Bump the backend to 0.2.45 and both Quest app flavours to versionCode 6 / 0.6.0-quest. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
4.2 KiB
Windows VR distribution
Distribute only WiiCompiled-Setup.exe and its checksum from
iChris4/Wiicompiled_VR, and
WheelWizardVRWindows.exe from iChris4/WheelWizard_VR.
Installation requires the user's clean PAL RMCP01 image. Neither release includes a disc image,
extracted game assets, translated game code, compiled game executables, saves, or ghosts.
The backend version is declared once in Launcher/Directory.Build.props. Before choosing a new
patch version, compare source pins, published releases, and tags in the VR fork. Tags use vX.Y.Z.
The Windows workflow checks the tag, executable, and payload contract and runs the translator,
synthetic runtime, setup self-tests, pinned dependency preparation, payload boundary audit, and
native dependency audit. OpenXR uses the pinned SDK sources and static loader; license notices
are included in the installer.
Build from the repository root on Windows:
./Launcher/Build-Installer.ps1 -OutputDirectory Launcher/dist-vr
./Launcher/Verify-Release.ps1 -Tag v0.2.45 -SetupPath (Resolve-Path Launcher/dist-vr/WiiCompiled-Setup.exe)
./Launcher/dist-vr/WiiCompiled-Setup.exe --self-test
./Launcher/Test-Recompilation.ps1 -StageDirectory build/vr-synthetic-validation
dotnet test translator/Translator.sln -c Release
--version still prints a plain version. --info-json additionally reports productId as
wiicompiled-openxr-vr, version, openxrD3D12: true, and questBuild: true when the setup
supports --build-quest (see docs/quest-port.md). From 0.2.39 every release declares it, and
Verify-Release.ps1 refuses one whose payload lacks the BuildWorkspace/android scripts that
build runs, so a release that claims Quest support can always deliver it. WheelWizard offers
Build for Quest only once the installed setup reports questBuild, and asks the player to update
otherwise. VR refuses installation, repair,
launch, or uninstall of a normal or unidentified installation. Nonportable VR installations use
WiiCompiledOpenXRVR application data and a distinct uninstall registration and shortcut.
WheelWizard VR keeps its own config-vr.json, importing config.json only on first use. Its
Recomp and RecompVR roots own their setup caches, toolkits, build workspaces, extracted assets,
binaries, configuration, runtime caches, and logs. Only the normal NAND and canonical Retro Rewind
content are shared. Controller mappings are seeded from normal once when available. Uninstall
removes the selected Install and Cache directories and retains UserData and imported NAND.
A shared file lease covers supported launcher operations through mod preparation, reconciliation, and game exit, including shared-data edits and uninstall. Installation locks and running processes are also checked. Arbitrary direct launches of older game binaries do not participate in this guarantee. Close games before using another launcher or editing shared data externally.
Retro Rewind remains supplied by WheelWizard's existing distribution service. The chosen backend
builds both products with its own toolkit. Asset-only changes do not require compilation; changes
to Code.pul, translation inputs, or Retro-WFC payloads are reconciled before Retro Rewind launches.
The inactive backend is checked on its next selection. Base launches use --launch-base.
WheelWizard VR prepares Retro Rewind updates and reinstalls in a sibling staging tree. Only a completed update is published. The journal supports recovery after interrupted directory swaps; existing ghosts, saves, XML save directories, and local patches survive package replacement.
Before publishing, validate both artifacts and install beside an existing normal installation. Check all four backend/game combinations, saves and Miis across switches and reinstall/uninstall, Retro Rewind ghosts and content updates, cancellation, interrupted downloads, rollback, and overlapping processes. Headset acceptance also requires menus, races, headset absence, and runtime loss for both VR products. Record unperformed checks explicitly. Publish the backend first; the launcher release workflow requires a published VR backend before releasing the launcher.