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- Quicksaves replace disk snapshots atomically and preserve the previous save
when writes fail. Save & Quit stays open and reports failure instead of exiting. - Reject malformed randomizer sidecars and incorrectly sized graphics mods before
they can overwrite memory. - Integrate the launcher skip option, Windows asset-tool fixes, duplicate asset
handling, parallel converters, faster extraction and cache-aware rebuilds.
Converter embedding also works through the CMake tools build. Extraction keeps
symlink targets safe and refreshes old regional caches after pipeline changes. - Experimental 3D view draws entities beyond the original GBA bounds, keeps their
wide-view shadows aligned, reduces scrolling flicker and uses the correct
upper-layer height for wall fading. Default tile shapes ship with the game. - Release archives include public randomizer logic and tile shapes; Android stages
missing defaults into its writable data directory while preserving edits. - Room-capture tours validate their inputs, report capture failures and permit
long tours while retaining per-view timeouts. - Optional HD dialogue smooths contours from the original ROM glyphs at window
resolution, preserving lettering, layout and reveal timing. Enable it in
F8 → Display; unsupported text effects retain their original rendering. - Supported file-select and pause-menu backgrounds continue into widescreen
margins using their native decorative tiles. Menu contents remain centered.
Both enhancements are disabled in Console-Parity mode. - Named rendering checks capture file select, inventory, a field and dialogue
at top/bottom positions, with separate original, widescreen and HD baselines.
Presentation capture includes overlays; failed captures cannot update goldens.
A valid original game ROM is required. The 3D view remains experimental. Android device QA and full regional playthroughs were not performed.
All six desktop platform builds and the dual-ABI Android APK passed CI. Local checks covered save fault injection, bounds sanitizers, PPU parity and software/Vulkan presentation scenes.
What's Changed
- Release v0.9.6: reviewed PR integration, rendering polish and reliability fixes by @999sian in #222
- Feat/skip launcher -- Add a way to skip launcher via --skip-launcher command line option or through checkbox in launcher gui by @jacobjordan94 in #206
- fix(port): stub gMapTop/gMapBottom for debug_actions_test by @jacobjordan94 in #207
- 3D view: default tile shapes, walls out of the way; roomcap tour mode by @HelaFaye in #210
- fix(3D view): stops fast flashing of flat 2D while the camera scrolls by @Strikeborn in #213
- fix(asset tools, Windows): write dungeon maps in binary mode (
"w"→"wb"); Windows text mode shifted 462 map offsets by @Strikeborn in #214 - fix(extractor): duplicate asset-index entries race in loose output by @Strikeborn in #215
- perf(asset tools): full asset pass ~23 min → ~17 s on Windows (all cores, no
cmd.exe, in-processgbagfx/aif2pcm) by @Strikeborn in #216 - perf(first launch): asset extraction ~22 s → ~6 s on Windows by @Strikeborn in #217
- fix(build): full rebuilds skip unchanged asset work (~15 min → ~24 s on Windows, faster on Linux too), and
dist/keeps its asset cache by @Strikeborn in #218 - fix(3D view): draw NPCs and objects across the whole 3D view, not just the old GBA screen area by @Strikeborn in #219
- fix(build, Windows): full
build.pynow findsasset_processor.exeand finishes by @Strikeborn in #212
New Contributors
- @jacobjordan94 made their first contribution in #206
- @HelaFaye made their first contribution in #210
- @Strikeborn made their first contribution in #213
Full Changelog: v0.9.5...v0.9.6