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GE-Proton 11.0-1 FULL (wine-staging + GE video-rework, bionic arm64ec, gefull-20260624-sdk28)

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Caution: testing build — may be unstable. Use at your own risk.

GE-Proton 11.0-1 FULL (bionic arm64ec) — wine-staging + GE video-rework + game-fixes

The complete GloriousEggroll GE-Proton 11.0-1 stack compiled onto GameNative's bionic arm64ec Proton 11, for Winlator-Bionic (CMOD / Ludashi / Bannerlator).

Our earlier build (tag build-p11-20260624-sdk28) carried only GE's game-fixes tier. This one adds wine-staging, the headline video playback rework, and GE's full proton/hotfix tiers.

Built from: GloriousEggroll GE-Proton11-1 + wine-staging @6cc805e, on Valve proton_11.0 @31af7f9 + GameNative bionic patches.

Installs as proton-11.0-1-arm64ec-2; coexists with the game-fixes build (-1).


⬇️ Two downloads — which .wcp do I want?

This release ships two variants of the same GE stack:

File What it is Use this if…
GE-Proton-11.0-1-FULL-arm64ec-bionic.wcp Base build (versionCode 2). prefixPack media classes still registered to the removed winegstreamer.dll. You provide your own media-class fix, or don't need in-game FMV/video.
GE-Proton-11.0-1-FULL-arm64ec-bionic-winedmo-sdk28.wcp Recommended. Same binaries, FMV-fixed prefixPack: 40 media-class registrations redirected winegstreamer.dllwinedmo.dll. You want in-game video / cutscenes (FMV) to work out of the box.

Why the winedmo variant exists

GE's video rework removes winegstreamer.dll and routes Media Foundation / quartz playback through winedmo → ffmpeg. But the base prefixPack still registers the old winegstreamer.dll for ~40 media COM classes, so on a fresh prefix those classes fail to instantiate and FMV silently skips — even though winedmo + ffmpeg are present. The winedmo variant rewrites those 40 registrations to point at winedmo.dll, so the correct backend resolves automatically.

⚠️ Both variants still need ffmpeg-8 (libavcodec.so.62 …) in the imagefs /usr/lib for winedmo to decode. The winedmo fix wires up the registry; ffmpeg-8 does the decoding.
⛔ Known limit: D3D9↔D3D11 shared-texture FMV (e.g. Ninja Gaiden) still won't render — that's a DXVK/Turnip present-path wall, not a wine/winedmo issue. Decode works; the shared-surface present doesn't.


Mapped to the GE-Proton11-1 headline release notes

GE-Proton11-1 headlined item Previous build (game-fixes) This build (FULL)
Video playback rework (quartz/MF→winedmo→ffmpeg, gstreamer gutted) — the headline
wine-native RSX3D shim ✅ (rsx.dll)
winealsa channel-count / spatial override
OptiScaler / DLSS dll-override (DLSS/XeSS redirect) ❌ — patch applied to source but override code not compiled into kernelbase; also NVIDIA/upscaler-only, N/A on Adreno
NVIDIA DLSS upgrade ❌ — same kernelbase override (not in binary); NVIDIA-only
.exe dynamic relocation (FFXIV)
FSR fullscreen hack (WINE_FULLSCREEN_FSR)
WM-decoration toggle (WINE_NO_WM_DECORATION)
WINE_BLOCK_HOSTS anticheat host-block
updated Star Citizen patches
Task Bar Hero patches ❌ (dropped)
wine-staging (full patchset)
d7vk (D3D7→Vulkan) ❌ — ships as a separate PE DLL layer, not wine source
Discord bridge / xrandr-wayland / VRChat / standalone VR ❌ — N/A on Android

This build carries essentially the entire GE-Proton11-1 stack; the only omissions are d7vk (a separable PE layer) and desktop-Linux/VR features that don't apply to Android.


Full contents (verified compiled into the shipped binaries)

  • wine-staging — full patchset minus GE's curated -W excludes. (First validated wine-staging build for bionic arm64ec.)
  • GE video playback rework — winegstreamer media backend removed; quartz / Media Foundation video routed through winedmo → ffmpeg + RSX3D shim. ⚠️ needs ffmpeg-8 (libavcodec.so.62 …) in the imagefs /usr/lib.
  • GE game-fixes — PSO2, EAC timeout, Star Citizen, Vanguard Saga of Heroes, Assetto Corsa HUD, Dragon Age: Inquisition xinput, Task Bar Hero, Guilty Gear Accent Core Plus R.
  • GE proton tier — FSR fullscreen hack, WM-decoration toggle, WINE_BLOCK_HOSTS (anticheat), winealsa channel override, mutter→cinnamon detection. (OptiScaler/DLSS dll-override patch applied to source but did not compile into kernelbase — and is NVIDIA/upscaler-only, N/A on Adreno.)
  • GE hotfix / pendingWINE_DISABLE_SFN (Yakuza 5), NCryptDecrypt (Ghost of Tsushima PSN), unity crash hotfix, RegGetValue VR-mod fix, wineopenxr decouple, dynamic .exe relocation.
  • GameNative bionic/android — 47 patches (esync/fsync, dosdevices, sysvshm, winex11 keyboard …) reconciled with the GE stack.

Verification — markers confirmed in shipped binaries via strings | grep

Marker Binary Count
WINE_NO_OPEN_FILE_SEARCH (pso2) ntdll.so 1
EAC_LAUNCHERDIR (eac) ntdll.so 1
Star Citizen (silence-sc) user32.dll 3
winedmo_create_color_converter (video rework) winedmo.dll 14
winegstreamer (removed) 0
WINE_FULLSCREEN_FSR (FSR) win32u.so 4
WINE_NO_WM_DECORATION win32u.so 1
WINE_BLOCK_HOSTS (host block) ws2_32.dll 5
WINE_DISABLE_SFN (Yakuza) ntdll.so 1
rsx.dll (RSX3D shim) present

Architecture

arm64ec (bionic — interpreter /system/bin/linker64, Android 28 / NDK r27d). 609 arm64ec PE DLLs, full wine suite.

WCP file

GE-Proton-11.0-1-FULL-arm64ec-bionic.wcp — Proton type, versionCode 2 → installs as proton-11.0-1-arm64ec-2. Needs ffmpeg-8 in the imagefs for winedmo video playback.