- Cross-build against the Steam Runtime 4 arm64 SDK (build_linux.sh,
cmake/steamrt4-arm64.cmake): the executable sits at 0x98000000 next to
the game's 32-bit window, with the OpenXR loader and jsoncpp beside it
(RPATH $ORIGIN); build_linux.sh also packs a release archive.
- OpenXR on SteamVR: EGL surfaceless through XR_MNDX_egl_enable, the
Frame controller profile (both names), a flick or a wrist turn as the
Wii Remote's shake, the D-pad as look; the refresh rate goes to 120 Hz
through vrcmd where the runtime offers only its current rate.
- Timewarp in the app: SteamVR shows frames that arrive in time as they
were rendered, so at 120 Hz every game frame stood still for two
refreshes while the head turned. The game frame's eyes now go into a
scene set, and every refresh composites the last finished set turned
to its own head pose (timewarp.h, checked by tools/timewarp_test and
by the simulator's PETARI_XRSIM_WARP); sharpening runs once per game
frame; the pacing changes only after a new display period has held.
- Fixes found on the way: libstdc++'s <cstdio>/<cwchar> against the MSL
renames (compat.h), language archives a disc carries damaged (cook.py
takes another language's), host allocations on the DVD and DSP
threads, quitting without waiting on the game's threads, case of two
include names.
- ANLEITUNG-STEAM-FRAME.md: the player's guide in German.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The settings panel beside the pause menu held nine of the settings of
petari_vr.ini; the others needed the file edited over adb. Players asked
for all of them in the game, for a choice of language, for the camera's
turns the other way round and for the room around the giant screen.
- One table of the numeric settings (vr::Setting in vr_game.cpp: key,
range, default, how to read and change it) now serves the file's loader
and the panel. Values outside a setting's range are clamped instead of
ignored.
- The panel (vr_settings.cpp) is drawn from tables of rows (a switch, a
stepper or a slider) on four tabs: Screen, Diorama, Picture, Game, with
a Defaults button for the open tab. It writes only the lines of the
settings changed on it, in one pass, so the rest keep following the
defaults. The refresh rate and the highest resolution now apply at
once; the clock levels and the language at the next start.
- language: each disc's languages (European: English, French, German,
Spanish, Italian; American: English, French, Spanish) with their
folders; SCGetLanguage answers with the one asked for when the copy has
its texts. The European disc's EuDutch folder holds the English texts
again and is not offered.
- invert_camera (on by default): the game moves its camera round Mario
the way the D-pad is pressed, so the view turns the other way. With
the setting CameraLocalUtil's two tests swap sides (and CameraInfo's
two arrows), and the diorama's snap turn takes the other sign: pushing
the right stick right turns the view to the right. Pages and menus
keep their sides.
- passthrough (off by default): XR_FB_passthrough, with
com.oculus.feature.PASSTHROUGH declared (not required) in the manifest.
The feature and a reconstruction layer are made when the setting first
asks, and paused while it does not. While they run the passthrough
layer goes out first and the eye layer blends by its alpha; around the
giant screen the eye images are cleared to transparent, fading over
0.3 s. The diorama's eye images stay opaque.
Checked headless on the headset (every tab and control, the saved file,
the camera's direction with the setting off and on, French and Spanish
texts on the two discs) and in the app unworn (the language from the
file, passthrough started, paused and started again without an error,
the refresh rate changed from the panel). Measured there with
passthrough: the compositor's GPU time goes from 1.9 to 3.1-4.2 ms a
refresh; worn, a player's heavy scene fell from 60 to 44 frames a second.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A player with the American disc (RMGE01) reported a crash at the start.
The game picks the folder of its texts from the disc's game code and the
console's language (Language.cpp), and the port had the European code
RMGP01 fixed in low memory: on American files the game asked for
/EuEnglish/MessageData/Message.arc and stopped ("File isn't exist").
- dvd.cpp reads the region off the language folders in the disc's own
file table (sys/fst.bin: EuEnglish, UsEnglish, JpJapanese, KrKorean),
boot.cpp puts the matching code at 0x80000000 and SCGetLanguage answers
with a language that disc has.
- The setup screen shows a folder whose file table names none of those
folders, or whose copy lacks the texts, as "Unknown disc" instead of
letting the game start on it.
- FileRipper names the file it did not find before it panics.
- run_headless.sh and galaxy_tour.sh take the game files and the save
folder from HEADLESS_DATA and HEADLESS_NAND, to test another disc's
files beside the app's own.
Checked on the headset with both discs' converted files: the prologue
and Good Egg Galaxy, and on the American ones the two galaxies whose
stage files differ from the European disc's (Gold Leaf, Rolling Gizmo)
plus Gateway, Honeyhive, the observatory and Battlerock.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The installing section took a developer's setup for granted. It now goes
through it in eight numbered steps for someone who has none: developer
mode on the headset (Meta's steps), one folder for the app, the converter
and adb, a terminal opened in it with adb on its PATH, the checks that
Python and the headset answer, the install, the disc, the conversion, the
copy, the first start, and what the usual failures mean.
- The Python files the steps use are a download on the release page,
GalaxyQuest-converter.zip: said up front, with direct links, and that
the repository itself is not needed.
- On Windows the command is py, not python (which does nothing or opens
the Microsoft Store); on macOS and Linux, python3. Said before the
steps and next to each command. The converter zip's README.txt says it
too.
The commands were run as written from a fresh folder in cmd on Windows
(py 3.14): set PATH, adb devices, and a whole conversion.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
To play, nobody needs the source: tools/package_converter.py makes
GalaxyQuest-converter.zip for the release page, with the disc converter
(tools/cook/cook.py and the modules it imports) and tools/push_data.py at
the paths they have in the repository, plus a short README.txt. The file
list follows the scripts' imports, and the zip is the same byte for byte
whenever the files are.
Converting a disc with the unzipped package alone gives the same 2375
files as from the repository. The README's first step now asks for the
APK and this zip instead of a download of the repository.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A native port built on the Petari decompilation (previous commit): an
HLE platform layer (OS, DVD, GX, audio, input, NAND) under the game's
own code, an OpenXR presentation (a diorama around the player, a giant
screen, the HUD and settings as compositor layers, SpaceWarp, dynamic
resolution), Touch Plus controls, the tools that convert your own game
files (tools/cook, which also takes the few pieces of data the game's
executable holds from your sys/main.dol), and the port's changes to the
decompilation (`git diff petari-base -- decomp`). README.md explains
installing and building, docs/TECHNICAL.md how it works.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>