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ShiningSource 0.7.5
Pre-release
Pre-release
ShiningSource 0.7.5
Native port of Shining Soul II (Europe) for Windows x64, Android and Linux
x64. No ROM, BIOS or game data is included: you supply your own cartridge
dump (SHA-1 aa1288be9257337abdfe3034898cf6c7aa778fbc).
Online, 0.7.5 meets 0.7 to 0.7.4 (nothing in the packets changed). What is new
here is decided by the host's program, so the host should update first.
Online: a change of map while a player's connection is gone
0.7.4 brought a lost connection back, tested in one field. This release
follows the session out of that field, to the world map and into the first
dungeon (tools/net_outage_map.sh), with a player cut off on the way.
- A player given up while the others entered a dungeon was sent everything
it had missed and still stayed on the world map for the rest of the session,
alone. The game starts a dungeon behind a barrier that every player has to
pass together, and the others had passed it without that player. Now the
host keeps such a player out and its game is told the session is over,
instead of leaving it in a world that differs. - A player that left for good no longer holds the others on the world map.
The game waits there until everybody has chosen the same place; a player
that will not come back now counts as having chosen. A player that may still
return is waited for, as the game has it. - A player the others gave up is forgotten after two minutes, the time it
waits itself. - With a fixed delay (
SS_NET_DELAY, not the default) a returning player's
program stood still until the host's program ended. It is now told the
session is over. - Needed no change: four players, two outages in one session (the same player
twice, two players at different times or at once, the host and a player at
once), an outage inside the dungeon.
Launcher (Windows)
- Saves page. Shows your save and the backup of the one before, for the
normal game and for Rebel mode; keeps dated copies in the foldersavesat
the press of a button; puts a copy back after first keeping the present save
as another copy, so a restore loses nothing.
Checked
- Three players, a change of map with a player cut off before it (10 and 30
seconds, a player or the host), after choosing the dungeon (10 seconds: four
runs, one of them the 64-bit build; 30 seconds: kept out cleanly, three
runs), a player that never returns, a player that quits. Most cases one to
three runs. - Four players: a player cut 30 seconds and the host cut 10 seconds, three
runs each. Two outages in one session: eleven runs, all whole again. - The released source, built again: an outage in the dungeon heals, a player
cut 30 seconds after choosing is kept out as described, the scripted
32,000-frame play-through gives5F1DB1A8and the same sound on the
development build and Windows x64. - The Saves page was drawn in a test with a save and a copy present.
Not checked
- The Saves page's buttons were not pressed in a test: copying and putting
back are a few lines each and were read, not run. - Fights, items and many enemies appearing during an outage: the scripted
players reach the dungeon but not its enemies. - The end of a level with a departed player. By reading the game's code,
the exit counts every player standing ready, so a character left standing
may hold the others on the level. Not tested and not changed yet. - What the kept-out player sees on its screen (its program runs on with the
game's own communication error). - A real network, a phone, Linux with a window. The Linux x64 package of this
version was built and not run; 0.7.4 was run in a virtual machine. - Everything listed as not checked in 0.7.4 and before.
Install
- Windows: unpack
ShiningSource-0.7.5-windows-x64.zipand start
ShiningSource.exe. - Linux x64: unpack
ShiningSource-0.7.5-linux-x64.tar.gzand run
./ss2_linux64 your-rom.gba(no launcher yet;LINUX.txthas the settings). - Android: install
ShiningSource-0.7.5-android.apk(arm64-v8a and x86_64,
Android 5 or later; signed with a debug key, so Android asks to allow it).