OrreLink v1.5.6
Pre-releaseSuperseded by v1.5.7 — same engine plus the who-controls-what clarity copy. Use that one.
Pre-release for testing. Supersedes v1.5.5. Not netplay-compatible with earlier versions.
Fixed — team-preview mugshots (the actual mechanism, finally)
A complete map of every portrait-drawing path in the game binary found why five straight patches missed: the preview mugshot bypasses the entire menu/element system they targeted. It is drawn by a low-level graphics routine with its own per-player texture pointer. The fix is a single branch: that routine's own built-in "no texture → draw nothing" path (what vanilla runs for an empty side) is now taken unconditionally in format sessions — one code write covering every preview layout (6v6, 3v3, 4-player), immune to reloads and races.
This release also removes the five inert patch layers from the failed attempts — they targeted lookalike screens and were pure risk. What ships is only field-proven machinery plus this one line.
Expected result: mugshot corners show the plain empty-side plate; Pokémon panels, names, icons and the connection screen's busts unchanged.
Reminder: the first boot after installing is slow to detect GBAs (cold shader cache — diagnosed, not a bug). Give it one patient boot.
| Platform | File |
|---|---|
| Android (AYN Thor etc.) | OrreLink-v1.5.6.apk |
| macOS (Apple Silicon) | OrreLink-v1.5.6-macOS-arm64.zip |
| Windows x64 | OrreLink-v1.5.6-win64.zip |
| Linux x86_64 | OrreLink-v1.5.6-linux-x86_64.AppImage |