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[Parked] Build BlueWake for Windows through PadMint - #46

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chrissotraidis wants to merge 6 commits into
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chrissotraidis wants to merge 6 commits into
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codex/windows-through-padmint

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@chrissotraidis

@chrissotraidis chrissotraidis commented Oct 3, 2026 •

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PadMint can now build BlueWake for Windows from the player's own disc, on the Windows PC it will run on. Three changes make that work:

  • Recipe: padmint.json gains a windows target. It runs scripts/windows/build.py with PadMint's git, CMake and Ninja and hands the player the finished BlueWake folder (PadMint's new folder output, Windows copies: program folders and a Windows player target padmint#99). The player installs one thing first: Visual Studio Build Tools with C++ Clang. PadMint checks for it through vswhere before downloading anything and explains how to install it. Xcode's checks now apply on Macs only.
  • Windows on ARM: the builder used to refuse ARM64 Windows. It now builds the same x64 game there, using the x64 tools that Windows runs under its x64 emulation.
  • App profile: windows/pgo/app.profdata is an LLVM indexed profile, version 13. The clang in Visual Studio 2022 17.14 (19.1.5) cannot read it, so the app configure stopped with "unsupported instrumentation profile format version" for anyone on current Visual Studio. CI didn't catch this because it configures the app without the profile. The builder now checks the profile with llvm-profdata and, if it can't be read, builds the app without it (a little slower) and says so.
  • Progress: the builder writes logs/progress.jsonl events like the Mac builder, so PadMint's page shows the stage and unit counts in place of a generic "running".

Evidence so far, Windows 11 ARM64 VM (Parallels, x64 under emulation; not an x64 PC): PadMint's player path (padmint make bluewake windows) passed the Visual Studio check and installed its tools. The builder then checked the GZLE01 disc, extracted main.dol and 415 RELs, translated the game, matched the verified composite source and built the mods. It fell back to -march=x86-64-v2 because the emulator has no AVX. The rest of the build and a launch in the VM are still running. Tests: tests/test_windows_training.py and tests/test_windows_prepared_cache.py, 26 passed.

This stays a draft until the VM build finishes and the game starts there. Personal builds and the disc stay on this machine.

Parked (4 October): Windows players get ready-to-play builds from BlueWake's own releases instead; Mac, iPhone and iPad keep using PadMint. This stays a draft as an experimental route. Three builder fixes here may still help those builds: the app profile check for Visual Studio 17.14's clang 19, the x64 CMake target on Windows on ARM, and progress events. The training module's size (over the 2 GB DLL limit) is a separate finding.

@chrissotraidis chrissotraidis changed the title Build BlueWake for Windows through PadMint, including Windows on ARM [Parked] Build BlueWake for Windows through PadMint Oct 3, 2026
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