mirror of
https://github.com/mitch030504/Wiicompiled_VR_Frame.git
synced 2026-10-06 02:00:14 +02:00
Merge upstream/main (v0.2.32) into openxr-work
Brings in the keyboard/mouse rebinding overhaul (#162), the Kamek skip-return hook fixes (#182, #218), the exit button and controller LED fix (#221), the autohide-cursor and mute hotkey fix (#211), the Linux --sysroot plumbing (#224) and the switch to the theofficialgman dawn-build fork (#215). Conflicts resolved to keep the VR integration intact: - settings_overlay.cpp/.h: kept both new declarations. The controller rebinding UI takes upstream's click-to-rebind widgets wholesale - our only edit there was wrapping the combo width in Scaled(), and upstream's bindingWidth is already font-relative, so the headset panel still scales. Kept our DrawResolutionMenu() extraction (the VR panel reuses it) while adopting upstream's DrawExitPrompt() and its new DrawTopBar() prologue; kept our Diagnostics menu alongside upstream's exit-button width math. HandleEvents merges both keyboard paths, with the VR recenter hotkey now guarded by !g_rebind.active so it cannot fire while a binding is being captured. - AuroraDawnProvider.cmake: dropped our now-dead Android hash block. Upstream restructured the pins into an if/elseif chain that already covers android/aarch64, with the digest for the new dawn-build fork; our leftover block was unreachable and carried the old encounter digest. - Version plumbing (Build-Installer.ps1, Setup.Windows Program.cs and csproj): kept this fork's own line, which is 0.2.39 and centralised in Launcher/Directory.Build.props, rather than regressing to upstream's hardcoded 0.2.32. Verified: translator 654/654; runtime ctest 14/14 including every VR test; WiiCompiled and RetroRewind link; aurora gx_fifo_tests 262/263, the one failure being the TevRegisterLiveness case already documented as pre-existing on this branch. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
commit
ee5df403ac
29 files changed
+2280
-263
No files matched your search
@@ -1,6 +1,19 @@
|
||||
<img width="4190" height="1232" alt="wiicomplogofinalfinalfinalev2MADEBY_INKWRECK_plzcredit" src="https://github.com/user-attachments/assets/df7a3f2e-5336-479a-b4c0-968dd578726d" />
|
||||
|
||||
# WiiCompiled OpenXR VR
|
||||
|
||||
<p align="center">
|
||||
<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>
|
||||
<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>
|
||||
<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>
|
||||
</p>
|
||||
<p align="center">
|
||||
<a href="#building-from-source"><img alt="PowerPC static recompilation" src="https://img.shields.io/badge/PowerPC-static%20recompilation-FF9F0A"></a>
|
||||
<a href="#retro-rewind"><img alt="Retro Rewind supported" src="https://img.shields.io/badge/Retro%20Rewind-supported-FF375F"></a>
|
||||
<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>
|
||||
<a href="LICENSE"><img alt="License: GPLv3" src="https://img.shields.io/badge/license-GPLv3-2EA44F?logo=gnu&logoColor=white"></a>
|
||||
</p>
|
||||
|
||||
A native PC port of Mario Kart Wii, made with static recompilation.
|
||||
|
||||
There's no emulator in the loop, no interpreter, no JIT, no PowerPC
|
||||
@@ -60,12 +73,6 @@ Press **F10** while the game window has focus:
|
||||
|
||||
Everything you change is saved to `Config.toml` on the spot and restored next launch.
|
||||
|
||||
**Real controller support.**
|
||||
Controllers are fed to the game as a GameCube controller.
|
||||
Mappings are positional (`south`, `east`, `west`, `north`) rather than Xbox-labelled, so the
|
||||
same config makes sense on Xbox, PlayStation, Nintendo and generic SDL pads alike, and extra
|
||||
inputs like paddles, touchpads and share buttons show up when the hardware reports them.
|
||||
|
||||
**Dolphin-compatible input expressions.**
|
||||
Each GameCube control can carry an expression in Dolphin's input syntax, with the same operators
|
||||
and the same functions.
|
||||
@@ -218,7 +225,7 @@ 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).
|
||||
|
||||
## Credits
|
||||
|
||||
- **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
|
||||
|
||||
Reference in new issue
Block a user