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AmiWind v0.0.29: Let There Be (Just a Bit More) Light

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@FlyingFathead FlyingFathead released this 06 Oct 20:25

AmiWind v0.0.29 - Let There Be (Just a Bit More) Light

AmiWind brings Morrowind's landscapes and interiors to the Amiga through a
GPL-licensed conversion pipeline and native engine. This source release includes
project code and documentation; it does not include Morrowind game files.

Changes

  • Independent interior and exterior brightness settings in Options > Graphics,
    with six steps from 1.0x to 1.5x, persistent settings and console controls.
    Defaults are 1.2x indoors and 1.0x outdoors. Builds can omit the controls with
    --no-luma-controls or --disallow-luma-controls.
  • Effects volume defaults to 75%; existing saved mixer settings are retained.
  • Options selection stops at either end, and console wheel events at scroll
    boundaries no longer produce unbound-key feedback.
  • A guard prevents an occupied Census door's opening hull from turning onto the
    player's position. The RC2 playtester confirms the reported trap is gone; other positions,
    save/reload and return cases remain part of ongoing coverage.
  • Consistent exterior ambient-light selection for empty and unused lighting
    lumps; the RC2 playtester confirms the reported Seyda shack brightness jump is gone.
    Broader traversal coverage remains open.
  • A repair for the near-plane opening at maximum punch extension, demonstrated
    in sampled default and Argonian Female views and an RC2 High Elf playtest. Brief disappearance at the start
    of a punch and broader race/pose coverage remain separate work.
  • Combat and torch inspection rooms restore their input/timing behavior after
    appearance selection. Torch flame style and configurable strength are included, with positive
    RC2 feedback at the default settings.
  • Framed Cancel and action buttons in New game, Return to main menu and Exit
    confirmation dialogs, matching the existing character-confirmation style.
    Their sizes and hit areas are unchanged.

Known issues

  • Bitter Coast mushrooms: only one of three nearby mushrooms was reportedly
    usable in an RC2 playtest. Luminous Russula identity is tentative, and world
    pickup versus inventory consumption still needs clarification. Map/reference
    IDs, reproduction and cause remain open. See the report.
  • Balmora Temple: a major open geometry and collision defect blocks traversal
    of the entrance level; missing coverage and floating objects are reported.
    The upper level and stairs work and also worked in the previous version; they
    remain intact controls. The entrance-level defect remains on the roadmap. A Temple-only numerical
    export correction did not resolve the broad holes; the original map is retained.
  • WinUAE music: crackle and pauses persist at guard-follow Enter, rotating
    race-selection entry and heavy loads. Race-selection audio is reopened after
    an earlier RC1 positive report. Streaming mitigations and FS-UAE audio capture
    do not establish a WinUAE continuity fix.
  • Hands and combat: brief idle-to-punch disappearance, alternating punches,
    original punch sound/event coverage, and complete race/pose coverage remain.
  • Lighting and torches: Census static-NPC sampling, outdoor torch strength,
    style-3 embers, the dim test-room floor, and compact unlit/fuel state need work.
  • Memory and content: 2,724 maps passed the hard allocation ceiling, with
    44 modeled reserve warnings remaining. This is not physical-Amiga RAM acceptance.
    World, interior, quest and Windows-launch coverage remain incomplete.

Brightness has a bounded measurement: three alternating Census renderer pairs
at 1.0x/1.2x produced medians of 1.175745/1.189845 seconds per 128 renders,
about +1.199% or +0.110 ms/render. This is a small FS-UAE renderer sample, not
physical-Amiga FPS or normal gameplay performance. Current playtest feedback
describes brightness as more tolerable; the player's exact factor is unknown.

Current issue checkpoint |
Bug register | Lighting measurement

AmiWind v0.0.29-dev4: WIP: More Mushrooms! (...and fixes)

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@FlyingFathead FlyingFathead released this 06 Oct 06:14

v0.0.29-dev4 — WIP: More Mushrooms! (...and fixes)

Development preview only. v0.0.28 remains the latest stable release. This
dev4 source snapshot is a development prerelease, not a release candidate
or the final v0.0.29 release. The More Mushrooms milestone remains planned until worldwide original placement and
picking, including interior coverage, and relevant release gates are complete.

What's in this development snapshot

  • The clean dev3 world and restored Indrele Rathryon shack are the baseline.
    Town BSP geometry is retained; rejected mushroom brush overlays are excluded.
  • Six original mushroom placements retain their identity across overlapping maps.
    Town catalogues use shared models; nine world maps retain embedded brush
    geometry for the same pilot placements.
    Picking uses E and the existing item notification/sound path. Picked and empty
    states suppress targeting/rendering as implemented; only the bounded pickup
    result described below is natively accepted.
  • Default-off walking-pitch centering, framed character-confirmation/travel
    actions and modal world-work controls are in the source candidate. Modal UI
    and soundtrack remain active while world work is frozen; broader native appearance
    and lifecycle acceptance remain incomplete.
  • The conversion batch includes 6,447 voices, 717 effects, 18 music tracks and 17
    videos. Nine referenced original audio files were unavailable (seven voices,
    two effects). No available source-media conversion failed. The development image retains
    its higher-resolution intro, so 16 of 17 videos use the new batch output. Correct event
    mapping/listening and three source videos without embedded audio remain open.

For the complete changes-since-v0.0.28 hotlist, see the README.

Verification

The frozen source suite ran 953 tests: 949 passed, 4 skipped, 0 failures and
0 errors
. The 68040 engine and boot checker compiled. Four bounded native
acceptance groups ran against the exact development archive. One Luminous
Russula was picked once, disappeared, resisted repeat pickup, and remained
picked across the tested return/save sequence; saved inventory readback retained
quantity 1. This is one tested pickup among six packaged placements, not
complete interaction or world coverage. The guest exited cleanly.

The package preflight examined 2,723 maps and found zero hard allocation
ceiling failures, with 59 modeled reserve warnings. intro_docks has only
1,972 bytes of modeled margin. This is an open memory risk, not a production
memory gate. The native run did not exercise empty outcomes, walked boundaries,
mixed world/town return, intro_docks memory, audio listening or Windows batch
launch.

Known limitations and work in progress

  • Mushroom scope is six original placements. Worldwide placement, dense-map
    admission and complete exterior/interior integration are not included.
  • Quickload currently puts hands and torch away, although mushroom inventory
    and picked state survived the tested load. A save-format correction is not in
    this image.
  • Torch/guard brightness and intermittent visibility, hand geometry/race
    coverage, distant horizon gaps/popping, and terrain
    collision/shoreline reports remain under investigation.
  • Cell transitions remain a performance issue. Callback timing is not a proven
    first-world-frame time, and this build makes no overall speedup claim.
  • Broader audio, orientation, UI/input, world traversal and save-state coverage
    remains incomplete. Generated Windows bindings were checked, but Windows
    batch execution was not.

Next release milestone

The planned AmiWind v0.0.29 — More Mushrooms release requires compact,
identity-preserving original placements and picking across exterior and
interior maps, with relevant save, memory, appearance and native traversal gates
passed. Final release screenshots must come from that completed candidate.
This dev4 preview adds no screenshots; historic images retain their original
version labels.

AmiWind v0.0.28: Trees and Grass, Day and Night

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@FlyingFathead FlyingFathead released this 04 Oct 15:42

v0.0.28 — Trees and Grass, Day and Night

Stable v0.0.28 published on 4 October 2026.

AmiWind v0.0.28 is the latest published release, at commit
752939b.
Hosted CI run 37213888490 passed all four jobs: source and
asset-free build, Docker builder, Windows launcher parity and Linux launcher parity.

The published AmiWind-v0.0.28-public-source.zip has SHA-256
74830de540a258b9414a8752dd513ba7b00fcca7af7c2a8b21476aba45617478, matching the sealed source package.
Native gameplay acceptance remains limited to the declared image015 WinUAE scope.
VERSION is the maintained identity; old rc1 images and captures retain their
historical attribution.

Prepared scope

  • 19,984 unique original foliage placements: 19,787 sprite placements across 76
    shared types and 197 mesh placements, including 192 in Balmora. Retained scenery
    includes 37,960 rock placements and 816 joined giant mushrooms. Overlap copies
    are not extra unique placements.
  • Default V3 ("extra stronk") red/gold sunset, purple twilight and blue hour,
    two original-cloud-derived layers and a moving sun. A subtle exterior world
    tone uses the existing fog lookup; interiors and overlays remain separate.
  • One persistent clock, default-on automatic cycle, Boolean pause/resume aliases,
    exact/named time controls and T waits. Sun and clouds default on, with independent
    Boolean toggles; adjustable cloud speed defaults to 0.00333333333.
  • Eight-stage dbg daycycle gallery and four-stage dbg nightgallery tours.
    The night tour previews the current view, Masser, Secunda and overhead stars at
    23:00 on the saved date, keeping the current eye position. Both support here
    for a fixed view and off/Escape to leave, preserving saved time and player state.
  • Compact locally converted original stars/nebula and Masser/Secunda phase tiles.
    AWN2 limits source-derived stars to one native pixel in dark gaps behind the
    nebula, clouds and complete moon discs. dbg starsky and dbg nightsky default
    on, with gentle cool-blue twinkle. Regional weather and precise lunar parity are deferred.
  • Guard-torch runtime and original equipment/third-person pose conversion for
    supported Imperial/Hlaalu guards, default-on guards_torch_cycle and
    dbg guardtorch on/off/auto. Host checks and scoped image015 native guard, lighting and model-cache behavior passed. The measured reserve warning remains open.
  • Bounded canonical Seyda terrain, actor support and inspection tools; wider-world
    terrain certification and unrestricted gameplay remain outside these checks.

Current evidence and acceptance

The latest source gate, finalization011, passed at 17:45 EEST on 4 October 2026.
It ran 824 tests per host: Linux 820 passed / 4 skipped and Windows 732 passed /
92 skipped, with no failures or errors. Fresh actual Amiga cross-compiles on
Windows and Linux Docker used the same 206 runtime sources and produced identical
744,860-byte executables (SHA-256
a5aa451e297b517cd0d2e072c4e5ccc4eb39bf09e93c67eed72586b55265955b). The 1,096
frozen source files match across hosts, with no source drift. The target ABI was
measured in Linux Docker, not with a Windows size probe.

These gates include the full upper-sky star conversion, dbg nightgallery,
the ceiling-start arrival correction, the latest cloud-speed change and
64 KiB of music-only source read-ahead. Shared mixer timing, speech and
guard voices are unchanged. The current WinUAE listening report still notes
intermittent artifacts, mostly at load-ins and in heavy scenes. The audio issue
remains open; v0.0.28 was published with this known limitation. Further
audio investigation was deferred until after publication. See WIN-05.
The compiler retains 86 warnings; these are successful builds, not warning-free
builds. The earlier 816-test/739,156-byte result is
superseded for this source. Compilation and host fixtures do not establish
native image appearance, gameplay or performance acceptance.

Image015 assembly uses the exact matching engine and passes 10,766 payload
readbacks plus three partition-ownership checks. The audit records 59 modeled
reserve warnings and no modeled hard allocation-ceiling failures. These are
estimates and file-verification results, not a production-memory pass. Earlier
native startup, restored town ground and clock checks apply to a preceding image.

Independent actual WinUAE acceptance of engine011/image015 passed within its
declared scope. Two fresh cold-cache sessions exercised Imperial and Hlaalu
guards: each admitted all three eligible actors with no frame/model skips or
evictions, and boundary checks showed torches on at 20:01/05:59 and off at
06:00/20:00. Bounded close captures confirmed subtle moving gold/ember particles.
Five pressure maps completed without crashes or renderer overflow. All eight day
and four night gallery stages were captured, independently caption-reviewed and
restored. The 137 fresh native captures were preserved, alongside image014's
historical captures and saves. All 10,766 image files and three partition
ownership checks passed. This is a scoped native pass, not all-map, unrestricted
world, or physical-hardware certification. The minimum logged peak clearance
was 1,812,304 bytes at sn012, 284,848 bytes below the unchanged 2 MiB safety
reference. That remains a reserve warning; the production memory gate did not
pass. Intermittent music artifacts remain an owner-deferred known issue, and no
clean-audio pass is claimed. Stable v0.0.28 is accepted within this declared
scope. Hosted CI passed at the released commit, and
the v0.0.28 tag and public release were published on 4 October 2026.

Gate Current status
Coherent 64-map Seyda terrain and actor host gates Bounded 049/050/051 checks pass; complete target routes/contacts pending
Serialized canonical repeat 2,129,800 placed polygons; zero further cuts, winding-preservation failures or area loss
Visible-ground winding repair 442,861 LAND loops reversed across 64 maps; matched-camera WinUAE check restores textured ground
Actor identity/support Bounded host results retained; independent native owner-map contacts pending
Combined source: full host suites and matching Amiga builds Pass: finalization011 ran 824 tests per host (Linux 820/4 skipped; Windows 732/92 skipped) and produced identical 744,860-byte executables; target ABI gate passed in Linux Docker
Combined image assembly/readback/ownership Image015 passes 10,766 payload readbacks and three partition checks; 59 modeled reserve warnings and no modeled hard-ceiling failures
Native startup, controls, travel, ground contacts, night/torch cost and lifecycle Scoped image015 WinUAE native acceptance passed: cold guard admission/boundaries, visible particles, five pressure maps and session-stability checks; 1,812,304-byte minimum peak is below the 2 MiB safety reference, so the production memory gate did not pass
Fresh native V3/night captures and gallery GIF 137 image015 native captures; all eight day and four night gallery stages caption-reviewed with restoration; 16 selected native stills and two GIFs prepared
Exact hosted CI, tag and publication Passed: all four hosted jobs at 752939b; stable v0.0.28 published on 4 October 2026; source ZIP checksum matches the sealed package

The pale ground in the earlier native test came from canonical LAND edge loops
ordered opposite to the renderer's convention. The 051 repair changes only the
signed surfedge ordering, retaining collision, materials and other BSP lumps.
A matched-camera diagnostic and the initial combined-engine town replay both
show restored textured ground. These bounded views do not certify every map or
route. See the bug journal.

The 050 correction re-clips actual float32 serialized coordinates in seven maps:
13 replacement faces add 1,776 bytes while collision, PVS and actor bindings remain
unchanged. The maximum measured standing-height error is 0.00015736 compiled
units. The 29 earlier boundary diagnostic probes outside mapped town coverage
remain historical diagnostics, not a demonstrated current shipping defect or a
target pass. No complete global-terrain certification follows from this batch.

Stable emulator templates

The source kit includes FS-UAE
and WinUAE templates.
They preserve the accelerated reference hardware profile. Source templates do
not establish native image acceptance; historical rc1 templates remain intact.

Output scope

Public output contains source, documentation and explicitly selected development
captures. Original/converted runtime assets and playable images are not distributed.
The reference profile remains A1200/AGA/PAL, 68040/FPU/JIT, 2 MiB Chip and 16 MiB Z3
Fast RAM. Physical-hardware performance, smooth frame rate and unrestricted
playthrough are not claimed.

See historical rc1 evidence, project state,
[sky g...

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AmiWind v0.0.27: Rocks, Mushrooms, and Then Some

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@FlyingFathead FlyingFathead released this 03 Oct 09:30

AmiWind v0.0.27 — Rocks, Mushrooms, and Then Some

STABLE — OWNER APPROVED, 3 October 2026. v0.0.27 is based on the rc5
repaired candidate. The engine/image build and filesystem readbacks passed.
The runtime and playtesting limits below remain documented follow-up work.

Scope and changes

Rocks, giant mushrooms and terrain handoffs

The v0.0.27 work adds authored exterior rock formations and giant mushrooms to
the world build while excluding small collectible mushrooms. The current source
inventory records 37,960 exterior rock placements and 816 giant mushrooms across
2,526 world regions. Placement transforms, source textures and required collision
are retained. Rc2 corrected the reduced giant-mushroom caps by preserving their
joined material sections and original UVs; the owner accepted those closed caps
in WinUAE. Rc3 added a LAND apron around the Seyda Neen handoff and preserves held
controls during automatic cell/sub-cell changes. See What are rocks?
and cell-changing behavior.

The current normal conversion has generated a bounded 64-region Seyda Neen map
set; its 67 saved-ABI map estimates pass, with a smallest post-reserve margin of
406,512 bytes. A separate bounded Balmora layout also passes its 65-entry saved-
ABI estimate and covers 1,488 of 1,488 source placements. Its worst entry has
135,952 bytes of post-reserve margin. These are static estimates, not measured
runtime allocation or proof of the complete image. The 5 MiB figure is a planning
target; the 6 MiB modeled BSP ceiling, 3 MiB non-map allowance and 2 MiB safety
reserve remain unchanged. Transition, seam, collision, content and target-playtest
acceptance are still pending. The final private candidate image is assembled and its HDF files passed filesystem readback; runtime and target acceptance remain open.

Loading diagnostics and memory policy

The rc3 playtest exposed a Seyda Neen heap allocation failure. Rc4 source work
uses direct input-to-resident loading for visibility, lighting, entities and
clipnodes, avoiding avoidable temporary copies while preserving collision data.
The build reports target-ABI estimates and the remaining growth margin in its
build.json receipt; target runtime measurements remain pending. More HDF capacity
does not increase engine heap. See the memory allocation policy,
heap watcher receipts and lifecycle requirements, and the
bug journal. The original crash remains open until the exact
packaged route passes owner target lifecycle playtesting. The host-side candidate repair and static build gates passed; the original crash is not yet target-verified.

Rc4 also adds versioned FS-UAE and WinUAE configuration generation from the
verified build HDF list. Windows configuration tests pass 11/11. Earlier native
Windows runner tests recorded platform-specific symlink and POSIX-stub errors;
native Windows C-fixture execution is now explicitly skipped under the
interpreter-first policy, not counted as a pass. The full Linux Docker suite and
asset-free compile gate passed for the repaired source state (see the dated
validation record below). Exact-commit hosted CI and actual FS-UAE multi-drive
gameplay remain pending.

The rc4 fatal-error report includes the version, error cause, log path/result and
restart guidance. Source behavior and logging checks are documented separately;
a successful engine build alone does not establish target fatal-exit acceptance.

Rc5 repairs and remaining target validation

The rc5 source restores settlement markers in both Debug and In-Game modes and
uses a readable selected-button treatment. Nine source checks pass; the matching
engine compiled and the private candidate HDFs passed readback. Target
confirmation of marker visibility, button states and the In-Game heading arrow
remains pending. In-Game is still a terrain-overview prototype, not the complete
original-game map.

Automatic region crossings now support the archived aw_region_loading_delay
setting: two seconds by default and zero for immediate presentation. Startup and
explicit travel remain immediate. The delay begins at the next safe loading
checkpoint after blocking reads; it does not interrupt disk operations or claim
a performance improvement.

The package includes all 18 catalogued OST tracks and 124 alias rows. The new
manual dbg ost play command accepts numeric IDs or original filename stems.
Existing playback and mixer routines are unchanged. Target playback verification
remains open.
Video conversion and runtime support remain later work. See the
bug journal for the two corrected retry-helper incidents and
their preserved safety behavior.

Known limitations and deferred work

  • Final private HDF assembly, filesystem readback and static actor/contact/heap gates passed for the v0.0.27-rc5 candidate. Owner approval is complete. Cold/warm lifecycle and gameplay measurements remain unrecorded follow-up validation, not release-approval blockers.
  • No target heap lifecycle trace, FPS improvement or complete playthrough is
    claimed. Static map estimates are not runtime measurements.
  • Town transitions, seams, collision, held input and player/actor/equipment state
    require verification on the exact final package, including both directions and
    cold/warm loads.
  • The rc5 map-panel correction is compiled and packaged, but target verification
    remains pending. In-Game still uses a terrain overview; complete world/local map
    content and full interaction parity remain future work.
  • Full condition-aware voiced dialogue is not implemented. The generic HELLO
    audition is limited; original event conditions and ordered line selection
    remain required work. The package includes all 18 catalogued OST tracks and
    124 alias rows, plus a manual number-or-filename-stem command. Target playback
    verification remains pending. The existing opening logo and intro clips remain supported; registration and
    playback for the 17 catalogued videos, including expansion content, remain
    future work. Preserve existing music playback and mixer behavior.
  • Building-geometry A/B profiling, broader visual-coherence work, full-VIS
    comparison, LOD and later topology content remain follow-up work. Vivec stays
    inactive and is excluded from this playtest.

Original game assets, ROMs, converted proprietary media and playable HDFs are not
included in the public source package. Users supply their own legally obtained
game files and Kickstart ROM. This is a GPL-licensed source/tooling project.

Publication status

v0.0.27 release preparation, 3 October 2026. The build and readback evidence is recorded above. No GitHub publication or remote tag is claimed by these documentation updates; publication remains owner-run.

Linux source validation — 3 October 2026

The repaired source state passed the full Linux suite inside Docker: 558 tests
reported OK with 3 skips. The matching asset-free Amiga build exited 0 and
produced both emulator configurations. The fixture corrections provide missing
stubs for world-UI and movie test dependencies; native Windows C-fixture runs
remain skipped under the interpreter-first policy and are not represented as
Windows passes. No runtime or HDF content changed. The repaired source kit still
requires regeneration, exact archive validation and owner-run Linux publication.
These checks do not replace target playtesting or runtime acceptance.

AmiWind v0.0.26

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@FlyingFathead FlyingFathead released this 02 Oct 17:37

AmiWind v0.0.26 — validation notes

Local validation result

The final helper/export run completed the full conversion on Windows 11 using
Docker Desktop's WSL 2 Linux engine. All 3,551 NPC models and 2,526 terrain
regions passed. The strict packaged actor-ground audit passed with zero unresolved
findings, and HDF assembly and export completed successfully.

The verified v0.0.26 HDF is 3,489,693,696 bytes with SHA-256
da3f80b3d7ebefe30c53031fdd29c34a094d0b486328daa46739a4a5ad6364a3. The cached
conversion elapsed was 1,566.061 seconds (26 minutes 6 seconds), excluding export, provisioning and emulator testing, and it reported 78 warnings. The
local wrapper suite passed 433 tests with 3 skips. The exported image-layer
inventory audit passed: image payload 2,119,364,274 bytes and save archive
535,999,488 bytes. No BSA, ESM, HDF, ROM, or private input/build paths were found
in the image layers.

WinUAE 6.0.3 played the opening movie, entered Jiub's prison scene and responded
to Enter/Escape controls. This records emulator game-entry validation; it does
not establish real-hardware performance or a complete gameplay playthrough.

Historical cold run

The earlier cold Docker conversion took 35 minutes 3 seconds and produced an
HDF of the same size with rc1 runtime identity. It passed the full content and
strict actor-ground checks and entered the game in WinUAE. Its detailed receipt
is preserved in the Docker validation record.

Publication status

Public publication requires hosted Docker CI to pass for the exact release
commit. This local validation record does not itself establish publication.
Native Windows/MSYS2 remains experimental, with worker and cancellation limitations
recorded in the Windows build roadmap.

AmiWind is GPL-licensed source and tooling. Users must provide their own legally
obtained Morrowind files and Amiga Kickstart ROM; no proprietary game data, ROMs
or generated playable HDFs are included in the public source package.

AmiWind v0.0.26-rc1

AmiWind v0.0.26-rc1 Pre-release
Pre-release

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@FlyingFathead FlyingFathead released this 02 Oct 14:20

AmiWind v0.0.26-rc1

This prerelease packages the native Windows 11 port and the fixes used to build
the complete current AmiWind recipe and enter the game in WinUAE. Linux remains
the established build foundation; native Windows is experimental. Docker is
next and is planned for the final v0.0.26 release; rc1 does not include it.

Changes

  • Native Windows setup and build entry points: .cmd, PowerShell and the shared
    Python pipeline. Setup records actual tool versions, warns about differences
    from known reference versions and supports reuse of provisioned offline tools.
  • Portable forward-slash BSA identifiers and explicit LF output for Amiga text.
    These match Linux's existing formats. Linux launchers, scheduler and engine
    source are unchanged from cloned v0.0.25 commit
    3433922.
  • Windows-only xdftool batching fixes WIN-03's deterministic command-length
    failure during large image assembly. Linux tool invocation stays unchanged.
  • Windows/Ubuntu host regression coverage, setup documentation, public defect
    records, measured performance/storage observations and a Docker implementation
    plan with Windows/Linux helpers for user-supplied inputs.

Demonstrated Windows result

All 25 pre-image stages passed, including 3,551 NPC gallery models and all
2,526 world terrain regions. The original run failed at final image assembly;
after fixing WIN-03, a separately recorded image-stage retry reused validated
conversions and passed every normal image gate. No gallery, model-quality or
actor-ground waiver was used. Readback verified 8,974 DH0 files and 1,651 DW0
files in the 3.25 GiB HDF.

WinUAE 6.0.3 with owned Kickstart 3.1, AGA/PAL, 2 MiB Chip, 16 MiB Z3,
68040/FPU/JIT and fastest CPU reached the main menu, played the opening movie,
rendered Jiub's prison scene, accepted keyboard/name input and returned cleanly
to AmigaDOS. This is a limited game-entry smoke test, not full playthrough proof.

The full image was built before the release-name bump and displayed v0.0.25.
Its historical receipts and hash remain unchanged. rc1 packages that Windows
port/fix checkpoint under the new source version; do not relabel the old image
as a separately tested rc1 full-game build. See
the detailed record for timings, versions,
image hash and recovery provenance.

rc1 source/version checks

On Windows, 38 focused host/setup, archive-format, batching, release and version
tests passed; two POSIX-only checks were skipped. The rc1-versioned Amiga engine
and asset-free HDF compiled in 5.531 seconds with 78 warning lines, and image
readback passed. Its 8,421,376-byte HDF SHA-256 is
4fdf74a34079a9eda65fd59397e47d6f2eb2e7f9b7a884a496051592fceaf892.
This separate test image is not playable and was not launched again in WinUAE.
Protected Linux source and its existing CI job match the cloned baseline;
11 portable conversion/packing files passed structural comparison after
accounting for equivalent formats and Windows-only branches.
See the source validation receipt.

Known limitations and next work

  • WIN-01: intermittent Python geometry-worker queue-handle failure; cause unknown.
  • WIN-02: cancellation can leave Windows worker descendants running; cleanup
    integration remains pending. Check the failed build's workers before retrying.
  • Preserve failed logs and validated model caches, then start a fresh run.
    General stage resume is not implemented; retry frequency is unmeasured.
  • This Windows host has not supplied a fresh Linux test result. Run Linux source,
    regression and asset-free compile checks before publishing from Linux.
  • Docker image and input helpers remain to be implemented and validated for
    final v0.0.26. They must ship only source/tools and use owned game-data mounts.

See Windows setup, known bugs,
Linux builds and Docker roadmap.
The release archive contains public source and existing selected documentation
media only; no original game data, converted payload, HDF, ROM or private notes.

AmiWind v0.0.25

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@FlyingFathead FlyingFathead released this 02 Oct 01:04

AmiWind v0.0.25

A substantial development milestone: full-island terrain traversal, source-derived
region navigation, stricter actor placement, the original-model carried torch,
and the complete NPC inspection gallery, with reusable character conversion.

  • 2,526 terrain regions cover the base-game island; detailed Seyda Neen and
    Balmora scenes remain. Broader scenery, settlements and actors are ongoing work.
  • Region labels come from the game's own records and coordinates. The world map
    also provides explicit debug teleport selection and confirmation.
  • Actor-contact corrections retain strict production checks. Earlier diagnostic
    waivers are not a substitute for passing those checks.
  • The carried torch uses the original game model; compass visibility is optional.
  • Normal builds include the complete NPC/creature gallery and its model budgets.
    Verified persistent caching reuses compatible models across build/recovery runs.
  • Build summaries include dates, elapsed time, tool identities, warnings, output
    size and SHA-256. Recovery retains completed terrain and music.

Build scheduling in this milestone

NPC gallery workers now collect finished jobs immediately and refill a bounded
submission window before reporting results. Slow earlier models no longer block
later submissions. Existing order-dependent scene stages retain ordered execution.

The stage heading explicitly reads
npc-gallery (pre-baking in-game character models...).
Progress reports cumulative reused, successfully converted, failed and remaining
model counts, with elapsed seconds. It prints at 25 completions, on failure, at
completion, or on the first result after five seconds without a report. The outer
build heartbeat still reports elapsed time while no model has finished.

The complete catalogue is restored to original source order before export.
All NPC/creature models, gallery content, protected geometry and strict validation
remain mandatory. This changes host scheduling only. The converter, polygon
budgets, bounded retry policy and model-cache identities are unchanged, so valid
rc10 cache entries remain reusable. No extra work is moved onto the Amiga.

Apply after the current build finishes. Image recovery retains the original rc3
terrain/music and uses the persistent model cache produced by rc10. No rc10 seed
import is needed: use the same workspace or explicitly select its gallery cache.
The optional stopped-rc9 import remains available for older completed pairs.

See NPC model reuse and the
validation receipt. A complete cold-gallery speedup
has not been measured; cache checking and individual model conversion costs still
exist. Scheduling changes do not alter process interruption handling.

v0.0.25 marks a substantial development milestone. Full game HDF assembly and target gameplay
acceptance are separate checks. The longstanding fist blink, unknown F-toggle
state bug, static asset gallery and mutable character equipment remain open.

AmiWind v0.0.25-rc8

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@FlyingFathead FlyingFathead released this 01 Oct 21:39

AmiWind v0.0.25-rc8

Torch crash correction; complete source update from published rc7.

The owner reported an immediate crash after raising fists with F and pressing V.
A host regression using the actual brush-render entry point reproduces a
segmentation fault in rc7: a converted non-colliding model's negative leaf root
was used as a node-array index. Collision-only positive roots also lack the
visible face references needed for correct lighting.

Dynamic lights now mark the brush model's own validated visible surface range,
using the existing local position/rotation transform. Nearby-model bounds and
face-plane distance limit the work; tiled sky/water surfaces are excluded.
The world BSP keeps its normal lighting traversal. The final dynamic-light bit
uses an unsigned shift. No new control or game-data conversion is introduced.
The owner's README cleanup from commit 690ecd4 is preserved.

Validation distinguishes the crash reproduction,
regression checks and native engine/asset-free image build from emulator testing.
The repaired F-then-V sequence still requires a target retest, including toggling
off, lowering fists, nearby scenery, cave interiors and door transitions.
Do not promote v0.0.25 to final before that check.

Use image recovery against the original completed-terrain rc3
run to rebuild only engine and image. The strict actor gate remains enabled.
Terrain, actor fitting, water rendering and QuakeC are unchanged from rc7.
No private game assets, HDF or ROM is included.

AmiWind v0.0.25-rc7

AmiWind v0.0.25-rc7 Pre-release
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@FlyingFathead FlyingFathead released this 01 Oct 21:02

AmiWind v0.0.25-rc7

Complete public source update from rc6. Reuse the completed rc3 terrain run
through image recovery; this checkpoint rebuilds the engine
and final image contents without changing world-terrain geometry or water.

  • Fit NPC idle-mesh contact to converted support, keeping original coordinates
    as metadata and identical overlap copies. Runtime placement preserves the
    certified initial point. The independent strict contact gate stays enabled.
  • Use the game's original CELL/REGN records for region names beside the optional
    heading HUD and at the bottom right of the ordinary map. No inferred region
    names or manually drawn boundaries.
  • Add dbg tp map: select a red crosshair, then confirm with TELEPORT.
  • Draw the existing sky in uncovered outdoor background pixels instead of the
    pale solid clear colour. This targets the fog-off pale-background report;
    it does not certify that every terrain seam has been resolved.
  • Add the F-then-V placeholder torch and correct dynamic-light
    coordinates on translated/rotated brush models. Shift+V stays unchanged.
  • Document character progression states, including the
    original Dreamer startup/quest enable behavior. General quest-driven actor
    presence is still missing and is not repaired by grounding.

See validation evidence for the checks actually
run. Host regression tests, a native engine compile and an asset-free HDF are
separate from a complete game-image build and an emulator playtest. The private
contact fixture is checked with the unchanged strict audit; no waiver or new
airborne exception is used. Torch performance, map interaction and sky rendering
still require target playtesting. Compiler warnings are retained in build logs.

World profiling, persistent conversion caching, native Windows/MSYS2 setup,
GPU conversion and optional bundled QCC remain roadmaps. This release introduces
no terrain rebuild speedup, general incremental-build system or Windows support
claim. No converted game assets, private image or ROM is distributed.

AmiWind v0.0.25-rc6

AmiWind v0.0.25-rc6 Pre-release
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@FlyingFathead FlyingFathead released this 01 Oct 19:36

AmiWind v0.0.25-rc6

Complete source checkpoint updating rc3 directly. This package includes all
intervening host-tool changes, build output reporting and documentation. There
is no requirement to install rc4, rc5 or separate roadmap patches first.

Implemented changes since rc3:

  • Hide the compass/heading HUD by default. Add saved aw_compass configuration
    and dbg compass on/off, 1/0, true/false, independent of debug overlays.

  • Fix image assembly after whole-world conversion: the world/journal receipt
    records only its four owned files, preserving regions.awr and strict checks.

  • Validate world UI and actor contact before expensive terrain compilation on new full runs.
    Add checked rc3 image recovery, reusing completed terrain
    and rebuilding only the versioned engine and image into a new run.

  • Host-aware executable/virtual-environment discovery and read-only --host-plan.

  • Explicit propagation of the selected Python interpreter into the engine make
    invocation, an explicit/managed console-font path and a single-path MSYS2
    translation helper. Native Windows setup/QCC integration remain unimplemented.

  • Terminal-width completion footer: start/end timestamps, elapsed time, output
    bytes/GiB and SHA-256, and recognized engine warning lines. Success is printed
    only after the selected build stages and final output hashing pass. Failure
    and cancellation have separate wording. See build output.

  • Repeat the detected Python/package and selected compiler/toolkit versions in
    the footer and JSON, preserving binary hashes and unknown-version labels.

The build/compiler toolkit roadmap makes world-terrain
build time the top engineering priority. Phase profiling, reuse across fresh
run names and reducing duplicate BSP/collision work come first. A source-based
scheduler audit covers late terrain startup, fixed stage
worker allocations, ordered-queue stalls and dependency-safe alternatives.
Within the Windows roadmap, native Windows/MSYS2 is preferred;
WSL2 is an optional fallback. Bundled QCC and GPU acceleration remain proposals.
No terrain speedup or working Windows backend is claimed for this checkpoint.

All 373 source tests pass, including external-qbsp collision checks. A fresh
Linux serial build compiled the rc6 engine/preflight and created and read back
an asset-free 8,421,376-byte HDF; its SHA-256 was checked independently. The
build reported 78 compiler-warning lines, retained without suppression.
Validation results are recorded in the rc6 receipt.
A successful native compile and asset-free test HDF are not a full game build.
The earlier cloud full conversion stopped on disk exhaustion during world-terrain
assembly. A reported rc3 workstation run completed terrain in 4232.5 seconds
and then failed the world/journal receipt check; no final HDF passed.
The receipt-only retry then encountered 23 pre-existing actor-contact findings.
The new early actor check reproduced all 23 from the retained rc3 scene before
world-terrain. These are unresolved unintended placement defects, not intentional
levitation. Strict production acceptance still requires zero findings.

An explicit --allow-known-actor-ground-findings REPORT option permits only a
private diagnostic image when the complete audit and BSP/actor-model hashes
match the reviewed report exactly. New/changed findings or payload fail. Invalid
classification/metadata failures cannot be waived. The raw audit stays failed;
separate acceptance metadata records production_gate_passed: false. The output
is named -private-test.hdf, and its footer does not claim an error-free compile.

The owner reported a successful rc3 private retry with these hotfixes: 144.664
seconds and 3,221,258,240 bytes. Its reported SHA-256 is
b99358fc5342b8c8dfc827d4db8353acd113daad1420853d8b2a4865080acb47.
This confirms the reported rc3 assembly result, not a strict actor pass, rc6 full
game build or emulator test. No private playable payload is supplied here.

The release contains complete public source, its updater and checksums. The
single local handoff bundle additionally includes apply, commit, tag, push and
GitHub prerelease instructions. Earlier version archives remain unchanged.