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NX2navi/docs/launcher.md

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Launcher

NX2navi's launcher installs everything the build needs, builds the game from the player's own dump, starts it, and keeps the port up to date. Players download one file, NX2navi-Setup-<version>.exe; nothing of the game ships with it. The code is launcher/, the release is made by tools/make_launcher.py, and the build itself is tools/make_game.py (the build kit's script, README-BuildKit.md).

What the player does

  1. Starts NX2navi-Setup.exe (from the folder that holds their .nup dump, ideally). It installs the launcher into %LOCALAPPDATA%\Programs\NX2navi without administrator rights, adds Start menu and Desktop shortcuts and an entry in Settings > Apps, and opens the launcher. Windows SmartScreen warns once: the programs are not signed.
  2. The launcher finds the dump by itself in the setup's folder, Downloads, Desktop, Documents or the top of each drive, and proposes <launcher>\game as the install folder (or X:\Games\NX2navi on the drive with the most free space when that drive has less than 40 GB). Both rows can be changed.
  3. Selects Begin Installation. The launcher downloads the build tools (about 170 MB, once), checks the dump, unpacks it, translates and compiles the game: 20 to 45 minutes. It keeps the PC awake meanwhile.
  4. Selects Play. The launcher hides while the game runs and comes back when it exits.

From then on the launcher looks for a new version when it opens and every hour while it runs, also while it is hidden during play (Settings can turn that off). A new version downloads in the background, the game playing on, and installs when the game is not running: right after the game exits, or the next time the launcher opens. The launcher then restarts in the new version and rebuilds the game. With Install Updates Automatically off (Settings) it waits until the player selects Updates. Saves and settings are never touched.

Look

The window follows the game's options menu, with colours sampled from it: a wooden band across the whole top with Navi and the name, which is also the window's title bar (no system title bar: drag the band to move the window, minimise and close sit at its right end, Alt+F4 closes), bronze label cells, dark value cells, orange On/Off choices, a white glowing cursor around the selected row, the menu's filigree dividers and a description box for the selected row. All text is in the game's own Cetra Display: the launcher decodes it from the player's dump or built game into data/cache/fonts (as runtime/menu_assets.c does for the in-game menu) and uses the system's interface font until then. Every picture is drawn in code (launcher/ui/art.py); no texture, font or sound of the game is in the repository or the release.

Customize Launcher (on the home screen) makes the look the player's own:

  • Color Scheme: Forest (the colours above), Volcano, Lake, Desert, Temple and Shadow. A scheme is the first one with its woods, accents, backdrop and glow turned to other hues (art.THEMES, art.recolor), so each keeps the same light and dark steps and the same readable text. The window is drawn again in the new colours at once. The names are plain words, not the game's. Custom, the last one, takes three colours of the player's: Background Color for the backdrop, Panel Color for the list panel, the description box and the title band, and Button Color for the rows' cells and the orange choices in them. Each opens a picker in the description box's place: a square of the hue's colours (saturation across, brightness up and down) and a hue bar under it, to click or drag on, Hue, Saturation and Brightness rows for the arrows and the gamepad, and Hex Code, where a code such as #3A7BD5 is typed. The picked colour stands in for one colour of the first scheme (art.CUSTOM_SLOTS) and the rest of its part of the window follows it, lighter and darker as in the first scheme (art.follow); text on a light button or panel turns dark. The window takes the new colour as the mouse moves; Reset brings back the first scheme's colour.

  • Background: a picture of the player's own behind the panels instead of the scheme's backdrop (launcher/ui/picture.py: PNG, JPEG, WebP, BMP, GIF or TIFF, read with Pillow). It fills the window below the title band, so none of it is hidden under the band: cut to that shape around its middle and scaled evenly, never stretched, and kept as data/background.npy, so the launcher needs the file no more (a copy an older launcher kept for the whole window is made again from the file while it is there); Background Dimming darkens it (0 to 80 %) for the text over it, the list panel and the description box turn a little see-through, and Remove Background brings the scheme's backdrop back.

  • Animations (on by default): the cursor glides from row to row, a new screen slides into place, sparks drift up over the backdrop and Navi bobs in the title band with a pulsing halo (App.animate). They move by the time that passed, stand still while the window is hidden or minimised or another window is in front (the game, when Hide Launcher While Playing is off), and Off stops them all.

  • Sounds (Low by default; Off, Medium or High): two of the game's own interface sounds, the decide and cancel sounds of its menus, when a row is chosen or a choice changes and when the player goes back. The launcher decodes them from the player's built game or dump into data/cache/sounds (gamefiles.extract_sounds: Sound/Resource/Stream/SE_Sys_Do00.bwav and SE_Sys_Cancel00.bwav, the files runtime/menu_sound.c plays in the in-game menu). No sound is in the repository, the release or the setup, and the launcher makes none of its own: it is silent until the player's game has been read. Moving the cursor makes no sound. They are played from memory (PlaySound on Windows; pw-play, paplay or aplay elsewhere).

  • Steam's library file for co-op (Windows, launcher/steamlib.py, coop.md): before Play and before a start from the Steam shortcut, when steam_api64.dll is not beside the game, the launcher copies one there: one a release ships in its bin folder if it has one, else the newest one in the games of the player's Steam libraries that Valve signed (WinVerifyTrust and the signer's name) and that has every call runtime/steam.c uses. Nothing is downloaded. With no Steam or no suitable file the game starts as before and co-op says what is missing.

  • Add to Steam (Windows): the game in the player's Steam library as The Legend of Zelda Ocarina of Time, started from there without the launcher's window (launcher/steam.py). Its pictures are made from the player's game when the row is selected (launcher/gameart.py): Navi as the game's HUD draws her for the icon, the title screen's logo, and a frame of the first title movie (the moonlit field) as the background, the cover and the wide tile, the movie decoded with the toolchain's dav1d.exe and the logo with the runtime's own ASTC decoder built with its clang. They go into each signed-in account's config/grid, the shortcut into its shortcuts.vdf (other shortcuts kept as they are, ours updated when it is there; the file before the first change kept as shortcuts.vdf.nx2navi-backup). Steam reads that file only when it starts and writes it back when it closes, so a running Steam is asked to close first and started again after. The shortcut runs the launcher's pythonw.exe on data/steam_play.pyw, which starts the launcher of app/current.txt with --play: the game starts as Play starts it, and the process waits for it, so Steam counts the game as running while it is.

The choices are theme, custom_background, custom_panel, custom_buttons, background, background_dim, animations and sounds in data/launcher.json.

Navi (art.NAVI, 22 x 21 pixels, drawn in whole pixels at every size) is also the icon of NX2navi.exe, NX2navi-Setup.exe, the window and its taskbar button (art.navi_ico, written into the release by tools/make_launcher.py). The window sets that icon on itself, and the setup's shortcuts carry the window's taskbar identity (NX2navi.Launcher), so the taskbar groups and pins it under NX2navi rather than Python.

Screens (launcher/ui/app.py): first run (dump, install folder, Desktop Shortcut, Check for Updates at Start, Update Channel, Begin Installation); the steps of an install, update or rebuild with their progress, the build log's last lines and Cancel, and after a failure Try Again and Copy Report; home (Play, Updates, Game Folder, Saves, Mods, Rebuild the Game, Customize Launcher, Settings); mods (Open Mods Folder, Add a Mod, Add a Mod Folder, one On/Off row for each mod, More Mods when they fill more than a page, Load Order, Back); load order (each mod with its place, left and right to move it); customize (Color Scheme, with Custom Background Color, Panel Color and Button Color, Background, with a picture set Background Dimming and Remove Background, Animations, Sounds, Add to Steam on Windows, Back); the colour picker (Hue, Saturation, Brightness, Hex Code, Reset, Done); saves (Export Save, Add Log and Settings, Export To, Import a Save, Import a Save Folder, Open Saves Folder, Back); settings (update check, Install Updates Automatically, Hide Launcher While Playing, Keep Build Cache, Update Channel, the folders, Open Logs Folder, Uninstall, Back); uninstall (keep or remove the built game). A screen with more rows than the window holds draws them closer together (fit_rows).

Controls: the mouse (hover moves the cursor, a click selects); the keyboard (arrows, Enter or Space, Esc, F5 checks for updates); an XInput gamepad (d-pad or left stick, A, B, Y) while the window is in front.

python -m launcher --selftest --shots DIR draws every screen with made-up states and saves a PNG of each.

Run from a checkout, the launcher and the build use the Python that started it, which needs the packages of tools/requirements-launcher.txt. At startup the launcher checks that this Python can read zstd files (toolchain.zstd_missing: Python 3.14's compression.zstd, or the zstandard package). If it cannot, the first screen and the log say so and give the pip install line, and Gather Build Tools stops with the same message before it unpacks anything.

The launcher's folder

NX2navi.exe              launcher/native/nx2navi.c: swaps in a staged Python, starts app\<current>\launcher\start.pyw
python/                  python.org's embeddable Python 3.14.9 with tkinter, numpy, lz4, zstandard, fonttools, pillow
                         and truststore
app/current.txt          the version the stub starts; app/previous.txt the one before it
app/<version>/           launcher/, runtime/, recomp/, tools/, bin/nx2navi_xlate.exe, VERSION,
                         toolchain.lock.json (the pinned build tools), feed.json (where updates come from), and in a
                         release made with --prompt-art, prompt-art/ (the button art the prompts are drawn from);
                         in one made with --pgo, data/pgo-v111.profdata and .json (the execution profile the game's
                         code is compiled with, and its record); a
                         release staged in the background also holds staged.json and the Python it brings,
                         python.staged/, until it installs
pydeps/                  zbic, downloaded from PyPI on this PC
toolchain/msys64/ucrt64  MSYS2's clang and libraries, downloaded from the MSYS2 repository on this PC
toolchain/pkgs/          the downloaded package files
data/launcher.json       settings; data/logs/launcher.log (and crash.log); data/cache/fonts and data/cache/sounds
                         (the game's font and interface sounds, decoded from the player's game);
                         data/background.npy (the player's background picture, fitted below the title band)
game/                    the built game, unless another folder was chosen (its layout: README-BuildKit.md), with
                         saves/ for saves to import and the backups imports make (below)

A path the Windows ANSI code page cannot hold breaks the MSYS2 tools, so the toolchain then goes to C:\NX2navi\toolchain instead (launcher/paths.py).

Windows and the build tools stop at 260 characters for a file's whole path, and the files of a built game need up to 128 below the game folder (the prompt folders' resource table is the longest). Begin Installation and the install job therefore refuse a game folder whose own path is longer than 130 characters, with both lengths (paths.long_path_problem). Longer paths are not supported: the launcher does not use Windows' long path form, and the compiler, the linker and tar would not take it.

Installing

jobs.InstallJob, one row per step:

  1. Gather Build Tools (launcher/toolchain.py): the packages toolchain.lock.json pins (MSYS2 UCRT64 clang, gcc, lld, SDL3, Opus, libvpx, dav1d, zstd, Vulkan headers and loader, VMA and their dependencies: about 32 packages, 175 MB; and, when the release found the same clang version there, MSYS2 CLANG64's clang with the DLLs it loads: 9 packages, about 100 MB), each checked against its sha256 and unpacked into toolchain/msys64.new, which replaces toolchain/msys64 once complete. No MSYS2 shell or pacman runs. Then zbic: the wheel for the bundled Python from PyPI, checked against PyPI's sha256, into pydeps/.
  2. Inspect Your Game to Compile: tools/make_game.py --nup <dump> --out <game> --msys <toolchain> --events, whose @@ progress lines drive the rows (check, exefs, romfs, lift, compile). Before the first long step it looks at what can be known to fail later: the disk space of every step that will run (the RomFS image and 1 GiB, 2 GiB for the build cache, 4 GiB for the prepared shaders; check_space names each part and how much is missing), and that the build tools compile and link an empty program (probe_toolchain). How it keeps the build short:
    • The RomFS image (26 GB, mostly disk work) is packed beside the lift and the compile (processor work), so a first build takes about as long as the longer of the two. Only romfs.c, which includes the RomFS index's romfs_config.h, waits for the image.
    • Every logical processor compiles, the largest files first, so no big file starts last and runs on alone; fewer compiles run when memory is short, as many as 80 % of the free memory holds at 768 MiB each (make_game.py default_jobs).
    • The lifted code compiles with MSYS2 CLANG64's clang when the toolchain has it: the same LLVM release as UCRT64's, built with profile-guided optimisation, about a fifth faster on this code and writing the same objects (it reads UCRT64's headers; make_game.py fast_clang checks that both report the same version and target).
    • The lifted code is compiled for the processor's own level, x86-64-v3 (AVX2, FMA) or v2 (cpu_level): the game runs on the PC that builds it, and a generic build would do every fused multiply-add of the game in software.
    • A version with an execution profile (app/<version>/data/pgo-v111.profdata) compiles the lifted code at -O2 with it, and the runtime files it compiles here too (pgo_profile; the prebuilt runtime was compiled with it when the release was made). The first build after the update that brings a profile, or another one, compiles every file again. The profile is left out, and the code is built as without one, when its record names another recomp/ than the version's or the compiler cannot read it, which one trial compile finds out before the others start (building.md, "Profile-guided build").
  3. Prepare the Shaders: make_game.py translates every shader of the game, in its default bind state, into the game's shader cache and builds its stage library or compute pipeline into the driver's own cache (tools/prepare_shaders.py), so play stops for them far less often. Variants met in play with another bind state are still translated then, full pipelines are still linked in play (quickly, from the cached parts), and the driver's cache is kept per executable and is lost when the driver clears it. Its bar follows the game's own counts, printed every 2 s: the translation fills the first half, the build into the driver's cache the second. An update every 10 s keeps the step's text current while nothing is printed, and after 3 minutes without a count moving it says so, and that the step is still running.
  4. Draw the Button Prompts, only when the version holds button art (app/<version>/prompt-art, a release made with --prompt-art; build.has_prompt_art): make_game.py's last step runs tools/pad_prompts.py on that art and writes the Xbox, PlayStation, Steam Deck and keyboard and mouse prompts into romfs-patches-* beside the game (about 30 s), which the game's Controls > Button prompts loads. The keyboard and mouse prompts show the keys of nx2navi.ini's bind_ lines, so Rebuild the Game after rebinding keys draws them again; the step's key names all it reads (the RomFS, the art, those lines) and the version of the tools (make_game.py PROMPT_TOOLS, changed by hand when a change to them changes what they write: an edit of a script alone does not draw the prompts again), so it runs again only when one changed or a folder is gone, and runs no other step again. Without art the row is not shown and the game keeps its own prompts.
  5. Check the Game Files: make_game.py's last step runs tools/romfs_check.py, once for each copy of the game data (about 4 minutes on players' PCs up to 0.7.1, in worker threads, never while the game runs; its key holds the check's version, SCAN_TOOL, in the same way). It decompresses every file, writes romfs-check.json beside the game, and for each damaged texture puts a stand-in, another texture of the same kind under the damaged one's name, in mods/Damaged file stand-ins, so the game can load what needs it. A damaged file of any other kind is only reported: only a clean dump restores it. In play the game logs a file it keeps opening and cannot load (runtime/romfs.c open_note). The launcher shows what the check found (jobs.Job.note_scan): the count in the step's row ("4 Flagged, 3 Stand-Ins"), and after a job in which the check ran a sentence on the home screen and in launcher.log. The four files the check flags on every copy of the game (jobs.SCAN_EXPECTED) are told as that, with nothing for the player to do; other files are counted and romfs-check.json named.
  6. The game's Cetra Display is decoded for the window.

Updating

A release carries NX2navi-update.json (version, notes, and the size and sha256 of each file). The feed (app/<version>/feed.json) names a GitHub repository: the launcher reads its newest release (or pre-release, on the Preview channel) that has the manifest. A private repository answers only with a token (github_token in data/launcher.json); players need a public one. feed_repo in data/launcher.json points one launcher at another repository for testing; {"type": "url", "url": ".../NX2navi-update.json"} in feed.json reads one manifest directly. Every address is https (plain http only to this PC), a redirect to http is refused, and the token is not sent on when a redirect leaves the host it was meant for (launcher/net.py). A manifest that does not give a file's size and sha256 is refused.

GitHub allows an address 60 such requests an hour. The Updates row and F5 therefore start no check within a minute of the last one (FORCED_CHECK_PAUSE), and a check GitHub refuses says when the allowance is whole again, from the answer's X-RateLimit-Reset (feed.retry_text). A failed check is one line in launcher.log.

In the background

The player never waits for a download and play is never interrupted. A check that finds a newer release (the check at start, then one an hour after the last, also while the window is hidden during play: jobs.RECHECK) stages it at once, without a screen (jobs.StageJob, updater.stage):

  • The app archive is downloaded and checked as in step 1 below and unpacks into app/<version> as in step 2. A new Python unpacks into app/<version>/python.staged, not python.next: the stub swaps python.next in at every start, which would put the running version on the new Python. app/<version>/staged.json, written last, marks the release complete (updater.staged_info); a folder without it, or one that lost its Python, is never installed and is staged again. Nothing is switched and the launcher keeps running. The thread runs in Windows' background mode (lower processor, disk and memory priority), so it shares only the network with the game.
  • A staging that fails is logged in launcher.log and tried again after the next check; it never shows an error. Selecting Updates then downloads the release with its steps on screen, as below.
  • The Updates row reads "Downloading ", then "Ready · ". A staged release survives a restart of the launcher, which finds it without a check (updater.staged). A pre-release counts only on the Preview channel; the version the stub last rolled back from (rolled_back in data/launcher.json) is neither staged nor installed by itself; a staged release newer than the feed's newest is passed over, as the release was withdrawn. Staging a release removes the staged one it supersedes, and updater.prune keeps a staged release newer than the current version.

jobs.BackgroundUpdate installs a staged release only while no copy of the game runs (build.game_running, and the process the launcher started), no job holds the window and no staging is under way:

  • by itself, with Install Updates Automatically on (Settings; the default): when the launcher starts, right after the game exits (the launcher comes back from hiding), and, checked every minute, once a copy of the game started elsewhere that held the install back has closed;
  • when the player selects Updates, also with the setting off; selected during the download, it installs as soon as the download is done.

Play always starts the game: a release staged meanwhile installs after the game exits. Installing (updater.install_staged) moves python.staged to python.next, switches app/current.txt as in step 3, deletes staged.json (so a version the stub rolls back from is not installed again) and restarts the launcher with --continue-update; the new version finishes in jobs.ContinueUpdateJob (steps 4 to 9). A checkout runs from the repository: it stages and installs nothing.

Steps

Without a staged release (its staging failed, it is the version the stub rolled back from, or the launcher runs from a checkout), selecting Updates runs jobs.UpdateDownloadJob, before the restart (launcher/updater.py):

  1. Download NX2navi-app-<version>.zip (about 3 MB plus the shader translator) to data/downloads, resuming a cut download, and check its size and sha256. When the manifest names a Python other than python/runtime-id.txt, also NX2navi-runtime-<id>.zip, unpacked into python.next.
  2. Verify: the archive unpacks into app/<version>.part, refusing names that leave the folder, holds the expected VERSION and a launcher, and becomes app/<version>.
  3. app/previous.txt gets the running version, app/current.txt the new one, and the launcher starts the stub with --continue-update <old> and closes.

The stub swaps python.next in while no Python runs, then starts the new version, which finishes in jobs.ContinueUpdateJob:

  1. Update Build Tools: only when the new release pins other packages.
  2. Translate the Code and Compile Changed Files: make_game.py --rebuild. Most updates compile almost nothing:
    • The exefs and romfs steps depend only on the game files: they are kept, and the dump is not needed again.
    • The lift runs only when the lifter, its patch table or the bring-up fixes changed.
    • The runtime comes prebuilt with the release (app/<version>/lib/libnx2navirt.a, compiled by make_game.py --make-runtime-lib with the release's own compiler). Only the few runtime files that include a header written per install (layout.h, patches.h, romfs_config.h) are compiled on the player's PC.
    • Every other file compiles only when its source, a header it includes, the flags or the compiler changed (build-cache/obj/objects.json, from clang's dependency files). The kit's folder is not part of that key, so the objects of the version before are reused although each version lives in its own folder. The compiler counts by its version and size, not its file time, and the faster CLANG64 compiler, whose objects are the same, not at all. The lifted code includes only cpu.h and simd.h: a change there compiles it all again, which is rare.
    • An object an earlier version recorded under its own key form is taken over when its compile and its files are the same (ObjectCache.adopt): 0.6.0's keys, and 0.5.0's, which named the kit's folder. An update keeps the x86-64 level the game's code was compiled for (build-cache/obj/lifted-build.json; generic for the lifted objects of 0.5.0 and earlier); Rebuild the Game compiles it for this processor's (--retune), and runs the compile step for that even when nothing else changed (retune_due).
  3. Swap In the New Build: lld links ocarina.exe.new, which replaces ocarina.exe only once it is complete. A failed rebuild leaves the old build playable; Rebuild the Game tries again. A rebuild that lifted again and then stopped has no finished compile on record (build.built_version is empty), but the old exe and the unpacked game files are there: the launcher still counts the game as installed (build.installed), opens on home, where Rebuild the Game reads "Not Finished", and never asks for the dump again. Begin Installation into a folder whose game files are already unpacked builds on from them as well (jobs.InstallJob.args).
  4. Prepare the Shaders is skipped once shaders were prepared before (shader-prepared.bin): the game keeps using them and translates them again with the new translator in the background (NX2NAVI_SHADER_CARRY). With shader_carry = 0, or nothing prepared yet, the step prepares them all as at the install. So it does when the list was prepared from another shader seed than the one this kit writes: shader-prepared.bin carries the digests of the two seed files and the translator identity (runtime/prp_file.h), the step writes the seed first (prepare_shaders.py --no-run, seconds) and compares (make_game.py seed_changed); a list from before it recorded its seed is prepared again once. Another translator alone does not prepare again. The step then asks the graphics driver's cache whether it still has the prepared shaders (make_game.py warm_driver_cache, nx2navi.exe --warm-shaders: a sample of twelve, as the game checks at every start) and builds them all into it again only when it does not: nothing more while the driver has them, 6 to 20 minutes on a player's PC after a driver update or an update that changed what they are built with. Its bar follows that count from 0 to 100 %, and the Updates row says an update takes from a few minutes to half an hour or more (launcher/ui/app.py UPDATE_TAKES).
  5. Draw the Button Prompts, with button art in the new version: only when the art, the prompt tools or the key bindings changed, or a prompt folder is missing (a first version with art draws them all).
  6. Every version but the current and the previous one is deleted, except a staged release newer than the current one.

When the new version fails to start (exit code 86 from start.pyw, or any error within six seconds), the stub sets current.txt back to previous.txt's version and starts it with --rolled-back. start.pyw writes the failure to data/logs/crash.log and shows it in a message box only when there is no version to go back to, when Steam started it, or when the six seconds are over (quiet_exit): a box holds the exit code back until it is closed, and the broken version then stayed the current one. The game is never rebuilt while it runs. Keep Build Cache off deletes the lifted C and the objects (about 1.5 GB) after each build but keeps build-cache/state.json, so updates still rebuild without the dump (compiling everything).

Sharing a save

A bug report from a place in the game the developer has not reached yet is quickest to reproduce with the reporter's save. Saves (home, under Game Folder; launcher/saves.py) and the Saves rows of the game's settings menu (Game tab; runtime/save_share.c) write and read the same zip.

Export. Export Save writes NX2navi-save-<date>_<time>.zip into the Downloads folder (Export To chooses another folder) and opens the folder with the zip selected, ready to drag into a bug report. With Add Log and Settings on (the default) it is ...-bug-report.zip and also holds the game's latest log and its nx2navi.ini; while the game has no save yet (it stopped before its first one) the launcher then writes NX2navi-log-<date>_<time>-bug-report.zip with those two alone, which an import refuses as a zip without a save. In the game, Export save and Export save for a bug report write the same two zips into Downloads; the second holds the log of the run in progress. The zip:

manifest.json   format "nx2navi-save", format_version 1, the game, its title id and version (1.1.1), the NX2navi
                version, the export time (UTC), exported_by (launcher or game), the number of save files, bug_report
save/           the save the game would load next (a finished commit still waiting in profile/save-tx, else
                profile/save/<account>): account.sav, option.sav, slot_00 to slot_05
bug-report/     nx2navi.log and nx2navi.ini, in a bug report

Key files (any *.keys, also one left in a save folder) and game files never go in.

Import. Import a Save takes such a zip: put it into the game folder's saves folder (the row then reads "From the Saves Folder", and the home's Saves row "Import Waiting") or select the row and choose it. Before anything changes it checks the manifest (the format, a format version it knows, the game's title id: a newer NX2navi's zip or another game's save is refused), every path (inside the save, no links), the size (4,000 files, 256 MB), that the save is this game's (account.sav, option.sav or a slot_NN/progress.sav), and each file's CRC as it unpacks. Then the zip's save replaces the whole save, every slot, as a save folder does (below): the save the game would load now goes to saves/backup <date time> first. It refuses while the game runs. A zip taken from the saves folder moves to saves/imported <date time>.

"While the game runs" is the game's own lock: the game holds profile/instance.lock from its start to its end (runtime/fs_host.c fs_host_lock_profile), and an import takes the same lock the same way for the time it copies the backup and swaps the save in (saves.profile_lock). A running game refuses the import; a game started in the middle of one ends at once with its message that the profile is in use, and starts normally after.

The game's menu imports at the next start instead of at once: the game keeps its progress in memory and writes it back at its next save, over files replaced under it, and the save's working copy is made when the game mounts its save. Import a save checks the zip as the launcher does and puts its save in profile/save-import; the row then reads "at next start", and Cancel the import drops it. The next start (the menu's Restart, or quitting and starting again) copies the current save to saves/backup <date time> and makes the import the save before the game reads it (runtime/fs_host.c import_pending), and the menu says where the old save went. An import in the launcher replaces one still waiting from the menu.

Mods

Mods (home, under Saves; launcher/mods.py) is where the player puts the mods they download. The game reads the game folder's mods folder (runtime/mods.c; mods_dir in nx2navi.ini names another): one folder per mod, holding a romfs folder with the game files it replaces, an exefs folder with code patches (.ips, .pchtxt) or a cheats folder, either at its top or in the Atmosphere layout (atmosphere/contents/0400486024DEC000/romfs and the others tools/mod_files.py lists).

A mod goes in as it came. Play first puts the folder in order (mods.prepare): an archive (.zip, and .7z or .rar through Windows' own tar, which reads them on Windows 10 and 11) is unpacked into a folder of its name unless that folder is there already, and the archive stays; a mod folder whose files sit one or more folders down (an archive that held the mod's own folder) gets them moved up; a romfs, romfslite, exefs or cheats folder put straight into the mods folder becomes a mod of its own, Unnamed mod. An archive that would write outside its folder is refused. So is, on Windows, one that holds a file Windows cannot keep under its name (mods.windows_name_problem): a device's name such as CON.pchtxt, a name ending in a dot or a space, or one with a colon or another character Windows does not allow. Unpacked anyway such a file is lost, renamed or a hidden stream, and the game misses it without a word; the refusal names the file. Nothing is deleted. Add a Mod and Add a Mod Folder do the same for an archive or folder the player picks, which is unpacked or copied into the mods folder under a free name; Open Mods Folder opens it. The picked mod is put together in a folder beside the mods folder (.adding-mod) and moves in with one rename once it is complete, so a copy that stops halfway (a full disk, the launcher closed) leaves no half mod for the game to load (mods.add).

Each mod has an On/Off row; its description says what it changes (how many game files, code patches, cheats), which other mod changes the same files and which of the two wins, and why the game leaves it off when it does: a code module (subsdk*), a download with options to pick from (several folders that each hold a mod), a mod for another game or another version, or nothing the game reads. Load Order sets which mod wins a file two of them change: the higher one. The switches and the order are the game's own settings, mods_disabled and mods_order in nx2navi.ini, written as the game writes them; they apply at the game's next start, so they wait while it runs.

Mods that change the game's code. The game is lifted from the console's code ahead of time, so code cheats and ExeFS patches cannot be applied while it runs: the build turns them into patch sets of the lifted code (tools/cheats.py, tools/exefs_patches.py) that the game switches on with their mod, and the Cheats tab of the game's menu switches each cheat. The lift step's key names those files, so a build lifts and compiles again when they change (only the changed parts compile, and the shaders stay prepared), and build-cache/mod-code.json records the files it took up. When an enabled mod brings code no build has seen, Play builds the game again first (a few minutes; the home's Mods row says "Build Waiting") and starts it after. A Play from Steam then opens the window for that build. Code mods are built from the game folder's own mods folder only.

Importing a save folder

Import a Save Folder (Saves) makes another save the game's own. A save put into the game folder's saves folder (its files, or the folder that holds them) is taken first by Import a Save; otherwise this row asks for the folder. It recognises a Switch save backup (the save's files), an emulator's save folder (nested folders named by user and title ids), and another NX2navi game folder or its profile folder (the account folder inside). A folder with progress.sav at its top is one save slot: it replaces that slot (slot_00 to slot_05, by the folder's name, else slot_00) and the rest of the current save stays. A folder with more than 4,000 files or 1 GB is refused as picked by mistake.

The game keeps its save in profile/save/<account>, named after profile/account.uid (made as the game would when it never ran). The import copies the save the game would load now (a finished commit still waiting in profile/save-tx, else the account folder) to saves/backup <date time>, puts the new files in place and empties profile/save-tx, so the game loads the imported save. A save taken from the saves folder moves to saves/imported <date time>. It refuses while the game runs.

Downloads

Every download (launcher/net.py) comes over HTTPS and is checked against a sha256. A server's certificate is checked first by Python's OpenSSL against the certificates in Windows' stores and, when that refuses it, by Windows' own certificate check (the truststore package of the bundled Python; not under Wine, whose crypt32 passes a chain that stops at an issuer it does not know). OpenSSL sees only the roots the PC already holds, and it takes an expired cross-signature still in a store before the server's valid one ("certificate has expired" on a valid chain); Windows weighs every chain as its own programs do and downloads a missing root from Windows Update. A certificate both refuse stops the step with what each check said, the PC's clock against the server's (the Date of a plain-HTTP request to it), and what to check: the date, time and time zone, or security software that scans encrypted connections.

Downloads go through a proxy when the PC names one: the launcher's opener (launcher/net.py _open) keeps Python's default proxy handling, which reads HTTPS_PROXY and HTTP_PROXY (and NO_PROXY) from the environment and, without them, the proxy set in Windows' Internet settings. Only HTTP proxies work; a SOCKS proxy does not. An address that needs a user name and password takes them in the variable, as in HTTPS_PROXY=http://user:password@host:port.

Before a download writes its first byte the disk is asked for room (net.space_problem): the rest of the file, by its expected size or else the length the server names, and 32 MB beyond it. The same is asked before the build tools are fetched (their downloads and their unpacked size, from the lock), before an update's archive is unpacked and before a mod's zip is. Without room the step stops with how much is needed and how much is free, and a part file stays for when there is room. A disk that fills in the middle of a download is named as full at once, not tried again four times.

A cut download is resumed from its part file, <name>.part, only as a part of the same file: <name>.part.of beside it names the file the part was begun for, by the expected sha256, so the same file is resumed from any server. A part begun for other bytes under the same name (a release published again) is deleted with a line in launcher.log and the download starts over; a part without the note, from an older launcher, is resumed as before.

Uninstalling

Settings > Uninstall NX2navi, or Settings > Apps > NX2navi (which runs NX2navi.exe --uninstall): what the launcher put in its folder (NX2navi.exe, python, app, pydeps, data, toolchain; launcher/winsys.py OWNED), the toolchain in C:\NX2navi when it went there, the shortcuts and the Apps entry go; the launcher's folder itself goes only when that leaves it empty. The built game and its saves stay unless "Remove the Built Game" is On, also when the game folder is the default <launcher>\game. The dump is never touched.

Command line

launcher/cli.py runs the same jobs without the window (python -m launcher.cli, or in an installed launcher python\python.exe app\<version>\launcher\cli.py): check, update, tools, install --dump F --game D, rebuild [--game D], fonts. NX2navi.exe --desktop-shortcut on|off and --shortcuts on|off are the stub's own. NX2navi-Setup.exe takes --dest DIR, --no-shortcuts, --no-launch and --quiet.

One launcher, one job

One process works in a launcher folder at a time (launcher/locks.py). The window holds the folder's lock, data/launcher.lock, while it is open, every command of launcher/cli.py but check holds it while it runs, and a job that changes files takes it too (the window's own jobs share the window's). The operating system keeps the lock (msvcrt.locking on Windows, flock elsewhere) and lets go of it when the process ends, however it ends; who holds it is written to data/launcher.lock.owner. A second window says who holds the folder in a message box and closes; a command prints it and ends with exit code 1; a job fails with it before its first step.

Within one process, a job names what it changes (jobs.Job.claims: game, the game folder and the build tools; app, the app folder's versions and the downloads), and a second job on the same thing fails at once with the first one's name. An install, a rebuild and the rebuild of an update claim game; an update's download and the background download claim app; the update check claims nothing and runs beside anything. Two launcher folders that share one game folder are not kept apart: the lock belongs to the launcher folder.

A job that claims game leaves data/job-running.json (what it is, the game folder, when it started) from its start to its end. A job that ends removes it, also after Cancel or an error, which the job screen has told. A launcher that was stopped in the middle (closed by the system, a power cut) leaves it: the next start logs it and says on the home or first screen which job did not finish and what finishes it (jobs.interrupted), once. Nothing is rolled back: the build keeps the old ocarina.exe until the new one is linked and records each finished step, so the game folder stays playable and Rebuild the Game, or Begin Installation, goes on from the steps that were done.

Releases

  1. Bump VERSION; build the shader translator (tools/build_xlate.py).

  2. With Python 3.14, numpy (the icon is drawn with it, launcher/ui/art.py) and uv, on Windows (the prebuilt runtime needs MSYS2's own clang; on Linux add --wine to run it through Wine, else the release ships without it and players compile runtime/ themselves):

    uv run --no-project --python 3.14 --with numpy tools\make_launcher.py --xlate build\xlate --ffx amd_fidelityfx_vk.dll --feed owner/name --notes notes.md
    

    --ffx puts AMD's signed amd_fidelityfx_vk.dll (FidelityFX SDK 1.1.4) in the release for FSR 3.1. --ffx4 <folder> puts AMD's signed amd_fidelityfx_loader_vk.dll and amd_fidelityfx_upscaler_vk.dll (FSR SDK 2.4.0, the files of its Kits/FidelityFX/signedbin/) in the release for FSR 4; without it the menu offers no FSR 4. amd_fidelityfx_framegeneration_vk.dll goes along when it is in that folder (fsr4_fg). NVIDIA's nvngx_dlss.dll goes in by itself: the script downloads the version tools/dlss_pin.py pins from NVIDIA's DLSS SDK repository (cached in toolchain/launcher-dl/), checks its size and sha256, and puts it in bin/ with nvngx_dlss-NOTICE.txt; make_game.py copies both beside the game. --dlss FILE takes a copy on disk instead (it must be the pinned file), --no-dlss leaves DLSS out. NVIDIA's RTX SDKs License lets an application ship the library; it also asks that a commercial release be announced to NVIDIA first (https://developer.nvidia.com/sw-notification) and that the use of DLSS be credited.

    --dlssg nx2navi_dlssg.dll (built by tools/build_dlssg.py, which needs Visual Studio's C++ compiler) adds DLSS Frame Generation in bin/dlssg/: beside it NVIDIA Streamline's runtime (sl.interposer.dll, sl.common.dll, sl.dlss_g.dll, sl.pcl.dll, sl.reflex.dll) and nvngx_dlssg.dll, taken from the Streamline SDK release that tools/streamline_pin.py pins. The script downloads that release once (cached in toolchain/launcher-dl/), checks the archive's size and sha256 and each file's sha256, and writes dlssg-NOTICE.txt with the two licence texts; make_game.py copies the whole set beside the game. --streamline SDK takes an SDK folder on disk instead (its files must be the pinned ones).

    --pgo FILE puts an execution profile and its record in the release (app/<version>/data), and the prebuilt runtime is compiled with it; the release stops when the record names another recomp/ than the checkout's, and when the release's compiler, the one players build with, cannot read the profile (building.md, "Profile-guided build"). The profile is derived from the game's code and never goes into the repository.

    --prompt-art FOLDER ... puts the button art in the release (app/<version>/prompt-art): folders that hold XGamepad, P5Gamepad and Keyboard_Mouse (the Source folders of button prompt art packs), or those three folders themselves; a set named itself wins over one found inside a folder named, and the same set twice is refused. Only the pictures tools/pad_prompts.py reads are copied (tools/prompt_art.py art_files: the pad pictures it names and every key of Keyboard_Mouse/Dark and /White, about 280 PNGs and 1 MB), and it stops first naming any that are missing. The art goes into the release only, never into the repository (.gitignore has /prompt-art/). Without it the release has no art and the build draws no prompts. tools/make_kit.py takes the same option for the build kit.

    On Linux it cross-compiles the two programs with clang, lld and llvm-windres against the same MSYS2 packages and unpacks Tcl/Tk with msiextract (msitools). It writes into build/launcher-release: NX2navi-Setup-<version>.exe (the setup program with the launcher folder appended as a zip), NX2navi-app-<version>.zip (with the prebuilt runtime), NX2navi-runtime-<id>.zip and NX2navi-update.json. check_content runs over the folder first.

  3. Upload those four files to GitHub release v<version> of the feed repository, by hand or with --publish (gh release create; add --draft to look before it goes out). Launchers see it at their next start.

The release resolves the MSYS2 packages of the day into toolchain.lock.json (--lock reuses an older lock). The repository keeps old package files, so a release keeps building with the compiler it was tested with.

Tests

python tests/launcher_test.py (Python 3.14): versions, settings, the toolchain resolver and installer against a local fake repository, resumed and checked downloads, the certificate checks against a local HTTPS server (its certificates made with the openssl command), the GitHub and URL feeds, staging, switching, rollback and pruning, unsafe archives, the background update (a release staged beside the running version without switching, the staged.json marker, a staged release installed after a restart, no install while the game runs, the install once it exited, nothing by itself with Install Updates Automatically off, a failed staging tried again after the next check), the font decoding on a system font wrapped like the game's, the look (every colour scheme complete, the Custom scheme's picked colours, colour square and typed hex code, the background picture cut to the shape below the title band and kept, never stretched, the sound effects as WAVs and low by default), make_game.py on a synthetic .nup (events, skipped steps, --rebuild without the dump, step keys, the shaders key following the translator the build uses), the RomFS step beside the lift and compile and its failure stopping the build, the prompts step with a stand-in prompt tool (when it runs again, and that it makes no other step run), the button art a release copies and the packages and tools the prompts need in a release, the compile step's object cache with the system's C compiler and its largest-first order, its windres call under folders with spaces in their names, CLANG64's clang in the lock and the install, the save import (the account folder, the save folders it recognises, backup, the commit journal, the saves folder, refusals), the shared save's zip (export of the save the game would load, the bug report files, no key files, the import of a zip with its backup, a zip in the saves folder, the menu's waiting import dropped, the zips it refuses: no manifest, another format or game, a newer format, paths outside the save, links, damage), the install job with a fake make_game.py (with and without the prompts row), the folder's lock (a second launcher process refused and told who holds it, the lock gone when its holder is killed, a job and the command line refused while another process holds it, two jobs on one folder), and the window's selftest when a display is there.

What goes wrong around a build is tested the same way, on made-up folders and stand-in processes: an update that stops in its compile (the game stays installed, home says how to finish, the install goes on from the unpacked files), start.pyw on a version that cannot be imported (exit code 86 at once, no message box, with a version to go back to), a cut RomFS image and the free space, the object cache written while the compile runs and kept when it is cut, a RomFS step that does not repeat the lift, the update's duration text and the warm-up's bar, a damaged dump named by its file and an unexpected error by its message, the file check's result in its row and on home, the game's FATAL line after exit codes 70 and 71, the job count by free memory and the build's priority class, a line handler that raises and a log that cannot be written, one forced update check a minute and GitHub's reset time, a game folder with characters outside the Basic Multilingual Plane (its modules.c compiled when a C compiler is there), the file check at both piece sizes against the check as it was, the disk space of every step and the build tools' test compile, and the prompt tool's unpacking. Two tests record the logic of tools/romfs_check.py and of the three prompt scripts (their code without comments and docstrings) beside SCAN_TOOL and PROMPT_TOOLS: they fail when that logic changes, to ask whether the step must run again on every install.

Requirements and limits

  • Windows 10 or 11, x86-64; the build's own requirements (README-BuildKit.md): 16 GB of RAM, about 34 GB free for the game and 1.5 GB for the launcher and its tools, a Vulkan 1.3 GPU.
  • The programs are not signed: SmartScreen warns on the first start of the setup.
  • English only for now.
  • The launcher builds the Windows game only; Linux builds use docs/building.md.