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Introduced translator_host C program to start the WiiCompiled translator on the headset, managing heap pointer tagging and dynamic library loading.
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@@ -4,7 +4,8 @@ Standalone Android/OpenXR build of the Mario Kart Wii recompilation for Quest 2,
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Quest 3, Quest 3S and Quest Pro. The full design, build walkthrough and current
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status live in [docs/quest-port.md](../docs/quest-port.md); this directory only
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holds the Gradle project, its helper scripts, the game kit tooling
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(`QuestGameKit.psm1`, `Build-QuestGame.ps1`) and `nod-jni`.
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(`QuestGameKit.psm1`, `Build-QuestGame.ps1`), the on-headset build toolchain
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(`Prepare-QuestToolchain.ps1`, `toolchain/`) and `nod-jni`.
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```powershell
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powershell -ExecutionPolicy Bypass -File android/Prepare-QuestDependencies.ps1 # stages the SDL3 3.4.4 AAR once
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@@ -16,7 +17,8 @@ The translated game (the translator's `generated/` tree for **your own**
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PAL `RMCP01` disc) is passed with `-Generated <dir>`; it defaults to the
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installer workspace next to this checkout. No game data is ever part of the
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APK, and neither is any translated game code: the base APK carries a game kit,
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and your `libmain.so` is built from your own disc and imported
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and your `libmain.so` is built from your own disc, either on the headset
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(**Build on this Quest**, about half an hour) or on a PC and imported
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(`Build-QuestGame.ps1 -Install`, or **Import from computer** with its `.wcgame`).
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Copy your disc image to the headset (for example `adb push MarioKart.iso
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/sdcard/Download/`) and press **Select disc image** in the launcher, which checks
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