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Checked every claim that names a setting, default, log line, binding or script against the source, and brought the docs up to date with the Steam Frame build: - README: the recommended settings show their Frame defaults (render scale 0.8, resolution multiplier 1) and add eye-tracked foveation and the refresh rate; the settings panel's gamepad-mode button (both sticks); by-hand release tags moved to frame-beta-2; the AI usage note points at a section that exists. - OPENXR.md: the intro and requirements cover all three backends; the Linux Vulkan backend, its patched Dawn and time conversion; Frame defaults for render scale and culling; the Frame controller profile in the binding list and limitations; foveation on the Frame and its per-map memory; scope of passthrough and tracked hands; Linux log path. - quest-port.md: Known gaps rewritten (it still said the app had not run on a Quest, foveation was off by default, haptics unused and the pack not downloadable); intro names every product sharing the spec. - DISTRIBUTION.md: how this fork's source-only frame-* releases are made. - THIRD-PARTY-NOTICES.md: libco's aarch64 backend, Dawn built from source for the Quest and the Frame, and the tools the Frame installer fetches. - CONTRIBUTING, RELEASE_VALIDATION, android/README, translator/README, building-macos: fork context, broken pointers, list formatting, typos. - aurora-main/README: drop a screenshot that was not vendored. All relative links and anchors resolve. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
Aurora is a source-level GameCube & Wii compatibility layer intended for use with game decompilation projects.
Originally developed for use in Metaforce, a Metroid Prime reverse engineering project. It now powers several completed source ports, including Dusklight.
Features
- Application layer using SDL3
- Runs on Windows, Linux, macOS, iOS, tvOS, Android
- GX compatibility layer
- Graphics API support: D3D12, Vulkan, Metal
- Highly accurate and performant GX implementation
- Robust pipeline cache system with "transferable" cache support for releases
- Dolphin-compatible texture pack support
- Widescreen & resolution scaling support
- Custom APIs for offscreen rendering
- PAD compatibility layer
- Utilizes
SDL_Gamepadfor wide controller support, including GameCube controller adapters - Automatically saves and loads controller bindings and port mappings
- Gyro & mouse support
- Utilizes
- DVD compatibility layer
- Utilizes nod to support all GameCube/Wii disc image types, including RVZ
- CARD compatibility layer
- Full compatibility with Dolphin
.gciand.rawfor game saves
- Full compatibility with Dolphin
- Dear ImGui built-in for simple debug UIs
Graphics
The GX compatibility layer is built on top of WebGPU, a cross-platform graphics API abstraction layer. WebGPU allows targeting all major platforms simultaneously with minimal overhead. The WebGPU implementation used is Chromium's Dawn.
Building
See docs/building.md for build instructions, CMake integration, and configuration options.
License
Aurora is licensed under the MIT License.
