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Anka 1.1.1

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@EddizEge EddizEge released this 09 Nov 12:26

Anka 1.1.1 fixes the GPU crash on NVIDIA when something breaks in Donkey Kong Bananza. Nothing else changed since 1.1.0.

Built from anka at 58499ac080e23869a42f3f872d8d8f5a783a01d3; anka.exe and anka-cli.exe carry this commit. The second core, core2\anka-core2-cli.exe, is the same program as in 1.1.0, built from its own commit, 66879cdb61cef9455ae4596eb7b9c70efacdf054; its source is Anka-1.1.1-core2-source.zip.

Updating

Close Anka, unzip Anka-1.1.1-win64.zip into your Anka folder and replace the files. Take the whole zip, the core2 folder too. Your user folder (settings, keys, firmware and saves) stays as it is.

New to Anka: unzip into a new, empty folder, start anka.exe, and install your own keys and firmware (the 1.0.0 notes have the quick start).

Fixed

  • GPU crash (device lost) in Donkey Kong Bananza on NVIDIA when breaking terrain or objects (lava with the golden explosive, mud, purple masks; #3, #7, #8, #10, #12). NVIDIA's shader compiler mishandles a max(x, -x) pattern the game's vertex shaders use; Anka now folds it before the driver sees it. Fix from zortos293/Lichii (3823087 by vibecodekun, da17ced by Meow); Mvii7/Dozer pointed us to it, and monteger8 had already named the vertex shader behind the crash in #12. Thank you all.
  • You no longer need NVIDIA driver 610.88 as a workaround; current drivers work.

If it still crashes for you, please open an issue with your log (user\log\eden_log.txt) and your GPU and driver version.

Zelda: Ocarina of Time (second core)

Unchanged from 1.1.0 (same core2\anka-core2-cli.exe). See the 1.1.0 notes for what it does and its settings.

Known issues

  • #4: white / black bands on the island. Open; Reactive Flushing does not fully remove them.
  • #1: with Reactive Flushing off (the Recommended preset), some grass and plants are not drawn. Recommended + Reactive Flushing (or start-reactive-experimental.bat) shows them, but is slower in some places.
  • DLC: DLC inside a .nup is loaded; a dlc folder in an unpacked dump is not supported.

The full list is in the changelog, with the commits and their authors.

Files

File What it is
Anka-1.1.1-win64.zip The programs (anka.exe, anka-cli.exe, the second core in core2), the Qt 6.8.3 and Visual C++ runtime DLLs they need, an empty user folder, launchers and documents. This is the one to download.
Anka-1.1.1-pdb.zip Debug symbols, only needed for crash reports.
Anka-1.1.1-source.zip The source of anka.exe and anka-cli.exe (this release's commit).
Anka-1.1.1-core2-source.zip The source of the second core (its own commit).
Anka-1.1.1-deps-source.zip Sources of the third-party libraries built from source.
Anka-1.1.1-prebuilt-source.zip Sources and build scripts of the prebuilt libraries (FFmpeg, OpenSSL, SDL3, sirit).
SHA256SUMS.txt Checksums of the six zips.

Anka builds on the work of Eden, Eglantine (the PokeDinner fork by Franseven), yuzu and Sudachi, its Zelda core on zortos293's Lichii, and on the other projects whose copyright notices stay in the source (see LICENSE.txt and the third-party notices in the release zips). Their copyrights and credits are kept. It is not an official release of those projects; please report Anka's problems here, not to them. Licensed under the GNU GPL v3.0 or later. The release zip includes the unmodified Qt 6.8.3 libraries (LGPL-3.0; Qt Charts GPL-3.0; the third-party code inside them is listed in QT_THIRD_PARTY_NOTICES.txt) and the Microsoft Visual C++ runtime.

Anka is an independent project and is not affiliated with, endorsed by or sponsored by Nintendo. Nintendo Switch, Nintendo Switch 2, Donkey Kong Bananza and The Legend of Zelda are trademarks of Nintendo; they are used here only to describe compatibility. Anka contains no games, keys, firmware or other Nintendo content. Game-specific settings are applied in memory at run time to the user's own copy; no game files are distributed or modified. Use Anka only with games and system files you have legally obtained from hardware you own. Issues asking for games, keys or firmware will be closed without an answer.

Full changelog · Changes since 1.1.0 · Report a problem

Anka 1.1.0

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@EddizEge EddizEge released this 08 Nov 19:54

Anka 1.1.0 adds a second emulator core for one game and fixes problems reported on 1.0.x.

Built from anka at 51e9781896c93059fa89702c95884eb55edfda6d; anka.exe and anka-cli.exe carry this commit. The second core, core2\anka-core2-cli.exe, is built from its own commit, 66879cdb61cef9455ae4596eb7b9c70efacdf054; its source is Anka-1.1.0-core2-source.zip.

Updating from 1.0.x

Close Anka, unzip Anka-1.1.0-win64.zip into your Anka folder and replace the files. Take the whole zip, the core2 folder too. Your user folder (settings, keys, firmware and saves) stays as it is.

New to Anka: unzip into a new, empty folder, start anka.exe, and install your own keys and firmware (the 1.0.0 notes have the quick start).

What's in 1.1.0

Zelda: Ocarina of Time (second core, "core2")

Anka's Zelda core is built on Lichii by zortos293 (GPL-3.0), branch nx2,
commit aae0b063f7.
Nearly all of the Zelda emulation work — the Switch 2 (nx2) GPU path, the split GPU threads,
shader and pipeline fixes for Ocarina of Time — is Lichii's and its contributors'. Anka adds packaging, a menu, a few
defaults and small fixes on top (listed below). Please report bugs in this build to Anka, not to Lichii.

Anka 1.1.0 ships two emulator cores in one package. The menu (anka.exe) looks at the game's title ID:
The Legend of Zelda: Ocarina of Time (0400486024DEC000) starts core2/anka-core2-cli.exe; every other game starts
the Donkey Kong Bananza core.

How to start it: open anka.exe, add your game folder, double-click Ocarina of Time. No extra setup; the core keeps
its own config (user/config/sdl2-config-core2.ini), cache (user/cache/core2/) and log (user/log/core2/).

Settings (menu → Anka tab → "The Legend of Zelda: Ocarina of Time only"):

Setting Default What it does
Full screen on Starts full screen. F11 or Alt+Enter toggles, Alt+F4 closes.
Full-resolution 3D on Built-in Max Resolution patch: the game renders 3D at full resolution instead of dynamic resolution.
Haze and bloom tweak off Lichii's experimental OoT fog / exposure workaround (exp/oot-visual-workaround). Try it if haze or bloom looks wrong.
Occlusion off (experimental) off Built-in Occlusion Off patch. Experimental: no speed change in our tests; may show objects that should be hidden.
  • Dark's frame-rate patch (Dynamic FPS) is always on for Zelda and locked in Add-Ons. Its floor is 10 FPS (from Lichii #584).
  • Frame generation follows the menu's global frame generation setting. Reactive mode is always off for Zelda.
  • GPU accuracy defaults to Low for Zelda (Lichii's default is High, which was about 30% slower in our tests).
    You can still pick High in the menu's global Graphics settings; it then applies to Zelda too (about 30% slower).

Performance (lab: Ryzen 7 5700X + RTX 4060 Ti, docked, Kokiri Forest, same route and save, average FPS):

Build Avg FPS
Earlier Anka Zelda test core (old base, MSVC, never released; earlier run block) 28.6
Lichii build-117 official package 38.3
Anka 1.1.0 Zelda core 39.3

Anka 1.1.0 and Lichii build-117 run about the same here; the 1 FPS gap is within run-to-run noise, so we do not
claim to be faster. Numbers are from runs with shaders already cached. In one run of each build many pipelines were
built during play and both dropped (Anka 27.8, Lichii 33.4). The jump over our earlier test core comes from Lichii's base.
Your numbers will differ.

What Anka adds on top of Lichii

  • One package with the menu; Zelda gets its own config, cache and log folders, single-instance lock, window title.
  • A separate NVIDIA shader cache for the Zelda core. In our runs Lichii's shared 1 GB GL cache filled up and stuttered for 1–2 s;
    core2 did not.
  • GPU accuracy Low by default (above).
  • Switches for the built-in patches (Max Resolution, Dynamic FPS and its 10 FPS floor, Occlusion Off) wired to the menu.
  • Water / waterfall flicker fix, ported from Fritchii (d603d98bb3, Frizti). Lichii merged the same fix into its nx2
    branch today (#778); it is not in a Lichii release yet. (EDEN_NX2_WATER_FIX=0 turns it off when you run core2\anka-core2-cli.exe directly.)
  • Import a pipeline cache from Lichii, Fritchii or an older Anka build, so pipelines you already built there are
    built at start instead of during play. Ported from Fritchii (5aefec4431, Frizti). Copy your portable Lichii or Fritchii
    folder (its name must start with Lichii or Fritchii) into the Anka folder, then start Zelda from the menu: its
    pipeline cache is merged into Anka's on that start, and again only when it changes. An older Anka Zelda cache in the same
    user folder is picked up as well. EDEN_NX2_IMPORT_CACHE=<folder>;<folder> also works, but only when you run
    core2\anka-core2-cli.exe directly (the menu does not pass EDEN_* variables to core2). Only your own local files are
    read; the source files are never changed, nothing is downloaded or shared.
  • A damaged pipeline cache file is deleted and rebuilt instead of crashing the emulator.
  • RivaTuner (RTSS) crash workaround. With RTSS running, the Zelda core could crash when its window came back
    from minimised or to the foreground (in the same lab test Lichii build-117 also crashed inside RTSS's hook, in 1 of
    2 runs). core2 now turns off
    RTSS's Vulkan layer at start with RTSS's own switch (DISABLE_RTSS_LAYER=1), and it no longer crashes. The RTSS
    overlay still shows (RTSS draws it through its own hook). EDEN_NX2_RTSS_LAYER=1 keeps the layer when you run
    core2\anka-core2-cli.exe directly.

Known limits

  • core2 is set up and tested for Ocarina of Time only. Other games go to the Bananza core.
  • Our test runs are in Kokiri Forest; other areas are less tested (e.g. Kakariko graveyard geometry reported on other builds
    is unconfirmed here). The water fix leaves a few light textures unbound by design; if a lamp or light looks wrong
    somewhere, tell us where (a screenshot helps).
  • First run of a new area may stutter while shaders build.

Credits (Zelda core)

  • Lichii — zortos293 and contributors (GPL-3.0): the base of core2. Lichii's commit history credits each imported PR and author.
  • Fritchii — Frizti: water flicker fix and pipeline cache merge (ported), Dynamic FPS bundling.
  • Dynamic FPS — Dark (Eglantine Dev), bundled with permission (recorded in Frizti's 765659af); 10 FPS floor by ctgl1987 (Lichii #299 / #584).
  • Max Resolution — made built-in by zortos293 (Lichii #124) from the community Max Resolution exefs patch; original author unknown.
    If you are the author, please contact us.
  • Occlusion Off — cLohan (OcclusionOff_ZPrePassAndSamplesQuery), via Shakoquo/Lichii-sharkiix-version (GPL-3.0).
  • Haze and bloom tweak — zortos293 (Lichii exp/oot-visual-workaround).
  • Upstream: Eden, Eglantine, yuzu developers.
  • Other authors whose work reaches Zelda through Lichii: Frysix, Weslie, Marc Stampfli (mstampfli), ProphetWild,
    Rengundom, estevanbs, vouion, janvitos, PantACRO4life, ctgl1987, Hazmad, jpkto, Kaj, Thibaut LÉAUX, ne1i, Carl Quirion, 6c696e6b.

Fixes

  • Handheld mode: every handheld picture is cropped to the panel's 1920x1080, as upstream does. Donkey Kong Bananza's handheld frame no longer sits in the top-left of the window inside black margins. Docked mode is unchanged.
  • AMD's Windows driver: pipeline compilation runs on one worker there, for the crash while loading reported in #5. The change comes from MamamaNanana's work.
  • yuzu data migration: the window copies instead of moving, never empties a portable user folder and never moves the old one (#6; with PastaLaPate's fix of the migration choice).
  • .nup: add-on content (DLC) inside a .nup is now loaded, and the edition metadata is kept (from MythosOfs, Eglantine PR #724, ported from Orchid).
  • Mods: a missing mod folder no longer crashes the start (from SavageCore).
  • Graphics: the BRA.U / .DIV / .CONV shader branches are handled (from vibecodekun's and Zortos's work). The colour <-> depth-stencil copies in ReinterpretImage, the path NVIDIA GPUs take, no longer make invalid copy commands (from cr1ckt): the likely cause of the NVIDIA crash under "Known issues".
  • Windows memory: when reserving the 14 GiB of memory a Switch 2 game needs fails because the system's free commit is only just enough, Anka grows the page file and tries again instead of closing with "Failed to allocate ... backing memory" (from Frysix, Lichii PR #645).
  • RivaTuner overlay: a start without the FPS overlay clears the text an Anka process left behind when it was ended from Task Manager, so old FPS figures no longer stay on the screen.
  • Mods: a mod that can't be deleted because another program holds it open is reported instead of closing Anka.
  • yuzu data migration: its messages say where a partial copy is and how to bring the prompt back after cancelling; folder and file names in other scripts (a Japanese folder name, an emoji) no longer stop it.
  • Donkey Kong Bananza: the dynamic frame rate setting steps aside when an ExeFS mod changes the game's frame rate code. Safe no longer turns off HSETP2_REG and the upscaler stand-in: without them the scene stayed a flat blue.
  • Frame generation: Dynamic steps down when the display's refresh rate changes.

For crash reports

  • When the GPU device is lost, the log gets extra lines: "nx2 device fault" (what the driver reports, if it supports VK_EXT_device_fault) and "nx2 reinterpret" (the copies above). Please...
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Anka 1.0.1

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@EddizEge EddizEge released this 06 Nov 23:35

Anka 1.0.1 opens games stored as .nup packages.

Built from anka at 2d17a71ff0f0cf0c27b3d7207818fade9199b77b; both programs carry this commit.

Updating from 1.0.0

Close Anka, unzip Anka-1.0.1-win64.zip into your Anka folder and replace the files. Your user folder (settings, keys, firmware and saves) stays as it is.

New to Anka: follow the quick start in the 1.0.0 notes. Unzip into a new, empty folder, start anka.exe, and install your own keys and firmware.

What's in 1.0.1

.nup packages

  • .nup ("Unencrypted (Archival) Package") is a container format from upstream Eglantine. It holds one title's base game, update and add-on content in a single file.
  • Anka now reads .nup files. You can open them with File › Load File…, and they appear in the game list with their icon, name and version. anka-cli.exe and its launchers open them too, including from the Games folder.
  • Mods (LayeredFS) and Anka's game-specific settings apply to games opened from a .nup, the same as for other formats. Anka finds the title ID before the game starts.
  • Add-on content (DLC) inside a .nup is not loaded yet, as in upstream. The base game and its update are.
  • Anka can't create .nup files. The format's reference tool (a55uka/nup) packs an unencrypted dump folder into a .nup. Only use your own dumps.
  • Large compressed parts are unpacked only once. The cache uses up to 512 MiB of memory; set EDEN_NUP_CACHE_MIB to change that. Broken or malformed packages are rejected.
  • The .nup code comes from upstream Eglantine. Its authors are a55uka, Sssnowyyy, Mcm190, SavageCore, Dr. Sergio, Frizti and 999sian, and the changelog credits each change.

Tip: the launchers ran faster on our PC

We measured one Donkey Kong Bananza scene with frame generation off, one minute each. With the same settings, anka-cli.exe started from start-recommended.bat averaged about 8% more frames than anka.exe: 37 fps against 34. We are looking into why. Until then, use the launchers for the best frame rate:

  1. Start anka.exe once. Set up your keys, firmware and controller there, and frame generation if you want it.
  2. Put your game file (.nsp, .xci, .nsz, .xcz or .nup) in the Games folder next to anka.exe, or drag it onto start-recommended.bat.
  3. Double-click start-recommended.bat. The game starts in full screen; quit with Alt+F4.

On its first start the launcher copies anka.exe's settings to user\config\sdl2-config.ini. Settings you change in anka.exe later don't carry over. To copy them again, delete sdl2-config.ini.

Also

  • Per-game settings are kept when the controller settings reload. Before this, the global values could replace them. This fix comes from upstream Eglantine.

Everything else is the same as 1.0.0: the same settings, defaults and performance work.

Files

File What it is
Anka-1.0.1-win64.zip The programs (anka.exe, anka-cli.exe), the Qt 6.8.3 and Visual C++ runtime DLLs they need, an empty user folder, launchers and documents. This is the one to download.
Anka-1.0.1-pdb.zip Debug symbols, only needed for crash reports.
Anka-1.0.1-source.zip The source of this release.
Anka-1.0.1-deps-source.zip Sources of the third-party libraries built from source.
Anka-1.0.1-prebuilt-source.zip Sources and build scripts of the prebuilt libraries (FFmpeg, OpenSSL, SDL3, sirit).
SHA256SUMS.txt Checksums of the five zips.

Anka builds on the work of Eden, Eglantine (the PokeDinner fork by Franseven), yuzu and Sudachi, and on the other projects whose copyright notices stay in the source (see LICENSE.txt and the third-party notices in the release zips). Their copyrights and credits are kept. It is not an official release of those projects; please report Anka's problems here, not to them. Licensed under the GNU GPL v3.0 or later. The release zip includes the unmodified Qt 6.8.3 libraries (LGPL-3.0; Qt Charts GPL-3.0; the third-party code inside them is listed in QT_THIRD_PARTY_NOTICES.txt) and the Microsoft Visual C++ runtime.

Anka is an independent project and is not affiliated with, endorsed by or sponsored by Nintendo. Nintendo Switch, Nintendo Switch 2, Donkey Kong Bananza and The Legend of Zelda are trademarks of Nintendo; they are used here only to describe compatibility. Anka contains no games, keys, firmware or other Nintendo content. Game-specific settings are applied in memory at run time to the user's own copy; no game files are distributed or modified. Use Anka only with games and system files you have legally obtained from hardware you own. Issues asking for games, keys or firmware will be closed without an answer.

Full changelog · Changes since 1.0.0 · Report a problem

Anka 1.0.0

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@EddizEge EddizEge released this 06 Nov 18:53

First release of Anka, a Nintendo Switch 2 emulator for Windows, focused on performance.

Built from anka at b7542ece8b5c695e2f01d5e46b74c0806d48ae96; both programs carry this commit.

Quick start

  1. Unzip Anka-1.0.0-win64.zip into a new, empty folder. Do not unzip it into another emulator's folder: its Qt DLLs would replace that program's.
  2. Start anka.exe. Anka keeps its settings, keys, firmware and saves in the user folder next to it (portable mode) and does not touch %APPDATA%\eden or other installs.
  3. Install your own keys and firmware as with other Eden-based emulators. Anka includes no games, keys or firmware; only use what you legally own.
  4. Settings: Emulation › Configure… › Anka. The first start picks Recommended, the setup we measured (with GPU Mode Fast, the default; it also turns Reactive Flushing off).

Coming from PokeDinner-Eglantine 2.0.0: back up its nand folder (your saves), then copy its user folder next to anka.exe.

Windows 10 or 11 (64-bit) and a GPU with a current Vulkan driver. Qt and the Visual C++ runtime come with Anka.

What's in 1.0.0

Anka settings tab

  • Presets: Recommended (everything on, reactive flushing off: the setup we measured), Recommended + Reactive Flushing (experimental: in Donkey Kong Bananza on our PC about 7% slower at the opening and about 15% faster in open areas; if you see image errors, go back to Recommended), Safe (like start-safe.bat: the eight Anka settings and the GPU shortcuts Anka keeps on by default turned off, in every game; graphics settings and Anka's fixes without a switch stay as they are) and Custom, picked by itself when you change a box.
  • Recommended was measured in Donkey Kong Bananza only. If another game shows image errors or runs wrong, try Safe and report it with the game's name.
  • Frame generation: Off (the default), 2x or Dynamic. Dynamic (FSR3, aiming at 120 fps, never above the screen's refresh rate) steps between 1x and 4x only while the screen can show the extra frames and the game's own frame rate holds; a step that slows the game by more than 8% is undone. Generated frames need a screen faster than the game's frame rate: on a 60 Hz screen they only help below 30 fps (2x holds the game at 30 fps there; Dynamic stays at 1x). The presets leave this choice alone; Safe turns it off.
  • When a change needs a restart (a game already ran in this session with other settings), Anka asks: Restart Now opens it again, with the running game if one is running (unsaved game progress is lost); Later keeps the current settings. If no game has run yet, the new settings simply apply to the first game.
  • GPU Mode (GPU accuracy) starts at Fast, as in newer Eden versions (2.0.0 started at Accurate on desktop); our measurements used Fast. If a game shows image errors, set Graphics › Advanced › GPU Mode to Accurate for that game (its Properties) or for all games.
  • A setting made outside Anka (an environment variable or a launcher) wins; its box is shown greyed out.
  • Reactive Flushing and Frame generation change only with no game running. If you change them while a game runs, Anka keeps the change and applies it when you press Restart Now, or when the game stops if you chose Later; the tab says so.

Emulated GPU thread

  • The GPU command thread can run as pipelined stages.
  • Cheaper per-draw work: buffers, descriptors, pipelines and caches only redo what changed.
  • The macro JIT drops state writes that change nothing.
  • Indirect draws run on the host GPU instead of being read back on the CPU every frame. This is on in every game; it was written for, and measured in, Donkey Kong Bananza's terrain.

Also

  • Timed FSR3 generated frames and an RTSS on-screen display (game FPS and frames on screen).
  • Graphics › Enable Frame Generation is saved again: the boxes on its sub-rows no longer switch it off when you press OK.
  • Accuracy fixes picked from upstream and other forks, credited with their authors in the changelog.
  • Both programs are built with link-time and profile-guided optimization (one Donkey Kong Bananza profile, made with the command-line program).
  • A second way without menus: anka-cli.exe with three launchers and a Games folder.

Donkey Kong Bananza only

  • Dynamic frame rate: any rate from 40 to 60 fps where the game would drop to 30 (a port of ZendNevs' dk_dynamic_fps patch).
  • Frame pacing that follows the game's own 60/30/20 fps choice.
  • Both are in the tab's "Donkey Kong Bananza only" group and stay off in other games.

Measured on one PC

The general improvements apply to every game; so far they were measured in Donkey Kong Bananza only. Ryzen 7 5700X, 64 GB RAM, RTX 4060 Ti, 1440p 170 Hz, with builds of the command-line program (now anka-cli.exe) and its launchers from 31 October to 5 November. The 1.0.0 build was not measured again, and anka.exe runs the same code with the same settings but was not measured on its own.

  • 2.0.0's heaviest view measured 17.3 FPS by hand; Anka's builds measured 39–53 FPS in the opening and the open area. This is not a controlled A/B (different scenes, modes and runs), only a rough indication.
  • Single steps, each against the same build: GPU thread stages +7 to +9%, per-draw shortcuts +7 to +8%, the macro JIT filter +6%, profile-guided optimization +16 to +22%, the terrain's indirect draws on the host GPU about +48% in the far view.
  • With the dynamic frame rate and FSR3 frame generation aiming at 120: one 3.6 minute session of normal play (an earlier build, not a benchmark) had a median of 46 game FPS, 119 frames a second on screen and 99.8% game speed.

Other games were not measured, and other CPUs and AMD or Intel GPUs were not tried; your results will differ.

Next

Zelda support and per-game presets come in the next version. Updates will be published here, in this repository.

Files

File What it is
Anka-1.0.0-win64.zip The programs (anka.exe, anka-cli.exe), the Qt 6.8.3 and Visual C++ runtime DLLs they need, an empty user folder, launchers and documents. This is the one to download; unzip it into a new, empty folder (Quick start).
Anka-1.0.0-pdb.zip Debug symbols, only needed for crash reports.
Anka-1.0.0-source.zip The source of this release.
Anka-1.0.0-deps-source.zip Sources of the third-party libraries built from source.
Anka-1.0.0-prebuilt-source.zip Sources and build scripts of the prebuilt libraries (FFmpeg, OpenSSL, SDL3, sirit).
SHA256SUMS.txt Checksums of the five zips.

Anka builds on the work of Eden, Eglantine (the PokeDinner fork by Franseven), yuzu and Sudachi, and on the other projects whose copyright notices stay in the source (see LICENSE.txt and the third-party notices in the release zips). Their copyrights and credits are kept. It is not an official release of those projects; please report Anka's problems here, not to them. Licensed under the GNU GPL v3.0 or later. The release zip includes the unmodified Qt 6.8.3 libraries (LGPL-3.0; Qt Charts GPL-3.0; the third-party code inside them is listed in QT_THIRD_PARTY_NOTICES.txt) and the Microsoft Visual C++ runtime.

Anka is an independent project and is not affiliated with, endorsed by or sponsored by Nintendo. Nintendo Switch, Nintendo Switch 2, Donkey Kong Bananza and The Legend of Zelda are trademarks of Nintendo; they are used here only to describe compatibility. Anka contains no games, keys, firmware or other Nintendo content. Game-specific settings are applied in memory at run time to the user's own copy; no game files are distributed or modified. Use Anka only with games and system files you have legally obtained from hardware you own. Issues asking for games, keys or firmware will be closed without an answer.

Full changelog · Changes since Eglantine 2.0.0 · Report a problem