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README: keep the on-Frame build section general
Drop the details that only described one Frame (its SteamOS version, memory, sizes, a disc left by an earlier install) and keep what any owner needs: podman comes with SteamOS, --disc is a path on the Frame, and the work folder can go on the SD card. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
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@@ -101,7 +101,7 @@ Everything it puts on the Frame is in your home folder, where it survives SteamO
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| Where | What |
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| --- | --- |
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| `~/devkit-game/WiiCompiled/` | the game |
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| `~/wiicompiled/disc/` | your extracted disc, about 4.5 GB (`--frame-disc` puts it elsewhere in your home folder or on the SD card, `/run/media/steamos/<card>/...`) |
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| `~/wiicompiled/disc/` | your extracted disc (`--frame-disc` puts it elsewhere in your home folder or on the SD card) |
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| `~/.local/share/WiiCompiled/` | `Config.toml`, saves and logs, written by the game itself |
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| Steam's library | the **WiiCompiled** shortcut, made through Valve's devkit tools in `~/devkit-utils` |
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@@ -313,32 +313,18 @@ is open.
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## Other ways to build
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**On the Frame itself.** SteamOS on the Frame (0.4.3, September 2026) comes with podman 5.5, set
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up for rootless containers with its storage in the home folder, so the install script runs there
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natively, with no emulation and nothing installed into the read-only system. Don't add tools to
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SteamOS with `pacman`: that means switching the read-only mode off, and the next update undoes it.
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The script checks for podman and stops with a pointer to building on a PC if an image lacks it.
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The first build needs about 20 GB in its work folder, and podman's storage
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(`~/.local/share/containers`) grows by about 1.5 GB for the build container. If the home folder is
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short of that (the script checks), put the work folder on the SD card, which SteamOS mounts under
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`/run/media/<user>/<card>` (on the Frame the user is `steamos`). Over SSH
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(`ssh steamos@<frame-ip>`) or in a Desktop Mode terminal:
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**On the Frame itself.** SteamOS includes podman, so the install script also runs on the Frame,
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natively and without installing anything into the read-only system. `--disc` is then a path on the
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Frame, so copy your disc image over first. If the home folder is short of space (the script checks),
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put the work folder on the SD card, which SteamOS mounts under `/run/media/<user>/<card>`. Over SSH
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or in a Desktop Mode terminal:
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```bash
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curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \
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| bash -s -- --disc "/path/to/Mario Kart Wii.wbfs" --frame local --work-dir /run/media/steamos/<card>/wiicompiled-frame
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| bash -s -- --disc "/path/to/Mario Kart Wii.wbfs" --frame local --work-dir /run/media/<user>/<card>/wiicompiled-frame
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```
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`--disc` is a path on the Frame, so the disc has to be there first. Copy the image over from the PC
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(`scp "Mario Kart Wii.wbfs" steamos@<frame-ip>:/run/media/steamos/<card>/`, about 3 GB for a WBFS), or
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point `--disc` at an extracted disc already on the Frame, such as `~/wiicompiled/disc` from an
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earlier install, which then stays where it is. Leave out `--work-dir` to keep it in
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`~/wiicompiled-frame`. With 15 GB of memory the Frame runs three
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compiles at once; it has less cooling than a PC, so keep it on its charger. The game then reads the
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disc where it was extracted: the folder `--disc` named, or the work folder's `disc` for an image. By hand, the
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steps under [Building by hand](#building-by-hand) work the same in a container started without
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`--platform linux/arm64`, with `nodtool-linux-aarch64` in place of `nodtool-linux-x86_64`.
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The Frame has less memory and cooling than a PC, so keep it on its charger.
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**On a stronger machine** (a server, for example). The script works with Docker as well as podman,
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and runs much faster with more cores and memory. A machine that cannot reach the Frame builds
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@@ -379,12 +365,9 @@ Unraid keeps `/usr/local/bin` in memory, so repeat this after a reboot.
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Vulkan hook and density map ABIs that Aurora compiles against.
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- **Headset only.** The game neither shows nor finishes rendering a desktop window, and is compiled
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for the Frame's Cortex-X4 cores (`-mcpu=cortex-x4`, overridable with `--cpu`).
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- **What it needs from SteamOS.** Dawn, SDL and the OpenXR loader are linked in, and Vulkan and the
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OpenXR runtime are found at run time. From the system it takes only glibc, libstdc++, libgcc,
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libpng and zlib, all part of SteamOS, and it is built against glibc symbols that SteamOS 0.4.3's
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glibc 2.39 has (`ldd ~/devkit-game/WiiCompiled/WiiCompiled` lists them and flags anything
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missing). Steam starts it in Steam Linux Runtime 4 (`SteamLinuxRuntime_4-arm64`), which brings
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its own copies; started from a terminal it uses SteamOS's.
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- **What it needs from SteamOS.** Only glibc, libstdc++, libgcc, libpng and zlib; everything else is
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linked in or loaded at run time. Steam starts it in Steam Linux Runtime 4, a terminal with
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SteamOS's own libraries; `ldd` on the executable shows anything missing.
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- **Every refresh from the game.** The game draws 60 frames a second. When it handed SteamVR only
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those, SteamVR ran it at half rate and made up every other refresh itself, even with Motion
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Smoothing off. With `[vr] repeat_frames`, the pacing thread waits for the next frame until 1.5 ms
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