mirror of
https://github.com/mitch030504/Wiicompiled_VR_Frame.git
synced 2026-10-06 05:00:27 +02:00
Quest: make Quest 1 builds reproducible
This commit is contained in:
1 parent
83fe04d160
commit
6e6406c200
9 files changed
+124
-17
No files matched your search
+21
-1
@@ -107,6 +107,22 @@ the result. Live RGB5A3 menu copies use a minimal RGBA passthrough shader for
|
||||
the same reason. Other Android devices retain the normal filtered and
|
||||
format-converting paths.
|
||||
|
||||
Quest 1 must be built with the `quest1` flavour (`Build-Quest.ps1 -Headset
|
||||
quest1`). It targets the Snapdragon 835's Kryo CPU; the modern flavour targets
|
||||
`cortex-a77`, whose instructions can terminate the game with `SIGILL` on Quest
|
||||
1. Android builds use a pinned Dawn package which does not enable
|
||||
`VK_EXT_debug_utils`: the old Quest firmware advertises that extension but
|
||||
rejects it when Dawn creates the Vulkan instance.
|
||||
|
||||
The final Quest 1 firmware also cannot reliably promote this app's 2D setup
|
||||
panel into an immersive activity. Its APK therefore exposes two library
|
||||
entries: **WiiCompiled VR** starts the game directly in VR, while
|
||||
**WiiCompiled Settings** opens the setup/settings panel. After changing a
|
||||
setting, close the panel and start WiiCompiled VR from the library. The Play
|
||||
button in the settings panel explains this limitation instead of opening a
|
||||
black panel. Modern Quest builds keep the normal single launcher, whose Play
|
||||
button starts VR directly.
|
||||
|
||||
The workaround was isolated on a physical Quest 1: it changed the boot/menu
|
||||
output from flickering black or white frames to a complete menu with character
|
||||
and vehicle previews. It does intentionally skip Wii-era RGB5A3 quantization on
|
||||
@@ -459,7 +475,10 @@ Android facts this design rests on, all measured on a Quest 3:
|
||||
also learned `--target-os windows|macos|linux|android` for
|
||||
`generate-data-init` and `translate-mod`, for pipelines that generate on
|
||||
another host.
|
||||
- `android/`: the Gradle project, one app with no flavours.
|
||||
- `android/`: the Gradle project, with `modernQuest` (the default script
|
||||
target) and `quest1` headset flavours. They share the application ID and
|
||||
storage, but select the appropriate CPU baseline, supported-device manifest,
|
||||
and launcher behavior.
|
||||
`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
|
||||
@@ -481,6 +500,7 @@ installer's `BuildWorkspace/generated`, produced by the normal Windows pipeline)
|
||||
```powershell
|
||||
powershell -ExecutionPolicy Bypass -File android/Prepare-QuestDependencies.ps1 # SDL3 3.4.4 AAR into android/app/libs
|
||||
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Install # the app, its game kit and toolchain, debug-signed
|
||||
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset quest1 -Install # Quest 1: Kryo CPU and direct-VR library entry
|
||||
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)
|
||||
adb push MarioKart.iso /sdcard/Download/ # then Select disc image in the launcher
|
||||
|
||||
Reference in new issue
Block a user