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Found on a Quest 3 through Virtual Desktop (VirtualDesktopXR, Vulkan): the race camera's view matched the scene camera exactly and the kart's own wheel animated (228 draws a frame took the copy), but during the race's opening pan no draw took it, the 30-frame fallback latched the VR wheel for that vehicle, and it stayed until the scene changed. The fallback now heals: copies keep being published, the VR wheel stands in only while draws are not taking them, and the vehicle's own wheel returns as soon as they are. Both switches are logged, a few per race. With first_person_rotation "yaw_pitch" or "full" the wheel copy and the hands' wheel geometry now ride in the view's own frame (the kart's orientation around the seat) instead of the level seat, so the wheel no longer tilts against the view on slopes. Aurora logs, after about half a second, five seconds and a minute of copies, how many draws bound a copied array (inside and outside its window), how many matched, and the closest position matrix against the expected one, so a mismatch says whether the array or the matrix differs.
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.

