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0.7
Pre-releaseNew features!
Both games now support English, Spanish, Italian, French and German.
- Pick a flag under each game in the launcher. The two games can use different languages, and each language needs its matching ROM.
- The added in-game settings, F1 menu, trackers and custom-battle questions use the game's selected language too. Build and save-conversion questions in the launcher follow the flag for the game you're building.
- Each language keeps its own saves and savestates, so switching flags keeps your progress separate.
- Fixed translated settings slipping back into English when selected, and labels running out of room in the original menus.
Bringing your English save along
After building a new language, the launcher can offer to copy your English in-game save across. It keeps the English original, won't replace an existing save in the new language, and remembers if you say no.
This only transfers in-game saves. F-key savestates do not transfer between languages. Your old states stay with their original language. When you load a converted in-game save, your characters return to the nearest sanctuary.
Djinn Tracker
A little window to help you keep track of who's still missing, in both games. Turn it on in the launcher's settings or under F1 → Game.
- Djinn are grouped by element, with a count for each one.
- Djinn you've found show their picture. Missing ones show as question marks; point at one to see where to look.
- If you'd rather see everyone, turn on Djinn Tracker: show all Djinn. Missing Djinn then keep their name and picture, dimmed.
- Click an element's heading to fold it away. The tracker remembers which sections you've folded.
Treasure Tracker
Both games also get a checklist of treasures, grouped by location. Turn it on beside the Djinn Tracker in the launcher or under F1 → Game.
- Treasures are ticked and dimmed once you've taken them, with counts for each place.
- The place you're in opens automatically when you arrive. Other places can be folded away.
- Chests only hides other pickups. Contents shows what each treasure holds, if you don't mind knowing before you open it.
Both tracker windows can be moved and resized. With OpenGL you can drag them outside the game window; with Direct3D they stay inside it.
Choose your Battle Mode opponents
You can now put together your own fights in both games' Battle Arenas.
- The receptionist offers to let you choose your opponents: how many, which monsters, and whether they fight at their normal strength or match your party.
- A monster list with battle pictures lets you see what you're picking, with a separate page for bosses and a review before the fight starts.
- An unfinished save offers opponents according to your progress. Clear Data opens the full list.
- The list only offers combinations that fit the game's battle formation.
- Fixed crowded custom fights corrupting other sprites, and large monsters such as Kraken losing half their artwork. Their picker pictures now show both halves too.
- Custom battles also work with the translated ROMs, including the extra questions and monster picker.
- Leaving the picker with no monsters selected cancels the conversation. With monsters selected, the receptionist asks whether to fight that selection. Declining ends the conversation instead of asking you to keep adding monsters.
Choose Battle Mode opponents is on by default. Decline the offer to choose your own opponents for the usual random fight, or turn the option off in the launcher.
Enemy HP bars
Both games have an optional Enemy HP bar under F1 → Game. While choosing a target, a small red bar and HP number show how much health that enemy has left. It follows your selection and disappears when you finish picking. Off by default.
Fixed issues
The Lost Age
Jupiter Lighthouse
- Jupiter Lighthouse's beacon now reaches the top of the wider view.
Battles and Psynergy
- Supernova's explosion sparks now carry on past the original screen.
World map and ending
- Fixed the bottom corners of the wider view wobbling while flying the ship.
- The black bars when entering a town now close across the whole wider view.
- The ending's world-map flyover now shows the proper surrounding map during its zooms, instead of wrapped strips.
- Lighthouse flashes in the ending now spread and fade across the wider view without repeating the circular glow at the sides.
- Mt. Aleph's gold glow now carries into the extra space around the screen, instead of turning purple there.
Music mods
- The opening before Venus Lighthouse now uses the remastered First Book Extended recording, with its own loop.
Both games
- Long settings descriptions now scroll neatly inside their box in all five languages. Short descriptions stay still.
- F1 remembers your chosen menu size and position when you shrink the game window. Returning to a larger window or fullscreen restores that layout.
- Reduced repeated checks during play, improving Turbo, especially in The Lost Age's battles. Its speed still depends on the scene and your PC.
- Corrected the Venus Lighthouse loop using the loop points supplied by JusteD. The same correction applies when The Lost Age uses that recording.
- Remastered music now quiets for item and inn jingles and comes back up afterwards, following the game's own volume changes and fades.
- Savestates with invalid sound or save-memory values are now rejected safely, keeping the running game intact.
- Extended the map-unpacking safety net to a second unpacker involved in a reported Lost Age crash. The original cause is still being investigated; this adds protection and better evidence if it happens again.
- The player builder checks its files before clearing its work folder and refuses to clear unrelated folders.
- Windows packages now use one shared compiler for both games, rather than keeping two copies.
Thanks again to Vincent Dortel, aka JusteD, for the remastered soundtracks and his help getting the loops right.
Known issues
- Loading a savestate made at a different screen size can still garble graphics. Change between Original, Wide or Extra Wide and back to redraw the screen.
- TLA: some spell effects and most summon effects don't fully make use of the added margins.
- TLA: Raging Flood still causes a little slowdown.
- TLA: the ending still has a horizontal line during a lighthouse flash.
- TBS, Linux: one report of missing or misplaced people during the Vale boulder scene hasn't been reproducible on our test systems. If you see it, please send an F12 capture and your exact system specifications (Linux distribution, CPU, GPU and graphics driver version).