github GreenNaugahyde/ZeldaWWHDRecompAndroid v0.9.9
v0.9.9 - randomized achievement unlocked

3 hours ago

Version 0.9.9 of the Android port of ZeldaWWHDRecomp: The Legend of Zelda: The Wind Waker HD (Wii U, USA, Europe and Japan) as a native Android app.

What's new in 0.9.9

After the update the game code is prepared once more (about 6 minutes on a Snapdragon 7+ Gen 3, 18 minutes on a Helio G85), and the shaders are made again as the game first draws them. Your saves, save states and settings are kept.

The randomizer

Game › Randomizer: TWWHD Randomizer 1.2.0 by SuperDude88, built into the app, for the USA, European and Japanese releases. Pick a preset or its settings (or paste a permalink: seeds match the PC version 1.2.0), and the app makes the randomized game and prepares its code. You can keep several randomized games side by side, each with its own saves and save states; at each start the app asks which one to play, or the game as it is. The spoiler log shows as pages and on the game progress map. The randomizer's texts are also in German, Italian and Japanese.

Game progress and achievements

  • Game › Game progress: a percent (optionally on screen) and a checklist of what the save file has collected and what is still missing: dungeons, hearts, items, equipment, upgrades, songs, pearls and Triforce, treasure charts, the sea chart and the Nintendo Gallery.
  • Its Map shows where each thing is found on the sea chart (a tap on a square lists its things), and if you like what is still missing. The same marks can go on the mini map and on the game's own sea chart and dungeon maps.
  • Game › Achievements: 105 goals, from the story to the Savage Labyrinth, read from your save data and earned for good, for all save games and for each one. When one is earned, a pop-up shows Link holding it up as he does a treasure, with the game's item fanfare (its volume is a choice). Cheats and story presets pause them, and the page names what pauses them; Earn with cheats lets them count anyway.

Link's colours and other players

Randomizer › Link's colours: the randomizer's colour sets (Dark Link and others), each colour of his clothes, hair and eyes by hue, saturation and brightness or a colour code, random colours, his casual clothes from the start, and a picture of him as you change them. New randomized games get them; one made already gets them with "Make it again with Link's colours" on its page, the same game with its save and save states.

Mods › Link's colours does the same for the game as it is: for each save file, with a colour wheel, changed live while you play, no restart.

Mods › Mod packs › GameCube player model: import a custom model pack made for the GameCube randomizer (a zip with its Link.arc, for example from the Custom Wind Waker Player Models collection; the whole collection as one zip works too). The app converts it on the device in seconds: what the pack changed, the body, hair, hands, swords, shield and items, goes onto HD's skeleton with HD's materials and animations, and its textures are upscaled to HD's sizes. Then pick a model, or Link himself, for each save file on that page; it changes while you play, in the game as it is and in randomized games. A new game in a save file starts as Link again. About 5 MB a model; no model comes with the app.

Mods › Save file names: rename the save file you are playing, up to 16 characters (the game's own name entry allows 8). The file select shows the first 8, the game's texts the whole name.

A mini map

Controls › Screen (HUD) › Mini map (on): a map in a corner of the TV picture, drawn in the GamePad map's style with the game's own artwork. On the Great Sea it shows the charted islands around Link and the King of Red Lions; in the dungeons the GamePad's room pictures of the floor Link is on, with chests (once you have the compass), doors and stairs; in houses, caves and elsewhere a floor plan.

  • Map style: Square (parchment) or Round (in the sailing compass's bezel).
  • Map inside: Filled, or Outlines only (see-through).
  • Map facing: North up, or Turns with Link.
  • Corner (any of the four, or a place of your own in the layout editor) and Size; a tap on the map in play makes it the next size.
  • Map pictures: Redrawn (smooth, with island names), Terrain (the islands as they really are, houses and caves by their ground), HD, or the game's Original.
  • Wind arrow: a small dial shows the wind. A swipe from it sets the wind that way at once, anywhere and without the Wind's Requiem; with a controller hold − and tilt the right stick.
  • Opacity and fainter while moving, zoom while moving, the treasure chart beside it, Link's face or only his arrow.

A full map

Hold the mini map (or Controls › Screen (HUD) › Full map): the whole sea chart on the screen, sharp from all 49 squares down to an island's ground. Indoors it shows the dungeon, cave or house Link is in, one floor at a time. The + menu chart can be drawn anew in the same quality, the sea chart and the dungeon maps, with Medli and Makar where they wait.

Quicker play

Each is a switch, off by default:

  • Game › Instant text: message boxes show their whole text at once; No pauses in texts drops the waits inside them.
  • Game › Walk-through doors: dungeon and house doors open as Link walks up (or with A) and he walks through without their scene; leaving a house is quicker.
  • Game › Hit freezes: the moment the world stops when a hit lands, off by kind (hits, strong hits, defeats, bosses, signs).

60 fps on more phones

  • Graphics › Frame rate › 60 fps (generated): the game stays at its own 30 fps and every other frame is made on the GPU from the last one, with the HUD kept still. It holds 60 fps where frame interpolation needs too much CPU (a Snapdragon 855 does), but it needs GPU time to spare. From WindWakerHD-Android-Plus by Nycolazs.
  • Frame interpolation (60 / 120 fps) with the original project's latest work: the game's logic at 60 fps follows the 30 fps one exactly, and sword trails, the hookshot chain, sails, ropes, eyes, clouds, the sun and moon, fades and many effects move smoothly. Minigame timers no longer run twice as fast, the Pirate's Charm rings again, Game Over's Continue works, the Boating Course stays at 60.
  • Graphics › Picture quality › Smooth blur at high resolution (on): above 1.5× the light and bloom blur no longer leave a fine grid around things on the ground.

More

  • Mods › Deku Leaf: wave to rise: while gliding, each wave of the leaf lifts Link a little; the height of one wave is a choice, and the button held waves on.
  • Graphics › Upscaling › Pixel perfect: each rendered pixel shown as a crisp block of the same size.
  • Two achievements for Hero Mode (105 goals).
  • Touch: icons for Grab (push and pull), what Link holds and lifts and the rope's Let Go, R Cruise on the boat; on the boat the item ring has only what Link can use there; letters, stone tablets and signs go on with a tap; the question after a game over by tap; the Classic layout hides no button.
  • Dialogs with a controller: a button is selected from the start, the right stick scrolls the text.
  • Devices with little memory: dynamic resolution steps down when memory runs low, and they start at 1× at most.
  • Mods › Cheats › Faster block pushing and Complete the Nintendo Gallery (from the original project, by Pulpparty).
  • Jump anywhere: a standing jump goes straight up instead of forward.
  • Controls › Touch › ZL / ZR stay on after a tap (Flexible, on): off, ZL and ZR work only while held.
  • About › Share game log: the game's log of the current run, optionally with your save files, for a bug report. Nothing personal goes in it.
  • Picto Box on phone screens: the picto and its subjects are the 16:9 part of the picture, as on a Wii U (from the original project).
  • The Quest Log shows each save's real date, and converted GameCube saves get the Deluxe Picto Box where HD would have given it (from the original project).
  • Less memory (issue #51): saving a state no longer needs about 250 MB extra, textures not seen for a while are freed, and a state isn't saved when Android is about to close the game for lack of memory; the menu says so.
  • Fewer render passes on Mali and other tiled GPUs; fast forward at its full speed with frame generation.
  • Devices without a microphone can install the app.

Fixes

  • A rare game halt at the title screen.
  • Leaving Beedle's Shop Ship could halt the game.
  • A black 3D picture in a night storm at sea (reported on an Adreno 650).
  • A shader the GPU driver crashes on is left out at the next start instead of crashing again (issue #53); BC textures are decoded in a form more GPU compilers accept, on Huawei GPUs on the CPU.
  • Turnip drivers on Adreno 6xx run without UBWC: one restarted an Adreno 650 phone at the first frame.

What 0.9.8, 0.9.7 and 0.9.6 brought is in the 0.9.8 release notes, the 0.9.7 release notes, the 0.9.6 release notes and the controls guide.

Thanks to SuperDude88 and the contributors of TWWHD Randomizer (MIT), to Chironeyes, whose Minimap HD pack gave ideas for the wind arrow, opacity and treasure charts, to Nycolazs for WindWakerHD-Android-Plus (60 fps generated, the GPU memory bounds, the compiler crash guard, fewer render passes and several fixes) and to the original project for the frame interpolation work and the fixes ported here.

The app contains no game files. You need your own dump of the game: the disc image (.wux or .wud) with its disc key and the Wii U common key, or a Cemu archive (.wua) made from it. On the first start the app extracts the game and prepares the game code for your device (once; a few minutes on a fast phone, longer on slower ones).

Known issues

  • Devices with 4 GB of RAM could still be closed by Android (issues #51, #52). Please report it if it still happens, and close other apps before playing.
  • Huawei Maleoon GPUs: the game closed at the start inside the GPU driver's shader compiler (issue #53). 0.9.9 leaves out a shader that crashed the driver at the next start; please report whether it gets further.
  • Snapdragon 870 / Adreno 650 with Qualcomm's driver: the GPU can hang at the title screen (issue #29). A Turnip driver (Graphics › Advanced › GPU driver) runs it.
  • 60 fps (generated) needs GPU time to spare: on a Mali-G52 the game drops below 30 fps with it.
  • Singing the songs is experimental: it depends on the microphone and the room.

Install

  1. Requirements: Android 11 or newer, 64-bit ARM, Vulkan 1.1, about 2 GB of free storage.
  2. Download tloz_tww_hd_recomp-0.9.9.apk and install it. It updates 0.9.8, 0.9.7, 0.9.6 or 0.9.5 in place and keeps your saves and settings; the game code is prepared once more after the update. Save states from 0.9.5 can't be loaded with 0.9.6 or newer; save in the game before updating from 0.9.5.
  3. New install: put your disc image and both keys, or your .wua file, in one folder. Start the app, choose Extract from your disc image or .wua… and select that folder (or the files themselves).

Frame generation with Lossless Scaling needs the usual Lossless.dll from your own copy of Lossless Scaling. Buy it, don't pirate it like Gonzo would.

Everything else is in the README and the controls guide.

Checksum

SHA-256 of tloz_tww_hd_recomp-0.9.9.apk:
f30d42cd85dfbbd59b38e612be21dffaa79825cf7a1d0c9e172024699defded8


An unofficial fan project, not affiliated with or endorsed by Nintendo or the developer of Lossless Scaling. It contains no game code, assets or keys and no part of Lossless Scaling.

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