Files
aurora/README.md
T
June dda143a42d docs: add build instructions to README (#174)
* docs: add build instructions to README

Resolves #7

Added comprehensive build documentation covering:
- Prerequisites (CMake 3.25+, C++20 compiler)
- Building included examples
- Integrating Aurora into game decomp projects
- Available CMake options

Verified on macOS with clang by successfully building the simple example.

* qa: fix --recursive flag (no submodules) and add missing AURORA_CACHE_USE_ZSTD option

- Remove --recursive from clone command: repo uses FetchContent, not submodules
- Document AURORA_CACHE_USE_ZSTD option (default: ON) that was missing from the list

* move build instructions to docs/building.md
2026-05-14 15:40:12 -06:00

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Logo

Aurora is a source-level GameCube & Wii compatibility layer intended for use with game decompilation projects.

Originally developed for use in Metaforce, a Metroid Prime reverse engineering project. It now powers several completed source ports, including Dusk.

Features

  • Application layer using SDL3
    • Runs on Windows, Linux, macOS, iOS, tvOS, Android
  • GX compatibility layer
    • Graphics API support: D3D12, Vulkan, Metal
    • Highly accurate and performant GX implementation
    • Robust pipeline cache system with "transferable" cache support for releases
    • Dolphin-compatible texture pack support
    • Widescreen & resolution scaling support
    • Custom APIs for offscreen rendering
  • PAD compatibility layer
    • Utilizes SDL_Gamepad for wide controller support, including GameCube controller adapters
    • Automatically saves and loads controller bindings and port mappings
    • Gyro & mouse support
  • DVD compatibility layer
    • Utilizes nod to support all GameCube/Wii disc image types, including RVZ
  • CARD compatibility layer
    • Full compatibility with Dolphin .gci and .raw for game saves
  • Dear ImGui built-in for simple debug UIs
  • RmlUi built-in for full-fledged HTML/CSS-based UIs

Graphics

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. The WebGPU implementation used is Chromium's Dawn.

Screenshot

Building

See docs/building.md for build instructions, CMake integration, and configuration options.

License

Aurora is licensed under the MIT License.