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The README now introduces this repository as the Steam Frame fork of WiiCompiled OpenXR VR: what the fork adds, its untested status, the requirements and build steps, where to report problems, and what it keeps from upstream. docs/steam-frame.md gains the emulated ARM64 container route for building on an x86_64 Linux PC, disc extraction with nodtool and the copy to the Frame, and clones the default branch. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
193 lines
11 KiB
Markdown
193 lines
11 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 VR for the Steam Frame
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<p align="center">
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<img alt="Steam Frame, SteamOS ARM64" src="https://img.shields.io/badge/Steam%20Frame-SteamOS%20%C2%B7%20ARM64-1A9FFF?logo=steam&logoColor=white">
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<img alt="Status: untested on the headset" src="https://img.shields.io/badge/status-untested%20on%20the%20headset-FF9F0A">
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<a href="https://github.com/iChris4/Wiicompiled_VR"><img alt="Fork of WiiCompiled OpenXR VR" src="https://img.shields.io/badge/fork%20of-WiiCompiled%20OpenXR%20VR-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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Mario Kart Wii in VR on Valve's Steam Frame, running natively on SteamOS: a fork of
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[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR) (itself built on
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[WiiCompiled](https://github.com/patchzyy/Wiicompiled)), the static recompilation of Mario Kart Wii
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to native code. There is no emulator, interpreter or JIT at runtime: your own disc is translated to
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C++ and compiled for the Frame's ARM64 CPU, and it renders through SteamVR's OpenXR 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. You need your
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> own legally dumped copy of the PAL version of the game; the translation runs on your machine
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> against your disc image, and nothing is uploaded.
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> [!WARNING]
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> **Not yet run on a Steam Frame.** The Frame build compiles and its unit tests pass, but nobody
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> has played it on the headset yet. Expect it to fail in ways only the device shows; reports with
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> the run log are what moves it forward (see [Reporting problems](#reporting-problems)).
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---
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## What this fork adds
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Everything below is in [`docs/steam-frame.md`](docs/steam-frame.md), with the reasoning and the
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readings it is based on.
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- **A native SteamOS build.** The game links SteamVR's OpenXR runtime directly and lets it create
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the GPU device it renders with, so each eye is copied straight into the headset's swapchain with
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no second device and no sharing between them. It runs fullscreen in the headset only; there is
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no desktop window to draw.
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- **Built for the Frame's Snapdragon 8 Gen 3**: compiled with `-mcpu=cortex-x4`.
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- **The Frame's controllers.** Its own interaction profile is bound, so beside what the Quest Touch
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layout already does, the left D-pad is the Wii Remote's D-pad (tricks, menus), the left View
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button pauses and the left shoulder opens the settings panel.
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- **120 Hz.** The headset is asked for 120 Hz, exactly two display refreshes per game frame at the
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game's 60 FPS, so motion is even. `[vr] refresh_rate` changes it.
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- **Eye-tracked foveation.** Variable-resolution rendering whose sharp centre follows your gaze
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through the Frame's eye tracking, instead of staying fixed straight ahead. `[vr] foveation` sets
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the strength and `[vr] eye_tracked_foveation` turns the tracking off.
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- **Standalone defaults**: 0.8 render scale, the game's own object culling and medium foveation,
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as on the Quest, sized for a mobile GPU driving 2160x2160 per eye.
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- **Build tooling.** `Launcher/build-dawn-linux.sh` builds the patched Dawn (Aurora's WebGPU
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layer) the VR backend needs, and `Launcher/local-build.sh` gained `--openxr`, `--dawn-package`,
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`--headset steam_frame` and `--cpu`.
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The Steam Frame also runs Android apps through its Lepton layer, and the Quest app gained a
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`steamFrame` flavour for it, but it cannot show a picture there: Lepton's graphics driver lacks
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the memory-sharing extensions the Android backend needs. The native build is the way to play.
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## Requirements
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- A Steam Frame with SteamVR, reachable over SSH (`ssh steamos@<frame-ip>`).
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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 can all be extracted. Other regions and patched executables are
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rejected.
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- Somewhere to build. Either:
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- **an x86_64 Linux PC** with podman and qemu: it builds in an emulated ARM64 container, which is
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slow (the first build takes hours) but spares the Frame; or
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- **the Frame itself**, in a podman container there.
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- Several GB of free disk space for the toolchain, Dawn and the game.
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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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## Building and installing
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The commands are in [`docs/steam-frame.md`](docs/steam-frame.md): [Building it on a Linux
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PC](docs/steam-frame.md#building-it-on-a-linux-pc) or [Building it on the
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Frame](docs/steam-frame.md#building-it-on-the-frame). In short:
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1. Extract your disc with [nodtool](https://github.com/encounter/nod) and copy `sys/main.dol` and
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`files/rel/StaticR.rel` into `Assets/`.
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2. Start a Debian trixie ARM64 container and install the build packages, the bundled clang 22,
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CMake and Ninja (`Launcher/prepare-portable-tools.sh --arch aarch64`), and .NET 8.
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3. Build the patched Dawn: `Launcher/build-dawn-linux.sh`.
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4. Build the game: `Launcher/local-build.sh ... --openxr --dawn-package <dawn>/package --headset steam_frame`.
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5. Copy the output and the extracted disc to the Frame, set `[paths] dvd_root` in
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`~/.local/share/WiiCompiled/Config.toml`, start SteamVR, then start `WiiCompiled`.
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## Reporting problems
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Open an issue on this repository with the run log from `~/.local/share/WiiCompiled/Logs/` on the
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Frame, or the last lines of the failing build step. [Running
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it](docs/steam-frame.md#running-it) lists the log lines a working start shows, in order; the
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first one missing says where it stopped.
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Problems that also happen on a PC or a Quest belong upstream, in
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[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR).
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## From upstream
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The fork keeps everything [WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR) does;
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its README covers it in full. In the headset that means:
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- Menus and unsupported scenes on a head-locked virtual screen, and races in immersive stereo.
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- A first-person cockpit whose steering wheel or handlebar turns with your steering, and hand
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steering by heurazy: grab the wheel with the tracked controllers and turn it.
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- The settings panel in the headset (render scale, foveation, refresh rate, controls), saved to
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`Config.toml` on the spot.
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- Physics identical to the original game, proven by ghosts that sync across Wii, Dolphin and
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WiiCompiled.
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- [Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind) as its own statically translated
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profile.
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The PC (Windows D3D12 and Vulkan) and Meta Quest builds are still here and unchanged; see
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[`OPENXR.md`](OPENXR.md) and [`docs/quest-port.md`](docs/quest-port.md). For those, use upstream's
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[WheelWizard VR](https://github.com/iChris4/WheelWizard_VR/releases/latest) instead of this fork.
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## A note on related projects
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WiiCompiled, WiiCompiled OpenXR VR, Wheel Wizard, Retro Rewind and this fork are developed
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**independently**, each with its **own** rules. What applies here does not automatically apply
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there, and vice versa. Check each project's own CONTRIBUTING and README files.
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## FAQ
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**Is this an emulator?**
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No. Everything is compiled to native ARM64 code before you press play. At runtime nothing emulates
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a Wii CPU or GPU.
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**Do you provide the game, or a ready-built binary?**
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No. Nothing in this repo contains Nintendo code or assets, and the translated game is never
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shipped: it is built from your own disc, 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**.
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**Why not install the Quest APK on the Frame?**
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The Frame runs it in Lepton, whose graphics driver cannot share images between the two GPU devices
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the Android backend uses, so it shows nothing. The native build uses one device and needs no
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sharing.
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**Can it run on other SteamOS or Linux ARM64 devices?**
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Leave out `--headset steam_frame` and pass `--cpu` for your CPU to get a generic Linux VR build;
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it needs an OpenXR runtime with `XR_KHR_vulkan_enable2`. Untested.
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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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- **[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR)** by iChris4 and
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**[WiiCompiled](https://github.com/patchzyy/Wiicompiled)** by patchzyy - the projects this fork
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is built on.
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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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- **[nod](https://github.com/encounter/nod)** - nodtool, the disc image extractor.
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- **[DolphinXR](https://github.com/iChris4/dolphinXR)** - the Steam Frame controller profile's
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input paths.
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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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