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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
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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
78 lines
3.5 KiB
Markdown
78 lines
3.5 KiB
Markdown
# Wiicompiled Static Recompiler
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The translator parses GameCube/Wii DOL files, decodes PowerPC instructions, lifts them through
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IR/SSA and type inference, and emits C++ that is compiled into a native executable together with
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a runtime in `runtime/`. Project-specific paths and addresses are supplied through a versioned
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YAML manifest, so the translator itself contains no game-specific data.
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> Translating a DOL does not exempt you from owning the game it came from.
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## How translating a DOL works
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A project manifest (YAML) names the input DOL and pins its layout; everything else is derived.
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Translation is four commands:
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1. **`translate-recursive <entry-point> --project <manifest>`** walks the call graph from the
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entry point, decodes every reachable function, and emits C++ (plus JSON metadata describing
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what was emitted).
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2. **`generate-data-init --project <manifest>`** writes the embedded `.data`/`.rodata`/`.sdata`
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section initializer and `RuntimeConfig.h`.
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3. **`emit-build-shards --project <manifest>`** emits the CMake build graph (`shards.cmake`)
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covering both generated sources and `runtime/src`.
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4. **CMake + Ninja with Clang** compiles `runtime/` plus the generated output into one executable.
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Discovery is purely recursive from the entry point unless the manifest provides an optional
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`function_map` (one `hexaddr name` per line) that seeds additional function boundaries. Unsupported
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instructions fail translation by default.
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See `projects/examples/generic-dol.yml` for a minimal manifest driven by `RECOMP_GENERIC_DOL`.
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## Prerequisites
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| Tool | Notes |
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| --- | --- |
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| .NET 8 SDK | Builds and runs the translator. |
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| CMake ≥ 3.16 and Ninja | Configures and drives the native build. |
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| Clang / LLVM | The Windows build uses LLVM-MinGW targeting `x86-64-v3`; the Steam Frame build uses LLVM 22 for ARM64 (`Launcher/prepare-portable-tools.sh`). MSVC is not the tested path. |
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Build the CLI once and invoke the assembly directly:
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```powershell
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dotnet build translator/src/Translator.Cli/Translator.Cli.csproj -c Release
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$translator = 'translator/src/Translator.Cli/bin/Release/net8.0/Translator.Cli.dll'
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```
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## Manifest essentials
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- `inputs.dol.path` - the DOL to translate; optional SHA-256 pinning rejects wrong revisions.
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- `memory.base` / `size` - guest address space.
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- `memory.sda_base` / `sda2_base` - the r13/r2 Small Data Area bases your DOL's boot code installs
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(`lis`/`ori` pairs in `__init_registers`). Required by any command that writes `RuntimeConfig.h`;
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the translator does not guess them.
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- `translation.function_map.path` - optional symbol map used as the discovery oracle.
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- `translation.allow_unsupported_instructions` - off by default; enabling it emits runtime traps
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instead of failing, and such a build can never ship.
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- `translation.entry_observer` - optional header, C symbol, and entry-point list for a read-only
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host observer. Its callback must accept `(uint32_t, const CpuContext*)`; the translator
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materializes the complete guest context before every direct or transitive path that can reach it.
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Relative paths resolve from `workspace_root`, which itself resolves from the manifest directory.
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## Commands
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- `info [--project path]`
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- `translate-recursive <address> --project path`
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- `generate-data-init --project path`
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- `emit-base-manifest --project path`
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- `emit-build-shards --project path`
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- `translate-mod --project path [--profile name] ...` - static Kamek/Pulsar module translation
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Any command prints its own option list with `--help`.
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## Test
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```powershell
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dotnet test translator/Translator.sln -c Release
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```
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