github Revivedx/SavageWindRecomp v0.5.0-alpha.5
Savage Wind Alpha 5 (0.5.0-alpha.5)

pre-releaseone hour ago

Alpha 5, the Potato Edition.

Important

No game files are included. You need your own legally obtained copy of the game, updated to version 1.9.0
(and the DLC, version 3.0, if you want it), extracted from your own Nintendo Switch. Savage Wind provides no game
files, keys, firmware, dumping or decryption tools, or instructions to obtain any of them, and it never decrypts
anything. The game code is recompiled on your machine, from your files, for your own use only: don't share it.
Respect the copyright laws of your country. This is a fan project, not affiliated with or endorsed by Nintendo.

Downloads

File For Status
SavageWind-0.5.0-alpha.5-windows.zip Windows 10 or later, x86-64 Supported
Savage_Wind-0.5.0-alpha.5-x86_64.AppImage Linux x86-64 with glibc 2.35 or newer (Ubuntu 22.04, Debian 12, Fedora 36, Arch, SteamOS...) Supported
Savage_Wind-0.5.0-alpha.5-aarch64.AppImage Linux on ARM64 with a Vulkan 1.3 driver Highly experimental

Warning

The aarch64 AppImage is highly experimental. It is cross-compiled on x86-64, and so far only a few contributors'
boards have run it. See docs/linux.md for what to report.

Alpha 5 brings the game to weaker PCs with options below the console's settings, runs faster
on every CPU, fixes most of what players reported on Alpha 4, and adds a long list of options, many from the community.

Updating: extract it over your Alpha 4 folder (Windows) or use the new AppImage (Linux). Your game files, saves and
settings stay. The start screen asks you to build the game code again (Set up game files) once, and to run Precompile
shaders again. Don't merge the DLC into romfs: keep it in aoc1/ and aoc2/ (#438, #570).

Performance

  • Faster on every CPU: recompiled code keeps each function's most used registers and flags in C locals, about 8%
    less main-thread time and 26% less on 4 cores, and a smaller game library (227 MB instead of 263 MB).
  • Lighter locks and waits: the game's locks and waits spin briefly and then sleep (#431, #432). Kakariko on an
    RTX 3060 and a Ryzen 5 5600X, uncapped: 148 to 181 fps.
  • Render thread: cheaper draws, batched descriptor sets and presents made by the recorder (#489, #492). With 4
    cores at 720p, Rito went from 85 to 106 fps and the castle from 129 to 154 fps.
  • CPUs without FMA: a Fast math option, on by default, runs the compatible build at the speed of the normal build
    (4 cores, 720p: Kakariko 130 to 151 fps).
  • Less first-play stutter: a shipped pipeline list builds the pipelines of a full playthrough ahead of time, and
    shader caches survive rebuilds, updates and device changes.
  • Audio threads wait for their wake-ups instead of polling, and Windows sleeps under 1 ms correctly.

Weaker PCs and handhelds

  • Graphics presets: Potato, Original, High and Savage, plus an Advanced options page with bloom, depth of field,
    dynamic resolution, haze and more.
  • Potato steps for draw distance and shadow resolution, below the console's.
  • Render scale: 50% to 200%, supersampling included (#544).
  • PC handhelds are recognised by maker and model, with a PC Handheld preset, the screen's own size and frame
    rates of 30, 40, 45 and 60.
  • Older GPUs (#332): RADV white world on Mesa before 26.2 (#291), feedback snapshots once a frame where loops are
    missing (an RTX 3060 forced into that path went from 65 to 133 fps at the castle), gather rounding on AMD and Intel,
    video memory trimmed when it goes over budget, sparse guest heap for Intel integrated GPUs (#197), and hybrid laptops
    asking for the dedicated GPU.
  • Intel integrated GPUs draw with target copies, without the flicker and shredded menu text (#342, #352, #399).
  • Adreno / Turnip on ARM: three fixes for the black picture, and the game code builds without a workaround
    (#287, #413). Not tested on ARM hardware by us.

New options

  • Accessibility: God mode, One-hit kill, damage taken and dealt, Infinite arrows and stamina, and Weapon wear from
    Fairy (never breaks) to "Dude, are you ok?" (3x) (#374, #534).
  • Savage Wind overlay: F1 opens it during play (on a controller, Back + Start or Home / Guide).
  • Overlay Cheats: Infinite rupees, Weather, and any of the game's items into the pouch, also as console commands
    (#423, #535, #545).
  • Overlay amiibo: a virtual reader for your own figure dumps. Nothing of a figure or a key is included (#422).
  • Free camera and photo mode: Home or both stick clicks, with filters, the hour of the day and F7 for a picture
    (#318, #487, #554).
  • Upscaling and image: AMD FSR 4 and FSR 3.1.6 on Windows, opt-in (#308), anti-aliasing as Off / FXAA / SMAA / TAA,
    texture sharpness (#564), wet grass fix (#531), sharper text and menus (#325, #543).
  • Frame rate: 144, 165, 240 and 360 fps (#323), and Match display (#538).
  • Screen: smaller HUD (#420), HUD at edges for screens taller than 16:9 (#558), 16:10, 4:3 and more 21:9 sizes
    (#396, #303).
  • Controls: key bindings with a keyboard key and a controller button per action (#329), every connected controller
    open with the last one used shown in the prompts (#469), Steam Deck icons, controller camera speed (#540), mouse bow
    aiming (#546), vibration strength (#563), rumble toggle (#395), HUD button layout (#574) and quick inventory sort and
    drop (#502, #580).
  • Audio: Surround 5.1 and 3D Headphones (#576; 5.1 not tested on real speakers), shrine sensor volume (#571), and
    mute in background (#548).
  • Saves: profiles, complete sets of saves to switch between in Settings > Saves (#521), a backup at each start
    with the last 5 kept (#537), export to Wii U / Cemu (#549).
  • Start screen and setup: an editable list of launch options (#520, docs/launch-options.md),
    a DLC check in Game Files (#550), a picture from the first moment (#552), Start at Continue (#536), and an update
    rebuilds only the game code that changed (#553).
  • Menus: Hebrew drawn right to left (#273), and language packs read from lang/<language>.txt (#557).
  • Reports: Options > Problem report makes one zip with the logs and settings to attach to an issue (#556), F6
    starts a profiler capture (#309), and PrintScreen saves a screenshot (#562).

Fixes

  • Crashes: Gerudo desert model loader (#524), crash while saving when OneDrive or an antivirus holds a save file
    (#567, #568), a render thread that looped forever after about 3 hours (#565), magnesis and camera targets (#391,
    #393), and RADV on Mesa 27 (#354, #406).
  • White water: lakes and puddles no longer stay milky white until the next load (#362, #332).
  • High frame rates: Magnesis doors open again above 60 fps (#349, #388, #566), and Master Kohga's entrance no longer
    freezes (#196, #455, #533).
  • Gyro: Steam Deck uses its own gyroscope in Gaming mode with no DSU server (#136), and aiming is no longer
    inverted and doesn't depend on the frame rate (#381).
  • Draw distance: High keeps its range without losing rock edges, statues, and the bridge near Rito (#384, #453).
  • Map: stamps stay in place on wide windows (#514), parallax on taller displays (#483), the Hero's Path line
    (#441), the Divine Beast map with the mouse (#511), and wheel zoom on the point under the pointer (#506).
  • Mouse: inventory tabs and prompts (#346, #360, #372), Adventure Log scrolling (#370), and many small menu fixes
    (#376, #451, #473, #486, #499, #500).
  • Linux: settings are read again, the recorder thread starts (#397), savagewind.log is written from a terminal
    too (#527), HDR white level (#369), and Steam's LD_PRELOAD no longer reaches the setup (#413).
  • Setup: every RomFS file and byte is checked (#472), and a copy cut short fails instead of being kept (#390).
  • Graphics: quick menu background (#475), bloom at high resolutions (#478), HUD icons (#452, #476), and FSR motion
    vectors for instanced draws (#493).

Found a bug?

Open a bug report with savagewind.log, or make one zip with Options > Problem report. On a crash or a cutscene bug, please attach your save too. If a cutscene freezes or breaks, lowering the frame rate to 30 fps for that scene gets you past it.

Thanks

To everyone who reported bugs with their logs and saves, and to the contributors of this release: @amekkaoui, @byluki, @devall96, @Elizabethtwo, @Fayberr, @Hiorac, @igeligel, @Igorms27, @jfpaardoo, @LloydNicholson, @Matthew-Doe, @Meesz, @Pancakse, @petrifiedsweets, @Phosquitos, @pumkpking43, @sabeliam, @simonwjackson, @Tchaika1, @xiaoxue508, @YmirxUwu.

This release was made almost entirely with AI (Anthropic's Claude, through Claude Code), directed, tested and
reviewed by a human.

SHA-256

411d43c4934ea1e3b6ef8beb6a0bee172523c8543c19c5622b93b304fd4295b1  SavageWind-0.5.0-alpha.5-windows.zip
6200777861a3e8949c9edc7a73d6b678ceaea0519a13e8a1baebbfb755586ae2  Savage_Wind-0.5.0-alpha.5-x86_64.AppImage
05feeca352d2cac5cd966f37c1b08cef4644e06f346ea32b5ca465b2bd4e512e  Savage_Wind-0.5.0-alpha.5-aarch64.AppImage

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