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SwitchWaker 0.1.0

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@Pulpparty Pulpparty released this 07 Oct 17:58
· 48 commits to main since this release

First tagged version of SwitchWaker: a native port of the community decompilation of a 2002 GameCube adventure game (disc GZLE01, USA, revision 0) to the Mac, Linux and the Switch (homebrew). No emulation: the game is compiled from source and drawn with Aurora.

Source only. There are no binaries to download: every build compiles in headers generated from your own disc, so you build it yourself and must not share the result. See the README for building and installing.

What's in it

  • Plays on the Mac and the Switch, with sound, controllers, memory-card saves and an in-game options menu (ZL+ZR+Minus on the Switch, F1 on the Mac and Linux), in Spanish or English after the console's language (COS_LANG=es|en forces one).
  • Switch: sdmc:/switch/switchwaker/switchwaker.nro, stock CPU clock (1020 MHz), official GPU profiles, a first-start shader preparation screen (about 8-10 minutes, only once), an optional HOME-screen forwarder, optional HD texture packs (Dolphin format, yours to supply).
  • Linux build (Vulkan, OpenGL ES fallback) and container builds for any OS.

Changes in this version

  • New name: SwitchWaker. The NRO, the SD folder (sdmc:/switch/switchwaker/), the logs, the forwarder and the Mac/Linux binary all use it. If you used the earlier folder sdmc:/switch/centollos/, rename it to switchwaker and the NRO to switchwaker.nro. If the HOME icon keeps the old name after reinstalling the forwarder, uninstall the old software first.
  • The options menu is now in Spanish or English.
  • README: step-by-step Switch install, credits to the projects this builds on, and how AI was used.

Known limits

  • The Switch does not yet hold a stable 30 fps everywhere.
  • Played by hand mostly on the opening areas; the rest is covered by automated sweeps. Known bugs: docs/NATIVE_PORT_PLAN.md, "Known bugs".

Credits

Built on zeldaret/tww, snrubrm/tww, Aurora, Dusklight, Dolphin's DSP HLE and elliotttate's recompilation. The project's own code was written with an AI coding agent and reviewed line by line by the authors; see the README, "How it was made: AI use".