Releases: alekszverr-jpg/quake2-ps2
Release list
v0.1.0-alpha.33
Diagnostic build for the bunk1 distance-dependent WAL mipmap corruption. GAME -> TEST MAP now offers WORLD MIP MODE: OFF, AUTO, and forced LEVEL 0 through LEVEL 3. Test each forced level at the reported grate wall, then return to AUTO.
v0.1.0-alpha.32
Fixes the alpha.31 black-screen startup hang by sending the GS FINISH completion barrier as a separate normal GIF packet after the texture-upload DMA chain. Validation target: start normally, load bunk1, keep WORLD MIPMAPS enabled, and retest the distance-dependent grate-wall corruption.
v0.1.0-alpha.31
BROKEN / SUPERSEDED: this build can hang on a black screen during the first texture upload. Use v0.1.0-alpha.32 or newer.
v0.1.0-alpha.30
Diagnostic build for the distance-dependent vertical strips reported on bunk1 (Ammo Depot). GAME -> TEST MAP now includes a live WORLD MIPMAPS YES/NO switch usable entirely from the gamepad. Compare the same wall while moving with YES, then switch to NO and repeat; this separates GS mip/LOD corruption from BSP geometry or 16-bit depth behavior. Default remains YES.
v0.1.0-alpha.29
Adds GAME -> TEST MAP, a gamepad-accessible selector for all 39 base-game campaign maps. Select with left/right and launch with LOAD SELECTED MAP; it works from the title screen or an active game without using the console. Includes ware1 and ware2 for rapid warehouse renderer testing. SHA-256: 5F18A6A5C0FD56D7DC5DE198A60704939793D1C0D91471D3C912FB73E3635954
v0.1.0-alpha.28
Fixes the warehouse transition failing to allocate its 6,309,136-byte BSP hunk. Obsolete alias/sprite models and level textures are now evicted before the new world loads; persistent UI Pics remain cached. Stale 3D loading frames are suppressed until registration completes. Validation focus: repeat the warehouse transition, then continue to the next map and verify models, textures, glass, water and particles. SHA-256: 01B2FDB53B1B174C561355C3FD57D12BDD8D27A26D1E6B469124F22564D38A22
v0.1.0-alpha.27
Long-session EE heap stability build. Adaptive BSP lighting now uses at most sixteen 96 KB arenas instead of thousands of per-triangle allocations. If another arena cannot be allocated, lighting falls back to the scratch path instead of aborting. Validation focus: Base1 -> Base2 -> Base3 transitions and unchanged lighting/glass/water/particles. SHA-256: 840486488E0ADC92F832DAEE21EC7B89A64EEDB4360C5E7206644F61F80F1058
v0.1.0-alpha.26
Recovery release for the catastrophic polygon artifacts in alpha.24 and alpha.25.
- Fully restores the validated alpha.23 nine-qword VU1 packet.
- Removes all per-batch ZBUF programming and the depthWrite API.
- Draws translucent BSP surfaces before particles to avoid liquid cut-outs without changing GS depth state.
SHA-256: C9A38F2A4965FCE41969BE6F4D8CF75FAC6448340CA3F5F234DB2829CF2405BB
v0.1.0-alpha.25 (broken; use alpha.26)
WARNING: this build still produces catastrophic blue polygon artifacts. Use v0.1.0-alpha.26 instead.
Hotfix for the catastrophic polygon corruption introduced by alpha.24. - Fixes the VU1 LQI/SQI load hazard while copying the tenth GIF tag. - Retains alpha.24 particle depth-test behavior without writing particle triangles to Z. - Packet size and VU register pressure are unchanged. SHA-256: CC6AABF5DC8578CFB4184CFB9C193BDD0A82FAF8CC6686175316CE8500E51333
v0.1.0-alpha.24 (broken; use alpha.25)
WARNING: this build has a VU1 GIF-tag hazard that can produce catastrophic polygon artifacts. Use v0.1.0-alpha.25 instead.
Fixes triangular particle cut-outs over turbulent water, lava, and slime. - Particles still depth-test against walls and world geometry. - Particle batches no longer write their triangle shape into the GS Z-buffer. - Every VU1 batch now restores its own ZBUF write state explicitly. - Base 3 glass and liquid rendering paths remain unchanged. SHA-256: 31936758DC05B9881F66393EBC56D9B404E2263647098E0B2CE59B673EA40D30