6 Commits

Author SHA1 Message Date
patchzyy 3d2c1fd8b8 extra safety 2026-09-06 10:49:01 +02:00
patchzyy 0e647b3dbb Merge commit '28cbea46ab44105fde928653507add5d9d4873f4' into fix/pr168-save-safety 2026-09-06 10:13:19 +02:00
patchzyy 28cbea46ab import setting.txt 2026-09-06 10:04:07 +02:00
JGM01 55ea5dfbda I dont really want to change this to be honest. 2026-09-05 22:55:59 -04:00
JGM01 4a7f592b8a shorten 2026-09-05 22:51:58 -04:00
JGM01 c95f1c95b7 treat empty mkw save as missing
first-run format zero-fills rksys.dat before any real save; a quit before
the first save left an all-zero file that read back as corrupt and trapped
the user in a delete/recreate loop. read opens now treat an all-zero
rksys.dat as absent (a real save always begins with the RKSD0006 header),
so the game recreates it from scratch. also ignore native build output.
2026-09-05 22:48:05 -04:00
43 changed files with 141 additions and 1199 deletions
-1
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@@ -3,4 +3,3 @@
# Patch files must stay LF: git apply matches context bytes against LF upstream sources
*.patch -text
translator/tests/Translator.Tests/TestAssets/**/*.bin binary
-8
View File
@@ -30,14 +30,6 @@ jobs:
with:
dotnet-version: '8.0.x'
- name: Cache NuGet packages
uses: actions/cache@v5
with:
path: ~/.nuget/packages
key: ${{ runner.os }}-nuget-${{ hashFiles('translator/Translator.sln', '**/*.csproj', '**/*.props', '**/*.targets', '**/packages.lock.json', 'global.json', 'NuGet.config', 'nuget.config') }}
restore-keys: |
${{ runner.os }}-nuget-
- name: Restore
run: dotnet restore translator/Translator.sln
+1 -21
View File
@@ -28,19 +28,6 @@ jobs:
path: Launcher/artifacts/downloads
key: windows-recomp-downloads-${{ hashFiles('Launcher/Prepare-PortableTools.ps1', 'Launcher/Prepare-Dependencies.ps1') }}
# Install sccache.
- name: Run sccache-action
uses: mozilla/sccache-action@v0.0.11
# Tell CMake to use sccache and use GitHub's API.
- name: Configure sccache environment
shell: pwsh
run: |
"SCCACHE_GHA_ENABLED=true" | Add-Content -Path $env:GITHUB_ENV
"ACTIONS_CACHE_SERVICE_V2=on" | Add-Content -Path $env:GITHUB_ENV
"CMAKE_C_COMPILER_LAUNCHER=$env:SCCACHE_PATH" | Add-Content -Path $env:GITHUB_ENV
"CMAKE_CXX_COMPILER_LAUNCHER=$env:SCCACHE_PATH" | Add-Content -Path $env:GITHUB_ENV
- name: Prepare the shipped Windows toolchain
shell: pwsh
run: ./Launcher/Prepare-PortableTools.ps1
@@ -49,13 +36,6 @@ jobs:
shell: pwsh
run: ./Launcher/Prepare-Dependencies.ps1
# Expose cache token context to the build script.
- name: Translate, compile the full runtime, and link
shell: pwsh
run: ./Launcher/Test-Recompilation.ps1 -Parallel 4
# Print cache results (even if the build fails)
- name: Show sccache stats
if: always()
shell: pwsh
run: sccache --show-stats
run: ./Launcher/Test-Recompilation.ps1 -Parallel 3
-2
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@@ -72,5 +72,3 @@ project.lock.json
*.log
output.txt
# Operating System
.DS_Store
+1 -1
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@@ -281,7 +281,7 @@ foreach ($required in @('ToolkitFingerprint','TranslationFingerprint','NativeToo
$manifest = [ordered]@{
SchemaVersion = 2
ProductVersion = '0.2.31'
ProductVersion = '0.2.29'
ExpectedGameId = $pins.GameId
ExpectedDolSha256 = $pins.DolSha256
ExpectedRelSha256 = $pins.RelSha256
+8 -14
View File
@@ -117,13 +117,12 @@ function Get-MkwProjectPins([string]$ProjectFile) {
}
function Invoke-Checked([string]$FilePath, [string[]]$Arguments, [string]$Description,
[string]$LogPrefix = 'MKWCBUILD', [string]$StepId = '', [bool]$WaitForProcessTree = $true) {
[string]$LogPrefix = 'MKWCBUILD', [string]$StepId = '') {
<#
Runs a build tool and turns a non-zero exit code into a described failure. By default,
Start-Process -Wait waits for the whole process tree, since a .NET single-file bundle host may
hand off to an extracted child that PowerShell's call operator would not wait for. Callers that
need to avoid waiting on unrelated descendants can opt into the call-operator path.
Start-Process doesn't publish $LASTEXITCODE, so this sets it manually for callers that check it.
Runs a build tool and turns a non-zero exit code into a described failure. Start-Process -Wait
is deliberate: it waits for the whole process tree, since a .NET single-file bundle host may
hand off to an extracted child that PowerShell's call operator would not wait for. Start-Process
doesn't publish $LASTEXITCODE, so this sets it manually for callers that check it.
-StepId emits the machine-readable form the installer's progress bar consumes (BuildStepIds in
WiiCompiled.Setup/InstallProgress.cs); the human sentence stays on the same log line.
#>
@@ -133,14 +132,9 @@ function Invoke-Checked([string]$FilePath, [string[]]$Arguments, [string]$Descri
if ($_.Contains('"')) { throw "A native build argument contains an unsupported quote: $_" }
'"' + $_ + '"'
})
if ($WaitForProcessTree) {
$process = Start-Process -FilePath $FilePath -ArgumentList $quotedArguments `
-NoNewWindow -Wait -PassThru
$exitCode = $process.ExitCode
} else {
& $FilePath @Arguments
$exitCode = $LASTEXITCODE
}
$process = Start-Process -FilePath $FilePath -ArgumentList $quotedArguments `
-NoNewWindow -Wait -PassThru
$exitCode = $process.ExitCode
$global:LASTEXITCODE = $exitCode
if ($exitCode -ne 0) { throw "$Description failed with exit code $exitCode." }
}
+1 -7
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@@ -1,6 +1,6 @@
# Fails the release build when a fact duplicated across the repo stops agreeing with the copy
# that owns it (recomp.yml). Scripts read pinned facts through Get-MkwProjectPins, but three
# consumers can't read YAML (the C++ runtime header, the C# constants, shell scripts, and hand-written lists on
# consumers can't read YAML (the C++ runtime header, the C# constants, hand-written lists on
# both sides of the C#/PowerShell boundary), so those are checked here instead.
[CmdletBinding()]
param([string]$RepositoryRoot)
@@ -58,12 +58,6 @@ $hostUri = Get-CapturedValue $retroWfcPayload 'CurrentRetroWfcPayloadUri\s*=\s*"
if ($hostUri -cne $pins.RetroWfcPayloadUri) {
Add-Failure "InputValidation.CurrentRetroWfcPayloadUri is '$hostUri' but recomp.yml pins '$($pins.RetroWfcPayloadUri)'."
}
$macosSetup = Read-SourceFile (Join-Path $launcher 'macos\setup.command') 'macOS setup.command'
$macosUri = Get-CapturedValue $macosSetup "'([^']*/api/wfc/payload\?g=RMCPD00)'" `
'The macOS Retro-WFC endpoint'
if ($macosUri -cne $pins.RetroWfcPayloadUri) {
Add-Failure "macOS setup.command downloads '$macosUri' but recomp.yml pins '$($pins.RetroWfcPayloadUri)'."
}
# --- The game identity: the manifest carries it, but the host also compiles a fallback for a
# --- manifest that predates the field, and that fallback decides which disc is accepted.
+2 -4
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@@ -136,11 +136,9 @@ try {
-CxxCompiler (Join-Path $compilerBin 'x86_64-w64-mingw32-clang++.exe') `
-ResourceCompiler (Join-Path $compilerBin 'x86_64-w64-mingw32-windres.exe') `
-DependenciesDirectory $dependencies -AdditionalArguments @('-DMKW_BUILD_PRODUCTS=ON')
Invoke-Checked $cmake $configure 'Configuring the production Windows runtime' `
-WaitForProcessTree $false
Invoke-Checked $cmake $configure 'Configuring the production Windows runtime'
Invoke-Checked $cmake @('--build', $nativeBuild, '--target', 'WiiCompiled', '--parallel', "$Parallel") `
'Compiling and linking the synthetic product with the full runtime' `
-WaitForProcessTree $false
'Compiling and linking the synthetic product with the full runtime'
Assert-File (Join-Path $nativeBuild 'WiiCompiled.exe') 'Linked synthetic product'
} finally {
$env:PATH = $oldPath
@@ -6,7 +6,7 @@
<Nullable>enable</Nullable>
<RootNamespace>WiiCompiled.Setup.Common.Cli</RootNamespace>
<AssemblyName>WiiCompiled.Setup.Common.Cli</AssemblyName>
<Version>0.2.31</Version>
<Version>0.2.29</Version>
<Authors>patchzy</Authors>
<Product>WiiCompiled</Product>
<Description>Packaging-time helper: resolves (downloading if needed) the nodtool binary bundled by build-appimage.sh and Build-Installer.ps1</Description>
@@ -24,7 +24,7 @@ public static class RetroWfcPayload
private static readonly TimeSpan RetroWfcDownloadTimeout = TimeSpan.FromSeconds(30);
private static readonly TimeSpan RetroWfcRetryDelay = TimeSpan.FromSeconds(1);
public const string CurrentRetroWfcPayloadUri = "https://rwfc.net/api/wfc/payload?g=RMCPD00";
public const string CurrentRetroWfcPayloadUri = "http://nas.play.rwfc.net/payload?g=RMCPD00";
private static readonly string RetroWfcOfflinePayloadFile =
Path.Combine("binary", "payload.RMCPD00.bin");
@@ -5,7 +5,7 @@
<Nullable>enable</Nullable>
<RootNamespace>WiiCompiled.Setup.Common</RootNamespace>
<AssemblyName>WiiCompiled.Setup.Common</AssemblyName>
<Version>0.2.31</Version>
<Version>0.2.29</Version>
<Authors>patchzy</Authors>
<Product>WiiCompiled</Product>
<Description>Shared nodtool/Retro-WFC-payload logic used by both the Windows and Linux installers</Description>
+1 -1
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@@ -3,7 +3,7 @@ namespace WiiCompiled.Setup.Linux;
internal static class ProductInfo
{
public const string Name = "WiiCompiled";
public const string Version = "0.2.31";
public const string Version = "0.2.29";
}
/// <summary>One installed product's record inside install-state.json.</summary>
@@ -6,7 +6,7 @@
<Nullable>enable</Nullable>
<AssemblyName>WiiCompiled.Setup.Linux</AssemblyName>
<RootNamespace>WiiCompiled.Setup.Linux</RootNamespace>
<Version>0.2.31</Version>
<Version>0.2.29</Version>
<Authors>patchzy</Authors>
<Product>WiiCompiled</Product>
<Description>Command-line installer and launcher for WiiCompiled on Linux</Description>
@@ -121,7 +121,7 @@ internal static class PlatformChecks
internal static class ProductInfo
{
public const string Name = "WiiCompiled";
public const string Version = "0.2.31";
public const string Version = "0.2.29";
/// <summary>
/// The setup executable is copied into the installation under this name. It is the launcher and
@@ -7,7 +7,7 @@
<AssemblyName>WiiCompiled.Setup</AssemblyName>
<RootNamespace>WiiCompiled.Setup.Windows</RootNamespace>
<ApplicationManifest>app.manifest</ApplicationManifest>
<Version>0.2.31</Version>
<Version>0.2.29</Version>
<Authors>patchzy</Authors>
<Product>WiiCompiled</Product>
<Description>Command-line installer and launcher for WiiCompiled</Description>
+1 -1
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@@ -90,7 +90,7 @@ if [[ -n "$retro_dir" ]]; then
trap 'rm -rf "$payload_stage"' EXIT
/usr/bin/curl --fail --silent --show-error --connect-timeout 10 --max-time 30 \
--retry 1 --output "$temporary_payload" \
'https://rwfc.net/api/wfc/payload?g=RMCPD00' || fail 'could not download the Retro-WFC payload needed for online play'
'http://nas.play.rwfc.net/payload?g=RMCPD00' || fail 'could not download the Retro-WFC payload needed for online play'
"$translator" validate-retro-wfc-payload --directory "$payload_stage" || \
fail 'downloaded Retro-WFC payload failed signature validation'
mkdir -p "$retro_wfc_dir/binary"
-1
View File
@@ -233,6 +233,5 @@ EOF
rm -rf "$test_dir"
trap - EXIT
rm -rf "$toolchain_dir"
mv "$work" "$toolchain_dir"
echo "prepare-portable-tools.sh: toolchain ready at $toolchain_dir ($(du -sh "$toolchain_dir" | cut -f1))"
+1 -17
View File
@@ -54,24 +54,10 @@ Press **F10** while the game window has focus:
Everything you change is saved to `Config.toml` on the spot and restored next launch.
**Real controller support.**
Controllers are fed to the game as a GameCube controller.
Mappings are positional (`south`, `east`, `west`, `north`) rather than Xbox-labelled, so the
same config makes sense on Xbox, PlayStation, Nintendo and generic SDL pads alike, and extra
inputs like paddles, touchpads and share buttons show up when the hardware reports them.
Both button-binding slots also accept SDL triggers and stick directions. Selecting an analog
input shows a threshold slider beneath it (1100%, default 50%); reaching that amount of travel
holds the chosen digital button. Each binding's threshold is saved independently in `Config.toml`
(for example, `a = "right_trigger@35,south"`).
**Keyboard and Mouse support.**
Keyboard and mouse are also available through **F10 > Controller settings > Keyboard and mouse**
for each port. Enabling this replaces that port's gamepad input. The default preset uses WASD
for the main stick, left mouse for A (accelerate), Space for B (brake), right mouse for R
(drift), middle mouse for Z (item), arrow keys for the D-pad (tricks), and Enter for Start.
Keys and mouse buttons can be remapped, including both sticks and triggers; mouse movement
is not used. These settings are saved in `keyboard_bindings.dat` and restored next launch.
**Dolphin-compatible input expressions.**
Each GameCube control can carry an expression in Dolphin's input syntax, with the same operators
@@ -164,9 +150,7 @@ The default test suite needs no binaries and no host C++ compiler, so you can ha
translator without any game data around.
For everything beyond that, feeding in your own `main.dol`/`StaticR.rel`, running the
translation, generating the manifest and build graph, and compiling, see [`translator/README.md`](translator/README.md).
For a step-by-step guide on compiling both WiiCompiled and Retro Rewind from source on macOS (Apple Silicon), see the [macOS Build Guide](docs/building-macos.md).
translation, generating the manifest and build graph, and compiling. see [`translator/README.md`](translator/README.md).
## FAQ
-16
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@@ -171,22 +171,6 @@ typedef struct PADButtonMapping {
PADButton padButton;
} PADButtonMapping;
// Explicitly disabled, unlike INVALID which permits default L/R trigger input.
#define PAD_NATIVE_BUTTON_DISABLED 0xfffffffeu
// Axis-to-button bindings share the persisted nativeButton field without
// changing the binary layout of existing controller mapping files.
constexpr u32 PADEncodeAxisButton(u32 axis, bool negative, u32 threshold = 50) {
return 0x10000u | axis | (negative ? 0x80u : 0u) | (threshold << 8);
}
constexpr bool PADIsAxisButton(u32 binding) { return (binding & 0xffff0000u) == 0x10000u; }
constexpr u32 PADAxisButtonThreshold(u32 binding) { return (binding >> 8) & 0xffu; }
constexpr u32 PADAxisButtonAxis(u32 binding) { return binding & 0x7fu; }
constexpr bool PADAxisButtonNegative(u32 binding) { return (binding & 0x80u) != 0; }
constexpr u32 PADAxisButtonIdentity(u32 binding) {
return PADIsAxisButton(binding) ? (binding & ~0xff00u) : binding;
}
typedef struct PADAxisMapping {
PADSignedNativeAxis nativeAxis;
s32 nativeButton;
+10 -39
View File
@@ -319,18 +319,6 @@ std::array<bool, PAD_CHANMAX> g_suppressLeftTrigger{};
std::array<bool, PAD_CHANMAX> g_suppressRightTrigger{};
bool is_mouse_scancode(const s32 scancode) { return scancode < PAD_KEY_INVALID; }
bool is_native_binding_pressed(SDL_Gamepad* gamepad, u32 binding) {
if (PADIsAxisButton(binding)) {
const u32 axis = PADAxisButtonAxis(binding);
const u32 threshold = PADAxisButtonThreshold(binding);
if (axis >= SDL_GAMEPAD_AXIS_COUNT || threshold < 1 || threshold > 100) return false;
int value = SDL_GetGamepadAxis(gamepad, static_cast<SDL_GamepadAxis>(axis));
if (PADAxisButtonNegative(binding)) value = -value;
return value > 0 && value * 100 >= static_cast<int>(threshold) * 32767;
}
return binding < SDL_GAMEPAD_BUTTON_COUNT &&
SDL_GetGamepadButton(gamepad, static_cast<SDL_GamepadButton>(binding));
}
bool is_mouse_button_pressed(const s32 scancode) {
const int32_t buttonNum = -(scancode + 1);
if (buttonNum < 1 || buttonNum > 5) {
@@ -736,10 +724,10 @@ u32 PADRead(PADStatus* status) {
}
status[i].err = PAD_ERR_NONE;
if (g_keyboardBindings[i].m_mappingsSet && SDL_GetKeyboardFocus() != nullptr) {
if (g_keyboardBindings[i].m_mappingsSet) {
std::ranges::for_each(
g_keyboardBindings[i].m_buttonMapping, [&kbState, &numKeys, &i, &status](const PADKeyButtonBinding& mapping) {
if (mapping.scancode > PAD_KEY_INVALID && mapping.scancode < numKeys && kbState[mapping.scancode]) {
g_keyboardBindings[i].m_buttonMapping, [&kbState, &i, &status](const PADKeyButtonBinding& mapping) {
if (mapping.scancode > PAD_KEY_INVALID && kbState[mapping.scancode]) {
status[i].button |= mapping.padButton;
} else if (is_mouse_scancode(mapping.scancode) && is_mouse_button_pressed(mapping.scancode)) {
status[i].button |= mapping.padButton;
@@ -800,7 +788,7 @@ u32 PADRead(PADStatus* status) {
status[i].triggerRight = static_cast<u8>(std::min(static_cast<int>(status[i].triggerRight) + tr, 255));
}
if (controller && !g_keyboardBindings[i].m_mappingsSet) {
if (controller) {
EnsureMappingLoaded(controller);
// Wii U Pro Controller raw D-pad fallback. SDL's HIDAPI Wii driver posts
@@ -847,7 +835,7 @@ u32 PADRead(PADStatus* status) {
bool rightTriggerSet = false;
std::ranges::for_each(controller->m_buttonMapping, [&controller, &i, &status, &leftTriggerSet,
&rightTriggerSet](const auto& mapping) {
if (is_native_binding_pressed(controller->m_controller, mapping.nativeButton)) {
if (SDL_GetGamepadButton(controller->m_controller, static_cast<SDL_GamepadButton>(mapping.nativeButton))) {
status[i].button |= mapping.padButton;
}
@@ -864,7 +852,7 @@ u32 PADRead(PADStatus* status) {
if (mapping.nativeButton == PAD_NATIVE_BUTTON_INVALID) {
return;
}
if (is_native_binding_pressed(controller->m_controller, mapping.nativeButton)) {
if (SDL_GetGamepadButton(controller->m_controller, static_cast<SDL_GamepadButton>(mapping.nativeButton))) {
status[i].button |= mapping.padButton;
}
@@ -958,17 +946,6 @@ u32 PADRead(PADStatus* status) {
Sint16 tl = std::max(static_cast<Sint16>(0), _get_axis_value(controller, PAD_AXIS_TRIGGER_L));
Sint16 tr = std::max(static_cast<Sint16>(0), _get_axis_value(controller, PAD_AXIS_TRIGGER_R));
// Games can read either the digital L/R bits or their analog pressure.
// An explicit button binding must drive both, otherwise the original
// L2/R2 axis still activates L/R even when it was rebound to L1/R1.
// Real GC pads retain independent analog travel and end-stop clicks.
if (!(controller->m_isGameCube ||
(SDL_GetGamepadType(controller->m_controller) == SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO &&
controller->m_pid == 0x2073))) {
if (leftTriggerSet) tl = (status[i].button & PAD_TRIGGER_L) != 0 ? 32767 : 0;
if (rightTriggerSet) tr = (status[i].button & PAD_TRIGGER_R) != 0 ? 32767 : 0;
}
if (controller->m_deadZones.emulateTriggers) {
if (!leftTriggerSet && tl > controller->m_deadZones.leftTriggerActivationZone) {
status[i].button |= PAD_TRIGGER_L;
@@ -1013,13 +990,12 @@ void PADControlMotor(const u32 chan, const u32 cmd) {
}
if (controller->m_isGameCube) {
if (cmd == PAD_MOTOR_STOP || cmd == PAD_MOTOR_STOP_HARD) {
// Use an unambiguous motor-off request. The (0, 1) coast encoding
// requires SDL's GameCube brake mode; other backends or an overridden
// hint interpret it as rumble and can leave the controller vibrating.
aurora::input::controller_rumble(instance, 0, 0, 0);
if (cmd == PAD_MOTOR_STOP) {
aurora::input::controller_rumble(instance, 0, 1, 0);
} else if (cmd == PAD_MOTOR_RUMBLE) {
aurora::input::controller_rumble(instance, 1, 1, 0);
} else if (cmd == PAD_MOTOR_STOP_HARD) {
aurora::input::controller_rumble(instance, 0, 0, 0);
}
} else {
if (cmd == PAD_MOTOR_STOP) {
@@ -1302,11 +1278,6 @@ BOOL PADSetKeyButtonBindings(const u32 port, PADKeyButtonBinding bindings[PAD_BU
}
PADKeyButtonBinding* PADGetKeyButtonBindings(const u32 port, u32* buttonCount) {
PADInit();
if (!g_keyboardBindingsLoaded) {
g_keyboardBindingsLoaded = true;
load_keyboard_bindings();
}
if (port >= PAD_MAX_CONTROLLERS || !g_keyboardBindings[port].m_mappingsSet) {
return nullptr;
}
+6 -22
View File
@@ -168,12 +168,7 @@ struct RenderPass {
Range resolveUniformRange;
std::array<u32, 3> resolveCopyFilterCoefficients{0, 64, 0};
Vec4<float> clearColorValue{0.f, 0.f, 0.f, 0.f};
// 1.f is the forward-Z "farthest" clear value; under UseReversedZ farthest is 0.f instead (see
// gx::clear_depth_value(), which the main render pass explicitly overrides this default with -
// any OTHER pass that keeps this default, e.g. an offscreen render-to-texture pass composited
// later, needs the same reversed-Z-aware value or its depth buffer starts "already nearest",
// failing every subsequent depth test and making whatever's drawn into it vanish).
float clearDepthValue = gx::UseReversedZ ? 0.f : 1.f;
float clearDepthValue = 1.f;
CommandList commands;
bool clearColor = true;
bool clearDepth = true;
@@ -762,9 +757,7 @@ void begin_offscreen(uint32_t width, uint32_t height) {
.targetSize = {width, height, 1},
.msaaSamples = 1,
.clearColorValue = {0.f, 0.f, 0.f, 0.f},
// See the RenderPass::clearDepthValue default's comment: this offscreen pass gets its own
// depth buffer, and the farthest clear value is 0.f, not 1.f, under UseReversedZ.
.clearDepthValue = gx::UseReversedZ ? 0.f : 1.f,
.clearDepthValue = 1.f,
.clearColor = true,
.clearDepth = true,
};
@@ -1417,19 +1410,10 @@ static void render_pass_impl(const wgpu::RenderPassEncoder& pass, const std::vec
switch (cmd.type) {
case CommandType::SetViewport: {
const auto& vp = cmd.data.setViewport;
// WebGPU requires 0 <= minDepth <= maxDepth <= 1. vp.znear/vp.zfar are in GX's own distance
// terms (0 = near); under UseReversedZ the host depth-buffer storage direction is flipped
// (near = 1, far = 0), so this range has to be remapped through 1-x the same way the
// projection matrix, depth compare function, and clear value all are - a plain min/max clamp
// (the previous code here) maps a *restricted* range (e.g. a viewport deliberately narrowed
// to force something to draw "in front of everything") to the wrong end of the buffer: what
// should land near the near-storage-extreme (1.0) instead lands near the far-storage-extreme
// (0.0), so anything else drawn afterward at its true depth wins the compare test and the
// "in front" geometry silently vanishes. A full [0,1] viewport is unaffected either way,
// which is why this only broke specific elements, not the whole scene. Matches upstream
// aurora's apply_viewport (lib/gfx/encoding.cpp) exactly.
const float minDepth = gx::UseReversedZ ? 1.0f - vp.zfar : vp.znear;
const float maxDepth = gx::UseReversedZ ? 1.0f - vp.znear : vp.zfar;
// WebGPU requires 0 <= minDepth <= maxDepth <= 1, and the guest's (near, far) order is already
// reproduced in clip space. Passing the raw swapped pair diverged per backend in release builds.
const float minDepth = std::clamp(std::min(vp.znear, vp.zfar), 0.0f, 1.0f);
const float maxDepth = std::clamp(std::max(vp.znear, vp.zfar), 0.0f, 1.0f);
pass.SetViewport(vp.left, vp.top, vp.width, vp.height, minDepth, maxDepth);
} break;
case CommandType::SetScissor: {
+1 -1
View File
@@ -92,7 +92,7 @@ struct Params {
constexpr std::string_view ReversedZBody = R"(
fn gx_z24(depth: f32) -> u32 {
return min(u32(clamp(1.0 - depth, 0.0, 1.0) * 16777215.0 + 0.5), 0x00ffffffu);
return min(u32(clamp(depth, 0.0, 1.0) * 16777216.0), 0x00ffffffu);
}
)"sv;
+1 -1
View File
@@ -137,7 +137,7 @@ fn gx_z24_at_coord(unclamped_coord: vec2i) -> u32 {
let tex_size = vec2i(textureDimensions(src));
let coord = clamp(unclamped_coord, vec2i(0), tex_size - vec2i(1));
let depth = textureLoad(src, coord, 0);
return min(u32(clamp(1.0 - depth, 0.0, 1.0) * 16777215.0 + 0.5), 0x00ffffffu);
return min(u32(clamp(depth, 0.0, 1.0) * 16777216.0), 0x00ffffffu);
}
)"s
: R"(
+4 -13
View File
@@ -1416,32 +1416,23 @@ static inline GXBlendFactor remove_dst_alpha_usage(GXBlendFactor fac) {
}
}
// GX_LEQUAL etc. describe "pass if this pixel is closer than/equal to what's stored" in GX's own
// distance terms, independent of how that distance is encoded as a host depth value. Under
// UseReversedZ the encoding is flipped (near=1, far=0), so "closer" now corresponds to a *larger*
// stored value, not a smaller one - the ordered compare functions (LESS/LEQUAL/GREATER/GEQUAL)
// must invert to match, or the depth test silently runs backwards (verified directly: this was
// the actual cause of a bug report after the projection/shader half of the reverse-Z fix
// eliminated the double-negation that used to accidentally keep the unreversed comparisons
// correct - LEQUAL now needs GreaterEqual, not LessEqual, once the encoding it's testing against
// is genuinely reversed). Matches upstream aurora's to_compare_function exactly.
static inline wgpu::CompareFunction to_compare_function(GXCompare func) {
switch (func) {
DEFAULT_FATAL("invalid depth fn {}", underlying(func));
case GX_NEVER:
return wgpu::CompareFunction::Never;
case GX_LESS:
return UseReversedZ ? wgpu::CompareFunction::Greater : wgpu::CompareFunction::Less;
return wgpu::CompareFunction::Less;
case GX_EQUAL:
return wgpu::CompareFunction::Equal;
case GX_LEQUAL:
return UseReversedZ ? wgpu::CompareFunction::GreaterEqual : wgpu::CompareFunction::LessEqual;
return wgpu::CompareFunction::LessEqual;
case GX_GREATER:
return UseReversedZ ? wgpu::CompareFunction::Less : wgpu::CompareFunction::Greater;
return wgpu::CompareFunction::Greater;
case GX_NEQUAL:
return wgpu::CompareFunction::NotEqual;
case GX_GEQUAL:
return UseReversedZ ? wgpu::CompareFunction::LessEqual : wgpu::CompareFunction::GreaterEqual;
return wgpu::CompareFunction::GreaterEqual;
case GX_ALWAYS:
return wgpu::CompareFunction::Always;
}
+1 -8
View File
@@ -485,14 +485,7 @@ const gfx::TextureBind& get_texture(GXTexMapID id) noexcept;
void resolve_sampled_textures(const ShaderInfo& info) noexcept;
inline float clear_depth_value() {
// g_gxState.clearDepth is in GX's own distance terms (0 = near, larger = farther), independent of
// how UseReversedZ encodes that as a host depth value - it must be re-mapped the same way the
// projection matrix and depth compare function are, or the buffer clears to the wrong extreme
// (verified directly: matches upstream aurora's clear_depth_value, which does this same inversion
// and was the second missing piece alongside to_compare_function's compare-op inversion).
const float normalizedDepth =
std::min(static_cast<float>(g_gxState.clearDepth) / 16777216.f, 16777215.f / 16777216.f);
return UseReversedZ ? (1.f - normalizedDepth) : normalizedDepth;
return std::min(static_cast<float>(g_gxState.clearDepth) / 16777216.f, 16777215.f / 16777216.f);
}
inline bool render_target_has_alpha(GXPixelFmt pixelFmt) noexcept { return pixelFmt == GX_PF_RGBA6_Z24; }
+8 -23
View File
@@ -993,13 +993,11 @@ wgpu::ShaderModule build_shader(const ShaderConfig& config) noexcept {
"\n let clip_base = select(clip_a, clip_b, use_b);"
"\n out.pos = vec4f(clip_base.xy + offset_ndc * clip_base.w, clip_base.zw);";
}
// The near/far depth correction used to be applied here per-vertex (out.pos.z = -out.pos.z for
// reversed, or += out.pos.w for forward), redundantly on top of the same correction already
// folded into ubuf.proj by effective_projection() (shader_info.cpp) - applying it twice canceled
// out for the common case (any draw where effective_projection() decides to flip), silently
// making "reversed" Z behave identically to forward Z. It is now applied exactly once, in the
// projection matrix alone (matching upstream aurora commit 1dde08fa: "Move depth correction to
// projection matrix"), so nothing needs to happen to out.pos.z here.
if constexpr (UseReversedZ) {
vtxXfrAttrsPre += "\n out.pos.z = -out.pos.z;";
} else {
vtxXfrAttrsPre += "\n out.pos.z += out.pos.w;";
}
// GX rasterizes at a 7/12 pixel center when antialiasing is disabled, while WebGPU rasterizes at 1/2.
vtxXfrAttrsPre +=
"\n let gx_pixel_center_correction = "
@@ -1467,14 +1465,7 @@ wgpu::ShaderModule build_shader(const ShaderConfig& config) noexcept {
textureDependency.texMapId, uvIn);
}
// in.pos.z is the host NDC z (forward: 0=near/1=far; reversed: 1=near/0=far post-fix), but this
// expression needs to produce GX's own native distance term (always 0=near/1=far, matching how
// g_gxState.clearDepth/clear_depth_value() are interpreted before their own UseReversedZ
// inversion) - forward already matches directly; reversed needs the same 1-x flip everything
// else reversed-Z-aware uses. This was backwards (verified directly against upstream aurora's
// identical expression in build_shader_source), which fed both fog density and the GX_ZT_ADD
// z-texture path the wrong distance value.
std::string fogDepthExpr = UseReversedZ ? "(1.0 - in.pos.z)" : "in.pos.z";
std::string fogDepthExpr = UseReversedZ ? "in.pos.z" : "(1.0 - in.pos.z)";
std::string fogZCoordExpr =
fmt::format("u32(round(clamp({}, 0.0, 1.0) * 16777216.0))", fogDepthExpr);
if (usesZTextureDepth) {
@@ -1507,7 +1498,7 @@ wgpu::ShaderModule build_shader(const ShaderConfig& config) noexcept {
fragmentFn += fmt::format(
"\n let oldZ = u32(round(clamp({0}, 0.0, 1.0) * 16777216.0));"
"\n ztexCoord = (ztexCoord + oldZ) & 0x00ffffffu;",
UseReversedZ ? "(1.0 - in.pos.z)" : "in.pos.z");
UseReversedZ ? "in.pos.z" : "(1.0 - in.pos.z)");
}
fragmentFn += "\n let ztexDepth = f32(ztexCoord) / 16777216.0;";
fogZCoordExpr = "ztexCoord";
@@ -1648,13 +1639,7 @@ wgpu::ShaderModule build_shader(const ShaderConfig& config) noexcept {
" @builtin(frag_depth) depth: f32,\n"
"};";
// ztexDepth is in GX's native distance terms (0=near/1=far, see fogDepthExpr's comment above),
// but frag_depth must be written in the same host NDC-z convention in.pos.z itself uses -
// forward matches directly (no change), reversed needs the same 1-x flip. This was backwards
// the same way fogDepthExpr was (verified by the same derivation, since aurora upstream has no
// directly equivalent line here to cross-check against - this z-texture-depth-output path
// appears to be specific to this fork).
fragmentFn += fmt::format("\n let fragDepth = {}ztexDepth;", UseReversedZ ? "1.0 - " : "");
fragmentFn += fmt::format("\n let fragDepth = {}ztexDepth;", UseReversedZ ? "" : "1.0 - ");
fragmentReturnType = "FragmentOutput";
fragmentReturn =
" var out: FragmentOutput;\n"
+4 -12
View File
@@ -548,22 +548,14 @@ constexpr size_t kStagedUniformBytes =
96 + sizeof(Mat4x4<float>) + sizeof(Mat3x4<float>) * (MaxPostexMtx + MaxPnMtx);
// The host viewport always receives the normalized GX depth window (render_pass_impl clamps to minDepth <= maxDepth).
//
// Folds the near/far depth correction the vertex shader used to apply per-vertex directly into the
// projection matrix instead (matching upstream aurora commit 1dde08fa, "Move depth correction to
// projection matrix") - valid because the correction is a linear combination of the z/w rows, so
// applying it once here to the row is equivalent to applying it once per-vertex to the dot product,
// and it must be applied exactly once: doing it here AND in the shader (the previous bug) canceled
// the negation out for `flip`, silently making "reversed" Z behave identically to forward Z.
// `flip` decides which of the two single-application forms this draw needs: true bakes in the
// reversed-Z inversion (z' = -z), false bakes in the forward-Z near/far combination (z' = z + w) -
// exactly one always applies, never both, and never neither.
static Mat4x4<float> effective_projection() noexcept {
const auto& vp = g_gxState.renderViewport;
const bool flip = (vp.znear <= vp.zfar) == UseReversedZ;
Mat4x4<float> proj = g_gxState.proj;
for (size_t i = 0; i < 4; ++i) {
proj.m2.m[i] = flip ? -proj.m2.m[i] : (proj.m2.m[i] + proj.m3.m[i]);
if (flip) {
for (size_t i = 0; i < 4; ++i) {
proj.m2.m[i] = -(proj.m2.m[i] + proj.m3.m[i]);
}
}
return proj;
}
-349
View File
@@ -1,349 +0,0 @@
# Building WiiCompiled and Retro Rewind on macOS
This guide covers building **WiiCompiled** (base game) and **Retro Rewind** from source on macOS for Apple Silicon (`arm64`). Follow these instructions to compile the native executables directly.
> [!NOTE]
> If you only want to build the base game (**WiiCompiled**), look for sections marked **`(Skip if only building WiiCompiled)`** to bypass Retro Rewind and online payload steps.
---
## 1. Prerequisites
### System Requirements
- **Hardware**: Apple Silicon Mac (M1/M2/M3/M4)
- **Operating System**: macOS 14 (Sonoma) or later
- **Xcode Command Line Tools**:
```bash
xcode-select --install
```
### Toolchain Dependencies
Install the required tools using [Homebrew](https://brew.sh):
```bash
brew install cmake ninja
brew install --cask dotnet-sdk@8
```
Verify that Clang, CMake, Ninja, and the .NET 8 runtime are available:
```bash
clang --version
cmake --version
ninja --version
dotnet --list-runtimes # Must list Microsoft.NETCore.App 8.x
```
---
## 2. Required Game and Mod Assets
Due to legal requirements, no proprietary Nintendo assets or code are included in this repository. You must provide your own legally dumped game files.
1. **Mario Kart Wii PAL (`RMCP01`) Disc Image** *(Required)*:
- Supported formats: `.iso`, `.wbfs`, `.ciso`, `.rvz`, `.gcm`, `.gcz`.
2. **nodtool** *(Required for disc extraction)*:
- Download the macOS Apple Silicon binary of [nodtool](https://github.com/encounter/nod/releases):
```bash
curl -fsSL "https://github.com/encounter/nod/releases/download/v2.0.0-alpha.10/nodtool-macos-arm64" -o nodtool
chmod +x nodtool
```
3. **Retro Rewind Distribution** *(Skip if only building WiiCompiled)*:
- Download the [Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind) release package. You will need the `RetroRewind6` folder (which contains `Binaries/Code.pul`).
4. **Retro-WFC Payload** *(Skip if only building WiiCompiled or building offline)*:
- Required for online multiplayer on Retro Rewind. Downloaded during setup from `http://nas.play.rwfc.net/payload?g=RMCPD00`.
---
## 3. Step 1: Extract Disc Assets
Extract your clean PAL `RMCP01` disc into the `Assets/` directory of the repository:
```bash
# Using nodtool directly into a temporary scratch directory
mkdir -p /tmp/mkw-extract
./nodtool extract /path/to/RMCP01.iso /tmp/mkw-extract
# Copy extracted assets into the repository Assets directory
rm -rf Assets/DATA/files Assets/DATA/sys
mkdir -p Assets/DATA
cp /tmp/mkw-extract/*/sys/main.dol Assets/main.dol
cp /tmp/mkw-extract/*/files/rel/StaticR.rel Assets/StaticR.rel
cp -R /tmp/mkw-extract/*/files Assets/DATA/files
cp -R /tmp/mkw-extract/*/sys Assets/DATA/sys
# Clean up temporary files
rm -rf /tmp/mkw-extract
```
> [!TIP]
> Alternatively, you can use the repository's helper script:
> ```bash
> Launcher/macos/extract-disc.command --game /path/to/RMCP01.iso --assets-dir Assets --nodtool ./nodtool
> ```
### Verify Extracted Asset Hashes
Confirm that the extracted files match the expected clean PAL revision:
```bash
shasum -a 256 Assets/main.dol Assets/StaticR.rel
```
- `Assets/main.dol`: `80d18895b39c63bd80f457398bfcbb91b7d16ac116a41a88967e954080155b05`
- `Assets/StaticR.rel`: `16d9d146112541fefea701ecb5bc1a496f9d50e4a752fbb5b6778e7c6399f67d`
---
## 4. Step 2: Build the Translator CLI
Compile the static recompiler CLI:
```bash
dotnet build translator/src/Translator.Cli/Translator.Cli.csproj -c Release
```
Define a shell function to invoke the translator (ensuring paths with spaces are handled safely):
```bash
translator() {
dotnet "$(pwd)/translator/src/Translator.Cli/bin/Release/net8.0/Translator.Cli.dll" "$@"
}
```
---
## 5. Step 3: Translation
### A. Translate Base Game Functions
```bash
mkdir -p generated/functions build/base
translator translate-recursive 0x8000629c \
--project projects/mkwii/recomp.yml \
--outdir generated/functions \
--output-metadata generated/base_translation_output.json \
--production-source-bundle generated/base_translation_sources.bin \
--no-function-files \
--prune-stale \
--threads $(sysctl -n hw.ncpu)
```
### B. Emit Base Manifest
```bash
translator emit-base-manifest \
--project projects/mkwii/recomp.yml \
--out build/base \
--functions-dir generated/functions \
--translation-output-metadata generated/base_translation_output.json \
--region P
```
---
### C. Stage and Translate Retro Rewind *(Skip this step if you only want to build WiiCompiled)*
1. Stage `Code.pul`:
```bash
RETRO_DIR="/path/to/RetroRewind6"
mkdir -p PulsarPacks/completed/RetroRewind/RetroRewind6/Binaries
cp "$RETRO_DIR/Binaries/Code.pul" PulsarPacks/completed/RetroRewind/RetroRewind6/Binaries/Code.pul
```
2. **Retro-WFC Payload Setup (for Online Multiplayer)**:
Online play in Retro Rewind requires the shared Retro-WFC payload. Download and validate it:
```bash
mkdir -p build/retro-wfc/binary
curl -fsSL --retry 3 "https://nas.play.rwfc.net/payload?g=RMCPD00" \
-o build/retro-wfc/binary/payload.RMCPD00.bin
# Validate payload signature and integrity
translator validate-retro-wfc-payload --directory build/retro-wfc
```
3. Run Retro Rewind translation:
```bash
mkdir -p build/mods/retro_rewind_full_cpp
translator translate-mod \
--project projects/mkwii/recomp.yml \
--profile retro-rewind \
--base-manifest build/base/mkwii_base_manifest.json \
--base-translation-output-metadata generated/base_translation_output.json \
--code-pul "$RETRO_DIR/Binaries/Code.pul" \
--mod-root "$RETRO_DIR" \
--mod-name "Retro Rewind" \
--region P \
--out build/mods/retro_rewind_full_cpp \
--prefer-cached-inputs \
--emit-cpp \
--threads $(sysctl -n hw.ncpu) \
--retro-wfc-payload build/retro-wfc/binary/payload.RMCPD00.bin
```
> [!TIP]
> If you do not want online play or do not have an internet connection, replace `--retro-wfc-payload ...` with `--skip-retro-wfc`.
---
### D. Generate Data Initialization and Build Shards
First, generate the embedded game data initializer:
```bash
translator generate-data-init --project projects/mkwii/recomp.yml
```
Next, generate the CMake build shards using **one** of the following options:
#### Option 1: Base Game Only (WiiCompiled)
```bash
mkdir -p generated/build_shards
translator emit-build-shards \
--project projects/mkwii/recomp.yml \
--base-metadata generated/base_translation_output.json \
--base-functions-dir generated/functions \
--native-source-dir runtime/src \
--out generated/build_shards
```
#### Option 2: Base Game + Retro Rewind
```bash
mkdir -p generated/build_shards
translator emit-build-shards \
--project projects/mkwii/recomp.yml \
--base-metadata generated/base_translation_output.json \
--base-functions-dir generated/functions \
--native-source-dir runtime/src \
--out generated/build_shards \
--resolved-profile build/mods/retro_rewind_full_cpp/resolved_dispatch_profile.json \
--retro-cpp-dir build/mods/retro_rewind_full_cpp/cpp
```
---
## 6. Step 4: Configure and Compile with CMake & Ninja
Configure the native C++ build targeting Apple Silicon:
```bash
cmake -S runtime -B build-macos -G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_C_COMPILER=clang \
-DCMAKE_CXX_COMPILER=clang++ \
-DAURORA_SDL3_PROVIDER=vendor
```
Compile the desired target:
```bash
# To build WiiCompiled only:
cmake --build build-macos --target WiiCompiled --parallel $(sysctl -n hw.ncpu)
# OR to build both WiiCompiled and Retro Rewind:
cmake --build build-macos --target WiiCompiled RetroRewind --parallel $(sysctl -n hw.ncpu)
```
Once compilation completes, the executables are ready in your build directory:
- `build-macos/WiiCompiled`
- `build-macos/RetroRewind` (if built)
During the build, CMake automatically copies the required runtime assets into `build-macos/`:
- `build-macos/dsp_coef.bin`
- `build-macos/initial_pipeline_cache.db`
- `build-macos/wii_bootstrap/`
---
## 7. Step 5: Running Executables from the Build Folder
### Configure `Config.toml`
The runtime reads configuration from `~/Library/Application Support/WiiCompiled/Config.toml`.
Create the directory and configuration file:
```bash
mkdir -p "$HOME/Library/Application Support/WiiCompiled"
```
#### For Base Game Only (WiiCompiled):
```toml
# ~/Library/Application Support/WiiCompiled/Config.toml
[video]
widescreen = true
resolution_multiplier = 1.0
graphics_api = "metal"
[paths]
dvd_root = "/absolute/path/to/Wiicompiled/Assets/DATA"
```
#### For Base Game and Retro Rewind:
```toml
# ~/Library/Application Support/WiiCompiled/Config.toml
[video]
widescreen = true
resolution_multiplier = 1.0
graphics_api = "metal"
[paths]
dvd_root = "/absolute/path/to/Wiicompiled/Assets/DATA"
retro_rewind_root = "/path/to/RetroRewind6"
```
> [!NOTE]
> Ensure `dvd_root` points to the directory containing `files` and `sys/fst.bin`.
### Launching the Game
Run the compiled binaries directly from your terminal or by double clicking:
```bash
# Run base WiiCompiled
./build-macos/WiiCompiled
# Run Retro Rewind
./build-macos/RetroRewind
```
Press **F10** in-game at any time to open the configuration bar (controls, resolution, display settings, audio).
---
## Quick Reference: Automated Helper Script
The repository provides a script (`Launcher/local-build-macos.command`) that handles extraction, translation, and compilation in a single command.
### Building Base Game Only:
```bash
Launcher/local-build-macos.command \
--profile base \
--output-dir build-macos/Products \
--game /path/to/RMCP01.iso \
--nodtool ./nodtool
```
### Building Both (with Online Retro-WFC Payload):
```bash
# 1. Download Retro-WFC payload into a staging directory:
mkdir -p build/retro-wfc/binary
curl -fsSL --retry 3 "http://nas.play.rwfc.net/payload?g=RMCPD00" \
-o build/retro-wfc/binary/payload.RMCPD00.bin
# 2. Run the automated build with the payload directory:
Launcher/local-build-macos.command \
--profile both \
--output-dir build-macos/Products \
--base-output-dir build-macos/Products \
--game /path/to/RMCP01.iso \
--nodtool ./nodtool \
--retro-rewind-package-dir /path/to/RetroRewind6 \
--retro-wfc-offline-dir build/retro-wfc
```
### Building Both (Offline, Skipping Payload):
```bash
Launcher/local-build-macos.command \
--profile both \
--output-dir build-macos/Products \
--base-output-dir build-macos/Products \
--game /path/to/RMCP01.iso \
--nodtool ./nodtool \
--retro-rewind-package-dir /path/to/RetroRewind6 \
--skip-retro-wfc-payload
```
When finished, the compiled executables reside in `native-build-macos/` and the bundled `.app` packages are placed in `build-macos/Products/`.
+1 -1
View File
@@ -58,7 +58,7 @@ profiles:
module_link_base: 0x803992E0
output: build/mods/retro_rewind_full_cpp
enable_retro_wfc: true
retro_wfc_payload: https://rwfc.net/api/wfc/payload?g=RMCPD00
retro_wfc_payload: http://nas.play.rwfc.net/payload?g=RMCPD00
retro_wfc_legacy_bootstrap_hook: 0x800ED6E8
riivolution:
xml: xml/RetroRewind6.xml
+4 -9
View File
@@ -277,11 +277,6 @@ target_link_libraries(mkw_platform_paths_tests PRIVATE mkw_platform)
target_compile_features(mkw_platform_paths_tests PRIVATE cxx_std_17)
add_test(NAME mkw_platform_paths_tests COMMAND mkw_platform_paths_tests)
add_executable(mkw_nand_save_tests "${CMAKE_CURRENT_LIST_DIR}/tests/nand_save_tests.cpp")
target_include_directories(mkw_nand_save_tests PRIVATE "${CMAKE_CURRENT_LIST_DIR}/include")
target_compile_features(mkw_nand_save_tests PRIVATE cxx_std_17)
add_test(NAME mkw_nand_save_tests COMMAND mkw_nand_save_tests)
add_executable(mkw_nand_settings_tests "${CMAKE_CURRENT_LIST_DIR}/tests/nand_settings_tests.cpp")
find_package(Threads REQUIRED)
target_link_libraries(mkw_nand_settings_tests PRIVATE Threads::Threads)
@@ -289,10 +284,10 @@ target_include_directories(mkw_nand_settings_tests PRIVATE "${CMAKE_CURRENT_LIST
target_compile_features(mkw_nand_settings_tests PRIVATE cxx_std_17)
add_test(NAME mkw_nand_settings_tests COMMAND mkw_nand_settings_tests)
add_executable(mkw_sc_serial_tests "${CMAKE_CURRENT_LIST_DIR}/tests/sc_serial_tests.cpp")
target_include_directories(mkw_sc_serial_tests PRIVATE "${CMAKE_CURRENT_LIST_DIR}/include")
target_compile_features(mkw_sc_serial_tests PRIVATE cxx_std_17)
add_test(NAME mkw_sc_serial_tests COMMAND mkw_sc_serial_tests)
add_executable(mkw_nand_save_tests "${CMAKE_CURRENT_LIST_DIR}/tests/nand_save_tests.cpp")
target_include_directories(mkw_nand_save_tests PRIVATE "${CMAKE_CURRENT_LIST_DIR}/include")
target_compile_features(mkw_nand_save_tests PRIVATE cxx_std_17)
add_test(NAME mkw_nand_save_tests COMMAND mkw_nand_save_tests)
# The input expression engine is self-contained, so it can be exercised without
# linking the runtime or SDL.
+6 -17
View File
@@ -48,19 +48,8 @@ struct NativeButtonItem {
uint32_t nativeButton;
};
inline constexpr auto kNativeButtons = std::to_array<NativeButtonItem>({
{"disabled", "Unmapped", PAD_NATIVE_BUTTON_DISABLED},
{"left_trigger", "Left trigger (LT / L2)", PADEncodeAxisButton(SDL_GAMEPAD_AXIS_LEFT_TRIGGER, false)},
{"right_trigger", "Right trigger (RT / R2)", PADEncodeAxisButton(SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, false)},
{"left_stick_left", "Left stick left", PADEncodeAxisButton(SDL_GAMEPAD_AXIS_LEFTX, true)},
{"left_stick_right", "Left stick right", PADEncodeAxisButton(SDL_GAMEPAD_AXIS_LEFTX, false)},
{"left_stick_up", "Left stick up", PADEncodeAxisButton(SDL_GAMEPAD_AXIS_LEFTY, true)},
{"left_stick_down", "Left stick down", PADEncodeAxisButton(SDL_GAMEPAD_AXIS_LEFTY, false)},
{"right_stick_left", "Right stick left", PADEncodeAxisButton(SDL_GAMEPAD_AXIS_RIGHTX, true)},
{"right_stick_right", "Right stick right", PADEncodeAxisButton(SDL_GAMEPAD_AXIS_RIGHTX, false)},
{"right_stick_up", "Right stick up", PADEncodeAxisButton(SDL_GAMEPAD_AXIS_RIGHTY, true)},
{"right_stick_down", "Right stick down", PADEncodeAxisButton(SDL_GAMEPAD_AXIS_RIGHTY, false)},
{"unmapped", "Default", PAD_NATIVE_BUTTON_INVALID},
inline constexpr std::array<NativeButtonItem, SDL_GAMEPAD_BUTTON_COUNT + 1> kNativeButtons = {{
{"unmapped", "Unmapped / analog trigger", PAD_NATIVE_BUTTON_INVALID},
{"south", "South (A / Cross)", SDL_GAMEPAD_BUTTON_SOUTH},
{"east", "East (B / Circle)", SDL_GAMEPAD_BUTTON_EAST},
{"west", "West (X / Square)", SDL_GAMEPAD_BUTTON_WEST},
@@ -87,7 +76,7 @@ inline constexpr auto kNativeButtons = std::to_array<NativeButtonItem>({
{"misc4", "Misc 4 / GC R click", SDL_GAMEPAD_BUTTON_MISC4},
{"misc5", "Misc 5", SDL_GAMEPAD_BUTTON_MISC5},
{"misc6", "Misc 6", SDL_GAMEPAD_BUTTON_MISC6},
});
}};
inline std::string TrimToken(std::string_view token) {
const size_t begin = token.find_first_not_of(" \t");
@@ -99,7 +88,7 @@ inline std::string TrimToken(std::string_view token) {
}
inline const NativeButtonItem* FindNativeButton(std::string_view configName) {
const std::string name = TrimToken(configName.substr(0, configName.find('@')));
const std::string name = TrimToken(configName);
const auto it = std::find_if(kNativeButtons.begin(), kNativeButtons.end(),
[&](const NativeButtonItem& item) { return name == item.configName; });
return it == kNativeButtons.end() ? nullptr : &*it;
@@ -108,8 +97,8 @@ inline const NativeButtonItem* FindNativeButton(std::string_view configName) {
// Falls back to the "unmapped" entry so callers always have a label to draw.
inline const NativeButtonItem& NativeButtonForValue(uint32_t nativeButton) {
const auto it = std::find_if(kNativeButtons.begin(), kNativeButtons.end(),
[&](const NativeButtonItem& item) { return PADAxisButtonIdentity(nativeButton) == PADAxisButtonIdentity(item.nativeButton); });
return it == kNativeButtons.end() ? *FindNativeButton("unmapped") : *it;
[&](const NativeButtonItem& item) { return nativeButton == item.nativeButton; });
return it == kNativeButtons.end() ? kNativeButtons.front() : *it;
}
inline const GameCubeButtonItem* FindGameCubeButton(std::string_view configKey) {
+5 -26
View File
@@ -129,20 +129,6 @@ inline std::optional<std::array<uint8_t, 256>> EncodeNew(const std::string& seri
return bytes; // The unused tail stays raw zero, as in Dolphin.
}
// Atomically claim our own scratch directory. A collision belongs to another
// launch (or a previous crashed launch); leave it untouched and try another name.
inline std::optional<std::filesystem::path> CreateScratchDirectory(
const std::filesystem::path& parent, const std::string& token, std::error_code& ec) {
for (unsigned attempt = 0; attempt < 128; ++attempt) {
const auto candidate = parent / (".setting-init-" + token + "-" + std::to_string(attempt));
ec.clear();
if (std::filesystem::create_directory(candidate, ec)) return candidate;
if (ec && ec != std::errc::file_exists) return std::nullopt;
}
ec = std::make_error_code(std::errc::file_exists);
return std::nullopt;
}
// Never replace an existing file, including an unreadable or damaged one.
// Publish a complete file atomically so simultaneous launches use one identity.
inline bool Ensure(const std::filesystem::path& root, std::string& error,
@@ -175,20 +161,13 @@ inline bool Ensure(const std::filesystem::path& root, std::string& error,
return false;
}
static std::atomic<unsigned> sequence{0};
#ifdef _WIN32
const auto processId = GetCurrentProcessId();
#else
const auto processId = getpid();
#endif
const auto scratch = CreateScratchDirectory(path.parent_path(),
std::to_string(processId) + "-" + std::to_string(
std::chrono::steady_clock::now().time_since_epoch().count()) + "-" +
std::to_string(sequence++), ec);
if (!scratch) {
const auto scratch = path.parent_path() / (".setting-init-" + std::to_string(
std::chrono::steady_clock::now().time_since_epoch().count()) + "-" + std::to_string(sequence++));
if (!std::filesystem::create_directory(scratch, ec)) {
error = "Cannot create temporary NAND settings directory: " + ec.message();
return false;
}
const auto temporary = *scratch / "setting.txt";
const auto temporary = scratch / "setting.txt";
bool written = false;
{
std::ofstream output(temporary, std::ios::binary);
@@ -205,7 +184,7 @@ inline bool Ensure(const std::filesystem::path& root, std::string& error,
#endif
}
std::filesystem::remove(temporary, ec);
std::filesystem::remove(*scratch, ec);
std::filesystem::remove(scratch, ec);
// A competing launcher may have published its settings first. Always read
// the winner from NAND rather than using our unpersisted candidate serial.
const auto persisted = Read(root);
-26
View File
@@ -1,26 +0,0 @@
#pragma once
#include <charconv>
#include <cstddef>
#include <cstdint>
#include <string_view>
#include <system_error>
namespace RuntimeScSerial {
// SCGetProductSN's output is a u32, not a character buffer. DWC loads
// that word and formats it with the product code to construct csnum.
template <typename RangeValidator, typename WordWriter>
uint32_t Write(std::string_view serial, uint32_t address,
RangeValidator&& contains, WordWriter&& write32) {
if (serial.empty() || serial.size() > 9 ||
serial.find_first_not_of("0123456789") != std::string_view::npos) return 0;
uint32_t number = 0;
const auto parsed = std::from_chars(serial.data(), serial.data() + serial.size(), number);
if (parsed.ec != std::errc{} || parsed.ptr != serial.data() + serial.size() ||
!address || !contains(address, sizeof(uint32_t))) return 0;
write32(address, number);
return 1;
}
} // namespace RuntimeScSerial
+13 -29
View File
@@ -78,38 +78,22 @@ bool ProcessSleepTimers(CpuContext* cpu)
{
using Clock = std::chrono::steady_clock;
// Pop and process ONE due timer at a time, straight from the shared table. Resuming a
// sleeper re-enters the scheduler (OSResumeThread -> SelectThread) and can switch fibers
// away from this call. Timers that had already been popped into a private list would then
// sit on the suspended fiber's stack with their threads parked and no entry in the table:
// exactly the "park-shaped with no pending wake timer" strand the reconciler below heals
// 100ms late, followed by a "sleep-timer stale" drop when this fiber finally resumes.
// Leaving unprocessed timers in the table keeps them visible to every other pump (idle
// loop, other threads' SelectThread) while this one is switched away.
bool processedAny = false;
constexpr size_t kMaxTimersPerCall = 64;
size_t processedCount = 0;
std::vector<SleepTimerEntry> dueTimers;
const auto now = Clock::now();
while (processedCount < kMaxTimersPerCall) {
SleepTimerEntry timer{0, {}};
bool found = false;
{
std::lock_guard<std::mutex> lock(gSleepTimerMutex);
for (auto it = gSleepTimers.begin(); it != gSleepTimers.end(); ++it) {
if (it->deadline <= now) {
timer = *it;
gSleepTimers.erase(it);
found = true;
break;
}
{
std::lock_guard<std::mutex> lock(gSleepTimerMutex);
auto it = gSleepTimers.begin();
while (it != gSleepTimers.end()) {
if (it->deadline > now) {
++it;
continue;
}
dueTimers.push_back(*it);
it = gSleepTimers.erase(it);
}
if (!found) {
break;
}
++processedCount;
processedAny = true;
}
for (const SleepTimerEntry& timer : dueTimers) {
const uint32_t threadPtr = timer.threadPtr;
if (threadPtr == 0 ||
!Memory::Contains(threadPtr + kThreadSuspendOffset, sizeof(uint32_t))) {
@@ -235,7 +219,7 @@ bool ProcessSleepTimers(CpuContext* cpu)
}
}
return processedAny;
return !dueTimers.empty();
}
} // namespace OsHleInternal
+6 -4
View File
@@ -1,7 +1,6 @@
#include "hle_stubs.h"
#include "console_identity.h"
#include "sc_serial_contract.h"
#include <cstdlib>
#include <cstddef>
#include <cstdint>
@@ -98,9 +97,12 @@ PPC_NATIVE_OVERRIDE(801B2424, SCGetProductCode_HLE, uint32_t, (), ());
extern "C" uint32_t SCGetProductSN_HLE(uint32_t serialAddress)
{
const std::string& serial = RuntimeConsoleIdentity::Current().serial;
return RuntimeScSerial::Write(serial, serialAddress,
[](uint32_t address, size_t size) { return Memory::Contains(address, size); },
[](uint32_t address, uint32_t value) { Memory::Write32(address, value); });
if (!serialAddress || !Memory::Contains(serialAddress, serial.size() + 1)) {
return 0;
}
std::memcpy(Memory::GetPointer(serialAddress, serial.size() + 1),
serial.c_str(), serial.size() + 1);
return 1;
}
PPC_NATIVE_OVERRIDE(801B2460, SCGetProductSN_HLE, uint32_t, (uint32_t serialAddress), (serialAddress));
+1 -6
View File
@@ -94,12 +94,7 @@ double ReadInput(SDL_Gamepad* gamepad, const std::string& name) {
// Fall back to this project's own positional names, so a binding written
// here does not have to use Dolphin vocabulary.
if (const auto* native = ControllerNames::FindNativeButton(name)) {
if (PADIsAxisButton(native->nativeButton)) {
const auto axis = static_cast<SDL_GamepadAxis>(PADAxisButtonAxis(native->nativeButton));
const double sign = PADAxisButtonNegative(native->nativeButton) ? -1.0 : 1.0;
return std::clamp(SDL_GetGamepadAxis(gamepad, axis) / 32767.0 * sign, 0.0, 1.0);
}
if (native->nativeButton < SDL_GAMEPAD_BUTTON_COUNT) {
if (native->nativeButton != PAD_NATIVE_BUTTON_INVALID) {
return SDL_GetGamepadButton(gamepad, static_cast<SDL_GamepadButton>(native->nativeButton)) ? 1.0
: 0.0;
}
+42 -307
View File
@@ -20,7 +20,6 @@
#include <algorithm>
#include <atomic>
#include <cctype>
#include <charconv>
#include <chrono>
#include <cmath>
#include <cstdint>
@@ -187,18 +186,6 @@ void LimitResolutionForFrameRate() {
using ControllerNames::FindNativeButton;
uint32_t ConfiguredNativeButton(const NativeButtonItem& item, const std::string& token) {
if (!PADIsAxisButton(item.nativeButton)) return item.nativeButton;
const size_t separator = token.find('@');
if (separator == std::string::npos) return item.nativeButton;
uint32_t threshold = 0;
const char* end = token.data() + token.size();
const auto parsed = std::from_chars(token.data() + separator + 1, end, threshold);
if (parsed.ec != std::errc{} || parsed.ptr != end || threshold < 1 || threshold > 100)
return item.nativeButton;
return PADAxisButtonIdentity(item.nativeButton) | (threshold << 8);
}
struct ControllerBindingPair {
std::string primary;
std::string secondary;
@@ -217,13 +204,6 @@ ControllerBindingPair SplitControllerBinding(const std::string& value) {
using ControllerNames::NativeButtonForValue;
std::string NativeBindingConfig(uint32_t binding) {
std::string value = NativeButtonForValue(binding).configName;
if (PADIsAxisButton(binding)) value += '@' + std::to_string(PADAxisButtonThreshold(binding));
return value;
}
void SetTopBarVisible(bool visible) {
if (g_topBarVisible == visible) {
return;
@@ -262,7 +242,7 @@ void ApplyConfiguredMappings() {
}
const ControllerBindingPair binding = SplitControllerBinding(*configured);
if (const NativeButtonItem* native = FindNativeButton(binding.primary)) {
PADSetButtonMapping(port, PADButtonMapping{ConfiguredNativeButton(*native, binding.primary), kControllerButtons[i].padButton});
PADSetButtonMapping(port, PADButtonMapping{native->nativeButton, kControllerButtons[i].padButton});
} else {
RT_LOG(RT_TAG_CONFIG) << "Unknown controller." << kControllerButtons[i].configKey
<< " button '" << binding.primary << "'" << std::endl;
@@ -270,7 +250,7 @@ void ApplyConfiguredMappings() {
uint32_t altNative = PAD_NATIVE_BUTTON_INVALID;
if (!binding.secondary.empty()) {
if (const NativeButtonItem* native = FindNativeButton(binding.secondary)) {
altNative = ConfiguredNativeButton(*native, binding.secondary);
altNative = native->nativeButton;
} else {
RT_LOG(RT_TAG_CONFIG) << "Unknown controller." << kControllerButtons[i].configKey
<< " secondary button '" << binding.secondary << "'" << std::endl;
@@ -415,219 +395,6 @@ void DrawWiiRemoteSettings(uint32_t selectedGamePort) {
ImGui::EndMenu();
}
const char* KeyBindingName(int scancode) {
switch (scancode) {
case PAD_KEY_MOUSE_LEFT: return "Mouse left";
case PAD_KEY_MOUSE_RIGHT: return "Mouse right";
case PAD_KEY_MOUSE_MIDDLE: return "Mouse middle";
case PAD_KEY_MOUSE_X1: return "Mouse side 1";
case PAD_KEY_MOUSE_X2: return "Mouse side 2";
case PAD_KEY_INVALID: return "Unmapped";
default:
return scancode >= 0 && scancode < SDL_SCANCODE_COUNT
? SDL_GetScancodeName(static_cast<SDL_Scancode>(scancode)) : "Unknown";
}
}
enum class RebindKind { KeyboardButton, KeyboardAxis, Controller };
struct RebindState {
bool active = false;
bool openPopup = false;
RebindKind kind{};
uint32_t port = 0;
uint16_t target = 0;
bool secondary = false;
SDL_JoystickID instance = 0;
Clock::time_point deadline{};
std::string label;
std::array<bool, SDL_SCANCODE_COUNT> keys{};
uint32_t mouse = 0;
std::array<bool, SDL_GAMEPAD_BUTTON_COUNT> buttons{};
std::array<bool, SDL_GAMEPAD_AXIS_COUNT> axesReady{};
} g_rebind;
void BeginRebind(RebindKind kind, uint16_t target, const char* label, bool secondary = false) {
g_rebind = {};
g_rebind.active = true;
g_rebind.openPopup = true;
g_rebind.kind = kind;
g_rebind.port = static_cast<uint32_t>(g_controllerPort);
g_rebind.target = target;
g_rebind.secondary = secondary;
g_rebind.label = label;
g_rebind.deadline = Clock::now() + std::chrono::seconds(10);
int count = 0;
const bool* keys = SDL_GetKeyboardState(&count);
std::copy_n(keys, std::min(count, static_cast<int>(g_rebind.keys.size())), g_rebind.keys.begin());
g_rebind.mouse = SDL_GetMouseState(nullptr, nullptr);
const int index = PADGetIndexForPort(g_rebind.port);
if (kind == RebindKind::Controller && index >= 0) {
if (auto* pad = PADGetSDLGamepadForIndex(index)) {
g_rebind.instance = SDL_GetGamepadID(pad);
for (int i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i)
g_rebind.buttons[i] = SDL_GetGamepadButton(pad, static_cast<SDL_GamepadButton>(i));
for (int i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i)
g_rebind.axesReady[i] = std::abs(static_cast<int>(SDL_GetGamepadAxis(pad, static_cast<SDL_GamepadAxis>(i)))) < 8000;
}
}
}
void CompleteRebind(uint32_t value) {
const auto& capture = g_rebind;
if (capture.kind == RebindKind::Controller) {
const int index = PADGetIndexForPort(capture.port);
auto* pad = index >= 0 ? PADGetSDLGamepadForIndex(index) : nullptr;
if (pad == nullptr || SDL_GetGamepadID(pad) != capture.instance) {
g_rebind.active = false;
return;
}
if (capture.secondary) PADSetAltButtonMapping(capture.port, {value, capture.target});
else PADSetButtonMapping(capture.port, {value, capture.target});
uint32_t count = 0, altCount = 0;
auto* primary = PADGetButtonMappings(capture.port, &count);
auto* alternate = PADGetAltButtonMappings(capture.port, &altCount);
uint32_t primaryValue = PAD_NATIVE_BUTTON_INVALID, alternateValue = PAD_NATIVE_BUTTON_INVALID;
for (uint32_t i = 0; i < count; ++i)
if (primary[i].padButton == capture.target) primaryValue = primary[i].nativeButton;
for (uint32_t i = 0; i < altCount; ++i)
if (alternate[i].padButton == capture.target) alternateValue = alternate[i].nativeButton;
std::string config = NativeBindingConfig(primaryValue);
if (alternateValue != PAD_NATIVE_BUTTON_INVALID) config += ',' + NativeBindingConfig(alternateValue);
for (size_t i = 0; i < kControllerButtons.size(); ++i)
if (kControllerButtons[i].padButton == capture.target) RuntimeConfigFile::SetControllerButton(i, config);
} else if (capture.kind == RebindKind::KeyboardButton) {
PADSetKeyButtonBinding(capture.port, {static_cast<int32_t>(value), capture.target});
} else {
PADSetKeyAxisBinding(capture.port, {static_cast<int32_t>(value), capture.target, 1});
}
PADSerializeMappings();
g_rebind.active = false;
}
void DrawRebindPrompt() {
if (g_rebind.openPopup) {
ImGui::OpenPopup("Rebind input");
g_rebind.openPopup = false;
}
if (!ImGui::BeginPopupModal("Rebind input", &g_rebind.active, ImGuiWindowFlags_AlwaysAutoResize)) {
g_rebind.active = false;
return;
}
if (g_rebind.active) {
ImGui::Text("Rebind: %s", g_rebind.label.c_str());
ImGui::TextUnformatted(g_rebind.kind == RebindKind::Controller
? "Press a controller button, pull a trigger, or move a stick."
: "Press a keyboard key or click a mouse button.");
ImGui::TextUnformatted("Release any held input first. Backspace or Delete clears the mapping.");
ImGui::TextUnformatted("Escape can be bound. F10 is reserved for settings.");
const float remaining = std::chrono::duration<float>(g_rebind.deadline - Clock::now()).count();
ImGui::Text("Unmapped in %d seconds", std::max(0, static_cast<int>(std::ceil(remaining))));
const bool clear = ImGui::Button("Clear mapping");
ImGui::SameLine();
if (ImGui::Button("Cancel")) g_rebind.active = false;
// UI clicks must not become mouse bindings (buttons activate on release).
const bool overControl = ImGui::IsAnyItemHovered();
if (g_rebind.active && (clear || remaining <= 0.0f)) {
CompleteRebind(g_rebind.kind == RebindKind::Controller ? PAD_NATIVE_BUTTON_DISABLED
: static_cast<uint32_t>(PAD_KEY_INVALID));
} else if (g_rebind.active && SDL_GetKeyboardFocus() != nullptr && g_rebind.kind != RebindKind::Controller) {
int count = 0;
const bool* keys = SDL_GetKeyboardState(&count);
for (int i = 1; i < std::min(count, static_cast<int>(SDL_SCANCODE_COUNT)) && g_rebind.active; ++i) {
if (keys[i] && !g_rebind.keys[i] && i != SDL_SCANCODE_F10) CompleteRebind(i);
g_rebind.keys[i] = keys[i];
}
const uint32_t mouse = SDL_GetMouseState(nullptr, nullptr);
for (int i = 1; i <= 5 && g_rebind.active; ++i)
if (!overControl && (mouse & ~g_rebind.mouse & (1u << (i - 1))) != 0) CompleteRebind(static_cast<uint32_t>(-i - 1));
g_rebind.mouse = mouse;
} else if (g_rebind.active && SDL_GetKeyboardFocus() != nullptr && g_rebind.kind == RebindKind::Controller) {
auto* pad = SDL_GetGamepadFromID(g_rebind.instance);
if (pad != nullptr) {
for (int i = 0; i < SDL_GAMEPAD_BUTTON_COUNT && g_rebind.active; ++i) {
const bool pressed = SDL_GetGamepadButton(pad, static_cast<SDL_GamepadButton>(i));
if (pressed && !g_rebind.buttons[i]) CompleteRebind(i);
g_rebind.buttons[i] = pressed;
}
for (int i = 0; i < SDL_GAMEPAD_AXIS_COUNT && g_rebind.active; ++i) {
const int value = SDL_GetGamepadAxis(pad, static_cast<SDL_GamepadAxis>(i));
if (std::abs(value) < 8000) g_rebind.axesReady[i] = true;
if (g_rebind.axesReady[i] && std::abs(value) >= 16384)
CompleteRebind(PADEncodeAxisButton(i, value < 0));
}
}
}
}
if (!g_rebind.active) ImGui::CloseCurrentPopup();
ImGui::EndPopup();
}
void DrawKeyBinding(const char* label, int scancode, RebindKind kind, uint16_t target) {
const std::string caption = std::string(KeyBindingName(scancode)) + "##binding";
if (ImGui::Button(caption.c_str(), ImVec2(220.0f, 0.0f))) BeginRebind(kind, target, label);
ImGui::SameLine();
ImGui::TextUnformatted(label);
}
bool DrawKeyboardSettings(uint32_t port) {
uint32_t count = 0;
auto* buttons = PADGetKeyButtonBindings(port, &count);
bool enabled = buttons != nullptr;
bool usePreset = false;
if (ImGui::Checkbox("Keyboard and mouse", &enabled)) {
PADSetKeyboardActive(port, enabled);
PADSerializeMappings();
buttons = PADGetKeyButtonBindings(port, &count);
usePreset = enabled && std::all_of(buttons, buttons + count, [](const auto& binding) {
return binding.scancode == PAD_KEY_INVALID;
});
}
if (!enabled) return false;
ImGui::TextDisabled("Replaces the gamepad on this port. F10 opens settings.");
if (ImGui::Button("Use WASD + mouse preset") || usePreset) {
const std::array<int, PAD_BUTTON_COUNT> keys = {
PAD_KEY_MOUSE_LEFT, SDL_SCANCODE_SPACE, SDL_SCANCODE_E, SDL_SCANCODE_Q,
SDL_SCANCODE_RETURN, PAD_KEY_MOUSE_MIDDLE, SDL_SCANCODE_LSHIFT, PAD_KEY_MOUSE_RIGHT,
SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT,
};
for (size_t i = 0; i < keys.size(); ++i)
PADSetKeyButtonBinding(port, {keys[i], kControllerButtons[i].padButton});
const std::array<int, PAD_AXIS_COUNT> axes = {
SDL_SCANCODE_D, SDL_SCANCODE_A, SDL_SCANCODE_W, SDL_SCANCODE_S,
SDL_SCANCODE_L, SDL_SCANCODE_J, SDL_SCANCODE_I, SDL_SCANCODE_K,
SDL_SCANCODE_LSHIFT, PAD_KEY_MOUSE_RIGHT,
};
uint32_t axisCount = 0;
auto* mappings = PADGetKeyAxisBindings(port, &axisCount);
for (uint32_t i = 0; i < axisCount; ++i)
PADSetKeyAxisBinding(port, {axes[i], mappings[i].padAxis, 1});
PADSerializeMappings();
}
ImGui::SeparatorText("Button mapping");
for (uint32_t i = 0; i < count; ++i) {
int key = buttons[i].scancode;
ImGui::PushID(static_cast<int>(i));
ImGui::SetNextItemWidth(220.0f);
DrawKeyBinding(PADGetButtonName(buttons[i].padButton), key, RebindKind::KeyboardButton, buttons[i].padButton);
ImGui::PopID();
}
ImGui::SeparatorText("Stick and trigger mapping");
uint32_t axisCount = 0;
auto* axes = PADGetKeyAxisBindings(port, &axisCount);
for (uint32_t i = 0; i < axisCount; ++i) {
int key = axes[i].scancode;
ImGui::PushID(static_cast<int>(count + i));
const char* direction = PADGetAxisDirectionLabel(axes[i].padAxis);
const std::string label = std::string(PADGetAxisName(axes[i].padAxis)) + " " +
(direction != nullptr ? direction : "");
ImGui::SetNextItemWidth(220.0f);
DrawKeyBinding(label.c_str(), key, RebindKind::KeyboardAxis, axes[i].padAxis);
ImGui::PopID();
}
return true;
}
// Controller settings menu: port selection, controller assignment and button mapping.
int ExpressionResizeCallback(ImGuiInputTextCallbackData* data) {
if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) {
@@ -734,10 +501,6 @@ void DrawControllerSettings() {
ImGui::Separator();
const uint32_t selectedGamePort = static_cast<uint32_t>(g_controllerPort);
if (DrawKeyboardSettings(selectedGamePort)) {
return;
}
ImGui::Separator();
const char* currentName = PADGetName(selectedGamePort);
ImGui::Text("Assigned: %s", currentName != nullptr ? currentName : "None");
if (ImGui::MenuItem("Unassign controller")) {
@@ -779,10 +542,10 @@ void DrawControllerSettings() {
PADGetAltButtonMappings(static_cast<uint32_t>(g_controllerPort), &altMappingCount);
const auto writeBinding = [](size_t index, uint32_t primaryNative, uint32_t altNative) {
std::string value = NativeBindingConfig(primaryNative);
std::string value = NativeButtonForValue(primaryNative).configName;
if (altNative != PAD_NATIVE_BUTTON_INVALID) {
value += ',';
value += NativeBindingConfig(altNative);
value += NativeButtonForValue(altNative).configName;
}
RuntimeConfigFile::SetControllerButton(index, value);
};
@@ -840,11 +603,6 @@ void DrawControllerSettings() {
}
ImGui::SeparatorText("Button mapping");
ImGui::TextDisabled("LT / L2 = left trigger. RT / R2 = right trigger.");
ImGui::TextDisabled("LB / L1 = left shoulder. RB / R1 = right shoulder.");
ImGui::TextDisabled("Click a binding, then press an input. No input for 10 seconds clears it.");
const float bindingWidth = ImGui::CalcTextSize("Right shoulder (RB / R1)").x +
ImGui::GetFrameHeight() + ImGui::GetStyle().FramePadding.x * 2.0f;
for (size_t i = 0; i < kControllerButtons.size(); ++i) {
auto mappingIt = std::find_if(mappings, mappings + mappingCount, [&](const PADButtonMapping& mapping) {
return mapping.padButton == kControllerButtons[i].padButton;
@@ -864,40 +622,30 @@ void DrawControllerSettings() {
const NativeButtonItem& current = NativeButtonForValue(mappingIt->nativeButton);
ImGui::PushID(static_cast<int>(i));
const auto drawThreshold = [&](PADButtonMapping* mapping, bool secondary) {
if (!PADIsAxisButton(mapping->nativeButton)) return;
int threshold = static_cast<int>(PADAxisButtonThreshold(mapping->nativeButton));
ImGui::SetNextItemWidth(bindingWidth);
if (ImGui::SliderInt(secondary ? "##altThreshold" : "##primaryThreshold", &threshold,
1, 100, "Threshold: %d%%", ImGuiSliderFlags_AlwaysClamp)) {
const PADButtonMapping updated = {
PADAxisButtonIdentity(mapping->nativeButton) | (static_cast<uint32_t>(threshold) << 8),
mapping->padButton,
};
if (secondary) PADSetAltButtonMapping(selectedGamePort, updated);
else PADSetButtonMapping(selectedGamePort, updated);
ImGui::SetNextItemWidth(190.0f);
if (ImGui::BeginCombo("##primary", current.label)) {
for (const auto& candidate : kNativeButtons) {
const bool selected = candidate.nativeButton == mappingIt->nativeButton;
if (ImGui::Selectable(candidate.label, selected)) {
const uint32_t port = static_cast<uint32_t>(g_controllerPort);
PADSetButtonMapping(port, PADButtonMapping{candidate.nativeButton, kControllerButtons[i].padButton});
writeBinding(i, candidate.nativeButton,
altIt != nullptr ? altIt->nativeButton : PAD_NATIVE_BUTTON_INVALID);
PADSerializeMappings();
mappings = PADGetButtonMappings(port, &mappingCount);
}
if (selected) {
ImGui::SetItemDefaultFocus();
}
}
if (ImGui::IsItemDeactivatedAfterEdit()) {
writeBinding(i, mappingIt->nativeButton,
altIt != nullptr ? altIt->nativeButton : PAD_NATIVE_BUTTON_INVALID);
PADSerializeMappings();
}
};
ImGui::BeginGroup();
ImGui::SetNextItemWidth(bindingWidth);
const std::string primaryCaption = std::string(current.label) + "##primary";
if (ImGui::Button(primaryCaption.c_str(), ImVec2(bindingWidth, 0.0f))) {
BeginRebind(RebindKind::Controller, kControllerButtons[i].padButton, kControllerButtons[i].label);
ImGui::EndCombo();
}
drawThreshold(mappingIt, false);
ImGui::EndGroup();
if (altIt != nullptr) {
const bool altBound = altIt->nativeButton != PAD_NATIVE_BUTTON_INVALID;
if (!altBound && !altRowExpanded[i]) {
ImGui::SameLine();
if (ImGui::SmallButton("+")) {
altRowExpanded[i] = true;
BeginRebind(RebindKind::Controller, kControllerButtons[i].padButton, kControllerButtons[i].label, true);
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Add a second binding; pressing either one works");
@@ -906,15 +654,27 @@ void DrawControllerSettings() {
ImGui::SameLine();
ImGui::TextUnformatted("or");
ImGui::SameLine();
ImGui::BeginGroup();
const char* altLabel = altBound ? NativeButtonForValue(altIt->nativeButton).label : "None";
ImGui::SetNextItemWidth(bindingWidth);
const std::string altCaption = std::string(altLabel) + "##alt";
if (ImGui::Button(altCaption.c_str(), ImVec2(bindingWidth, 0.0f))) {
BeginRebind(RebindKind::Controller, kControllerButtons[i].padButton, kControllerButtons[i].label, true);
ImGui::SetNextItemWidth(190.0f);
if (ImGui::BeginCombo("##alt", altLabel)) {
for (const auto& candidate : kNativeButtons) {
const bool isNone = candidate.nativeButton == PAD_NATIVE_BUTTON_INVALID;
const bool selected = candidate.nativeButton == altIt->nativeButton;
if (ImGui::Selectable(isNone ? "None" : candidate.label, selected)) {
const uint32_t port = static_cast<uint32_t>(g_controllerPort);
PADSetAltButtonMapping(
port, PADButtonMapping{candidate.nativeButton, kControllerButtons[i].padButton});
writeBinding(i, mappingIt->nativeButton, candidate.nativeButton);
if (isNone) {
altRowExpanded[i] = false;
}
}
if (selected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
drawThreshold(altIt, true);
ImGui::EndGroup();
}
}
ImGui::SameLine();
@@ -1176,27 +936,10 @@ void DrawStartupScreen() {
}
void DrawTopBar() {
if (!g_topBarVisible) {
if (!g_topBarVisible || !ImGui::BeginMainMenuBar()) {
return;
}
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::GetBackgroundDrawList()->AddRectFilled(viewport->Pos,
ImVec2(viewport->Pos.x + viewport->Size.x, viewport->Pos.y + viewport->Size.y),
IM_COL32(0, 0, 0, 70));
ImGui::SetNextWindowPos(ImVec2(viewport->Pos.x + viewport->Size.x * 0.5f,
viewport->Pos.y + viewport->Size.y - 24.0f),
ImGuiCond_Always, ImVec2(0.5f, 1.0f));
ImGui::SetNextWindowBgAlpha(0.85f);
if (ImGui::Begin("Settings input hint", nullptr,
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize |
ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoFocusOnAppearing)) {
ImGui::TextUnformatted("Settings open - game controls disabled. Press F10 to return to the game.");
}
ImGui::End();
if (!ImGui::BeginMainMenuBar()) return;
ImGui::TextUnformatted("WiiCompiled");
ImGui::Separator();
const auto resolutionIt = std::find_if(kResolutions.begin(), kResolutions.end(), [](const ResolutionItem& item) {
@@ -1225,9 +968,6 @@ void DrawTopBar() {
if (ImGui::BeginMenu("Controller settings")) {
DrawControllerSettings();
// Nest capture under this menu so opening/closing the modal preserves
// the settings popup and its current port and scroll position.
DrawRebindPrompt();
ImGui::EndMenu();
}
@@ -1334,12 +1074,7 @@ void HandleEvents(const AuroraEvent* events) noexcept {
continue;
}
controller_mapping_wizard::HandleSdlEvent(ev->sdl);
if (g_rebind.active && (IsToggleKey(ev->sdl, SDL_SCANCODE_BACKSPACE) ||
IsToggleKey(ev->sdl, SDL_SCANCODE_DELETE))) {
CompleteRebind(g_rebind.kind == RebindKind::Controller ? PAD_NATIVE_BUTTON_DISABLED
: static_cast<uint32_t>(PAD_KEY_INVALID));
}
if (!g_rebind.active && IsToggleKey(ev->sdl, SDL_SCANCODE_F10)) {
if (IsToggleKey(ev->sdl, SDL_SCANCODE_F10)) {
SetTopBarVisible(!g_topBarVisible);
}
if (IsMouseActivity(ev->sdl)) {
@@ -1367,7 +1102,7 @@ void Draw() noexcept {
DrawTopBar();
controller_mapping_wizard::Draw();
// The wizard captures raw presses; keep them out of the game.
const bool inputBlocked = controller_mapping_wizard::IsActive() || g_rebind.active;
const bool inputBlocked = controller_mapping_wizard::IsActive();
PADBlockInput(inputBlocked);
InputBindings::SetInputBlocked(inputBlocked);
DrawStartupScreen();
+6 -10
View File
@@ -1,4 +1,5 @@
#include "nand_save_probe.h"
#include "nand_settings.h"
#include <algorithm>
#include <chrono>
@@ -6,10 +7,6 @@
#include <sstream>
#include <stdexcept>
#ifdef _WIN32
#include <windows.h>
#endif
namespace fs = std::filesystem;
using RuntimeNandSave::ReadAction;
using RuntimeNandSave::Contents;
@@ -50,11 +47,9 @@ int main() {
try {
const auto save = root / "title/00010004/524d4350/data/rksys.dat";
const auto shadow = fs::path(save.native() + fs::path(".nandsafe.tmp").native());
// Save inspection must leave unrelated NAND data alone. Settings
// initialization is covered separately by nand_settings_tests.
const auto settingsPath = root / "title/00000001/00000002/data/setting.txt";
const std::string identity(256, '\x5a');
Write(settingsPath, identity);
std::string error;
Require(RuntimeNandSettings::Ensure(root, error, 1800000123), "New profile settings bootstrap");
const auto identity = Read(RuntimeNandSettings::FilePath(root));
Require(RuntimeNandSave::CheckRead(save, 1) == ReadAction::Proceed, "Fresh profile follows normal missing-file handling");
Require(!fs::exists(save), "Probing fresh profile must not create a save");
@@ -131,7 +126,8 @@ int main() {
SetFileAttributesW(save.c_str(), FILE_ATTRIBUTE_NORMAL);
Require(readOnlyResult == ReadAction::Proceed && Read(save) == existing, "Readable read-only save remains available");
#endif
Require(Read(settingsPath) == identity, "Save inspection must not change NAND settings");
Require(RuntimeNandSettings::Ensure(root, error, 1900000123), "Existing profile settings bootstrap");
Require(Read(RuntimeNandSettings::FilePath(root)) == identity, "Save recovery must not change console identity");
fs::remove_all(root);
std::cout << "NAND save startup, preservation, interrupted-write and I/O failure scenarios passed\n";
return 0;
-32
View File
@@ -43,38 +43,6 @@ int main() {
Require(!RuntimeNandSettings::Read(root));
Require(!std::filesystem::exists(root));
std::filesystem::create_directories(path.parent_path());
const auto scratchParent = root / "scratch-collisions";
std::filesystem::create_directories(scratchParent / ".setting-init-fixed-0");
const auto sentinel = scratchParent / ".setting-init-fixed-0" / "setting.txt";
{ std::ofstream output(sentinel); output << "another launch owns this"; }
const auto occupiedFile = scratchParent / ".setting-init-fixed-1";
{ std::ofstream output(occupiedFile); output << "leave this file alone"; }
std::error_code scratchError;
const auto claimed = CreateScratchDirectory(scratchParent, "fixed", scratchError);
Require(claimed && *claimed == scratchParent / ".setting-init-fixed-2" && !scratchError,
"Retry collisions with both existing directories and files");
Require(ReadBytes(sentinel) == "another launch owns this" &&
ReadBytes(occupiedFile) == "leave this file alone", "Never modify another launch's scratch data");
Require(!CreateScratchDirectory(occupiedFile / "not-a-directory", "fixed", scratchError) && scratchError,
"Real filesystem errors must fail rather than retry indefinitely");
// Force all claimants to use the same token; this deterministically
// exercises the collision path even when host clock precision is high.
std::array<std::optional<std::filesystem::path>, 16> claims;
std::vector<std::thread> claimants;
for (size_t i = 0; i < claims.size(); ++i) {
claimants.emplace_back([&, i] {
std::error_code ec;
claims[i] = CreateScratchDirectory(scratchParent, "shared", ec);
});
}
for (auto& claimant : claimants) claimant.join();
for (size_t i = 0; i < claims.size(); ++i) {
Require(claims[i].has_value(), "Every concurrent claimant must acquire a scratch directory");
for (size_t j = 0; j < i; ++j) {
Require(claims[i] != claims[j], "Concurrent claimants must own different scratch directories");
}
}
const std::string plain = "AREA=USA\r\n\nCODE=LU\r\nSERNO=987654321\r\nGAME=US\r\n";
std::array<uint8_t, 256> fixture{};
for (size_t i = 0; i < fixture.size(); ++i) {
-81
View File
@@ -1,81 +0,0 @@
#include "sc_serial_contract.h"
#include "nand_settings.h"
#include <algorithm>
#include <array>
#include <iostream>
#include <iomanip>
#include <stdexcept>
#include <string>
static void Require(bool condition, const char* message) {
if (!condition) throw std::runtime_error(message);
}
static uint32_t ReadWord(const unsigned char* bytes) {
return (uint32_t(bytes[0]) << 24) | (uint32_t(bytes[1]) << 16) |
(uint32_t(bytes[2]) << 8) | uint32_t(bytes[3]);
}
int main(int argc, char** argv) {
try {
// Feed real generator + SC ABI outputs to the upstream bot decoder.
// Usage: mkw_sc_serial_tests --timestamp-vectors <unix-seconds> ...
if (argc > 1 && std::string(argv[1]) == "--timestamp-vectors") {
for (int i = 2; i < argc; ++i) {
const auto timestamp = std::stoll(argv[i]);
const auto serial = RuntimeNandSettings::GenerateSerial(static_cast<std::time_t>(timestamp));
std::array<unsigned char, 4> output{};
Require(RuntimeScSerial::Write(serial, 4,
[](uint32_t address, size_t size) { return address == 4 && size == 4; },
[&](uint32_t, uint32_t value) {
for (unsigned j = 0; j < 4; ++j)
output[j] = static_cast<unsigned char>(value >> (24 - 8 * j));
}) == 1, "Generated serial must pass SC ABI");
std::cout << timestamp << '\t' << serial << "\tLEH"
<< std::setfill('0') << std::setw(9) << ReadWord(output.data()) << '\n';
}
return 0;
}
// Reproduce the reported csnums from the old string-writing override.
const unsigned char old7886[] = {'7', '8', '8', '6'};
const unsigned char old7618[] = {'7', '6', '1', '8'};
Require(ReadWord(old7886) == 926431286, "Reproduce shared LEH926431286");
Require(ReadWord(old7618) == 926298424, "Reproduce shared LEH926298424");
std::array<unsigned char, 16> memory;
size_t available = 4;
unsigned writes = 0;
const auto contains = [&](uint32_t address, size_t size) {
return address == 4 && size <= available;
};
const auto write32 = [&](uint32_t address, uint32_t value) {
++writes;
for (unsigned i = 0; i < 4; ++i)
memory[address + i] = static_cast<unsigned char>(value >> (24 - 8 * i));
};
for (const auto& pair : {std::pair{"788600001", 788600001u}, {"788699999", 788699999u},
{"761800001", 761800001u}, {"761899999", 761899999u},
{"012345678", 12345678u}, {"000000001", 1u}, {"999999999", 999999999u}}) {
memory.fill(0xa5);
writes = 0;
Require(RuntimeScSerial::Write(pair.first, 4, contains, write32) == 1, "Accept an exactly four-byte output buffer");
Require(writes == 1 && ReadWord(memory.data() + 4) == pair.second, "Return full numeric serial, including digits after common prefix");
for (size_t i = 0; i < memory.size(); ++i)
if (i < 4 || i >= 8) Require(memory[i] == 0xa5, "Do not overwrite adjacent guest stack data");
}
for (const char* serial : {"", "1234567890", "7886x1234", "-12345678", "+12345678"}) {
writes = 0;
Require(RuntimeScSerial::Write(serial, 4, contains, write32) == 0 && writes == 0, "Reject malformed serial without a write");
}
writes = 0;
Require(RuntimeScSerial::Write("788600001", 0, contains, write32) == 0 && writes == 0, "Reject null output");
available = 3;
Require(RuntimeScSerial::Write("788600001", 4, contains, write32) == 0 && writes == 0, "Reject undersized output");
std::cout << "SC serial collision reproduction, numeric output and memory-boundary tests passed\n";
return 0;
} catch (const std::exception& error) {
std::cerr << error.what() << '\n';
return 1;
}
}
@@ -35,39 +35,6 @@ public class RetroWfcPayloadLoweringTests
Assert.Equal("moduleFunction", pointer.TargetKind);
}
[Fact]
public void ProductionPayloadValidatesAndTranslatesEverySupportedPatch()
{
var payloadRoot = Path.Combine(
AppContext.BaseDirectory,
"TestAssets",
"RetroWfcPayload");
WiiCompiled.Setup.Common.RetroWfcPayload.ValidateStagedRetroWfcPayloadDirectory(payloadRoot);
var payloadPath = Path.Combine(
payloadRoot,
"binary",
"payload.RMCPD00.bin");
var payload = File.ReadAllBytes(payloadPath);
var result = RetroWfcPayload.Parse(
payload,
ProductionPayloadManifest(),
0x81800000u,
0x00200000u,
"TestAssets/RetroWfcPayload/binary/payload.RMCPD00.bin");
Assert.Equal("RMCPD00", result.Summary.Game);
Assert.Equal(payload.Length, result.Summary.PayloadImageSize);
Assert.True(result.LoweringPlan.IsPlannable);
Assert.Empty(result.LoweringPlan.Issues);
Assert.NotEmpty(result.LoweringPlan.StaticBytePatches);
Assert.NotEmpty(result.LoweringPlan.ExecutableHooks);
Assert.NotEmpty(result.LoweringPlan.StaticPointers);
Assert.All(result.LoweringPlan.ExecutableHooks, hook => Assert.NotNull(hook.TargetAddress));
Assert.All(result.LoweringPlan.StaticPointers, pointer => Assert.NotNull(pointer.TargetAddress));
Assert.NotEmpty(result.Summary.InitializationCallbacks);
}
private static BaseManifest TestManifest() =>
new(
"test",
@@ -85,51 +52,6 @@ public class RetroWfcPayloadLoweringTests
],
"ranges.json");
// The payload parser needs the base image's address classes and containing
// function ranges to prove every patch can be lowered. A single synthetic
// executable and writable ranges are sufficient here: the assertions above
// test the real production payload without checking proprietary game bytes
// into CI. The split also proves pointer patches lower as data writes.
private static BaseManifest ProductionPayloadManifest() =>
new(
"test",
1,
"RMCP01",
"P",
"",
0,
[
new BaseSectionMetadata(
".synthetic-text",
"synthetic.dol",
0x80000000u,
0x80800000u,
true,
false,
"synthetic_text.bin",
0),
new BaseSectionMetadata(
".synthetic-data",
"synthetic.dol",
0x80800000u,
0x81000000u,
false,
true,
"synthetic_data.bin",
0)
],
[
new BaseFunctionRangeMetadata(
0x80000000u,
0x80800000u,
"synthetic_base",
".synthetic-text",
0,
"test",
["Executable"])
],
"ranges.json");
private static byte[] BuildSharedPayloadFixture()
{
var payload = new byte[0x240];
@@ -26,11 +26,6 @@
<ItemGroup>
<ProjectReference Include="..\..\src\Translator.Core\Translator.Core.csproj" />
<ProjectReference Include="..\..\src\Translator.Cli\Translator.Cli.csproj" />
<ProjectReference Include="..\..\..\Launcher\WiiCompiled.Setup.Common\WiiCompiled.Setup.Common.csproj" />
</ItemGroup>
<ItemGroup>
<Content Include="TestAssets\RetroWfcPayload\binary\payload.RMCPD00.bin" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
<!--