Releases: angree/AmiXcom
Release list
AmiXcom 0.5.6 - loading splash
AmiXcom 0.5.6 — loading splash
- Loading screen with a real progress bar: one of six backgrounds (baked into the executable), AmiXcom logo, palette fade in/out, and a bar that tracks actual load time — ticks per ruleset file, resource file, sound CAT and even inside the language parse. No more staring at a black screen for three minutes.
- Screen opens all-black (no Intuition grey/red flash); title bar has fixed game-style colours on every background.
- "PORT MADE BY GRZEGORZ KORYCKI" on the title screen.
Everything else as in 0.5.5. No X-COM game data included — copy your own UFO/TFTD files into data/UFO / data/TFTD.
AmiXcom 0.5.5 - keyboard fix
AmiXcom 0.5.5 — keyboard fix
- Keyboard works. Text entry typed the same character no matter which key was
pressed (usuallyr): the raw-keycode lookup table scan was miscompiled by the
cross-gcc at -O1 — a search for one key returned another key's entry. The lookup
is now a direct 128-entry map, pinned to -O0. Typing, shift and all bound keys
behave normally. - "PORT MADE BY GRZEGORZ KORYCKI" credit on the title screen (also in the
refreshed 0.5.0 archive).
Everything else as in 0.5.0 (see its notes: save ~7x, load ~4x, globe 3D ~10x).
No X-COM game data included — copy your own UFO/TFTD files into data/UFO / data/TFTD.
AmiXcom 0.5.0 - save ~7x, load ~4x, globe 3D ~10x
AmiXcom 0.5.0 — big speed release
Everything measured on the reference machine: 68020, no JIT, CPU throttled -70% (real-hardware-class).
Saving & loading
- Battle save: 45–60 s → ~8 s. Fixed yaml-cpp scalar conversion (a
std::stringstreamper value), quadratic node-pool merging, replaced the YAML emitter with a direct writer, and the battle state now serializes straight to text without building a node tree. Saves remain plain YAML. - Battle load: ~90 s → ~20–25 s. The Geoscape built under the battle no longer computes the whole globe up front; shadow tables come precomputed from
data/common/earthfix.dat. - Fixed load crashes: 64-bit RNG seed ("bad conversion") and the tile-serialization key format (
returncode 127).
Globe 3D (~10x)
- Geometry recache in integer Q1.14 fixed point with vertex trig precomputed once — rotation and zoom no longer run hundreds of soft-float sin/cos.
- First zoom to any level used to stall ~5 s computing shadow normals — now read from
earthfix.dat(generated at build time). - Day/night shadow at half resolution (2×2 blocks, per-pixel palette), radar circles in pure vector math (12 trig per circle instead of ~250), country/circle lines walk in 16.16 fixed point.
- Dogfight zoom jumps in one step (reaching an interception took 30–60 s of animated zoom).
- Flat sun-shaded water polygons instead of textures (option
amigaFlatGlobe: 1, set0in options.cfg for the old textured look).
Other
- Dirty rectangles in the SDL shim: unchanged frames skip chunky-to-planar entirely.
- The game starts detached (
Run <NIL:), the CLI closes and Workbench stays visible — its gauge shows the port currently needs ~50 MB RAM. - 0.3.5–0.3.7 were internal steps; this release includes everything since 0.3.0.
Known issues
- Load still ~20 s (yaml parse dominates) — next target.
- Save-list dates show "????" (cosmetic).
- No music yet (basic sound effects work); RTG build untested; 32 MB machines do not load the game.
No X-COM game data included — copy your own UFO/TFTD files into data/UFO / data/TFTD.
AmiXcom 0.3.0 alpha
Third alpha: the battlescape is now playable. Made with Claude Code.
Changes:
- a unit step cost ~6 seconds of recalculation - now ~0.3 s:
- field of view is fully recomputed only for the unit that moved; everyone else just re-checks that one unit
- fog of war reveals incrementally (tiles already swept from the previous position are skipped); selectable in the Amiga tab: Fast / Accurate / Test
- turning mid-walk no longer re-reveals the whole cone
- unit lighting in pure integer math (~5x)
- battlescape map renderer: ~100 ms -> ~10-16 ms per frame (sprite shading rewritten in plain C with a transparent-pixel skip and a no-shade copy path)
- battle animation rate option (Amiga tab), default halved - frees a lot of CPU
- Amiga options tab now holds 4 settings: screen title bar, mouse pointer, map reveal mode, battle animation speed
- reaction fire, enemy spotting and fog behaviour preserved; report anything odd
Still true: complete alpha, no guarantee a full game plays through; no sound; keyboard text entry broken (mouse works); needs a lot of fast RAM (256 MB tested); AGA only (RTG build untested); saving takes ~1 min; temporary performance probes still log to oxc.log on purpose. No X-COM game data included - copy your PC game folders into data/UFO/ and/or data/TFTD/ (see README).
AmiXcom 0.2.0 alpha
Second alpha. Geoscape went from ~5 fps to ~40 fps on an 040/40-class machine (no JIT), still with the whole screen redrawn every frame. Made with Claude Code.
Changes:
- globe repaints only when something actually changed (rotation, zoom, sun moving the terminator, radar circles); an idle globe costs only the blinking markers
- day/night shadow computed in fixed point instead of ROM soft-float doubles (~280 ms -> ~20 ms per repaint)
- colorkey blits: 4-pixels-at-a-time compare + per-surface span cache - transparent pixels cost nothing
- removed a forced 20 ms sleep the engine took every frame (SDL_Delay(1) rounded up to a full Amiga clock tick)
- new "Amiga" options tab (first tab): Amiga screen title bar on/off, mouse pointer original / Amiga-only; both ON by default
- with the bar on, the screen opens taller (320x211) so the full 320x200 game area stays visible and mouse coordinates map 1:1
- screen bar title comes from the game (name + version from one source)
- Workbench icons included; the tool icons carry the 1 MB stack the game needs
- FPS counter on by default (top-left; measurement aid while the port is optimised)
Still true from 0.1.0: complete alpha, no guarantee a full game plays through; no sound; keyboard text entry broken (mouse works); needs a lot of fast RAM (256 MB tested, 32 MB does not load); AGA only (RTG build included, untested); saving a game takes ~1 min. No X-COM game data included - copy your PC game folders into data/UFO/ and/or data/TFTD/ (see README).
AmiXcom 0.1.0 alpha
First public build of AmiXcom — OpenXcom (UFO: Enemy Unknown + Terror from the Deep) running natively on classic Amiga: 68020+ without FPU, AGA, AmigaOS 3.x. Made with Claude Code.
Complete alpha. The whole game path works (menu → new game → Geoscape → base → Battlescape), but it has only been tested for a few hours in WinUAE. No guarantee that a full game plays through.
Known problems (details in README):
- Geoscape globe is slow
- no dirty rectangles: full-screen c2p every frame caps everything at ~25 fps
- AGA only (320x200, 8-bit); RTG build included but untested
- no sound / music yet
- keyboard text entry broken (mouse works)
- needs a lot of fast RAM (tested with 256 MB; 32 MB runs out while loading)
- FPS counter in the corner is intentional for now
- untested on real hardware
No X-COM game data is included. Unpack, copy your PC game folders into data/UFO/ and/or data/TFTD/ (see README), execute run from a Shell.