsp)\n"
" vmovdqa %ymm8, 320(%rsp)\n"
" vmovdqa %ymm9, 352(%rsp)\n"
" vmovdqa %ymm10, 384(%rsp)\n"
" vmovdqa %ymm11, 416(%rsp)\n"
" vmovdqa %ymm12, 448(%rsp)\n"
" vmovdqa %ymm13, 480(%rsp)\n"
" vmovdqa %ymm14, 512(%rsp)\n"
" vmovdqa %ymm15, 544(%rsp)\n"
" subq $576, %rsp\n" // 32: MXCSR saved, 36: MXCSR default, 64: YMM0-15 (XMM0-15 without AVX)
" " AP_VMOV " " AP_V "0, 64(%rsp)\n"
" " AP_VMOV " " AP_V "1, 96(%rsp)\n"
" " AP_VMOV " " AP_V "2, 128(%rsp)\n"
" " AP_VMOV " " AP_V "3, 160(%rsp)\n"
" " AP_VMOV " " AP_V "4, 192(%rsp)\n"
" " AP_VMOV " " AP_V "5, 224(%rsp)\n"
" " AP_VMOV " " AP_V "6, 256(%rsp)\n"
" " AP_VMOV " " AP_V "7, 288(%rsp)\n"
" " AP_VMOV " " AP_V "8, 320(%rsp)\n"
" " AP_VMOV " " AP_V "9, 352(%rsp)\n"
" " AP_VMOV " " AP_V "10, 384(%rsp)\n"
" " AP_VMOV " " AP_V "11, 416(%rsp)\n"
" " AP_VMOV " " AP_V "12, 448(%rsp)\n"
" " AP_VMOV " " AP_V "13, 480(%rsp)\n"
" " AP_VMOV " " AP_V "14, 512(%rsp)\n"
" " AP_VMOV " " AP_V "15, 544(%rsp)\n"
" stmxcsr 32(%rsp)\n"
" movl $0x1f80, 36(%rsp)\n"
" ldmxcsr 36(%rsp)\n"
" cld\n"
" vzeroupper\n"
AP_VZEROUPPER
" call kern_ap_rip\n"
" movq %rax, 88(%rbp)\n" // the return slot: rbp + 10 pushes + pushfq
" call kern_ap_yield\n"
" ldmxcsr 32(%rsp)\n"
" vmovdqa 64(%rsp), %ymm0\n"
" vmovdqa 96(%rsp), %ymm1\n"
" vmovdqa 128(%rsp), %ymm2\n"
" vmovdqa 160(%rsp), %ymm3\n"
" vmovdqa 192(%rsp), %ymm4\n"
" vmovdqa 224(%rsp), %ymm5\n"
" vmovdqa 256(%rsp), %ymm6\n"
" vmovdqa 288(%rsp), %ymm7\n"
" vmovdqa 320(%rsp), %ymm8\n"
" vmovdqa 352(%rsp), %ymm9\n"
" vmovdqa 384(%rsp), %ymm10\n"
" vmovdqa 416(%rsp), %ymm11\n"
" vmovdqa 448(%rsp), %ymm12\n"
" vmovdqa 480(%rsp), %ymm13\n"
" vmovdqa 512(%rsp), %ymm14\n"
" vmovdqa 544(%rsp), %ymm15\n"
" " AP_VMOV " 64(%rsp), " AP_V "0\n"
" " AP_VMOV " 96(%rsp), " AP_V "1\n"
" " AP_VMOV " 128(%rsp), " AP_V "2\n"
" " AP_VMOV " 160(%rsp), " AP_V "3\n"
" " AP_VMOV " 192(%rsp), " AP_V "4\n"
" " AP_VMOV " 224(%rsp), " AP_V "5\n"
" " AP_VMOV " 256(%rsp), " AP_V "6\n"
" " AP_VMOV " 288(%rsp), " AP_V "7\n"
" " AP_VMOV " 320(%rsp), " AP_V "8\n"
" " AP_VMOV " 352(%rsp), " AP_V "9\n"
" " AP_VMOV " 384(%rsp), " AP_V "10\n"
" " AP_VMOV " 416(%rsp), " AP_V "11\n"
" " AP_VMOV " 448(%rsp), " AP_V "12\n"
" " AP_VMOV " 480(%rsp), " AP_V "13\n"
" " AP_VMOV " 512(%rsp), " AP_V "14\n"
" " AP_VMOV " 544(%rsp), " AP_V "15\n"
" movq %rbp, %rsp\n"
" popq %rbp\n"
" popq %r11\n"
@@ -1435,10 +1456,10 @@ 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) {
@@ -1460,7 +1481,7 @@ 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,
@@ -1520,7 +1541,7 @@ 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;
}
@@ -1879,7 +1900,9 @@ int kern_svc(Cpu *c, uint32_t imm) {
if (type != 0) {
int32_t nv = val + 1;
if (type == 2) {
if (cnt <= 0) nv = nw > 0 ? val - 1 : val + 1;
// Waking all (count <= 0) with waiters subtracts 2, not 1 (mesosphere
// KAddressArbiter::SignalAndModifyByWaitingCountIfEqual; yuzu, LAS Recomp and nxnative agree).
if (cnt <= 0) nv = nw > 0 ? val - 2 : val + 1;
else nv = nw == 0 ? val + 1 : nw <= cnt ? val - 1 : val;
}
uint32_t e = (uint32_t)val;
@@ -1943,8 +1966,13 @@ int kern_svc(Cpu *c, uint32_t imm) {
int idx = -1;
lock();
g_sync_calls++;
// Horizon's order (mesosphere KSynchronizationObject::Wait): a signalled object, then timeout 0, then a pending
// CancelSynchronization. The cancel is for the next wait that would block: a poll or a wait on a signalled
// object leaves it pending. A cancel that wakes this wait (CancelSynchronization wakes it with R_CANCELLED; a
// signal wakes it with -1 to look again) ends it cancelled, signalled objects or not.
uint32_t woke = 0;
for (;;) {
if (t->cancel) {
if (woke == R_CANCELLED) {
t->cancel = 0;
r = R_CANCELLED;
break;
@@ -1960,6 +1988,15 @@ int kern_svc(Cpu *c, uint32_t imm) {
r = R_OK;
break;
}
if (ns == 0) {
r = R_TIMEOUT;
break;
}
if (t->cancel) {
t->cancel = 0;
r = R_CANCELLED;
break;
}
int64_t left = ns;
if (ns > 0) {
uint64_t spent = kern_now_ns() - start;
@@ -1971,7 +2008,8 @@ int kern_svc(Cpu *c, uint32_t imm) {
}
t->wobj = n ? hs[0] | (uint64_t)n << 32 : 0;
g_sync_blocks++;
if (block(t, W_SYNC, left) == R_TIMEOUT) {
woke = block(t, W_SYNC, left);
if (woke == R_TIMEOUT) {
r = R_TIMEOUT;
break;
}
@@ -1986,7 +2024,7 @@ int kern_svc(Cpu *c, uint32_t imm) {
RtThread *t = h_get((uint32_t)x[0], O_THREAD);
if (t) {
t->cancel = 1;
if (t->wkind == W_SYNC) wake(t, (uint32_t)-1);
if (t->wkind == W_SYNC) wake(t, R_CANCELLED);
}
unlock();
x[0] = t ? R_OK : R_BAD_HANDLE;
@@ -2047,10 +2085,19 @@ void kern_event_signal(uint32_t hw) {
// System events of host services: the SDK's own nn::os::CreateSystemEvent creates the kernel event (SVC 0x45) on a
// guest thread; the writable handle is kept, so any thread (host audio tick included) can signal it later.
// The guest may destroy such an event and attach the same SystemEventType again: the game does that with the nfp
// activate and deactivate events before each detection. nn::os::DestroySystemEvent zeroes the state byte at +0x28
// (0 not initialised, 1 event, 2 inter-process event; nn::os::TryWaitSystemEvent aborts on 0) and closes both
// handles, so a kept handle counts only while that byte is nonzero.
#define SE_STATE 0x28
static struct { uint64_t ev; uint32_t wh; } g_se[512];
static int g_nse;
static PlatMutex g_se_lock = PLAT_MUTEX_INIT;
static int se_live(uint64_t ev) {
return __atomic_load_n((const uint8_t *)(uintptr_t)(ev + SE_STATE), __ATOMIC_RELAXED) != 0;
}
static uint32_t se_find(uint64_t ev) {
plat_mutex_lock_shared(&g_se_lock);
uint32_t wh = 0;
@@ -2060,8 +2107,9 @@ static uint32_t se_find(uint64_t ev) {
return wh;
}
// A bound event the guest destroyed since is created again and its table entry takes the new writable handle.
void kern_bind_system_event(Cpu *c, uint64_t ev, int autoclear) {
if (se_find(ev)) return;
if (se_find(ev) && se_live(ev)) return;
if (!tcur || !c) rt_fatal("kern_bind_system_event(%#llx) on a host thread", (unsigned long long)ev);
static uint64_t create, getw;
if (!create) {
@@ -2073,15 +2121,21 @@ void kern_bind_system_event(Cpu *c, uint64_t ev, int autoclear) {
if (r) rt_fatal("kern_bind_system_event: CreateSystemEvent(%#llx) failed %#x", (unsigned long long)ev, r);
uint32_t wh = (uint32_t)rt_call(c, getw, 1, ev);
plat_mutex_lock(&g_se_lock);
if (g_nse == (int)(sizeof g_se / sizeof *g_se)) rt_fatal("kern_bind_system_event: table full");
g_se[g_nse].ev = ev;
g_se[g_nse++].wh = wh;
int i = 0;
while (i < g_nse && g_se[i].ev != ev) i++;
if (i == g_nse) {
if (g_nse == (int)(sizeof g_se / sizeof *g_se)) rt_fatal("kern_bind_system_event: table full");
g_se[g_nse++].ev = ev;
}
g_se[i].wh = wh;
plat_mutex_unlock(&g_se_lock);
}
// An event not bound yet is bound on the spot with manual clear, which needs a guest thread.
// An event not bound yet is bound on the spot with manual clear, which needs a guest thread. A bound event the guest
// destroyed is not signalled: its handles are closed and the kernel hands their numbers to new objects.
void kern_signal_system_event(uint64_t ev) {
uint32_t wh = se_find(ev);
if (wh && !se_live(ev)) return;
if (!wh) {
kern_bind_system_event(kern_cpu(), ev, 0);
wh = se_find(ev);
+40 -4
View File
@@ -305,9 +305,18 @@ static void test_arbiter(Cpu *c) {
CHECK(sig(c, 2, 5, 0) == 0 && g_arb == 6, "signal type 2, no waiter, count 0: value %d (want 6)", (int32_t)g_arb);
ArbJob jc = {.type = 2, .value = 6, .timeout = -1};
h = arb_spawn(c, &jc);
CHECK(sig(c, 2, 6, -1) == 0 && g_arb == 5, "signal type 2, 1 waiter, count -1: value %d (want 5)", (int32_t)g_arb);
// Waking all (count <= 0) with waiters subtracts 2 (mesosphere KAddressArbiter::SignalAndModifyByWaitingCountIfEqual).
CHECK(sig(c, 2, 6, -1) == 0 && g_arb == 4, "signal type 2, 1 waiter, count -1: value %d (want 4)", (int32_t)g_arb);
join(c, h);
CHECK(ja.r == 0 && jb.r == 0 && jc.r == 0, "wait type 2 results %#x %#x %#x", ja.r, jb.r, jc.r);
g_arb = 6;
ArbJob jd = {.type = 2, .value = 6, .timeout = -1}, je = jd;
uint32_t hd = arb_spawn(c, &jd), he = arb_spawn(c, &je);
CHECK(sig(c, 2, 6, 0) == 0 && g_arb == 4, "signal type 2, 2 waiters, count 0: value %d (want 4)", (int32_t)g_arb);
join(c, hd);
join(c, he);
CHECK(ja.r == 0 && jb.r == 0 && jc.r == 0 && jd.r == 0 && je.r == 0, "wait type 2 results %#x %#x %#x %#x %#x", ja.r,
jb.r, jc.r, jd.r, je.r);
g_arb = 5;
CHECK(sig(c, 2, 7, 1) == KERN_R_BAD_STATE, "signal type 2 with a different value");
// timeout, invalid type
uint64_t t0 = kern_now_ns();
@@ -320,11 +329,17 @@ static void test_arbiter(Cpu *c) {
}
// ---- events
typedef struct { uint32_t h, r, idx; int64_t timeout; volatile int delay, go; } EvJob;
// pre: a first wait on h0 with timeout t0 (result r0, index idx0) before the wait on h.
typedef struct { uint32_t h, r, idx, h0, r0, idx0; int64_t timeout, t0; volatile int delay, go; int pre; } EvJob;
static void event_waiter(Cpu *c) {
EvJob *j = arg_p(c, 0);
while (j->delay && !j->go) sleep_ms(c, 1);
if (j->pre) {
uint32_t h0[1] = {j->h0};
j->r0 = sv(c, 0x18, 0, ga(h0), 1, (uint64_t)j->t0);
j->idx0 = (uint32_t)c->x[1];
}
uint32_t hs[1] = {j->h};
j->r = sv(c, 0x18, 0, ga(hs), 1, (uint64_t)j->timeout);
j->idx = (uint32_t)c->x[1];
@@ -375,6 +390,26 @@ static void test_events(Cpu *c) {
join(c, h);
CHECK(g.r == KERN_R_CANCELLED, "wait after a cancel: %#x", g.r);
// A pending cancel is for the next WaitSynchronization that would block (mesosphere KSynchronizationObject::Wait:
// signalled objects first, then timeout 0, then the cancel): a poll times out and a wait on a signalled object
// succeeds, both leaving it pending; the next blocking wait ends cancelled. The blocking waits have a 500 ms
// timeout, so a cancel used up too early shows as a timeout instead of a hang.
CHECK(sv(c, 0x11, hw2, 0, 0, 0) == 0, "SignalEvent of the second event");
EvJob p = {.h = hr, .timeout = 500000000, .delay = 1, .pre = 1, .h0 = hr, .t0 = 0};
EvJob q = {.h = hr, .timeout = 500000000, .delay = 1, .pre = 1, .h0 = hr2, .t0 = -1};
EvJob *pq[2] = {&p, &q};
for (int i = 0; i < 2; i++) {
h = create(c, a_event_waiter, pq[i], 44, -2);
start(c, h);
CHECK(sv(c, 0x19, h, 0, 0, 0) == 0, "CancelSynchronization before the %s", i ? "signalled wait" : "poll");
pq[i]->go = 1;
join(c, h);
}
CHECK(p.r0 == KERN_R_TIMEOUT, "poll (timeout 0) with a cancel pending: %#x (want timeout)", p.r0);
CHECK(p.r == KERN_R_CANCELLED, "blocking wait after the poll: %#x (want cancelled)", p.r);
CHECK(q.r0 == 0 && q.idx0 == 0, "wait on a signalled event with a cancel pending: %#x (want success)", q.r0);
CHECK(q.r == KERN_R_CANCELLED, "blocking wait after the signalled wait: %#x (want cancelled)", q.r);
uint32_t sw = kern_event_new(), sr = kern_event_readable(sw);
CHECK(wait1(c, sr, 0) == KERN_R_TIMEOUT, "service event before the signal");
kern_event_signal(sw);
@@ -382,7 +417,8 @@ static void test_events(Cpu *c) {
uint32_t handles[] = {sr, sw, hr2, hw2, hr, hw};
for (unsigned i = 0; i < 6; i++) CHECK(sv(c, 0x16, handles[i], 0, 0, 0) == 0, "CloseHandle %#x", handles[i]);
CHECK(sv(c, 0x16, hr, 0, 0, 0) == KERN_R_BAD_HANDLE, "CloseHandle twice");
printf("events: signal, clear, reset, two handles, cancel while waiting and before, service events, 10 ms "
printf("events: signal, clear, reset, two handles, cancel while waiting and before, a pending cancel kept by a poll "
"and a signalled wait, service events, 10 ms "
"timeout after %.2f ms: %s\n", ms, failures == before ? "ok" : "FAIL");
}
+4 -4
View File
@@ -552,8 +552,8 @@ uint64_t ldr_plt_stub(const char *module, const char *name) {
}
// ---- --probe-loader
// Expected values, measured on the 1.1.1, 1.2.1 and 1.4.3 modules; the 1.4.3 relocation totals match the ones
// MacNativeGames' port notes give for that version. 1.1.1 shares subsdk0 and sdk with 1.2.1 down to every count.
// 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;
@@ -564,7 +564,7 @@ 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_111[] = {
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},
@@ -574,7 +574,7 @@ static const Expect expect_143[] = {
{"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 : RT_V111 ? expect_111 : 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)
+54 -8
View File
@@ -2,8 +2,10 @@
//
// 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-discord the Rich Presence IPC exchange; skips without a Discord client; no game files
// --probe-dpi the process DPI awareness (per-monitor v2) and the primary monitor's size; no game files
// --probe-gfx-abi NVN object layouts against nvn.h's reserved sizes; needs no game files
// --probe-nvn, --probe-nvn-tex, --probe-window, --probe-shader, --probe-vkmem, --probe-vkexec graphics probes
@@ -152,8 +154,8 @@ static RtConfig cfg;
const RtConfig *rt_config(void) { return &cfg; }
// ---- runtime services the generated code calls (cpu.h)
volatile int g_fnprof = 0;
void fnprof_hit(uint64_t addr, uint64_t lr, uint64_t x0) { (void)addr, (void)lr, (void)x0; }
volatile int g_fnprof = 0; // resolution.c switches it on until the game sets its render size (res_fn_hit)
void fnprof_hit(uint64_t addr, uint64_t lr, uint64_t x0) { (void)lr, res_fn_hit(addr, x0); }
void rt_brk(Cpu *c, uint32_t imm, uint64_t pc) {
char at[128], lr[128];
@@ -217,16 +219,21 @@ static void crash_handler(const PlatCrash *x) {
if (plat_xchg32(&busy, 1)) plat_exit(71);
char d[160];
uintptr_t rip = x->rip;
rt_logf("FATAL: %s (%#x) at host %p (totk+%#llx)", x->what, x->code, (void *)rip, (unsigned long long)x->offset);
rt_logf("FATAL: %s (%#x) at host %p (", x->what, x->code, (void *)rip);
if (x->module && !*x->module) rt_logf("outside every module)");
else rt_logf("%s+%#llx)", x->module ? x->module : "totk", (unsigned long long)x->offset);
if (x->access >= 0)
rt_logf(", %s address %#llx", x->access == 1 ? "writing" : x->access == 8 ? "executing" : "reading",
(unsigned long long)x->addr);
rt_log_raw("\n", 1);
uint64_t f = lifted_function(rip);
uint64_t f = x->module ? 0 : 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
// abort and invalid parameter: where the host code called it; a fault in another module: the host calls that led
// into it
uintptr_t exe = plat_exe_base();
for (int i = 0; i < x->nframes; i++) {
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)));
rt_logf(" host frame %2d: totk+%#llx", i, (unsigned long long)(x->frames[i] - exe));
if (g) rt_logf(" in lifted function f_%llx", (unsigned long long)g);
rt_log_raw("\n", 1);
}
@@ -246,6 +253,7 @@ 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);
}
@@ -259,11 +267,22 @@ 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.
@@ -426,11 +445,27 @@ static int selftest(void) {
return failures ? 1 : 0;
}
// --probe-crash-call and --probe-crash-null crash on purpose, to check the report of a fault outside this executable.
// call: strlen in the C runtime library (ucrtbase.dll, libc.so.6) reads address 8, the way a driver faults inside a
// call the host made; the report names the library and the host frames that called it. null: a call through a null
// function pointer, which leaves rip at 0, outside every module. Both end with exit code 71 and a FATAL line in the
// log.
static size_t (*volatile probe_strlen)(const char *) = strlen;
static void (*volatile probe_null)(void);
static int probe_crash(int null) {
if (null) probe_null();
else printf("%zu\n", probe_strlen((const char *)(uintptr_t)8));
printf("probe-crash: still running, the crash did not happen\n");
return 1;
}
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);
"--probe-vkexec | --probe-astc | --probe-movie | --probe-crash-call | --probe-crash-null | --probe-discord | "
"--prepare-shaders | --warm-shaders | --boot |--seconds S [--shot PNG]]\n", argv0);
return 2;
}
@@ -468,6 +503,12 @@ 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
// The build that wrote the log, at its top: an attached log from another install or version shows at a glance.
rt_log("version: TotK Recomp %s, game %d.%d.%d", rt_port_version, rt_game_version / 100, rt_game_version / 10 % 10,
rt_game_version % 10);
// 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);
@@ -510,15 +551,20 @@ int main(int argc, char **argv) {
log_open(!mode);
if (!mode) {
cfg.boot = cfg.seconds > 0; // --seconds starts the game like --boot, with its checkpoints
discord_init(); // the Rich Presence thread (discord_rpc.c); it reads totk.ini itself and idles while off
rt_boot();
return 0;
}
if (!strcmp(mode, "--selftest")) return selftest();
if (!strcmp(mode, "--probe-loader")) return probe_loader();
if (!strcmp(mode, "--probe-crash-call")) return probe_crash(0);
if (!strcmp(mode, "--probe-crash-null")) return probe_crash(1);
if (!strcmp(mode, "--probe-cfg")) return probe_cfg();
#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-discord")) return probe_discord();
if (!strcmp(mode, "--probe-kernel")) return probe_kernel();
if (!strcmp(mode, "--probe-ipc")) return probe_ipc();
if (!strcmp(mode, "--probe-services")) return probe_services();
+340
View File
@@ -0,0 +1,340 @@
// The mouse pointer in TotK 1.4.3's own menus (the title, the inventory, the System tab, Options, shops, dialogue
// choices): while a menu screen has the game's focus box (eui's BoxCursor, the frame the d-pad moves), the Windows
// pointer is released from the mouse camera and shown, the item under it takes the focus as if the d-pad had moved
// there (highlight, sound and description included), a left click on an item is A on it and a right click is B.
// Nothing is drawn and no game code is called: at each pad read (ov_input.c GetNpadStates, the game thread) the open
// screens are read and the focus is moved with the three writes eui::BoxCursorMgr::moveBoxCursor makes, so the game's
// own BoxCursorControl moves the box at its next update.
//
// Adapted from Weeping of the Empire's engine/runtime/totk_menu_cursor.cpp @ df0586cdc5702ca19bbebfa59697e0b6980f6237
// (https://github.com/daniel-madrid-07/weeping-of-the-empire), Copyright (c) 2026 daniel-madrid-07, MIT License: the
// focus read, the hit test, the stale-hit-pane fallback and the focus writes, which it does for 1.0.0.
// Placed in 1.4.3 by hand:
// - eui::ScreenMgr::sInstance: 1.0.0 main+0x4640010, 1.4.3 main+0x3acf960 (its createInstance main+0xc613d4 and
// constructor main+0xc61450 match 1.0.0's main+0x119c5cc / +0x119c648 instruction for instruction, the object
// 0x450 bytes with the same field stores, so its layout is 1.0.0's);
// - the screen's reserved node (+0x150) and request bits (+0x175, bit 2) and its draw target byte (+0x16c): the same
// stores at 1.4.3 main+0x87903c.
// The other fields are 1.0.0's; menu_cursor logs what it reads the first time a menu opens (TOTK_MENU_CURSOR_LOG=1:
// every screen change), so a field that moved shows as a menu with no nodes or boxes off the layout.
//
// Only while keyboard and mouse are the device used last (input_kbm_last): a gamepad player sees the menus unchanged.
// TOTK_MENU_CURSOR (live, default 1): 0 leaves the menus to the keys and the pad.
#include <math.h>
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include "cfg.h"
#include "gfx.h"
#include "host.h"
#include "input.h"
#include "input_map.h"
#include "input_wsys.h"
#include "layout.h"
#include "platform/platform.h"
#define SCREEN_MGR_V143 0x3acf960ull // eui::ScreenMgr::sInstance
#define MAIN_SIZE 0x3adf000ull // main's image (code, data, bss) in 1.4.3
// eui::ScreenMgr, BoxCursorMgr, BoxCursorControl
enum { SM_BOX_MGR = 0x3f8, BM_CONTROLS = 0x28, CTL_ACTIVE = 0x58, CTL_RESERVED = 0x60 };
// eui::Screen
enum { SCR_LAYOUT = 0x28, SCR_DRAW_INFO = 0x60, SCR_NODES = 0x80, SCR_RESERVED = 0x150, SCR_STATE = 0x16e,
SCR_REQUEST = 0x175, SCR_OPENED = 2 };
// eui::BoxCursorNode, AnimButton
enum { NODE_BUTTON = 0x18, NODE_SCREEN = 0x20, BTN_LAYOUT = 0x20, BTN_FLAGS = 0x40, BTN_HIT_PANE = 0x58 };
#define BTN_USABLE 0x20010u // both set: active and enabled (ButtonGroup::Update's test)
// nn::ui2d::DrawInfo: projection (4 x 4) and view (3 x 4); nn::ui2d::Layout: root pane, size, name
enum { DI_PROJ = 0x10, DI_VIEW = 0x50, LYT_ROOT = 0x18, LYT_SIZE = 0x28, LYT_NAME = 0x30 };
// nn::ui2d::Pane
enum { PANE_PARENT = 0x18, PANE_SIZE = 0x50, PANE_FLAG = 0x58, PANE_ALPHA = 0x59, PANE_BASE = 0x5b, PANE_MTX = 0x70 };
static uint64_t main_lo, main_hi;
static int ok_at(uint64_t p, uint64_t n) {
return p >= 0x10000 && p < (1ull << 47) && (p & 7) == 0 && plat_mem_readable(p, n);
}
static uint64_t rd64(uint64_t a) { uint64_t v; memcpy(&v, (const void *)(uintptr_t)a, 8); return v; }
static uint32_t rd32(uint64_t a) { uint32_t v; memcpy(&v, (const void *)(uintptr_t)a, 4); return v; }
static uint8_t rd8(uint64_t a) { return *(const volatile uint8_t *)(uintptr_t)a; }
static float rdf(uint64_t a) { float v; memcpy(&v, (const void *)(uintptr_t)a, 4); return v; }
// An object of the game: readable, its vtable in main's image
static int game_object(uint64_t p, uint64_t n) {
if (!ok_at(p, n)) return 0;
uint64_t vt = rd64(p);
return vt >= main_lo && vt < main_hi;
}
// ---- panes (AnimButton::HitTest's rules: 1.0.0 main+0x222ea40, +0x223b090)
static int pane_shown(uint64_t pane) {
if (!ok_at(pane, PANE_MTX + 0x20)) return 0;
if (!(rd8(pane + PANE_FLAG) & 1) || !rd8(pane + PANE_ALPHA)) return 0;
int depth = 0;
for (uint64_t p = rd64(pane + PANE_PARENT); p; p = rd64(p + PANE_PARENT)) {
if (!ok_at(p, PANE_MTX) || ++depth > 64) return 0;
uint8_t f = rd8(p + PANE_FLAG);
if (!(f & 1) || (!rd8(p + PANE_ALPHA) && (f & 2))) return 0;
}
return 1;
}
// The pane's box in layout coordinates (origin at the centre, y up): centre and half size
static void pane_box(uint64_t pane, float *cx, float *cy, float *hw, float *hh) {
float w = rdf(pane + PANE_SIZE), h = rdf(pane + PANE_SIZE + 4);
float m00 = rdf(pane + PANE_MTX), m11 = rdf(pane + PANE_MTX + 0x14);
uint8_t base = rd8(pane + PANE_BASE), bh = base & 3, bv = base >> 2 & 3;
*hw = fabsf(w * m00) * 0.5f, *hh = fabsf(h * m11) * 0.5f;
*cx = rdf(pane + PANE_MTX + 0xc), *cy = rdf(pane + PANE_MTX + 0x1c);
if (bh == 1) *cx += *hw; else if (bh == 2) *cx -= *hw; // the translation is the left / right edge
if (bv == 1) *cy -= *hh; else if (bv == 2) *cy += *hh; // ... the top / bottom edge
}
// The screen's draw transform, for a screen drawn away from its centred layout space (scale and translation only)
typedef struct { int ok; float v[12], p[16]; } Xf;
static Xf screen_xf(uint64_t scr) {
Xf x = {0};
uint64_t di = rd64(scr + SCR_DRAW_INFO);
if (!ok_at(di, DI_VIEW + sizeof x.v)) return x;
memcpy(x.p, (const void *)(uintptr_t)(di + DI_PROJ), sizeof x.p);
memcpy(x.v, (const void *)(uintptr_t)(di + DI_VIEW), sizeof x.v);
for (int i = 0; i < 16; i++) if (!isfinite(x.p[i])) return x;
for (int i = 0; i < 12; i++) if (!isfinite(x.v[i])) return x;
x.ok = x.p[0] != 0 && x.p[5] != 0 && fabsf(x.p[1]) < 1e-5f && fabsf(x.p[4]) < 1e-5f && fabsf(x.v[1]) < 1e-4f &&
fabsf(x.v[4]) < 1e-4f;
return x;
}
static int to_ndc(const Xf *t, float x, float y, float *nx, float *ny) {
float vx = t->v[0] * x + t->v[1] * y + t->v[3], vy = t->v[4] * x + t->v[5] * y + t->v[7],
vz = t->v[8] * x + t->v[9] * y + t->v[11];
float cx = t->p[0] * vx + t->p[1] * vy + t->p[2] * vz + t->p[3];
float cy = t->p[4] * vx + t->p[5] * vy + t->p[6] * vz + t->p[7];
float cw = t->p[12] * vx + t->p[13] * vy + t->p[14] * vz + t->p[15];
if (!(fabsf(cw) > 1e-6f)) return 0;
*nx = cx / cw, *ny = cy / cw;
return 1;
}
// The transform maps the layout as the plain layout test does (centre to 0,0, corner to 1,1): it adds nothing
static int xf_plain(const Xf *t, float lw, float lh) {
float ax, ay, bx, by;
if (!to_ndc(t, 0, 0, &ax, &ay) || !to_ndc(t, lw / 2, lh / 2, &bx, &by)) return 1;
return fabsf(ax) < 0.01f && fabsf(ay) < 0.01f && fabsf(bx - 1) < 0.01f && fabsf(by - 1) < 0.01f;
}
// The pointer: layout coordinates (x, y) and device coordinates (nx, ny), and the transform when it is not plain
typedef struct { float x, y, nx, ny; const Xf *t; } Pt;
static int pane_hit(uint64_t pane, const Pt *p) {
if (!pane_shown(pane)) return 0;
float cx, cy, hw, hh;
pane_box(pane, &cx, &cy, &hw, &hh);
if (!p->t) return p->x >= cx - hw && p->x <= cx + hw && p->y >= cy - hh && p->y <= cy + hh;
float ax, ay, bx, by;
if (!to_ndc(p->t, cx - hw, cy - hh, &ax, &ay) || !to_ndc(p->t, cx + hw, cy + hh, &bx, &by)) return 0;
return p->nx >= fminf(ax, bx) && p->nx <= fmaxf(ax, bx) && p->ny >= fminf(ay, by) && p->ny <= fmaxf(ay, by);
}
// ---- screens and nodes
typedef struct { uint64_t control, node, screen; } Focus;
static uint64_t screen_mgr(void) {
uint64_t slot = MOD_MAIN_BASE + SCREEN_MGR_V143, sm = rd64(slot);
return game_object(sm, SM_BOX_MGR + 8) ? sm : 0;
}
// The focused node of an open screen, from the draw targets' box cursors (all 0: none, as in gameplay)
static Focus focus_now(void) {
Focus none = {0};
uint64_t sm = screen_mgr(), bm = sm ? rd64(sm + SM_BOX_MGR) : 0;
if (!ok_at(bm, BM_CONTROLS + 16)) return none;
for (int i = 0; i < 2; i++) {
uint64_t ctl = rd64(bm + BM_CONTROLS + 8ull * i);
if (!ok_at(ctl, CTL_RESERVED + 8)) continue;
uint64_t node = rd64(ctl + CTL_ACTIVE);
if (!ok_at(node, NODE_SCREEN + 8)) continue;
uint64_t scr = rd64(node + NODE_SCREEN);
if (!game_object(scr, SCR_REQUEST + 1) || rd8(scr + SCR_STATE) != SCR_OPENED) continue;
return (Focus){ctl, node, scr};
}
return none;
}
static void layout_name(uint64_t scr, char *out, size_t n) {
snprintf(out, n, "?");
uint64_t lyt = rd64(scr + SCR_LAYOUT), name = ok_at(lyt, LYT_NAME + 8) ? rd64(lyt + LYT_NAME) : 0;
if (name < 0x10000 || name >= (1ull << 47) || !plat_mem_readable(name, n)) return;
memcpy(out, (const void *)(uintptr_t)name, n - 1);
out[n - 1] = 0;
for (char *q = out; *q; q++) if (*q < 0x20 || *q > 0x7e) { *q = 0; break; }
}
static void layout_size(uint64_t scr, float *lw, float *lh) {
*lw = 1920, *lh = 1080;
uint64_t lyt = rd64(scr + SCR_LAYOUT);
if (!ok_at(lyt, LYT_SIZE + 8)) return;
float w = rdf(lyt + LYT_SIZE), h = rdf(lyt + LYT_SIZE + 4);
if (w >= 64 && w <= 8192 && h >= 64 && h <= 8192) *lw = w, *lh = h;
}
// The screen's focusable nodes: an sead OffsetList, head {prev, next} at +0x80, node-to-link offset at +0x94
#define MAX_NODES 512
static int nodes_of(uint64_t scr, uint64_t *node, uint64_t *btn) {
uint64_t head = scr + SCR_NODES;
int32_t off = (int32_t)rd32(head + 0x14), n = 0;
if (off < 0 || off > 0x40) return 0;
for (uint64_t link = rd64(head + 8); link != head && n < MAX_NODES; link = rd64(link + 8)) {
if (!ok_at(link, 16)) break;
uint64_t nd = link - (uint64_t)off;
if (!ok_at(nd, NODE_SCREEN + 8)) continue;
uint64_t b = rd64(nd + NODE_BUTTON);
if (!ok_at(b, BTN_HIT_PANE + 8)) continue;
node[n] = nd, btn[n] = b, n++;
}
return n;
}
static int usable(uint64_t btn) { return !(~rd32(btn + BTN_FLAGS) & BTN_USABLE); }
static uint64_t root_pane(uint64_t btn) {
uint64_t blyt = rd64(btn + BTN_LAYOUT);
return ok_at(blyt, LYT_ROOT + 8) ? rd64(blyt + LYT_ROOT) : 0;
}
// Every usable node's shown hit pane lies off the visible layout: the hit panes are stale (TotK never uses touch;
// the dialogue choices' sit far from where the choices are drawn), so the buttons' own parts panes stand for them
static int stale_hit_panes(int n, const uint64_t *btn, float lw, float lh, const Xf *t) {
int seen = 0;
for (int i = 0; i < n; i++) {
if (!usable(btn[i])) continue;
uint64_t pane = rd64(btn[i] + BTN_HIT_PANE);
if (!ok_at(pane, PANE_MTX + 0x20) || !pane_shown(pane)) continue;
float cx, cy, hw, hh, vx, vy;
pane_box(pane, &cx, &cy, &hw, &hh);
int in = t ? to_ndc(t, cx, cy, &vx, &vy) && fabsf(vx) <= 1 && fabsf(vy) <= 1
: fabsf(cx) <= lw / 2 && fabsf(cy) <= lh / 2;
seen++;
if (in) return 0;
}
return seen > 0;
}
// The usable node under the pointer, 0: none
static uint64_t node_at(int n, const uint64_t *node, const uint64_t *btn, const Pt *p, float lw, float lh) {
if (!stale_hit_panes(n, btn, lw, lh, p->t)) {
for (int i = 0; i < n; i++)
if (usable(btn[i]) && pane_hit(rd64(btn[i] + BTN_HIT_PANE), p)) return node[i];
return 0;
}
uint64_t found = 0;
float best = 1e30f;
for (int i = 0; i < n; i++) { // parts panes can be several items wide: the nearest centre
uint64_t pane = root_pane(btn[i]);
if (!usable(btn[i]) || !pane_hit(pane, p)) continue;
float cx, cy, hw, hh, d;
pane_box(pane, &cx, &cy, &hw, &hh);
d = (cx - p->x) * (cx - p->x) + (cy - p->y) * (cy - p->y);
if (d < best) best = d, found = node[i];
}
return found;
}
// The focus to node: the writes moveBoxCursor makes. The request bit is a byte eui also writes, so it is raised
// again until the focus is there.
static void move_focus(const Focus *f, uint64_t node) {
memcpy((void *)(uintptr_t)(f->control + CTL_RESERVED), &node, 8);
memcpy((void *)(uintptr_t)(f->screen + SCR_RESERVED), &node, 8);
__atomic_fetch_or((uint8_t *)(uintptr_t)(f->screen + SCR_REQUEST), (uint8_t)4, __ATOMIC_SEQ_CST);
}
// Screens with a focus box that are gameplay, not menus: the L ability wheel, the D-pad strips, Autobuild's list, the
// Purah Pad's camera and the map (the stick moves its own cursor there)
static int gameplay_screen(const char *nm) {
static const char *const names[] = {"ShortCutMainItem_00", "ShortCut_00", "AutoBuilder_00", "CameraPointer_00",
"AppMap_00"};
for (size_t i = 0; i < sizeof names / sizeof *names; i++)
if (!strcmp(nm, names[i])) return 1;
return 0;
}
static volatile int32_t g_pointer; // a menu has the pointer: input_cursor_allowed releases the capture
int menu_cursor_pointer(void) { return __atomic_load_n(&g_pointer, __ATOMIC_RELAXED); }
static int enabled(void) {
if (!RT_V143) return 0;
const char *v = cfg_get("TOTK_MENU_CURSOR"), *in = cfg_get("TOTK_INPUT");
return !(v && !strcmp(v, "0")) && !(in && !strcmp(in, "none"));
}
static void set_pointer(int on) {
if (plat_xchg32(&g_pointer, on) == on) return;
ikb_cursor_update();
if (on) ikb_pointer_set(0.5f, 0.5f); // the pointer appears in the middle, not where the capture left it
}
// The pointer on the game's picture, 0..1 from its top left (the present's fit, letterbox or pillarbox)
static int picture_pos(float *px, float *py) {
float nx, ny, r[4];
if (!ikb_pointer(&nx, &ny) || !gfx_picture_rect(r) || r[2] <= 0 || r[3] <= 0) return 0;
*px = (nx - r[0]) / r[2], *py = (ny - r[1]) / r[3];
return *px >= 0 && *px <= 1 && *py >= 0 && *py <= 1;
}
static void log_screen(const Focus *f, const char *nm, int n, float lw, float lh, const Xf *t, int stale) {
static uint64_t last;
static int lines;
const char *e = cfg_get("TOTK_MENU_CURSOR_LOG");
int verbose = e && !strcmp(e, "1");
if (f->screen == last || (!verbose && lines >= 6)) return;
last = f->screen, lines++;
rt_log("menu_cursor: screen %s (layout %gx%g, %d nodes, %s hit panes, draw transform %s)", nm, lw, lh, n,
stale ? "stale" : "own", t ? "scaled" : "plain");
}
// Once per pad read on the game thread: the pointer's hover and clicks, as pad buttons (A, B) for this read
void menu_cursor_poll(uint64_t *buttons) {
static int inited, pending_a, held_l, held_r;
static uint64_t pending_node, pending_until, hold_until, hold_bit;
static float last_px = -1, last_py = -1;
if (!inited) {
inited = 1;
main_lo = MOD_MAIN_BASE, main_hi = MOD_MAIN_BASE + MAIN_SIZE;
if (RT_V143) rt_log("menu_cursor: on for 1.4.3 (TOTK_MENU_CURSOR=0 turns it off)");
}
if (!enabled()) { set_pointer(0); return; }
Focus f = focus_now();
char nm[48] = "";
if (f.screen) layout_name(f.screen, nm, sizeof nm);
// With the gamepad as the last device the menus stay as they are on the console: no pointer, the capture kept.
// Moving the mouse (or a key) makes keyboard and mouse the last device and the pointer comes.
int menu = f.screen && !gameplay_screen(nm) && ikb_foreground() && input_kbm_last();
set_pointer(menu);
int l = ikb_down(KEY_MOUSE_L), r = ikb_down(KEY_MOUSE_R);
int click_l = l && !held_l, click_r = r && !held_r;
held_l = l, held_r = r;
uint64_t now = plat_now_ms();
if (now < hold_until) { // a click's button, held for 60 ms so the game sees one press whatever its read rate
*buttons |= hold_bit;
return;
}
if (!menu) { pending_a = 0; last_px = last_py = -1; return; }
if (pending_a) { // the focus asked for by a click: A once it is there
if (rd64(f.control + CTL_ACTIVE) == pending_node) {
pending_a = 0, hold_until = now + 60, hold_bit = 1ull << B_A;
*buttons |= hold_bit;
return;
}
if (now > pending_until) pending_a = 0;
else move_focus(&f, pending_node);
return;
}
if (click_r) { hold_until = now + 60, hold_bit = 1ull << B_B; *buttons |= hold_bit; return; }
float px, py;
if (!picture_pos(&px, &py)) return;
int moved = fabsf(px - last_px) > 0.001f || fabsf(py - last_py) > 0.001f;
if (!moved && !click_l) return;
last_px = px, last_py = py;
float lw, lh;
layout_size(f.screen, &lw, &lh);
Xf xf = screen_xf(f.screen);
Pt p = {(px - 0.5f) * lw, (0.5f - py) * lh, px * 2 - 1, 1 - py * 2, NULL};
if (xf.ok && !xf_plain(&xf, lw, lh)) p.t = &xf;
static uint64_t node[MAX_NODES], btn[MAX_NODES];
int n = nodes_of(f.screen, node, btn);
log_screen(&f, nm, n, lw, lh, p.t, n && stale_hit_panes(n, btn, lw, lh, p.t));
uint64_t at = n ? node_at(n, node, btn, &p, lw, lh) : 0;
if (!at) return;
if (at != f.node) move_focus(&f, at);
if (click_l) {
if (at == f.node) { hold_until = now + 60, hold_bit = 1ull << B_A; *buttons |= hold_bit; }
else pending_a = 1, pending_node = at, pending_until = now + 300;
}
}
+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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// --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;
}
+340
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// Direct mouse input for TotK 1.4.3. The camera controller's input update (main+0x874c1c) turns HID stick floats
// into a radial dead zone, clamps the radius to one and applies StickExponent. The mouse enters after all three,
// at main+0x874cb4, before the game's X/Y inversion and input-activity flags. It never becomes a HID stick value.
// Free orbit removes that sample again before the camera's additional vertical square/velocity filters and adds
// raw-count angular deltas at its spherical-angle output instead. Ultrahand has a separate post-curve hook.
// The ordinary stick's result stays, so a controller still uses the game's own response.
//
// This is deliberately not a render-camera override: the game remains responsible for aiming, camera collision,
// lock-on and scripted cameras. Which of its other modes consume this camera input needs in-game verification.
#include <math.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include "cfg.h"
#include "host.h"
#include "input.h"
#include "input_wsys.h"
#include "platform/platform.h"
#if __has_include("patches.h")
#include "patches.h"
#endif
static int direct_mode(void) {
// cfg_value: unset is the settings table's default (direct), as the menu shows it
return !strcmp(cfg_value("TOTK_MOUSE_MODE"), "direct") && rt_patch_enabled(rt_patch_set("mouse_direct"));
}
static uint64_t last_update;
static uint64_t hand_update;
static int accepts_mouse;
static int hand_active(uint64_t now) {
uint64_t last = __atomic_load_n(&hand_update, __ATOMIC_ACQUIRE);
return last && now - last < 150000000ull;
}
int input_direct_mouse_active(void) {
uint64_t last = __atomic_load_n(&last_update, __ATOMIC_ACQUIRE);
return direct_mode() && (__atomic_load_n(&accepts_mouse, __ATOMIC_RELAXED) || hand_active(plat_now_ns())) && last &&
plat_now_ns() - last < 150000000ull;
}
int input_direct_mouse_enabled(void) { return direct_mode(); }
void input_direct_mouse_radial(int32_t dx, int32_t dy, float sensitivity, float cursor[2], int32_t out[2]) {
if (!(sensitivity > 0)) { cursor[0] = cursor[1] = 0; out[0] = out[1] = 0; return; }
cursor[0] += dx * (double)sensitivity / 200;
cursor[1] -= dy * (double)sensitivity / 200;
double length = hypot(cursor[0], cursor[1]);
if (length > 1) { cursor[0] /= length; cursor[1] /= length; }
out[0] = (int32_t)lrint(cursor[0] * 32767);
out[1] = (int32_t)lrint(cursor[1] * 32767);
}
void input_direct_mouse_row(int32_t dx, float sensitivity, uint64_t now, InputMouseRow *row, int32_t out[2]) {
const float step_counts = 32;
out[0] = out[1] = 0;
if (!(sensitivity > 0)) { *row = (InputMouseRow){0}; return; }
if (dx) {
// Reversing direction cancels any remainder from the previous drag. Bound a fast flick to one pending step;
// a stopped mouse never starts another pulse, regardless of how often HID is polled.
if ((dx < 0 && row->distance > 0) || (dx > 0 && row->distance < 0)) row->distance = 0;
row->distance = fmaxf(-2 * step_counts, fminf(2 * step_counts, row->distance + dx * sensitivity));
}
if (row->direction) {
if (now < row->pulse_until && (!dx || (dx > 0 ? 1 : -1) == row->direction)) {
out[0] = row->direction * 32767;
return;
}
row->direction = 0;
row->neutral_until = now + 32000000ull;
return; // publish neutral even when a slow frame skipped the pulse's deadline
}
if (!dx || now < row->neutral_until || fabsf(row->distance) < step_counts) return;
row->direction = row->distance > 0 ? 1 : -1;
row->distance = fmodf(row->distance, step_counts);
row->pulse_until = now + 32000000ull;
out[0] = row->direction * 32767;
}
#ifdef RT_PATCH_PAGE
#define HOST_MOUSE_DIRECT (RT_PATCH_PAGE + 0xfd0)
#define HOST_MOUSE_ACTIVITY (RT_PATCH_PAGE + 0xfc0)
#define HOST_MOUSE_ORBIT_BEGIN (RT_PATCH_PAGE + 0xfb0)
#define HOST_MOUSE_ORBIT_ANGLES (RT_PATCH_PAGE + 0xfa0)
#define HOST_MOUSE_HAND (RT_PATCH_PAGE + 0xf90)
static _Thread_local uint64_t mouse_input_object;
typedef struct {
uint64_t object, generation, when;
float pad[2], motion[2], angle[2]; // post-inversion controller input, mouse input, mouse yaw/pitch in degrees
int camera_enabled;
} MouseSample;
static MouseSample sample;
static PlatMutex sample_lock = PLAT_MUTEX_INIT;
static _Thread_local struct { uint64_t object; MouseSample mouse; } orbit;
typedef struct {
uint64_t object, generation, input;
float pitch, original_target;
int hold_pitch, target_saved;
} OrbitTrack;
static OrbitTrack orbit_seen[16];
// sample_lock held. Camera objects can coexist while the game blends between their outputs.
static OrbitTrack *orbit_track(uint64_t object) {
int oldest = 0;
for (int i = 0; i < 16; i++) {
if (orbit_seen[i].object == object) return &orbit_seen[i];
if (orbit_seen[i].generation < orbit_seen[oldest].generation) oldest = i;
}
orbit_seen[oldest] = (OrbitTrack){.object = object};
return &orbit_seen[oldest];
}
static int orbit_sample_once(uint64_t object, uint64_t generation) {
plat_mutex_lock(&sample_lock);
OrbitTrack *track = orbit_track(object);
int fresh = track->generation != generation;
if (fresh) track->generation = generation;
plat_mutex_unlock(&sample_lock);
return fresh;
}
static float guest_float(uint64_t at) { float f; memcpy(&f, (void *)(uintptr_t)at, sizeof f); return f; }
static void guest_float_store(uint64_t at, float f) { memcpy((void *)(uintptr_t)at, &f, sizeof f); }
static uint64_t guest_pointer(uint64_t at) { uint64_t p; memcpy(&p, (void *)(uintptr_t)at, sizeof p); return p; }
static MouseSample sample_read(void) {
plat_mutex_lock(&sample_lock);
MouseSample m = sample;
plat_mutex_unlock(&sample_lock);
return m;
}
static float wrap_degrees(float a) { return remainderf(a, 360.0f); }
// main+0x191d78 builds the pitch target from +0x15c and +0x11c; the orbit update filters +0x108 toward it and adds
// (1 - +0x88) * +0x10c at output. Updating only +0x108 makes the camera spring back to the unchanged target.
static float orbit_pitch_offset(uint64_t object) {
return (1 - guest_float(object + 0x88)) * guest_float(object + 0x10c);
}
static void orbit_pitch_target(uint64_t object, float pitch) {
guest_float_store(object + 0x15c, pitch - orbit_pitch_offset(object) - guest_float(object + 0x11c));
}
static void orbit_pitch_release(OrbitTrack *track) {
if (track->target_saved) guest_float_store(track->object + 0x15c, track->original_target);
track->hold_pitch = track->target_saved = 0;
}
// A host call at an instruction site, not an AAPCS64 function replacement. Preserve every guest register except
// s9/s10, which carry the processed camera input, and perform the displaced store of s9 at [x20 + 0x420].
static void camera_input(Cpu *c) {
mouse_input_object = 0;
uint32_t flags = (uint32_t)c->x[21];
int accept = !(flags & 1) && !input_direct_mouse_selector_active();
__atomic_store_n(&accepts_mouse, accept, __ATOMIC_RELAXED);
__atomic_store_n(&last_update, plat_now_ns(), __ATOMIC_RELEASE);
MouseSample next = {.object = c->x[20], .when = plat_now_ns(), .camera_enabled = accept};
memcpy(&next.pad[0], &c->v[9], sizeof(float));
memcpy(&next.pad[1], &c->v[10], sizeof(float));
if (flags & 2) next.pad[0] = -next.pad[0];
if (flags & 4) next.pad[1] = -next.pad[1];
if (direct_mode()) {
int32_t dx, dy;
input_direct_mouse_sample(!input_direct_mouse_selector_active() && (accept || hand_active(plat_now_ns())), &dx, &dy);
float sensitivity = (float)cfg_double("TOTK_MOUSE_SENS");
sensitivity = fminf(10, fmaxf(0, sensitivity));
// The game multiplies camera input by its 30 Hz frame ratio later. Divide by that exact ratio, rather
// than wall-clock time: an equal distance of mouse motion then gives equal input at every frame rate.
float ratio = 1;
if (frame_step_realtime()) memcpy(&ratio, rt_patch_page(), sizeof ratio);
else {
double hz = frame_step_limit_hz();
if (hz > 0) ratio = (float)(30 / hz);
}
if (isfinite(ratio) && ratio > 0 && sensitivity > 0 && (dx || dy)) {
if (accept) mouse_input_object = c->x[20];
float x, y;
memcpy(&x, &c->v[9], sizeof x);
memcpy(&y, &c->v[10], sizeof y);
float scale = 0.01f * sensitivity / ratio;
next.motion[0] = dx * scale * (flags & 2 ? -1 : 1);
next.motion[1] = -dy * scale * (flags & 4 ? -1 : 1);
next.angle[0] = -dx * 0.08f * sensitivity * (flags & 2 ? -1 : 1);
next.angle[1] = dy * 0.08f * sensitivity * (flags & 4 ? -1 : 1);
if (accept) { x += dx * scale; y -= dy * scale; }
uint32_t xb, yb;
memcpy(&xb, &x, sizeof xb);
memcpy(&yb, &y, sizeof yb);
c->v[9] = xb;
c->v[10] = yb;
static int logged;
if (!logged) {
logged = 1;
rt_log("mouse: direct camera input after the stick dead zone, clamp and exponent");
}
}
}
plat_mutex_lock(&sample_lock);
next.generation = sample.generation + 1;
sample = next;
plat_mutex_unlock(&sample_lock);
uint32_t original = (uint32_t)c->v[9];
memcpy((void *)(uintptr_t)(c->x[20] + 0x420), &original, sizeof original);
}
// Free camera has another signed-square curve for its vertical axis, plus mode-dependent velocity filters.
// Remove only this mouse sample before that controller runs. At its final spherical-angle output, add degrees
// directly and move its persistent pitch/yaw by the same amounts so the next update starts at the new orientation.
// The controller still handles its gamepad input, following, collision and focus normally.
static void orbit_begin(Cpu *c) {
orbit.object = 0;
uint64_t object = c->x[0];
if (direct_mode()) {
MouseSample m = sample_read();
uint64_t input = guest_pointer(object + 0x20);
if (m.object == input && m.camera_enabled) {
// The hooks take a step when the mouse moved in it, or while the mouse holds the pitch. A step of the
// gamepad alone (no mouse motion, no hold: a player who never moved the mouse) keeps the game's input.
int moved = m.motion[0] != 0 || m.motion[1] != 0, take;
uint64_t held = guest_pointer(input + 0x148);
uint8_t override;
memcpy(&override, (void *)(uintptr_t)(input + 0x15c), 1);
plat_mutex_lock(&sample_lock);
OrbitTrack *track = orbit_track(object);
if (track->input != input) track->hold_pitch = track->target_saved = 0;
if (m.pad[1] != 0 || (held & 0x20) || (override & 0x40)) orbit_pitch_release(track);
take = moved || track->hold_pitch;
if (take) track->input = input;
if (track->hold_pitch) orbit_pitch_target(object, track->pitch);
plat_mutex_unlock(&sample_lock);
if (moved) { // the mouse's part of this step's stick goes to the final angles instead
guest_float_store(input + 0x420, m.pad[0]);
guest_float_store(input + 0x424, m.pad[1]);
}
if (take) orbit.object = object, orbit.mouse = m;
}
} else {
plat_mutex_lock(&sample_lock);
orbit_pitch_release(orbit_track(object));
plat_mutex_unlock(&sample_lock);
}
c->x[8] = guest_pointer(object + 8); // displaced ldr x8, [x0, #8]
}
static void orbit_angles(Cpu *c) {
uint64_t object = c->x[20];
if (orbit.object == object) {
float yaw_delta = orbit.mouse.angle[0], pitch_delta = orbit.mouse.angle[1];
int fresh = plat_now_ns() - orbit.mouse.when < 150000000ull &&
orbit_sample_once(object, orbit.mouse.generation);
if (!fresh) yaw_delta = pitch_delta = 0;
plat_mutex_lock(&sample_lock);
OrbitTrack *track = orbit_track(object);
if (track->hold_pitch || yaw_delta || pitch_delta) {
float pitch = guest_float(c->sp + 0x44), yaw = guest_float(c->sp + 0x48);
float low = guest_float(object + 0xf8), high = guest_float(object + 0xfc);
if (!isfinite(low) || !isfinite(high) || low >= high) low = -89.9f, high = 89.9f;
low = fmaxf(-89.9f, low); high = fminf(89.9f, high);
// The game can recalculate its pitch after orbit_begin (following, mode changes and another filter).
// Integrate from our last requested angle, then correct the final output even on stationary frames.
float base = track->hold_pitch ? track->pitch : pitch;
float new_pitch = fminf(high, fmaxf(low, base + pitch_delta));
guest_float_store(c->sp + 0x44, new_pitch);
guest_float_store(c->sp + 0x48, wrap_degrees(yaw + yaw_delta));
guest_float_store(object + 0x108, wrap_degrees(new_pitch - orbit_pitch_offset(object)));
guest_float_store(object + 0x120, wrap_degrees(guest_float(object + 0x120) + yaw_delta));
if (!track->target_saved) track->original_target = guest_float(object + 0x15c), track->target_saved = 1;
track->pitch = new_pitch; track->input = orbit.mouse.object; track->hold_pitch = 1;
orbit_pitch_target(object, new_pitch);
static int logged;
if (!logged) {
logged = 1;
rt_log("mouse: free-camera angles directly, 0.08 degrees per count at sensitivity 1, equal X/Y");
}
}
plat_mutex_unlock(&sample_lock);
orbit.object = 0;
}
uint32_t bits;
memcpy(&bits, (const void *)(uintptr_t)(c->sp + 0x44), sizeof bits);
c->v[12] = bits; // displaced ldr s12, [sp, #0x44]
}
// Ultrahand reads the player's manipulation input rather than the camera's processed stick. Insert the mouse
// after that controller's per-axis power curves (main+0x1d59460), preserving the keyboard/controller contribution.
static void hand_input(Cpu *c) {
__atomic_store_n(&hand_update, plat_now_ns(), __ATOMIC_RELEASE);
static _Thread_local uint64_t object, generation;
if (direct_mode()) {
MouseSample m = sample_read();
if (m.generation != generation || object != c->x[19]) {
float x = guest_float(c->sp + 0x60), y;
memcpy(&y, &c->v[15], sizeof y);
x += m.motion[0];
y += m.motion[1];
guest_float_store(c->sp + 0x60, x);
uint32_t bits;
memcpy(&bits, &y, sizeof bits);
c->v[15] = bits;
object = c->x[19]; generation = m.generation;
static int logged;
if (!logged && (m.motion[0] || m.motion[1])) {
logged = 1;
rt_log("mouse: held-object input after the manipulation controller's power curves");
}
}
}
uint32_t original = (uint32_t)c->x[8];
memcpy((void *)(uintptr_t)(c->sp + 0x48), &original, sizeof original);
}
// The game also uses a 10% activity threshold after processing the stick. A one-count mouse movement must count
// as active, even when its displacement is smaller than that threshold. The site is the displaced ldp d9, d8, [sp, #8]
// just before the update's last `str w8, [x20, #0x418]`: w8 holds the flags then (bit 0 raw input, bit 4 any input,
// bits 3 and 5 processed input below the threshold), so they are changed in w8; a write to +0x418 would be overwritten
// by that store. No flag is changed for controller-only input.
static void camera_activity(Cpu *c) {
if (mouse_input_object && mouse_input_object == c->x[20]) {
uint32_t flags = (uint32_t)c->x[8];
c->x[8] = (flags | 0x11u) & ~0x28u;
mouse_input_object = 0;
}
uint64_t d9, d8;
memcpy(&d9, (const void *)(uintptr_t)(c->sp + 8), sizeof d9);
memcpy(&d8, (const void *)(uintptr_t)(c->sp + 16), sizeof d8);
c->v[9] = d9;
c->v[8] = d8;
}
__attribute__((constructor)) static void mouse_direct_register(void) {
rt_register_host(HOST_MOUSE_DIRECT, camera_input);
rt_register_host(HOST_MOUSE_ACTIVITY, camera_activity);
rt_register_host(HOST_MOUSE_ORBIT_BEGIN, orbit_begin);
rt_register_host(HOST_MOUSE_ORBIT_ANGLES, orbit_angles);
rt_register_host(HOST_MOUSE_HAND, hand_input);
}
#endif
+230
View File
@@ -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
View File
@@ -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
+10 -1
View File
@@ -75,7 +75,8 @@ uint64_t nvn_tex_view_offset(const tex_t *t, const view_t *v);
// A command handle (what QueueSubmitCommands receives) points at a host copy of one recording: a flat sequence of
// 8-byte-aligned records {op_hdr, payload}, OP_BEGIN first and OP_END last. Called recordings are inlined, so a copy
// holds no OP_CALL or OP_JUMP. Texture pointers in payloads (p_set_rt, p_copy_b2t, p_copy_t2t, p_clear_tex) are
// immutable host copies that live for the run, one per tex_t.serial. Deferred binds (p_bind_handles.src != 0) hold the
// immutable host copies ("pins"), one per tex_t.serial, that live while a recording copy names them and a while after
// (nvn_pins_sweep). Deferred binds (p_bind_handles.src != 0) hold the
// handles read at submit (nvn_submit_prepare). Payloads of the ops nvn_obj.h does not define:
typedef struct { volatile uint32_t *val; uint32_t mode, value; } p_signal_event; // OP_SIGNAL_EVENT; mode: NVNeventSignalMode
typedef struct { uint64_t type, addr; } p_report_counter; // OP_REPORT_COUNTER: NVNcounterType, NVNcounterData address
@@ -99,6 +100,14 @@ int nvn_handle_live(uint64_t handle); // 1 while the handle
// not added again)
uint64_t nvn_handle_bytes(uint64_t handle); // bytes of the copy, OP_BEGIN to OP_END; 0 if not live
uint64_t nvn_submit_count(void); // QueueSubmitCommands calls so far
// Submits a texture pin outlives its last tex_pin and the release of the last recording copy naming it: about 20 s at
// one submit a frame (MacNativeGames frees after two 600-submit windows).
#define NVN_PIN_AGE 1200
// Frees the texture pins no recording copy has named for NVN_PIN_AGE submits (nvn_api_cmd.c, "texture pins"), except keep[0..nkeep):
// the replay's current render targets, which carry over to the next submission. Called between submissions by the
// thread that replays them; now = nvn_submit_count().
void nvn_pins_sweep(uint64_t now, const tex_t *const *keep, int nkeep);
void nvn_pins_stats(uint64_t *live, uint64_t *freed); // pins that exist, pins freed so far
const char *nvn_op_name(uint32_t op); // "DRAW_IDX", ...; "?" past OP_COUNT_
// MemoryPoolInvalidateMappedRange: the CPU is about to read pool storage the GPU wrote. Weak no-op in nvn_ext.c; a back
// end that renders into host-side copies defines it and writes them back.
+274 -23
View File
@@ -4,7 +4,7 @@
// games/totk/third_party/d2r_gfx/gfx/nvn/hle_nvn.c @ b75be8cf (MIT, Copyright (c) 2026 jhaizhou; origin d2r-mobile),
// lines 647-1062, 1261-1286, 1486-1760 and 1975-1990, and the *Deferred and memory-callback entry points of
// totk_nvn_ext.c in the same directory. Metal, mach, the translation thread, Apple diagnostics, the per-frame
// statistics and the long-session sweeps (copy marks in control memory, texture pin sweep) dropped.
// statistics and the copy marks in control memory dropped; the texture pin sweep replaced by counting (texture pins).
//
// Records are written into a growable host buffer per command buffer, never into the game's command memory: games hand
// the same command memory to several command buffers recording at once (budgeted for real NVN encodings), and our
@@ -17,6 +17,7 @@
#include <stdlib.h>
#include <string.h>
#include "cfg.h"
#include "gfx.h"
#include "host.h"
#include "nvn_api.h"
@@ -75,15 +76,114 @@ 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);
// A block this size fails only without commit (the fatal report states it) or when 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.
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,
@@ -136,30 +236,169 @@ static void copy_view(view_t *dst, uint8_t *has, const NVNtextureView *v) {
// ---------- texture pins
// Recordings refer to textures by pointer, but the game may finalize or reuse an NVNtexture after recording and before
// the submit (NVN itself captured only GPU state). Records therefore point at an immutable host copy per texture
// initialization (tex_t.serial). The copies are kept for the whole run (MacNativeGames sweeps them for long sessions).
static PlatMutex pin_lock = PLAT_MUTEX_INIT;
static nvn_hmap pins = {.klen = 8}; // serial -> tex_t copy
// initialization (tex_t.serial). The game initializes its transient targets again every frame, about 29 new serials a
// frame on 1.4.3, so copies kept for the run grew the heap by about 44 MiB per minute of play, standing still too, until
// the commit limit ended the game after a few hours. A copy is freed once nothing can read it any more:
// - refs counts the recording copies whose ops name it: live ones, released ones a queued submission still reads, and
// per-submission clones (pin_refs, at flatten_recording and wherever such a copy is freed or cloned);
// - a recording in progress holds pins no copy counts yet, through its own tex_pin calls and through ops inlined from a
// copy that was released since: a pin goes only NVN_PIN_AGE submits after its last tex_pin and after refs fell to 0;
// - the replay's current render targets carry over to later submissions and are compared by pointer (vk_exec.c set_rt),
// so a freed address reused by a new pin would read as the same target: nvn_pins_sweep runs between submissions on
// the thread that replays them and keeps the pins it is given.
// MacNativeGames hit the same growth (3.16 million copies, 405 MB after 27 minutes) and marks pins by walking every live
// recording each window (hle_nvn.c pin_scan); counting at copy and release walks each copy's ops once more, when it is
// freed. TOTK_PIN_SWEEP=0 keeps every copy.
typedef struct {
tex_t t; // first: ops hold pins as tex_t pointers
uint64_t last_use; // nsubmits at the last tex_pin or the last drop of refs
uint32_t refs;
uint8_t queued; // in pin_q
} pin_t;
_Static_assert(offsetof(pin_t, t) == 0, "ops hold pins as tex_t pointers");
typedef struct { pin_t *p; uint64_t at; } pin_due;
static PlatMutex pin_lock = PLAT_MUTEX_INIT; // lock order: copy_lock, then pin_lock
static nvn_hmap pins = {.klen = 8}; // serial -> pin_t
static pin_due *pin_q; // pins with no counted copy, oldest first: [pin_qh, pin_qn)
static size_t pin_qh, pin_qn, pin_qcap;
static uint64_t pins_live, pins_freed;
static uint64_t nsubmits; // QueueSubmitCommands calls so far
static void pin_queue(pin_t *p, uint64_t at) { // pin_lock held
if (p->queued) return;
if (pin_qh && pin_qh * 2 >= pin_qn) {
memmove(pin_q, pin_q + pin_qh, sizeof *pin_q * (pin_qn - pin_qh));
pin_qn -= pin_qh, pin_qh = 0;
}
if (pin_qn == pin_qcap) {
pin_qcap = pin_qcap ? pin_qcap * 2 : 4096;
if (!(pin_q = realloc(pin_q, sizeof *pin_q * pin_qcap))) rt_fatal("nvn: out of memory (texture pin queue)");
}
pin_q[pin_qn++] = (pin_due){p, at};
p->queued = 1;
}
static const tex_t *tex_pin(const NVNtexture *nt) {
const tex_t *t = (const tex_t *)nt;
if (!t) return NULL;
uint64_t serial = t->serial;
if (!serial) rt_fatal("nvn: a recording references the uninitialized texture object %p", (const void *)t);
plat_mutex_lock_shared(&pin_lock);
const tex_t *r = nvn_hm_get(&pins, &serial);
uint64_t now = __atomic_load_n(&nsubmits, __ATOMIC_RELAXED);
plat_mutex_lock_shared(&pin_lock); // nvn_pins_sweep frees under the exclusive lock
pin_t *r = nvn_hm_get(&pins, &serial);
if (r) __atomic_store_n(&r->last_use, now, __ATOMIC_RELAXED);
plat_mutex_unlock_shared(&pin_lock);
if (r) return r;
if (r) return &r->t;
plat_mutex_lock(&pin_lock);
r = nvn_hm_get(&pins, &serial);
if (!r) {
tex_t *copy = malloc(sizeof *copy);
if (!copy) rt_fatal("nvn: texture pin copy");
*copy = *t;
nvn_hm_put(&pins, &serial, copy);
r = copy;
if (!(r = malloc(sizeof *r))) rt_fatal("nvn: texture pin copy");
*r = (pin_t){.t = *t};
nvn_hm_put(&pins, &serial, r);
pins_live++;
pin_queue(r, now); // freed like any other if no copy ever names it
}
__atomic_store_n(&r->last_use, now, __ATOMIC_RELAXED);
plat_mutex_unlock(&pin_lock);
return &r->t;
}
// The pins an op's payload names, into out (at most 9); returns how many.
static int op_pins(uint32_t op, const void *a, const tex_t *out[9]) {
int k = 0;
switch (op) {
case OP_SET_RT: {
const p_set_rt *r = a;
int n = r->n < 0 ? 0 : r->n > 8 ? 8 : r->n;
for (int i = 0; i < n; i++)
if (r->color[i]) out[k++] = r->color[i];
if (r->depth) out[k++] = r->depth;
break;
}
case OP_COPY_B2T: case OP_COPY_T2B:
if (((const p_copy_b2t *)a)->tex) out[k++] = ((const p_copy_b2t *)a)->tex;
break;
case OP_CLEAR_TEX:
if (((const p_clear_tex *)a)->tex) out[k++] = ((const p_clear_tex *)a)->tex;
break;
case OP_COPY_T2T: {
const p_copy_t2t *c = a;
if (c->src) out[k++] = c->src;
if (c->dst) out[k++] = c->dst;
break;
}
default: break;
}
return k;
}
static void pin_ref(const tex_t *t, int delta, uint64_t now) {
pin_t *p = (pin_t *)(uintptr_t)t;
if (delta > 0) {
__atomic_add_fetch(&p->refs, 1, __ATOMIC_RELAXED);
return;
}
__atomic_store_n(&p->last_use, now, __ATOMIC_RELAXED);
if (__atomic_sub_fetch(&p->refs, 1, __ATOMIC_ACQ_REL)) return;
plat_mutex_lock(&pin_lock);
pin_queue(p, now);
plat_mutex_unlock(&pin_lock);
}
// Counts (delta 1) or uncounts (-1) the pins named by the copy at handle, OP_BEGIN to OP_END; returns how many.
static uint32_t pin_refs(const uint8_t *copy, int delta) {
uint64_t now = __atomic_load_n(&nsubmits, __ATOMIC_RELAXED);
uint32_t n = 0;
for (const op_hdr *h = nvn_op_first((uintptr_t)copy); h->op != OP_END; h = nvn_op_next(h)) {
const tex_t *p[9];
int k = op_pins(h->op, nvn_op_payload(h), p);
for (int i = 0; i < k; i++) pin_ref(p[i], delta, now);
n += (uint32_t)k;
}
return n;
}
void nvn_pins_sweep(uint64_t now, const tex_t *const *keep, int nkeep) {
if (now < NVN_PIN_AGE) return;
static int on = -1;
if (on < 0) {
const char *s = cfg_get("TOTK_PIN_SWEEP");
on = !(s && !strcmp(s, "0"));
if (!on) rt_log("nvn: TOTK_PIN_SWEEP=0: texture pin copies are kept for the run (the heap grows in long sessions)");
}
if (!on) return;
static uint64_t logged;
plat_mutex_lock(&pin_lock);
for (int budget = 1024; pin_qh < pin_qn && budget; budget--) {
pin_due d = pin_q[pin_qh];
if (d.at > now - NVN_PIN_AGE) break;
pin_qh++;
pin_t *p = d.p;
p->queued = 0;
if (__atomic_load_n(&p->refs, __ATOMIC_ACQUIRE)) continue; // queued again when the count falls to 0
uint64_t last = __atomic_load_n(&p->last_use, __ATOMIC_RELAXED);
int kept = 0;
for (int i = 0; i < nkeep; i++) kept |= keep[i] == &p->t;
if (kept || last > now - NVN_PIN_AGE) {
pin_queue(p, kept ? now : last);
continue;
}
nvn_hm_del(&pins, &p->t.serial);
free(p);
pins_live--, pins_freed++;
}
if (now / 7200 != logged) {
logged = now / 7200;
rt_log("nvn: texture pins at submit %llu: %llu live, %llu waiting, %llu freed so far", (unsigned long long)now,
(unsigned long long)pins_live, (unsigned long long)(pin_qn - pin_qh), (unsigned long long)pins_freed);
}
plat_mutex_unlock(&pin_lock);
return r;
}
void nvn_pins_stats(uint64_t *live, uint64_t *freed) {
plat_mutex_lock_shared(&pin_lock);
*live = pins_live, *freed = pins_freed;
plat_mutex_unlock_shared(&pin_lock);
}
// ---------- recording copies
@@ -167,14 +406,15 @@ static const tex_t *tex_pin(const NVNtexture *nt) {
// adding control memory again releases the copies recorded there without walking every live copy. 4 KiB pages cost
// about 500 lookups per AddControlMemory under the exclusive lock (1.4.3 field: 53 calls a frame, 2 MiB ranges, 3.7
// copies per page), and the recording threads waited on it.
typedef struct { uint64_t magic, bytes, made_at, used_at, deferred; } copy_prefix; // deferred: 0 unknown, 1 none, 2 some
// deferred: 0 unknown, 1 none, 2 some; pins: texture pins its ops name, counted in their refs (pin_refs)
typedef struct { uint64_t magic, bytes, made_at, used_at, deferred, pins; } copy_prefix;
_Static_assert(sizeof(copy_prefix) % 8 == 0, "records stay 8-byte aligned");
typedef struct { uintptr_t lo, hi; uint8_t *copy; } cmd_copy;
typedef struct { cmd_copy *v; uint32_t n, cap; } copy_bucket;
static PlatMutex copy_lock = PLAT_MUTEX_INIT; // guards the two maps, the counters and every prefix
static nvn_hmap copy_pages = {.klen = 8}; // page -> copy_bucket
static nvn_hmap copy_live = {.klen = 8}; // handle -> copy_prefix of a live copy
static uint64_t ncopies, copy_bytes, copies_made, nsubmits;
static uint64_t ncopies, copy_bytes, copies_made;
// Asynchronous replay: copies released by the game, and per-submission clones, that a queued submission still reads.
// Freed once gfx_replayed_submits() reaches their used_at. Empty with synchronous replay.
static copy_prefix **zombies;
@@ -189,10 +429,15 @@ static void zombie_add(copy_prefix *pf) { // copy_lock held
zombies[nzombies++] = pf;
}
static void copy_free(copy_prefix *pf) { // copy_lock held
if (pf->pins) pin_refs((const uint8_t *)(pf + 1), -1);
free(pf);
}
static void zombie_sweep(uint64_t replayed) { // copy_lock held
for (uint32_t i = 0; i < nzombies;) {
if (zombies[i]->used_at <= replayed) {
free(zombies[i]);
copy_free(zombies[i]);
zombies[i] = zombies[--nzombies];
} else {
i++;
@@ -235,22 +480,27 @@ 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);
uint64_t pins_named = 0;
for (size_t at = 0;;) { // the records stay checked: a corrupt one stops here, not in the replay
op_hdr h;
memcpy(&h, p + at, sizeof h);
if (h.size < 8 || (h.size & 7) || h.op >= OP_COUNT_ || h.op == OP_JUMP || h.op == OP_CALL || at + h.size > n ||
(!at && h.op != OP_BEGIN))
rt_fatal("nvn: corrupt recording at %p (op %u size %u)", (const void *)(p + at), h.op, h.size);
const tex_t *pinned[9];
int k = op_pins(h.op, out + sizeof(copy_prefix) + at + 8, pinned);
for (int i = 0; i < k; i++) pin_ref(pinned[i], 1, 0);
pins_named += (uint64_t)k;
at += h.size;
if (h.op == OP_END) {
if (at != n) rt_fatal("nvn: recording at %p ends at %zu of %zu bytes", (const void *)p, at, n);
break;
}
}
*(copy_prefix *)out = (copy_prefix){COPY_MAGIC, n, 0, 0};
*(copy_prefix *)out = (copy_prefix){.magic = COPY_MAGIC, .bytes = n, .pins = pins_named};
return out + sizeof(copy_prefix);
}
@@ -300,7 +550,7 @@ static void release_copies(uintptr_t lo, uintptr_t hi) {
copy_bytes -= pf->bytes;
pf->magic = 0;
if (pf->used_at > replayed) zombie_add(pf); // a queued submission still reads it
else free(pf);
else copy_free(pf);
b->v[i] = b->v[--b->n];
}
if (!b->n) {
@@ -334,7 +584,7 @@ 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);
@@ -936,6 +1186,7 @@ void nvn_submit_prepare_async(const uint64_t *handles, uint64_t *out, int n) {
copy_prefix *cl = malloc(sz);
if (!cl) rt_fatal("nvn: out of memory (recording clone, %zu bytes)", sz);
memcpy(cl, pf, sz);
if (cl->pins) pin_refs((const uint8_t *)(cl + 1), 1);
cl->magic = 0; // not a live handle: the game never sees it
cl->used_at = now;
zombie_add(cl);
+8 -3
View File
@@ -197,6 +197,7 @@ NVN_API(nvnTextureInitialize) {
o->magic = NVN_TEX_MAGIC;
o->d = s->d;
o->pool = s->pool;
o->pool_flags = s->pool ? (uint16_t)s->pool->flags : 0;
o->off = s->off;
o->has_layout = s->has_layout;
memcpy(o->layout, s->layout, 8);
@@ -323,8 +324,11 @@ 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 +637,7 @@ 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) {
@@ -695,6 +699,7 @@ NVN_API(nvnQueuePresentTexture) {
win_t *o = arg_p(c, 1);
int idx = (int)arg_x(c, 2);
movie_tick(c); // ov_movie.c: hand over decoded movie frames that are due; needs the core, so before the wait
res_present(c); // resolution.c: a DLSS mode change sets the game's render size again, between frames
NVN_BLOCKING();
if (o->magic != NVN_WIN_MAGIC || idx < 0 || idx >= o->ntex || idx >= 4 || !o->tex[idx])
rt_fatal("nvn: QueuePresentTexture of image %d on window %p", idx, (void *)o);
+3
View File
@@ -48,6 +48,9 @@ typedef struct {
} tex_builder_t; FITS(tex_builder_t, NVNtextureBuilder);
typedef struct {
uint32_t magic; nvn_texdesc d; uint8_t has_layout, layout[8];
uint16_t pool_flags; // the pool's flags at Initialize (in the padding): a game may finalize and free
// the pool object while the back end still looks the texture up, and the
// driver keeps no pointer to it either
nvn_texlayout L; uint8_t *mem; pool_t *pool; int64_t off;
uint64_t serial; // Initialization serial: the back end uses it to find its texture in the host table (the game may copy the object by value, so object pointers cannot be stored)
} tex_t; FITS(tex_t, NVNtexture);
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