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<div align="center">
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<img src="assets/aurora.png" alt="Logo" width="640">
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</div>
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<br/>
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Aurora is a source-level GameCube & Wii compatibility layer intended for use with game decompilation projects.
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Originally developed for use in [Metaforce](https://github.com/AxioDL/metaforce), a Metroid Prime reverse engineering project.
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It now powers several completed source ports, including [Dusklight](https://github.com/TwilitRealm/dusklight).
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### Features
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- Application layer using SDL3
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- Runs on Windows, Linux, macOS, iOS, tvOS, Android
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- GX compatibility layer
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- Graphics API support: D3D12, Vulkan, Metal
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- Highly accurate and performant GX implementation
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- Robust pipeline cache system with "transferable" cache support for releases
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- Dolphin-compatible texture pack support
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- Widescreen & resolution scaling support
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- Custom APIs for offscreen rendering
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- PAD compatibility layer
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- Utilizes `SDL_Gamepad` for wide controller support, including GameCube controller adapters
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- Automatically saves and loads controller bindings and port mappings
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- Gyro & mouse support
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- DVD compatibility layer
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- Utilizes [nod](https://github.com/encounter/nod) to support all GameCube/Wii disc image types, including RVZ
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- CARD compatibility layer
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- Full compatibility with Dolphin `.gci` and `.raw` for game saves
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- [Dear ImGui](https://github.com/ocornut/imgui) built-in for simple debug UIs
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### Graphics
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The GX compatibility layer is built on top of [WebGPU](https://www.w3.org/TR/webgpu/), a cross-platform graphics API
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abstraction layer. WebGPU allows targeting all major platforms simultaneously with minimal overhead. The WebGPU
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implementation used is Chromium's [Dawn](https://dawn.googlesource.com/dawn/).
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### Building
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See [docs/building.md](docs/building.md) for build instructions, CMake integration, and configuration options.
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### License
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Aurora is licensed under the [MIT License](LICENSE).
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