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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_64for x86-64,
windows-arm64for Windows on ARM (Snapdragon X) - Linux (glibc 2.35+, Vulkan):
wind-waker-hd;linux-x86_64for x86-64,linux-aarch64for arm64
(Raspberry Pi 5, Asahi Linux, ARM laptops). Or one file:chmod +xthe.AppImageand start it
from anywhere (Steam Deck included); its game, code, saves and settings go to~/.local/share/wwhd
and~/.config/wwhdinstead 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_64is 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:
- @itsarahtonin: change Link's name mid-game (#343), sharp settings text at 4K (#345),
%refused in new-game
names (#351), the GameCube adapter on Windows (#357), and two test fixes (#403, #404) - @GenissonEmilio: Android touch on the title screen, file select and name entry (#340), safer save import (#339),
touch controls on the Poco M8 Pro (#338) - @davidsgullick: controller rumble (#347) and Steam Controllers (#348) on macOS
- @mkopec: HDR metadata (#337) and the Mali (panvk) sky fix (#317)
- @rhemfur: keep your save in a cloud folder (#238)
- @RaphaelFakhri: Linux launchers for folders with special characters (#377)
- @DaniXK-96: a Vulkan colour-target fix (#399)
- @francosang: the HD minimap's SDK proposal (ZeldaWWHDMods #33), used for #434
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 (orsetup --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 andsetup --game-dirno 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 withLink.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 inachievements.jsonin 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=4:3selects 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=x11runs 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=0turns 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 exampleGames 100%) no longer breaks
play.shor 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=0is 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. ATU_DEBUGyou 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=0turns 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
checkhud.mirrored-images.version/layout-message.versionfirst. 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_version1.8.0. - For mod authors: native actors, story flags, quick-use and traversal (#375, #369, #389). C mods can register
their own native actors withwwhd_native_actor_profile_register;wwhd/save_flags.hreads 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.true60still exists and always reads 0, andwwhd_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=ONbuild, 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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d7f56850b5b74788f001bab8eecac8cccde5b1e24e11473e14fbd673b7616c3c WindWakerHD-v0.5.1-linux-x86_64.zip
3e5d7b8715ee7263c641f5eaa7ccd400299601d6c6ae1a0ff01578e4130d92f6 WindWakerHD-v0.5.1-macos-arm64.zip
bd53bdb718d2f65d6bce08fbc72ff38edb196b59a05e390820d128f67e21a2a9 WindWakerHD-v0.5.1-windows-arm64.zip
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9151908c2db0a14fee9da199973a7d7d67133f754f87e15615c1804c20cd45df WindWakerHD-v0.5.1-linux-aarch64.AppImage
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1157a798095f17814df0b748fac414b450e301ea34a7fcacc13adc85799f11ac WindWakerHD-v0.5.1-android-arm64.apk
bd6cfc5e742a6da0ed8deb739787e4f482521f4212c21379f20271119e33e340 WindWakerHD-v0.5.1-android-x86_64.apk
VirusTotal
Scan results of this release's files at publishing time (results can change as engines update):
WindWakerHD-v0.5.1-linux-aarch64.zip: 0 of 63 engines flag it, reportWindWakerHD-v0.5.1-linux-x86_64.zip: 0 of 62 engines flag it, reportWindWakerHD-v0.5.1-macos-arm64.zip: 0 of 57 engines flag it, reportWindWakerHD-v0.5.1-windows-arm64.zip: 0 of 67 engines flag it, reportWindWakerHD-v0.5.1-windows-x86_64.zip: 3 of 67 engines flag it, reportWindWakerHD-v0.5.1-linux-aarch64.AppImage: 0 of 61 engines flag it, reportWindWakerHD-v0.5.1-linux-x86_64.AppImage: 0 of 62 engines flag it, reportWindWakerHD-v0.5.1-android-arm64.apk: 0 of 56 engines flag it, reportWindWakerHD-v0.5.1-android-x86_64.apk: 0 of 45 engines flag it, reportWind Waker HD.exe: 0 of 69 engines flag it, reportWind 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.