README: rewrite for frame-beta-3 and the update modes

Restructure the README around what a player does: choose where to build
(PC or the Frame), install, update, play, then settings, controls,
known issues and troubleshooting. Building on a server and by hand move
under "Other ways to build", and the upstream and credits notes are
merged into "What comes from where" and a short Credits section that
points at CREDITS.md.

Updating now shows the curl form of --update, which works without a
local copy of the script; the in-game Updates tab; and the one full
install needed when coming from frame-beta-2. Manual steps use the
frame-beta-3 tag, the install options are a table, and the Troubleshooting
section covers in-game update failures. Links to the old "The Android
flavour" section now point at "How it works".

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Axv1Y43Lu5a5rSSLUyU5BB
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Claude committed 2026-10-05 16:47:23 +00:00
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| Windows D3D12 | Implemented: same-adapter, same-device asynchronous OpenXR submission. |
| Windows Vulkan | Implemented, opt-in (`video.graphics_api = "vulkan"`): the runtime creates Dawn's Vulkan instance and device through `XR_KHR_vulkan_enable2`, eyes are copied on the same queue, and Dawn's device guard is held around the four queue-touching OpenXR calls. Needs the custom Dawn from `Launcher/Build-DawnVulkan.ps1`. Raced on SteamVR/PSVR2 at the headset's full rate; other runtimes unexercised. See [Windows Vulkan](#windows-vulkan). |
| Android Vulkan (Meta Quest) | Implemented and running on a Quest 3: the OpenXR side owns its own Vulkan device (`XR_KHR_vulkan_enable2`, `XR_KHR_vulkan_enable` fallback) and shares eyes with Dawn through `AHardwareBuffer`s ordered by sync-fd fences. Controllers arrive through OpenXR actions as a virtual SDL gamepad. See `docs/quest-port.md`. |
| Android Vulkan (Steam Frame) | The same backend in the `steamFrame` flavour, for SteamVR's Android runtime under Lepton: Frame controller profile, 120 Hz request, eye-tracked foveation. Blocked on the headset: Lepton's Turnip exposes no AHardwareBuffer or fd external memory, so the eyes cannot cross devices. The native build below is the supported route. See the README, The Android flavour. |
| Android Vulkan (Steam Frame) | The same backend in the `steamFrame` flavour, for SteamVR's Android runtime under Lepton: Frame controller profile, 120 Hz request, eye-tracked foveation. Blocked on the headset: Lepton's Turnip exposes no AHardwareBuffer or fd external memory, so the eyes cannot cross devices. The native build below is the supported route. See the README, How it works. |
| Linux Vulkan (Steam Frame, SteamOS) | Implemented and played on a Steam Frame (beta): the Windows Vulkan design compiled for Linux, so the runtime creates Dawn's own instance and device and the eyes are copied on Dawn's queue with no sharing. Adds the Frame controller profile, 120 Hz and gaze-centred foveation. Needs a Dawn built with Aurora's patches (`Launcher/build-dawn-linux.sh`), then `Launcher/local-build.sh --openxr --dawn-package <dir> --headset steam_frame`. See the README, Quick start. |
| Other platforms | Not wired yet. |
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<a href="LICENSE"><img alt="License: GPLv3" src="https://img.shields.io/badge/license-GPLv3-2EA44F?logo=gnu&amp;logoColor=white"></a>
</p>
Mario Kart Wii in VR on Valve's Steam Frame, running natively on SteamOS: a fork of
[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR) (itself built on
[WiiCompiled](https://github.com/patchzyy/Wiicompiled)), the static recompilation of Mario Kart Wii
to native code. There is no emulator, interpreter or JIT at runtime: your own disc is translated to
C++ and compiled for the Frame's ARM64 CPU, and it renders through SteamVR's OpenXR runtime.
Mario Kart Wii in VR on Valve's Steam Frame, running natively on SteamOS. It is built on
[WiiCompiled](https://github.com/patchzyy/Wiicompiled), the static recompilation of Mario Kart Wii
to native code, and its VR fork [WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR).
Nothing is emulated: your own disc is translated to C++, compiled for the Frame's ARM64 processor,
and drawn through SteamVR.
> [!IMPORTANT]
> There is no Nintendo code, no assets and no game data anywhere in this project. You need your
> own legally dumped copy of the PAL version of the game; the translation runs on your machine
> against your disc image, and nothing is uploaded.
> This project contains no Nintendo code, assets or game data. You need your own dump of the PAL
> disc. The game is built from it on your own machine, and nothing is uploaded or shared.
> [!WARNING]
> **Beta.** It runs on a Steam Frame: SteamVR, both eyes at the panels' 2160x2160, the Frame's
> controllers, 120 Hz with every game frame shown, and foveation that follows your eyes. It is not
> finished: images still double in races and on the HUD, and the foveation tracks the right eye
> less well than the left (see [Known issues](#known-issues)). Reports with the run log move it
> forward (see [Reporting problems](#reporting-problems)).
> **Beta.** It plays on the Steam Frame at the panels' full 2160x2160 per eye, at 120 Hz, with the
> Frame's controllers and foveation that follows your eyes. Some images still double in races and
> on the HUD (see [Known issues](#known-issues)).
**Contents:** [Quick start](#quick-start) · [Updating](#updating) ·
[Recommended settings](#recommended-settings) · [Controls](#controls) ·
[Known issues](#known-issues) · [Troubleshooting](#troubleshooting) ·
[Other ways to build](#other-ways-to-build) · [How it works](#how-it-works) · [FAQ](#faq) ·
[Credits](#credits)
---
## Quick start
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.
One script takes you from your disc to the game in your Steam library. It downloads the newest
[release](https://github.com/mitch030504/Wiicompiled_VR_Frame/releases) (currently `frame-beta-3`),
extracts your disc, builds the game in an ARM64 container, installs it on the Frame and adds it to
Steam. Releases hold only source code: the game is always built from your own disc.
### Where to build
You can run the script on a Linux PC or on the Frame itself:
| | On a Linux PC | On the Frame |
| --- | --- | --- |
| First build | A few hours on an x86_64 PC (ARM64 is emulated), mostly building Dawn | Slower, and the Frame needs to stay on its charger |
| Updates | Run from the PC | Also from the **Updates** tab inside the game |
| Install option | `--frame steamos@<frame-ip>` | `--frame local` |
Later builds reuse what the first one built, so updates usually take minutes.
### You need
**You need:**
- a Steam Frame with Developer Mode on (Steam Settings → System → Enable Developer Mode, then set a
user password), on the same network as your PC;
- your own clean PAL `RMCP01` disc of Mario Kart Wii: an ISO, WBFS or RVZ image (WIA, CISO, GCZ
and NFS work too), as is or in a `.zip` or `.7z`, or a folder you extracted it to;
- an x86_64 Linux PC with about 20 GB free and 16 GB of memory or more.
The PC commands below work in bash, zsh and fish.
user password);
- your own clean PAL `RMCP01` disc of Mario Kart Wii, as an ISO, WBFS, RVZ, WIA, CISO, GCZ or NFS
image, inside a `.zip` or `.7z` if you like, or as an extracted folder;
- about 20 GB free where the build goes (`~/wiicompiled-frame`, or another folder with
`--work-dir`);
- to build on a PC: Linux on x86_64 or ARM64 with 16 GB of memory or more, on the same network as
the Frame.
> [!NOTE]
> Nobody here will tell you where to get the game. Dumping your own disc is on you, and links to
> game files won't be provided or tolerated. For the same reason there is no ready-built game to
> download: releases hold the source, and the game is always built from your own disc.
> Nobody here will tell you where to get the game, and links to game files are not tolerated.
### 1. Set up ARM64 emulation on the PC
### 1. Set up the container (PC only)
The build runs in a Debian ARM64 container. On an x86_64 PC, set up podman with ARM64 emulation:
```bash
sudo pacman -S --needed podman qemu-user-static qemu-user-static-binfmt # Arch, CachyOS
@@ -60,100 +75,112 @@ sudo systemctl restart systemd-binfmt
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
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.
Docker works in place of podman. An ARM64 PC needs only podman or Docker, and the Frame already
has podman.
### 2. Run the installer
With the path to your disc image and your Frame's address:
From a PC, with your disc image and the Frame's address:
```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 steamos@<frame-ip>
```
- `--disc` takes the image whatever its name or extension; the format is read from the file
itself. A `.zip` or `.7z` is unpacked first (with 7-Zip, bsdtar or unzip if you have one, in a
container otherwise), and the disc image inside it is found and used. It checks the game ID
before building and stops on any disc other than PAL `RMCP01`.
- 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.
- Add `--retro-rewind` to also build [Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind).
The script downloads its pack (about 4 GB) from Retro Rewind's own update server, as Wheel Wizard
does, and later runs apply only the updates published since. It also fetches the Retro-WFC
payload online play needs. On the Frame, Retro Rewind goes to `~/devkit-game/RetroRewind/` and
its pack to `~/wiicompiled/RetroRewind6`, and it shares WiiCompiled's settings.
`--retro-rewind-pack DIR` uses a RetroRewind6 folder you already have instead.
- `--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.
Or on the Frame, over SSH (`ssh steamos@<frame-ip>`) or in a Desktop Mode terminal:
```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
```
The script checks that the disc is PAL `RMCP01` before building, and stops on any other. If it
stops for any reason, the same command picks up where it left off. From a PC, it asks for the
Frame's password when it gets there. Steam must be running on the Frame for the last step, adding
the game to the library.
Useful options (`--help` lists them all):
| Option | What it does |
| --- | --- |
| `--retro-rewind` | Also builds [Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind) and adds it to Steam as **RetroRewind**. Its pack (about 4 GB) comes from Retro Rewind's own update server, as Wheel Wizard fetches it, along with the Retro-WFC payload online play needs. It shares WiiCompiled's settings. |
| `--retro-rewind-pack DIR` | Uses a RetroRewind6 folder you already have instead of downloading one. |
| `--work-dir DIR` | Where the build lives instead of `~/wiicompiled-frame`, such as a folder on the Frame's SD card. |
| `--jobs N` | How many files compile at once. It defaults to a quarter of your memory in GB; lower it, to `--jobs 2` for example, if the machine freezes. |
| `--frame frame` | With [Frame Control](https://github.com/saphid/frame-control) set up, its SSH key answers to `frame`, so no password is asked. |
| `--release TAG` | Builds a given release instead of the newest. |
Leaving out `--frame` only builds the game, into `out` in the work dir.
On the Frame the game goes to `~/devkit-game/WiiCompiled/`. Installed from a PC, the disc goes to
`~/wiicompiled/disc`; with `--frame local` it stays in the work dir. Adding the game to Steam uses
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 yourself.
### 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).
Start **WiiCompiled** from your library in the headset. Press the left shoulder button for the
settings panel, and set the [recommended settings](#recommended-settings) on its **VR** tab.
### Updating
## Updating
### From the machine you installed from
```bash
Launcher/steam-frame-install.sh --update
curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \
| bash -s -- --update
```
`--update` reuses the options the install was made with, so there is nothing to repeat: it reads
them from `install.conf` in the work dir, and any option you do pass wins over the saved one. It
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. When the Frame already has
the newest release, and the newest Retro Rewind pack if you use one, it says so and builds nothing.
`--update` reuses the options you installed with, which the install saved in `install.conf` in the
work dir. Add `--work-dir` if you used one; any option you pass wins over the saved one. It
downloads the newest release, rebuilds only what changed and replaces the game on the Frame. When
the Frame already has the newest release (and the newest Retro Rewind pack, if you use it), it says
so and builds nothing. `--check` only says whether an update is available.
`--check` only reports whether an update is available. `--release <tag>` builds a given release
instead. Running the whole install command again works as it always did.
An install made with `--frame local` keeps a copy of the script in its work dir, so on the Frame
`~/wiicompiled-frame/steam-frame-install.sh --update` works too.
### Updating from inside the game
### From inside the game
An install built on the Frame itself (`--frame local`, [below](#other-ways-to-build)) can update
itself: the settings panel grows an **Updates** tab with the release you are running and a **Check
for updates** button, and when there is one, **Update now** builds it in the background. The tab
shows each step and how far the build is while you keep playing (the game may stutter while it
compiles), and says when to restart the game to use the update.
An install made on the Frame with `--frame local` adds an **Updates** tab to the settings panel. It
shows the release you are running; **Check for updates** looks for a new one, and **Update now**
builds it in the background while you keep playing (the game can stutter while it compiles). The
tab shows each step and how far the build is, and tells you when to restart the game. If you close
the game meanwhile, the update carries on and opens the game again when it is done. Keep the Frame
on its charger while it runs.
The update runs as a systemd user service (`wiicompiled-update.service`), behind the game in line
for the processor, so it carries on if you close the game, and then opens the game again when it is
done. Keep the Frame on its charger for it. Installed from a PC, the tab says so and the update is
run there. Progress is not shown as Steam notifications: on the Frame, Steam receives them from
SteamOS's notification service but does not display them.
The update runs as the systemd user service `wiicompiled-update.service`, at low priority so the
game comes first. Installed from a PC, the tab says to update from the PC instead. Progress is not
shown as Steam notifications, because Steam on the Frame does not display them.
### Coming from frame-beta-2 or earlier
Older installs saved no options for `--update` to reuse. Update once with the full install command
from [step 2](#2-run-the-installer) (you can leave out `--disc`); from then on `--update` works. To
get the in-game Updates tab, make that install on the Frame with `--frame local`.
## Recommended settings
All of these are in the headset's settings panel (left shoulder button, **VR** tab) and in
`~/.local/share/WiiCompiled/Config.toml`. Quit the game before editing the file; it writes its
settings back when it closes.
All of these are on the settings panel's **VR** tab and in `~/.local/share/WiiCompiled/Config.toml`
on the Frame. Quit the game before editing the file, since the game saves its settings to it.
| Setting | Value | Why |
| --- | --- | --- |
| `[vr] render_scale` | `1.25` | Scales SteamVR's recommended eye size, 1728x1728 on the Frame: 1.25 is the panels' native 2160x2160, which the Frame renders in 9 to 11 ms a frame with medium foveation. |
| `[vr] foveation` | `medium` | `off` shades every pixel and costs the most. See [Known issues](#known-issues) if images double. |
| `[vr] repeat_frames` | `true` (default) | Without it SteamVR halves the game's rate and fills refreshes itself. |
| `[vr] frame_interpolation_fps` | `0` | Rendering in-between frames needs 120 eye pairs a second, which made things worse on the Frame. |
| `[vr] adaptive_resolution` | `false` (default) | Experimental and untested on the Frame. When on, races drop to as little as 70% of `render_scale` while new frames fall behind 60 FPS, and climb back once they keep up. Each step rebuilds the foveation maps; `console.log` records every change as `OpenXR: adaptive resolution`. |
| `[vr] render_scale` | `1.25` | 1.25 times SteamVR's recommended 1728x1728 is the panels' native 2160x2160, which the Frame renders in 9 to 11 ms a frame with medium foveation. |
| `[vr] foveation` | `medium` (default) | `off` shades every pixel and costs the most. See [Known issues](#known-issues) if images double. |
| `[vr] repeat_frames` | `true` (default) | Without it SteamVR halves the game's rate and fills in refreshes itself. |
| `[vr] frame_interpolation_fps` | `0` (default) | In-between frames need 120 eye pairs a second, which made things worse on the Frame. |
| `[vr] adaptive_resolution` | `false` (default) | Experimental and not yet tried in a race on the Frame. When on, races drop to as little as 70% of `render_scale` while frames fall behind 60 FPS, and climb back once they keep up. |
| `[video] resolution_multiplier` | `2` | The game's own frame, which the eyes are made from. 4x is far too heavy for the Frame's GPU. |
Keep SteamVR's refresh rate at 120 Hz. Motion Smoothing makes no difference to this game.
Keep SteamVR at 120 Hz. Motion Smoothing makes no difference to this game.
## Controls
The Frame's controllers are bound through their own profile, so the left D-pad works:
The Frame's controllers have their own bindings, so the left D-pad works:
| Frame controller | Wii Remote mode | Gamepad mode |
| --- | --- | --- |
@@ -170,26 +197,25 @@ The Frame's controllers are bound through their own profile, so the left D-pad w
## Known issues
- **Doubled images** in races and on the HUD, worst while racing, sometimes in the right eye only.
Both eyes get the same frames, so a doubling in one eye points at foveation: the Frame's driver
(Turnip) draws a foveated screen tile at lower resolution and scales it back up, and each eye's
density maps change with its gaze. Try foveation **Off** if it bothers you, and report whether it
helped.
- **Foveation follows the right eye less well** than the left. Convergence on near content (the HUD
screen at 2 m, the cockpit) is not yet corrected for.
- **Doubled images** in races and on the HUD, worst while racing and sometimes in one eye only.
Foveation is the main suspect: the Frame's graphics driver draws the outer areas at lower
resolution and scales them up, and each eye's foveation follows its own gaze. Try foveation
**Off** if it bothers you, and report whether it helped.
- **Foveation follows the right eye less well** than the left. Eyes converging on near things (the
HUD screen, the cockpit) are not yet corrected for.
- **VR frame interpolation** is not recommended on the Frame.
- **The Quest app's `steamFrame` flavour** cannot show a picture in the Frame's Android layer
([below](#the-android-flavour)). Use the native build.
- **The Quest app's Steam Frame version** shows no picture in the Frame's Android layer (see
[How it works](#how-it-works)). Use this native build.
## Troubleshooting
**Everything at once.** From the PC, `Launcher/frame-diagnostics.sh --frame steamos@<frame-ip>` (or
`--frame frame` with Frame Control) gathers the newest runs' logs and crash files, `Config.toml`,
SteamVR's logs, the GPU and Vulkan driver, and the system's state into one `.tar.gz`. Its
`summary.txt`, also printed at the end, gives the startup steps below that the newest run reached.
`--help` lists the options.
**Collect everything at once.** From a PC, run
`Launcher/frame-diagnostics.sh --frame steamos@<frame-ip>` from the source
(`~/wiicompiled-frame/source` after an install). It gathers the newest runs' logs and crash files,
`Config.toml`, SteamVR's logs, the GPU driver and the system's state into one `.tar.gz`, and its
`summary.txt` says how far the newest run got through the startup steps below.
**Logs.** Each run gets a folder under `~/.local/share/WiiCompiled/Logs/` on the Frame, holding
**Logs.** Each run gets a folder under `~/.local/share/WiiCompiled/Logs/` on the Frame, with
`console.log` and, after a crash, `crash_sigsegv.txt`. A working start logs, in order:
1. `OpenXR initialized: runtime 'SteamVR/OpenXR'`;
@@ -201,41 +227,80 @@ SteamVR's logs, the GPU and Vulkan driver, and the system's state into one `.tar
7. `OpenXR eye gaze: available`, then `tracking`.
The first one missing says where it stopped. `Linux Vulkan OpenXR requires a Dawn built with
Aurora's patches` means the game was built without `--dawn-package`.
Aurora's patches` means the game was built by hand without `--dawn-package`.
**Smoothness.** With `[diagnostics] openxr_logging = true`, the log gets a pacing line every second:
**Smoothness.** With `[diagnostics] openxr_logging = true` in `Config.toml`, the log gets a pacing
line every second. On the Frame:
```bash
ssh frame 'cd ~/.local/share/WiiCompiled/Logs && d=$(ls -t | head -1) && grep -h "xr-diag\] 1.0" "$d/console.log" | tail -5'
cd ~/.local/share/WiiCompiled/Logs && grep -h "xr-diag\] 1.0" "$(ls -t | head -1)/console.log" | tail -5
```
A healthy race reads `predicted-rate=120.0Hz`, `new=60 repeat=60` and `late=0`. Fewer than 60 `new`
A smooth race reads `predicted-rate=120.0Hz`, `new=60 repeat=60` and `late=0`. Fewer than 60 `new`
frames means the GPU is over budget: lower `render_scale` or `resolution_multiplier`.
**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-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/`.)
**Crashes.** `console.log` names the crashed thread and gives a backtrace as `module+offset`. On the
build machine, `addr2line -f -C -e ~/wiicompiled-frame/source/native-build/WiiCompiled 0x<offset>`
turns an offset in `WiiCompiled` into a function name.
**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.
**Builds.** The log is `build.log` in the work dir, and its end says why a build stopped. A build
that freezes the machine has run out of memory: run it again with a lower `--jobs`.
## Building by hand
**In-game updates.** The Updates tab shows the step that failed. The full output is in the Frame's
journal, `journalctl --user -u wiicompiled-update.service`, and the build's in `build.log` in the
work dir.
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.
### Reporting problems
### 1. Download the release and extract your disc
Open an [issue](https://github.com/mitch030504/Wiicompiled_VR_Frame/issues) saying what you did and
what you saw (which eye, where in the picture, racing or in menus). Attach the diagnostics archive,
or at least the run's `console.log`; for a build problem, the end of `build.log`. Problems that also
happen on a PC or a Quest belong upstream, in
[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR).
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:
## Other ways to build
### On a server
The script runs with Docker as well as podman, and much faster with more cores and memory. A
machine that can't reach the Frame builds without `--frame`; give it more compiles at once if it has
the memory, such as `--jobs 8` for 32 GB:
```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" --jobs 8
```
Run it in `tmux` or `screen` so a closed SSH session doesn't stop it. Then copy
`~/wiicompiled-frame/out` and `~/wiicompiled-frame/disc` to the Frame as in
[By hand, step 3](#3-install-on-the-frame).
On some hosts, such as Unraid 7 with kernel 6.18, `binfmt_misc` registrations are per container:
`tonistiigi/binfmt --install arm64` reports success, but Debian answers `exec format error`.
Register qemu on the host instead, with the `P` flag the tonistiigi build of qemu expects (without
it every program loses its first argument, and `uname -m` prints `Linux`):
```bash
docker create --name qemu-src tonistiigi/binfmt
docker cp qemu-src:/usr/bin/qemu-aarch64 /usr/local/bin/qemu-aarch64
docker rm qemu-src
echo ':qemu-aarch64:M::\x7fELF\x02\x01\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x02\x00\xb7\x00:\xff\xff\xff\xff\xff\xff\xff\x00\xff\xff\xff\xff\xff\xff\xff\xff\xfe\xff\xff\xff:/usr/local/bin/qemu-aarch64:POCF' > /proc/sys/fs/binfmt_misc/register
docker run --rm --platform linux/arm64 debian:trixie uname -m # aarch64
```
Unraid keeps `/usr/local/bin` in memory, so repeat this after a reboot.
### By hand
These are the steps the install script runs, for when you want to see or change one. Set up the
container as in [Quick start](#1-set-up-the-container-pc-only) first. The commands use
`frame-beta-3`; put the newest release's tag in its place.
#### 1. Download the release and extract your disc
```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 \
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-3.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
@@ -244,15 +309,16 @@ 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.
`disc-extract` must hold `sys/` and `files/` directly. Keep it: the game reads it while it runs. On
an ARM64 machine, download `nodtool-linux-aarch64` instead.
### 2. Build, inside an ARM64 container
#### 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:
Then, at the container's prompt:
```bash
apt-get update && apt-get install -y --no-install-recommends \
@@ -275,20 +341,21 @@ 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.
- `--jobs 4` and `--parallel 4` suit 16 GB of memory, since compiles take more memory under
emulation. 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.
- On the Frame or another ARM64 machine, start the container without `--platform linux/arm64`.
### 3. Install on the Frame
#### 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.
With [Frame Control](https://github.com/saphid/frame-control), drag `~/wiicompiled/out` onto
**Send to Frame**, name it `WiiCompiled` and keep **Launches** on `WiiCompiled`. That adds it 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):
Then copy the disc over and 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
@@ -296,219 +363,132 @@ 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.
The last line replaces `Config.toml`, so run it on a first install only. 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
#### 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`:
Copy the new release's 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 straight over the source would keep each file's
older commit date, and changes could be skipped. Your `Assets/` and build folders stay.
```bash
cd ~/wiicompiled
mkdir -p release-new
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-2.tar.gz \
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-3.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.
# build-dawn-linux.sh and local-build.sh lines from step 2, then exit. Dawn is only rebuilt when the
# release changed its patches (the release notes say so).
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, and the
install script runs there too. Over SSH (`ssh steamos@<frame-ip>`), or in a Desktop Mode terminal:
```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; keep it
on its charger. The game then reads the disc straight from `~/wiicompiled-frame/disc`, and this is
the install that can [update itself from inside the game](#updating-from-inside-the-game). 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`.
**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
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
```
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`.
Register qemu on the host instead, with the `P` flag the tonistiigi build of qemu expects. Without it,
every program loses its first argument, and `uname -m` prints `Linux`:
```bash
docker create --name qemu-src tonistiigi/binfmt
docker cp qemu-src:/usr/bin/qemu-aarch64 /usr/local/bin/qemu-aarch64
docker rm qemu-src
echo ':qemu-aarch64:M::\x7fELF\x02\x01\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x02\x00\xb7\x00:\xff\xff\xff\xff\xff\xff\xff\x00\xff\xff\xff\xff\xff\xff\xff\xff\xfe\xff\xff\xff:/usr/local/bin/qemu-aarch64:POCF' > /proc/sys/fs/binfmt_misc/register
docker run --rm --platform linux/arm64 debian:trixie uname -m # aarch64
```
Unraid keeps `/usr/local/bin` in memory, so repeat this after a reboot.
Copying under a new name and moving it into place works even while the game is open.
## How it works
- **Same-device rendering.** SteamVR's OpenXR runtime creates the Vulkan instance and device that
Dawn (Aurora's WebGPU layer) renders with, through Aurora's patches to Dawn
- **One GPU device.** SteamVR's OpenXR runtime creates the Vulkan device that Dawn (the WebGPU
layer under Aurora, the game's renderer) draws with, through Aurora's patches to Dawn
(`aurora-main/patches/dawn`). Each eye is copied into SteamVR's swapchain on Dawn's own queue, so
nothing is shared between GPU devices. This is the PC's Vulkan backend
(`runtime/src/vr/openxr_vulkan_win32.cpp`), compiled for Linux. Dawn links statically, so the
patched Dawn is built once (`Launcher/build-dawn-linux.sh`). Its `aurora-dawn.json` declares the
Vulkan hook and density map ABIs that Aurora compiles against.
- **Headset only.** The game neither shows nor finishes rendering a desktop window, and is compiled
for the Frame's Cortex-X4 cores (`-mcpu=cortex-x4`, overridable with `--cpu`).
- **Tuned for ARM64.** The Frame's kernel uses 4 KiB memory pages, so the `steam_frame` build drops
the page-size check from every translated memory access; it checks the page size once at startup
and refuses to start if it is ever different. Audio mixing uses NEON on ARM64.
- **Every refresh from the game.** The game draws 60 frames a second. When it handed SteamVR only
those, SteamVR ran it at half rate and made up every other refresh itself, even with Motion
Smoothing off. With `[vr] repeat_frames`, the pacing thread waits for the next frame until 1.5 ms
before SteamVR's next wake, then resubmits the last frame at the pose it was rendered for.
SteamVR turns that to the current head pose.
- **Eye-tracked foveation.** `XR_EXT_eye_gaze_interaction` gives the gaze, which
`runtime/include/vr/eye_gaze.h` turns into each eye's view. Aurora picks a fragment density map
centred on the gaze, snapped to cells of about 3 degrees (`aurora-main/lib/gfx/foveation.hpp`),
and keeps up to 128 per eye. Each map has a memory block of its own: Turnip reads a map through a
host mapping, and Dawn's buffer uploads unmap the shared blocks they sub-allocate from. That
crashed the game when a race restarted, until each map got its own block.
- **120 Hz.** `[vr] refresh_rate` (default 120 on the Frame, `0` keeps the headset's own) is asked of
SteamVR through `XR_FB_display_refresh_rate`. SteamVR only offers the rate set in its own settings.
nothing has to be shared between devices. This is the PC's Vulkan backend
(`runtime/src/vr/openxr_vulkan_win32.cpp`) compiled for Linux. Dawn is linked in statically,
which is why the patched Dawn is built once on your machine (`Launcher/build-dawn-linux.sh`).
- **Headset only.** The game draws no desktop window, and is compiled for the Frame's Cortex-X4
cores (`-mcpu=cortex-x4`).
- **Tuned for ARM64.** The Frame's kernel uses 4 KiB memory pages, so the Steam Frame build skips
the page-size check on every translated memory access; it checks once at startup and refuses to
start if the size is ever different. Audio mixing uses NEON.
- **Every refresh from the game.** The game draws 60 frames a second. Given only those, SteamVR
ran it at half rate and filled every other refresh itself, even with Motion Smoothing off. With
`[vr] repeat_frames`, the pacing thread waits for the next frame until 1.5 ms before SteamVR's
next wake, then submits the last frame again with the head pose it was drawn for, and SteamVR
turns it to the current pose.
- **Eye-tracked foveation.** `XR_EXT_eye_gaze_interaction` gives the gaze, and Aurora picks a
fragment density map centred on it, snapped to cells of about 3 degrees
(`aurora-main/lib/gfx/foveation.hpp`), keeping up to 128 per eye. Each map has its own memory
block, since sharing blocks crashed the game when a race restarted.
- **120 Hz.** `[vr] refresh_rate` (120 on the Frame by default, `0` keeps the headset's own) is
requested through `XR_FB_display_refresh_rate`. SteamVR only offers the rate set in its own
settings.
- **The Android version.** The Quest app has a `steamFrame` flavour
(`android/Build-Quest.ps1 -Headset frame`) for the Frame's Android layer, Lepton. It starts in VR
there but shows no picture: the Android backend passes each eye between two GPU devices, and
Lepton's graphics driver supports none of the ways to share images between them. The native build
uses one device, which is why it is the one to play. [`docs/quest-port.md`](docs/quest-port.md)
covers the Android build.
### The Android flavour
[`OPENXR.md`](OPENXR.md) documents every VR setting and the renderer in full.
The Quest app also has a `steamFrame` flavour (`android/Build-Quest.ps1 -Headset frame`), for the
Frame's Android layer, Lepton. It builds and starts in VR there, but cannot show a picture. The
Android backend hands each eye from Dawn's device to its own OpenXR device through
`VK_ANDROID_external_memory_android_hardware_buffer` and sync fds, and Lepton's Turnip has neither,
nor `VK_KHR_external_memory_fd`. The native build needs no sharing, which is why it is the one to
play. [`docs/quest-port.md`](docs/quest-port.md) covers the Android build.
## What comes from where
## Reporting problems
This fork keeps everything [WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR) has:
menus on a virtual screen and races in stereo, a first-person cockpit with a steering wheel you can
grab and turn, the settings panel in the headset, and Retro Rewind as its own translated game. The
physics are identical to the original game, proven by ghosts that sync across the Wii, Dolphin and
WiiCompiled.
Open an issue on this repository with:
- what you did and what you saw (which eye, where in the picture, racing or menus);
- the archive [`frame-diagnostics.sh`](#troubleshooting) makes, or at least the run's `console.log`
(and `crash_sigsegv.txt` after a crash) from `~/.local/share/WiiCompiled/Logs/` on the Frame;
- or, for a build problem, the last lines of the failing step.
On top of that it adds the SteamOS build, the install, update and diagnostics scripts and the
Frame-specific rendering, and it carries fixes taken from WiiCompiled itself and from other forks:
Linux TLS for online play, faster disc reads, safer settings saves, NEON audio mixing and more.
[`CREDITS.md`](CREDITS.md) lists each with its author.
Problems that also happen on a PC or a Quest belong upstream, in
[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR).
## From upstream
The fork keeps everything [WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR) does;
its README covers it in full. On top of that it carries fixes taken from
[WiiCompiled](https://github.com/patchzyy/Wiicompiled) itself and from other WiiCompiled forks, such
as Linux TLS for online play, faster disc reads, safer settings saves and NEON audio mixing; each is
listed with its author in [`CREDITS.md`](CREDITS.md). In the headset that means:
- Menus and unsupported scenes on a head-locked virtual screen, and races in immersive stereo.
- A first-person cockpit whose steering wheel or handlebar turns with your steering, and hand
steering by heurazy: grab the wheel with the tracked controllers and turn it.
- The settings panel in the headset (render scale, foveation, refresh rate, controls), saved to
`Config.toml` on the spot.
- Physics identical to the original game, proven by ghosts that sync across Wii, Dolphin and
WiiCompiled.
- [Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind) as its own statically translated
profile.
The PC (Windows D3D12 and Vulkan) and Meta Quest builds are still here and unchanged; see
[`OPENXR.md`](OPENXR.md) and [`docs/quest-port.md`](docs/quest-port.md). For those, use upstream's
[WheelWizard VR](https://github.com/iChris4/WheelWizard_VR/releases/latest) instead of this fork.
## A note on related projects
The PC (Windows) and Meta Quest builds are still in the source and unchanged; see
[`OPENXR.md`](OPENXR.md) and [`docs/quest-port.md`](docs/quest-port.md). To play on those, use
upstream's [WheelWizard VR](https://github.com/iChris4/WheelWizard_VR/releases/latest) rather than
this fork.
WiiCompiled, WiiCompiled OpenXR VR, Wheel Wizard, Retro Rewind and this fork are developed
**independently**, each with its **own** rules. What applies here does not automatically apply
there, and vice versa. Check each project's own CONTRIBUTING and README files.
independently, each with its own rules. Check each project's own README and CONTRIBUTING files.
## FAQ
**Is this an emulator?**
No. Everything is compiled to native ARM64 code before you press play. At runtime nothing emulates
a Wii CPU or GPU.
No. Everything is compiled to native ARM64 code before you press play. Nothing emulates a Wii
processor or GPU while you play.
**Do you provide the game, or a ready-built binary?**
No. Nothing in this repo contains Nintendo code or assets, and the translated game is never
shipped: it is built from your own disc, a one-time cost on your machine.
**Can I download a ready-built game?**
No. The game is built from your own disc, and anything built from it can't be shared. The build
is a one-time cost on your machine, and updates only rebuild what changed.
**Which game version works?**
Clean PAL `RMCP01`. Other regions and modified executables are **rejected**.
**Which version of the game works?**
Clean PAL `RMCP01` only. Other regions and modified discs are rejected.
**Why not install the Quest APK on the Frame?**
The Frame runs it in Lepton, whose graphics driver cannot share images between the two GPU devices
the Android backend uses, so it shows nothing. The native build uses one device and needs no
sharing.
**Why not install the Quest app on the Frame?**
The Frame runs Android apps in Lepton, whose graphics driver can't pass images between the two GPU
devices the Android version uses, so it shows nothing. The native build uses one device.
**Can it run on other SteamOS or Linux ARM64 devices?**
Leave out `--headset steam_frame` and pass `--cpu` for your CPU to get a generic Linux VR build;
it needs an OpenXR runtime with `XR_KHR_vulkan_enable2`. Untested. The generic build also works on
kernels with memory pages larger than 4 KiB, which the `steam_frame` build refuses.
## AI usage
AI coding tools were used during development of this project.
All translated output is verified against real hardware behavior and most importantly, physics accuracy is proven synced across Wii, Dolphin, and WiiCompiled (see FAQ).
**Can it run on other Linux ARM64 devices?**
Untested. Build by hand without `--headset steam_frame` and with `--cpu` for your processor to get a
generic Linux VR build; it needs an OpenXR runtime with `XR_KHR_vulkan_enable2`. Unlike the Steam
Frame build, it also works with memory pages larger than 4 KiB.
## Credits
This fork stands on other people's work: WiiCompiled by patchzyy, WiiCompiled OpenXR VR by iChris4,
and fixes ported from heurazy's Wiicompiled_VR-PLUS, Chris Sotraidis's KartPad, DarthMDev,
BlackAndBlue95's Strikers-WiiCompiled, rooklz and nx-mod's wiicompiled-nx. [`CREDITS.md`](CREDITS.md)
says what came from whom. In short:
the steering wheel and hand steering by heurazy, and fixes from heurazy's Wiicompiled_VR-PLUS,
Chris Sotraidis's KartPad, DarthMDev, BlackAndBlue95's Strikers-WiiCompiled, rooklz and nx-mod's
wiicompiled-nx. [`CREDITS.md`](CREDITS.md) says what came from whom, along with the tools and
references used: [aurora](https://github.com/encounter/aurora),
[Dawn](https://dawn.googlesource.com/dawn), [OpenXR](https://www.khronos.org/openxr/),
[Dolphin](https://github.com/dolphin-emu/dolphin), [DolphinXR](https://github.com/iChris4/dolphinXR),
[nod](https://github.com/encounter/nod), [Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind),
[Wheel Wizard](https://github.com/TeamWheelWizard/WheelWizard) and
[Frame Control](https://github.com/saphid/frame-control). The logo is by Inkwreck.
- **inkwreck** - making the logo
- **[aurora](https://github.com/encounter/aurora)** - the GX rendering/windowing backend this
project's whole graphics layer sits on. MIT licensed.
- **[Dawn](https://dawn.googlesource.com/dawn)** - Google's WebGPU implementation, powering
aurora's Direct3D, Vulkan and OpenGL backends.
- **[OpenXR](https://www.khronos.org/openxr/)** - the Khronos cross-platform API used by the
experimental VR renderer.
- **[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR)** by iChris4 and
**[WiiCompiled](https://github.com/patchzyy/Wiicompiled)** by patchzyy - the projects this fork
is built on.
- **heurazy** - the VR cockpit's turning steering wheel and hand steering, ported from
**[mario-kart-wii-VR-port](https://github.com/heurazy/mario-kart-wii-VR-port)** (GPL-3.0).
- **[Dolphin Emulator](https://github.com/dolphin-emu/dolphin)** - an invaluable reference for Wii
hardware behavior during development, plus the source of the free DSP coefficient ROM and the
unmodified default WiiConnect24 bootstrap tree bundled with the runtime.
- **[Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind)** by ZPL and team - the mod
distribution this project supports.
- **[Wheel Wizard](https://github.com/TeamWheelWizard/WheelWizard)** - the mod manager this
project integrates with as a launch backend.
- **[nod](https://github.com/encounter/nod)** - nodtool, the disc image extractor.
- **[DolphinXR](https://github.com/iChris4/dolphinXR)** - the OpenXR Wii Remote input design, and
the Steam Frame controller profile's input paths.
- **[Frame Control](https://github.com/saphid/frame-control)** by saphid - installing the game into
the Frame's Steam library, and its notes on how the Frame's software fits together.
- Everyone in the static recompilation community.
Bundled third-party components and their licenses live in
Bundled third-party components and their licenses are in
[`THIRD-PARTY-NOTICES.md`](THIRD-PARTY-NOTICES.md).
## AI usage
AI coding tools were used to develop WiiCompiled and this fork. Translated output is checked
against real hardware behaviour, and physics accuracy is proven by ghosts that sync across the Wii,
Dolphin and WiiCompiled.
## License
+1 -1
View File
@@ -2,7 +2,7 @@
Standalone Android/OpenXR build of the Mario Kart Wii recompilation for Quest 1,
Quest 2, Quest 3, Quest 3S and Quest Pro, and, as the `steamFrame` flavour, for Valve's Steam
Frame under Lepton (the [README](../README.md#the-android-flavour); the Frame is played with the native SteamOS build). The full design, build
Frame under Lepton (the [README](../README.md#how-it-works); the Frame is played with the native SteamOS build). The full design, build
walkthrough and current status live in [docs/quest-port.md](../docs/quest-port.md); this directory only
holds the Gradle project, its helper scripts, the game kit tooling
(`QuestGameKit.psm1`, `Build-QuestGame.ps1`), the on-headset build toolchain
+2 -2
View File
@@ -823,7 +823,7 @@ Android facts this design rests on, all measured on a Quest 3:
application ID and storage, but select the appropriate CPU baseline (one
`headsetCpus` map in `app/build.gradle.kts`), manifest and launcher
behavior. `steamFrame` is Valve's Steam Frame under Lepton, SteamOS's
Android layer, where it cannot show a picture; see the README, The Android flavour.
Android layer, where it cannot show a picture; see the README, How it works.
`app/src/main/cpp/CMakeLists.txt` adds the repository's `runtime/` as a
subdirectory with those Android choices and builds both game kit probes
(the Retro Rewind one only when the translation includes the mod), which
@@ -852,7 +852,7 @@ powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset quest1
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Install # your game, against that kit, into Import (or WheelWizard VR's Build for Quest)
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Product retro_rewind -Mod <RetroRewind6> -Install # the mod and its pack (needs translate-mod output with --retro-wfc-payload)
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Headset quest1 -Install # game package from the Quest 1 kit
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset frame # Steam Frame flavour (README, The Android flavour)
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset frame # Steam Frame flavour (README, How it works)
adb push MarioKart.iso /sdcard/Download/ # then Select disc image in the launcher
```