Commit Graph

118 Commits

Author SHA1 Message Date
epicmeme546
5ae55db41c Keep CPU helper threads on Automatic and Start next frame early on by default in 0.10.1, as in 0.10.0, and give 0.10.1's notes the video memory fix.
The release commit for 0.10.1 had turned both off by default (replay_workers = 0, tail_early = 0). They stay as 0.10.0 has them: replay_workers = auto, half the processor's physical cores less one (3 on 8 cores), and tail_early = 1. A player's session with all four Testing settings at 0 filled the video memory as before (bug capture 7: 15.5 GiB in use, 20.7 frames a second); what filled it were the images of moved render targets, which the two commits before this one fix.

runtime/cfg.c, runtime/ui/menu.cpp, runtime/vk_exec.c and nx2navi.ini.example are back as they were at 0.10.0. The notes of 0.10.1 lose the entry about the defaults and take the fix's entry from the draft for 0.10.2, which goes.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-13 11:57:11 -05:00
chrg6
a84a3ab12d Make the release 0.10.1: every setting under the Game tab's Testing heading is off by default again, CPU helper threads (replay_workers = 0) and Start next frame early (tail_early = 0) among them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 10:49:01 -05:00
chrg6
26d26babe5 Bring public main's bug capture on F8 and its removal of the Steam co-op into the 0.10.0 line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

# Conflicts:
#	docs/architecture.md
#	launcher/steamlib.py
#	launcher/ui/app.py
#	runtime/boot.c
#	runtime/cfg.c
#	runtime/flight.c
#	runtime/flight.h
#	runtime/gfx_present.c
#	tests/launcher_test.py
2026-11-13 09:52:43 -05:00
epicmeme546
f5da269add Remove the experimental co-op through Steam.
This takes back the three commits that added it (cd2f9f1, e60677e, a01910d): its runtime layer and Steam binding, the Co-op tab and what it drew over the game, the launcher's copy of Steam's library file, its settings, tests and docs. The tree is as it was before them, with the bug capture that came after kept: its note on screen no longer makes room for co-op's lines, and dbg_area, which the co-op had brought and the capture uses, stays.

The four settings of that co-op join the retired names, so a settings file that still has them logs no unknown key. A steam_api64.dll that the launcher put beside the game is left where it is: nothing loads it any more.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-13 09:08:40 -05:00
chrg6
b912d72b87 Remove the Video memory use row; its low behaviour is the only one now.
Released textures go once they have gone unused for the hold, and what a switched-off upscaler or SMAA held is freed, with no setting to keep them. A vram_use line left in a settings file is known and read by nothing. Memory use is to be decided by the card's and the system's budget instead.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 06:23:01 -05:00
epicmeme546
4fd70e398f Make F8 write a bug capture and add a test run that starts from one.
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>
2026-11-13 06:22:18 -05:00
chrg6
0e76baad36 Limit replay_small to 0..63, where it can match a group.
A group too small to share out has fewer than 64 draws (2 x CHUNK_DRAWS), so a threshold of 64 or more never matched
in group_start and the setting did nothing. The setting's range is now 0..63, the menu's slider ends at 60 in steps of
4, and a value of 64 or more from nx2navi.ini reads as 63 with one line in the log.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 06:06:27 -05:00
chrg6
da65aa6099 Bring public main's Steam co-op, the removal of the old co-op and the launcher's Steam library file into the 0.10.0 line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 04:37:01 -05:00
epicmeme546
cd2f9f12be Add an experimental co-op through Steam: rooms, invites, names in the world, chat and shared progress.
Up to four players, each in their own game and save, meet in a room. Rooms are Steam lobbies and the games talk through Steam's networking, so nobody forwards a port and nobody runs a server. The game signs in to Steam as its test app (480), so Steam shows the player as playing Spacewar. Off by default; the menu has a Co-op tab with Create a room, Join a room by its ID, Invite a friend, the players, chat and Leave, in English, Russian, Brazilian Portuguese and Simplified Chinese.

runtime/steam.c loads steam_api64.dll from beside the exe at run time and declares the C functions it calls itself; nothing of the Steamworks SDK is in the repository, and a player copies the file from a Steam game they have. runtime/coop.c is the room: the lobby's owner is the host, lets games of the same protocol and game build in and lists them, and every game takes positions, chat and progress only from the players on that list. runtime/coop_game.c reads Link from the Player actor and shares progress, items, songs and quest items through the game's own flag routines, each value only ever raised; small keys, rupees, ammunition and hearts stay each player's own, and the save is copied to coop-backup before anything of a room reaches it. The other players show as a name with a distance where their Link stands, projected with the upscaler's camera.

One Steam account cannot be in a lobby twice, and this PC has not the memory for two games, so the room and the game side were run with one game and tests/coop_peer.py as the second player over runtime/coop_local.c, a stand-in for Steam on 127.0.0.1 that only the environment turns on: the peer was let in, saw the game's Link in Hyrule Field, chat went both ways, the save was copied, one flag the save lacked was set and a flag the game does not share was refused. On Steam itself one game signed in as app 480, made a room, showed its ID and the player's Steam name on the Co-op tab and left. Not run: two Steam accounts in one room, an invite, a join by room ID over Steam, a host that leaves, a removal, and the menu's text probe on this build.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-13 04:16:17 -05:00
epicmeme546
c84c035939 Remove the co-op of 0.8.0: its runtime layer, relay, menu tab, settings, tests and docs.
The hidden beta shared story progress through a relay a player had to run and never showed the other players. A new co-op replaces it. Gone are runtime/coop*.c and their headers, the menu's Co-op tab and its texts in four languages, tools/coop_relay.py, the co-op tests, docs/coop.md, the [coop] section of nx2navi.ini.example, the --probe-coop mode, the coop trace item, and Monocypher, which only this layer used.

The old settings stay known as retired keys, so an nx2navi.ini that still sets them logs no unknown key, and they stay on the list of private settings, so a bug report keeps a room's secret, a relay's address and a name out. The platform layer's UDP sockets and fs_save_snapshot stay for the new co-op; cfg_ini_now and fs_profile_path, which nothing else called, are removed.

Checked: the game builds and starts, the menu shows its four tabs, --probe-cfg and --probe-fs pass, and the launcher's private-settings test passes. tests/save_share_check.py builds without its co-op stub; it cannot run from this worktree because the folder's path is longer than Windows allows, on main too.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-13 03:37:26 -05:00
chrg6
2bbdb25de7 Add a text speed setting for the game's message windows on 1.1.1.
The patch set text_speed scales the typewriter speed of a message the game lets the player skip (fast, three times as
fast, its scripted waits as long) or runs the game's own skip on the first frame of each page (instant). Messages the
game marks unskippable, such as those that turn their page on a timer, keep the game's speed. The setting is live and
has a row on the Game tab in all four menu languages; with it at normal the set is off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 00:53:22 -05:00
chrg6
e89cc4d430 Let frame generation run without a temporal upscaler, from inputs made for it alone.
With frame generation running and no DLSS or FSR upscaling, vk_dlaa.c arms and ends the frame in the same places and,
where the upscaler's evaluation would run, makes only frame generation's inputs (fg_only_frame): the scene's depth and
camera found as before, motion vectors from the same pass at the scene's size, no jitter at all, and the picture without
the HUD copied from the game's own scaled picture. DLSS Frame Generation and AMD's frame generation no longer need an
upscaler set; NVIDIA's through NGX still needs DLSS at the start and then keeps running when the upscaler is switched
off. The menu's Frame generation row stays usable with every Upscaling choice and the Upscaling row keeps frame
generation as set, with texts in all four menu languages. The log says at the start and at each change whether frame
generation takes its inputs from the upscaler or runs without one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 00:49:30 -05:00
chrg6
c6f2484ef9 Add Native (100%) to the Upscaling row: the scene drawn at the picture's own size with no upscaler.
The row writes scene_share = 1 with dlaa = 0, which the start already sized the render-target heap for; widescreen.c now
reads the share live, says when the heap needs a restart for it (the row's note and the Restart count), and logs the
scene size, the picture size and how the scene is scaled once the fixed share takes over and at each change. The
stand-in copies a scene of the picture's size texel for texel with a nearest sampler, and the performance overlay shows
Ocarina's real scene size instead of the other builds' placeholders. scene_share gets its settings row and its ini
text; the row's texts are in all four menu languages.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 00:43:03 -05:00
chrg6
9e1d5962c4 Merge main's helper rows as number sliders into the 0.10.0 line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

# Conflicts:
#	runtime/ui/menu.cpp
2026-11-13 00:34:55 -05:00
chrg6
f37d7fed6d Make replay_workers default to auto, which picks the count from the CPU's cores.
Auto gives half the physical cores less one, at most 6: 2 on 6 cores, 3 on 8 (the count measured best on an 8-core CPU), 5 on 12. Four cores or fewer get none, and so does AMD's Windows driver for RX 6000 and older, where a player's device was lost with workers on and the cause is not known. The menu's row lists Automatic first with the count it gives on this PC, and the log says how many were started and why.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 00:33:14 -05:00
epicmeme546
d4778b1bb0 Make the Helpers work ahead and Helpers take small jobs rows number sliders again.
The rows keep their plain names. Their descriptions now say what the number counts and that 0 turns the setting
off: 0 to 4 for replay_pipe, 0 to 64 in steps of 4 for replay_small.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-13 00:30:04 -05:00
chrg6
f2849c8b26 Merge main's tail_early, replay_small and Testing rows into the 0.10.0 line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

# Conflicts:
#	runtime/cfg.c
#	runtime/vk_exec_xfer.c
2026-11-13 00:26:53 -05:00
epicmeme546
cb5965d14e Name the Testing rows of the performance settings in plain words and make two of them switches.
The rows are now CPU helper threads, Helpers work ahead, Helpers take small jobs and Start next frame early, each
with a short description of what it does and what it gained. Helpers work ahead and Helpers take small jobs are
switches: on writes replay_pipe = 4 and replay_small = 16, the values measured best, and another value set in
nx2navi.ini shows as on and stays.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-13 00:24:38 -05:00
chrg6
7a952c0bdf Make the Video memory use row Low or High, and describe the new Low in the menu, the ini example and the docs.
Low, the default, lets released textures go after the hold and frees what switched-off upscalers and SMAA hold; High
keeps both for the session. The row shows Low for any setting but high, the old balanced among them. The descriptions
in all four languages no longer promise simpler surfaces or missing objects, since the default no longer trades them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-13 00:12:31 -05:00
epicmeme546
3d61c33b8b Give the other experimental performance settings rows under the Game tab's Testing heading.
Worker groups in flight (replay_pipe), Small groups to one worker (replay_small) and Early frame end (tail_early)
sit under Replay workers. A row whose setting does nothing without another one is greyed out and says which it needs.
The example settings file and the draft release notes name the rows, and the notes gain the replay_pipe and
replay_small entry.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-12 23:58:52 -05:00
chrg6
ef6efba7db Add a Video memory use row: Low, Balanced or High.
Balanced, the default, is what the earlier commits made the default. High keeps what DLSS, frame generation's
HUD-less picture, FSR 1 and SMAA made after they are switched off, as before them. Low also sets, for the keys the
player leaves unset: released textures keep at most 1 GiB (tex_released_mb), textures give way from 70% of the video
memory budget (tex_vram_pressure) and the shared pipeline list is built at first draw (pipe_seed_boot = 0). Unsampled
live textures are not dropped in any of them: that eviction left the ground see-through for good. The values come
after the device profile and the low-end mode (cfg.c VRAMLOW); the row is in the Screen tab under Texture detail and
takes effect after a restart. The architecture notes describe the new memory report lines.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-12 23:21:17 -05:00
kendo
54fa3bc0c7 Offer only L3 and the game's B button as sprint buttons, and name B as the Nintendo layout's bottom button. 2026-11-12 22:55:14 -05:00
kendo
6faf4bd7f5 Add a sprint button: a setting that makes Link sprint without rolling first, as a toggle or while held. 2026-11-12 22:54:58 -05:00
chrg6
9100509b00 Enable the drivers' low-latency extensions only in a run that starts with the setting on.
With the setting off the device is made exactly as before the mode existed, so the mode cannot change anything for a player who never turns it on. Turning it on in the menu then takes a restart, and the row says so; in a run that started with it on, changes still apply at once.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-12 22:30:56 -05:00
chrg6
191a439fe4 Add a Low latency row to the menu's Screen tab.
Off, On, and On with boost where the mode is NVIDIA's, in English, Russian, Brazilian Portuguese and Simplified
Chinese. The row is greyed out with the reason where the mode cannot run: a driver with neither extension, a run in
which DLSS frame generation brings its own low latency, and NVIDIA's while a frame generation presents the frames. A
mode the driver refused says so under the value.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-12 22:29:59 -05:00
chrg6
aeb6c0d5c1 Add the HD vibration row to the Controls tab and describe HD rumble in the controls guide.
The row switches rumble_hd and is greyed out, with a note of what it needs, while the gamepad in use is not a Switch
Pro Controller or Joy-Con. Its texts are in all four menu languages.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-12 22:28:36 -05:00
chrg6
85089408f0 Merge main's replay workers default and menu row into the 0.10.0 line.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-12 22:06:04 -05:00
chrg6
264dbe42cc Merge the stability and memory pass into the 0.10.0 line.
Conflicts: the settings key lists and section maps take both sides' entries.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-12 21:49:17 -05:00
chrg6
cd0b1a387d Do the whole warm on the boot screen at the first start after a driver change.
A start that finds the pipeline cache written by another device or driver has nothing built, and everything was
compiled beside the game: an 8-core integrated GPU drew fewer than 600 frames in its first 11 minutes. Such a start
now waits on the "Preparing shaders" screen, with counts, for every recorded pipeline, for the compute pipelines on
every core at normal priority, and, when a sample says the driver's own cache lacks the prepared stage libraries, for
all of them on every core. The memory gate still holds for the builds, and the library builds write the preparation's
journal while the start waits, so a variant the driver's compiler dies on is skipped from the next start on.

boot-warm-owed.txt beside the caches names the GPU and driver: a start closed during the warm is followed by one that
goes on with it, three at most, and "done" keeps later starts ordinary while the cache file still carries the earlier
driver's header. When the boot stops waiting (prewarm_wait_ms, or a minute without progress) the builders step down
to the background's thread counts and idle priority. prewarm_full = 0 turns the warm off.

With nothing in the driver's cache the probe took 425 s on an RTX 5090 with 16 CPU threads: 87 s for 5,775 recorded
pipelines, 19 s for 4,075 compute pipelines and 317 s for 42,231 prepared variants.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-12 20:03:12 -05:00
epicmeme546
a32597bc41 Move the Replay workers row under the Game tab's Testing heading, away from the save rows.
The Testing heading now shows on every game version, with the experimental Replay workers row first and the debug menu's toggle after it where the game version has the debug menu.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-12 14:54:43 -05:00
epicmeme546
94dd340fee Turn the replay workers off by default again, and set them in the settings menu's Game tab.
Players' games crashed with three workers on by default in 0.9.1 and 0.9.2: an RX 6700 XT lost its device after
about 18,000 frames, its last mark a compute dispatch of the replay, with an occlusion query slot found unavailable
after its fence just before. The cause is not known yet, so replay_workers is 0 again unless a player sets it. The new
Replay workers row (0 to 8, experimental) writes replay_workers and waits for a restart, as the other restart-only rows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-12 14:48:47 -05:00
chrg6
3123d40017 Offer the low-end GPU mode only on the cards it was written for.
On a card with mesh shaders and 8 GiB of video memory or more the Game tab's switch cannot turn the mode on; it stays usable while the mode is on, to turn it off again. A player with every setting at its highest had it on on a GeForce RTX 5090, where the mode moved the sun shadow map and the scene depth to memory of their own and the ground's shadow became a dark patch with straight edges that turned with the camera.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-12 14:28:36 -05:00
chrg6
26f3dc47ec Show the low-end GPU mode's settings under its switch in the Game tab, and read them only while the mode is on.
The settings had a tab of their own; they are rows of the Game tab now, listed under the switch once the mode is on after a restart, and the tab is gone. With the mode off every one of them reads as unset, whatever nx2navi.ini or the environment says, so nothing of the mode acts unless a player turned it on; the build reads guest_opt the same way. The notes describe that, and take the white edges in towns and the dropped textures from the known issues to the fixes.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-12 13:59:43 -05:00
chrg6
d2fbaba1c3 Put the low-end GPU mode in the settings menu's Game tab, marked experimental.
The row sets low_end_gpu, read at start, and says what the mode turns on and that it was measured on one card; its text is there in the menu's four languages. The key is decided again once the settings file is read.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-12 13:06:02 -05:00
Tobim6
39db2ae2a1 Video memory: every VMA allocation by the heaps' live budgets, with room kept for FidelityFX
The heap limits were fixed at device creation, and only texture images looked at the budget. FidelityFX allocates
outside VMA (FSR 3.1 contexts, frame generation): 882 MiB of it with 4644 MiB of VMA's filled the 5526 MiB budget of
heap 0 while heap 2 had 1757 MiB free, and an upload submit failed with VK_ERROR_OUT_OF_DEVICE_MEMORY. vmaCreateImage,
vmaCreateBuffer and vmaAllocateMemory now go through vk_vma_budget.c, which leaves out a device-local heap whose
driver-reported use is within NX2NAVI_VRAM_RESERVE_MB (default 512) of its budget; a Lama patches row sets it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-12 16:23:16 +01:00
Tobim6
306de50589 NX2NAVI_FOLIAGE (full, reduced, off): reduced skips the indirect mesh draws with a task stage (small grass and moss), off every indirect mesh draw (all foliage); a Lama patches row.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-12 16:23:05 +01:00
Tobim6
4718997313 NX2NAVI_SUBMIT_FINISH_KINDS: a settings row (default 31) and a Lama patches row, all result kinds or all but events.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-12 16:23:04 +01:00
Tobim6
0b4fdac38d Defaults from the RX 580 runs: asynchronous replay, mesh emulation, mirror_hot 25, freeze_idle 1200, native zstd, game code at -O2; freeze and zstd and replay rows in the Lama patches tab.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-12 16:22:57 +01:00
Tobim6
55ab90c66e Mesh emulation: the stages of a pass's emulated draws run before the pass, in a command buffer of their own.
Each emulated mesh draw ended the pass, ran its stages between four barriers and began the pass again: a pass of 20
emulated draws became 20 passes, and on an RX 580 6 to 7 ms of a frame's 30 ms of GPU time went to the gaps between
passes (gpu_passes in Kokiri Forest: 8.7-10 ms per frame outside the game's passes and dispatches, 6.3-7.7 ms of it in
273-306 gaps with barriers only; 71 emulated draws a frame, 36 of them indirect). Now the first emulated draw of a pass
ends the part there (vk_exec_split_now), so the pass begins a new part, and the stages of every emulated draw of that
pass, the indirect ones' ring entries included, go into the part's pre-pass command buffer (vk_sync_pre), which the
queue runs after the mirror prologue and before the part; the pass is not split again. NX2NAVI_MESH_EMU_BATCH=0 (Lama
patches: Mesh emulation before the pass) brings the split back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-12 16:22:35 +01:00
Tobim6
9259149527 Settings menu: a Lama patches tab with the settings of the RX 580 patches
Released textures kept, top texture levels left out, hot pools in system memory, the heap limit, the upload batch
limit, the kept ASTC buffer, mesh emulation and its arena and task records (greyed where the GPU has mesh shaders),
the overwritten-texture fix, the vector index fix, -O2 game code, pass times and the frame dump key. Each key gets a
row in the settings table; make_game.py reads guest_opt from nx2navi.ini when the environment does not set it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-12 16:22:31 +01:00
epicmeme546
1c654ba0c1 Let the Anti-aliasing row's Game SMAA, Off, FXAA and SMAA run together with FSR 4, FSR 3.1 or DLSS, and show the anti-aliasing in the performance overlay.
Choosing one of them while a temporal upscaler was set turned the upscaler off, and the picture fell back to bilinear scaling. vk_aa.c no longer keeps the game's SMAA while DLSS or FSR runs. The chosen pass replaces the game's composition as without them: in the native modes after the upscaler, and in the scaling modes before it. In the menu, a choice leaves the upscaler and frame generation alone, and the row notes that the upscaler's TAA runs too. Picking DLSS or FSR under Upscaling keeps the Anti-aliasing choice. The TAA entry, listed while no temporal mode is set, now sets FSR 4 Native AA where FSR 4 runs instead of forcing FSR 3.1. The overlay gets an Anti-aliasing line under Upscaling, for example "TAA + SMAA (Ultra)".

Checked on an RX 7900 XT in Hyrule Field with FSR 4.1 Native AA and Quality, and with FSR 3.1. The log has "the game's SMAA replaced by" smaa, off and fxaa while FSR 4.1.2 upscales, and the pictures are right.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-12 08:23:25 -05:00
chrg6
bfe88e503a Add one anti-aliasing setting: the game's SMAA, off, FXAA, SMAA at its Ultra preset, or TAA.
Ocarina anti-aliases every frame with its own SMAA in three compute passes after the bloom composite. The new aa
setting (nx2navi.ini aa, the Screen tab's Anti-aliasing row) keeps that by default. off, fxaa and smaa leave out the
game's edge and weight passes and replace its composition with a pass of our own that writes the same square-rooted
RGB9E5 words into the scene target: a plain copy, an edge smoothing written here, or the SMAA reference implementation
with its area and search textures (MIT). taa is DLSS or FSR 3.1 at the scene's size, which the row sets through the
upscaler; while either runs, the game's SMAA stays whatever aa says. The game's passes are known by a hash of their
guest code. The shader build now also rebuilds a header when a file its source includes changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-11 15:09:16 -05:00
chrg6
3529eff949 Offer both kinds of HDR in the menu again: the tone mapped picture and the game's own.
The HDR row lists Off, RenoDX (the game's picture tone mapped to the display, the one fixed look) and Native (the game's own HDR, taken up at the next start), with the peak, game and HUD whites under either.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-11 15:06:30 -05:00
chrg6
309e412f1f Make HDR one fixed look with true blacks, and keep only its on switch and the three whites as settings.
HDR on is the game's scene through the observer-response mapper, anchored to the game's own mid grey and tone slope, with half of the hue bend of the game's clamp: the defaults the menu had. The tone mapper choice, the mid grey, the tone slope and its match, the hue clip, exposure, highlights, shadows, contrast, saturation, highlight saturation, blowout, flare, hue, grade and gamma are gone from the menu, the settings table and the example ini; a file that still sets them works as before, the keys read by nothing and logging nothing. The menu's HDR row is Off and On, with the peak, game and HUD whites under it. The game's own HDR is still there for a file that sets hdr = native, and the row lists it only then. The luminance mapper and its grading code, which no setting reaches any more, are removed from the tonemap library, and the support buffer carries one vec4 for it.

The dark tones of a dark scene sat far above black: the present showed the game's sRGB-encoded picture as that encode decodes, linear near black, while the game is graded for a display of gamma about 2.2, and since the observer-response mapper became the default the 2.2 correction ran with the luminance mapper only. A scene value of 0.003 came out at 0.29 nits at a white of 350 nits, where a 2.2 display shows the game at 0.015. The present now always shows the picture as a 2.2 display would, and the tonemap aims its peak lower by that correction's inverse, so the brightest light still reaches the display's peak; the same value comes out at 0.017 nits.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-11 15:06:30 -05:00
epicmeme546
bd7d52611b Merge the menu's Window size and Resolution rows into one Resolution row, and name FSR 4 by the version the driver runs.
The Resolution row lists each picture height as the size of the game's shape at it (21:9: 2560 x 1080, 3440 x 1440, 4300 x 1800, ...; the window's own shape where the picture follows the window) and sets both the picture's height and the window outside fullscreen, which follows at once within the monitor; the picture's height takes effect after a restart as before, and Native leaves the window as it is. A build without the widescreen patch sets, which draws the game's own size, keeps the Window size row.

The Upscaling rows and the overlay name FSR 4 by the major and minor version of the provider the driver lists (AMD FSR 4.1 for 4.1.2), and AMD FSR 4 until the library was asked.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-11 14:06:16 -05:00
epicmeme546
b5789c6bec Keep one FSR 4 and one FSR 3.1 context per output size, free the ones no upscale used for 90 seconds, and let FSR 4 recover from failed creations.
Each upscaling mode made a context of its own (about 217 MiB of video memory for FSR 4 at 3440x1440, 50 to 70 ms each), up to six were kept beside FSR 3.1's, and three FSR 4 creations that failed in a row turned FSR 4 off for the run: the menu then showed FSR 3.1 and no longer listed FSR 4. A player's log had the third failure (error 3) right after stepping through the modes with ten contexts alive. A context now takes every render size up to its output size, which the API allows at each dispatch; a creation that fails frees every context not in use, FSR 3.1's idle ones too, and is tried again; FSR 3.1 serves the frames between tries two seconds apart; only four failures in a row turn FSR 4 off, and choosing it in the menu again tries it anew.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-11 12:33:36 -05:00
chrg6
d55f7e763d Make co-op a hidden beta in 0.8.0: the menu shows its Co-op tab only with coop_beta = 1.
No menu row sets coop_beta; it lives in nx2navi.ini under [coop] (NX2NAVI_COOP_BETA) and takes effect at once. Co-op
itself is unchanged: coop = 1 still runs a session with or without the tab. The notes and the co-op guide say how to
show the tab.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-11 09:47:42 -05:00
chrg6
3d394dd84e Merge the fixes line: the stutter, memory, flicker and crash fixes, co-op, the mesh shader fallback and the launcher fixes.
Brought onto the line with FSR 4, its frame generation and the debug menu. Where both sides had added to the same
place, both stay: the patch table keeps the pickup count and the free camera, the settings list keeps both sides'
names, the menu includes the co-op page and the debug menu, and the launcher builder takes the pipeline list and the
FSR 4 folder. Both sides had added the menu's typed-character event; one definition stays, with the window code that
passes characters outside the basic plane.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-11 08:18:01 -05:00
epicmeme546
b59c0d40a8 Add a free camera to the debug menu.
With it on, the game draws from a camera of the menu's instead of its own, in play and in cutscenes. The left stick moves it along its view and sideways, the right stick turns it, ZR and ZL raise and lower it, R makes it faster and L slower, and Link stands meanwhile; or the camera stays where it is and the pad plays the game.

It works inside the game's own camera update: a new patch site sends the instruction at which the frame's position, target and up vector are final to a host function, which replaces them for the camera that follows Link and the one the events direct, so the game draws, culls and loads detail for what the free camera sees. The camera of the interface's 3D models and the one the sound follows stay the game's. The set is off unless the menu switches it on. A teleport's arrival starts the free camera again from the game's view.

Tested in Hyrule Field with scripted stick input (turn, rise, strafe, with Link's position unchanged), with the pad playing while the camera stays, across a teleport to Kakariko Village, during the Kakariko arrival cutscene, and switched on by a click in the menu.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-11 08:04:19 -05:00
epicmeme546
fe3126e9a7 Add teleporting and cutscene starting to the debug menu.
The Teleport tab lists every area of the game with its named start positions, read from the player's own game files: the warp songs' pads, both sides of the loading zones and the boss rooms among them. A click changes area the way the game's own doors do: during a short event of the game that only waits, the menu reserves the next area and start position in the game's data and asks the game's sequence for the change, so the area unloads and loads as in play, a first visit's cutscene plays and a boss room starts its fight.

The Cutscenes tab lists the game's event scripts by name and starts one through the game's event manager.

Tested from Hyrule Field to Kakariko Village, the Forest Temple, Kokiri Forest in the child's time, the bottom of Lake Hylia, Volvagia's room, and the pads of two warp songs, four of them in one run, with Link walking afterwards; the Kakariko arrival cutscene started by name.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-11 07:29:17 -05:00