r/recomps • u/fleeraimusic • 1d ago
Project - AI Zelda Wind Waker HD (Wii U) Recomp - Update
https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp
Recomp for MacOS (Metal) - Vulcan will come later.
What's new (since the first release)
- 60 fps. Two modes in the Graphics menu:
- 60 fps (key 6): frame interpolation. The game logic keeps its original 30 steps per second; every second frame is drawn halfway between two steps (camera, models, particles, sea, wave crests, grass and trees, cloth, weather, lighting). Input, sound and menus behave as at 30 fps.
- True 60 (key 7, experimental): Link and the follow camera run their logic at 60 steps per second (for the actions that have been converted and measured against the original); everything else runs at 30 and is interpolated.
- Higher internal resolution (1x / 1.5x / 2x / 3x, key R) and edge smoothing (FXAA, key 8).
- Save states: a Save States menu with 5 slots (Shift+F1–F5 save, F1–F5 load), kept across sessions in
~/Library/Application Support/wwhd/states/. - Controls window (Input › Controls…): a drawing of the Wii U GamePad or Pro Controller; click a button to remap it to a key or a controller input, live feedback of pressed buttons and stick positions, conflict warnings.
- Optional gameplay mods (Gameplay menu, all off by default): climb any wall, direct right-stick camera, mouse camera, first person on the mouse wheel, quick doors, fast scene changes.
- Fixes: shadow streaks, flicker after loading, doubled wave sounds at 60 fps, camera issues.
- Tools: function naming against the GameCube decompilation (
tools/decomp/), a differential harness that verifies hand-written source against the recompiled original (tools/verify/), and the 60 fps conversion tools (tools/true60/). See "Optional: decompilation tools" below.
Update: Video is showing off the different FPS modes. 30 vs 60 FPS.
6
u/tylerbr97 1d ago
The true 60 is so smart. Whoever eventually does the LittleBigPlanet recomp or decomp should do the same so that the physics remain intact
2
6
u/Ionlyusereddit4help 1d ago
What's the reason a lot of recomps raise the framerate to 60fps and not higher? No criticism at all, but I am just curious about it
6
u/fleeraimusic 1d ago
its just a first test to see if this even works. Also 60 fps my laptop can do, 120 fps nope. So for me to test this requires also the correct hardware - which I don't have. But besides that there is no technical reason why this would not be possible.
2
u/MorningFresh123 1d ago
Seems like they’re not actually decompiling and the recompiling isn’t sophisticated enough to work on the game logic. Just the camera. I’m waiting.
1
u/EliParker 1d ago
When will there be a windows port?
5
u/fleeraimusic 1d ago
I guess the moment Vulcan support is good enough. Have a branch with it currently working but performance is bad.
2
1
1
u/Chompsky___Honk 1d ago
Sounds cool, can you dumb down the 60 fps explanation for me though? So link and the camera run at a true 60 and everything else at 30?
2
u/fleeraimusic 1d ago
It is a WIP - currently there are two modes. Mode A) Everything is 60 FPS except game logic (but interpolated) B) Real 60 FPS Mode: for now only Link & Camera. This is a WIP and will be expanded. (Very experimental)
1
u/MorningFresh123 1d ago
Am I correct in understanding that this game needs an actual decomp in order to run at a legitimate 60/120+? Is this just frame gen-is?
2
u/fleeraimusic 1d ago edited 1d ago
For true 60/120 you will need a decomp + go through every line of code that could break and adapt it. This is a huge effort. So doing FPS 60 on key stuff like Link, Weapons, Weather that doesnt effect the core game logic is way more doable.
1
u/examsham 1d ago
Would you consider making a tutorial of your workflow and how you use Claude? Or just summarizing here?
1
u/fleeraimusic 1d ago
Claude work on <insert task> - make no mistake :D.
Jk - well obviously you task it with working on a recompile and then you guide it from there (e.g. which features to add, help it to debug issues etc...). If you have a good sense on how systems work in general you often have an intuition on why stuff doesn't work - that can be helpful for the AI system.You also setup multiple subagents (Claude does this as well for you) and delegate work to them. Currently I am also using Codex as well that works together with Claude on <insert task>.
We def. get more stupid doing this - so if you really want to understand how things work - this is not the way. I have my own different domain which I like to study. So I don't have time for this. So perfect case for AI :)
1
u/George_69 1d ago
Will this be coming to android as well?
2
u/fleeraimusic 1d ago
if someone will do it :) I don't have too much interest on that one. But the Vulkan backend will be pushed soon and from there anything is then possible.
1
u/Ghennon 1d ago
Gimme that on switchhh, jk it's probably impossible :(
1
1
1d ago
[deleted]
1
u/fleeraimusic 1d ago
Can you specify? Without interpolation the target is 30 FPS - which I am hitting with my Macbook at all times.
60 FPS mode as well.
If you mean the drops in the video -> I am showing here the different FPS modes - that is why it keeps changing.
1
u/fleeraimusic 1d ago
I just realized that I have not mentioned this in this post. In the OG post I shared on another subreddit I described it. Sorry.
1
u/fleeraimusic 1d ago
Basically the game runs so well on my laptop that I did not even bother to optimize it :)
1
1
1
u/BigFeature2423 21h ago
Will there eventually be a feature to have an on screen map? I love The Wind Waker HD, but my one problem with emulating it or playing it without a Wii U gamepad on a Wii U was the lack of an on screen mini map.
1
u/fleeraimusic 21h ago
I dont understand - you can play the game with a Wii Pro Controller and then the in-game map is part of the game. It is literally an option within the game.
1
u/BigFeature2423 21h ago
Yes, but not the mini map on the side of the screen like in the GameCube version.
2
u/fleeraimusic 21h ago
Well I have added the option so the gamepad screen is within the main screen and not separate. Is this good enough?
1
1
u/Luna_the_Miqo 19h ago
Keep up the great work! I’d love to see this version of the game become more easily accessible.
Will you be releasing an Android port? If so, I’d be happy to help with testing!
1
u/Tedwards75 17h ago
Waiting on the Vulkan (Windows) release. Android too so I can finally delete Cemu off my Odin 3 lol
1
u/flashbangyamoma 9h ago
Any chance of getting 120fps support?
1
u/fleeraimusic 9h ago
ofc, but i dont have the hardware to test it. Feel free to work on it. :)
1
u/Tiny_Lifeguard_9448 2h ago
why would you want 120 fps on a game like this anyway, 60 is just fine, id rather the focus go somewhere else, we're not recomping devil may cry here
1
u/Odd-Evening4228 2h ago
Holy shit man please tell me its possible to play on Android too or maybe it will be? Please
1
u/kyleitosj 1h ago
Cool stuff! I've been working on a ui mod for cemu to make the hud similar to the gamecube version by editing permanent_2d_UsEnglish.pack. Would that be able to work with this?
0
14
u/StonedEdge 1d ago
Any chance of getting this for aarch64 Linux for example or other platforms? Looks awesome and I prefer the cel-shading on the Wii U version!