Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
20 KiB
Installer
A public release that turns the player's own game files into a playable TotK folder. The release carries no game data and no code derived from the game: the installer builds the game on the player's machine. The installed folder holds only the game; the installer and its tools stay outside it.
What the player does
- Downloads
TotK-Setup-<version>-windows.zipfrom GitHub Releases (none is published yet), unpacks it anywhere and startsTotK-Setup.exe. - Picks:
- 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/registeredof an unpacked firmware or an emulator's install), needed for Chinese, Korean and Traditional Chinese text; - the game language and the install folder.
- Waits for the setup, one time. The window shows each step and its progress.
- Plays
totk.exefrom 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
Updating the port
The player runs a newer installer on the same folder. It reads totk-install.json, keeps romfs/, exefs/,
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. The window starts with the last install folder
and the base, update, keys and firmware paths it ran with (paths only, never the keys file's contents), kept in
%LOCALAPPDATA%\TotK Recomp\setup.json ($XDG_STATE_HOME/totk-recomp/setup.json elsewhere). Entries that no longer exist
stay empty. A reinstall or a switch to another game version starts filled in.
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
- 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 is at least x86-64-v2 (SSE4.2; with AVX2/FMA the fasterv3build is used, otherwise thev2one), a Vulkan 1.3 GPU exists. Each failure is one clear message. - 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. - Extract ExeFS and RomFS into the install folder and verify the hashes.
- Lift the ExeFS to C (
recomp/gen.py,recomp/patches-v121.txtorpatches-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 inbuild-cache/cheats.statusandexefs.status); a file the tools refuse costs those cheats or patches, not the install. The patch files' writes into main's data go tobuild-cache/exefs.data, which the game stores into main at start; after the lift they are checked against the bytes the lifted code read as constants (<gen>/main/folded.txt, its jump tables). - Compile the generated C,
modules.c,romfs.c,patches.candov_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 for the host's level (libtotkrt.aorlibtotkrt-v2.a) intototk.exe(build_game.py --runtime-lib; about 3 min on 24 cores). - 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) intoshader-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 four times:romfs-patches,romfs-patches-xboxandromfs-patches-xbox-label(--prompts: Xbox button prompts forprompts = xbox, the first forpad_layout = nintendo, the second forxboxandauto), andromfs-patches-pc(keyboard and mouse prompts forprompts = pc). Each of the three prompt folders is then laid out once more for each game resolution of another shape,romfs-patches-<style>-<w>x<h>(--prompts <style> --aspect). Those differ fromromfs-patches-<style>in the UI archive only, and--reusehard-links the other files from it, so the forty-five folders take seconds and a few MiB each. The 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.pyruns that part again without the variants it was building (building.md, step 6), and the setup finishes with a warning that names how many were left out. - DLSS (the window's tick box, on by default, or
--dlss; Windows with an NVIDIA RTX GPU): downloadnvngx_dlss.dllfrom 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 fordlaaand 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. - Clean up the temp folder, except the generated C and the objects (about 1.3 GB), and write
build-cache/rebuild.txtin 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 [--firmware DIR] [--root DIR] [--temp DIR] [--verify]
- On a folder with
totk-install.jsononly--destis needed; the game files only when the extraction must run again. --firmware DIRis the folder holding the firmware NCAs: an unpacked firmware, or the emulators' installedContents/registered(the parentContentsfolder works too). It is read only with Chinese, Korean or Traditional Chinese text, and only whenshared-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.jsonholds their English text. The human-readable log goes to<temp>/logs/. - Exit codes: 0 done, 1 failed, 2 bad command line, 3 cancelled. The window cancels with Ctrl+Break to the installer's process group.
- Each step records a key over its inputs (runner.py). A step with the recorded key and intact output is skipped, so resume and update are one rule; output kept from another release is re-hashed first.
- Peak space on the install disk is about 36 GiB, not 22: the extraction copies both Program NCAs (16.3 GiB) next to the merged RomFS (15.9 GiB) before it deletes them. The check computes the exact figure.
- Window (
python -m installer.gui,installer/gui.pydraws,installer/guilogic.pydecides): 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, 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 ininstaller/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 withtotk-install.jsonneeds only the folder.--selftest [--shots DIR]builds every screen in every language and closes itself. The window is not stretched on a display whose scale is the system DPI:installer/dpi.pymakes the process system DPI aware before Tk starts, Tk then draws the fonts at the display's scale anddpi.pxsizes the paddings and wrap widths with it; the launcher does the same for its error box. tests/installer_gui_test.py: event model, form, catalogs, cancel, the display scale, the self-closing window and one end-to-end run of the CLI in--verifymode (needsbuild/install-testandbuild/extracted/v121; see its docstring).tests/installer_test.py: bookkeeping with fake steps.tests/installer_e2e.py: a dev-mode run with the files ofconfig.local.toml.
Release layout
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/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, 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); pgo-<ver>.profdata + .json, the execution profile an
update's code and the runtime libraries compile with (pgo.md)
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 no code, data, text or assets of the game;
make_release.pyrunstools/check_content.pyover 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 toshared-fonts/in the install folder. - Run
python tools/extract_fonts.py --firmware <dir>with.venv-py314and the keys fromconfig.local.toml, or pointTOTK_SHARED_FONTSat 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. 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:
AppRun starts python/bin/python3 -m installer.gui (no bytecode written into the read-only mount)
totk-setup.desktop, totk-setup.png
installer/, recomp/, tools/, data/, licenses/, THIRD_PARTY_NOTICES.md, totk.ini.example, VERSION as on Windows
python/ python-build-standalone 3.14 (with tkinter) + the installer's packages; a .pth puts the folder,
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, 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
- What we compile is built against the sniper sysroot (glibc 2.31): the game, hostcheck, hactool and the translator
need no newer glibc. The game links Opus, libvpx, zstd and libstdc++ statically and needs only glibc, the system's
Vulkan loader and the SDL3 beside it. The setup itself needs glibc 2.34 (Ubuntu 22.04, Debian 12, Fedora 35,
SteamOS 3): the official LLVM binaries and the
cryptographywheel are built against it.make_release_linux.pychecks every ELF file in the folder against that floor (check_glibc), and the setup's check step stops with one message on an older system. - The setup's temp folder is
.setup-tempinside the install folder (--tempchanges it): the AppImage is mounted read-only, and a Steam Deck's/homeis often too full for the generated C while the game goes to the SD card. - The game keeps Mesa's shader cache in
mesa-cachebesidetotkunlessMESA_SHADER_CACHE_DIRis set, for the same reason: RADV fills its default folder in~/.cacheup to 1 GB. - The window follows
LANGfor English or Russian, cancels through SIGTERM to the CLI's process group (the CLI handles it as Ctrl+Break on Windows) and opens the finished folder withxdg-open. - Requirements beyond Windows': Linux 6.7 or later (the write watch,
docs/building.md) and glibc 2.34. - Building the release needs one game version extracted and lifted (
tools/extract.py,recomp/gen.py, either version): the runtime library includes the generatedlayout.h, whose shared part (MOD_COUNT,MOD_MAIN_BASE) is the same for both.tools/make_release.pytakesgenerated/v121, elsegenerated/v143.
Constraints
- The installer steps contain no Win32 calls; only the window's DPI awareness (
installer/dpi.py) is Windows-only, and it does nothing elsewhere. Linux runs the same steps with its own compiler ("Linux release"). - The keys file path is passed to the tools; key values never appear in the UI, logs or files.
- The window is a front end over the CLI (
python -m installer --base ... --update ... --keys ... --lang ... --dest ...), which prints one JSON progress event per line. Tests and CI use the CLI. - Paths may hold any Unicode characters (a Cyrillic user name puts the temp and install folders under it). Every exe
the setup runs or builds reads its arguments and paths as UTF-8 through an
activeCodePagemanifest: hactool (our patch, building.md), totk.exe (runtime/totk.rc), ninja (upstream). The Python steps write their files and logs as UTF-8, andbuild_game.pyquotes paths with spaces on its Ninja command lines. - A game file whose data fails its hash checks or ends early stops the setup with
check.input_damaged, which names 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 ischeck.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.
- Per-monitor DPI in the setup window: Tk 9 has none, so a display whose scale differs from the primary one still gets the window stretched.