A // on a metas[] line hides the rows after it on that line, and the game then ends at start with "FATAL: cfg:
NX2NAVI_<X> has no row in the settings table"; that shipped in two test builds and nothing caught it before a
start. And 15 names the runtime reads were not in known[], so setting any of them in nx2navi.ini logged "unknown
key" and put it in the menu's list of unknown keys although it took effect: AUDIO_DUMP, DEFER_STAMP, DEPTH_TWIN,
DLAA_ZFIT, DUMP_SKIP_RUNS, DUMP_TEX, DUMP_UBO, EVENT_ORDER, GATHER_BIAS, PIN_SWEEP, REC_CHECK, REC_DELAY_US,
REG_ORDER, SHADOW and ZERO_LOCALS (GATHER_BIAS and ZERO_LOCALS through vk_caps.c env_u32).
tests/cfg_rows_check.py (standard library only) parses known[], metas[], sections[], DECK[] and LOWEND[] by
brace matching that skips string and character literals and comments (an apostrophe in a comment inside a table
would otherwise open a character literal and run the table on past its end), line by line with the first // outside
a string split off, and the first #if branch standing for the table. It fails on a row or name after //, a /* in a table, a name twice in known[], two metas[] rows for a
key, a metas[] row not in known[], a cfg_value/cfg_int/cfg_bool/cfg_double read (directly or through one level of
wrapper) with no row and no cfg_get, cfg_is_set or cfg_meta guard earlier in the same function (kernel.c SPIN and
SVC_WAITS, vk_headroom.c VRAM_HEADROOM pass that way), and a name read through cfg_get, cfg_is_set, cfg_meta,
rt_knob, a cfg_get or "NX2NAVI_%s" wrapper, or a patches-v111.txt set line that is not in known[] or a cheat.
--self-test puts each kind of fault into a copy and checks it is caught. The content guard workflow runs the
check after tools/check_content.py. The 15 names go into known[] on a line of their own with no //.
Reproduced before the change: the check reported the 15 names on stability-pass, as the audit's prototype did.
Now it reports 0 problems and its self-test catches all 15 injected faults; the scratchpad cfg rows check
("missing []"), cfg_parse_check and the compile checks pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The release is assembled on Windows, and the AppImage needs Linux (the translator's native build and
appimagetool), so releases carried no Linux download. .github/workflows/linux-appimage.yml runs when a
release is published, or by hand for a tag: it builds the translator, takes the button art from the
release's own app zip, runs tools/make_appimage.py, checks that the AppImage starts and uploads it with
its SHA-256 to that release. tools/make_appimage.py takes --prompt-art as make_kit.py does and bundles
pillow, so an AppImage build can draw the Xbox, PlayStation and keyboard prompts.
Pull request #273 by loteran, taken as it is. Added: the workflow installs glslc and spirv-tools, which
make_appimage.py needs since the runtime's shaders are compiled at build time.
The workflow does nothing until this file is on the repository's default branch on GitHub; from then on
every published release starts it, with write access to that release. It was not run here, and
make_appimage.py only passes a syntax check on Windows.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
Crashes: the render-target heap (HeapDef DynamicTextureAllocatorMem and its parent) grows with the widescreen
picture, so the pause menu no longer reads a null block at 5120x2160; texture uploads keep the game's memory mapped
while they copy it, so UnmapPhysicalMemory no longer pulls it away mid-copy; DLSS Frame Generation no longer crashes
in Streamline's set-up (physical devices and the window surface go through its proxies, its swapchain images are
counted first, resources are tagged per frame); a stale core-wait target is cleared before its thread is freed.
Freezes and races: a resize during a swapchain rebuild is kept, a failed frame generation swapchain is retried
instead of replaced by a plain one, three acquire timeouts in a row rebuild the swapchain, device waits take the
queue lock, a translator child that stops answering times out, an in-flight compute pipeline builds at normal
priority, a save Commit started before the window closes finishes and none starts after, a settings change just
before closing is saved, and a movie sample taken before a flush is dropped.
HDR: Enhanced HDR extends the game's own tonemap so highlights go above the picture's white (the hue slider,
which no longer applies, is gone from the menu); frame generation gets a HUD-less picture, the HDR flag and the HDR10
metadata under HDR too.
Memory: ASTC textures are encoded to BC3 unless the PC has 20 GiB of VRAM and 48 GiB of RAM, as Windows charges video
memory to the commit charge (a long session held 17 GiB of RGBA8 textures and 45.7 GiB of commit on a 32 GiB PC).
Shaders: the translator lowers spill-mode programs with more than eight uniform register groups in a wider spill
layout, and local loads and stores with a uniform-register address (36029 of the game's 36031 variants translate,
20 failed before).
The launcher release ships the shader tools and AMD's FidelityFX library (make_launcher.py --ffx); windres there gets
the toolchain on PATH.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The issue forms ask for the version from the settings menu title and the log from logs\nx2navi.log. The guides and the sample settings cover the features this port has. The README lists the frame rate limits and widescreen and gets a Screenshots section for images attached on GitHub.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The names are NX2NAVI, NX2navi or nx2navi: the settings prefix (NX2NAVI_*), the ini file
(nx2navi.ini), the shader translator (nx2navi_xlate), the Windows resources, the installer and the docs. The 8-byte
file magics keep their size (NX2NSANS, NX2NSPRG, NX2NSPRP, NX2NPKEY, NX2NRFS1), so caches and the RomFS index from
older builds are not read. cfg.c and the settings pages took the prefix length as 5; it now follows the prefix.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>