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SuperWonders v0.3.0 — Shader Preparation, Low VRAM Mode & Changeable RAM Configuratio

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@vfjoo888 vfjoo888 released this 12 Nov 03:08

What's new

  • First-launch shader preparation: the game now compiles its known shader program catalog before the first frame and displays progress. The current catalog contains about 12,000 programs. A Vulkan pipeline cache is saved locally for later launches. Shader variants outside the catalog may still compile when first encountered, so some stutter can remain.
  • System options: added a configurable process memory limit and a Low VRAM profile [EXPERIMENTAL]. The memory limit applies to system memory used by the process; it is not a dedicated VRAM limit. The Low VRAM profile can use BC3 for decoded ASTC textures when the GPU does not support ASTC, reducing texture memory use with a possible image-quality tradeoff.
  • The Builder does not require you to install the various components needed to recompile the game. Now they're directly in the .zip file

Building the game

Download and extract SuperWonders-builder-portable.zip from the release assets, then run Start WonderBuilder.cmd.

Provide either your own extracted ExeFS and RomFS folders. Choose an output folder and click Build game. When the build finishes, launch wonder.exe from that folder.

The recompilation targets the game's base version 1.0.0. Updates are not supported by this input path.

To update an existing build, keep the builder and output folders, extract the new builder package over the old one, and build again with the same inputs and output folder. Unchanged local extraction and compilation caches can be reused.

Testing and limitations

Testing has been limited to the tutorial area and W1 on an NVIDIA GeForce RTX 5060 Ti. AMD and Intel graphics cards have not been tested, and other parts of the game have not been comprehensively tested.

Support for 21:9 and 32:9 displays are still planned as well as a 4k internal resolution.

Game files

This project and the builder package do not include the game, game assets, keys, or firmware. You must provide your own game files and keys. The generated output contains data from your own game dump; do not share it.

SuperWonders v0.2.0 — Shadow Fix, Game Language & Builder Update

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@vfjoo888 vfjoo888 released this 11 Nov 01:09

What’s new

  • Fixed internal-resolution shadows. Shadows that shifted or flickered away from “Original / Dynamic” should now scale with the scene. I confirmed the fix in-game.
  • Added a game-language selector in F1 → Audio for English, Italian, German, and French. Restart the game after changing it. This feature is new and still needs broader in-game testing.
  • Added first-launch shader preparation with a progress screen. It builds the local Vulkan pipeline cache; later launches reuse it.
  • Expanded the F1 menu with Overlay metrics, control mapping and a way to change the game language (only english, italian, french and german are supported as of now).

Planned

Support for ultrawide 21:9 and super-ultrawide 32:9 displays is planned, but is not included in this release.

Download and build from scratch

  1. Download SuperWonders-builder.zip from this release’s Assets and extract the entire ZIP to a writable folder, for example C:\Games\SuperWonders-builder. Do not run it from inside the ZIP.
  2. Launch Start WonderBuilder.cmd. If the required .NET Desktop Runtime is missing, follow the prompt to install it.
  3. In the Builder, click Install prerequisites and allow the required development tools to install. This step needs an internet connection, several GB of free disk space, and may show installer or UAC prompts. When setup finishes, close and reopen the Builder.
  4. Select the ExeFS and RomFS folders extracted from your own legally obtained copy of the game. ExeFS must contain the main and sdk files.
  5. Choose an empty folder for the first output, select a worker count (Auto is recommended), and click Build game. Follow the progress in the Builder; the first build may take a while.
  6. When it completes, launch wonder.exe from the output folder. On its first launch, shader preparation runs before gameplay.

Updating an existing build

  1. Close the game and Builder, then download and extract the new SuperWonders-builder.zip into the same Builder folder, allowing project files to be overwritten.
  2. Keep the existing private/wonder folder. It contains local tool and build caches that can save time.
  3. Reopen the Builder and select the same ExeFS, RomFS, and previously Builder-created output folder.
  4. Click Build game. The Builder reuses unchanged cached work and rebuilds changed parts. Your existing save data in the Builder-managed output is preserved.

Important

This release does not include the game, game assets, ExeFS, RomFS, keys, or firmware. The Builder uses only the ExeFS and RomFS you select from your own legally obtained game copy, locally, to create your build. Please do not share your generated game output.

I have tested the Windows build on an NVIDIA GeForce RTX 5060 Ti, so far only in the tutorial area and all of the first world. AMD and Intel graphics compatibility has not been verified, and the rest of the game has not been comprehensively tested.

SuperWonders Builder v0.1.0 (Preview)

Pre-release

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@vfjoo888 vfjoo888 released this 09 Nov 21:46

SuperWonders Builder v0.1.0 (Preview)

This Windows GUI builder creates a local SuperWonders build from user-provided, extracted ExeFS and RomFS folders.

  • Includes the Builder and project source needed to build the application.
  • Does not include game files, keys, firmware, or a compiled game.
  • Requires the user's own legally obtained game files and the development tools described by the Builder.

Testing has so far been limited to the tutorial area. Other worlds, courses, cutscenes, and edge cases have not been comprehensively tested.

Download and install

  1. Open the repository’s Releases page and download SuperWonders-builder.zip.
  2. Extract the ZIP into a normal folder on your Windows PC.
  3. Start Start WonderBuilder.cmd. If Windows shows a security prompt, choose to continue only if you trust the files you downloaded.
  4. In the Builder, select Install prerequisites and let setup finish. It may download development tools, require an Internet connection and several GB of free disk space, and show installer or UAC prompts. When setup is complete, close and reopen the Builder.
  5. Select your extracted ExeFS folder (it must contain main and sdk), your extracted RomFS folder, and an empty output folder.
  6. Click Build game and wait for the build to finish. The first build can take a long time.
  7. Open wonder.exe in the output folder to launch the game.

The Builder creates the build locally on your PC. It does not include or provide the game, ExeFS, RomFS, keys, or firmware; you must supply your own legally obtained game files. Do not share the generated game output.

This is an experimental preview release.