BlueWake 0.6.0 is for Windows, Mac, iPhone and iPad. It fixes the most reported problems since 0.5.0: dungeon maps, the silent intro, controllers that did nothing, the reversed Wind Waker baton and the left stick's dead zone. Every version needs your own USA (GZLE01) disc image. Nothing from the game is included.
Install
Windows: download BlueWake-v0.6.0-windows-x64.zip, unpack the whole folder and run BlueWake.exe. Your saves and settings in %APPDATA%\BlueWake carry over. You need Windows 10 or 11, a Direct3D 12 GPU, and a CPU with AVX2.
iPhone and iPad: build your app with PadMint on an Apple Silicon Mac. It downloads BlueWake-v0.6.0-ios-unsigned.ipa (the app without game code) and adds the game made from your disc. Install it over your current BlueWake to keep your saves.
Mac: build it from this release's source: scripts/builder/build.sh "/path/to/GZLE01.iso" --platform macos --out build/macos. Your saves in ~/Library/Application Support/BlueWake are kept.
What's new
- Dungeon maps show their grid and rooms again (#74).
- The history intro after the title screen has its music again on every platform, even when you wait for the title music first (#97).
- Controllers that were detected but did nothing now play as player 1. That includes ones recognized through
gamecontrollerdb.txt, and a second controller left over after the first is unplugged (#61). - Conducting with the Wind Waker on a controller is no longer mirrored (#156).
- The left stick has no big dead zone or sudden jump anymore, and reaches full speed near the end of its travel (#138).
- New option under Controls: invert the left stick's up and down while aiming in first person or with an item (#154).
- iPhone and iPad: touch controls are released when Apple's menus open, so a button no longer stays pressed.
- iPhone and iPad: the app without game code now says so plainly on its first screen, with a How to Add the Game button, and explains why a picked file was refused (for example a Dolphin
.rvzthat needs converting to ISO). - Quitting is cleaner on every platform, thanks to a fix from the Linux port.
- Building from source works with Visual Studio 2022 again (#153).
- The session log names the controller mapping in use, which helps with controller reports.
How it was checked
I built and checked the iPhone and iPad app without game code, the source and the PadMint recipe on a Mac (M3 Max), and made a full PadMint build from my own disc. The intro's music was confirmed in captured audio on the Mac and in the iPad simulator, and the dungeon map, save loading and the game's start were checked on the Mac. The Windows build was made on my PC (Ryzen 7 5700U) from my own disc, and a long session there played the fixed intro to its end. The new controller fixes are covered by tests with the real controller libraries, but not yet with a physical controller on every platform, and the dungeon map hasn't been checked on Windows yet. If something doesn't work on your setup, please tell me.
Known problems
- Some later cutscenes can still lose their music or sound, such as the bird dropping Tetra (#65).
- Clouds and distant waves can flicker at 60 and 120 FPS on some NVIDIA GPUs (#136).
- HD texture packs can cause dark shading on some AMD GPUs (#80).
- Busy scenes run below 30 FPS on many CPUs, including the Steam Deck (#86, #137, #159). Performance is the next big focus.
- Some controllers, like the 8BitDo GameCube mod kit in Android mode, can have a scrambled layout from
gamecontrollerdb.txt(#61).
Found a problem? Open an issue or ask on Discord, and attach your session log (%APPDATA%\BlueWake\logs on Windows).
Files
BlueWake-v0.6.0-windows-x64.zip: the Windows build. It contains code translated from the game, so it needs your own disc image to play.BlueWake-v0.6.0-source.zip: the source for this release.BlueWake-v0.6.0-ios-unsigned.ipa: the iPhone and iPad app without game code, for PadMint.BlueWake-v0.6.0-padmint.json: the recipe PadMint follows for this version.SHA256SUMS: checksums for all of the above.