17 KiB
Building from source
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 instead: it builds the game on their machine without this toolchain.
Toolchain
Versions are the ones the build was verified with; newer patch releases are fine.
| Tool | Version | Install | Used for |
|---|---|---|---|
| MSYS2 UCRT64 | clang/lld 23.1.3 | msys2.org installer to C:\msys64, packages below |
compiling the generated C and the runtime |
| Visual Studio Build Tools | 2026, C++ workload, Windows SDK 10.0.26100 | winget Microsoft.VisualStudio.BuildTools with --add Microsoft.VisualStudio.Workload.VCTools --includeRecommended |
the linker .NET NativeAOT calls |
| .NET SDK | 10.0 | winget Microsoft.DotNet.SDK.10 |
the shader translator (totk_xlate.exe) |
| Vulkan SDK | 1.4.363 | winget KhronosGroup.VulkanSDK |
validation layers, vulkaninfo |
| uv | 0.13 | standalone installer from astral.sh | the two Python environments |
| hactool | 1.4.0 @ 1d64a83 |
.venv\Scripts\python tools\build_hactool.py, see below |
NCA and update extraction |
MSYS2 packages, after pacman -Syuu (run it twice; the first pass updates the core and exits):
pacman -S --needed --noconfirm mingw-w64-ucrt-x86_64-{clang,lld,ninja,gcc,make,pkgconf,sdl3,opus,libvpx,zstd,vulkan-devel,\
vulkan-memory-allocator,vulkan-validation-layers,shaderc,spirv-tools} base-devel git unzip
ffmpeg from MSYS2 is a GPLv3 build and is never linked; the movies go through libvpx.
PATH:
- Add
C:\Program Files (x86)\Microsoft Visual Studio\Installerto the user PATH: NativeAOT needsvswhere.exe, or the publish fails at the link step (MSB3073). - Another
cmakeorninjaearlier on PATH (a 32-bit winlibs MinGW, for example) is picked up by accident. The build scripts call Ninja fromC:\msys64\ucrt64\binthemselves; from a shell, putC:\msys64\ucrt64\binfirst.
hactool
tools/build_hactool.py fetches SciresM/hactool at 1d64a83 into toolchain\src\hactool, applies the three patches in
tools/hactool/ and builds a static toolchain\hactool\hactool.exe with MSYS2 UCRT64 gcc (a few seconds):
portable.patch: the parts of MacNativeGames'build_hactool()that run on Windows, theMNG_TITLE_KEYSvariable and the two BKTR fixes innca.cfor the subsection table padding and the subsection layout of newer cumulative updates;unicode.patch: a manifest with<activeCodePage>UTF-8</activeCodePage>, so paths under a non-ASCII user profile reach it intact;mbedtls-asm-clobbers.patch: thememoryandccclobbers the bundled mbedtls 2.6.1's x86-64 multiply asm lacks. Without them a clang build (the Linux release) fails every RSA signature check and the update merge stops.
hactool reads -k <prod.keys>; MSYS2 shells set HOME, which hides its default key location, so pass -k there.
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 v110 for 1.1.0. The tools default to v121 when --version is left out. Saves load on any
of them.
-
Python environments (once).
.venvruns the lifter and the build;.venv-py314runs the extraction scripts, which need the stdlibcompression.zstdof Python 3.14:uv venv --python 3.12 .venv uv pip install --python .venv/Scripts/python.exe -r tools/requirements.txt uv venv --python 3.14 .venv-py314 uv pip install --python .venv-py314/Scripts/python.exe -r tools/requirements-py314.txt -
Copy
config.example.tomltoconfig.local.tomland set the paths to your base game, the update and your console's keys file.config.local.tomlis ignored by git. The tools read the keys file themselves. -
Extract and verify. This writes
build\extracted\v0(1.0.0) andbuild\extracted\<ver>for each update inupdates, identified by its hash; a hash mismatch stops the run. With another[work] dirinconfig.local.toml,extractedgoes there instead, andbuild_game.pyreads the ExeFS and RomFS from there:.venv-py314\Scripts\python tools\extract.py -
Shader translator (no game files; again after a change to its sources, and
tools\make_release.pystops on an older one). This publishesbuild\xlate\totk_xlate.exe:.venv\Scripts\python tools\build_xlate.py -
Lift the modules to C, write the RomFS overlay (the frame-rate fix), then compile and link
build\<ver>\totk.exe:.venv\Scripts\python recomp\gen.py --exefs build\extracted\<ver>\exefs --out generated\<ver> --patches recomp\patches-<ver>.txt .venv-py314\Scripts\python tools\make_romfs_patches.py --version <ver> .venv\Scripts\python tools\build_game.py --version <ver>--cpu v2targets x86-64-v2 (SSE4.2, no AVX2/FMA) for older CPUs; the defaultv3needs AVX2. The v2 build linksruntime/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 runstools/check_isa.pyover 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.pysizes its emit pool from the CPU count and the free memory;--jobs Nsets it, and so does the environment variableTOTK_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
SCCACHEset to an sccache executable,build_game.pywrites it into the ninja file ahead ofcc, and every lift rewrites the generated chunks with the same contents, so a second build of the same version hits all of their objects:$env:SCCACHE = "path\to\sccache.exe" .venv\Scripts\python tools\build_game.py --version <ver>--patchesbuilds in the frame-rate, resolution and other patch sets, switchable at run time. The link copiesSDL3.dll,libiconv-2.dllandlibopus-0.dllnext to the exe. For Xbox button prompts, runmake_romfs_patches.pytwice more, with--prompts xboxand--prompts xbox-label: they writebuild\<ver>\romfs-patches-xboxandromfs-patches-xbox-label(controls.md, "Xbox button prompts"), whichbuild_game.pycopies next tototk.exelikeromfs-patches.--prompts pcwritesromfs-patches-pc, the keyboard and mouse prompts (controls.md, "PC button prompts").A build from source has no layouts for other shapes than 16:9. At an
output_ressuch as 5120x1440 the game then draws the largest 16:9 size inside it (2560x1440) and the present adds bars, instead of a wide camera over a stretched HUD (runtime/resolution.c,shape_fallback). For the full shape makeromfs-patches-<w>x<h>once per size:make_romfs_patches.py --version <ver> --aspect <w>x<h> --out build\<ver>\romfs-patches-<w>x<h>(the sizes the installer makes areASPECT_SIZESininstaller/steps.py);build_game.pycopies everyromfs-patches*folder next tototk.exe. -
Prepare the shaders (once per build folder and translator). It needs
refs\MacNativeGames(tools\fetch_refs.sh) for the shared shader list:.venv-py314\Scripts\python tools\prepare_shaders.py build\<ver> --version <ver>Without this step the first launch compiles shaders and pipelines during play and stutters until the caches fill. The AMD driver keeps its pipeline cache per exe path and holds a limited amount: preparing another build folder can evict this one's.
totk.exe --warm-shadersrebuilds 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.pyruns the driver step again with--warm-shaders, up to three times, without the variants the driver was building at the crash.shader-prepare-skip.txtnext 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. -
Run. The game keeps running when its window loses the focus (
assume_focus = 1intotk.ini, the default; the Game tab switches it). With 0 it pauses, as it does on the Switch when Home is pressed.build\<ver>\totk.exe
Settings live in totk.ini next to totk.exe (totk.ini.example lists them). Saves go to
build\profile for v121 and build\profile-<ver> for other versions (build_game.py --profile changes it).
Portable folder
.venv\Scripts\python tools\package_build.py --version <ver> writes build\<ver>-portable, which runs on another of
your machines without MSYS2, Python or .NET. romfs.bin stays out unless you pass --with-romfs; otherwise put it in
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:
$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:
.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
files (*_win.c); runtime/platform/linux.c implements platform.h. Status: the selftest and the probes pass; 1.2.1
plays at 60 fps on RADV (RX 7800 XT) and NVIDIA (RTX 3060); 1.4.3 builds, probes and plays on RADV (RX 6600, and the
Vega 7 of a Ryzen 5 4600G at about 34 fps). Long play sessions and the Steam Deck itself are not verified yet.
Requirements:
-
Linux 6.7 or later: the write watch uses userfaultfd write protection with
PAGEMAP_SCAN. SteamOS 3.8 qualifies. -
A Vulkan 1.3 driver with
VK_EXT_external_memory_host(RADV, NVIDIA). -
Packages on Arch:
pacman -S --needed clang lld ninja make sdl3 opus libvpx zstd vulkan-headers vulkan-icd-loader \ vulkan-validation-layers shaderc spirv-tools dotnet-sdk uv gitVulkan Memory Allocator is a single header (AUR
vulkan-memory-allocator). Without it,build_game.pyfetches the version the Windows release pins (3.4.0) intotoolchain/vma/on first use and checks its hash.
The steps are the Windows ones with POSIX paths: .venv/bin/python in place of .venv\Scripts\python, and totk in
place of totk.exe. build_game.py takes clang, lld and Ninja from PATH (or the ones in <dir>/bin with
--toolchain <dir>) and links against the system libraries, with libstdc++ static and an $ORIGIN rpath;
build_hactool.py builds hactool with make. tools/prepare_shaders.py reads the shader list from
refs/MacNativeGames at origin/HEAD, which must be the pinned commit with its history (the list format changed later).
The probes open a window, so from an SSH session they need the desktop session's display, or they stop at gpu 0 skipped: no graphics+compute+present queue family: on Wayland XDG_RUNTIME_DIR=/run/user/$(id -u) WAYLAND_DISPLAY=wayland-1 SDL_VIDEODRIVER=wayland (the socket name is in $XDG_RUNTIME_DIR), on X11 DISPLAY=:0.
Memory: on Windows the GPU imports guest memory and GetWriteWatch tracks the CPU's writes to it. On Linux,
re-protecting imported memory invalidates the driver's userptr buffer on every submit (about 1.3 ms per 16 MiB on
amdgpu), and importing pins the pages, which drops their write protection. Each CPU-visible pool therefore gets a
host-visible copy (shadow storage, runtime/vk_memory.c): the pages the CPU wrote go in before each submit, and the GPU's
writes come back at its fence. In play that costs about 0.2 ms a frame and doubles the memory of those pools (about
1.1 GB). TOTK_SHADOW=1 turns it on under Windows too. The Steam Deck's RADV has VK_EXT_external_memory_host as
well: the shadow copies are chosen for the measured cost above, not for a missing extension.
The Deck's GPU (Van Gogh) has no native ASTC, so its textures go through the compute decoder (runtime/vk_astc.c,
TOTK_ASTC) as on desktop AMD GPUs without it; frame times measured there include it.
Checks
Before a commit:
python tools/check_content.py --staged: nothing game-derived is staged. CI runs the same check;git config core.hooksPath .githooksruns 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 and python tests\settings_doc_check.py, which fails
when a setting is described neither in totk.ini.example nor in settings.md. A change to the mods' ExeFS patches
(tools/exefs_patches.py, runtime/mods.c, the folded.txt of recomp/gen.py) passes
.venv\Scripts\python tests\exefs_patches_test.py, which makes its own modules and runs gen.py on one with a jump
table (no game files), and totk.exe --probe-mods.
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:
| Test | Checks | Game files |
|---|---|---|
tests\diff\lift.py |
instructions sampled from the extracted modules; --coverage lists every word the lifter rejects or traps |
yes |
tests\diff\simd.py |
the whole FP/SIMD encoding space | no |
tests\diff\atomic.py |
exclusive load/store sequences and ARMv8.1 atomics | no |
tests\diff\func.py |
whole functions as the generator emits them, loops, jump tables and calls included (calls go to a stub that checks the registers at the call) | yes |
tests\flags_check.py |
the function-local flag helpers of runtime\cpu.h against its packed ones |
no |
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
exe's own version first, then of the other one.
Shaders: .venv-py314\Scripts\python tools\shader_census.py --version <ver> --translate extracts every Maxwell shader
to build\<ver>\shaders\ and runs it through the translator and spirv-val; failure groups go to failures.txt.
tools\xlate_smoke.py checks the translator alone, without game files.
Reverse engineering (optional)
- Ghidra 12.1.2 with Adubbz's Ghidra-Switch-Loader in
toolchain\ghidra\(JDK 21) opens the game modules (NSO). tools\fetch_refs.shclones the upstream projects this port builds on intorefs\, read-only.