Meta's Unity OpenXR features add Detached Touch/Touch Plus/Pro devices on
/user/detached_controller_meta/left|right. Unity merges same-named actions of all devices, so the
first such action (thumbstick) failed with XR_ERROR_PATH_UNSUPPORTED on the Frame (no
XR_META_detached_controllers), Unity attached no action set and neither Unity nor OVRPlugin got
controller input: hands on the floor (Spatial Zombies). Without the extension in the runtime, these
paths are now left out of xrCreateAction subaction paths and suggested bindings, and
xrGetCurrentInteractionProfile answers no profile for them. Headless: actions created, Touch
bindings accepted, action spaces created, no ACTIONSET_NOT_ATTACHED.
Games that suggest controller bindings only for Meta's Touch Plus/Pro profiles got them moved to
oculus/touch_controller, but xrGetCurrentInteractionProfile then answered oculus/touch_controller,
a profile they never suggested. Unity's OpenXR input creates its devices by the reported profile,
found none and left the controllers unconnected: hands lying on the floor, no buttons (Hotel
Infinity). Such hands are now reported with the game's own (last remapped) profile; games that
suggest Touch themselves are unchanged. Logic moved to profile_report.c with a host test.
Deadly Delivery 1.0.30 renders (72 fps), then its lobby's Meta entitlement check
fails four times and it quits. The oculus-entitlement signature is PC VR only,
so the Quest log had no finding. New Quest signature meta-entitlement (error:
offline games may log it and play on; an online game's exit fails the test).
FramePort doesn't get around entitlement checks. docs/GAMES.md regenerated
(it was also behind on other catalog entries).
Consolidates the reusable mechanics: issue templates/labels, the
working-recipe -> catalog path (scripts/catalog_from_issue.py), handling
diagnostics zips (and the attachment-vs-placeholder gotcha), how a change
reaches users (catalog ~6 h vs code needing a release/dev build, and not
bumping a shared revision for a narrow fix), and verifying a device fix
headless. Identity/credentials stay in CLAUDE.local.md.
Doom3Quest-based ports (PreyVR, #306) draw their menu on a curved
cylinder layer submitted once per eye. The Frame's runtime has no
cylinder layers, so FrameBridge shows each as ~7 flat quad strips; a
per-eye pair is ~14 quad layers in one frame, which the runtime rejects
whole (xrEndFrame -> XR_ERROR_LAYER_INVALID, -16). The menu then stays
black while the game runs at 72 fps.
Collapse the pair: drop the right-eye cylinder and show the left eye's
strips to both eyes (the runtime composites a quad to both eyes anyway).
That halves the layer count and drops the per-eye eyeVisibility, and the
runtime accepts the frame. Only frames with per-eye cylinders change --
exactly the ones that were being rejected; mono (BOTH) cylinder games
such as 4XVR are untouched.
Verified on the dev Frame (headless): PreyVR v1.2.4 rebuilt + installed,
the menu frame now submits (one transient -16 on the first frame before
the space is locatable, then clean), 72 fps. Visual confirmation of the
menu needs the headset. Triage signature cylinder-menu-layers-rejected.
No adapter revision bump (installed games are not marked outdated).
Diagnostics only (no behaviour change): the "new layer ... usable=0"
line prints a layer's swapchain pointer, but creation logged only the
result, so a dropped layer couldn't be matched to the xrCreateSwapchain
that made (or failed to make) its swapchain. Needed to pin why a quad
"screen layer" is dropped (#306 PreyVR: menu rendered to a quad whose
swapchain FrameBridge reports as not usable).
Headset-confirmed working configs shared through the issue form:
Tea For God (#295), Ghost Town (#299), Eye of the Temple (#302),
Ocean Rift (#304), Quantum Void (#307), AugmentedEmpire (#311),
Battlemarked (#312), Demeo (#313), Homeworld: Vast Reaches (#314),
Moss (#315), Maestro (#316), Mini Motor Racing X (#317),
Operation Wolf Returns (#318), Ragnarock (#319), Smash Drums (#320),
Vendetta Forever (#321).
Quantum Void, Homeworld: Vast Reaches and Ragnarock go in as status: issues.
Version 1.2.0; catalog min_app 1.1.2 -> 1.2.0 for the entries that need this release (Shadow Point, Medal of Honor, Assassin's Creed Nexus, Journey of the Gods).
Turns on frame.unreal_skip_obb_delivery (and keeps frame.hw_video_decode) so
the fix applies without the user finding the toggle. Not device-verified (the
game is ~41 GB); status unknown, min_app 1.1.2 so only builds that recognise
the obfuscated DownloaderActivity get it.
Medal of Honor (com.Virtuos.R6DLM) keeps Epic's DownloaderActivity and log text but renames the delivery predicates
and OBBData, so expansionFilesDelivered wasn't found and frame.unreal_skip_obb_delivery was never offered. Detection
now also matches a boolean method in the package's DownloaderActivity, called from onCreate, that carries Epic's
"Checking for file : " log and calls the expansion-downloader helpers; the patch rewrites those too. ANALYSIS_VERSION
18 -> 19. Heuristics eval unchanged (10/66); no existing recipe affected.
The GLES-only stand-in left Vulkan games (UNDERDOGS: VkFormat 43, faces=6) with the runtime's refusal, so OVRPlugin
crashed in ovrp_EndFrame4. When there's no GLES context, the adapter now makes a cube-compatible VkImage (6 layers,
the requested format/size/mips, usage from the XR flags) with the app's device/queue and a private transient pool,
transitions it to COLOR_ATTACHMENT_OPTIMAL, and enumerates it as a Vulkan image; its cube layers are still dropped.
GLES behaviour is unchanged. Adapter rebuilt deterministically (both ABIs).
Pre-#263 agents left shortcuts.vdf entries with both appname and AppName; vdf_decode then refused the file
("duplicate VDF key") and Add to Steam library failed. Duplicates are now merged into one key: Steam's capitalized
spelling kept, the last value taken. Clean files still round-trip unchanged.
Only big files (>=8 MiB) used OpenSSH; games made mostly of small files stayed on Paramiko and were slow on a fast
link. native_upload.put_tar streams the same tar batch through system ssh with the paired key and pinned host key;
on any failure the install falls back to Paramiko's put_tar and logs it, and doesn't retry OpenSSH for later batches.
The job log now names the transport for each part. upload_bench gains app-small / paramiko-small comparisons.
- unreal-obb-check-stuck names frame.unreal_skip_obb_check (CRC, needs bVerifyOBBOnStartUp) and
frame.unreal_skip_obb_delivery (the Java name/size gate), and says neither is a guaranteed fix.
- cube-swapchain-refused: the stand-in is GLES-only; a Vulkan game can't use it yet.
- A game that submitted projection frames but then logged no pacing summary for 20 s (process alive) is reported as
frames-stopped (info), so a hang like SKYBOX's signature check isn't a false pass. Headless no-tracking ends are
excluded.
Play on the Steam Frame tab for a game no longer in the library wrote last_played with upsert_game, which created an
entry with only that field: listed under its package name, "Update ready", and Update / Game settings failed with
KeyError 'recipe'. library.set_fields updates existing entries only (last played, test and session results, tags,
toggles); a one-time migration drops entries made of side notes alone.
After "Waiting for app", a failure line or 20 s without a logcat line start FramePort's own reader, from the
launcher's start (logcat -T <epoch>) when the mirror never wrote, else from just before its last line. The reader
restarts from where it ended, stops when Lepton's lines come back, the container's log buffer is 16 MiB, and every
decision goes to logcat-keeper.log.
Merged main (agent 90, ANALYSIS_VERSION 17/18 after main's 15/16) and rebuilt the bridge, foveation and a32
libraries from source (deterministic, no local paths).
Fixes on top:
- a32 loader: apply DT_ANDROID_RELR relocations (Journey of the Gods crashed at start)
- VrApi bridge: vrapi_Get/SetTrackingTransform (floor-level tracking; Shadow Point's player was below the floor)
- a32: never submit an untracked default head pose (hold up to 100 ms, repair or drop); pose consistency per display
time; submit/tracking counters
- VrApi bridge: wait again when xrWaitFrame gives a display time in the refresh just submitted (the runtime rejected
the second frame with AlreadySubmitted; Journey of the Gods ran at ~120 fps on a 90 Hz display and the scene slid
and snapped back); pacing counters
- VrApi bridge: GLES re-entry polls events before reusing the kept session (a lost or exiting session is replaced, a
stopped one waits for READY)
- VrApi bridge: STAGE is the runtime's STAGE space (play-area centre and orientation, unchanged by recentering);
LOCAL_FLOOR keeps the head-based origin
- signer certificate: pick the certificate the SignerInfo names, not the first in the PKCS#7 block
- flat 32-bit apps keep the bridge (it isn't a VR-only fix)
- Frida gadget loads are stripped before translation
- launcher restart test fixed; native/.cache is no longer committed
- catalog: Shadow Point and Journey of the Gods work (headset, 2026-10-14; min_app 1.1.2)
Rebuilt libvrapi.so and libvrapi_foveation.so without the local NDK paths a worktree build left in their debug info; a test checks that no artifact contains a local path.
On Frames whose Steam drops FramePort's shortcuts.vdf entries on every restart
(GitHub #41/#42), "Add to Steam library" restarted Steam twice and then failed
with "Steam removed the new library entry again after restarting". Play's
fallback (the devkit entry, the one Steam keeps) was never reached because
_add_then_play gave up first.
After the second loss the shortcuts worker now adds the devkit entry while
Steam runs, so the game ends up in the library as "Devkit Game: <title>" and
the job succeeds. Agent v89.
- Check the Steam shortcut on every update, also when nothing else changed: a connection lost during
"Add to Steam" or Steam putting its old shortcuts.vdf back left games without a library entry. The
agent restarts Steam only when the entry really changes.
- Artwork updates for installs without a recorded artwork manifest start from a clean folder again
(an old portrait.jpg next to a new portrait.png was picked at random for the Steam grid).
- OpenSSH uploads only rename .part files that are already complete (sftp's reput refuses them, which
sent every resume to the Paramiko fallback).
- frame.tbxr_vendor revision 2: GL4ES ports get "Update on Frame" for the #191 draw fix.
- Configuration-only updates send the library's current Steam tags.
- finalize drops fingerprints and the artwork record an older app didn't send.
- set_settings: malformed numbers are refused before anything is written; int settings keep a
fractional value.
- Display diagnostics use Windows PowerShell 5.1 without pwsh's PSModulePath; window diagnostics and
the instance owner file can't stop the GUI from starting.
Holding the Frame's menu button turned 32-bit (and other VrApi bridge)
games 90-120 degrees to the side. The bridge's app space is LOCAL plus
the head's yaw at the start; the runtime's recenter moves LOCAL to the
head, so that old yaw was applied again. On a LOCAL reference space
change (and on vrapi_RecenterPose, ignored before) the origin is taken
from the head again in the first frame after the change, and VrApi's
recenter count goes up. Owner-verified with Gunjack.
The upstream patches are regenerated against OVRPort 5e7df52 (they
were missing the FOV cache changes).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Moving the mouse over the Library right after its cards were rebuilt (e.g.
the library changed at start, or a view switch) could deliver a hover event
for a card that was already off the page. Its handler called tile.update(),
Flet 1.0 raised "Container(…) Control must be added to the page first", and
an error in an event handler takes the whole app down to Flet's error
screen.
- Library grid and shelf card hover handlers use the safe C.update(tile),
which skips controls that aren't on the page any more (the convention
everywhere else in ui/)
- Settings' index: scroll_to on a page that has already left the screen
(or a closed window: "Session closed") is ignored instead of raising in
the task callback
Seen on the desktop app (Linux) while testing the a32 branch; the code is
the same on main. No automated reproduction (needs a real hover during a
redraw).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Recipes the user edited (source "user") are never re-derived, so a 32-bit
game whose recipe was saved before the bridge existed kept OVRPort and the
64-bit fixes and no bridge. Since 95c5de9 such a recipe can't be built at
all (build.check_a32), so it needed fixing by hand.
The one-time migration a32_bridge_on (library._migrate, after
quest_binary_fixes_v2, which adds frame.vk_sanitize to every Quest recipe)
goes over every 32-bit-only game once:
- adds frame.a32_bridge with the patch's own reason, unless the game's
catalog entry removes it (frame_remove)
- then engine.a32_recipe as for a bridge just turned on: OVRPort and the
64-bit fixes off, device.text_input_window for Unity, a pre-bridge
"unsupported" becomes "unknown"; the recipe stays the user's
- recipes that already have the bridge only lose what it replaces
- skips 64-bit games, PC VR / Linux entries and "install unchanged" games
It runs once per library, so a bridge the user switches off afterwards
stays off.
Tests: a user recipe from before the bridge is migrated, a catalog
frame_remove and a 64-bit game are left alone, switching the bridge off
afterwards sticks; the game page switch test now starts from a migrated
library.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two ways a 32-bit game ended up with a recipe that couldn't work:
- Catalog entries written before the bridge existed (Journey of the Gods,
Shadow Point: "unsupported: the Frame has no AArch32") dropped the
heuristic bridge suggestion like any other patch the entry didn't choose.
- Turning the bridge on by hand kept OVRPort and the 64-bit-only fixes
(e.g. frame.vk_sanitize) on; they then failed in the build.
Now:
- A catalog entry for a 32-bit game that neither names nor removes
frame.a32_bridge counts as older than the bridge: the bridge stays in,
"unsupported" becomes "unknown" and the note says it's untested with the
bridge (quoting the old verdict). Entries that name the bridge keep their
own verdict.
- engine.a32_recipe (was _a32) also runs in pipeline.set_recipe (game page,
CLI `recipe --enable`, Game settings dialog) and before every build. When
the bridge has just been turned on it also adds what it needs (Unity:
device.text_input_window) and lifts a pre-bridge "unsupported"; later
saves only remove, so a patch the user turns off stays off.
- Which patches work on the bridge is declared per patch instead of two
lists in the engine: Patch.a32 / base.works_on_a32. OVRPort and Frame
fixes are off unless they say a32 = True (the bridge, the adapter, the
launcher entry); FrameBridge settings work unless they need the xrshim
(settings.XRSHIM_SETTINGS, the same list frame.adapter's needs_xrshim
reads now, so a new xrshim setting is excluded by itself). Such patches
are hidden for 32-bit games, also in the Game settings dialog.
- build.check_a32 refuses a 32-bit build without the bridge, or with OVRPort
or a 64-bit fix on, with a plain message instead of failing inside a tool
or producing an APK the Frame rejects (INSTALL_FAILED_NO_MATCHING_ABIS).
engine.warnings(recipe, analysis) says the same on the game page.
- The game page redraws the patch list when the bridge switch changed other
patches; its save uses C.update (warn.update raised when not mounted).
- Parity: a bridge build whose known-good APK is from before the bridge gets
"new build (no baseline)" (no alt check either) and is listed apart from
the games at parity, instead of UNEXPLAINED.
Tests: catalog verdict old vs tested, bridge turned on by hand (incl. a
later switch-off staying off), the lifted status, works_on_a32 per category,
check_a32, warnings, parity baseline + report, and the game page's switch
driven headless (no browser). Not yet built for or run on the Frame with
Journey of the Gods / Shadow Point.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sports Scramble (a 32-bit Santa Cruz build: UE 4.21, OVRPlugin on VrApi 1.21)
now plays in the headset with both controllers.
a32 bridge:
- AAsset_getBuffer: the host buffer lies above 4 GiB, so the guest gets a
copy in its own memory, freed in AAsset_close (Unreal read its
UE4CommandLine.txt this way and aborted on the NULL it got before)
- AKeyEvent_getFlags and the remaining AConfiguration getters
- Touch controllers for Quest builds: apps that require 6DoF head tracking
(uses-feature android.hardware.vr.headtracking version 1) get
assets/fp_a32_headset.txt = "quest" at conversion; the bridge then passes
both Frame controllers through (input devices, caps, state, tracking,
vibration; struct tails per VrApi minor) and sends no synthetic touchpad
events. Gear VR / Go games keep the remote emulation. A32_TOUCH=1/0
overrides.
Analysis: detect.requires_6dof, headset "quest" for such 32-bit apps
(ANALYSIS_VERSION 13).
Agent 82: Unreal restarts the app once after its first-run shader precompile
(the "optimizing" screen): it starts its own launcher activity and exits, and
Lepton ends the container with the first process. Skipping the restart or
turning it off (r.ProgramBinaryCache.RestartAndroidAfterPrecompile=0) left
the game on that screen for good. launch.sh now starts Lepton once more when
the system log shows the app's own LAUNCHER start right before its
System.exit(0) (_restart_requested; first run kept as
launch-before-restart.log; FRAMEPORT_NO_RESTART=1 turns it off).
upgrade_launchers adds it to existing launchers. Crashes, quitting from the
game and Steam's Exit game don't match.
Catalog: Sports Scramble works (owner, headset, 2026-10-13).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Profiled Gunjack and Spunky Dungeon on the Frame with perf and a new
A32_PERFMAP option (a perf map of the translated code: block bodies, exit
stubs, FPCR writes). FPCR switches turned out negligible (8 of 86k samples,
none in Gunjack). The cost was elsewhere:
- The run loop took the translation mutex on every dispatch and walked a hash
chain under it (Gunjack: jit_run 23.6 % of all samples, pthread_mutex_*
about 7 %, plus futex time in the kernel).
- The inline lookup table for indirect branches was only written at
translation, so a hot return target lost its slot for good to any block
translated later into the same slot and went through the run loop ever after.
- Every dispatch did an atomic add/sub on a counter all threads share (4.7 %).
- jit_invalidate scanned every block on each cacheflush that touched a code
page: Unity's Mono JIT does that constantly (72 % of Spunky Dungeon's main
thread in one run).
Now:
- the run loop looks blocks up without the lock (inline table first, then
the hash chains, published with release stores); the lock is only taken to
translate or to chain the exit it came from
- it refills the inline table with every block it dispatches; the refill and
invalidate_block are fenced against each other, so an invalidated block
never stays reachable
- HASH_BITS / LTAB_BITS 16 -> 18 (Gunjack translates well over 100k blocks)
- a per-thread in_jit_section flag + fence instead of the shared counter;
flush_cache sets flush_pending and waits for the flags (threads_any_in_jit)
- per-guest-page block lists: an invalidation visits only the blocks on the
affected pages and drops invalid ones from the lists on the way
Results on the Frame (same build otherwise, same launch conditions):
- Gunjack, 25-45 s after start with OVP_HEADLESS_TEST: 100,462 -> about
45,000 samples in 20 s (about 55 % less CPU), jit_run 23.6 % -> 1.6 %,
pthread_mutex_lock about 7 % -> 0.4 %
- Gunjack, 12-27 s: 72 fps in both, 11,306 -> 9,801 samples, jit_run
10.4 % -> 1.0 %
- Spunky Dungeon, 12-27 s: 72 fps in both; translated code is only 2-3 %
there, so no change. The jit_invalidate phase wasn't reproducible headless
under identical conditions: not yet measured in a played session.
- bench.c (single thread, few dispatches): unchanged.
Tests: run_programs.py (jit + interp, and A32_CACHE_KB=300), bridge harness,
fuzz.py arm-dp / t32 / arm-vfp / arm-neon (0 mismatches), pytest. Both games
pass their launch tests at 72 fps with the final build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Gunjack (CCP, Unreal Engine 4.10 NativeActivity, VrApi, GLES) runs on the
Frame through frame.a32_bridge, confirmed in the headset by the owner
(2026-10-12). The recipe needs only frame.a32_bridge: the engine adds the
adapter and the LAUNCHER fix and turns OVRPort off, the same patch set as
the build now on the dev Frame.
Notes give the controls (right controller): trigger = fire, A = tap, stick
down = reload (swipe back), stick up = special weapon (swipe forward),
B = back. GAMES.md and the patch docs regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Gunjack (UE 4.10, Gear VR) has no separate reload or special-weapon input on
the touchpad: every swipe goes to UE4's Gesture_Flick, and
ATDPlayerController::OnFlick reads the flick angle. Below 45 or above 315
degrees (+X, a swipe towards the back of the Gear VR touchpad) it reloads;
135 to 225 degrees (-X, a swipe forward) fires the special weapon. Up and down
swipes do nothing. The bridge sent the stick's up/down as Y swipes, so in
Gunjack those directions did nothing.
For games that read their AInputQueue (NativeActivity), the right stick's
up/down now swipe along the touchpad's own X axis: up = swipe forward
(special weapon), down = swipe back (reload). Left/right are unchanged.
Unity games (AFFECTED, Spunky Dungeon) keep their mapping.
Rebuilt liba32bridge.so. Gunjack was rebuilt and installed on the dev Frame;
the headless launch test passes. Not yet tried in the headset.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Gunjack (UE 4.10, Gear VR) imports no vrapi input functions: it reads the
Gear VR touchpad and back button as Android input events from its
AInputQueue (native_app_glue). The bridge delivered its controller events
through Activity.dispatchKeyEvent, which never reaches native code, so no
control worked at all.
input.c now queues synthetic events in front of the game's AInputQueue:
- AInputQueue_attachLooper (without a callback) registers the queue;
ALooper_pollAll/pollOnce return its ident while a synthetic event waits
(ALooper_wake ends a blocking poll), AInputQueue_getEvent hands it out,
finishEvent frees it.
- The AInputQueue/AInputEvent/AKeyEvent/AMotionEvent imports are written
by hand ("!" in imports.txt) and answer for synthetic events; real
events go to libandroid as before.
- Touch positions are scaled to the activity's window size
(native_activity.c records it).
Mapping (right controller, as for AFFECTED: The Manor): trigger = hold
the touchpad, A = tap, right stick = swipe, B / left menu = back. Unity
and other Java-delivered games are unchanged. A new input_start (VR
re-entry) ends the previous poll thread.
Also: the libandroid functions the host side calls directly are weak
references again, so the PC test harness links (it broke with the
AAsset calls of the signature loader); bridge/test/run.py passes.
Headless on the Frame: "controllers: the game reads its AInputQueue",
72 fps. Not yet verified in the headset.
Gunjack (CCP, UE 4.10, Gear VR) quit after loading because AndroidMain compares
GameActivity.AndroidThunkJava_GetSignature() with the original signing
certificate, and then crashed in the Frame's runtime when it entered VR again.
a32 bridge:
- frame.a32_bridge: original_signature() = Base64.DEFAULT(SHA-1(signing
certificate DER)) of the original APK (META-INF/*.RSA|DSA|EC), stored as
assets/fp_a32_signature.txt for libUE4.so games (convert(), shared with
bridge/convert.py)
- the bridge loads it at activity creation and answers guest calls on the
method ID of AndroidThunkJava_GetSignature()Ljava/lang/String; with it
(replaces the unused hex/OpenSSL prototype)
VrApi bridge: after loading, Unreal leaves VR mode and enters it again on the
same GL context; the first frame of a second OpenXR session there aborted in
vrclient (CSharedSemaphoreLinux::WaitFromGPU from the GL binding's
PreBeginFrame). vrapi_LeaveVrMode now keeps a running GLES session and
vrapi_EnterVrMode reuses it for the same context (another context still gets
a new session; Vulkan unchanged). upstream-patches/runtime.cpp.patch updated,
libvrapi.so and liba32bridge.so rebuilt.
Verified on the Frame: headless launch test passes (72 fps after re-entry);
owner-verified in the headset.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
32-bit-only APKs (Gear VR / Oculus Go games) are no longer "unsupported": the
recipe engine suggests frame.a32_bridge, which converts the APK with the
translator bridge (convert() shared with bridge/convert.py) and ships
liba32bridge.so / liba32rt.so / liba32stub.so (native/build.py --only a32).
FramePort:
- engine._a32: overport off (OVRPort is 64-bit only; the patch ships OVRPort's
loader chain + its 32-bit platform dispatcher, overport.ensure_runtime_lib),
only frame.a32_bridge/adapter/launcher of the frame patches, 64-bit-only
adapter settings dropped, device.text_input_window for Unity; such patches
are hidden in the UI
- analysis extra.headset (ANALYSIS_VERSION 9): quest / go / gearvr ->
"Gear VR" / "Oculus Go" platform + Steam tag; catalog `headset:` field
- expects_obb ignores Unreal's OBB-inside-the-APK (assets/main.obb.png)
- catalog: com.fallen.affected, net.mobilemischief.spunkydungeon
Bridge / translator:
- VrApi 1.31 + Unity 2019 (no-config EGL contexts, LOCAL_FLOOR/STAGE tracking
space), GL buffer mappings per buffer object (fixes a ~10 MB/s guest leak and
garbled vertices), Go controller mapped to the right Frame controller
- native_app_glue imports (ALooper/AInputQueue/AConfiguration/AAsset*) for
UE4 NativeActivity games (Gunjack: runs, then quits on its own APK signature
check, which FramePort doesn't defeat)
- debugging aids: A32_BREAK, A32_STRACE to logcat, lifecycle/LeaveVrMode logs
vrapi-bridge: honours LOCAL_FLOOR/STAGE, picks a window/RGBA8 ES3 config for
no-config contexts; upstream patch updated, libvrapi.so rebuilt.
Verified on the Frame: Spunky Dungeon (Unity 2019.2, OVRPlugin 1.46) plays at
72 fps; AFFECTED The Manor still runs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
32-bit ARM (armeabi-v7a) libraries run inside a normal 64-bit Android app on the
Steam Frame, without Android's native-bridge mechanism (no Lepton changes): each
libX.so becomes libX.a32.so plus a 64-bit stub, next to liba32bridge.so (the
translator + host glue) and liba32rt.so (a 32-bit static-PIE runtime with bionic's
libc/libm/libz/libstdc++ and a loader for the game's libraries). Guest and host
talk through hypercalls (SVC 0, r7 = 0x0a32xxxx).
Bridge (native/a32translator/bridge):
- JNI both ways: generated + hand-written JNIEnv/JavaVM, RegisterNatives and
Java_* exports through AAPCS64 -> AAPCS32 trampolines, handles for references,
arrays/strings shared when below 4 GiB, else copied
- NativeActivity glue, libandroid imports (weak, generated from imports.txt)
- GLES 3.2 + extensions + EGL: 996 functions generated from the NDK headers
- OpenSL ES output implemented in the guest, played through AAudio
- VrApi 1.x (Gear VR era) translated to the 64-bit VrApi -> OpenXR bridge,
including OVRPlugin 1.12's frame layout and its wrapped (app texture) chains
- controller input as Gear VR touchpad/back/gamepad events (UnityPlayer.injectEvent)
- convert.py: prototype of the APK conversion (FramePort patch to follow)
- PC harness with a fake JVM (32 checks, qemu or native) and an on-device test APK
Translator fixes found on the way: guest signals during blocking system calls
and in host code (Boehm GC deadlock in Unity's Mono), static-PIE start files and
PT_TLS/PT_GNU_RELRO bias, host fault chaining, stderr to logcat in bridge mode.
vrapi-bridge: OVP_HEADLESS_TEST=1 skips the wait for a tracked head (automated
tests without a worn headset); upstream-patches/runtime.cpp.patch updated.
Verified on the Frame (2026-10-10): AFFECTED The Manor (Unity 5.6 + Mono,
OVRPlugin 1.12) runs in the headset with picture and sound; controls in progress.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Interpreter + JIT for ARM, Thumb-2, VFPv4 and NEON, ARM EABI syscall
translation, signals, threads and self-modifying code. Runs static bionic
programs on the Frame. Tests: A64 encoders vs llvm-mc, a differential
instruction fuzzer and program tests against qemu-arm. Not shipped; the
README lists the steps towards running 32-bit-only APKs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Agent 85: the game's container gets the host's /dev/input at /dev/fp-input (Lepton's /dev/input holds its own Wayland
input pipes) and the launcher's _gamepad_links worker keeps /dev/input/eventN links to Steam Input's virtual pads in
step while the game runs: controllers switched off and on again (Steam makes a new pad) work without a restart.
Android's EventHub adds and removes the links through inotify (dev Frame, uinput stand-in pad created after boot:
New device, Device removed, added again). Older launchers get the new gamepad line through upgrade_launchers.
The key layout also maps BTN_DPAD_* (a Steam Input layout that sends the D-pad as buttons, e.g. a stick set to
D-pad; the Frame's controllers have no D-pad of their own).
Pick the new APK from the game's right-click or … menu: pipeline.replace_apk checks it's the same app (refuses
another package, warns when its versionCode is older), points the entry at it and analyses it again; title, art, tags
and the user's own recipe stay, the game data stays unless the new APK's folder has its own. The game page then
offers Update on Frame.
- HostKeyChanged (paramiko BadHostKeyException): not treated as "can't reach" (jobs don't pause and retry); the
Steam Frame page explains it and offers Trust the new key (forget_host_key + reconnect); CLI frameport frame trust-key.
- Uninstall from the running app: instance.release() drops gui.lock before the data folder goes, and files still in
use are reported as left over instead of stopping the uninstall (Windows).
Both from Reddit reports (2026-10-12).
bHaptics' vest SDK asks for BLUETOOTH_CONNECT at start; on Lepton's Android 11 the permission screen takes the
foreground for a moment and the game pauses (Yupitergrad froze on its loading screen in the reporter's session).
PermissionUtils.requestBluetoothPermission returns at once (Dex.return_early). Suggested by analysis
bhaptics_permission (ANALYSIS_VERSION 14) and triage bhaptics-permission-prompt. On the dev Frame the prompt is gone;
whether it was the whole cause of the freeze is for the reporter to confirm.
Opt-in game setting (Picture -> Draw fades over the picture). Batman: Arkham Shadow fades by dimming its projection
layer with XR_KHR_composition_layer_color_scale_bias; with fade_quad=1 FrameBridge adds a black, alpha-blended quad
right after the dimmed layer (VIEW space, 1 m ahead), opacity = 1 - scale in 16 steps. One 8x8 swapchain, refilled
only when the step changes (Vulkan clear on the app's queue / GLES clear in its context); one swapchain per step hit
XR_ERROR_LIMIT_REACHED. fade_quad=2 also removes the layer's own scale. Device (headless, Batman): swapchain created,
level 16/16 on the first frame, no xrEndFrame errors, 72 fps.
The game showed a canvas being painted as its own compositor layer, which the Frame draws in front of everything.
PaintableMesh.HasCompositorLayerAvailable and ShouldUseCompositorOverlay return false (Cpp2IL), so the game's own
fallback draws the canvas in the scene (Klownicle's finding). Catalog recipe, PLAYBOOK row, test.
No Cpp2IL release reads Unity 6.5's metadata yet ("We support 23-106, got 107"), so the text-field and MSAA
fixes were skipped for Wander 0.3570 (#198). When the release reports an unsupported metadata version, the
development branch's CI build (nightly.link, as Cpp2IL's README links it) is fetched into tools/cpp2il-nightly/
and used; cached errors of that kind get one retry with it. Checked with Wander 0.3570: it reads the v107
metadata and writes TMP_InputField, OVRDisplay and OculusLoader.
Bionic allows 128 pthread keys per process. Unity 6 takes about 40, and with Gecko, Firebase and the Frame's own
libraries Wander 0.3570 ran out: Firestore aborted at start ("cannot create thread specific key for
__cxa_get_globals()", #198, #202). Opt-in patch, suggested for Unity 6 with Firebase C++ or Gecko: libunity.so's
pthread_key_create/_delete and pthread_get/setspecific imports are renamed in place to fp_tkey_* (new
elf.rename_imports: undefined symbols only, shared names refused, versions set global) and libfp_tkeys.so
(native/tlskeys) is added to its DT_NEEDED; keys without a destructor become generation-tagged slots behind one
real key, everything else keeps real keys. Approach and the first helper by Klownicle (#198), reimplemented here.
Triage signature pthread-keys-exhausted, PLAYBOOK row, Wander's recipe updated to 0.3570.
Installs the new build and leaves the game data on the Frame as it is (the CLI's --apk-only): a normal update
re-sends every OBB whose size differs from the PC's copy, which replaced OBBs changed on the Frame (mods). Asks
first; Quest games on the Frame only. Resume after a failure keeps the kind of update.
New games are checked against the drive chosen on the Frame page, installed ones against their own drive, from
the drive list fetched at connect and after install jobs (app.frame_drives). Internal storage's free space only
counts when no drive list is known. drives.target_drive/space_shortfalls are pure helpers with tests.
Flet's Linux picker asks the XDG desktop portal; window managers without one (IceWM, bare X11) answer
NameHasNoOwner and every pick raised. C.pick_files / C.pick_dir now fall back to zenity or kdialog (kdialog
first on KDE; core/pickers.py, run off the UI loop), and without either to a "type the full path" box. All
twelve pickers go through them.
Agent 83: deployment.json desktop_icon (default on); refresh_desktop_entries only updates a desktop copy that is
there; desktop_entry takes icon=. Game page: "In the app menu" and "On the desktop" switches.
- Agent 83: Valve's Lepton pastes the game's paths unquoted into shell commands (liblepton mounting.sh), so a game on
a card named "Steam Frame 512g" never got its internal storage (no saves, no SharedPreferences). The Quest launcher
now links the game folder to ~/.local/share/frameport/lepton-paths/<pkg> at every start and gives Lepton that path;
upgrade_launchers converts existing launchers, move and uninstall handle the link (#213, #214, #215, #221).
- frame.eos_keychain_loop (opt-in, offered by triage): Epic Online Services' resetKeychain returns at once, so a
keychain it can't write no longer loops forever (Beyond Sandbox, #214).
- Triage lepton-data-link-failed and eos-keychain-loop.
- CryEngine also from libAndroidLauncher.so + a .cryproject (Climb 1, #238); ANALYSIS_VERSION 12.
- Plain words: patch titles lose bracketed internals unless Show technical details is on (C.patch_title); a passed launch test just says so, how far it got shows only when it fails (C.test_line); Frame page readiness says Quest games / PC VR games and storage drops the file system (reason in a tooltip); the failure pop-up says where it stopped, that Resume continues and that saves and signing keys are kept. Engine and VR API stay on the game page; the OpenXR runtime and game launch capacity checks stay; the first start still names its tools.
- Readable dim text: TEXT_3 is #868A96 (Portal, Portal OLED) and #868B9C (Original), at least 4.5:1 on the window, sidebar, cards and raised panels (was 3.6-4.4:1); a test keeps the built-in themes there.
- Quieter empty tabs: the not-connected Files, Screenshots, Live view, Type on Frame and Monitor tabs show one sentence and Connect above a faint sketch of the tab (C.ghost_preview) instead of three feature cards; the Live view shows one Start button and no feature cards.
- The connect page has one way in: "Set up your Frame" up front (no password, nothing changes until you allow it), "Already set up?" below, the address and password behind "Connect by address…"; no 1/2/3 numbers.
- Consistency: every switch is C.switch, with the portal gradient painted under a transparent track (the real Switch keeps keyboard, focus and semantics), a dark thumb with a check when on and a grey one with a cross when off (the same size); where a patch came from is blue information, not orange; the platform filter says "Quest/Android"; the welcome screen says "Set up your Frame".
- Showcase: the live-view shot waits for "Ready when you are"; the install video clicks "Set up your Frame".
- Section labels name what you do there ("See how it works", "See what runs", "Get started") instead of 01-07; plain headlines ("What happens when you click Install on Frame", "FramePort patches the games that don't run as they are"); the hero's eyebrow is gone; nav "Install" -> "Get started" (no clash with the /install/ link page)
- Phones and narrow windows (below 1120 px) get a Menu panel instead of a hidden or wrapping nav; on phones the download buttons say "Get it on your PC"; no three.js on data saver or 2G/3G; the install log drops its detail column under 600 px
- The download page says why Windows and macOS warn on first start (self-signed) and where the SHA-256 sums are; Get started step 3 says nothing changes on the Frame until you click Allow, with a link to the script
- The app tour's screenshots and videos sit behind one disclosure; the game-maker panel shows the demo button on its own stage with the HTML behind "Show the HTML"; Compare without icon tiles, Free and open source stays the emphasized card
- Quieter motion: no cursor light, pointer-lit heading gradient or film grain; sections settle in with a 10 px rise, heading words rise without the tilt, labels decode once, a faint click ripple, a gentler hero lean, a lighter spring (--ease-spring); the warp field, the contributor dock and the gradient changelog version stay
- Readability: dim text #868a96 (4.77:1+), themed placeholders, pending install-log stages stay readable, no labels under 11px, the walkthrough shows each platform's real file and program (was "?os=linux" and FramePort.exe)
- Impeccable design-tool files (PRODUCT.md, DESIGN.md, .impeccable/) are ignored: they stay local
The title's grid-column 2 / -1 from the wide layout added an implicit second column in the one-column layout,
squeezing FramePort's text to one word per line beside the other tool's.
The search and buttons sat in an auto column that took the width and left "Libr" and one word per line for the
title. Narrow (icon rail): title, full-width search, buttons and Add games each wrap below. Tablet widths: the title
keeps its own width.
Stacked (<= 900 px) the scene sits below the hero text, so --sp measured from the page's scroll had it blurred and
enlarged by the time it reached the middle of the screen. There it now follows its own position (0 until its middle
passes 40 % of the screen height). Wide layouts keep the old mapping. The empty-space click rings and the install
badge's press ripple skip touch pointers.
Epic's DownloaderActivity checks the OBB's name and size and, with the manifest's
bVerifyOBBOnStartUp=true, CRC-checks the whole file; its screens are invisible in Lepton,
so games like Contractors seem to hang at 'Displayed .../.DownloaderActivity'. The patch
flips that manifest boolean (axml.set_meta_data_bool, one 4-byte value); analysis
unreal_verify_obb (ANALYSIS_VERSION 11) suggests it. Triage unreal-obb-check-stuck (fatal)
fails such launch tests; triage keeps system_server's lines about the game's own activities.
Game menu (Library right-click, game page "Name and artwork") and CLI 'frameport rename <pkg> "<name>"|--reset'.
The title is locked (title_locked + auto_title for the reset); rescans, Rift store matches and install links only
update auto_title; a chosen name gets no Quest/Rift twin suffix. Installed copies: the Frame's deployment.json title
changes and the shortcut is rewritten with the same appid (matched by Exe), one Steam restart; PC VR installs on this
PC keep their appid too (reinstalls and library updates now record the shortcut's real appid). A Frame that isn't
connected shows "Update name on Frame" on the game page until then or the next install.
SteamVR's auto-launch flag (SetApplicationAutoLaunch) didn't persist on the dev
Frame and a registered watch didn't start by itself. The deployment's overlay
autostart flag is now the source of truth: ensure_host_fixes installs the user
service frameport-vr-overlays.service while an installed overlay app has
autostart on (removed when none has, on uninstall/purge, or with the kill switch
~/.local/share/frameport/vr-overlays.disabled / FRAMEPORT_NO_OVERLAY_AUTOSTART).
It polls every 5 s for a new vrserver (pid + start time, remembered across agent
updates), waits until SteamVR answers, gives SteamVR's own auto-launch 15 s and
starts each autostart overlay app that isn't running (process of its folder or
GetApplicationProcessId) through LaunchApplication, in a child process with a
timeout. Log: ~/.local/share/frameport/vr-overlays.log (capped).
Godot 4.2-4.4's Kotlin code casts getSystemService(CLIPBOARD_SERVICE) with a
non-null 'as ClipboardManager'; Lepton has no clipboard service, so the app
crashes with a NullPointerException in Godot.<init> (4.3/4.4) or on first use
(4.2's lazy property). In place in classes*.dex, matched exactly: the
Intrinsics.checkNotNull before that check-cast becomes nops (older kotlinc
branch forms: the branch is fixed), and Godot's getClipboard/hasClipboard/
setClipboard return at once (Dex.return_early gains String -> "").
Analysis field godot_clipboard (ANALYSIS_VERSION 10), triage
godot-no-clipboard, PLAYBOOK row, unit tests on synthetic dex. Checked against
godot-lib 4.1.4-4.7.2 from Maven Central and the 4.3/4.4.1 export templates:
4.2.2, 4.3.0, 4.4.1 patched (D8 re-reads the result), the others untouched.
Host OpenVR overlays are composited over Lepton (Quest) games on the Frame;
Windows overlay apps register through Proton's vrclient. Detect overlay apps
(bundled .vrmanifest with is_dashboard_overlay, or OpenVR + IVROverlay +
self-registration), patch pcvr.vr_overlay and the Linux entry fields
vr_overlay/vr_overlay_autostart, agent register/unregister/launch_vr_overlay
(IVRApplications through SteamVR's libopenvr_api.so; manifest with
binary_path_linux_arm, the only key the Frame's vrserver reads). Overlay apps
skip launch tests and the Linux Steam-parent watchdog and don't count as a
running game. Probe sources in native/vroverlay_probe.
Some browsers (Flatpak ones on Linux) opened the issue form with the
title but every field empty. The issue links now also come as the
Markdown body GitHub's forms write (### sections, the recipe as a yaml
block, which catalog_from_issue.py reads) and a plain issue link with
that body, trimmed to the same URL limit. The GUI copies the body to the
clipboard when it opens the form and offers "Form empty? Open a plain
issue"; the CLI prints the plain link. A shared recipe is marked shared
only after the link was opened.
The {"modules": …} message and take_screenshot reached main with agent 73 (the ui-refresh
branch's v63-v66 numbers collided with main's). MIN_AGENT_MODULES was 65, so agents 65-72
were sent a message they ignore.
Network scans for Valve's pairing port now leave out docker/bridge/veth/tun/tap/wg/tailscale/
zerotier/vEthernet/utun-style interfaces and loopback, link-local and 100.64/10 addresses
(discovery.local_subnets, also used by the Frame search). Each scan that finds nothing doubles
the wait (30 s up to 5 min); another set of networks or opening the Frame page starts over.
Architecture: the module overview and the self-update flow are SVG diagrams
(docs/images, shown on GitHub and the site); the update details the old drawing
carried are a short list under it. FAQ: the game-folder layout is a tree block
the site draws as a real file tree (scripts/filetree.ts). Diagrams scroll sideways
on phones instead of shrinking. Docs pages on phones: the sidebar no longer kept
its desktop offset, which pushed it over the page title.
Open requests whose /wait polling stopped for more than 2 x WAIT and decided ones older than
DECIDED_KEEP are dropped (on /hello and every few seconds); the Frame page shows only open,
unexpired requests and redraws when one expires. setup.sh tells a full queue apart from an
unreachable PC. The fallback Frame name in a request is translated.
Agent v74: with an index.txt, collect_diag sends every module named in the
newest session (after the last '# start'), deduplicated, last used first,
each up to 4 MB and up to 30 MB in all, plus that session's index lines.
A reporter's GPU hang came ~10 s after the last new module, so the newest
written modules missed the culprit. Without an index (fp_spirv) nothing
changes. The bundle drops the least recently used modules last when the
zip would pass its size limit.
Cloudflare Web Analytics (cookieless) runs when the CF_ANALYTICS_TOKEN repo
variable is set. Google Analytics (GA_MEASUREMENT_ID) loads only after the
visitor clicks Allow on a small card with equal Allow/Decline buttons; the choice
is remembered, Cookie settings in the footer asks again, Decline removes the
_ga cookies and Global Privacy Control counts as Decline. Downloads are counted
as file_download events. New privacy page. Without the variables the site has
no analytics.
Conflicts kept main's features with the site branch's wording: the uninstall
dialog's new delete-saves option, hardware video decoding and last-session help,
new Game settings (plain labels), agent 73 (main's 72 plus the Take screenshot
command from v66). Main's new texts follow docs/STYLE.md (for example, patch/setting
instead of fix). Pages rebuilds on docs changes and daily; the CNAME file is
gone (the domain is a Pages setting).
Sitemap and robots.txt, complete Open Graph and Twitter tags, JSON-LD
(the app as a free SoftwareApplication with its current version; docs as
articles with breadcrumbs), a written description for each docs page, a
releases Atom feed, a 404 page, and titles that say what people search for.
/changelog/ shows every release's What's new part (the same parts the app's
changelog shows): the dev build as Coming next, the latest release large,
then a timeline; the home page shows the latest changes. Release jobs
restart the pages workflow so a new release appears on the site.
Plain words on every page, one label per action, no jargon on the home
page. The site moves to the custom domain frameport.app (CNAME, no
/frameport base); the setup line is curl -sL frameport.app/s | bash.
README is a short overview that links to the install guide; repeated
sections are said once; Share working recipe everywhere; the setup
script names the real buttons; a shorter notice, the same as the site's.
Dialogs, help texts and tooltips cut to what the user does or gets, one
name per action (Start setup, Uninstall FramePort, Update art on Frame,
Rebuild only), plain launch-test results (C.test_result), plain summaries
for every Game setting. The setup line now points at frameport.app.
Lepton's Android only gets keyboard, pointer and touch from the Wayland seat. The opt-in patch (2D apps; suggested
when the manifest declares android.hardware.gamepad or LEANBACK_LAUNCHER, ANALYSIS_VERSION 9) makes the agent record
steam_gamepad in deployment.json and give the launcher a line that exports SDL's hint
(LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD) and puts FramePort's own Podman wrapper (agent/bin/podman,
written by ensure_host_fixes, independent of the video codec) first on PATH. For the game's podman run it bind-mounts
Steam's virtual pads (uinput, 28de, gamepad buttons) at /dev/input/eventN plus an Xbox 360 key layout, then hands on
to the next Podman after itself (the codec wrapper or Podman), so both wrappers chain in either order.
FRAMEPORT_NO_GAMEPAD=1 turns it off for one start; failures keep the arguments unchanged. Verified headless on the
dev Frame with a uinput stand-in pad: Android's EventHub opens it with our layout and dispatches BUTTON_A.
Adapter setting vk_shader_dump=1: every distinct module once to files/fp_vk_shaders/<size>_<sha256>.spv, each
vkCreateShaderModule as one index.txt line (order, time), to find the shader behind a GPU hang for a vk_shader_fix.
Agent v72 collect_diag returns the newest dumped modules (Vulkan and OpenGL ES dumps); diagnostics bundle them.
Triage gpu-hang suggests the dump for the session's graphics API (FrameBridge's swapchain formats).
- Two more Frame-side worlds (envs-neon.ts): a rain-soaked neon megacity, and a Tron-like arena with light cycles.
- A game's world comes from a hash of its title (FNV-1a): with seven worlds the old palette mix gave every
title the same remainder, so one world never came up and another four times in ten.
- Download page: no round countdown ring; the countdown runs round the portal's own rim, a tunnel of rings
sinks away inside it (the rim is a masked band, so the way through stays dark).
- The trial's live view shows one eye, as the app's does.
- Headings reveal slower again.
The Steam Frame (or This PC) card gets a log button when the game's last launch test ran there: it opens the
saved log (last_test.log_path) in the launch log viewer. The showcase's demo library writes a short made-up log for
each passed test so the button shows in the docs pictures.
- Docs: search across every page (highlights where you land), definitions for jargon on hover, tables you can
filter and sort, step lists you can tick off, the tutorial video in place, zoomable pictures, section links that
copy, / [ ] keys, a reading path per goal on the overview and a mark on pages you've read.
- /download/: every Download button leads here; a countdown while the package goes through the portal, then the
download starts; a manual button stays, with version, size and SHA-256 from the release and the next steps.
- Two more Frame-side worlds: an aurora over a frozen lake, and a reef. Shared helpers moved to envkit.ts.
- Asteroids and floating islands no longer tear: corners shared by several faces move together (moveCorners).
- Built on: every project links to its page. Compare: no update row; Rift games not supported by the others.
- Headings reveal a little slower.
- The Frame side of the hero picks one of three worlds per game (grid, islands, space); the particles option is gone.
- The trial's Live view shows the same worlds through two lenses (vrscene.ts), one scene per stream, CSS fallback without WebGL.
- The trial looks more like the app: window bar, Library header/filters/shelf, game page, Frame card with now playing and power.
- The install log follows the game: package, conversion, its patches, version and note; the recipe opens under board rows.
- Calmer motion: no button drift, smaller click ring and cursor light; the gallery carousel shows the real screenshots again.
- Install tutorial video (docs/showcase/videos/install.yaml, re-recorded by record_video.py): Start setup, a card
for the setup line on the Frame (with the Developer Mode route in its note), the Frame asking and Allow clicked,
a card for what the Frame then does by itself. Showcase: the fake pairing server takes asks; hook `frame_asks`.
- Site: the Install section is a six-step walkthrough (download, Start setup, the line or Developer Mode on the
Frame, Allow, it sets itself up, add games and play), each step with a small live scene: the download unpacks,
Start setup shows the line, Konsole types it and finds FramePort, Allow moves on, the setup ticks off, a game
installs. The other ways link to /setup.
While no Frame is connected, FramePort watches for Frames in Developer Mode (Valve's devkit mDNS, else a scan every
30 s for Valve's pairing port, one entry per Frame by host key). One that already lets FramePort in is connected; one
that doesn't is offered FramePort's key through Valve's pairing every few seconds (refused at once until "Pair new
host" is open on the Frame, then the request shows in the headset; a 45 s pause after an unanswered one). So the user
only opens Pair new host and approves in the headset.
- frame/autopair.py (no Flet, callbacks), app._start_auto_pair, setting frame.auto_pair (switch on the Steam Frame
page, default on); never with FRAMEPORT_HOME or FRAMEPORT_NO_AUTO_PAIR (tests, screenshots).
- Checked on the dev Frame: found by the scan (this WSL PC doesn't hear its mDNS), FramePort's key recognized, no
pairing request sent. The headset approval path needs a Frame that doesn't know FramePort yet.
Iris returns an empty capture buffer (bytesused 0, no LAST flag, time 0) for every VP9 frame that isn't shown
(alt-ref frames split from superframes). FFmpeg's V4L2 wrapper takes any empty capture buffer during a drain
for the end of the stream, so the first hidden frame decoded after EOS ended it and the pictures still in the
driver were lost (two-pass VP9 4K: 573/600 and 617/640, always the last frames); outside a drain the empty
buffers were returned as pictures, which the component then guessed away by counting hidden frames.
build.py now patches v4l2_context.c to requeue empty capture buffers without LAST/ERROR; the drain ends at the
LAST buffer, or after a skipped empty buffer at one silent second, so it can't block. The component's
hidden-frame counting is removed. Dev Frame (Batman's container): two-pass VP9 4K 600/600 and 640/640 in
hardware with the same Y hashes as OMX.google.vp9.decoder (seek phase too), VP9 without hidden frames,
H.264 4K and HEVC 4K 600/600, VP9 surface output 600/600. Two builds (different dirs and NDK copies) give the
same libstagefrighthw.so 141de01f.
- Opt-in per game: only launchers of games whose recipe has frame.hw_video_decode (install stage, no APK change;
suggested from analysis media_codec, ANALYSIS_VERSION 8) get the codec line (deployment.json hw_video_decode,
finalize + upgrade_launchers). Games that had agent 70's per-game codec (Batman) keep it; their old
<base>/frameport-codec folders are removed afterwards. Batman: catalog + migration batman_video_patches
(frame.hw_video_decode + the hidden adapter setting surface_native, no more package check); 4XVR catalog.
- Off switch: Settings -> Installing "Hardware video decoding" (library video.hw_decode, default on) -> agent
video_codec_switch (video-codec/disabled, checked by the launcher line and the wrapper); FRAMEPORT_NO_HW_VIDEO=1
for one game.
- Connection: the codec is checked once per connection, also after a failed install; a Frame keeps the same or a
newer revision built elsewhere (logged) instead of flip-flopping between PCs.
- Wrapper: the merged media_codecs.xml goes to $XDG_RUNTIME_DIR/frameport-video, never into the version directory.
- Decoder: refused (busy) Iris sessions retry until 20 s after the plugin loaded (SteamVR's link holds a session
~12 s at game start), else 2 s, before the software fallback; VP9 capped at 4096x2304 (XML + component, larger
decodes in software); hidden VP9 frames' pictures dropped. Manifest revision 7.
- build.py builds from paths with spaces and from freshly extracted FFmpeg sources. Artifacts rebuilt here, identical
from two trees (ext4 and the NTFS repo path, two NDK copies); PR #128's own sources rebuild to its binary.
- AGENT_VERSION 71 (matches the connection's gate); triage hw-video-decoder-busy, PLAYBOOK row, docs.
INSTALL and FRAME_SETUP describe the setup line, the Allow step and the announcement; the setup command, USB cable
and Valve's pairing stay. FRAME_RUNTIME records what was checked on the dev Frame (Chromium via Steam's +, mDNS from
the Frame only on port 5353, avahi-browse not usable over SSH). README's quick start uses the line.
- /setup: the three steps (Start setup on the PC, the line on the Frame with Copy, Allow), a terminal that plays what
the script prints, what it changes, and every other way (setup command, USB cable, Valve's pairing, address).
- The site serves bootstrap/setup.sh as /s and /setup.sh (copied at build time; the workflow rebuilds when it changes).
- Install step 2 starts with a "Setup page" tab; the trial's Steam Frame page and guided tour use the same flow
(the Frame asks, matching code, Allow).
One line for every Frame and PC, served by the project page: curl -sL spoopyghosty0.github.io/frameport/s | bash.
- bootstrap/setup.sh finds FramePort (stdlib mDNS on 5353 for _frameport-pair._tcp; else the USB cable's address and
a /24 scan of /ping), asks with /hello, shows 4 digits, waits for Allow, then runs exactly the typed line's
`curl -fsS <pc>/<code> | bash`: bootstrap.sh is unchanged.
- PairingServer (no second server): /ping, /hello (max 3 open asks), /wait (long poll; code only once allowed),
decide(); announces itself over zeroconf while running (name, port, two words for this PC's key; never the code).
- Connect page: "Start setup" shows the static line, incoming asks as Allow / Deny cards (a toast elsewhere);
"Use the setup command" keeps the address + code line; USB setup unchanged.
- The app key is created under a lock (the announcement and the page asked for it at once on a first start).
- Tests: approval/deny/limits/timeouts, the code never in the announcement, setup.sh end to end against a real server
with a stub bootstrap (allowed and denied), digits match. ui_smoke --setup-url drives the page.
Checked on the dev Frame with a stub bootstrap: found by mDNS and by the scan fallback, allowed, code handed over.
- Hero, Frame side: the card is gone; the game opens into an abstract VR world (three.js, look around by dragging or
tilting the phone) or into particles that gather into a shape for the game. A TEMPORARY toggle under the scene
switches between the two for comparison. three.js loads only when the hero is on screen.
- A Steam Frame you can turn (the logo's visor, extruded) next to "Connect the Frame".
- No pictures of the app on the page: the carousel's slides are live copies of its screens (type, drop a file, end a
process, switch themes), the video tiles play short silent loops (made at build time with ffmpeg), the install
button is a live control.
- Scroll story: the hero flies toward its portal, the install log completes line by line, section lines draw in.
- Everything reacts: a portal light follows the pointer, clicks on empty space ripple blue then orange, headings rise
in word by word and light up under the pointer, labels unscramble, numbers count up, each icon moves its own way.
- Hero: the Frame-side card is the game running in the headset (one view per eye, the scene moving), switching on
as it lands while its frame rate climbs to 72 and the pacing line draws.
- App demo: working search, right-click menu, select several and install them (queued), install from a link (the
app's link rules), Screenshots tab with a viewer, Settings with the real themes switching live, Files that take
real files from the desktop (they never leave the tab), process table with End, Live view quality, launch-test
result, technical patch ids, toasts; Wi-Fi or USB cable when connecting. Progress ticks no longer rebuild the page.
- Screenshots: a carousel (arrows, keys, swipe, thumbnails, autoplay that pauses for the reader, full screen).
- Compared: four headline differences (free and open source first), every difference as user questions behind
"Show all differences"; the README says the same.
- Wi-Fi or USB cable said everywhere; the setup command explains itself part by part; first-start steps per system.
- Field notes removed, the notice kept in its own band.
- Built on: contributors wall (code, pull requests, issues; scripts/contributors.mjs, saved list as fallback).
- Docs: user-facing docs/*.md as pages (links rewritten, GitHub heading ids, contents with scroll position, copy
buttons).
- Games board rows open to show the recipe; the install log replays with another tested game.
- "Meta Quest" only as a description (headline about the Steam Frame), trademark line in the footer.
- Hero cards: generated covers in the style of the app's placeholder art (hue from the title), the same app icon on
both sides of the portal, a one-line APK name, stage ticker and progress, Play ripple, sparks; titles sized so
words never break. Click the portal for the next game; the scene leans toward the pointer.
- "The app": a clickable, simplified FramePort window (Library, game page with patch switches, Steam Frame, Files,
Live view, Type on Frame, Monitor with live sparklines) and a guided tour from a fresh start: connect the Frame,
scan a folder, install, play. The showcase videos play in a lightbox.
- Compared: FramePort, FrameDrop and Valve's own tools, from their own pages (checked 2026-10-09); the same table in
the README.
- record_video.py --size WxH (e.g. 2560x1440): films at that many device pixels; postprod reads the size at call
time and draws cards at the 1920 layout scaled up. Default output unchanged.
site/ (Astro 7, static, served at spoopyghosty0.github.io/frameport/) takes the Portal look of the UI refresh:
- Hero: a catalog game crosses the logo's tilted portal, from an APK on the PC's (blue) side to a game in the
Steam library on the Frame's (orange) side; reduced motion holds it halfway, like the logo.
- How it works as one real recipe's install log (PC stages blue, Frame stages orange), the showcase tour and
screenshots (synced from docs/ at build time, never by hand), field notes on what doesn't work, install steps,
credits.
- Games board from catalog/games: prebuilt at build time, then refreshed in the browser from main (one contents
API call, only changed files fetched, 6 h localStorage cache); any failure keeps the built list.
- /install/?manifest=…|?url=…: where an "Install with FramePort" button lands; opens frameport://install, and if
FramePort didn't take it, says how to get it (download for this OS, try again, copy the link). Link rules mirror
deeplink.check_url; node tests cover them and the board's rows.
.github/workflows/pages.yml builds and deploys on main (Settings → Pages → Source: GitHub Actions, once).
- Screenshots tab: Copy image (a button on the card under the pointer, the right-click menu and the viewer) puts
the full-size screenshot on this PC's clipboard (core/clipboard.py: Windows/WSL PowerShell bitmap + file,
macOS osascript, Linux wl-copy/xclip; Flet's set_image in web mode)
- Clicking a holiday badge showers the window: New Year confetti, winter snow, Valentine hearts, digits of pi,
clovers, hopping eggs, bouncing pumpkins (moved like the confetti: one page update per phase)
- Perfect pacing after 2.5 minutes on target; the Perfect pacing pill and line stay until the rate slips
- Full charge: only the ring pulses (with a glow behind it), the percentage stays put
- Upload hop a little slower
- Seven logo clicks: the glow, rings and the tossed cover come out of the wordmark's portal (between Frame and Port)
- Holiday badges dance on hover again: the logo's box grows to hold the badge on holidays (Flutter only hit-tests
inside a control's bounds); spins grow while they turn, bigger wobble and hop
- Perfect pacing: the game card glows and pulses blue/orange on an opaque card, the number grows in the portal
gradient, a Perfect pacing pill
- The logo's spin (searching for FramePort) is slower
- Hello: a headset peeks up from the window's corner and waves, outside the typing box
- Full charge: the battery ring pulses instead of sparkling
- Upload hop: a little lower and quicker, after 2.5 minutes instead of 5
- The fps mood tooltip opens above the number, clear of the pointer
- Seven logo clicks: the portal glows and rings, a cover is tossed out and falls across the window on a random arc
- Holiday badges dance on hover; new: Valentine's, Pi Day, St Patrick's, Easter weekend, April 1 (upside-down
logo until hovered), New Year's party popper
- Monitor: a minute within 0.5 fps of target turns the fps chart into the portal gradient
- Library search "frameport": the logo spins and says "That's me!"
- Type on Frame: typing "hello" makes a headset wave (keys still go to the Frame)
- The battery ring sparkles on reaching 100 % on the charger
- Uploads over five minutes: the transit cover hops now and then
- Live view tab: a blinking ON AIR sign while streaming
- Showcase hooks perfect_pacing, battery, long_upload, press_keys
Adapter rebuilt here; the codec plugin rebuilt here with native/hevc/build.py (NDK r27c, Lepton SoftOMX fingerprint 456e912c) is byte-identical to the contributed one (c1c2a73e). Agent version 70 -> 69 (main was at 68).
- ui/easter.py: seven quick clicks on the sidebar logo send a game's cover out of its portal for a somersault over
the wordmark; the Monitor's frame rate has a mood tooltip; holiday badges on the logo (a pumpkin Oct 24-31, a
snowflake Dec 20 - Jan 2); install milestones (confetti in the portal colours and a message at the 1st, 10th and
100th different game on the Frame). Milestones show once ever: they count different games (updates and
reinstalls don't), are stored as shown before they're shown, and the first use seeds from the games already on a
Frame (no "first game" after an app update). Off with setting ui.easter_eggs; Reduce motion keeps the words only.
- C.kv puts control values on the left; C.link (no indent) for the About page's source link.
- Showcase: the demo library has the easter eggs off; steps hooks easter_eggs / fps_dip and a clicks action;
record_video.py takes a storyboard file path (demos outside docs/).
- The install tutorial (app screen and card) shows curl -fsS <your-PC-address>:8765/<one-time-code> | bash, so
nobody takes the example for their own command; the card says FramePort fills them in.
- Videos: opening the Monitor tab no longer replays two minutes of samples (its charts raced to catch up); the
charts start there and grow live, as in the app. The pretend frame rate holds ~72 fps with a short, shallow dip
now and then (it sat at 55-61 fps for seconds). Both videos re-recorded.
Mesa enforces OVR_multiview's rule that a draw's program declares as many views as the draw framebuffer has and drops the draw silently; Doom3Quest compiles every vertex shader with layout(num_views=2) and draws its HUD/PDA into 2D-texture FBOs, which stay black on the Frame.
native/glmv (libfpglmv.so, same length as libGLESv3.so): the engine library's dlopen string is rewritten to it and it becomes the first DT_NEEDED. It records stage sources at link time and, when a multiview program draws into a framebuffer without views, draws with a lazily built single-view twin (num_views layout blanked, gl_ViewID_OVR -> 0u; attribute locations, block bindings and uniform values copied), then rebinds the original. Opt-in and experimental (analysis gl_multiview_libs, ANALYSIS_VERSION 6), setting gl_mv_debug, triage gl-multiview-twin-failed.
Host tests: the rewriter on Doom3Quest's 19 shaders (GPL-3.0 fixtures) and glmv.c against a stand-in GL that applies Mesa's rule. Untested on the device.
- record_video.py replaces record_tour.py: one storyboard per video with its output, a start state (demo or
fresh profile, Frame connected or not, start page, live or frozen stream), setup steps before filming, filmed
scenes and instruction cards (eyebrow, heading, numbered steps, a command, a note) for what happens outside
FramePort. --changed-since records the videos whose storyboard (or the recorder) changed; several videos record
in separate processes.
- videos/install.yaml: download, first start, the welcome screen's tool download, the setup command, the command
on the Frame (card), connected, scanning a folder, installing and playing a game (81 s).
- demo_home profile "fresh": FramePort's first start (empty library, welcome screen, nothing on the Frame); its
games wait for the pretend folder scan. Fakes for a first start: no Frame discovery on the real network, the setup
command shows the docs' example address, a pretend tool download, steps hooks first_run and pairing_done.
- CI records changed (or named) videos; releases attach every docs/media/frameport-<name>.mp4 as
FramePort-<name>.mp4. INSTALL.md and README link the tutorial; SHOWCASE.md documents the storyboard format.
- Cards are opened by their title in both videos (a card's middle is its Install button).
Klownicle's five fixes for Vader Immortal: Episode I, reimplemented as FramePort patches (found by Klownicle,
GitHub #49; their prebuilt APK is not used):
- frame.unreal_quest_precompile: UVRUtils::GetQuestShaderPrecompilePercent returned 0.0 on its non-Quest branch, so
the menu waited forever on the loading card; that branch now returns 1.0. Located by symbol, every instruction
around it checked (bl IsRunningOnSantaCruz; tbz w0,#0; fmov s0,wzr; ldp; ret); other builds stay untouched.
- frame.unreal_quest_keymap: the RPOC key selector (shared by AddAxisMapping and AddActionMapping, so both mapping
kinds were affected) picked the empty Gear VR key set for an Oculus HMD; the tbz to it becomes a nop. Located as
the common callee of both functions, pattern-checked.
- frame.zink_shader_fix + native/zinkfix (libVkLayer_fp_shaderfix.so): a Vulkan layer under Zink for GLES games
that applies zink_shader_fix entries (vk_shader_fix format) to the SPIR-V Zink generates; it adds itself to
GraphicsEnv's debug layer list from a constructor (the engine library loads it first). zink_shader_dump=1
captures modules. Vader's recipe carries the two lightspeed-shader fixes (12 OpStores each).
- adapter proximity_emul (FrameBridge): OVRPlugin's thumb/index proximity actions get bindings to the capacitive
touch inputs when the runtime lacks XR_FB_touch_controller_proximity (OVRPort offers the extension anyway):
generic replacement for the libUE4 ThumbUp patch.
- Vader's recipe: pose_time_fix + proximity_emul, status unknown (to test in the headset), min_app 0.12.1.
Analysis records unreal_quest_gates (ANALYSIS_VERSION 4). Star Wars: Tales from the Galaxy's Edge (same studio)
has neither gate (different engine build) and gets a catalog entry with pose_time_fix + proximity_emul.
Headless on the dev Frame (Lepton 3.0.5): the layer loads into Zink's instances, the proximity bindings are
accepted, and the game passes the loading card to the "guardian smaller than recommended, press any button" screen.
Newer Vivox builds (Green Hell VR) call AudioManager communication-device methods (API 31) from com.vivox.sdk.AudioChangeListener without a version check; Lepton is Android 11 -> NoSuchMethodError. The methods that call them now return at once (in-place dex edit, Dex.return_early). Detected by analysis vivox_api31 (ANALYSIS_VERSION 4), triage vivox-api31. Verified headless: Green Hell starts, Vivox initialises, ~65-70 fps.
Budget Cuts Ultimate asks for a 2048x2048 cube swapchain (faces=6); the Frame's runtime has no cube layers and refuses it (-2), OVRPlugin carries on with no images and crashes in ovrp_EndFrame4 (memset). cube_standin (default on, GLES) serves it as a GL cube map in the game's context and drops its layers. Triage cube-swapchain-refused (supersedes unity-render-crash/native-crash). Verified headless: the game runs on at ~70 fps.
- Library: an "All games" label and a 2 px rule (blue→orange in Portal themes) between the shelf and the grid,
hidden with the shelf.
- The pretend Frame's screenshots are the games' own in-game store screenshots (never cover art), installed games
first; the running demo game is BONELAB (it has screenshots, so Take screenshot adds a real one).
- render_docs: a shot whose steps fail is retried in a fresh window and never written (a window that didn't connect
had produced an empty Library); every shot is rendered twice in fresh windows and kept only when both agree (a
misdrawn glyph, "7.θ W", slipped through once); changes from 0.04 % of the pixels count (the sidebar card
showing another game is 0.12 %, run-to-run noise under 0.007 %). --fast renders once.
- record_tour: SHOWCASE_DEBUG=1 prints each step's start time. Docs images and the tour re-rendered.
Flet packs a patch by iterating each control's _values dict; Prop.__set__ adds/removes keys there without a lock.
A property set on a background thread (the live Frame card's sample, job progress, the library loader) while the
event loop packed a patch raised "dictionary changed size during iteration" and the update was lost (seen in CI:
a sidebar click left the old page showing). serialize_flet_updates() now makes property writes take the same
re-entrant lock as patches (app.FLET_LOCK). Reproduced with Flet's own encoder: 16 failures in 4 s before, none
after; test_property_writes_wait_for_a_patch_being_packed. The showcase server and ui_smoke serialize like the app.
Tour re-recorded with the fix (clean, no fallback clicks).
.github/workflows/showcase.yml renders the docs screenshots on UI pushes to main (and the tour when its storyboard or
scripts change, or on Run workflow), keeps every render as an artifact and opens/updates the PR showcase/update
when a picture visibly changed. Releases attach the tour as FramePort-tour.mp4. docs/SHOWCASE.md explains running
it, the step language and the CI flow; README opens with the teaser (link to the full MP4). Renders refuse
placeholder art (--allow-missing-art). tests/test_showcase.py: demo library, privacy scan, image threshold,
manifests (every docs image has a shot), step validation, element picking, pointer paths, ffmpeg graphs.
scripts/demo_record.py is replaced by the tour.
One window on the demo library, driven by name like a person would (drawn pointer, eased curved paths, a ring on
each click), filmed with Chrome's screencast (1080p, constant 30 fps from the frame timestamps), then captioned
(lower thirds in the app's colours), given title/end cards and crossfaded by postprod.py (ffmpeg only). Writes
docs/media/frameport-tour.mp4 (+ poster, best quality within 12 MB) and the README teaser docs/images/tour-teaser.webp.
Installs in the tour run a scripted job through the real queue; --draft for quick storyboard checks, --names lists
the clickable names. Element finding prefers the innermost match (a list's text includes its rows').
scripts/showcase/: the fakes split out of ui_smoke (the pretend Frame now reads the demo library's state, fixed
dates, a Take screenshot fake, a frozen monitor stream for stills), web.py (the GUI in web mode driven by name
through Flutter's semantics tree, drawn cursor, eased pointer paths, settle detection, one browser per window),
steps.py (the step language shared by screenshots and the tour), demo_home.py (21 catalog games from
docs/showcase/demo-library.yaml + demo-analyses.json, art and store details fetched once and cached) and
render_docs.py (docs/showcase/shots.yaml -> docs/images, rewritten only on a visible change; --check for CI).
BattleSisters' hands lagged behind the controllers (also with ovrp_hold_physics on or off). pose_debug=1 (new,
FrameBridge: per 5 s and per located space, the requested time minus the predicted display time) showed on the dev
Frame (SteamOS 0.4.5): XrTime runs 2.56 s ahead of CLOCK_MONOTONIC, the hand spaces were located at -2564 ms (the
monotonic "now" passed on as an XrTime: OVRPort's dispatcher converts XR_KHR_convert_timespec_time 1:1 and
FrameBridge's emulation is never asked) and the head at XrTime 0.1 s (~1450 xrLocateViews/xrLocateSpace per 5 s).
pose_time_fix (default off; suggested for Unity built-in OVRPlugin games): in xrLocateSpace(s)/xrLocateViews a time
nearer the monotonic clock than XrTime's "now" is moved by the offset measured at xrWaitFrame, one more than 0.5 s
before the display time goes to "now". Headless with it on: every far-past request moved, located times -9.8..0 ms
from the display time. Host unit test for the time rules; PLAYBOOK row.
frame.slz_vulkan_hooks: Stress Level Zero's plugin no longer intercepts Unity's Vulkan start-up and samplers (it called an invalid function right after OVRPlugin's pre-init instance was destroyed). Test fixture rebuilt by us, byte-identical. Owner's headset test: BONELAB 1.2974 plays well.
Closes#82
# Conflicts:
# docs/GAMES.md
# tests/test_patches.py
# tests/test_triage.py
ui/live_players.py: embedded_available (win/mac with flet_video; Linux only with Flet's full client + libmpv), find_mpv, order (pick first, browser last), low-latency mpv properties, MpvWindow (fails over when mpv quits at once). flet-video==1.0.2 only off Linux (its Linux plugin links libmpv.so.1: the bundle wouldn't start without it). Relay unchanged: native players read /stream.mp4 (checked with ffprobe/ffmpeg, from the start and mid-stream).
C.CoverButton (grid + shelf), library.card_hover/hover_motion/scrim, game page Play shows Starting on … with a spinner; glyphs.solid + frame-solid.svg for primary buttons; reduce motion skips lift/zoom/rings. ui_smoke: card hover, button hover and launch frames.
Main's microSD drives (agent v63), Linux app icons (agent v64), OBB detection, re-analysis and catalog entries,
on top of the UI refresh. Our monitor modules ({"modules": [...]}) move to agent v65 (MIN_AGENT_MODULES = 65).
Main's new UI uses the refreshed components: "Move to…" is in the game page's sectioned menu (MenuState.movable),
the .obb question and the Move dialog use C.dialog, the Frame page's drive picker C.dropdown, line-style icons.
The portal is drawn as two layers around the cover (portal_back: shadow, hole, PC half; portal_front: Frame half), arcs of one ellipse in a shared viewBox. The track is taller than the cover so the ring shows above and below it. Shadow faked with stacked translucent outlines (flutter_svg has no filters). TRANSIT_REV 2.
analysis/unity_split.py: an XR-plugin build (Oculus XR Plugin / Unity OpenXR library) without assets/bin/Data/UnitySubsystems/ in the APK (zip names only), or BuildSettings listing more scenes than the APK has levelN files (globalgamemanagers loose, or its node read from the head of data.unity3d: only the blocks up to it). Exact on the 48 Unity APKs of both dump folders: all 13 split builds flagged, none of the 17 full builds (whose OBBs are asset bundles or sound banks). The missing-OBB warning and launch-test finding now cover them; existing entries are re-analysed at the next start.
quest_dump.find_data: after the folder-layout checks, search the APK's folder, its parent and up to 3 levels below each (folders with their own APKs are other games) for the package's expansion files; the folder with the APK's own versionCode wins, per kind the newest file not newer than it, else any version. When that folder holds other things too (the APK, other games' OBBs), the entry gets data_files and only those files are uploaded, counted and deleted with the game; no language-pack/content-file lookup there. Both dump folders scan identically (62/47 games).
The agent copies an AppImage's .DirIcon / the bundled .desktop file's Icon= (hicolor, pixmaps; symlinks resolved
and kept inside the app folder) to <anchor>/artwork/app-icon.{png,svg} at finalize_linux and when menu entries are
refreshed, and uses it for the menu entry's Icon= and the Steam shortcut (PNG only) unless the user chose an icon
(artwork/.icon-source = custom, sent by the PC with every art upload). StartupWMClass comes from the app's .desktop
file. A PNG goes back to the PC and becomes the library icon when there is no pick or store icon (no .picked;
.app-icon marker); folder apps get it at add time.
Closes#99
- transit.position(): Analyze/Patch/Sign bring the cover up to the portal (fixed at PORTAL_AT = 0.5), Upload carries it across under the portal (drawn on top), Install/Test on to the headset; steps row weighted so Upload sits under the portal
- menus.quick_menu: Play · Open game page · Select · Install/Update · Game settings… · More actions… · Uninstall · Remove; job: Show progress · Cancel · Open game page
- More actions… opens the game page and its full '…' menu (a ContextMenu around the button, opened from code: app.open_game_menu)
- tests for the position mapping and the short menu; help text and CLAUDE.md updated
detect.ANALYSIS_VERSION (stored as analysis.extra.analysis_version, bumped
whenever analyze() gains a field): Quest/Android entries below it whose APK
still exists are analysed again in a background thread at the GUI's start
and before a build (pipeline.refresh_analyses). Only analysis and suggested
change; recipes the user didn't edit follow the new suggestion (e.g. an SDL
app gets frame.sdl_clipboard once sdl_java exists), user recipes, tags, art,
titles and builds stay. An unreadable APK keeps its entry and is marked
analysis_failed (not retried until the next bump); a missing one is tried at
a later start. Analyze again sets the version too. Rift/Linux entries skipped.
PLAYBOOK row + CLAUDE.md note.
- One Playwright context per clip (record_video), web mode with ui_smoke's fake Frame; MP4 (x264) + poster JPG via ffmpeg, blank start trimmed
- ui_smoke: install_fakes()/attach_fake_frame() factored out so the recorder reuses them (behaviour unchanged)
- driver/shooter hand-off: the driver runs a step, signals ready, then waits (240 s max) for the shooter's screenshot + mouse actions before the next step; fixed STEP_SECONDS and the compensating sleeps (library-typed/-cleared, --hover, --gestures, --links) removed
- new step library-shelf-hover (the shelf's first card hovered: its Play button); hover positions per step
- mouse actions that save their own picture (menus) skip the duplicate -mouse shot; the -mouse shot waits the paint delay (typed search showed half-faded results)
- --links keeps the 1440x900 Add games click; --gestures positions updated for the shelf, fake screenshots keep the same day layout at any hour
- C.checklist/C.Check replace status_row: Frame 'Ready to play' (Install Lepton, Install Proton, Test, Restart the Frame when kernel keys run high), Settings Tools (Install per missing tool) and This PC
- Views fade in (150 ms AnimatedSwitcher, same-route redraws swap in place); the wordmark portal pulses once on connect; Settings > Appearance 'Reduce motion' (ui.reduce_motion) turns both off
- Settings: fixed index column (Appearance first, Remove FramePort last) that scrolls to sections; ui_smoke step settings-index
- Tests: checklist items, section order, reduce-motion default
- Library: 'On your Frame' row above the grid (installed/outdated games on the connected Frame, most recently used first, max 8, wide covers, Update ready pill, Play on hover, click opens, right-click = the game menu); hidden while searching/filtering, in select mode or without a Frame; cards reused, updated with the grid
- Game page: cover tint (thumbs.compute_tint: Pillow quantize, most common colourful entry, clamped to lightness 0.35-0.55 / saturation <= 0.55, cached as t_tint_<sha8>.json next to the thumbnails, computed in prewarm or in the background) as a glow around/inside the hero and a faint wash at the top of the page
- C.empty_state: the transit portal + the context icon on a soft glow (C.portal_scene) for every empty state
- Tests: shelf selection, tint helpers, compute_tint cache; radius-token test ignores RadialGradient fractions
- C.quiet/C.reveal: row/tile actions + checkboxes at opacity 0 until hover, keyboard focus or selection (space kept)
- Files rows: checkbox shows on hover/focus/select mode, actions on hover/focus or when the row is selected; selected rows get C.selected_style
- Screenshots: checkbox on hover/focus or while anything is selected; selected tiles get a 2 px accent border + subtle fade; labelled "Select all"
- Library select mode: selected cards get the 2 px accent border + subtle fade (hover scale/shadow unchanged)
- selected_style(subtle=True) for overlays on pictures
- Live view: one help line + help icon, status/Quality/Start in one bar, portal + headset empty-state hint while not streaming
- Type on Frame: the repeated callout replaced by one line + help icon under the input
- Transit: Monotonic keeps the bar from moving back within a run (a new stage cleared the job's fraction); cover 1.4x larger and placed just before the portal; tests
- glyphs.transit_parts: the logo's monitor, portal and headset drawn whole (same paths/strokes), per theme colours, cached by TRANSIT_REV
- ui/transit.py: pure stage-name mapper (Analyze/Patch/Sign/Upload/Install/Test, overall fraction, waiting/failed, frame/pc) + tests
- components.Transit: created once, set() updates properties; cover rides into the portal at the progress head
- sidebar activity card (compact), game hero (updated from _on_job, no re-render), Activity running tile
- ui_smoke: a pretend running install (transit-game, transit-activity)
- app owns one MonitorHub; the Monitor tab subscribes (all modules) instead of owning a MonitorSession; the hub reconnects, _poll retries an error
- sidebar Frame card: battery ring (C.gauge), name + connection line; now-playing row (art, title, playing time, fps by level, 2-min sparkline) opens the Monitor
- card subscribes to games + battery every 5 s while connected, paused during uploads; setting ui.live_frame_card in Settings > Appearance
- ui/frame_card.py pure helpers + tests; ui_smoke injects FakeMonitorSession into the hub
The game page's "What FramePort will do" for a Linux app gets a Desktop Mode switch ("In the menu and on the
desktop", default on): kept in the library entry (desktop_entry; patches don't apply to Linux apps), passed to
finalize_linux at install and applied at once on the Frame through the agent's desktop_entry command when the app is
installed. The agent side (menu + desktop .desktop files, launcher with FRAMEPORT_DESKTOP=1, refresh for existing
installs, removal on uninstall/purge) came with agent v63. Help text desktop_entry, INSTALL/FRAME_RUNTIME/PLAYBOOK,
CLAUDE.md. Game Mode's Steam Input problem from the report is separate.
Closes#84
The Steam Frame page lists the Frame's drives (filesystem, free space, games on each; exFAT/NTFS cards say why they
can't hold games) and sets where new games go (library setting install.drive, default internal storage). Game menu
→ "Move to…" (Frame-installed games, agent v63) picks a drive in a dialog and queues a Frame job that follows the
agent's copy with progress (cancellable until the copy starts). The game page and the Frame page's installed list
show "on SD Card" / "SD Card not inserted"; a game whose card is out counts as installed, not "Not installed".
Help texts install_drive / move_game, ui_smoke --fake-frame drives + the Move dialog, docs (FRAME_RUNTIME "Where
FramePort keeps games", INSTALL, PLAYBOOK row, CLAUDE.md).
Closes#90
#90: `drives` lists internal storage, the drives under /run/media (from /proc/mounts) and the drives of Steam
library folders, with free space and whether they can hold games (vfat/exfat/ntfs can't: Lepton data and Proton
prefixes need Unix permissions and symlinks; read-only mounts neither). Games on a drive live in
<mount>/FramePort/<pkg>; the anchor stays internal, so the Steam shortcut never changes. prepare/prepare_pcvr/
prepare_linux take dest (free space from it); a drive that isn't mounted is an error, never a silent fallback to
internal storage, and an installed game keeps its folder. `move` (refused while the game runs, free-space check)
renames on the same drive, else copies with cp -a (in podman's user namespace when podman is there: container-owned
files), checks file count + bytes, retargets symlinks into the old folder (LibOVRRT redirect), points launch.sh at
the new folder (Quest: the app_dir line; Linux/PC VR: written again from the install record, which now keeps env and
game args) and rewrites deployment.json before removing the old copy; detached via systemd-run with a status file
(move_status). list_installed adds drive + drive_missing; launch refuses a game whose card is out; cleanup may remove
leftovers in a drive's FramePort folder (never an installed game); purge/uninstall remove an empty FramePort folder.
PC: install/drives.py (list, setting install.drive, move with progress, picks a running move up again), targets
pass dest for Quest/PC VR/Linux installs, CLI `frameport frame drives`, `frameport frame move <pkg> --to`,
`frameport install --dest`.
#84: finalize_linux writes ~/.local/share/applications/frameport-<slug>.desktop (+ an executable copy on ~/Desktop
when it exists; Exec quoted per the Desktop Entry spec, X-FramePort-Package marks ours) unless desktop_entry is off;
`desktop_entry` command switches it per app; ensure_host_fixes adds entries for existing Linux installs and drops
stale ones; uninstall/purge remove them. The Linux launcher with FRAMEPORT_DESKTOP=1 skips the Steam-parent
watchdog and Steam's display (upgrade_launchers updates existing launchers).
- Keys typed on the Library (no dialog open, search not focused) go into the search and focus it, cursor at the end; Backspace removes the last character; Esc in a non-empty search clears it
- Pure helpers library.typed_char / should_capture (tested); C.dialog_open reads Flet's page._dialogs (snack bars don't count)
- Search hint "Type to search games and tags"
- "Add a PC VR game folder…" is now "Add a PC game folder…" (it adds Windows games too)
- ui_smoke: library-typed step types "arc" after clicking the header
- ui/menus.py (no controls): menu_sections() builds a game's menu for the Library right-click and the game page's "…" (Header entries for Artwork/Recipe/Troubleshoot, destructive items last after a divider; the page leaves out what its hero and Where-it's-installed cards offer; Type on Frame left the game menu; "Run launch test on …"; Analyze again also on the page); process_menu() for Monitor (Copy first, End…/Force quit… with distinct icons, End game… last, disabled "Protected by SteamOS")
- C.menu_items: 32 px rows, small-caps headers (dropped when empty), ICON_S icons, disabled items without a handler; C.menu_button/C.check_item; menus get a BORDER_STRONG border + shadow (PopupMenuButton and theme popup_menu_theme for ContextMenus)
- Add games menu: new labels/icons, Rescan folders at the end (toolbar button kept); docs/help updated
- Icons whose ROUNDED variant is filled are OUTLINED again (Monitor nav, Sleep, file types, …); the consistency test checks an explicit line-style allow-list
- Library Tags chip: the tag icon no longer overlaps its label
- tests/test_menus.py; ui_smoke shoots the Add games and game page menus
The PCM conversion is preventive (Sniper Elite VR and Hyper Clinic send envelopes), and revision 3 would show
'Update on Frame' for every build with adapter.haptic_fix (suggested for every OVRPlugin game), including builds
where upstream.py already left the workaround out. Same reasoning as rect_clamp. New builds get the PCM conversion
anyway (the artifact is rebuilt).
- native/ovrpshim: libunity.so's ovrp_BeginFrame/ovrp_EndFrame go through the shim; the frame wait waits <= 50 ms
for the last waited frame to begin and skips otherwise (the game deadlocked at its Init scene when Unity skipped a
begin); a begin/end of another index while a wait is outstanding gets the waited index. The physics-step
ovrp_Update2 is held back (prediction 0 located the controllers in the past on the Frame: the hands lagged).
frame.unity_oculus_check revision 5.
- native/xrshim: PCM vibrations (XrHapticPcmVibrationFB) become one plain vibration too; haptic_fix revision 3.
- Catalog: works with frame.unity_oculus_check + haptic_fix, min_app 0.12.1. Triage unity-frame-not-begun (info),
PLAYBOOK rows and how to get all-thread backtraces with gdbserver64 inside the container, test.
Stress Level Zero's graphics plugin (libSLZQuestNative.so) hooks Unity's Vulkan start-up and vkCreateSampler; on
the Frame its vkCreateInstance wrapper calls an invalid pointer right after OVRPlugin's pre-init instance is
destroyed (pc 0, a jump into an unloaded library, or a hang). The new patch turns the plugin's two registrations into
no-ops (found through its exported functions, 4 bytes each), so Unity starts Vulkan itself; ~35 s of shader
prewarming without the plugin's pipeline cache, then 72 fps (headless). One BONELAB recipe serves 1.2068 and 1.2974.
Triage slz-vulkan-hook-crash, PLAYBOOK row, tests with a fixture built from tests/fixtures/src/fakeslz.S.
- updates.snooze()/hidden(): the update banner's "Not now" hides a version for 24 h (update.snoozed); "Skip this version" unchanged
- Frame page: "Switch Frame…" opens a picker of remembered Frames (+ "Find another Frame…"); separate Disconnect button
- Labels: Update Steam art on Frame, Reset to suggested recipe… (asks first; pipeline.reset_recipe without the duplicated Rift branch), Uninstall from this PC…, Change program…, Share working recipe…, Force quit/End game…, ellipsis on everything that opens a dialog/picker or asks
- One Developer Mode path (Settings → System → Enable Developer Mode / Settings → Developer → Pair new host); linux_app help points to FEX
- tr() for the remaining visible strings (install status, job stages, update dialog, settings, files); this PC, recipe, program, for example, 50%, US spelling, Steam IDs, arm64
- Long callouts (live view, Type on Frame, pairing, library empty state) shortened, details in help texts
- tests/test_ui_text.py: untranslated literals, "..."/"e.g.", vocabulary, Switch Frame not wired to disconnect; snooze expiry test
- agent: {"modules": [...]} control message, monitor_plan(); default = all (older clients unchanged); GPU busy needs the process scan
- frame/monitor_hub.py (no Flet): subscribers with modules + interval, one session for the union and the fastest interval, fan-out, pause, reconnect, filter/pause/kill/end_game pass-throughs
- MonitorSession.set_modules (agent >= 63); tests/test_monitor_hub.py
Each build probes OVRPort's output for registered upstream fixes and leaves out the workarounds they make
unnecessary (recipes unchanged: builds with an older runtime keep them). Logged ("not needed: ..."), recorded in
build.superseded, left out of settings.conf at install, shown on the game page and in `frameport show`;
FRAMEPORT_KEEP_WORKAROUNDS=1 turns it off. Registered: ovrport.haptic_envelope (-> adapter.haptic_fix) and
ovrport.microphone_stream (-> frame.ovr_microphone), both fixed in OVRPort runtime 3.4.3-aa54c3f (ovrport/app#73;
haptics verified in the headset with Lucky's Tale). Probes checked against both real runtimes; fixtures in
tests/fixtures/src/fakeruntime.S.
- Monitor: its colour maps (levels, process groups, CPU clusters, power split) refill on a theme change; restyle()
stops and drops the Monitor view like the other kept views
- Sparkline's default colour is read when it's built (it was captured at import)
- Portal themes: INFO is a cyan of its own (#5CD0E6); it equalled PC's blue, so the Monitor showed Steam and SteamVR
processes, and CPU and memory, in one colour
- Translation template regenerated after the rebase
- Dual themes: "Frame" (accent), a small tilted portal (rim from the accent into SECONDARY around a dark hole,
generated in the active theme's colours, also for installed themes: glyphs.portal_mark), "Port" (SECONDARY)
- Glyphs: stroke 2 (was 1.75, lighter than Material's icons); menu items tint them TEXT like Material's own icons
- ui_smoke: waits until the web server listens (a fixed 6 s failed with a second smoke run on the machine)
- Built-ins: Portal (default), Portal (OLED) (true black) and Original (the former violet; "classic" still maps to it)
- Portal now uses both of the logo's portals: orange stays the main action and selection; the new SECONDARY token
(blue) colours outlined buttons, progress bars and switch tracks; "dual" themes add the blue-to-orange sidebar
edge, the two-colour wordmark and the selected tab's fade. Original looks exactly as before
- Theme files: <data>/themes/*.json (name, base, dual, any subset of the colour tokens), checked on install (dark
background, readable text, known colours; T.ThemeError says why). Settings -> Appearance: "Install theme file...",
"Copy this theme as a file" (a template), a bin icon removes an installed theme
- docs/THEMES.md + docs/themes/example-theme.json (kept valid by a test); ui_smoke --themes includes installed themes
- Logo (a monitor that goes through a tilted portal and comes out as the Steam Frame) in the sidebar and welcome
screen; src/assets/icon.png is the bundles' app icon (flet build; PyInstaller fallback via --icon)
- 24 px line glyphs (ui/icons/glyphs, ui/glyphs.py) replace Material icons for FramePort's own concepts: Frame,
launch test, PC, live view, screenshots, Type on Frame, verified recipe, rebuild; shown as tinted images through
C.as_icon and the button/menu helpers (same size as the Material icons next to them)
- Colour themes, dark only: "portal" (default; orange accent, blue PC side, status colours chosen so warnings never
read as the accent) and "classic" (the previous violet). Settings -> Appearance theme cards switch live:
app.restyle() rebuilds the shell and drops cached views (setting ui.theme)
- Theme colours are read when building: default arguments no longer capture tokens, module-level colour maps refill
through T.on_change; tests/test_theme.py checks both
- ui_smoke.py --themes renders the picker and every theme after a live switch
Owner's headset test (720p): heavy compression artifacts and many dropped-looking frames.
- Frames stamped on arrival (wall clock) bunched when ffmpeg read several at once (gaps of 0-10 ms and 45+ ms). The
input stays on the wall clock (read in step with pulse's audio; setts alone held output ~7 s), and setts now
numbers the output frames on fp_venc's fps grid: every gap exactly 1/fps on the Frame, audio aligned.
- fp_venc --peak: VBR capped at the peak (else CBR as before), level picked for the peak. The hardware path uses
1.5x peaks and higher targets (360p 1.5, 480p 2.5, 720p 5, 1080p 8, Full 10 Mbit/s); 3 Mbit/s CBR blurred every
head turn. The x264 fallback keeps its rates.
- fp_venc's info/stats lines go to the app log (late/skipped frames next time); its errors still explain a stop.
Verified on the Frame: probe with VBR (no refused control); end to end through livestream.start at 720p32: 403
frames all 31 ms apart, audio 0-12.57 s next to video 0-12.58 s, late viewer on its keyframe at once, nothing left
after stop. Picture quality with motion still needs the headset.
The box boxes repeat every 3 source pixels at these ratios, so the averages become rounding shifts (3:2: block
sizes 1, 2, 4) or an exact multiply (3:1: x7282 >> 16 = /9 for every sum), with no per-pixel scalar loop. Same
bytes as the generic path; 480p (852 px wide, irregular) keeps the generic path. Self-test adds 1158x648 -> 432/216
(columns left over after the 48-pixel steps) and times all four qualities.
Frame (2026-10-07): selftest ok (184 cases); 1920x1080 -> 720: 1.3-1.65 ms (was 5.6), -> 360: 0.7 ms,
-> 1080: 0.6-1.0 ms, -> 480: 2.8 ms.
- fp_venc: accept the source's buffer count (the Frame's v4l2loopback has max_buffers=2; asking for 3 failed the
probe); OUTPUT buffers remember which picture they hold, so repeats (standby, still scenes) skip the conversion
(720p: 35% -> 2.5% of a core with the headset asleep).
- Pipeline: raw H.264 stamped on arrival (-use_wallclock_as_timestamps, same clock as pulse) with a 32-byte probe:
-framerate was ignored, -fflags nobuffer lost the first seconds, frames numbered from 0 held all output ~7 s next
to the sound. frag_keyframe so a requested keyframe starts a fragment (a joining viewer starts there).
Verified on the Frame (headset asleep): selftest ok (104 cases), probe at 360p-1080p, end to end through
livestream.start: 720p36 + AAC in 0.1 s fragments, audio and video spans match, a second viewer starts on its
requested keyframe at once, nothing left running after stop; FP_VENC_DISABLE=1 falls back to x264.
native/venc/fp_venc: own clean-room driver of the Frame's iris encoder (V4L2 stateful encoder interface, written from
native/venc/SPEC.md = kernel docs + values measured on the Frame). Reads SteamVR's headset-view webcam, box-scales and
converts RGB24 to NV12 (NEON, bit-identical scalar reference), CBR H.264 with SPS/PPS on every IDR, one frame per slot
of an even fraction of the panel rate read through DRM (96 Hz -> 32 fps). stdin "k" = keyframe, EOF = stop;
--probe/--selftest. Static freestanding aarch64 binary in artifacts/linux-arm64-bin (reproducible).
livestream: the script probes fp_venc and pipes it into ffmpeg (-c:v copy + AAC), else the old x264 30 fps path; the
helper is synced to ~/.local/share/frameport/bin by sha256 at stream start (no agent change); a new viewer asks for a
keyframe and waits for it; the status line shows the encoder and fps. Tests: hardware/fallback script branches,
keyframe-on-join, helper sync; tests/test_venc.py compares convert.c with a Python reference (native marker).
Not yet run on the device.
- deeplink.py: framedrop:// and frameport:// links and the pasted https://framedropvr.com/install?manifest=|url= link; manifest framedrop.install/v1; https only (http on loopback), no credentials, no LAN addresses (also after DNS and redirects), sha256 checked, cancel/mismatch leave no .part
- urlhandler.py: per-scheme registration (Settings → Install links, links.framedrop / links.frameport, default on; another program's scheme only taken on request) through a handler script that queues the link and starts FramePort (a flet build bundle can't take a URL argument); the GUI's heartbeat + link inbox
- GUI: Add games → Install from a link… and Add a Windows program (.exe)…; confirmation before any download; files dropped on the Library (packaged app); CLI frameport open-link
- patch device.display_mode (Automatic / VR / Flat window), verified on the Frame with 4XVR
- x86_64 Linux apps run through FEX (agent v61: FEX installed unattended, STEAM_COMPAT_DATA_PATH set, RootFS from SteamOS's /usr/share/guestos/fex-mesa); verified on the Frame with an x86_64 test program; triage linux-x86-no-fex
- Sound: the default output's pulse monitor (what the headset plays) as AAC in the same fMP4; the
player starts muted (browser autoplay rules) with a Sound on button. Video timestamps go to the
wall clock (-ts mono2abs) instead of forcing it on the pulse input, which gave bursts of AAC packets
one shared timestamp; aresample=async=1 keeps the sound continuous.
- Late viewers start at a keyframe of the video track (audio samples are all sync).
- Qualities 360p/480p/720p/1080p scale down only; 'full' sends SteamVR's headset view at its own
size (1920x1080 today; v4l2cam has no size option, so 2K/4K would only upscale).
- Player keeps a 0.3 s cushion and catches up at 1.1x; it seeks only when >2 s behind (seeking to the
very edge starved playback).
Source: SteamVR's built-in v4l2cam headset view (steamvr-v4l2cam.service -> v4l2loopback 'SteamVR'),
encoded with x264 on the Frame (fps=30 before scaling, nice 10, 3 threads) as fragmented MP4 over an
SSH exec channel; ffmpeg stops when the channel closes. A relay on 127.0.0.1 keeps the init segment and
the fragments since the last keyframe for late viewers and serves an MSE player page, opened in the
default browser (Flet can't show video outside flet build bundles). Verified on the dev Frame: 30 fps
in Edge, ~0.1 s behind the newest frame, 0.34 core at 720p with a quiet picture.
Agent v45: list_screenshots (screenshots.vdf + folders, every account; the Frame files headset shots under SteamVR
250820, so launch.sh now logs start/end to <anchor>/plays.log and upgrade_launchers adds it to existing launchers) and
delete_screenshots (only images in userdata/<id>/760/remote/<appid>/screenshots, links refused, vdf left to Steam).
PC: install/screenshots.py (thumbnail/full-image cache under screenshots-cache/<frame>, cancellable download).
GUI: Screenshots nav item (grid by day, game filter, viewer with prev/next, multi-select download/delete), game menu
entry; ui_smoke --fake-frame sample shots.
Some Quest games ship voice-over languages as <tag>.lang files and ask the Meta Platform SDK for them; overport's
platform loader answers with nothing, so every language but the built-in one stays greyed out. libfp_langpack.so
answers the language-pack and asset-file calls from the packs already on the device (Metadata = the game's
versionName, the /storage/emulated/0 path spelling Unreal uses). Tested in the headset with Deadpool VR (German
dialogue), AC Nexus and Asgard's Wrath 2.
Setup without root or password: bootstrap.sh turns Developer Mode on itself (Valve's steamos-devkit-mode helper,
config.vdf set with Steam stopped) and finishes as a user unit, since Desktop Mode is a nested Plasma inside
steam.service (stopping Steam ends it; systemd-run needs the real user bus). Shorter setup command
(curl -fsS <ip>:8765/<code> | bash). Valve's devkit pairing (POST :32000/register, ssh-rsa key, Settings → Developer
→ Pair new host) as a fallback that needs no connection into the PC. Firewall handling: temporary Hyper-V rule on WSL
(one UAC prompt, removed after setup), per-OS hints when nothing reaches the setup server. Flet updates serialized
(a dialog shown during a scan redraw never closed). Setup command survives page redraws. Uninstall: removes Lepton's
overlayfs work dirs (mode 000) and stale shortcuts (agent v31). Tests no longer touch the real data folder. README:
highlights, what the setup changes on the Frame, network and firewalls.
- reflowed long lines (texts unchanged; generated launcher/PowerShell/README texts byte-identical)
- CONTRIBUTING, SECURITY, CODE_OF_CONDUCT, THIRD_PARTY_NOTICES; pyproject metadata (SPDX licence, authors, urls,
classifiers, keywords)
- maintainer-only notes moved to a git-ignored CLAUDE.local.md; CLAUDE.md facts updated
- README: what kinds of apps run and how; INSTALL: PC VR and Files wording, new labels
patches not fixes, and not &, GiB everywhere, PC VR / Android instead of Rift where it isn't Oculus-specific, one
label per action (Report a problem…, Update now), OVRPort by name; internal ids no longer wrapped for translation
- frameport/i18n.py: tr() (English text as key, JSON translations in locales/<language>.json, English fallback),
tr_n() plurals, size formatting; language from setting ui.language, loaded before the UI modules
- all GUI texts wrapped (templates with .format(), no f-strings inside tr()); hand-built plurals replaced
- help texts translated on lookup (unknown keys are errors); patch titles, descriptions and reasons translated
where shown; unused help texts removed
- no decisions based on displayed text: the library's quick action returns a kind, Show more keeps its state,
Files location names come from ids
- scripts/i18n_extract.py writes locales/template.json (802 texts); tests keep it current and fail on untranslated
literals in text controls
- APK analysis classifies apps (vr_kind: quest, openxr, pico_sdk, wave, android_xr, none) and flags split APKs
- ordinary Android apps (no VR): installed unchanged, or with only the launcher fix and no overport/adapter (a
signing key is created when overport never made one); Pico/Wave SDK and Android XR apps marked unsupported; x86/
32-bit-only APKs unsupported
- platform labels by what a game was made for (Quest / Android / Android VR / PC VR, Oculus only when LibOVR);
neutral folder pickers, help texts and Steam tags (PC shortcut tag FramePort PC VR; the old Rift via Revive tag
still matched for cleanup)
- PC VR games without Oculus code look up Steam art first
- agent: finalize checks the game data before replacing the installed APK; uninstalling a game removes its Steam
shortcut with Steam closed (detached worker, like adding); grid art deleted by exact appid; cleanup refuses dot
folders and the install folder; shortcuts.vdf backups capped at 5
- PC: exact grid art matching when pruning old shortcuts
- activity panel: refreshes serialized; a running job's log updates in place (its Cancel button isn't rebuilt)
- SSH key created private (0600) from the first byte; remote catalog ids validated; None checks in install and
adapter settings; navigate() follows NAV
- removed unused functions
- library: RLock across load/modify/save, edit()/update_game()/update_setting(); install records merged atomically
- frames.json, tools/revive state and caches written atomically (paths.write_atomic)
- Frame: per-thread SFTP clients, fresh SSHClient per auth attempt (no leaked transports), default 120 s command
timeout, agent checked once per connection and uploaded via a unique temp file with the move checked,
agent(ensure=False)
- app: status refresh keeps the connection when it still works; reconnecting closes the replaced connection
- remote paths quoted with sh_quote; the Proton self-test uses the Frame's home folder
Replaces the Send files dialog. Locations: Videos/Downloads/Documents (shared by every Quest game), each installed
game's own storage, the home folder. SFTP over the app's connection; every operation stays inside the chosen
location; Lepton's links in a game's storage are protected. Uploads/downloads are resumable jobs. Tested against
the Frame; ui_smoke --fake-frame serves sample files for the docs screenshot.
- Catalog: patch_ac_nexus_no_appsw_90 for AC Nexus (owner preferred it over 72 Hz and the plain recipe).
- Strict overport patches (one exact game build) are only taken from a catalog recipe where they apply.
- Parity: OVRPort's AC Nexus libil2cpp.so rewrite and the extra recipe patch are expected.
- Test: every bundled catalog YAML loads (a parse error silently dropped a recipe).
Found in the end-to-end test (0.3.1 -> 0.3.2): PowerShell started with DETACHED_PROCESS from the packaged app exits
without running the script, so the app quit and nothing was updated. apply() now waits until the script logs that it
runs and raises otherwise. The smoke test uses the same non-waiting launch as the app. The Linux bundle built on
24.04 needed GLib 2.80.
- The overport CLI now comes from Android-XR-Bridge/OVRPort (fallback ovrport/app); its four new patches are
described and shown only where they apply; parity classifies the 1.2.5 differences (VR metadata, config version,
CLI-added platform compat) as expected: 34/34 at parity.
- README rewritten (purpose, getting started, what works, credits, legal), INSTALL tightened, screenshots in
docs/images (scripts/scrub_library.py + ui_smoke --docs --fake-frame), Quest2Frame references removed.
- Game page: store descriptions without Markdown/[media] markup; themed labels on all switches.
- `frameport install --apk` installs a given build (headset A/B tests).
2026-10-02 00:32:14 -04:00
973 changed files with 160823 additions and 3508 deletions
- **A game works on the Frame?** In FramePort: the game's menu → **Share working config…** opens a prefilled issue
with its recipe. Accepted configs become built-in recipes.
- **Something doesn't work?** The game's menu → **Report a problem…** saves a diagnostics zip (personal data
removed) and opens a prefilled issue to attach it to.
## Development
```
uv sync --extra dev # Python 3.11+, uv (https://docs.astral.sh/uv/)
uv run frameport-gui # the app
uv run frameport --help # the command line
uv run pytest # tests (no headset or game files needed)
uv run ruff check . # lint
```
- Code and architecture: `CLAUDE.md`, `docs/ARCHITECTURE.md`; per-game symptoms and fixes: `docs/PLAYBOOK.md`.
- Interface wording: `docs/STYLE.md`. GUI texts go through `tr()`; after changing them run
`python scripts/i18n_extract.py`.
- Translations: see [Translating FramePort](#translating-frameport) below.
- New fixes are patch modules (`src/frameport/patches/`), with a triage signature (`catalog/triage.yaml`), a PLAYBOOK
row and a unit test.
- Native binaries in `artifacts/` are rebuilt with `python native/build.py` (downloads the NDK).
## Adding a tested game
Tested a game on the Steam Frame? The easiest way is in FramePort: open the game → **…** → **Share working config…**.
It opens a prefilled GitHub issue with the exact recipe; after review a workflow turns it into
`catalog/games/<package>.yaml`. Without the app: [working config form](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml). Something doesn't run: the game's
**Report a problem…** (diagnostics zip, personal data removed) or the [problem report form](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml).
After catalog changes, regenerate the games list: `python scripts/compat_list.py`.
## Translating FramePort
The app's texts (screens, help, patch and setting descriptions) can be translated; the command line, logs and
diagnostics stay English. No programming needed:
1. Copy `src/frameport/locales/template.json` to `src/frameport/locales/<code>.json`, where `<code>` is the language
code (`de`, `fr`, `pt`, `ja`, …).
2. Add `"_language": "<the language's own name>"` (e.g. `"Deutsch"`); it's shown in Settings → Language.
3. Fill in the values. Each key is the English text; leave a value empty to keep the English text. Plural entries
have a list value: `["<one>", "<other>"]`. Keep `{placeholders}` such as `{title}` or `{n}` exactly as they are,
and keep `…`, `·` and line breaks where the English has them.
4. Try it: `uv run frameport-gui`, choose the language in Settings → Language, restart FramePort.
5. Open a pull request with the file. When the English texts change, `python scripts/i18n_extract.py` refreshes the
template; new texts then show in English until they're translated.
Wording rules for English (and a guide for tone) are in `docs/STYLE.md`.
## Ground rules
- Use only games you own. Contributions that help bypass DRM, licence or entitlement checks, or that add game files,
are not accepted.
- Never commit personal data (IP addresses, user names, home paths, Steam IDs).
- By contributing you agree to license your work under GPL-3.0-only.
FrameDrop and Valve's own tools install an app as it is. FramePort differs in four ways:
- **Free and open source** (GPL-3.0). FrameDrop is free (donationware) without published source.
- **Quest games that don't run on the Frame as they are** get converted and patched, with a tested recipe for 120+
games. The others install the game unchanged.
- **Windows, macOS and Linux.** FrameDrop is for Windows.
- **Wi-Fi or a USB cable**, and no **Pair new host** step.
<details>
<summary>All differences</summary>
| | **FramePort** | **FrameDrop** | **By hand with Valve's tools** |
|---|---|---|---|
| Cost and source code | Free, open source (GPL-3.0) | Free (donationware), source not published | Free, from Valve |
| Runs on | Windows, macOS, Linux | Windows | Depends on the tool |
| First connection | One line in the Frame's terminal; it turns on Developer Mode itself. No password | Turn on Developer Mode, then **Pair new host** | Turn on Developer Mode and pair, or use Android's debug tool (adb) |
| Wireless or cable | Wi-Fi, the Frame's hotspot or a USB cable | Same Wi-Fi network | Wi-Fi, or adb |
| Quest games that don't run as they are | Converted and patched for the Frame | Installed as they are | Installed as they are |
| Knows which patches a game needs | Tested recipes for 120+ games, updated without an app update | Not stated | No |
| In the Steam library | Yes, with artwork and tags | As a "Devkit Game" shortcut | As "Devkit Game: <title>"; not with adb |
| Android apps, Linux apps, Windows programs | All three; Proton (runs Windows programs) is installed for you | All three; install Proton first | Yes; 2D Android apps need an extra file |
| PC VR games | On your PC; some also on the Frame | Not supported | Not supported |
| "Install with …" buttons on websites | Yes ([frameport.app](https://frameport.app) links) | Its own | No |
| A game doesn't start | A launch test reads the logs and suggests a patch | A log viewer | No help |
| Use the Frame from your PC | Live view, Monitor, Files, Screenshots, Type on Frame | Not stated | No |
</details>
Other tools as described on their own pages, checked 2026-10-09:
FramePort is GPL-3.0-only (see `LICENSE`). It includes or downloads the following third-party work.
## Included in this repository / the release bundles
| Component | Where | License |
|---|---|---|
| LuaJIT (Lua engine for verified xLua pointer compatibility, github.com/LuaJIT/LuaJIT) | `artifacts/arm64-v8a/libfp_luajit.so`; pinned build in `native/luajit/build.py` | MIT (`native/luajit/COPYRIGHT`, included in bundles as `artifacts/licenses/LuaJIT.txt`) |
notes:'GPU hang (zink:DEVICE LOST) even with MSAA off.'
details:Legacy VrApi via OVRPlugin.
status:works
notes:Plays with controllers that follow the hands (owner's headset test, Quest 1 build 35713).
details:'Unity 2019.4 on its built-in Oculus VR (no Oculus XR Plugin). Its legacy frame loop never waited for frames
(GPU hang, zink: DEVICE LOST) and Unity reported only Go controllers: frame.unity_oculus_check. Its frame wait then
deadlocked at the Init scene (Unity skipped beginning a frame) and the physics-step pose update located the
controllers in the past (hands lagged): both fixed in that patch (revision 5), switched on for this game by ovrp_begin_gate and ovrp_hold_physics. Grabbing an object in the tutorial
vibrates the controller; OVRPort''s envelope conversion then allocated ~1 GB/s until the memory cap ended the game:
haptic_fix. The Quest 1 build has no arraysources_assets.hd, which the game loads on the Frame (it detects a Quest
2) and then skips the .sd bundle:textures are missing unless the .sd file is also present under the .hd name in the
game''s obb folder.'
frame:
- frame.unity_no_msaa
- frame.unity_oculus_check
adapter:
haptic_fix:1
ovrp_begin_gate:1
ovrp_hold_physics:1
pcvr_alternative:Sniper Elite VR (Steam PC VR). Winter Warrior (Quest) works on the Frame.
notes:Builds 1.2068 and 1.2974 play (owner's headset tests). One recipe serves both builds - 1.2068 needs frame.unity_user_presence (head tracking and controls); 1.2974 also needs
frame.slz_vulkan_hooks (72 fps after about 35 s of shader prewarming), which changes nothing on 1.2068.
details:Both builds - the game runs (72 fps), but its player body stayed frozen - no head tracking, the controllers stuck to the
model, no buttons - although OpenXR input and OVRPlugin's poses were fine. A few seconds after start (when Unity
switches XR loaders) OVRPlugin reports the worn headset as not worn (ovrp_GetUserPresent2 -> 0), and BONELAB's
Marrow rig only follows the player while Unity's HMD device reports UserPresence (OpenControllerRig checks
XRHMD.IsUserPresent every frame). frame.unity_user_presence reports the headset as worn. Build 1.2974 only - it adds Stress
notes:'Not yet tested on the Frame (the game is ~41 GB, too large to install on the dev unit). Its first-run
Downloader screen is invisible in Lepton, so it stayed stuck there; frame.unreal_skip_obb_delivery skips the check.
The OBB files still have to be present. Please report back whether it reaches the game (GitHub 159).'
details:'Medal of Honor packs its data in OBBs behind Epic''s DownloaderActivity, whose name/size check is
obfuscated (its methods are renamed), so FramePort didn''t recognise it and the "skip the OBB delivery check"
option never appeared. Detection now recognises the obfuscated predicate and frame.unreal_skip_obb_delivery
rewrites it to pass. frame.hw_video_decode gives the game''s videos the Frame''s hardware decoder.'
tested_version:'0.518'
engine:Unreal
xr:VrApi
frame:
- frame.hw_video_decode
- frame.unreal_skip_obb_delivery
updated:'2026-10-15'
min_app:1.2.0
source_hint:Medal of Honor
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