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Releases: kandowontu/Warp4D

Warp4D 1.1.1

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@kandowontu kandowontu released this 24 Aug 02:21

Game-profile editing is now substantially faster and easier. Click selects one 16×16 cell, drag paints a continuous selection without skipping crossed cells, and Ctrl+click or Ctrl+drag adds/removes cells. A single class and label can be applied to every unique selected pattern at once, with duplicate patterns automatically deduplicated. Selected cells and the active cell have distinct highlights, while Esc and the new Clear Cells button clear the selection. Bulk common-pattern warnings and automated additive/drag-selection regression coverage are included.

Warp4D 1.1.0

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@kandowontu kandowontu released this 23 Aug 00:24

Warp4D 1.1 makes per-projection rotation the headline feature. Every visible sheet of each 4D object has its own six-plane transform, and automatic cycling advances those sheets at distinct phases and rates instead of moving them as one rigid stack. The new Per-Projection Rotation slider controls divergence from the shared base rotation; 0° restores the original rigid-stack behavior. The central NES sprite remains readable and projection opacity remains manual. This release also hardens the Windows packager so a failed publish cannot silently reuse an older executable.

Warp4D 1.0.3

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@kandowontu kandowontu released this 22 Aug 20:16

Every projected sheet of every 4D object now carries its own six-plane rotation transform instead of sharing one rigid rotation. A new Per-Projection Rotation control sets the divergence from the base rotation (0° restores a rigid stack), and automatic cycling advances the sheets with distinct phases and rates while leaving opacity and spread under manual control. The original NES sprite remains the readable center sheet. Exact SMB render regression: 19,627 pixels changed with independent rotations and 23,370 pixels changed across the independent cycle; average smoke-render time was 8.64 ms.

Warp4D 1.0.2

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@kandowontu kandowontu released this 22 Aug 15:58

Supersedes 1.0.1 with an exact FamiDash viewport profile. The matching FamiDash ROM now reads its logical scroll coordinates directly from RAM: title and level-select screens remain anchored at (0,0), while gameplay uses FamiDash's extended X/Y coordinates. A 78-sample menu regression observed six transient raw PPU scroll values with zero reconstructed viewport movement.

Warp4D 1.0.1

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@kandowontu kandowontu released this 22 Aug 15:37

Fixes FamiDash and other raster-split games jumping between nametable pages by stabilizing transient PPU scroll samples while preserving normal gameplay scrolling and persistent scene transitions. Game-profile patterns can now also bind to visible tile artwork, preventing graphics-bank aliases between menus and gameplay. Includes the self-contained Windows x64 executable.

Warp4D 1.0.0

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@kandowontu kandowontu released this 22 Aug 14:48

First public release of the native Windows Warp4D NES object projector.\n\n- Self-contained Windows x64 executable; no .NET installation or adjacent DLLs required\n- Always starts with no ROM loaded and contains no ROM data\n- Built-in Super Mario Bros. (World) recognition profile\n- User-created, ROM-bound game profiles for other NES games\n- Six-plane 4D rotation, projection controls, native input, and DirectSound audio\n\nUsers must provide their own legally obtained NES ROM dumps.