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SwitchWakerHD 0.4.4

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@Pulpparty Pulpparty released this 12 Oct 11:51
· 135 commits to main since this release
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SwitchWakerHD runs The Wind Waker HD (Wii U, version 0: USA 00050000-10143500 or Europe 00050000-10143600) natively on a Switch with custom firmware: the game's code is statically recompiled to C and drawn with deko3d. No emulation.

No game inside, no binaries. Every build carries the game's code recompiled from your own dump, so you build it on your computer and copy the result to your SD card. Do not share what you build.

Install

  • Windows 10/11: download SwitchWakerHD-Installer.exe below and run it. It installs what the build needs, builds from your dump and copies the result to the Switch (USB cable with DBI, the microSD card in the PC, or by hand).
  • macOS, Linux or by hand: download SwitchWakerHD-v0.4.4.zip, unzip it and follow INSTALL.md:
    python3 tools/switch/make_sd.py --image game.wux      # or --wua game.wua, or --game-dir <extracted game>

Start the Homebrew Menu in title mode (hold R while starting any game).

Updating from 0.4.3: build the same way and copy wwhd.nro over the old one. Saves, settings.ini and the graphics already compiled on the console stay.

What's new since v0.4.3

Windows: an installer window (#14)

  • SwitchWakerHD-Installer.exe is now a window, in English or Spanish: pick your game, press Install, and it sets up Python and devkitPro, downloads this release and builds it, with progress and a full log. Cancel stops everything; Retry skips the finished steps.
  • Then it copies the result to the Switch: over a USB cable with DBI, to the microSD card in the PC (a card reader or hekate's UMS), or opens the folder for a copy by hand.

Fixed: Lenzo accepts pictures (#7)

  • Lenzo always answered "too close" or "too far": the game judges a picture by what the Picto Box sees, and a bug in deko3d (the Switch's graphics library) wrote the wrong blend factor, so the game could not tell who was in the picture. deko3d is now built from source with the fix.
  • Pictures are no longer cropped to 80%.

Fixed: crash to HOME after visiting many places (#11)

  • Textures were never freed, so after enough new places the console ran out of memory and closed the game. Textures nobody draws with any more now leave memory and come back when needed. No measurable cost in frame rate.

Fixed: island names black with scratches (#12)

  • The place-name text when you arrive at an island is drawn as on the Wii U (same deko3d fix as #7).

Fixed: sound effects and music going silent in busy moments (#13, #9)

  • In storms, sea battles or void-outs, the game's own DSP-overload guard could cut sound channels when its audio thread ran late. The guard is off.

Bloom and distance blur (#15)

  • The glow around bright light and the blur of far scenery are back. Both can be turned off in the settings menu (Switch tab) for a little more speed.

A bit faster

  • The game's frame rate comes first: the graphics compiled in the background pause when the game needs the time, and a later start goes on where the last one stopped (0.4.3 started over each time, which cost frame rate). The FPS corner shows their progress.
  • The game's memory base stays in a register: about 2% faster on the main thread in busy scenes.

Thanks

Known limits

  • Prepare graphics (experimental) can stop the game on one step of its tour (M2tower → M_DaiB), and after a restart it goes on one place at a time (#18).
  • The first visit to a place not prepared yet compiles its graphics in the background: an object may appear a moment late, once per console.
  • The sun's corona and lens flare are not drawn yet (the renderer does not read depth back).

Credits, licenses and how AI was used: see the README. Built on ZeldaWWHDRecomp by Lukas S and its contributors. License: MPL-2.0.