mirror of
https://github.com/encounter/aurora.git
synced 2026-07-09 18:19:33 -07:00
5a23bcbd5e758c3a854ebda2c0bd8332b346e1ff
* add ability to set path of card image before CARDInit * add missing func to osx/linux variant of ResolveDolphinCardPath * remove format specifiers in formatting funcs * missed some oops * refactor card loading to allow loading slot A and B if present if neither slots have card images, a slot A image will be created at the save directory this commit also changes card image names to "MemoryCardA/B.USA.raw" to fit with dolphins naming conventions (region code will always be USA unless changed in the macro, which could eventually be changed to be something in aurora config) * only remove file name from CARDSetBasePath if not a directory
Aurora
Aurora is a source-level GameCube & Wii compatibility layer intended for use with game reverse engineering projects.
Originally developed for use in Metaforce, a Metroid Prime reverse engineering project.
Features
- GX compatibility layer
- Graphics API support: D3D12, Vulkan, Metal, OpenGL 4.4+ and OpenGL ES 3.1+
- Planned: deko3d backend for Switch
- Application layer using SDL
- Runs on Windows, Linux, macOS, iOS, tvOS (Android coming soon)
- Audio support with SDL_audio
- PAD compatibility layer
- Utilizes SDL_GameController for wide controller support, including GameCube controllers.
- Planned: Wii remote support
- Dear ImGui built-in for UI
GX
The GX compatibility layer is built on top of WebGPU, a cross-platform graphics API abstraction layer. WebGPU allows targeting all major platforms simultaneously with minimal overhead.
Currently, the WebGPU implementation used is Chromium's Dawn.
See GX API support for more information.
PAD
The PAD compatibility layer utilizes SDL_GameController to automatically support & provide mappings for hundreds of controllers across all platforms.
Languages
C++
81.3%
C
15.7%
CMake
2.7%
Objective-C++
0.3%