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@github-actions github-actions released this 06 Nov 14:33
· 2 commits to main since this release
8f356a6

The Wind Waker HD, native PC port, v0.5.1

This release contains no game files, no game code and no keys. You need your own disc dump
(.wux/.wud with its disc key, plus the Wii U common key from your console), a Cemu .wua archive
(no keys needed), or an already extracted game folder. The installer builds the game from it on your machine.

Install: download the zip for your system, unzip it anywhere and start Wind Waker HD. The
first start prepares the game once from your dump (about two minutes); later starts launch it directly.
Everything stays in that folder.

  • macOS (Apple Silicon, macOS 14+): Wind Waker HD.app. The release is not signed by Apple:
    macOS 15+: System Settings > Privacy & Security > Open Anyway; macOS 14: right-click > Open.
    Keep the app inside the unzipped folder (move the whole folder, not just the app)
  • Windows: Wind Waker HD.exe (SmartScreen: "More info" > "Run anyway"); windows-x86_64 for x86-64,
    windows-arm64 for Windows on ARM (Snapdragon X)
  • Linux (glibc 2.35+, Vulkan): wind-waker-hd; linux-x86_64 for x86-64, linux-aarch64 for arm64
    (Raspberry Pi 5, Asahi Linux, ARM laptops). Or one file: chmod +x the .AppImage and start it
    from anywhere (Steam Deck included); its game, code, saves and settings go to ~/.local/share/wwhd
    and ~/.config/wwhd instead of beside it (Ubuntu 24.04+: libfuse2t64, or
    --appimage-extract-and-run)
  • Android (arm64, Android 13+, Vulkan 1.3): install the android-arm64.apk (android-x86_64 is for
    emulators and Chromebooks), choose your game in the app, and it builds the game on the phone (once,
    a few minutes). Signing certificate SHA-256:
    7F:F6:D3:5E:4E:45:11:5E:E4:93:65:EF:5B:40:C0:EB:83:EA:F7:6C:C1:1C:E9:67:F2:64:5C:50:4F:58:B2:13

See "Install (releases)" in the README for details.

What's new

Thanks

Thanks to everyone who sent code for this release:

Many features in this release come from two Android forks of the port, with their authors' code or ideas:

  • @GreenNaugahyde's Android fork (GreenNaugahyde/ZeldaWWHDRecompAndroid):
    the in-app randomizer, GameCube player models, Achievements, Game progress, Walk-through doors, 16-character
    names, Instant text, Deku Leaf wave to rise, touch button pictures, menu sounds, controller dialogs, frame
    generation and several Android memory and driver fixes
  • @Nycolazs' Android fork (Nycolazs/WindWakerHD-Android-Plus):
    frame generation, the Turnip, Huawei, storm-picture, Shop Ship, texture-memory and low-memory fixes

And thanks for reports, ideas and testing: @aaronlink127, @AnythingVocaloid, @alexander-beepx,
@andreasbertram5-alt, @Eggtooth, @findel77, @Froggjarl, @jamesmendel, @KaitoCrisHub, @MattPlays02,
@plxjammerplx, @Sherisherisherisheri, @SpicyAwesomeSauce and @thejorro.

New

  • Randomizer built in (#430, #431, #390, #366, #408, #396, #433, #435, for #117, the in-app approach from the GreenNaugahyde
    Android fork, thanks @GreenNaugahyde; randomizer: TWWHD Randomizer 1.2.0, MIT). Setup's Randomized games page
    makes a seed from a preset, a seed name or a permalink, checks it against the port and builds it. A game made with
    the official TWWHD Randomizer is added with Import seed… on the same page (or setup --import-seed PATH).
    Every option of 1.2.0 is accepted, including Quiet Swift Sail and entrance shuffle (thanks @KaitoCrisHub for the
    report, #383); seeds from 1.1.1 and older are refused. In the game, Settings › Randomizer shows the seed, its
    permalink and (after a question) the spoiler log with a sea-chart map. Works for USA and European games and on
    Android. Every randomized game has its own saves, backups and save states; your normal save is never touched.
    Choose your game and setup --game-dir no longer accept a randomized game folder: install the game as it is,
    then import the seed. Randomized games installed the old way keep updating and keep their saves.
  • GameCube player models (#432, from the GreenNaugahyde Android fork, thanks @GreenNaugahyde). Mods › Install
    from a file
    takes a GameCube model pack you have (a folder or zip with Link.arc). The port converts it on your
    device onto HD Link's skeleton, materials and animations, with textures upscaled to HD's sizes. On the model's page
    in the Mods tab you choose it per save file; the choice applies live, no restart. No model packs ship with the
    port.
  • New built-in mod: Achievements (#410, goals, texts and points from the GreenNaugahyde Android fork, thanks
    @GreenNaugahyde). Off by default (Mods › Built-in). 99 goals read from your save data, earned for good, for all
    save files together and for each one; the record is kept in achievements.json in the port's config folder,
    never in the save. When you earn one, Link turns round and holds it up with the game's item fanfare (its volume is
    an option). Cheats pause achievements while they're used, unless you turn on Earn with cheats; loading a save
    state never takes one back. Pages on the item menu's settings page (Game tab) and in the Esc settings.
  • New built-in mod: Game progress (#409, idea, count and places from the GreenNaugahyde Android fork, thanks
    @GreenNaugahyde; chart numbers from TWWHD Randomizer). Off by default (Mods › Built-in). Shows how much of the game
    your save file has found: a percent, a checklist in ten parts (dungeons, hearts, items, equipment, upgrades, songs,
    pearls and Triforce, charts, the sea chart, the Nintendo Gallery) and a sea-chart map of where each thing is
    found. An option shows the percent on screen. Two places (Crescent Moon Island's sunken treasure, Triforce
    Chart 2) are still to be checked in the game.
  • 60 fps (generated), experimental (#425, from the GreenNaugahyde and Nycolazs Android forks, thanks
    @GreenNaugahyde and @Nycolazs). On Vulkan, Graphics › Frame rate › 60 fps (generated, experimental) keeps the
    game at 30 fps and generates every other frame on the GPU from the last real one (camera and object movement, with
    the HUD kept exact). Off by default; not yet checked on a phone. Not available on Metal (on a Mac, use the Vulkan
    renderer).
  • Keep your save in a cloud folder (#238, for #190, thanks @rhemfur). Settings → Saves → Save folder
    (Windows, macOS, Linux) puts your save in a folder you choose, for example in OneDrive, Dropbox, iCloud Drive or
    Google Drive, so it stays the same on all your computers. The save only replaces the real one once it is fully on
    disk, a lock warns when the folder is in use on another computer, and cloud conflict copies are offered at the
    next start. Nothing is replaced or removed without a backup first and without your answer. See the README section
    "Optional: keep your save in a cloud folder".
  • Change Link's name mid-game, up to 16 characters (#343, for #328, thanks @itsarahtonin; #428, idea from the
    GreenNaugahyde Android fork, thanks @GreenNaugahyde). The settings page in the pause menu (Game tab) and the
    Settings window's Saves tab can rename Link on the save file being played; the new name shows right away and is
    kept with your next save. Names can now have up to 16 characters: the game's texts use the whole name, the file
    select shows the first 8. The whole name travels with the save (backups, exports, randomizer saves). % and
    characters the game's font can't show are refused.
  • Quick doors: new "Walk through" mode (#426, from the GreenNaugahyde Android fork, thanks @GreenNaugahyde).
    Quick doors is now Off, Faster or Walk through. With Walk through, dungeon shutters and house doors open as Link
    walks up, he walks through without the door scene and the door shuts behind him. Locked doors, boss doors and doors
    with bars keep their scene, sped up as with Faster. Walk-through doors open with A makes them wait for A. The
    game code is rebuilt once after the update.
  • Instant text and No pauses in texts (#411, ideas and code from the GreenNaugahyde Android fork, thanks
    @GreenNaugahyde). Two new switches under Settings › Game, both off by default: message boxes show their whole
    text at once (each box still waits for A), and the short waits written into some texts are left out.
  • Deku Leaf: wave to rise (#412, ideas and code from the GreenNaugahyde Android fork, thanks @GreenNaugahyde).
    A new built-in option next to Jump anywhere, off by default: while gliding, each wave of the Deku Leaf lifts Link a
    little, and holding the button keeps waving. The height of one wave is 50–200 %; the glide still uses magic.
  • GameCube controllers and button prompts (#301, thanks @MattPlays02 for the idea; #374, for #355; #392, for
    #356, thanks @itsarahtonin for the report). Choose GameCube in Controls, or let Automatic pick it for a GameCube pad: A acts,
    B is the sword, X, Y and Z use the item slots, L targets and R shields (from a quarter of their travel or at the
    click), the C-stick turns the camera and a tap of Start opens the menus. A recognized GameCube controller gets this
    layout right away. GameCube button prompts show the GameCube's own buttons in the HUD, item menu and dialogue:
    the big green A, the red B, the kidney-shaped X and Y, the purple Z and the shoulder plates. Each controller can
    keep its own layout, and Restore previous controller bindings brings back the old buttons. Details in
    docs/gamecube-controller.md.
  • Keyboard and mouse button prompts (#364, for #265, thanks @Eggtooth for the idea). Choose Keyboard / mouse
    under Controls › Button prompts and the game's prompts show the key or mouse button you bound (for example Tab,
    M1, LShift, Wh+), drawn in the game's own font. The camera mods (mouse camera, direct camera, first person) moved
    from Mods › Built-in to Controls, with their settings unchanged.
  • Aim the boat cannon with the mouse (#360, for #332, thanks @AnythingVocaloid for the idea). With Mouse camera
    on and the pointer captured, moving the mouse aims the cannon on the King of Red Lions.
  • Targeting letterbox: On / Off with enemies / Always off (#395, for #114, thanks @andreasbertram5-alt for the
    request). The bars that appear while holding target can be kept, hidden only when an enemy is targeted, or hidden
    always (also for free targeting). Cutscene, event and minigame bars stay.
  • A 4:3 aspect-ratio preset (#359). Settings › Graphics (and the macOS Graphics menu) offer 4:3 next to the
    widescreen presets. WWHD_ASPECT=4:3 selects it too.
  • Story-item cheats (#362, for #289). Mods › More › Cheats › Story items can grant Nayru's, Din's or Farore's
    Pearl, or the fully powered Master Sword. The first use each session asks for confirmation, because it can change
    the story's order, and a backup of your save is made first.
  • HDR: metadata, darker shadows and a choice of format (#337, thanks @mkopec, and @findel77 for testing; #333,
    thanks @findel77). With HDR on, the game tells the display its brightness range, so HDR TVs and monitors tone-map
    it correctly (Auto Peak, on by default, reads the display's peak). The picture is turned into HDR with a gamma
    2.2 curve, so shadows no longer look washed out; SDR curve in HDR offers Gamma 2.2 (default), Gamma 2.4 or
    sRGB (the previous look). HDR format picks Auto, scRGB or HDR10 (PQ). See docs/hdr.md.
  • Settings plays the game's menu sounds. Moving, choosing, switching tabs and opening or closing Settings play
    the game's own menu sounds. Settings → Audio → Menu sounds (on by default). Idea from GreenNaugahyde's Android
    fork, thanks @GreenNaugahyde.
  • GamePad screen: bars filled with the menu background (#397). Where the GamePad picture doesn't fill the
    screen (the Thor's second screen, phones in GamePad-only mode, the GamePad window), the bars around it show the
    menu's own background instead of black. On by default; Settings → Display → Fill GamePad bars with background.

Improved

  • 60 fps frame interpolation plays exactly like 30 fps (#436). Before, some characters behaved differently at
    60 or 120 fps and random events drifted from what the game does at 30 fps (on Outset the grass cutter stopped
    cutting, and from then on enemy behaviour and drops differed). The picture still gets its in-between frames; the
    game logic behind them is now the same as at 30 fps.
  • True 60 is retired (#407). The experimental "True 60" frame rate (Link and the camera at 60 game steps a
    second) was broken in many places and is gone; key 7 does nothing now. If you had True 60 selected, the game
    starts with 60 fps frame interpolation instead.
    Nothing to do on your side.
  • Touch controls: Link in the button pictures, a boat item ring and more taps (#427, ideas and code from the
    GreenNaugahyde Android fork, thanks @GreenNaugahyde). Action buttons show a small picture of Link in that action's
    pose (jump, sword, crouch, roll, lift, talk, defend, grab, throw, the rope, Cruise and more) with the game's word
    under him, drawn from your own game files (Settings → Display → Touch controls → Link in the button pictures,
    on by default). On the boat, the item ring only shows items you can use there. Letters, stone tablets and signs
    move on with a tap, and after a game over you can tap Continue or Quit. The Classic style always shows every
    button. Not yet checked on a phone; reports welcome.
  • Settings dialogs with a controller (#413, ideas and code from the GreenNaugahyde Android fork, thanks
    @GreenNaugahyde). Dialogs open with their default button selected (Cancel where the action can't be undone), the
    selection shows again when the controller takes over from the mouse, the right stick scrolls long dialog text, and
    a button still held while the menu opens presses nothing.
  • The Controls settings are split into pages (#371). Settings › Controls has five tabs: Bindings, Controller,
    Prompts, Camera and Gameplay. Every setting keeps its value; only its place changed.
  • The settings page in the pause menu no longer takes Left from the game. Left goes to the game's item slots
    first; only where the game has nothing further left does the cursor move onto the page arrow (A or Left again
    opens the page). ZL no longer opens it, and Settings page in the pause menu in Controls turns the arrow off.
    The arrow's design follows the GreenNaugahyde Android fork (thanks @GreenNaugahyde).
  • Picture scaling: Sharp is pixel perfect (#414, idea from the GreenNaugahyde Android fork, thanks
    @GreenNaugahyde). The settings now say that Sharp shows each rendered pixel as a crisp block. Only the wording
    changed.
  • Windows setup: compiler unpacking shows progress (#394, for #388, thanks @Sherisherisherisheri for the
    report). Setup shows how many files are unpacked instead of sitting silent for minutes, and if unpacking fails it
    says why (most often an antivirus program or a full disk) and what to do next.

Fixed

  • Picto Box at wide and tall screens (#303, thanks @aaronlink127). Wider than 16:9 or taller (16:10, 4:3,
    phones), the Picto Box now takes the same 16:9 picture as on the Wii U, and its subject check only counts what is
    inside that frame. Normal play keeps your full view.
  • Leaving Beedle's Shop Ship could stop the game (#416, from the Nycolazs and GreenNaugahyde Android forks,
    thanks @Nycolazs and @GreenNaugahyde).
  • The 3D picture could go black for some frames in a storm (#417, from the Nycolazs and GreenNaugahyde Android
    forks, thanks @Nycolazs and @GreenNaugahyde). Some GPUs (seen on Adreno 650 phones) produced invalid pixel values
    near lightning at night, which bloom spread over the whole screen. Shaders are compiled once more after this
    update.
  • A shader that crashes the GPU driver no longer stops the game from starting (#418, from the GreenNaugahyde
    Android fork, thanks @GreenNaugahyde). The next start leaves that one shader out and logs it; it's tried again
    after a driver, GPU or port update (Linux, macOS and Android).
  • Loading a portable state made while crawling (#365, for #361, thanks @thejorro for the report and the state).
    Link arrives still crawling instead of standing inside the tunnel's ceiling.
  • Controller dead after switching it in a menu (for #330, thanks @itsarahtonin). Switching Keyboard and
    controllers act as
    while the pause menu or file select was open no longer leaves the game ignoring every button.
  • The rupee sparkle fades out with the rupee counter (#358, for #353, thanks @thejorro for the report).
  • Match window keeps exact preset ratios (#372, for #349, thanks @plxjammerplx for the report). A window shaped
    exactly like a preset (for example 1280×960) uses that preset's exact ratio instead of a rounded one.
  • Long help lines no longer make the settings page flicker at high resolutions (#345, thanks @itsarahtonin).
  • The new-game name screen refuses % (#351, thanks @itsarahtonin), which the game reads as a format code.
  • Start-up audio waits like on the console. At boot the game now waits for its audio threads to finish setting
    up, as the Wii U does, so the sound system is always ready before the game first uses it.
  • Windows: a damaged native mod no longer freezes startup (#437). It now fails with an error instead of waiting
    on a hidden Windows error box.
  • Windows: the Wii U GameCube adapter works (#357, for #354, thanks @itsarahtonin). Install the WinUSB driver
    for it with Zadig (the same driver Dolphin uses); see the GameCube controller guide.
  • macOS: Steam Controllers launched through Steam (#348, for #342, thanks @davidsgullick for the change and
    @jamesmendel for testing every step on real hardware). The macOS app reads Steam Input's virtual pad, so a Steam
    Controller started from Steam works and is found again after a reconnect.
  • macOS: controller rumble (#347, for #346, thanks @davidsgullick). Any pad macOS reports haptics for rumbles,
    for example a DualSense.
  • Linux: NVIDIA on Wayland closing the game (#309, thanks @Froggjarl). The game turns on NVIDIA's older sync
    method on Wayland by itself (__NV_DISABLE_EXPLICIT_SYNC=1, driver 575 or newer); a value you set yourself is
    kept. If it still closes, SDL_VIDEO_DRIVER=x11 runs the game through XWayland.
  • Linux on Mali (panvk): one colour over the whole picture at sea (#317, follow-up to #310, thanks @mkopec).
    v0.5.0's fix for the flickering sky could turn the picture one solid colour near Outset. On panvk, draws that don't
    write depth now clip in their shaders, as the Wii U does. WWHD_VK_CLIP_EMULATION=0 turns it off. Details in
    docs/vulkan.md.
  • Linux: launchers for data folders with special characters (#377, for #376, thanks @RaphaelFakhri for the
    report and the fix). A folder name with $, `, ", \ or % (for example Games 100%) no longer breaks
    play.sh or the menu entry.
  • Vulkan: continued draws pick the right colour targets after a scissor change (#399, thanks @DaniXK-96). A
    correctness fix; no known visible glitch.

Android

  • Fixed: Android running at about half speed since v0.5.0 (thanks @SpicyAwesomeSauce, #334). From the second
    launch on, Snapdragon phones ran much slower (Windfall at 40 fps ran at about 22 fps). It holds 40 fps again, with
    no extra stutter when new areas load. WWHD_VK_PIPELINE_WARMUP=0 is no longer needed.
  • Tap the title screen to start, and touch on file select and name entry (#340, thanks @GenissonEmilio). Your
    touches reach the game's own GamePad touchscreen on those screens; with no second display, the GamePad picture
    shows on the main screen there and your view comes back afterwards.
  • Safer save import (#339, thanks @GenissonEmilio; #382). An imported save is checked completely before it
    replaces yours, and your previous save is kept as a backup. An interrupted import brings your old save back,
    oversized or damaged archives are refused, and a second import or export can't start while one is running.
  • Touch controls stay visible on the Poco M8 Pro (#338, thanks @GenissonEmilio). The phone's built-in key
    injector no longer counts as a controller.
  • Turnip on Adreno 6xx GPUs runs without UBWC (#420, from the Nycolazs and GreenNaugahyde Android forks, thanks
    @Nycolazs and @GreenNaugahyde). With a custom Turnip driver, Adreno 6xx phones (seen on a Galaxy S20 FE) could
    restart at the first frame above 1x resolution; now 1.5x runs too. A TU_DEBUG you set yourself still wins.
  • BC textures decoded on the CPU on Huawei GPUs (#419, from the GreenNaugahyde and Nycolazs Android forks,
    thanks @GreenNaugahyde and @Nycolazs). Huawei's Maleoon driver crashed compiling the texture decoder shader.
  • Textures that haven't been used for a while are freed (#423, from the GreenNaugahyde and Nycolazs Android
    forks, thanks @GreenNaugahyde and @Nycolazs). Textures not drawn for about four minutes are released (sooner when
    memory is tight), so long sessions use less memory. WWHD_VK_TEXTURE_BUDGET=0 turns it off. Not yet measured on
    a phone.
  • Dynamic resolution also steps down when memory runs low (#422, from the GreenNaugahyde and Nycolazs Android
    forks, thanks @GreenNaugahyde and @Nycolazs). On devices with less than 3.8 GB of RAM it starts at 1× at most.
  • No save state when memory is about to run out (#421, from the GreenNaugahyde Android fork, thanks
    @GreenNaugahyde). Such a save is refused with "not saved (too little free memory, close other apps)", instead of
    Android closing the game in the middle of it.
  • Share log can include your save files (#415, ideas and code from the GreenNaugahyde Android fork, thanks
    @GreenNaugahyde). A new checkbox, off at every start, adds your save file and Picto Box photos for bug reports.
    Every name in the save becomes "Link" first. Not yet tested on a phone.
  • Fixed: code mods "not available" in Android development builds (mods issue #6, thanks @alexander-beepx).
    Releases weren't affected.

Mods and mod SDK

  • Profile mods get their own saves (#385). A mod can declare its own save profile; its saves, backups, settings
    and save states are then kept apart from your normal game, so a profile mod can't overwrite an ordinary save.
    Turning the mod off (or Switch all mods off) takes effect on the next launch, which also gives Android players
    a way back to the normal game without reinstalling.
  • Fixed: Story Notebook leaving the menu broken (mods issue #9, thanks @francosang). After the notebook closed,
    the menu cursor or bait icons could stay hidden; the item button now shows the notebook on the TV and the GamePad.
  • For mod authors: mirrored HUD images and the game's own layout texts (#434, from the HD minimap's SDK proposal
    in ZeldaWWHDMods #33, thanks @francosang). A HUD image drawn with reversed UVs shows mirrored, and
    wwhd_game_message_get("layout-message:<Layout>/<label>", …) returns the game's own text for a layout label. Mods
    check hud.mirrored-images.version / layout-message.version first. HUD API 3, mod manager 1.9.0.
  • For mod authors: boat compasses and chart selection. Code mods can take over the boat compass corner while
    sailing (wwhd_hud_boat_compasses) and select a sea chart like the GamePad does (wwhd_map_chart_selected /
    _select / _cancel). See docs/mod-sdk-v2.md. Used by the HD minimap mod.
  • For mod authors: mods can require an exact game build (#429). A manifest can list supported_game_builds (for
    example ["USA"]); the manager refuses the mod on a port built for another game version. Needs
    minimum_manager_version 1.8.0.
  • For mod authors: native actors, story flags, quick-use and traversal (#375, #369, #389). C mods can register
    their own native actors with wwhd_native_actor_profile_register; wwhd/save_flags.h reads and changes the game's
    story flags with checked inputs (take a save backup first); and source mods get services for the game's quick-use
    item actions, ready-item checks, boat sail wind and target calculation.
  • Fixed for mod authors: C mods and hooks leave the game's state alone (#367, #384, #387, #391). Hooks no longer
    change the hooked function's registers; C mods keep the game's paired-single float registers; and mods are built
    with -mstackrealign, since the game can call them with an 8-byte-aligned stack. Rebuild C mods from source to get
    the stack fix; older mods get a best-effort safeguard.
  • For mod authors: True 60 is gone (#407). render.true60 still exists and always reads 0, and wwhd_logic_dt
    is always one 30 Hz step.
  • Editor: MCP access starts once the game is ready (#386). With --editor --mcp, the MCP server starts after
    the game code is loaded and all mods are initialized.

Decomp build and testing

  • Decomp build (experimental) (#368, #370, #373). In the -DWWHD_DECOMP=ON build, 63 functions of the game's
    compiler runtime and nn wrappers run as host code, each matched to the original by measurement (WWHD_HOSTRT=0
    runs the originals); the scalable font draws with the game's main font, since the port doesn't provide the Wii U's
    system font; and the build reads the decompilation's unit specs the way its own checks do. The normal build is
    unchanged and keeps the game's own code.
  • Tests (#403, #404, thanks @itsarahtonin; #379). The Vulkan BC self-test accepts NVIDIA's slightly different
    BC4/BC5 rounding, the SDL input tests ignore real controllers such as a plugged-in GameCube adapter, and scripted
    Android runs (WWHD_NO_HOST_INPUT) skip the first-start touch-controls question.

Checksums (SHA-256)

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  • WindWakerHD-v0.5.1-windows-x86_64.zip: 3 of 67 engines flag it, report
  • WindWakerHD-v0.5.1-linux-aarch64.AppImage: 0 of 61 engines flag it, report
  • WindWakerHD-v0.5.1-linux-x86_64.AppImage: 0 of 62 engines flag it, report
  • WindWakerHD-v0.5.1-android-arm64.apk: 0 of 56 engines flag it, report
  • WindWakerHD-v0.5.1-android-x86_64.apk: 0 of 45 engines flag it, report
  • Wind Waker HD.exe: 0 of 69 engines flag it, report
  • Wind Waker HD.exe: 3 of 71 engines flag it, report

Detections on the Windows files are generic heuristics on an unsigned program (Elastic, Google, Ikarus), reported to the vendors as false positives; see issue #58.