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AmiWind v0.0.48: Inner CHIM & Actors On Stage

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@FlyingFathead FlyingFathead released this 24 Oct 06:33
· 35 commits to main since this release

AmiWind v0.0.48: Inner CHIM & Actors On Stage

Released 24 October 2026. Running on CHIM Engine v0.2.2. Previous release: v0.0.47; release
candidate v0.0.48-rc1 and development snapshot v0.0.48-dev1.

The outdoors went on CHIM in the last releases; now the indoors follow. Every interior of the base game but two is
built as a CHIM room, the people the game places in those rooms stand in them with their full set of animations,
and the plants in them can be picked. The places that need more than 16 MB of Fast RAM are marked when the game is
built and say so at the door instead of failing. The emulator presets start with 32 MB of Fast RAM.

NOTE: This release is the v0.0.48 release candidate, shipped as the final. The game's version line says
0.0.48-rc1, and that is expected: renaming it would have rebuilt the whole CHIM world for a version string alone,
because of how the CHIM engine and the builder currently tie the version to the world data. Nothing else differs, so
don't let it bother you. The fix for that, faster builds, and a much smaller actor payload are first in line for
v0.0.49, which is already in the works.

What changed since v0.0.47

The interiors: Inner CHIM

  • Every base-game interior on CHIM rooms. The builder plans all 1,134 interiors of the base game as CHIM rooms
    and converts 1,132 of them (114,015 placements); the prison and the census office stay classic room maps for now.
    Rooms with water or lava are converted too (CHIM-ROOMS-WATER-LAVA-48), and 27
    rooms a wrong size estimate had set aside are back in (CHIM-ROOM-ESTIMATE-48).
    The rooms' models and textures are stored once in the interior store (the interior store).
  • Actors on stage. The NPCs and creatures the game places in a room stand where the game puts them: 2,359 room
    residents with the full animation kit, besides 109 authored corpses, in the v0.0.48-dev2 build. They are grounded
    when the game is built, by a six-step rule: find the intended floor, check that it is walkable, check that the
    actor fits, work out the resting height, bake it into the converted data and refuse an ambiguous placement for a
    closer look (actor placement). The alias model budget grew from the 16 MB era's 512 KiB to
    768 KiB, with models streamed in as they are needed, and every NPC greets with its own voice
    (NPC-GREETINGS-LIBRARY-MUTE-48).
  • Plants in CHIM rooms can be picked. The rooms place their 1,056 harvestable plants as pickable objects instead
    of baked scenery (ROOM-BATCH-HARVEST-48,
    CHIM-ROOM-HARVEST-DOUBLE-48).
  • The Progress Tracker shows the interiors: a room list and counts per island and state
    (TRACKER-INTERIORS-NOT-SHOWN-48).

32 MB of Fast RAM, and what 16 MB still runs

  • 32 MB is the safe minimum and the default of the emulator presets and the launcher; more is used
    automatically (RAM-REQUIREMENT-32MB-48,
    why 32 MB).
  • Most of the island still runs on 16 MB. A place too large for 16 MB is built at full quality and marked when
    the game is built: 16 interiors and 5 region frames in the v0.0.48 builds. On 16 MB (or with Extra RAM off) its
    door shows "Sorry, but this interior cannot be run with 16MB of Fast RAM." and "Press ENTER to return." on the
    loading art and returns you to where you stood; a marked frame says "this area" and keeps you at its border. A
    saved game, a start or a console jump into a marked place is refused the same way
    (CHIM-32MB-SAVE-ENTRY-48). On 32 MB and more these places load as usual.

The game

  • The Stats window (P) with the character's attributes, skills and health, magicka and fatigue, and a Magic
    window placeholder (O)
    with the race's and birthsign's spells, both in the original look. Both are in
    Options > Controls next to the inventory (I), journal (J) and map (M), and every one of these keys can be rebound
    (UI-STATS-WINDOW-48, keymaps).
  • Original movement speeds. Walking, running and swimming follow the character's Speed, Athletics and load,
    with running fatigue; dbg superspeed on|off gives back the old fixed fast speeds
    (PLAYER-MOVEMENT-STATS-PARITY-39).
  • Campfires burn. Campfires, braziers, fire pits and flame lamps outdoors have their flame and light the objects
    around them; dbg campfires on|off turns them on and off
    (CHIM-EXTERIOR-FLAMES-MISSING-48).
  • Sound markers. The original's 2,163 sound markers are placed, and the game's compiled scripts play them with
    dbg mwscript on (experimental, off by default; MWSCRIPT-AUDIO-FIRST-48).
  • Options: mouse sensitivity and the crosshair colour and shape, on four framed pages.

CHIM 0.2.2

  • CHIM moves to 0.2.2 with the new CHIM compatibility table: each CHIM version names
    the oldest version whose worlds and caches it reads. 0.2.2 reads everything 0.2.1 built, and the CHIM version
    label no longer counts in the builder's stage keys
    (BUILD-CHIM-LABEL-IN-KEYS-48).

The builder

  • Reuse keys. Stages key on what they really read: stages whose earlier outputs differed from their records,
    stages that counted whole classes or files they never read, and the room and script stages that left inputs out of
    their keys are rebuilt only when their inputs change.
  • Build speed. The CHIM stage no longer recomputes every frame's visibility, the stages hand their pools units
    large enough to keep every core busy, the CHIM and room stages no longer starve each other of memory, room
    residents are cached, and the image step's serial parts run on every core.
  • Disk layout. A boot payload larger than one partition moves the interior store, the actor models and maps to
    the world volume, so every partition stays under 2 GiB
    (IMAGE-BOOT-PAYLOAD-OVER-2GIB-48); identical resident models and
    greetings are stored once. A payload that grows after the early layout plan is laid out from the staged files.
  • The build summary says how many interiors a build includes and how many places it marked for 32 MB.
  • tools/bug_lookup.py searches the bug register and its archives by id, words, state, family, CHIM part,
    severity, version, persisting or a named file (read only, standard library only).

What comes next

The next version starts with build turnaround, before game logic and MWScript: a final rebuilt from its candidate's
caches in minutes, the image step on all its cores, faster register tools and a realistic resource plan
(roadmap: build turnaround first).

Known in this build

The Vivec Arena Pit runs slowly, and the rest is as in the v0.0.47 notes;
everything else is in the bug register, and what comes next is in the roadmap.