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GamePKG 0.1.6 Zelda3 native preview

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@jeff8j jeff8j released this 14 Oct 19:56

GamePKG 0.1.6 adds a signed, ROM-required Zelda3 package backed by the complete pinned engine. Select your own supported USA A Link to the Past ROM in its original location. Graphics, music, dialogue and level resources are decoded in RAM; no ROM or extracted game assets are distributed or written to disk. Original SRAM progress uses creator-scoped save storage.

ROM decoding is built into the host in Rust. Zelda builds invoke the native compilers directly. Players need no Python, separate decoder or signing key.

Set the fuel ceiling to 100,000,000 in Settings before playing Zelda. Its combined Wasm memory limit is 32 MiB. Install zelda3.gamepkg, Build, select your ROM, then Play. Arrows/WASD move; Z/X are B/Y, C/V are A/X, Enter is Start, Tab is Select, and Q/E are L/R.

The catalog and portable store include Zelda plus three updated demos. Demo version 0.1.3 keeps each original creator and update endpoint while following the current source rules. Authentic older packages can upgrade to verified, same-creator replacements; rejected old source remains unavailable for play.

Linux source builds need Rust, Slang, bubblewrap, Clang 18 and a Wasm C sysroot. Windows plays in the native app and uses the matching Linux compiler through the existing opt-in WSL 2 connection for source builds. Read the included INSTALL.md and the Zelda port guide.

Local verification covers all 165 resources and the complete packed resource blob against the reference loader, headered/wrong ROMs, title/file registration, opening gameplay, movement, audio, save reload, Linux GUI play and actual Windows CLI/GUI play under Wine. Wine evidence does not constitute a test on Windows hardware. Zelda browser export remains unsupported.

Verify host archives with their .sha256 files and game packages/catalog/store with demo-packages.sha256. The host distributions include CLI/GUI executables, source examples and original dependency/license notices.