F8 now always writes a folder under logs/captures: the area, Link's position and rotation, the camera of the frame on screen and the game's own, the presented frame as a PNG, frame times around the press, the machine, the settings that differ from the defaults, the end of the log, the save, and the game's flags and texts. A note on screen names the capture. The flight recorder's F8 dump goes into the capture's folder.
NX2NAVI_CAPTURE_REPLAY starts a run on a capture's settings, teleports to its area, walks Link to where he stood and puts the free camera where the camera was; tools/capture_run.py prepares the profile from the capture's save, runs it and compares the two captures. docs/bug-capture.md has the files and the steps.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
With the mouse camera in stick mode and a camera speed above 1, the mouse could never turn faster than a full stick does at camera speed 1, however high the mouse sensitivity was set. The mouse's counts were limited to full tilt first and divided by the camera speed afterwards, so at camera speed 1.5 the most the mouse could send was two thirds of full tilt, which the game's own factor brought back to the old top speed. The division now comes before the limit (runtime/input_map.c input_mouse_stick): a slow movement turns as far as before, and a fast flick reaches full tilt, which is the game's top speed with the camera speed in it. Direct mouse mode, the default, does not use this code. A camera speed of 1 or less behaves as before.
From pull request #424. tests/mouse_stick_check.py is new here: it builds input_map.c alone and checks the deflection at each camera speed without the game.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
The Controls tab's Button prompts row and nx2navi.ini take steamdeck: the Deck's own labels in the game's
text, action prompt and ocarina notes, which are A B X Y where an Xbox pad has them, L1 R1 L2 R2 and L3 R3,
Menu and View. The style is drawn by tools/pad_prompts.py like the others, into romfs-patches-steamdeck
and romfs-patches-steamdeck-label, and every build with button art writes them.
Pull request #107 by loteran asked for PlayStation and Steam Deck prompts; it was closed, and the tree
took the PlayStation half in another form, drawn from button art instead of redrawn font glyphs. This is
the Steam Deck half in that form, written here: the art has no Deck style, so its entry in
tools/prompt_art.py names the Xbox pictures for the face buttons, Menu, View, the d-pad and the sticks
and the PlayStation pictures for the shoulders and stick clicks. It needs four pictures of the Xbox set
that no other style used (the white letters on a light button, for the ocarina's notes); a release made
with --prompt-art copies them with the rest.
The Windows files compile and tests/launcher_test.py passes, with the prompts step's test following the
number of folders (seven now); every picture the style names is in the art used for releases. The style
was not drawn here (that needs the game's font), and --probe-cfg, which has a new check, was not run.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
pad_layout = playstation plays a pad by label as xbox does, named for a PlayStation pad: cross A, circle B, square X,
triangle Y. The prompts follow it like the Xbox layout, by label. Under Automatic the note says PlayStation for a pad
whose bottom button is labelled cross. The layout description in each menu language now says what every choice does.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Controls tab has a Button prompts row again, with Nintendo, Xbox and PlayStation. prompts = playstation is a new
value next to xbox; nintendo, xbox and pc read as before, and pc stays out of the row as nothing makes its files for
this game. The game reads its prompts at start, so the row says when a restart would change them.
tools/pad_prompts.py writes the overlay folders romfs-patches-xbox, -xbox-label, -playstation and -playstation-label
from the player's RomFS and a folder of button art that stays outside the repository. The button font's glyphs become
outlines traced from the art, the action prompt's letters and the ocarina's note buttons are painted again in their
own BC4 and ASTC formats, and the font's entry in the resource size table grows with it. The by-position folders show
Switch A as B or circle, the by-label ones as A or cross, following the pad layout. The settings probe checks the new
value and folder names.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Comments say what the code does and why, docs/maxwell.md keeps the Maxwell facts, and fetch_refs.sh clones only the checkout the build reads. Code is unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>