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
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Distribution
Steam Frame releases (this fork)
Releases here are source only: a frame-<name> tag (frame-beta-2, ...) and GitHub's source
archives for it. The game is always built from the player's own clean PAL RMCP01 disc, so no
release, issue or download may carry a disc image, extracted game files, translated game code or a
built game executable, and nobody may share one built from their disc.
To publish one, add its notes as docs/releases/<tag>.md, then run Actions → Steam Frame
release → Run workflow with the tag (.github/workflows/frame-release.yml). The workflow creates
the tag on the commit it runs on and publishes a pre-release with those notes; pushing a frame-*
tag runs it as well. The installer (Launcher/steam-frame-install.sh) builds the newest release by
default, so publish only what has been built and installed on a Frame.
Windows (upstream)
The rest of this file is upstream's process for its Windows installer and is kept for reference. This fork does not publish Windows builds; use upstream's releases for those.
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.