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v0.7.8

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@mstan mstan released this 09 Nov 02:29

v0.7.8 corrects Competition portrait shading and Sonic 3's ending-logo animation. Windows x64 ZIPs and Linux x86_64 AppImages are available for Sonic 3, Sonic & Knuckles, and Sonic 3 & Knuckles.

Changes in this release:

  • Competition portrait shading — Sonic 3 and Sonic 3 & Knuckles: Unselected character portraits could become fully illuminated after confirming a character and moving to the course list, especially while the portraits remained visible in the widescreen margin. The portrait renderer now respects the original sprite-priority and VDP shadow/highlight settings. The selected character stays fully lit, while the other portraits retain their intended dimming.
  • Ending-logo animation — standalone Sonic 3: Sonic could disappear beside the final logo while Tails remained visible. The ending installs an object routine through its call-return address, but that continuation was missing from the generated dispatcher. Source-derived object-handler discovery now supplies the missing entry, allowing Sonic's animation to advance normally and keeping him visible. This was checked in native and 32:9 layouts against an unmodified original-game reference.
  • Shared dependencies: The engine, CPU core, and launcher/UI dependency pins are unchanged. The fixes are in the game's renderer and Sonic 3 discovery inputs.

Validation completed for the final release packages:

  • All 21 focused tests passed on Windows and Linux. The new portrait-shading regression failed before the correction and passed afterward in both cartridge profiles.
  • All three games' actual ZIP/AppImage payloads passed launcher, attract/demo, menu, gameplay, and native-save checks.
  • All six combined-game campaign configurations passed: the base game with optional campaigns disabled, Sonic CD, Sonic CD with Mighty, imported Sonic 1 with Shadow, imported Sonic 2, and resumed Sonic Megamix progress.
  • Supported current-build states passed repeat, warm-load, and cold-load checks: Sonic 3 startup/fade scenes and active/paused Angel Island gameplay, plus active/paused Blue Spheres in all three games with native and Fit display modes.
  • Fresh Fit-to-screen defaults, preserved Off/21:9 choices, and default diagnostic recording/replay were verified without changing the source ROMs or native saves.
  • All 909 Windows/Linux comparisons matched: 111 standard package captures/fingerprints and 798 corrected-scene image, RAM, and VRAM comparisons. Before/after Competition checks also confirmed unchanged native-aspect menu images and guest RAM/VRAM.

When upgrading, preserve your settings, ROM selections, mod choices, and native save files. Fresh configurations use adaptive Fit to screen; existing display choices remain in effect. Save states are build-specific and are not expected to remain compatible across releases.

Save-state capture during credits remains unavailable in the existing state adapter. A rejected capture preserves an existing valid slot; this was verified on both operating systems.

Supply your own supported ROM. Linux packages target Ubuntu 24.04 / glibc 2.39 or a compatible newer x86_64 system with OpenGL. Use --appimage-extract-and-run when FUSE is unavailable. Older distributions and Steam Deck were not part of this validation. About and build-info.json identify the actual version and source; some bundled README version headings are stale.

Full source changes · Implementation and review