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* Fix macOS controller platform, sync player indices, and preserve socket send error - Preserve captured socket send error across diagnostic logging in network_socket.cpp - Use SDL_GetPlatform() instead of hardcoded Windows in controller mapping wizard - Synchronize Aurora and SDL player indices on port assignment and clear in pad.cpp - Auto-assign Player 1 on macOS when unconfigured in input.cpp * fix(input): refine macOS port 0 assignment and persistence logic - Persist port 0 preference for newly connected controller even if already assigned player index 0 - Verify controller has no preference on other ports before assigning to port 0 (cherry picked from commit 85f250155f8f397c1c463dc51dd4dc2707371d06) Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011tcyLz63pXjoYEwsFjfg8F
Aurora is a source-level GameCube & Wii compatibility layer intended for use with game decompilation projects.
Originally developed for use in Metaforce, a Metroid Prime reverse engineering project. It now powers several completed source ports, including Dusklight.
Features
- Application layer using SDL3
- Runs on Windows, Linux, macOS, iOS, tvOS, Android
- GX compatibility layer
- Graphics API support: D3D12, Vulkan, Metal
- Highly accurate and performant GX implementation
- Robust pipeline cache system with "transferable" cache support for releases
- Dolphin-compatible texture pack support
- Widescreen & resolution scaling support
- Custom APIs for offscreen rendering
- PAD compatibility layer
- Utilizes
SDL_Gamepadfor wide controller support, including GameCube controller adapters - Automatically saves and loads controller bindings and port mappings
- Gyro & mouse support
- Utilizes
- DVD compatibility layer
- Utilizes nod to support all GameCube/Wii disc image types, including RVZ
- CARD compatibility layer
- Full compatibility with Dolphin
.gciand.rawfor game saves
- Full compatibility with Dolphin
- Dear ImGui built-in for simple debug UIs
Graphics
The GX compatibility layer is built on top of WebGPU, a cross-platform graphics API abstraction layer. WebGPU allows targeting all major platforms simultaneously with minimal overhead. The WebGPU implementation used is Chromium's Dawn.
Building
See docs/building.md for build instructions, CMake integration, and configuration options.
License
Aurora is licensed under the MIT License.

