Development build of devel @ e56a224: not a release. It has the changes below that are not
released yet, and has had less testing than a release. Use it to try a fix, and include the commit
(e56a224) when you report a problem. The latest release is on the Releases page.
The Wind Waker HD, native PC port, development build
This release contains no game files, no game code and no keys. You need your own disc dump
(.wux/.wud with its disc key, plus the Wii U common key from your console), a Cemu .wua archive
(no keys needed), or an already extracted game folder. The installer builds the game from it on your machine.
Install: download the zip for your system, unzip it anywhere and start Wind Waker HD. The
first start prepares the game once from your dump (about two minutes); later starts launch it directly.
Everything stays in that folder.
- macOS (Apple Silicon, macOS 14+):
Wind Waker HD.app. The release is not signed by Apple:
macOS 15+: System Settings > Privacy & Security > Open Anyway; macOS 14: right-click > Open.
Keep the app inside the unzipped folder (move the whole folder, not just the app) - Windows:
Wind Waker HD.exe(SmartScreen: "More info" > "Run anyway");windows-x86_64for x86-64,
windows-arm64for Windows on ARM (Snapdragon X) - Linux (glibc 2.35+, Vulkan):
wind-waker-hd;linux-x86_64for x86-64,linux-aarch64for arm64
(Raspberry Pi 5, Asahi Linux, ARM laptops). Or one file:chmod +xthe.AppImageand start it
from anywhere (Steam Deck included); its game, code, saves and settings go to~/.local/share/wwhd
and~/.config/wwhdinstead of beside it (Ubuntu 24.04+:libfuse2t64, or
--appimage-extract-and-run) - Android (arm64, Android 13+, Vulkan 1.3): install the
android-arm64.apk(android-x86_64is for
emulators and Chromebooks), choose your game in the app, and it builds the game on the phone (once,
a few minutes). Signing certificate SHA-256:
7F:F6:D3:5E:4E:45:11:5E:E4:93:65:EF:5B:40:C0:EB:83:EA:F7:6C:C1:1C:E9:67:F2:64:5C:50:4F:58:B2:13
See "Install (releases)" in the README for details.
What's new
- Touch controls: Link in the button pictures. Action buttons show a small picture of Link in that action's pose:
jumping on Jump, swinging the sword on the sword button, crouching, rolling, lifting, talking, defending and more,
with the game's word under him. The pictures are drawn from your own game files when the game starts; nothing is
shipped. Settings → Display → Touch controls → Link in the button pictures (on by default). Idea from
GreenNaugahyde's Android fork, thanks @GreenNaugahyde. - Settings plays the game's menu sounds. Moving, choosing, changing an option, switching tabs, going back and
opening or closing Settings play the game's own menu sounds, mixed like its other sounds; in TV play they follow
GamePad sounds through main speakers. Settings → Audio → Menu sounds (on by default); silent while the game
is in the background or muted. Idea from GreenNaugahyde's Android fork, thanks @GreenNaugahyde. - GameCube controller layout (#301, thanks @MattPlays02 for the idea). Choose GameCube in Controls, or let
Automatic pick it for a GameCube pad that has no custom bindings yet: A acts, B is the sword, X, Y and Z use the
item slots, L targets and R shields (from 25% travel), the C-stick turns the camera and a tap of Start opens the
menus. The extra Wii U buttons sit on Start plus the D-pad. Each controller can keep its own layout, and
Restore previous controller bindings brings back the old buttons. Not yet tested on real adapters; details in
docs/gamecube-controller.md. - Fixed: NVIDIA on Wayland closing the game (#309, thanks @Froggjarl). With an NVIDIA GPU under Wayland (for
example KDE Plasma), the desktop could close the game's window shortly after start with an "explicit sync"
error. The game now turns on NVIDIA's older sync method on Wayland by itself (__NV_DISABLE_EXPLICIT_SYNC=1,
NVIDIA driver 575 or newer); a value you set yourself is kept. The log now names the video driver and whether the
desktop offers explicit sync. If it still closes,SDL_VIDEO_DRIVER=x11runs the game through XWayland. - Fixed: Picto Box at wide and tall screens. With a window wider than 16:9 (21:9, 32:9) or taller (16:10, 4:3,
phones), the Picto Box now takes the same 16:9 picture as on the Wii U instead of squeezing the whole wide view, and
its subject check only counts what is inside that 16:9 frame. Normal play keeps your full view. (#303, thanks
@aaronlink127)
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