Polestar
Polestar는 무료 오픈소스 월드오브워크래프트 레벨링 가이드 애드온으로, 인게임 화살표와 1~60 레벨 경로, 직업 퀘스트를 제공한다
브라우저에서 Xbox 360 디스크로부터 Mushihimesama Futari Ver 1.5의 닌텐도 스위치 패키지를 제작합니다
Builds the Nintendo Switch package of Mushihimesama Futari Ver 1.5 from your own Xbox 360 disc, in your browser.
게임JavaScript · CGitHub @ChanseyIsTheBest온라인운영자 미확인
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Installer page of futari-nx: makes the Nintendo Switch package of Mushihimesama Futari from your own Xbox 360 disc, in your browser
README 전체를 불러오는 중입니다.
README 전문 보기 ↗The installer page of futari-nx, the native Nintendo Switch port of Mushihimesama Futari Ver 1.5 (Xbox 360): https://chanseyisthebest.github.io/futari-nx-installer/
You give it your own copy of the game (the disc image, or a folder you extracted it into), with the Black Label and
Ver 1.01 DLC if you have them, and it gives you a zip ready to extract into sdmc:/switch/. Everything runs in your
browser: the game files never leave your computer.
.iso: a full dump, read in place through its XDVDFS game
partition, or an image rebuilt by extract-xiso; nothing is extracted to disk), or a folder with default.xex.
The DLC packages of the game (content type 2 of title 435A07D7: Black Label and the Ver 1.01 unlock) are picked
up too, as package files or as unpacked folders, wherever they are among the chosen files.default.xex and picks its build from release/manifest.json.deko3d_glsl.bin beside itself), the way peggle2-nx-installer does it. Futari keeps all its shaders inside
default.xex and the eight game cores of media/Module, as Direct3D shader containers in their data: 42 distinct
ones. Each goes through futari-nx's native chain (tools/renut_deko3d_shaders.sh), in the page: Renut's
XenosRecomp translates it to HLSL (wasm/renut_hlsl), the alpha-tested pixel shaders get their early alpha copy
(lib/early_alpha.js, futari-nx's tools/renut_early_alpha.py), DXC compiles it to SPIR-V (wasm/dxc_web),
SPIRV-Cross turns that into GLSL (wasm/spirv_cross), banjo-nx's passes trim it (lib/deko3d_glsl.js) and
lib/deko3d_package.js packs them. 40 of the 42 shaders' GLSL is the native chain's byte for byte (the other
two differ only where the page's newer DXC numbers its values or writes one vector differently), and the package
must match the tested one (its SHA-256 is in release/manifest.json). The console compiles each shader with uam the
first time the game uses it and keeps the result. (A build with futari_shaders.mesp, 1.0.0's renderer, has the
shader library made instead: lib/shaders.js.)The zip holds futari-nx/futari.nro with its LICENSES.txt, deko3d_glsl.bin, the game in game_root/ (as on the
disc, without the console's system update) and, if you chose it, the DLC in dlc/ (the game installs it at its first
start). The update zip holds the NRO, its licenses and the shaders (and the DLC if you chose it). Neither holds
futari.toml: the game writes it at its first start, so an update never overwrites your settings.
The page and the downloaded program are cached by the service worker: after the first visit it also works without a connection.
| Path | Contents |
|---|---|
index.html, app.js | The page and its interface (English and Japanese, lib/i18n.js) |
worker.js | Builds the package off the main thread |
sw.js | Offline cache and the download stream |
lib/ | Disc image reader (XDVDFS), STFS header reader, XEX reader, shader extraction and library, the deko3d shaders (deko3d.js, early_alpha.js, deko3d_glsl.js, deko3d_package.js), zip writer |
wasm/ | WebAssembly builds of the shader translators (1.0.0's and Renut's), DXC, SPIRV-Cross, the library packer and the LZX decoder |
shader_common.h | 1.0.0's translator's HLSL header (from shaders/XenosRecomp of futari-nx) |
renut_shader_common.h | Renut's translator's HLSL header (from app/thirdparty/reblue-XenosRecomp/XenosRecomp of futari-nx) |
release/ | The list of builds and the licenses of the NRO |
test/ | Node scripts and a browser page that run the same code as the page |
wasm/hlsl.*, wasm/pack.* and wasm/lzx.* are built from the futari-nx repository with
shaders/wasm/build_wasm_tools.sh (Emscripten); wasm/renut_hlsl.* (Renut's translator with futari-nx's
tools/renut_hlsl_frontend.cpp, peggle2-nx's) and wasm/spirv_cross.* with wasm/src/deko3d/build_wasm_deko3d.sh
(the copies here are peggle2-nx-installer's builds of the same translator sources). wasm/dxc_web.* is the WebAssembly DXC of
nfsmw-nx-installer (unmodified DXC v2025.1 with the
dxc_web.cpp wrapper that is also in shaders/wasm/ of futari-nx); see NOTICES.md.
The NRO is not stored here: it is the futari.nro asset of a release of the futari-nx repository of the same owner.
The workflow in .github/workflows/deploy.yml downloads it from the latest release, checks its SHA-256 against the
list and publishes the page on GitHub Pages. It runs on every push to main; after publishing a new release, run it
by hand from the Actions tab. Pages must be set to deploy from GitHub Actions (Settings > Pages > Source).
To publish a new build, update the build's entry in release/manifest.json. This script fills in the NRO's SHA-256
and size and the fingerprints of the game and of the shader library, made from your own copy with the page's code:
node test/release_node.mjs <disc image or game folder> <futari.nro> --version 1.0.1 --no-library --deko3d --write
--deko3d writes the build's "deko3d" entry (its shaders, their containers' SHA-256 and the package's) and leaves the
page's deko3d_glsl.bin in release/ (not committed): test the NRO with exactly that file next to it.
--no-library is for a build without 1.0.0's shader library ("shader_library": false); without it the library is
made and left in release/futari_shaders.mesp (+ .idx).
여기까지가 README 앞부분입니다. 나머지는 원문에서 읽을 수 있습니다. README 전문 보기 ↗