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Checked every claim that names a setting, default, log line, binding or script against the source, and brought the docs up to date with the Steam Frame build: - README: the recommended settings show their Frame defaults (render scale 0.8, resolution multiplier 1) and add eye-tracked foveation and the refresh rate; the settings panel's gamepad-mode button (both sticks); by-hand release tags moved to frame-beta-2; the AI usage note points at a section that exists. - OPENXR.md: the intro and requirements cover all three backends; the Linux Vulkan backend, its patched Dawn and time conversion; Frame defaults for render scale and culling; the Frame controller profile in the binding list and limitations; foveation on the Frame and its per-map memory; scope of passthrough and tracked hands; Linux log path. - quest-port.md: Known gaps rewritten (it still said the app had not run on a Quest, foveation was off by default, haptics unused and the pack not downloadable); intro names every product sharing the spec. - DISTRIBUTION.md: how this fork's source-only frame-* releases are made. - THIRD-PARTY-NOTICES.md: libco's aarch64 backend, Dawn built from source for the Quest and the Frame, and the tools the Frame installer fetches. - CONTRIBUTING, RELEASE_VALIDATION, android/README, translator/README, building-macos: fork context, broken pointers, list formatting, typos. - aurora-main/README: drop a screenshot that was not vendored. All relative links and anchors resolve. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
60 lines
3.5 KiB
Markdown
60 lines
3.5 KiB
Markdown
# WiiCompiled VR for Meta Quest (Android)
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Standalone Android/OpenXR build of the Mario Kart Wii recompilation for Quest 1, Quest 2,
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Quest 3, Quest 3S and Quest Pro. A `steamFrame` flavour targets Valve's Steam Frame under Lepton,
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but cannot show a picture there; the Frame is played with the native SteamOS build (the
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[README](../README.md#the-android-flavour)).
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The full design, build walkthrough and current status live in
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[docs/quest-port.md](../docs/quest-port.md). This directory only holds the Gradle project, its
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helper scripts, the game kit tooling (`QuestGameKit.psm1`, `Build-QuestGame.ps1`), the on-headset
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build toolchain (`Prepare-QuestToolchain.ps1`, `toolchain/`) and `nod-jni`.
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```powershell
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powershell -ExecutionPolicy Bypass -File android/Prepare-QuestDependencies.ps1 # stages the SDL3 3.4.4 AAR once
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powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Install # the app, debug-signed, installs over adb
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powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset frame # Steam Frame flavour
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powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset quest1 -Install # Quest 1 flavour
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```
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One app offers both games, with a toggle on Home: Mario Kart Wii and, when your
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translation includes the mod, Retro Rewind. The translated game (the translator's
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`generated/` tree for **your own** PAL `RMCP01` disc) is passed with
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`-Generated <dir>`; it defaults to the installer workspace next to this checkout.
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No game data is ever part of the APK, and neither is any translated game code:
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the APK carries one game kit holding a recipe per game, and your `libmain.so` is
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built from your own disc, either on the headset (**Build on this Quest**, about
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half an hour) or on a PC and imported:
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```powershell
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powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Product base -Install
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powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Headset quest1 -Product base -Install
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powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Product retro_rewind -Mod <RetroRewind6> -Install
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```
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`-Mod` puts the Retro Rewind pack in the package; **Import from computer** takes
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the same `.wcgame` from the Import folder. The headset can also fetch that pack
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itself with **Download Retro Rewind** on Home, from Retro Rewind's own
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distribution server, the way the PC launcher does.
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Copy your disc image to the headset (for example `adb push MarioKart.iso
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/sdcard/Download/`) and press **Select disc image** in the launcher, which checks
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and extracts it with nod, as the PC installer does. Or push an already extracted
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disc to
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```
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/sdcard/Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR/DATA
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```
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`Config.toml`, saves and logs live in the same `WiiCompiledOpenXRVR` directory.
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The app opens on a 2D launcher panel modelled on the PC launcher (WheelWizard VR):
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**Home** picks the game with a toggle, starts it in the headset and says what is
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still missing (the disc files, the game itself, or Retro Rewind's pack), and
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**Settings** edits `Config.toml` (VR camera, render scale, virtual screen,
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resolution, controllers, audio), with an **Other** tab for the files and the
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games built from them, with a **Reset installation** action that removes the game files (and
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on request the built games and the Retro Rewind pack) so they can be set up again, and an
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**About** tab carrying the credits. The game itself is `QuestActivity`, in its own
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`:game` process; `adb shell am start -n org.wiicompiled.quest/.QuestActivity`
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still starts it directly.
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