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A stereo packet can now carry an AuroraCockpit: tracked hands and, when the vehicle's own wheel cannot be animated, a synthetic steering wheel or handlebar, all in metres in the seated frame. Each eye draws it inside the scene's pass just before the first virtual-screen draw, depth-tested with the world's own depth mapping (captured from a full-view world draw), so the kart and track occlude the hands and the 2D layer cannot hide them. Hands use a runtime-provided hand mesh when one is supplied and a procedural glove otherwise. aurora_set_stereo_scene_anchor_scaled lets the sealed frame own its world scale: each eye's head translation is rescaled from the packet's scale to the frame's. A non-finite cockpit is dropped with one warning; the frame still renders. Ported from heurazy's mario-kart-wii-VR-port (GPL-3.0-or-later).
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.

