Wind Waker Recomp 0.4.0
Speed log: every speed optimization since the fork, 28 September to 1 October, with what each one measured.
Lava in its colours, and controller vibration (Windows).
- The lava glows again. In Dragon Roost Cavern and Gohma's room the lava drew white. The game projects
the lava's crust and its colour (a ramp chosen by height) through a second texture matrix that the
GameCube applies after the first, and the renderer never applied it. Now the lava is orange, its rising
domes glow yellow and white, and the dark crust drifts and pulses over it, as on the GameCube. Nothing
else draws differently. - Controller vibration. The game's rumble never reached a controller: the host read the pad library's
motor command from the wrong byte. Now the game's own vibration (hits, falls, explosions, bosses, quakes)
is felt as the game timed it, shaped by its strength on both motors instead of the GameCube's on and off,
with an Xbox controller's impulse triggers and a DualSense's trigger vibration on the strong ones.
Settings (F1), Controls: Enhanced (the default), Classic (the game's own on and off) or Off, a strength,
and the triggers. It was tested with virtual Xbox and DualSense controllers; tell us how it feels on yours. - Save states from 0.3.0 load in 0.4.0, and the speed is 0.3.0's.
The Mac app is unchanged, so this release includes the latest Mac build, 0.2.0. Its lava still renders flat
orange, and it has no vibration yet: both come with its next build.
Downloads
- Windows (x64, Windows 10 or 11):
WindWakerRecomp-0.4.0-windows-x64.zip. Unpack it and run
BlueWake.exe; saves, settings and save states carry over. Built fromwindows-releaseat 7ca0cb9
(RecompCore 7c62903);WindWakerRecomp-0.4.0-windows-source.zipis that source. - Mac (Apple Silicon, macOS 15 or later):
WindWakerRecomp-0.2.0-macos-arm64.zip, the same build
as in v0.2.0-v0.3.0.
Both need your own disc (GameCube USA, GZLE01 revision 0: .iso, .gcm or a compressed image such
as .rvz). Windows also needs a Direct3D 12 GPU and a CPU with AVX2. No game data is included.
Checked (Windows, i9-13900KF, RTX 5090)
- The lava: Dragon Roost Cavern's big lava room and Gohma's room draw orange lava with glowing domes
and the dark crust over it, in real and in-between frames, where 0.3.0 drew it white. - Nothing else moved: Outset's captured frames are identical to 0.3.0's (19 of 19, with the graphics
translation synchronous so capture timing cannot move). - The same speed: on the 4-core stand-in (4 of the i9's efficiency cores), unthrottled, the game
thread's CPU per game frame was 23.0-25.0 ms over three runs, against 22.5-24.3 ms for 0.3.0: within
the run-to-run noise. - Vibration, with virtual controllers that log what they are sent: a shock's pulses arrive as the game
timed them on both motors and the triggers, a quake as a steady rumble that fades when it stops, a
DualSense's trigger effect is cleared after the last one, and nothing is sent with a menu open. - The download as a player gets it: the first launch prepared the disc from an
.rvz, the game ran
at full speed with frame interpolation, a save state saved and loaded, save states made with 0.3.0
loaded, and it closed normally.