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- New [vr] hand_tracking (default off, Quest only for now): the Quest launcher's Settings > VR and the headset panel's VR tab, under hand steering. Two XR_EXT_hand_tracking trackers are located every XR frame: with the controllers held the Quest builds the joints from their touch sensors (XR_EXT_hand_tracking_data_source's controller source), once they are put down from its cameras. The trackers exist only while the option and hand steering are on and also serve the runtime hand mesh; the extensions (plus XR_FB_hand_tracking_aim) are asked for when either is on at launch. - Aurora skins the runtime mesh with the joints themselves (tracked pose times inverse bind pose, no curl, no grip); runtimes with joints but no mesh get a skeleton; non-finite joints put only that hand back on its grip curl. AuroraCockpitHand carries the 26 seated-frame joints and radii. - The manifest declares horizonos.permission.HAND_TRACKING (and the deprecated com.oculus.permission.HAND_TRACKING), both normal permissions with no prompt on a Quest 3, and oculus.software.handtracking as optional; without it Horizon OS keeps the app controllers-only. Bare hands then drive khr/simple_controller, so on Android a hand whose squeeze action is inactive and select active is treated as bare: with the option off it presses nothing but the menu gesture, is not drawn and feeds no Wii Remote motion. - Interaction-profile changes and tracker sources are logged. The pure rules (grasp from finger flexion, bare latch, pinch gate, bare-hand buttons, flick) live in the OpenXR-free vr/openxr_hand_tracking.h with mkw_vr_hand_tracking_tests; the driving and flick parts are wired in the next commits. Docs: OPENXR.md, docs/quest-port.md, README. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
300 lines
16 KiB
Markdown
300 lines
16 KiB
Markdown
<img width="4190" height="2464" alt="Mario Kart WiiCompiled VR logo (logo by Inkwreck)" src="docs/images/wiicompiled-vr-logo.png" />
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# WiiCompiled OpenXR VR
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<p align="center">
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<a href="https://github.com/patchzyy/Wiicompiled/releases"><img alt="Windows 10 / 11, x64" src="https://img.shields.io/badge/Windows-10%20%2F%2011%20%C2%B7%20x64-0078D4"></a>
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<a href="https://github.com/patchzyy/Wiicompiled/releases"><img alt="Linux, x64 / ARM64" src="https://img.shields.io/badge/Linux-x64%20%2F%20ARM64-FCC624?logo=linux&logoColor=white"></a>
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<a href="https://github.com/patchzyy/Wiicompiled/releases"><img alt="macOS 14+, Apple Silicon" src="https://img.shields.io/badge/macOS-14%2B%20%C2%B7%20Apple%20Silicon-0A84FF?logo=apple&logoColor=white"></a>
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</p>
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<p align="center">
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<a href="#building-from-source"><img alt="PowerPC static recompilation" src="https://img.shields.io/badge/PowerPC-static%20recompilation-FF9F0A"></a>
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<a href="#retro-rewind"><img alt="Retro Rewind supported" src="https://img.shields.io/badge/Retro%20Rewind-supported-FF375F"></a>
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<a href="https://github.com/TeamWheelWizard/WheelWizard/releases"><img alt="Install with Wheel Wizard" src="https://img.shields.io/badge/install%20with-Wheel%20Wizard-8B5CF6"></a>
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<a href="LICENSE"><img alt="License: GPLv3" src="https://img.shields.io/badge/license-GPLv3-2EA44F?logo=gnu&logoColor=white"></a>
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</p>
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A native PC port of Mario Kart Wii, made with static recompilation.
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There's no emulator in the loop, no interpreter, no JIT, no PowerPC
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anywhere at runtime.
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> [!IMPORTANT]
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> There is no Nintendo code, no assets and no game data anywhere in this project or its releases.
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> You need your own legally dumped copy of the PAL version of the game. Setup only ships the
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> toolchain, the translation runs on your machine against your disc image, and nothing ever gets
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> uploaded.
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[Download WheelWizard VR](https://github.com/iChris4/WheelWizard_VR/releases/latest)
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---
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## What it does
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**Unlocked framerate with interpolation.**
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The original game is hard-locked to 60 fps. The runtime can generate interpolated frames in between, so on a
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120/144 Hz monitor things genuinely look smoother.
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> [!WARNING]
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> Interpolation is experimental right now and will show artifacts in specific scenarios.
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**Any aspect ratio you want.**
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Drag the window bigger, wider, whatever, the camera adjusts
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live.
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**Native rendering via aurora.**
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The graphics layer is built on
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[aurora](https://github.com/encounter/aurora). Aurora is a source-level GameCube & Wii compatibility layer.
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**High internal resolution.**
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Play at several times the console's resolution.
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**Experimental OpenXR VR.**
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Windows builds can render through an OpenXR runtime on D3D12, or on Vulkan with a custom Dawn
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build, without CPU readback. Menus and
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unsupported scenes appear as a head-locked virtual screen; a validated single-camera race switches
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to immersive stereo rendering. VR is opt-in and falls back to the normal desktop renderer if the
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runtime or headset is unavailable. In first person you sit in the cockpit, where the steering wheel
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or handlebar turns with your steering, and hand steering by heurazy lets you grab it with the
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tracked controllers and turn it. On a Quest the hands can follow the headset's own hand tracking.
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See [`OPENXR.md`](OPENXR.md) for setup, configuration, and the current limitations.
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**Music ducking.**
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Start playing something else, Spotify, a YouTube video, and
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the game automatically mutes its own music until the other audio stops. Optional, if you'd
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rather it didn't. All audio that shows in your display media controls on your windows pc fall under this.
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**An in-game settings bar.**
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Press **F10** while the game window has focus:
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- Internal resolution
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- FPS counter
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- Controller assignment for all four ports
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- Full per-controller button mapping, including the bumpers
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- Dolphin-syntax input expressions and GCPadNew.ini import
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- Controller vibration on/off
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- Volume, instant mute, and the music ducking toggle
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Everything you change is saved to `Config.toml` on the spot and restored next launch.
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**Dolphin-compatible input expressions.**
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Each GameCube control can carry an expression in Dolphin's input syntax, with the same operators
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and the same functions.
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A Dolphin `GCPadNew.ini` can be imported directly from the F10 bar.
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**Vibration toggle.**
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Force feedback can be turned off for every port at once.
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The official Wii U / Switch GameCube adapter (WUP-028) works too; as with Dolphin, on Windows the
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adapter must be switched to the WinUSB driver once (Zadig).
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**Real Wii Remotes over Bluetooth.**
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Pair a Wii Remote with Windows (Settings > Bluetooth > Add device, press 1+2 or SYNC, leave the
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PIN empty)
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Known limitations of the Wii Remote path:
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- No IR pointer yet: menus are navigated with the D-pad and A (the game treats the remote as
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pointing away from the screen).
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- Battery level is not reported to the game and the remote's speaker is not implemented.
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- Only the Wii Remote's own accelerometer is calibrated; the Nunchuk's uses SDL's fixed zero point.
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- The Classic Controller's L/R triggers reach the game as digital (full pull on click): SDL does not
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expose their analog travel.
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- Turn the Wii Remote support off in that menu if you use a Mayflash DolphinBar, which already
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presents the remote as a regular gamepad.
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**USB steering wheels and pedals.**
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Ported from heurazy's [mario-kart-wii-VR-port](https://github.com/heurazy/mario-kart-wii-VR-port).
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Open **F10 > Controllers > USB wheel and pedals (player 1)**; it is also in the headset's settings
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panel. Pick the steering device and axis and record full left, full right and centre, then each
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pedal's released and fully pressed positions. Assign the right paddle to drift and the left paddle to
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items; trick, confirm, pause and back are optional. Any wheel SDL sees as a joystick works this way,
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with no gamepad mapping: separate USB pedals, reversed axes and combined pedal axes (select the same
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axis for both pedals) all calibrate the same. The settings are saved in `PhysicalWheel.toml` beside
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`Config.toml`.
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The wheel is player 1's GameCube controller. Press its confirm button at the title screen so the game
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uses a GameCube controller; its D-pad, confirm and back then work the menus. In a race it owns
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steering and the pedals. The brake pedal brakes, then reverses, and beats the accelerator and drift.
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In VR, the cockpit's wheel turns with it and hand steering steps aside. Setting the VR controllers to
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**Gamepad** keeps them for menus, pause and item aiming alongside the wheel. Light vibration is
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optional, off by default, capped at 15 % and follows the game's own rumble. No centering spring or
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steering force is requested.
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Logitech wheels (G29, G920, G923, G27, G25, Driving Force GT, PRO Racing Wheel) are recognised by SDL
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as wheels and marked "(wheel)" in the device list. This has not been tried on a physical wheel yet:
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- Install Logitech G HUB (Logitech Gaming Software for a G27 or G25). Without the driver a Logitech
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wheel starts in a compatibility mode, typically with a smaller rotation range and both pedals on
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one axis. A G920 or G923 for Xbox also starts as an Xbox controller, which the game would read as
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an ordinary pad.
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- Set a G29's mode switch to PS3 on PC.
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- Full lock is wherever you record full left and right. Recording them a quarter turn each way
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(90°) matches the VR cockpit's wheel, or lower the operating range in G HUB.
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- A Driving Force Shifter's gears reach the game as buttons of the wheel and can be assigned like
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any other. A gear stays pressed while it is engaged: on the item button it keeps the item held
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behind you until you shift back to neutral. The clutch is not used.
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- Turn on the centering spring in G HUB if you want the wheel to self-centre.
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## Requirements
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- Windows 10 or 11, 64-bit
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- GPU: GTX 1650 / RX 6400 / Arc A310 or higher
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- CPU: Intel Core i5-8400 / AMD Ryzen 5 2600 (4c/6c, ~3.5GHz+) or higher
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- About 20 GB of free disk space during installation (Final game size ~5 GB)
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- This fork's packaged release supports Windows x64. Other platforms are not release targets.
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- A clean, unmodified **PAL `RMCP01`** disc image of Mario Kart Wii, dumped by you. ISO, GCM,
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GCZ, CISO, WBFS, WIA and RVZ are accepted.
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> [!NOTE]
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> GPU/CPU minimums are set by driver support and D3D12/Vulkan feature requirements, not by the game's actual demands.
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Only the clean PAL revision will work. Anything else (other
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regions, patched executables) is rejected outright.
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> [!NOTE]
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> Nobody here will tell you where to get the game. Dumping your own disc is on you, and links to
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> game files won't be provided or tolerated.
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## Installing
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Use [WheelWizard VR](https://github.com/iChris4/WheelWizard_VR/releases/latest). Select your clean PAL
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`RMCP01` image in Settings, then open **Settings → Other → WiiCompiled (beta)** and enable
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**Enable WiiCompiled OpenXR VR (beta)**. Press Install on Home. Installation builds both Base game
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and Retro Rewind locally using the bundled toolchain; a developer toolchain is not required.
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Home lets you choose **Base game** or **Retro Rewind**. The normal WiiCompiled switch selects the
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original backend; turning both switches off selects Dolphin. Only one recompilation switch can
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be enabled at a time. VR uses a separate `RecompVR` installation beside the normal `Recomp` folder.
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Saves and Miis use the normal installation's effective NAND; Retro Rewind retains its separate
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XML-directed saves and ghosts. Graphics, VR preferences, caches, and compiled binaries stay separate.
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Uninstalling either backend in WheelWizard VR preserves configuration and shared progress.
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Managed VR launches enable OpenXR with D3D12; the Vulkan binding is opt-in through
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`video.graphics_api` (see [OPENXR.md](OPENXR.md)). If the runtime or headset is unavailable, the game
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continues on the desktop and displays the failure briefly; **F10 → VR** retains the explanation.
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See [OpenXR configuration](OPENXR.md) and [distribution and validation](DISTRIBUTION.md).
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> [!CAUTION]
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> Only take builds from this repository's
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> [Releases](https://github.com/iChris4/Wiicompiled_VR/releases) page. If someone's sharing an
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> installer through Discord or some random download site, don't touch it!!
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## A note on related projects
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WiiCompiled, Wheel Wizard, Retro rewind and other related projects are developed
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**independently** and each has its **own** contribution rules and all have their own
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rules. What applies here does not automatically apply there,
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and vice versa. Check each project's own CONTRIBUTING and README files.
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## Retro Rewind
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[Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind), ZPL's Mario Kart Wii mod distribution,
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can be built as its **own static profile**: instead of applying `Code.pul` as runtime patches,
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the Kamek/Pulsar code is statically translated together with the base game into a separate native
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executable.
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Wheel Wizard drives this too.
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## Building from source
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Owning the game is still required even if you compile everything yourself.
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You'll need: .NET 8 SDK, CMake, Ninja, and LLVM/Clang (the shipped build uses LLVM-MinGW targeting
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`x86-64-v3`).
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Build the translator:
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```powershell
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dotnet build translator/Translator.sln -c Release
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```
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The default test suite needs no binaries and no host C++ compiler, so you can hack on the
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translator without any game data around.
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For everything beyond that, feeding in your own `main.dol`/`StaticR.rel`, running the
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translation, generating the manifest and build graph, and compiling, see [`translator/README.md`](translator/README.md).
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For a step-by-step guide on compiling both WiiCompiled and Retro Rewind from source on macOS (Apple Silicon), see the [macOS Build Guide](docs/building-macos.md).
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## FAQ
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**Is this an emulator?**
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No. Everything is compiled to native code before you ever press play. At runtime there's nothing
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emulating a Wii CPU or GPU.
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**Do you provide the game?**
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No. Don't ask. Nothing in this repo or any release contains Nintendo code or assets.
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**Why does setup take so long?**
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Because we **don't** ship the translated binary, most other recomp projects do, but we
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don't want to risk it right now, setup has to run a static recompiler over the whole game
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and then throw a C++ compiler at the result. It's a **one-time cost** on your machine.
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**Which game version works?**
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Clean PAL `RMCP01`. Other regions and modified executables are **rejected**. Translating
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them against the wrong manifest would give you a subtly broken game that's miserable to debug for us.
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**Can I recompile other GameCube/Wii games with it?**
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The translator itself handles DOLs and RELs generically, see
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`projects/examples/generic-dol.yml`. The catch is that a *playable* port also needs a runtime:
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audio, input, GX, everything the game touches.
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**The game crashed / stopped with an error.**
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Errors are deliberately loud instead of quietly swallowed. Send a report along with the run log
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from `%LOCALAPPDATA%\WiiCompiled\Logs`.
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**Will you fix original bugs?**
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Not in the base game, behavior identical to real hardware is the goal. Only report things where this port differs
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from the original game. As for Retro Rewind, some base-game behavior **is** patched, so if it differs from the
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base game, that's normal. If Retro Rewind behavior differs between Dolphin/Wii and WiiCompiled, open an issue on GitHub.
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**How accurate are the physics?**
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100% - this is proven by in-game ghosts. Since ghosts are replay files based on inputs rather
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than tracked positions, matching ghosts prove the physics match across Dolphin/Wii/WiiCompiled.
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**Is it done?**
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Not fully. The game is in a state where everything should be playable and the physics do match
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100% with the original game, but compatibility, rendering, networking and performance are all
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actively being worked on. If you do find an issue, we strongly encourage you to open one on
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GitHub so we can take a look at it.
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## AI usage
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AI coding tools were used during development of this project.
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All translated output is verified against real hardware behavior and most importantly, physics accuracy is proven synced across Wii, Dolphin, and WiiCompiled (see FAQ).
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## Credits
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- **inkwreck** - making the logo
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- **[aurora](https://github.com/encounter/aurora)** - the GX rendering/windowing backend this
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project's whole graphics layer sits on. MIT licensed.
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- **[Dawn](https://dawn.googlesource.com/dawn)** - Google's WebGPU implementation, powering
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aurora's Direct3D, Vulkan and OpenGL backends.
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- **[OpenXR](https://www.khronos.org/openxr/)** - the Khronos cross-platform API used by the
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experimental VR renderer.
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- **heurazy** - the VR cockpit's turning steering wheel and hand steering, ported from
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**[mario-kart-wii-VR-port](https://github.com/heurazy/mario-kart-wii-VR-port)** (GPL-3.0).
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- **[Dolphin Emulator](https://github.com/dolphin-emu/dolphin)** - an invaluable reference for Wii
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hardware behavior during development, plus the source of the free DSP coefficient ROM and the
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unmodified default WiiConnect24 bootstrap tree bundled with the runtime.
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- **[Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind)** by ZPL and team - the mod
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distribution this project supports.
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- **[Wheel Wizard](https://github.com/TeamWheelWizard/WheelWizard)** - the mod manager this
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project integrates with as a launch backend.
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- Everyone in the static recompilation community.
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Bundled third-party components and their licenses live in
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[`THIRD-PARTY-NOTICES.md`](THIRD-PARTY-NOTICES.md).
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## License
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WiiCompiled is free software: you can redistribute it and/or modify it under the terms of the
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[GNU General Public License, version 3](LICENSE) as published by the Free Software Foundation.
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WiiCompiled is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without
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even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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Any mkwii distribution making use of WiiCompiled must be licensed under GPL v3.0.
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Not affiliated with, endorsed by, or associated with Nintendo. Mario Kart Wii is a trademark of
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Nintendo. No Nintendo intellectual property is contained in, distributed with, or obtainable
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through this project.
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