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
3.5 KiB
WiiCompiled VR for Meta Quest (Android)
Standalone Android/OpenXR build of the Mario Kart Wii recompilation for Quest 1, Quest 2,
Quest 3, Quest 3S and Quest Pro. A steamFrame flavour targets Valve's Steam Frame under Lepton,
but cannot show a picture there; the Frame is played with the native SteamOS build (the
README).
The full design, build walkthrough and current status live in
docs/quest-port.md. This directory only holds the Gradle project, its
helper scripts, the game kit tooling (QuestGameKit.psm1, Build-QuestGame.ps1), the on-headset
build toolchain (Prepare-QuestToolchain.ps1, toolchain/) and nod-jni.
powershell -ExecutionPolicy Bypass -File android/Prepare-QuestDependencies.ps1 # stages the SDL3 3.4.4 AAR once
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Install # the app, debug-signed, installs over adb
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset frame # Steam Frame flavour
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset quest1 -Install # Quest 1 flavour
One app offers both games, with a toggle on Home: Mario Kart Wii and, when your
translation includes the mod, Retro Rewind. The translated game (the translator's
generated/ tree for your own PAL RMCP01 disc) is passed with
-Generated <dir>; it defaults to the installer workspace next to this checkout.
No game data is ever part of the APK, and neither is any translated game code:
the APK carries one game kit holding a recipe per game, and your libmain.so is
built from your own disc, either on the headset (Build on this Quest, about
half an hour) or on a PC and imported:
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Product base -Install
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Headset quest1 -Product base -Install
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Product retro_rewind -Mod <RetroRewind6> -Install
-Mod puts the Retro Rewind pack in the package; Import from computer takes
the same .wcgame from the Import folder. The headset can also fetch that pack
itself with Download Retro Rewind on Home, from Retro Rewind's own
distribution server, the way the PC launcher does.
Copy your disc image to the headset (for example adb push MarioKart.iso /sdcard/Download/) and press Select disc image in the launcher, which checks
and extracts it with nod, as the PC installer does. Or push an already extracted
disc to
/sdcard/Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR/DATA
Config.toml, saves and logs live in the same WiiCompiledOpenXRVR directory.
The app opens on a 2D launcher panel modelled on the PC launcher (WheelWizard VR):
Home picks the game with a toggle, starts it in the headset and says what is
still missing (the disc files, the game itself, or Retro Rewind's pack), and
Settings edits Config.toml (VR camera, render scale, virtual screen,
resolution, controllers, audio), with an Other tab for the files and the
games built from them, with a Reset installation action that removes the game files (and
on request the built games and the Retro Rewind pack) so they can be set up again, and an
About tab carrying the credits. The game itself is QuestActivity, in its own
:game process; adb shell am start -n org.wiicompiled.quest/.QuestActivity
still starts it directly.