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Golden Sun Recompiled - 0.5.1

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@Shmargus Shmargus released this 16 Oct 22:25
· 10 commits to main since this release

New: Colour Vision Settings (Both Games)

  • Added two new colour vision correction options under F1 > Video > Colour Vision!
    • Deuteranopia: Helps with red-green colour blindness.
    • Tritanopia: Helps with blue-yellow colour blindness.
  • These shift colours that are difficult to distinguish into ones that are easier to tell apart. They also work alongside any other colour settings or screen filters you're using!

Sprite Memory Improvements (The Lost Age)

Turns out, being able to see more of the world also means seeing more people than the GBA ever expected. Who would've thought?

  • In wider views, the game could run out of sprite memory, causing things like disappearing menu icons in Madra, broken dialogue portraits, or even garbled text and sprites.
  • We've added a second page of sprite memory for field characters when playing in wider views, which should prevent these issues!
  • Save states now properly preserve this extra memory, while older save states remain compatible.
  • Also fixed an issue in both games where actual sprites could disappear when passing over the spot where the game stores its unused sprites.

Graphical Fixes (The Lost Age, Extra Wide)

Been doing quite a bit of testing in TLA, and I've squashed another bunch of graphical bugs along the way.

  • Psynergy Menu: Icons should no longer randomly disappear.
  • Air's Rock: Mist now properly fills the margins without leaving black stripes behind.
  • Air's Rock: The entrance tornado now extends all the way into the margins.
  • Pillars: Fixed pillars drawing over each other in the bottom margin.
  • Yampi Desert: The haze now extends into the margins.
  • Djinn Menu: Cleaned up some weird stray shadows.
  • Caves: Fixed visible seams in the haze near the edges.
  • Ports: Water animations now continue properly into the margins instead of freezing.
  • Tremor: Fixed the camera suddenly jumping when the room expands.

Unpacker Crash (Both Games, Potential Fix!)

I think I've finally found what's causing that annoying unpacker crash that's been haunting this project.
Basically, the game has two routines that share the same spot in memory. Sometimes, a return address left behind by one routine could cause the other to jump into completely the wrong code. Which, unsurprisingly, doesn't end particularly well.

  • The game now detects when that code has been replaced and avoids returning to the old address.
  • The safety net introduced in 0.5 is still there, just in case!

I'm calling this a potential fix for now, since the crash has always been annoyingly difficult to reproduce. Hopefully this is the actual culprit and we can finally put this one to bed.

Linux Crash Reports

And finally, a fix for Linux users!
Apparently, when the game crashed on Linux, the crash reporter thought it'd be funny to crash too. The result? A nearly empty report that was about as useful as you'd expect.

  • Crash reports now save all the important information before anything else can go wrong.
  • This should mean that if the game crashes, we'll actually have something useful to investigate!

Not the most exciting change in the world, but it'll make tracking down Linux-specific issues a whole lot easier.