Files
NX2navi/AGENTS.md
chrg6 62cc3b1312 Add release 0.12.0, the handover of installed launchers to Triforce: the source of its window, its tests and its notes.
The release is one launcher version that opens a single window in place of the launcher: Get Triforce starts the Triforce Setup the release carries, after checking its sha256, and Play NX2navi starts the game that is built on the PC. Nothing of NX2navi is removed. handover/ holds the source of that window as it was published; the drawn pictures, the Setup program and the release files are not kept in the repository (handover/README.md, "In the repository").

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-14 23:52:26 -05:00

3.1 KiB

NX2navi

Static recompilation of Ocarina of Time (Switch 2, ARM64, game version 1.1.1) into a native Windows x86-64 exe with a Vulkan renderer. Design: docs/architecture.md. Toolchain, build commands and tests: docs/building.md. The players' launcher, setup and updates: docs/launcher.md.

Game content boundary

The repository's additions are all rights reserved (LICENSE-ADDITIONS). It never holds game data: game data lives outside it and every derived file stays in ignored folders.

  • The user's game and key paths are in config.local.toml (ignored). Pass the keys file path to tools; the tools read it themselves. Key values stay out of your output, logs, commands and files.
  • Everything extracted or generated goes under build/ or generated/.
  • Every file the code generator emits carries the marker defined as GENERATED_MARKER in tools/check_content.py.
  • Run python tools/check_content.py --staged before proposing a commit. It is the same check CI runs.

Reusing code

refs/ holds the pinned checkout the build reads (tools/fetch_refs.sh recreates it). Read-only.

  • Copy only MIT, BSD, ISC, zlib or Apache-2.0 code, keep its header, and add a row to THIRD_PARTY_NOTICES.md.
  • GPL code is never copied: write our own.
  • tools/vendor/ stays byte-identical to its source; Windows changes go in tools/extract.py.

Code

  • Build C with MSYS2 UCRT64 Clang (C:\msys64\ucrt64\bin). Generated C uses GNU extensions, so cl.exe is out. Call Ninja from that directory by full path or put it first on PATH.
  • Two Python environments: .venv (3.12) for the lifter and the build, .venv-py314 for the extraction and shader scripts, which need compression.zstd.
  • Generated C is never edited by hand: change the generator (recomp/).
  • The runtime's own shaders are checked in as source only (runtime/shaders/, tools/make_dlaa_mask.py, tools/make_mvobj_fs.py). tools/build_shaders.py builds runtime/<name>_spv.h from them, build_game.py runs it, git ignores the headers and check_content.py refuses them in a commit.
  • Every lifter change passes the differential tests against Unicorn (docs/building.md, "Checks"). After changing recomp/jumptables.py, tests\jumptables_check.py reports 0 disagreements on 1.2.1 and 1.4.3.
  • recomp/layout.py alone decides module bases.
  • Graphics bugs: docs/maxwell.md lists the Maxwell behaviour the Vulkan path must match, what goes wrong when it does not, and what our runtime does.
  • Comments say what the code does and why, in words that stand on their own. Cite our code by file plus function (a line number may follow as a hint). Comments and docs do not name other projects or say where code came from: the license header of copied code and its THIRD_PARTY_NOTICES.md row carry that. handover/ is the one exception: it is release 0.12.0, which hands installed launchers over to Triforce, and it names that project throughout.

Writing

Code, comments, docs and commit messages are in English. Commit messages are plain sentences without type prefixes.