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A first public release of TheXTech

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@Wohlstand Wohlstand released this 14 Mar 13:38
· 1184 commits to master since this release
ee3f823

Changes for TheXTech 1.3.1

Technical stuff

  • The whole code has been ported into C++, making use of libFreeImageLite, SDL2, and MixerX.
  • Built-in Editor has been removed in favor of PGE devkit
  • Full support of UTF-8 in filename paths and internal text data (original game had the only 8bit ANSI support).
  • For graphics and controlling, it uses an SDL2 library while the original game has used WinAPI calls and the GDI library.
  • It uses PGE-FL that has better file formats support.
  • Support for WLDX world maps is allowing unlimited credits lines and custom music without necessary to use a music.ini for music replacements.
  • Some LVLX exclusive features now working: vertical section wrap, two-way warps, custom "star needed" message, warp enter the event, ability to disable stars printing in HUB episodes for the specific door, ability to disable entrance scene showing when going to another level through a warp.
  • Built-in support for an episode and level wide music.ini and sounds.ini to override default music and sounds assets.
  • World maps now support a custom directory to store any specific resources like custom tiles/scenes/paths/levels and don't spam the episode root folder with world map resources anymore.
  • The Default config format is INI, old config.dat format is no more supported, mainly because of incompatible key code values (SDL_Scancode versus VirtualKeys enum of Windows API).
  • Game saves now using the SAVX format instead of a classic SAV. However, if you already have an old game save, you still can resume your game using a new engine now (next game save attempt will result in a SAVX file, old game save in SAV format will be kept untouched).
  • Game saves now saving in the "settings/game saves" folder instead of episode root to allow them to be read-only.
  • Built-in PNG support for custom and default graphics. Masked GIFs are still supported for backward compatibility, however, without making an unexpected auto-conversion.
  • Checkpoints now multi-points! You can use them in your levels multiple times without limits!
  • Make the use of a lazy-decompress algorithm to speed-up the loading of a game and reduce the whole memory usage.
  • For music and SFX, the MixerX library is used to give support for a wide amount of sound and music formats!
  • It doesn't embed any graphics: here is NO any truly hardcoded graphics, everything now representing as an external graphics!
  • Some internal limits were been expanded.
  • Built-in GIF recorder by F11 key (F10 on macOS, F11 is reserved by system UI for a "show desktop" action)

Bugfixes

  • Fixed a crash when mushroom falls into the lava
  • Fixed a division by zero error caused by a match of player and Venus Firetrap NPC centers
  • Fixed an unnecessary ability to climb invisible fences
  • Fixed a mystical speed-adding while climbing fences, caused by after standing on any moving layers
  • Attempt to fix the level data initialization which was been incomplete and caused various issues like incorrect position of moving layers