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@antoxa2584x antoxa2584x released this 24 Jun 22:01
· 5 commits to master since this release

Changelog

1.0

Added

  • Nintendo 3DS / 2DS support (1a0b2e0) — new platform backend built on
    devkitARM and libctru, driven from the same shared game core. Renders the
    playfield edge to edge at the top screen's native 400×240 (BGR555→BGR8
    rotated present) and reuses the DS dual-screen layout for the bottom-screen
    detail card and in-game minimap. Adds autostereoscopic 3D: the flat 2D
    scene is drawn once per eye with per-layer horizontal parallax (track at the
    screen plane, bike floating forward, flags popping most), scaled live by the
    3D slider; the Circle Pad mirrors the D-pad. Includes ndsp crash SFX,
    SD-card saves via stdio, tools/make_3ds_icon.py for the HOME-menu SMDH
    icon, and Makefile.3ds producing one .3dsx per mod.
  • Sony PSP support (d7e436a, ff175f7) — new platform backend built on
    pspdev / pspsdk. Renders at the LCD's native 480×272 through the Graphics
    Engine (single-buffered 5551 texture present), with sceAudio crash SFX on a
    dedicated playback thread, button + analog-stick input, and flat save files on
    the Memory Stick (ms0:/PSP/SAVEDATA/). Makefile.psp packages each mod as a
    ready-to-run <game>/EBOOT.PBP game folder with a 144×80 ICON0.PNG
    thumbnail for the PSP Game menu. The interface is drawn at 2× and reflowed
    for the larger screen, and on-screen prompts show the PSP's ✗ / ◯ glyphs
    in place of A/B (Cross = accelerate/confirm, Circle = brake/back).

Changed

  • Project restructure for multi-platform builds (bdd6ea7) — source split by
    responsibility into src/core/ (portable game code + the platform interface),
    src/generated/ (tool-generated asset headers), and src/platform/<target>/
    (one hardware-backend folder per GBA / DS / 3DS / PSP). Build outputs are now
    unified: intermediate objects under build/<platform>/ and final ROMs under
    release/<platform>/. All four Makefiles and tools/convert_assets.py were
    updated to match; the generated headers no longer depend on the GBA register
    map, so gba.h is now used only by the GBA backend.

Save compatibility

  • Saves are preserved across this release. SAVE_MAGIC is unchanged (RGD5)
    and SaveData was not modified — the new 3DS and PSP targets read the same
    save format, and existing GBA/DS progress carries over.