Add a Steam Frame install script and base the quick start on it

Launcher/steam-frame-install.sh does the whole quick start in one command:
it downloads the newest release (or builds the tree it is in), extracts the
disc with nodtool, builds in a long-lived Debian ARM64 container (podman or
docker, under qemu on x86_64), copies the game and disc to the Frame over
SSH (or locally with --frame local), points Config.toml at the disc, and
registers the game with Steam through Valve's devkit tools when present.
Running it again updates: only changed source files are replaced, so the
build recompiles just those and Dawn is reused.

The README's quick start now runs the script; the manual steps move to a
"Building by hand" section.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
This commit is contained in:
Claude committed 2026-10-05 06:42:45 +00:00
1 parent 3a027d71dc
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#!/usr/bin/env bash
# Builds WiiCompiled VR for the Steam Frame from a release and your own disc, and installs it on the
# Frame. Run it again to update: it fetches the newest release and rebuilds only what changed.
#
# Launcher/steam-frame-install.sh --disc PATH [--frame HOST] [options]
#
# Or without downloading anything first:
#
# curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \
# | bash -s -- --disc "/path/to/Mario Kart Wii.wbfs" --frame steamos@<frame-ip>
#
# It runs on an x86_64 or ARM64 Linux PC with podman (or docker), or on the Frame itself. The game
# is built in a Debian ARM64 container, under qemu emulation on x86_64; the first build takes a few
# hours there, mostly compiling Dawn, and later ones reuse it.
#
# Options:
# --disc PATH your clean PAL RMCP01 disc: an image nodtool reads (ISO, WBFS, RVZ, ...) or an
# extracted disc folder holding sys/ and files/. Needed for the first build only.
# --frame HOST where to install: an SSH destination (steamos@<frame-ip>, or an ~/.ssh/config
# host such as Frame Control's "frame"), or "local" when running on the Frame.
# Without it the game is only built.
# --work-dir DIR where the toolchain, Dawn, the build and the extracted disc live
# (default ~/wiicompiled-frame; about 20 GB)
# --release TAG the release to build (default: the newest one). Ignored with --source.
# --source DIR build this source tree instead of a release (default when the script runs
# from inside one)
# --jobs N parallel compiles (default: a quarter of the memory in GB; under emulation each
# compile needs a lot of it)
# --frame-disc DIR where the extracted disc goes on the Frame: absolute, or relative to the
# Frame's home (default wiicompiled/disc; with --frame local, the disc folder
# the build used)
# -h, --help
set -euo pipefail
# Everything is in main, so bash has read the whole script before running any of it: when it comes
# through curl | bash, a step that reads stdin cannot eat the rest. (Not indented, for the heredocs.)
main() {
trap 'printf "\nsteam-frame-install.sh: stopped by a failed step (line %s); the output above says why.\n" "$LINENO" >&2' ERR
repo=mitch030504/Wiicompiled_VR_Frame
game_id=WiiCompiled
image=docker.io/library/debian:trixie
container=wiicompiled-frame-build
nodtool_version=v2.0.0-alpha.10
say() { printf '\n\033[1m==> %s\033[0m\n' "$*"; }
note() { printf ' %s\n' "$*"; }
fail() {
printf '\nsteam-frame-install.sh: error: %s\n' "$*" >&2
exit 1
}
usage() { awk 'NR == 1 { next } /^#/ { sub(/^# ?/, ""); print; next } { exit }' "$script_path"; }
script_path=${BASH_SOURCE[0]:-}
script_dir=""
if [[ -n "$script_path" && -f "$script_path" ]]; then
script_dir=$(cd "$(dirname "$script_path")" && pwd)
fi
disc=""
frame=""
work_dir="$HOME/wiicompiled-frame"
release=""
source_dir=""
jobs=""
frame_disc=""
while [[ $# -gt 0 ]]; do
case "$1" in
--disc) disc=$2; shift 2 ;;
--frame) frame=$2; shift 2 ;;
--work-dir) work_dir=$2; shift 2 ;;
--release) release=$2; shift 2 ;;
--source) source_dir=$2; shift 2 ;;
--jobs) jobs=$2; shift 2 ;;
--frame-disc) frame_disc=$2; shift 2 ;;
-h|--help)
if [[ -n "$script_dir" ]]; then usage; else echo "See the comment at the top of the script."; fi
exit 0 ;;
*) fail "unknown argument: $1 (see --help)" ;;
esac
done
mkdir -p "$work_dir"
work_dir=$(cd "$work_dir" && pwd)
host_arch=$(uname -m)
case "$host_arch" in
x86_64|aarch64) ;;
*) fail "this machine is $host_arch; the build needs an x86_64 or ARM64 Linux machine" ;;
esac
[[ "$(uname -s)" == Linux ]] || fail "run this on Linux (the build uses a Linux container)"
# ---------------------------------------------------------------------------------------------
say "Checking the container runtime"
runtime=""
for candidate in podman docker; do
if command -v "$candidate" >/dev/null 2>&1; then runtime=$candidate; break; fi
done
[[ -n "$runtime" ]] || fail "neither podman nor docker is installed.
Arch, CachyOS: sudo pacman -S --needed podman qemu-user-static qemu-user-static-binfmt
Debian, Ubuntu: sudo apt install podman qemu-user-static binfmt-support
Fedora: sudo dnf install podman qemu-user-static
SteamOS (the Frame) already has podman."
note "using $runtime"
for tool in curl tar; do
command -v "$tool" >/dev/null 2>&1 || fail "'$tool' is not installed"
done
platform_args=()
if [[ "$host_arch" == x86_64 ]]; then
platform_args=(--platform linux/arm64)
say "Checking ARM64 emulation"
seen=$("$runtime" run --rm "${platform_args[@]}" "$image" uname -m 2>&1 | tail -n 1 || true)
case "$seen" in
aarch64) note "ARM64 programs run under qemu" ;;
Linux)
fail "qemu is registered without the P (preserve argv[0]) flag its build needs, so every
program loses its first argument (uname -m printed 'Linux'). Register it again with flags POCF;
the README's 'Other ways to build' shows how." ;;
*)
fail "ARM64 programs do not run in containers here ($seen).
Arch, CachyOS: sudo pacman -S --needed qemu-user-static qemu-user-static-binfmt
sudo systemctl restart systemd-binfmt
Debian, Ubuntu: sudo apt install qemu-user-static binfmt-support
Fedora: sudo dnf install qemu-user-static && sudo systemctl restart systemd-binfmt
Then run this script again. On hosts whose binfmt_misc is per container (Unraid), see the
README's 'Other ways to build'." ;;
esac
fi
if [[ -z "$jobs" ]]; then
mem_gb=$(( $(awk '/^MemTotal:/{print $2}' /proc/meminfo) / 1024 / 1024 ))
jobs=$(( mem_gb / 4 ))
(( jobs < 1 )) && jobs=1
(( jobs > $(nproc) )) && jobs=$(nproc)
fi
[[ "$jobs" =~ ^[1-9][0-9]*$ ]] || fail "--jobs must be a positive number"
note "$jobs parallel compiles"
# ---------------------------------------------------------------------------------------------
# The source: the tree this script is in, an explicit --source, or a release kept in the work dir.
if [[ -z "$source_dir" && -z "$release" && -n "$script_dir" && -f "$script_dir/../runtime/CMakeLists.txt" ]]; then
source_dir=$(cd "$script_dir/.." && pwd)
fi
if [[ -n "$source_dir" ]]; then
source_dir=$(cd "$source_dir" && pwd)
[[ -f "$source_dir/Launcher/local-build.sh" ]] || fail "$source_dir is not a WiiCompiled VR source tree"
say "Building the source in $source_dir"
else
if [[ -z "$release" ]]; then
release=$(curl -fsSL "https://api.github.com/repos/$repo/releases?per_page=1" |
sed -n 's/.*"tag_name": *"\([^"]*\)".*/\1/p' | head -n 1)
[[ -n "$release" ]] || fail "could not find the newest release on github.com/$repo (try --release TAG)"
fi
source_dir="$work_dir/source"
have=$(cat "$source_dir/.release-tag" 2>/dev/null || true)
if [[ "$have" == "$release" ]]; then
say "Release $release is already unpacked"
else
say "Downloading release $release"
rm -rf "$work_dir/source-new"
mkdir -p "$work_dir/source-new" "$source_dir"
curl -fL --progress-bar "https://github.com/$repo/archive/refs/tags/$release.tar.gz" |
tar -xz --strip-components=1 -C "$work_dir/source-new" ||
fail "could not download release $release; the Releases page on github.com/$repo lists them"
# Only files whose content changed are copied, stamped with the current time, so the build
# recompiles exactly those; the release's own file dates can be older than the last build.
if command -v rsync >/dev/null 2>&1; then
rsync -rcE "$work_dir/source-new/" "$source_dir/"
else
(cd "$work_dir/source-new" && find . -type f -print0) |
while IFS= read -r -d '' file; do
if ! cmp -s "$work_dir/source-new/$file" "$source_dir/$file"; then
mkdir -p "$source_dir/$(dirname "$file")"
cp "$work_dir/source-new/$file" "$source_dir/$file"
touch "$source_dir/$file"
fi
done
fi
rm -rf "$work_dir/source-new"
printf '%s\n' "$release" > "$source_dir/.release-tag"
fi
fi
# ---------------------------------------------------------------------------------------------
# The disc: the two files the translation reads, and the extracted disc the game reads at run time.
disc_dir="$work_dir/disc"
if [[ -n "$disc" ]]; then
[[ -e "$disc" ]] || fail "no disc at $disc"
if [[ -d "$disc" ]]; then
disc_dir=$(cd "$disc" && pwd)
elif [[ ! -f "$disc_dir/sys/main.dol" ]]; then
say "Extracting your disc"
nodtool="$work_dir/nodtool-$nodtool_version"
if [[ ! -x "$nodtool" ]]; then
curl -fL -o "$nodtool.partial" \
"https://github.com/encounter/nod/releases/download/$nodtool_version/nodtool-linux-$host_arch"
chmod +x "$nodtool.partial"
mv "$nodtool.partial" "$nodtool"
fi
rm -rf "$disc_dir.partial"
"$nodtool" extract "$disc" "$disc_dir.partial"
mv "$disc_dir.partial" "$disc_dir"
fi
fi
if [[ ! -f "$disc_dir/sys/main.dol" || ! -f "$disc_dir/files/rel/StaticR.rel" ]]; then
if [[ -f "$source_dir/Assets/main.dol" && -f "$source_dir/Assets/StaticR.rel" ]]; then
disc_dir=""
else
fail "no disc yet: pass --disc with your disc image or an extracted disc folder"
fi
fi
mkdir -p "$source_dir/Assets"
if [[ -n "$disc_dir" ]]; then
cp "$disc_dir/sys/main.dol" "$disc_dir/files/rel/StaticR.rel" "$source_dir/Assets/"
fi
# ---------------------------------------------------------------------------------------------
say "Preparing the ARM64 build container"
cat > "$work_dir/container-build.sh" <<'EOF'
#!/usr/bin/env bash
# Written by steam-frame-install.sh and run inside its build container.
set -euo pipefail
if [[ ! -f /var/lib/wiicompiled-build-deps ]]; then
export DEBIAN_FRONTEND=noninteractive
apt-get update -qq
apt-get install -y -qq --no-install-recommends \
ca-certificates curl git python3 xz-utils unzip file pkg-config g++ binutils libicu-dev \
zlib1g-dev libvulkan-dev libx11-dev libx11-xcb-dev libxcb1-dev libxext-dev libxrandr-dev \
libxinerama-dev libxcursor-dev libxi-dev libxss-dev libxtst-dev libxkbcommon-dev \
libwayland-dev wayland-protocols libdecor-0-dev libegl-dev libgl-dev libgles-dev libdrm-dev \
libgbm-dev libasound2-dev libpulse-dev libpipewire-0.3-dev libudev-dev libdbus-1-dev \
libusb-1.0-0-dev >/dev/null
touch /var/lib/wiicompiled-build-deps
fi
cd /src
Launcher/prepare-portable-tools.sh --arch aarch64 --destination /work/tools
T=/work/tools/toolchain-aarch64/bin
if [[ ! -x /work/dotnet/dotnet ]]; then
curl -fsSL https://dot.net/v1/dotnet-install.sh | bash -s -- --channel 8.0 --install-dir /work/dotnet
fi
echo "== Dawn (built once; reused until a release changes its patches)"
Launcher/build-dawn-linux.sh --work-dir /work/dawn --cc "$T/clang" --cxx "$T/clang++" \
--cmake "$T/cmake" --ninja "$T/ninja" --jobs "$JOBS"
echo "== The game"
Launcher/local-build.sh --output-dir /work/out --cc "$T/clang" --cxx "$T/clang++" --fuse-ld lld \
--cmake "$T/cmake" --ninja "$T/ninja" --dotnet /work/dotnet/dotnet --parallel "$JOBS" \
--openxr --dawn-package /work/dawn/package --headset steam_frame
EOF
chmod +x "$work_dir/container-build.sh"
# One long-lived container, so its packages are installed once; recreated if its folders changed.
want_mounts="$work_dir=/work;$source_dir=/src;"
if "$runtime" container inspect "$container" >/dev/null 2>&1; then
mounts=$("$runtime" container inspect -f '{{range .Mounts}}{{.Source}}={{.Destination}};{{end}}' "$container")
if [[ "$mounts" != *"$work_dir=/work;"* || "$mounts" != *"$source_dir=/src;"* ]]; then
note "its folders changed; recreating it"
"$runtime" rm -f "$container" >/dev/null
fi
fi
if ! "$runtime" container inspect "$container" >/dev/null 2>&1; then
"$runtime" run -d --name "$container" "${platform_args[@]}" \
-v "$work_dir:/work:z" -v "$source_dir:/src:z" "$image" sleep infinity >/dev/null
fi
"$runtime" start "$container" >/dev/null
note "container $container (mounts ${want_mounts//;/ })"
say "Building (the first time takes hours under emulation; a log is in $work_dir/build.log)"
if ! "$runtime" exec -e JOBS="$jobs" "$container" bash /work/container-build.sh 2>&1 | tee "$work_dir/build.log"; then
fail "the build stopped; the end of $work_dir/build.log says why. Run the script again to resume.
A machine that froze ran out of memory: pass a lower --jobs."
fi
[[ -x "$work_dir/out/$game_id" ]] || fail "the build finished without $work_dir/out/$game_id"
note "built $work_dir/out/$game_id"
# ---------------------------------------------------------------------------------------------
if [[ -z "$frame" ]]; then
say "Done"
note "The game is in $work_dir/out. Run the script again with --frame steamos@<frame-ip> to install it."
exit 0
fi
say "Installing on the Frame"
# One SSH connection for every step, so a password is asked for once.
ssh_opts=(-o ControlMaster=auto -o "ControlPath=${XDG_RUNTIME_DIR:-/tmp}/wiicompiled-ssh-%C" -o ControlPersist=600)
on_frame() {
# Runs a bash script, given on stdin, on the Frame; its arguments follow.
if [[ "$frame" == local ]]; then bash -s -- "$@"; else ssh "${ssh_opts[@]}" "$frame" bash -s -- "$@"; fi
}
copy_to_frame() {
# copy_to_frame SOURCE DEST: DEST is absolute or relative to the Frame's home. A DEST ending in
# / is an existing folder SOURCE goes into; otherwise SOURCE is copied to that new name.
local source=$1 dest=$2
if [[ "$frame" == local ]]; then
[[ "$dest" == /* ]] || dest="$HOME/$dest"
cp -R "$source" "$dest"
elif [[ "$frame_rsync" == yes ]]; then
# rsync copies a folder without a trailing slash into DEST rather than as DEST.
[[ -d "$source" && "$dest" != */ ]] && source="$source/"
rsync -a -e "ssh ${ssh_opts[*]}" "$source" "$frame:$dest"
else
scp -rq "${ssh_opts[@]}" "$source" "$frame:$dest"
fi
}
on_frame <<<'true' || fail "cannot reach $frame over SSH. Turn on Developer Mode and set a user password on the
Frame (Steam Settings > System), then check the address."
frame_rsync=no
if [[ "$frame" != local ]] && command -v rsync >/dev/null 2>&1 &&
[[ "$(on_frame <<<'command -v rsync >/dev/null && echo yes || true')" == yes ]]; then
frame_rsync=yes
fi
game_dir="devkit-game/$game_id"
on_frame "$game_dir" <<'EOF'
mkdir -p "$HOME/$1"
EOF
note "copying the game to ~/$game_dir"
(cd "$work_dir/out" && find . -mindepth 1 -maxdepth 1 ! -name "$game_id" -print0) |
while IFS= read -r -d '' item; do copy_to_frame "$work_dir/out/${item#./}" "$game_dir/"; done
# The executable goes in under a new name and is moved into place: that works while it runs.
copy_to_frame "$work_dir/out/$game_id" "$game_dir/$game_id.new"
on_frame "$game_dir" "$game_id" <<'EOF'
cd "$HOME/$1" && mv -f "$2.new" "$2" && chmod -R u=rwX,go=rX . && chmod 755 "$2"
EOF
# The Frame's disc folder, absolute or relative to its home.
if [[ -z "$frame_disc" ]]; then
if [[ "$frame" == local && -n "$disc_dir" ]]; then frame_disc=$disc_dir; else frame_disc=wiicompiled/disc; fi
fi
frame_disc_path=${frame_disc#\~/}
has_disc=$(on_frame "$frame_disc_path" <<'EOF'
[[ "$1" = /* ]] && d=$1 || d="$HOME/$1"
[[ -f "$d/sys/main.dol" ]] && echo yes || true
EOF
)
if [[ "$has_disc" != yes ]]; then
[[ -n "$disc_dir" ]] || fail "the Frame has no disc at $frame_disc yet: pass --disc"
note "copying the extracted disc to $frame_disc (a few GB)"
on_frame "$frame_disc_path" <<'EOF'
[[ "$1" = /* ]] && d=$1 || d="$HOME/$1"
mkdir -p "$(dirname "$d")" && rm -rf "$d.partial"
EOF
copy_to_frame "$disc_dir" "$frame_disc_path.partial"
on_frame "$frame_disc_path" <<'EOF'
[[ "$1" = /* ]] && d=$1 || d="$HOME/$1"
rm -rf "$d" && mv "$d.partial" "$d"
EOF
fi
note "pointing the game at the disc"
on_frame "$frame_disc_path" <<'EOF'
[[ "$1" = /* ]] && d=$1 || d="$HOME/$1"
config="$HOME/.local/share/WiiCompiled/Config.toml"
mkdir -p "$(dirname "$config")"
if [[ ! -f "$config" ]]; then
printf '[paths]\ndvd_root = "%s"\n' "$d" > "$config"
elif ! grep -q '^dvd_root *=' "$config"; then
if grep -q '^\[paths\]' "$config"; then
sed -i "/^\[paths\]/a dvd_root = \"$d\"" "$config"
else
printf '\n[paths]\ndvd_root = "%s"\n' "$d" >> "$config"
fi
fi
EOF
# Steam's library: through Valve's devkit tools when Frame Control or the Devkit Client put them on
# the Frame, as a Steam Linux Runtime ARM64 title (Steam starts an ARM64 program natively).
# Registering again is harmless and refreshes the entry, as Valve's Devkit Client does each upload.
registered=$(on_frame "$game_dir" "$game_id" <<'EOF'
if [[ ! -f "$HOME/devkit-utils/steam-client-create-shortcut" ]]; then echo no-tools; exit 0; fi
parms=$(printf '{"gameid": "%s", "directory": "%s", "argv": ["%s"], "env": {}, "settings": {"steam_play": "0", "compat_tool": "SteamLinuxRuntime_4-arm64"}, "clear_settings": true, "force_appid": "", "lepton_args": ""}' "$2" "$HOME/$1" "$2")
reply=$(python3 "$HOME/devkit-utils/steam-client-create-shortcut" --parms "$parms" 2>/dev/null | tail -n 1)
case "$reply" in *'"success"'*) echo added ;; *) echo "failed $reply" ;; esac
EOF
)
case "$registered" in
added) note "it is in your Steam library" ;;
no-tools|failed*)
[[ "$registered" == failed* ]] && note "Steam did not take the shortcut: ${registered#failed }"
note "Add it to your Steam library once: in Frame Control, Send to Frame the folder"
note " $work_dir/out (name it $game_id), or on the Frame in Desktop Mode, Steam >"
note " Add a Non-Steam Game > ~/$game_dir/$game_id. Later runs of this script keep it updated." ;;
esac
say "Done"
note "Start $game_id from your library in the headset. Settings: left shoulder button, VR tab."
}
main "$@" </dev/null
+155 -118
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@@ -31,11 +31,12 @@ C++ and compiled for the Frame's ARM64 CPU, and it renders through SteamVR's Ope
## Quick start
This is the whole way from a [release](https://github.com/mitch030504/Wiicompiled_VR_Frame/releases)
and your disc to playing in the headset, building on an x86_64 Linux PC. Releases are source only:
the game is always built from your own disc, so there is nothing ready-built to download. The
first build takes a few hours, most of it compiling Dawn under emulation; later builds reuse it.
[Other ways to build](#other-ways-to-build) covers a faster machine and the Frame itself.
This is the whole way from your disc to playing in the headset. An install script does the work: it
downloads the newest [release](https://github.com/mitch030504/Wiicompiled_VR_Frame/releases),
extracts your disc, builds the game in an ARM64 container on your PC, copies it and the disc to the
Frame, and adds it to your Steam library. Releases are source only: the game is always built from
your own disc, so there is nothing ready-built to download. The first build takes a few hours, most
of it compiling Dawn under emulation; later builds reuse it.
**You need:**
- a Steam Frame with Developer Mode on (Steam Settings → System → Enable Developer Mode, then set a
@@ -61,109 +62,43 @@ podman run --rm --platform linux/arm64 docker.io/library/debian:trixie uname -m
The last command must print `aarch64`. On Debian or Ubuntu install `podman qemu-user-static
binfmt-support` instead. If podman complains about subordinate ids, run
`sudo usermod --add-subuids 100000-165535 --add-subgids 100000-165535 $USER` and log in again.
Docker works too, in place of podman.
### 2. Download the release and extract your disc
### 2. Run the installer
Take the newest release from the [Releases](https://github.com/mitch030504/Wiicompiled_VR_Frame/releases)
page; the commands use `frame-beta-1`, so put the newest release's tag in its place:
With the path to your disc image and your Frame's address:
```bash
mkdir -p ~/wiicompiled/Wiicompiled_VR_Frame; cd ~/wiicompiled
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-1.tar.gz \
| tar -xz --strip-components=1 -C Wiicompiled_VR_Frame
curl -fL -o nodtool https://github.com/encounter/nod/releases/download/v2.0.0-alpha.10/nodtool-linux-x86_64
chmod +x nodtool
./nodtool extract "/path/to/Mario Kart Wii.wbfs" disc-extract
mkdir -p Wiicompiled_VR_Frame/Assets
cp disc-extract/sys/main.dol disc-extract/files/rel/StaticR.rel Wiicompiled_VR_Frame/Assets/
curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \
| bash -s -- --disc "/path/to/Mario Kart Wii.wbfs" --frame steamos@<frame-ip>
```
`disc-extract` must hold `sys/` and `files/` directly; keep it, the game reads it when it runs.
- It asks for the Frame's password when it gets there. If you use
[Frame Control](https://github.com/saphid/frame-control), pass `--frame frame` instead: its SSH
key answers to that name.
- Everything it builds lives in `~/wiicompiled-frame` (`--work-dir` to change that): the toolchain,
Dawn, the source, the extracted disc and the build log, `build.log`.
- It runs as many compiles at once as fit in memory (a quarter of your memory in GB). If the machine
still freezes, run it again with a lower `--jobs`, such as `--jobs 2`.
- If it stops for any reason, the same command picks up where it left off.
- On the Frame, the game goes to `~/devkit-game/WiiCompiled/` and the disc to `~/wiicompiled/disc`.
It is added to your Steam library through Valve's devkit tools in `~/devkit-utils`, which Frame
Control and Valve's Devkit Client put there. Without them, the script says how to add it once
yourself. Steam must be running on the Frame for this step.
- `--help` lists every option. From a downloaded release, run `Launcher/steam-frame-install.sh`
with the same options: it then builds that release's source.
### 3. Build, inside an ARM64 container
```bash
podman run -it --name wiicompiled-frame --platform linux/arm64 -v ~/wiicompiled:/work docker.io/library/debian:trixie bash
```
Then, in the container's bash prompt:
```bash
apt-get update && apt-get install -y --no-install-recommends \
ca-certificates curl git python3 xz-utils unzip file pkg-config g++ binutils libicu-dev zlib1g-dev \
libvulkan-dev libx11-dev libx11-xcb-dev libxcb1-dev libxext-dev libxrandr-dev libxinerama-dev \
libxcursor-dev libxi-dev libxss-dev libxtst-dev libxkbcommon-dev libwayland-dev wayland-protocols \
libdecor-0-dev libegl-dev libgl-dev libgles-dev libdrm-dev libgbm-dev libasound2-dev libpulse-dev \
libpipewire-0.3-dev libudev-dev libdbus-1-dev libusb-1.0-0-dev
cd /work/Wiicompiled_VR_Frame
Launcher/prepare-portable-tools.sh --arch aarch64 --destination /work/tools # clang 22, CMake, Ninja
T=/work/tools/toolchain-aarch64/bin
curl -fsSL https://dot.net/v1/dotnet-install.sh | bash -s -- --channel 8.0 --install-dir /work/dotnet
Launcher/build-dawn-linux.sh --work-dir /work/dawn --cc $T/clang --cxx $T/clang++ \
--cmake $T/cmake --ninja $T/ninja --jobs 4 2>&1 | tee -a /work/dawn.log
Launcher/local-build.sh --output-dir /work/out --cc $T/clang --cxx $T/clang++ --fuse-ld lld \
--cmake $T/cmake --ninja $T/ninja --dotnet /work/dotnet/dotnet --parallel 4 \
--openxr --dawn-package /work/dawn/package --headset steam_frame 2>&1 | tee -a /work/game.log
exit
```
- Dawn is done when it prints `Patched Dawn for Linux ready`, the game when it prints
`MKWCBUILD:OUTPUT=/work/out`.
- `--jobs 4` and `--parallel 4` suit 16 GB of memory. Compiles take more memory under emulation, and
16 at once froze a 16 GB laptop. Use 8 with 32 GB.
- If it stops, `podman start -ai wiicompiled-frame` gets you back in. Run `cd /work/Wiicompiled_VR_Frame;
T=/work/tools/toolchain-aarch64/bin`, then the step that stopped: both scripts resume.
### 4. Install on the Frame
The easiest way is [Frame Control](https://github.com/saphid/frame-control): set up its connection
to the Frame, then drag `~/wiicompiled/out` onto **Send to Frame**. Name it `WiiCompiled` and keep
**Launches** on `WiiCompiled`. It adds the game to your Steam library, in `~/devkit-game/WiiCompiled/`
on the Frame.
Then copy the disc over and, on a first install, tell the game where it is (Frame Control's SSH
key answers to `frame`; use `steamos@<frame-ip>` otherwise):
```bash
ssh frame mkdir -p wiicompiled
scp -r ~/wiicompiled/disc-extract frame:wiicompiled/disc
ssh frame 'mkdir -p ~/.local/share/WiiCompiled && printf "[paths]\ndvd_root = \"/home/steamos/wiicompiled/disc\"\n" > ~/.local/share/WiiCompiled/Config.toml'
```
Without Frame Control, `scp -r ~/wiicompiled/out frame:wiicompiled/` and start
`~/wiicompiled/out/WiiCompiled` from a terminal in the Frame's Desktop Mode, with SteamVR running.
### 5. Play
### 3. Play
Start **WiiCompiled** from the library in the headset. Open the settings panel with the left
shoulder button, go to the **VR** tab and set the [recommended settings](#recommended-settings).
### Updating
When a new release comes out, put its changed files over the old source, rebuild, and replace only
the executable. `rsync -c` copies just the files whose content changed and stamps them with the
current time, so the build recompiles exactly those. Unpacking over the source would restore each
file's commit date, which can be older than the last build, and changes would be skipped. Your
`Assets/` and build folders stay. Install `rsync` if your system lacks it, and put the new release's
tag in place of `frame-beta-2`:
```bash
cd ~/wiicompiled
mkdir -p release-new
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-2.tar.gz \
| tar -xz --strip-components=1 -C release-new
rsync -rcE release-new/ Wiicompiled_VR_Frame/
rm -rf release-new
podman start -ai wiicompiled-frame
# in the container: cd /work/Wiicompiled_VR_Frame; T=/work/tools/toolchain-aarch64/bin, then the
# build-dawn-linux.sh and local-build.sh lines from step 3, then exit. Dawn only rebuilds when the
# release changed its patches (the release notes say so); otherwise both finish quickly.
scp ~/wiicompiled/out/WiiCompiled frame:devkit-game/WiiCompiled/WiiCompiled.new
ssh frame 'cd ~/devkit-game/WiiCompiled && chmod 755 WiiCompiled.new && mv -f WiiCompiled.new WiiCompiled'
```
The executable is copied under a new name and moved into place, which works even while an old copy
is open.
Run the same command again; you can leave out `--disc`. The script downloads the newest release,
puts only the files that changed over the old source, rebuilds what they touch, and replaces the
game on the Frame. Dawn is only rebuilt when a release changes its patches (the release notes say
so), so an update usually takes minutes. `--release <tag>` builds a given release instead.
## Recommended settings
@@ -238,43 +173,145 @@ frames means the GPU is over budget: lower `render_scale` or `resolution_multipl
**Crashes.** `console.log` then names the faulting thread and gives its pc and a backtrace as
`module+offset`. On the build machine,
`addr2line -f -C -e Wiicompiled_VR_Frame/native-build/WiiCompiled 0x<offset>` turns an offset in
`WiiCompiled` into a function: the executable is not stripped.
`addr2line -f -C -e ~/wiicompiled-frame/source/native-build/WiiCompiled 0x<offset>` turns an offset
in `WiiCompiled` into a function: the executable is not stripped. (Built by hand, the executable is
in `~/wiicompiled/Wiicompiled_VR_Frame/native-build/`.)
**Building.** A build that freezes the machine has run out of memory: lower `--jobs` or
`--parallel`. A missing CMake package means installing its `-dev` package in the container and
**Building.** The install script's log is `~/wiicompiled-frame/build.log`; its end says why a build
stopped. A build that freezes the machine has run out of memory: lower `--jobs` (or, by hand,
`--parallel`). A missing CMake package means installing its `-dev` package in the container and
running the same command again.
## Building by hand
These are the steps the install script runs, for when you want to see or change each one. Set up
emulation as in [Quick start](#quick-start) step 1 first.
### 1. Download the release and extract your disc
Take the newest release from the [Releases](https://github.com/mitch030504/Wiicompiled_VR_Frame/releases)
page; the commands use `frame-beta-1`, so put the newest release's tag in its place:
```bash
mkdir -p ~/wiicompiled/Wiicompiled_VR_Frame; cd ~/wiicompiled
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-1.tar.gz \
| tar -xz --strip-components=1 -C Wiicompiled_VR_Frame
curl -fL -o nodtool https://github.com/encounter/nod/releases/download/v2.0.0-alpha.10/nodtool-linux-x86_64
chmod +x nodtool
./nodtool extract "/path/to/Mario Kart Wii.wbfs" disc-extract
mkdir -p Wiicompiled_VR_Frame/Assets
cp disc-extract/sys/main.dol disc-extract/files/rel/StaticR.rel Wiicompiled_VR_Frame/Assets/
```
`disc-extract` must hold `sys/` and `files/` directly; keep it, the game reads it when it runs.
### 2. Build, inside an ARM64 container
```bash
podman run -it --name wiicompiled-frame --platform linux/arm64 -v ~/wiicompiled:/work docker.io/library/debian:trixie bash
```
Then, in the container's bash prompt:
```bash
apt-get update && apt-get install -y --no-install-recommends \
ca-certificates curl git python3 xz-utils unzip file pkg-config g++ binutils libicu-dev zlib1g-dev \
libvulkan-dev libx11-dev libx11-xcb-dev libxcb1-dev libxext-dev libxrandr-dev libxinerama-dev \
libxcursor-dev libxi-dev libxss-dev libxtst-dev libxkbcommon-dev libwayland-dev wayland-protocols \
libdecor-0-dev libegl-dev libgl-dev libgles-dev libdrm-dev libgbm-dev libasound2-dev libpulse-dev \
libpipewire-0.3-dev libudev-dev libdbus-1-dev libusb-1.0-0-dev
cd /work/Wiicompiled_VR_Frame
Launcher/prepare-portable-tools.sh --arch aarch64 --destination /work/tools # clang 22, CMake, Ninja
T=/work/tools/toolchain-aarch64/bin
curl -fsSL https://dot.net/v1/dotnet-install.sh | bash -s -- --channel 8.0 --install-dir /work/dotnet
Launcher/build-dawn-linux.sh --work-dir /work/dawn --cc $T/clang --cxx $T/clang++ \
--cmake $T/cmake --ninja $T/ninja --jobs 4 2>&1 | tee -a /work/dawn.log
Launcher/local-build.sh --output-dir /work/out --cc $T/clang --cxx $T/clang++ --fuse-ld lld \
--cmake $T/cmake --ninja $T/ninja --dotnet /work/dotnet/dotnet --parallel 4 \
--openxr --dawn-package /work/dawn/package --headset steam_frame 2>&1 | tee -a /work/game.log
exit
```
- Dawn is done when it prints `Patched Dawn for Linux ready`, the game when it prints
`MKWCBUILD:OUTPUT=/work/out`.
- `--jobs 4` and `--parallel 4` suit 16 GB of memory. Compiles take more memory under emulation, and
16 at once froze a 16 GB laptop. Use 8 with 32 GB.
- If it stops, `podman start -ai wiicompiled-frame` gets you back in. Run `cd /work/Wiicompiled_VR_Frame;
T=/work/tools/toolchain-aarch64/bin`, then the step that stopped: both scripts resume.
### 3. Install on the Frame
The easiest way is [Frame Control](https://github.com/saphid/frame-control): set up its connection
to the Frame, then drag `~/wiicompiled/out` onto **Send to Frame**. Name it `WiiCompiled` and keep
**Launches** on `WiiCompiled`. It adds the game to your Steam library, in `~/devkit-game/WiiCompiled/`
on the Frame.
Then copy the disc over and, on a first install, tell the game where it is (Frame Control's SSH
key answers to `frame`; use `steamos@<frame-ip>` otherwise):
```bash
ssh frame mkdir -p wiicompiled
scp -r ~/wiicompiled/disc-extract frame:wiicompiled/disc
ssh frame 'mkdir -p ~/.local/share/WiiCompiled && printf "[paths]\ndvd_root = \"/home/steamos/wiicompiled/disc\"\n" > ~/.local/share/WiiCompiled/Config.toml'
```
Without Frame Control, `scp -r ~/wiicompiled/out frame:wiicompiled/` and start
`~/wiicompiled/out/WiiCompiled` from a terminal in the Frame's Desktop Mode, with SteamVR running.
### Updating by hand
When a new release comes out, put its changed files over the old source, rebuild, and replace only
the executable. `rsync -c` copies just the files whose content changed and stamps them with the
current time, so the build recompiles exactly those. Unpacking over the source would restore each
file's commit date, which can be older than the last build, and changes would be skipped. Your
`Assets/` and build folders stay. Install `rsync` if your system lacks it, and put the new release's
tag in place of `frame-beta-2`:
```bash
cd ~/wiicompiled
mkdir -p release-new
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-2.tar.gz \
| tar -xz --strip-components=1 -C release-new
rsync -rcE release-new/ Wiicompiled_VR_Frame/
rm -rf release-new
podman start -ai wiicompiled-frame
# in the container: cd /work/Wiicompiled_VR_Frame; T=/work/tools/toolchain-aarch64/bin, then the
# build-dawn-linux.sh and local-build.sh lines from step 2, then exit. Dawn only rebuilds when the
# release changed its patches (the release notes say so); otherwise both finish quickly.
scp ~/wiicompiled/out/WiiCompiled frame:devkit-game/WiiCompiled/WiiCompiled.new
ssh frame 'cd ~/devkit-game/WiiCompiled && chmod 755 WiiCompiled.new && mv -f WiiCompiled.new WiiCompiled'
```
The executable is copied under a new name and moved into place, which works even while an old copy
is open.
## Other ways to build
**On the Frame itself.** SteamOS's root file system is read-only, but it ships podman. Over SSH,
with the newest release's tag:
**On the Frame itself.** SteamOS's root file system is read-only, but it ships podman, and the
install script runs there too. Over SSH (`ssh steamos@<frame-ip>`), or in a Desktop Mode terminal:
```bash
mkdir -p ~/wiicompiled/Wiicompiled_VR_Frame && cd ~/wiicompiled
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-1.tar.gz \
| tar -xz --strip-components=1 -C Wiicompiled_VR_Frame
podman run -it --name wiicompiled-frame -v ~/wiicompiled:/work:Z docker.io/library/debian:trixie bash
curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \
| bash -s -- --disc "/path/to/Mario Kart Wii.wbfs" --frame local
```
It is native ARM64, so no emulation, but the Frame has less memory and cooling than a PC. Extract
your disc as in step 2, with `nodtool-linux-aarch64` instead of `nodtool-linux-x86_64`, copy
`main.dol` and `StaticR.rel` into `Assets/`, and run step 3's commands in the container. The game
lands in `~/wiicompiled/out`.
It is native ARM64, so no emulation, but the Frame has less memory and cooling than a PC; keep it
on its charger. The game then reads the disc straight from `~/wiicompiled-frame/disc`. By hand, the
steps under [Building by hand](#building-by-hand) work the same in a container started without
`--platform linux/arm64`, with `nodtool-linux-aarch64` in place of `nodtool-linux-x86_64`.
**With Docker on a stronger machine** (a server, for example). The same container and commands
work, and much faster with more cores and memory. Copy `~/wiicompiled` over without Dawn's build
tree, and run the build detached so a closed SSH session does not stop it:
**On a stronger machine** (a server, for example). The script works with Docker as well as podman,
and runs much faster with more cores and memory. A machine that cannot reach the Frame builds
without `--frame`; give it more compiles at once if it has the memory, `--jobs 8` for 32 GB:
```bash
rsync -a --exclude dawn/build --exclude 'dawn/dawn-*' --exclude disc-extract \
~/wiicompiled/ root@<server>:/srv/wiicompiled/ # from the PC
docker run -d --name wiicompiled-frame --platform linux/arm64 -v /srv/wiicompiled:/work \
debian:trixie bash -c 'bash /work/build-game.sh >> /work/game.log 2>&1'
curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \
| bash -s -- --disc "/path/to/Mario Kart Wii.wbfs" --jobs 8
```
`build-game.sh` holds step 3's `apt-get` line and `local-build.sh` command, with `--parallel 8` for
32 GB. `docker start wiicompiled-frame` runs it again after an update.
Run it in `tmux` or `screen` so a closed SSH session does not stop it. Copy `~/wiicompiled-frame/out`
and `~/wiicompiled-frame/disc` back to the PC, send `out` to the Frame with Frame Control and copy
the disc over as in [Install on the Frame](#3-install-on-the-frame).
On some hosts, for example Unraid 7 with kernel 6.18, `binfmt_misc` registrations are per container.
`tonistiigi/binfmt --install arm64` then reports success, but Debian answers `exec format error`.