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README for the Steam Frame fork; document building on a Linux PC
The README now introduces this repository as the Steam Frame fork of WiiCompiled OpenXR VR: what the fork adds, its untested status, the requirements and build steps, where to report problems, and what it keeps from upstream. docs/steam-frame.md gains the emulated ARM64 container route for building on an x86_64 Linux PC, disc extraction with nodtool and the copy to the Frame, and clones the default branch. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
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<img width="4190" height="2464" alt="Mario Kart WiiCompiled VR logo (logo by Inkwreck)" src="docs/images/wiicompiled-vr-logo.png" />
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# WiiCompiled OpenXR VR
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# WiiCompiled VR for the Steam Frame
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<p align="center">
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<a href="https://github.com/patchzyy/Wiicompiled/releases"><img alt="Windows 10 / 11, x64" src="https://img.shields.io/badge/Windows-10%20%2F%2011%20%C2%B7%20x64-0078D4"></a>
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<a href="https://github.com/patchzyy/Wiicompiled/releases"><img alt="Linux, x64 / ARM64" src="https://img.shields.io/badge/Linux-x64%20%2F%20ARM64-FCC624?logo=linux&logoColor=white"></a>
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<a href="https://github.com/patchzyy/Wiicompiled/releases"><img alt="macOS 14+, Apple Silicon" src="https://img.shields.io/badge/macOS-14%2B%20%C2%B7%20Apple%20Silicon-0A84FF?logo=apple&logoColor=white"></a>
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</p>
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<p align="center">
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<a href="#building-from-source"><img alt="PowerPC static recompilation" src="https://img.shields.io/badge/PowerPC-static%20recompilation-FF9F0A"></a>
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<a href="#retro-rewind"><img alt="Retro Rewind supported" src="https://img.shields.io/badge/Retro%20Rewind-supported-FF375F"></a>
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<a href="https://github.com/TeamWheelWizard/WheelWizard/releases"><img alt="Install with Wheel Wizard" src="https://img.shields.io/badge/install%20with-Wheel%20Wizard-8B5CF6"></a>
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<img alt="Steam Frame, SteamOS ARM64" src="https://img.shields.io/badge/Steam%20Frame-SteamOS%20%C2%B7%20ARM64-1A9FFF?logo=steam&logoColor=white">
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<img alt="Status: untested on the headset" src="https://img.shields.io/badge/status-untested%20on%20the%20headset-FF9F0A">
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<a href="https://github.com/iChris4/Wiicompiled_VR"><img alt="Fork of WiiCompiled OpenXR VR" src="https://img.shields.io/badge/fork%20of-WiiCompiled%20OpenXR%20VR-8B5CF6"></a>
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<a href="LICENSE"><img alt="License: GPLv3" src="https://img.shields.io/badge/license-GPLv3-2EA44F?logo=gnu&logoColor=white"></a>
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</p>
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A native PC port of Mario Kart Wii, made with static recompilation.
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There's no emulator in the loop, no interpreter, no JIT, no PowerPC
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anywhere at runtime.
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Mario Kart Wii in VR on Valve's Steam Frame, running natively on SteamOS: a fork of
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[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR) (itself built on
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[WiiCompiled](https://github.com/patchzyy/Wiicompiled)), the static recompilation of Mario Kart Wii
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to native code. There is no emulator, interpreter or JIT at runtime: your own disc is translated to
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C++ and compiled for the Frame's ARM64 CPU, and it renders through SteamVR's OpenXR runtime.
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> [!IMPORTANT]
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> There is no Nintendo code, no assets and no game data anywhere in this project or its releases.
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> You need your own legally dumped copy of the PAL version of the game. Setup only ships the
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> toolchain, the translation runs on your machine against your disc image, and nothing ever gets
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> uploaded.
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> There is no Nintendo code, no assets and no game data anywhere in this project. You need your
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> own legally dumped copy of the PAL version of the game; the translation runs on your machine
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> against your disc image, and nothing is uploaded.
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[Download WheelWizard VR](https://github.com/iChris4/WheelWizard_VR/releases/latest)
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> [!WARNING]
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> **Not yet run on a Steam Frame.** The Frame build compiles and its unit tests pass, but nobody
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> has played it on the headset yet. Expect it to fail in ways only the device shows; reports with
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> the run log are what moves it forward (see [Reporting problems](#reporting-problems)).
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---
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## What it does
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## What this fork adds
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**Unlocked framerate with interpolation.**
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The original game is hard-locked to 60 fps. The runtime can generate interpolated frames in between, so on a
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120/144 Hz monitor things genuinely look smoother.
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Everything below is in [`docs/steam-frame.md`](docs/steam-frame.md), with the reasoning and the
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readings it is based on.
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> [!WARNING]
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> Interpolation is experimental right now and will show artifacts in specific scenarios.
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- **A native SteamOS build.** The game links SteamVR's OpenXR runtime directly and lets it create
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the GPU device it renders with, so each eye is copied straight into the headset's swapchain with
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no second device and no sharing between them. It runs fullscreen in the headset only; there is
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no desktop window to draw.
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- **Built for the Frame's Snapdragon 8 Gen 3**: compiled with `-mcpu=cortex-x4`.
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- **The Frame's controllers.** Its own interaction profile is bound, so beside what the Quest Touch
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layout already does, the left D-pad is the Wii Remote's D-pad (tricks, menus), the left View
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button pauses and the left shoulder opens the settings panel.
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- **120 Hz.** The headset is asked for 120 Hz, exactly two display refreshes per game frame at the
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game's 60 FPS, so motion is even. `[vr] refresh_rate` changes it.
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- **Eye-tracked foveation.** Variable-resolution rendering whose sharp centre follows your gaze
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through the Frame's eye tracking, instead of staying fixed straight ahead. `[vr] foveation` sets
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the strength and `[vr] eye_tracked_foveation` turns the tracking off.
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- **Standalone defaults**: 0.8 render scale, the game's own object culling and medium foveation,
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as on the Quest, sized for a mobile GPU driving 2160x2160 per eye.
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- **Build tooling.** `Launcher/build-dawn-linux.sh` builds the patched Dawn (Aurora's WebGPU
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layer) the VR backend needs, and `Launcher/local-build.sh` gained `--openxr`, `--dawn-package`,
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`--headset steam_frame` and `--cpu`.
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**Any aspect ratio you want.**
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Drag the window bigger, wider, whatever, the camera adjusts
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live.
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**Native rendering via aurora.**
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The graphics layer is built on
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[aurora](https://github.com/encounter/aurora). Aurora is a source-level GameCube & Wii compatibility layer.
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**High internal resolution.**
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Play at several times the console's resolution.
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**Experimental OpenXR VR.**
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Windows builds can render through an OpenXR runtime on D3D12, or on Vulkan with a custom Dawn
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build, without CPU readback. Menus and
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unsupported scenes appear as a head-locked virtual screen; a validated single-camera race switches
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to immersive stereo rendering. VR is opt-in and falls back to the normal desktop renderer if the
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runtime or headset is unavailable. In first person you sit in the cockpit, where the steering wheel
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or handlebar turns with your steering, and hand steering by heurazy lets you grab it with the
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tracked controllers and turn it. On a Quest the hands can follow the headset's own hand tracking.
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A native SteamOS build for the Steam Frame (not yet tested on the headset) adds the Frame controllers'
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D-pad, a 120 Hz display for the game's 60 FPS, and foveation that follows your eyes; see
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[`docs/steam-frame.md`](docs/steam-frame.md).
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See [`OPENXR.md`](OPENXR.md) for setup, configuration, and the current limitations.
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**Music ducking.**
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Start playing something else, Spotify, a YouTube video, and
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the game automatically mutes its own music until the other audio stops. Optional, if you'd
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rather it didn't. All audio that shows in your display media controls on your windows pc fall under this.
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**An in-game settings bar.**
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Press **F10** while the game window has focus:
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- Internal resolution
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- FPS counter
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- Controller assignment for all four ports
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- Full per-controller button mapping, including the bumpers
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- Dolphin-syntax input expressions and GCPadNew.ini import
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- Controller vibration on/off
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- Volume, instant mute, and the music ducking toggle
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Everything you change is saved to `Config.toml` on the spot and restored next launch.
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**Dolphin-compatible input expressions.**
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Each GameCube control can carry an expression in Dolphin's input syntax, with the same operators
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||||
and the same functions.
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||||
A Dolphin `GCPadNew.ini` can be imported directly from the F10 bar.
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||||
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||||
**Vibration toggle.**
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Force feedback can be turned off for every port at once.
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The official Wii U / Switch GameCube adapter (WUP-028) works too; as with Dolphin, on Windows the
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adapter must be switched to the WinUSB driver once (Zadig).
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||||
|
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**Real Wii Remotes over Bluetooth.**
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||||
Pair a Wii Remote with Windows (Settings > Bluetooth > Add device, press 1+2 or SYNC, leave the
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PIN empty)
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Known limitations of the Wii Remote path:
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- No IR pointer yet: menus are navigated with the D-pad and A (the game treats the remote as
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pointing away from the screen).
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- Battery level is not reported to the game and the remote's speaker is not implemented.
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- Only the Wii Remote's own accelerometer is calibrated; the Nunchuk's uses SDL's fixed zero point.
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- The Classic Controller's L/R triggers reach the game as digital (full pull on click): SDL does not
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expose their analog travel.
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- Turn the Wii Remote support off in that menu if you use a Mayflash DolphinBar, which already
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presents the remote as a regular gamepad.
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||||
**USB steering wheels and pedals.**
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Ported from heurazy's [mario-kart-wii-VR-port](https://github.com/heurazy/mario-kart-wii-VR-port).
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Open **F10 > Controllers > USB wheel and pedals (player 1)**; it is also in the headset's settings
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panel. Pick the steering device and axis and record full left, full right and centre, then each
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pedal's released and fully pressed positions. Assign the right paddle to drift and the left paddle to
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items; trick, confirm, pause and back are optional. Any wheel SDL sees as a joystick works this way,
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with no gamepad mapping: separate USB pedals, reversed axes and combined pedal axes (select the same
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axis for both pedals) all calibrate the same. The settings are saved in `PhysicalWheel.toml` beside
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`Config.toml`.
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The wheel is player 1's GameCube controller. Press its confirm button at the title screen so the game
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uses a GameCube controller; its D-pad, confirm and back then work the menus. In a race it owns
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steering and the pedals. The brake pedal brakes, then reverses, and beats the accelerator and drift.
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In VR, the cockpit's wheel turns with it and hand steering steps aside. Setting the VR controllers to
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**Gamepad** keeps them for menus, pause and item aiming alongside the wheel. Light vibration is
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optional, off by default, capped at 15 % and follows the game's own rumble. No centering spring or
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steering force is requested.
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Logitech wheels (G29, G920, G923, G27, G25, Driving Force GT, PRO Racing Wheel) are recognised by SDL
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||||
as wheels and marked "(wheel)" in the device list. This has not been tried on a physical wheel yet:
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||||
- Install Logitech G HUB (Logitech Gaming Software for a G27 or G25). Without the driver a Logitech
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wheel starts in a compatibility mode, typically with a smaller rotation range and both pedals on
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one axis. A G920 or G923 for Xbox also starts as an Xbox controller, which the game would read as
|
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an ordinary pad.
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- Set a G29's mode switch to PS3 on PC.
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||||
- Full lock is wherever you record full left and right. Recording them a quarter turn each way
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||||
(90°) matches the VR cockpit's wheel, or lower the operating range in G HUB.
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- A Driving Force Shifter's gears reach the game as buttons of the wheel and can be assigned like
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any other. A gear stays pressed while it is engaged: on the item button it keeps the item held
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||||
behind you until you shift back to neutral. The clutch is not used.
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||||
- Turn on the centering spring in G HUB if you want the wheel to self-centre.
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The Steam Frame also runs Android apps through its Lepton layer, and the Quest app gained a
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`steamFrame` flavour for it, but it cannot show a picture there: Lepton's graphics driver lacks
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the memory-sharing extensions the Android backend needs. The native build is the way to play.
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## Requirements
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- Windows 10 or 11, 64-bit
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- GPU: GTX 1650 / RX 6400 / Arc A310 or higher
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- CPU: Intel Core i5-8400 / AMD Ryzen 5 2600 (4c/6c, ~3.5GHz+) or higher
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- About 20 GB of free disk space during installation (Final game size ~5 GB)
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- This fork's packaged release supports Windows x64. Other platforms are not release targets.
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- A Steam Frame with SteamVR, reachable over SSH (`ssh steamos@<frame-ip>`).
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- A clean, unmodified **PAL `RMCP01`** disc image of Mario Kart Wii, dumped by you. ISO, GCM,
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GCZ, CISO, WBFS, WIA and RVZ are accepted.
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|
||||
> [!NOTE]
|
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> GPU/CPU minimums are set by driver support and D3D12/Vulkan feature requirements, not by the game's actual demands.
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Only the clean PAL revision will work. Anything else (other
|
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regions, patched executables) is rejected outright.
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GCZ, CISO, WBFS, WIA and RVZ can all be extracted. Other regions and patched executables are
|
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rejected.
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- Somewhere to build. Either:
|
||||
- **an x86_64 Linux PC** with podman and qemu: it builds in an emulated ARM64 container, which is
|
||||
slow (the first build takes hours) but spares the Frame; or
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||||
- **the Frame itself**, in a podman container there.
|
||||
- Several GB of free disk space for the toolchain, Dawn and the game.
|
||||
|
||||
> [!NOTE]
|
||||
> Nobody here will tell you where to get the game. Dumping your own disc is on you, and links to
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> game files won't be provided or tolerated.
|
||||
|
||||
## Installing
|
||||
## Building and installing
|
||||
|
||||
Use [WheelWizard VR](https://github.com/iChris4/WheelWizard_VR/releases/latest). Select your clean PAL
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`RMCP01` image in Settings, then open **Settings → Other → WiiCompiled (beta)** and enable
|
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**Enable WiiCompiled OpenXR VR (beta)**. Press Install on Home. Installation builds both Base game
|
||||
and Retro Rewind locally using the bundled toolchain; a developer toolchain is not required.
|
||||
The commands are in [`docs/steam-frame.md`](docs/steam-frame.md): [Building it on a Linux
|
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PC](docs/steam-frame.md#building-it-on-a-linux-pc) or [Building it on the
|
||||
Frame](docs/steam-frame.md#building-it-on-the-frame). In short:
|
||||
|
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Home lets you choose **Base game** or **Retro Rewind**. The normal WiiCompiled switch selects the
|
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original backend; turning both switches off selects Dolphin. Only one recompilation switch can
|
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be enabled at a time. VR uses a separate `RecompVR` installation beside the normal `Recomp` folder.
|
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Saves and Miis use the normal installation's effective NAND; Retro Rewind retains its separate
|
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XML-directed saves and ghosts. Graphics, VR preferences, caches, and compiled binaries stay separate.
|
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Uninstalling either backend in WheelWizard VR preserves configuration and shared progress.
|
||||
1. Extract your disc with [nodtool](https://github.com/encounter/nod) and copy `sys/main.dol` and
|
||||
`files/rel/StaticR.rel` into `Assets/`.
|
||||
2. Start a Debian trixie ARM64 container and install the build packages, the bundled clang 22,
|
||||
CMake and Ninja (`Launcher/prepare-portable-tools.sh --arch aarch64`), and .NET 8.
|
||||
3. Build the patched Dawn: `Launcher/build-dawn-linux.sh`.
|
||||
4. Build the game: `Launcher/local-build.sh ... --openxr --dawn-package <dawn>/package --headset steam_frame`.
|
||||
5. Copy the output and the extracted disc to the Frame, set `[paths] dvd_root` in
|
||||
`~/.local/share/WiiCompiled/Config.toml`, start SteamVR, then start `WiiCompiled`.
|
||||
|
||||
Managed VR launches enable OpenXR with D3D12; the Vulkan binding is opt-in through
|
||||
`video.graphics_api` (see [OPENXR.md](OPENXR.md)). If the runtime or headset is unavailable, the game
|
||||
continues on the desktop and displays the failure briefly; **F10 → VR** retains the explanation.
|
||||
See [OpenXR configuration](OPENXR.md) and [distribution and validation](DISTRIBUTION.md).
|
||||
## Reporting problems
|
||||
|
||||
Open an issue on this repository with the run log from `~/.local/share/WiiCompiled/Logs/` on the
|
||||
Frame, or the last lines of the failing build step. [Running
|
||||
it](docs/steam-frame.md#running-it) lists the log lines a working start shows, in order; the
|
||||
first one missing says where it stopped.
|
||||
|
||||
> [!CAUTION]
|
||||
> Only take builds from this repository's
|
||||
> [Releases](https://github.com/iChris4/Wiicompiled_VR/releases) page. If someone's sharing an
|
||||
> installer through Discord or some random download site, don't touch it!!
|
||||
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. 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
|
||||
|
||||
WiiCompiled, Wheel Wizard, Retro rewind and other related projects are developed
|
||||
**independently** and each has its **own** contribution rules and all have their own
|
||||
rules. What applies here does not automatically apply there,
|
||||
and vice versa. Check each project's own CONTRIBUTING and README files.
|
||||
|
||||
## Retro Rewind
|
||||
|
||||
[Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind), ZPL's Mario Kart Wii mod distribution,
|
||||
can be built as its **own static profile**: instead of applying `Code.pul` as runtime patches,
|
||||
the Kamek/Pulsar code is statically translated together with the base game into a separate native
|
||||
executable.
|
||||
|
||||
Wheel Wizard drives this too.
|
||||
|
||||
## Building from source
|
||||
|
||||
Owning the game is still required even if you compile everything yourself.
|
||||
|
||||
You'll need: .NET 8 SDK, CMake, Ninja, and LLVM/Clang (the shipped build uses LLVM-MinGW targeting
|
||||
`x86-64-v3`).
|
||||
|
||||
Build the translator:
|
||||
|
||||
```powershell
|
||||
dotnet build translator/Translator.sln -c Release
|
||||
```
|
||||
|
||||
The default test suite needs no binaries and no host C++ compiler, so you can hack on the
|
||||
translator without any game data around.
|
||||
|
||||
For everything beyond that, feeding in your own `main.dol`/`StaticR.rel`, running the
|
||||
translation, generating the manifest and build graph, and compiling, see [`translator/README.md`](translator/README.md).
|
||||
|
||||
For a step-by-step guide on compiling both WiiCompiled and Retro Rewind from source on macOS (Apple Silicon), see the [macOS Build Guide](docs/building-macos.md).
|
||||
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.
|
||||
|
||||
## FAQ
|
||||
|
||||
**Is this an emulator?**
|
||||
No. Everything is compiled to native code before you ever press play. At runtime there's nothing
|
||||
emulating a Wii CPU or GPU.
|
||||
No. Everything is compiled to native ARM64 code before you press play. At runtime nothing emulates
|
||||
a Wii CPU or GPU.
|
||||
|
||||
**Do you provide the game?**
|
||||
No. Don't ask. Nothing in this repo or any release contains Nintendo code or assets.
|
||||
|
||||
**Why does setup take so long?**
|
||||
Because we **don't** ship the translated binary, most other recomp projects do, but we
|
||||
don't want to risk it right now, setup has to run a static recompiler over the whole game
|
||||
and then throw a C++ compiler at the result. It's a **one-time cost** on your machine.
|
||||
**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.
|
||||
|
||||
**Which game version works?**
|
||||
Clean PAL `RMCP01`. Other regions and modified executables are **rejected**. Translating
|
||||
them against the wrong manifest would give you a subtly broken game that's miserable to debug for us.
|
||||
Clean PAL `RMCP01`. Other regions and modified executables are **rejected**.
|
||||
|
||||
**Can I recompile other GameCube/Wii games with it?**
|
||||
The translator itself handles DOLs and RELs generically, see
|
||||
`projects/examples/generic-dol.yml`. The catch is that a *playable* port also needs a runtime:
|
||||
audio, input, GX, everything the game touches.
|
||||
**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.
|
||||
|
||||
**The game crashed / stopped with an error.**
|
||||
Errors are deliberately loud instead of quietly swallowed. Send a report along with the run log
|
||||
from `%LOCALAPPDATA%\WiiCompiled\Logs`.
|
||||
|
||||
**Will you fix original bugs?**
|
||||
Not in the base game, behavior identical to real hardware is the goal. Only report things where this port differs
|
||||
from the original game. As for Retro Rewind, some base-game behavior **is** patched, so if it differs from the
|
||||
base game, that's normal. If Retro Rewind behavior differs between Dolphin/Wii and WiiCompiled, open an issue on GitHub.
|
||||
|
||||
**How accurate are the physics?**
|
||||
100% - this is proven by in-game ghosts. Since ghosts are replay files based on inputs rather
|
||||
than tracked positions, matching ghosts prove the physics match across Dolphin/Wii/WiiCompiled.
|
||||
|
||||
**Is it done?**
|
||||
Not fully. The game is in a state where everything should be playable and the physics do match
|
||||
100% with the original game, but compatibility, rendering, networking and performance are all
|
||||
actively being worked on. If you do find an issue, we strongly encourage you to open one on
|
||||
GitHub so we can take a look at it.
|
||||
**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.
|
||||
|
||||
## AI usage
|
||||
AI coding tools were used during development of this project.
|
||||
@@ -271,6 +155,9 @@ All translated output is verified against real hardware behavior and most import
|
||||
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
|
||||
@@ -280,6 +167,9 @@ All translated output is verified against real hardware behavior and most import
|
||||
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 Steam Frame controller profile's
|
||||
input paths.
|
||||
- Everyone in the static recompilation community.
|
||||
|
||||
Bundled third-party components and their licenses live in
|
||||
|
||||
Reference in new issue
Block a user