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first_person_seat = "cockpit" (the new default) places the head at the driver's own eyes, measured once from the character's head bone while the kart drives straight and undamaged, kept behind the steering wheel, at a life-size scale (cockpit_units_per_meter, grown with the character's height and the player's size). "yaw" takes the kart's driving direction from a level seat frame that follows the simulation's position and direction, so damage spins and tricks do not turn the seat. first_person_seat = "custom" keeps the previous offset placement. At the race draw boundary the vehicle's steering wheel disc (karts) or handle part (bikes, re-seated level while the bike banks) is decoded from its MDL0, turned on a copy, and posted to the GX thread for Aurora to substitute into the player's own draws; the copies are dropped after the frame's draws. The anchor carries the wheel or handlebar geometry in the seated frame and the frame's exact scale, which reaches the policy and aurora_set_stereo_scene_anchor_scaled. If no draw takes the copies for 30 frames the vehicle falls back to the VR wheel, and the log says so. The wheel copy is matched against RaceCamera::GetViewMtx with no dolly offset, since the scene camera is only set once the draws run; the log reports its distance from the scene camera once a second. Nothing turns the wheel yet: the angle comes from the XR side's driving snapshot, which the next change publishes. Guest offsets ported from heurazy's mario-kart-wii-VR-port, each re-checked against the generated leaf getters and the decompilation.
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.

