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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
80 lines
5.2 KiB
Markdown
80 lines
5.2 KiB
Markdown
# Distribution
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## Steam Frame releases (this fork)
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Releases here are **source only**: a `frame-<name>` tag (`frame-beta-2`, ...) and GitHub's source
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archives for it. The game is always built from the player's own clean PAL `RMCP01` disc, so no
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release, issue or download may carry a disc image, extracted game files, translated game code or a
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built game executable, and nobody may share one built from their disc.
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To publish one, add its notes as `docs/releases/<tag>.md`, then run **Actions → Steam Frame
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release → Run workflow** with the tag (`.github/workflows/frame-release.yml`). The workflow creates
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the tag on the commit it runs on and publishes a pre-release with those notes; pushing a `frame-*`
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tag runs it as well. The installer (`Launcher/steam-frame-install.sh`) builds the newest release by
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default, so publish only what has been built and installed on a Frame.
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## Windows (upstream)
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The rest of this file is upstream's process for its Windows installer and is kept for reference.
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This fork does not publish Windows builds; use upstream's releases for those.
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Distribute only `WiiCompiled-Setup.exe` and its checksum from
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[iChris4/Wiicompiled_VR](https://github.com/iChris4/Wiicompiled_VR/releases), and
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`WheelWizardVRWindows.exe` from [iChris4/WheelWizard_VR](https://github.com/iChris4/WheelWizard_VR/releases).
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Installation requires the user's clean PAL RMCP01 image. Neither release includes a disc image,
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extracted game assets, translated game code, compiled game executables, saves, or ghosts.
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The backend version is declared once in `Launcher/Directory.Build.props`. Before choosing a new
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patch version, compare source pins, published releases, and tags in the VR fork. Tags use `vX.Y.Z`.
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The Windows workflow checks the tag, executable, and payload contract and runs the translator,
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synthetic runtime, setup self-tests, pinned dependency preparation, payload boundary audit, and
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native dependency audit. OpenXR uses the pinned SDK sources and static loader; license notices
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are included in the installer.
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Build from the repository root on Windows:
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```powershell
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./Launcher/Build-Installer.ps1 -OutputDirectory Launcher/dist-vr
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./Launcher/Verify-Release.ps1 -Tag v0.2.45 -SetupPath (Resolve-Path Launcher/dist-vr/WiiCompiled-Setup.exe)
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./Launcher/dist-vr/WiiCompiled-Setup.exe --self-test
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./Launcher/Test-Recompilation.ps1 -StageDirectory build/vr-synthetic-validation
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dotnet test translator/Translator.sln -c Release
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```
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`--version` still prints a plain version. `--info-json` additionally reports `productId` as
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`wiicompiled-openxr-vr`, `version`, `openxrD3D12: true`, and `questBuild: true` when the setup
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supports `--build-quest` (see `docs/quest-port.md`). From 0.2.39 every release declares it, and
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`Verify-Release.ps1` refuses one whose payload lacks the `BuildWorkspace/android` scripts that
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build runs, so a release that claims Quest support can always deliver it. WheelWizard offers
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Build for Quest only once the installed setup reports `questBuild`, and asks the player to update
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otherwise. VR refuses installation, repair,
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launch, or uninstall of a normal or unidentified installation. Nonportable VR installations use
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`WiiCompiledOpenXRVR` application data and a distinct uninstall registration and shortcut.
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WheelWizard VR keeps its own `config-vr.json`, importing `config.json` only on first use. Its
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`Recomp` and `RecompVR` roots own their setup caches, toolkits, build workspaces, extracted assets,
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binaries, configuration, runtime caches, and logs. Only the normal NAND and canonical Retro Rewind
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content are shared. Controller mappings are seeded from normal once when available. Uninstall
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removes the selected `Install` and `Cache` directories and retains `UserData` and imported NAND.
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A shared file lease covers supported launcher operations through mod preparation, reconciliation,
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and game exit, including shared-data edits and uninstall. Installation locks and running processes
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are also checked. Arbitrary direct launches of older game binaries do not participate in this
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guarantee. Close games before using another launcher or editing shared data externally.
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Retro Rewind remains supplied by WheelWizard's existing distribution service. The chosen backend
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builds both products with its own toolkit. Asset-only changes do not require compilation; changes
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to Code.pul, translation inputs, or Retro-WFC payloads are reconciled before Retro Rewind launches.
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The inactive backend is checked on its next selection. Base launches use `--launch-base`.
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WheelWizard VR prepares Retro Rewind updates and reinstalls in a sibling staging tree. Only a
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completed update is published. The journal supports recovery after interrupted directory swaps;
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existing ghosts, saves, XML save directories, and local patches survive package replacement.
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Before publishing, validate both artifacts and install beside an existing normal installation.
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Check all four backend/game combinations, saves and Miis across switches and reinstall/uninstall,
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Retro Rewind ghosts and content updates, cancellation, interrupted downloads, rollback, and
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overlapping processes. Headset acceptance also requires menus, races, headset absence, and runtime
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loss for both VR products. Record unperformed checks explicitly. Publish the backend first; the
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launcher release workflow requires a published VR backend before releasing the launcher.
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