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Releases: mszula/wacki

v1.2.3

19 Jun 08:29

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🐛 Bug Fixes

  • Draw EFLAG_DOUBLED sprites at 2× (komora3 atom-bomb explosion)

Full Changelog: v1.2.2...v1.2.3

v1.2.2

19 Jun 06:56

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🐛 Bug Fixes

  • Persist all one-shot BG bakes via accumulating layer

Full Changelog: v1.2.1...v1.2.2

v1.2.1

17 Jun 21:59

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🚀 Features

  • Rebuild as platform hub with per-platform pages

🐛 Bug Fixes

  • Quiet by default in release, add WACKI_LOG_LEVEL override
  • Data-driven layered room music from Wacky.scr [sampl]
  • Play picked stage's intro AVI after chapter-select
  • Clear pre-roll input so transition AVIs aren't skipped
  • Resolve data files case-insensitively on case-sensitive FS
  • Unify 'where to get the game' framing across pages

📚 Documentation

  • Unify game year to 1998, fix cross-doc inconsistencies, reorganize README
  • Clarify Android controls — both buttons on the right
  • Add Android section to README
  • Job name + README — CI builds signed release, not debug

Full Changelog: v1.2.0...v1.2.1

v1.2.0

16 Jun 22:28

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🚀 Features

  • Full-window layout — game centred, controls in side panels
  • Route engine log to logcat
  • On-screen touch controls in the letterbox bars
  • Add Android to the landing page
  • Rename package to pl.mszula.wacki + release signing
  • Read data in place via SAF (no copy)
  • Tab switches active actor (keyboard/emulator)
  • SDL2 port — Gradle/CMake project, touch HAL, CI APK

🐛 Bug Fixes

  • Overlay owns all touch, canvas-normalized mapping
  • Place touch controls in canvas (logical) space
  • Cursor via SDL touch-mouse synth; auto versionCode
  • Convert touch via SDL_RenderWindowToLogical (scale drift)
  • Base touch coords on window size + add diagnostic log
  • White side bars after adding the touch overlay
  • Drop bold on 'Androidem 7+' in the FAQ
  • Force landscape from launch
  • Inset icon art so the title isn't cropped
  • Adaptive launcher icon from cover art
  • Install Android SDK via setup-android action
  • Install native build-essential in the portmaster cross-build

📚 Documentation

  • Controls — synth clicks + bars overlay is phone-only

🔧 Build & CI

  • Build signed release APK whenever the keystore is present
  • Cross-compile instead of QEMU + parallel arch matrix

🧹 Maintenance

  • Drop temporary full-window touch debug log

📝 Other

  • tweak: Full game name as app label
  • tweak: Centre LMB vertically, stack RMB above it
  • debug: Draw red cross at where the app receives a touch
  • revert: Keep touch controls in the letterbox bars
  • debug: Log control-zone touch coords to fix overlay hit-test
  • debug: Draw crosshair at engine cursor (g_mouse) to localize drift

Full Changelog: v1.1.0...v1.2.0

v1.1.0

14 Jun 21:52

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🚀 Features

  • Ship PlayStation 2 as a downloadable platform
  • SEO — structured data, sitemap, robots, manifest, 404
  • Migrate landing page to Hugo + add downloads stats page

🐛 Bug Fixes

  • Hold the frame during komnata load (no new-assets-on-old-bg flash)
  • Skip fileXioOpen on device-less paths — no more "Unknown device" spam
  • Nudge 480p display down (PCSX2 VGA top-clip)
  • Alignment-safe entity-slot access — unaligned u32 trapped on R5900
  • Lip-sync (+ SFX cleanup, dialog stop) gated on the SDL device handle

🎮 Engine & Gameplay

17 commits
  • Carry master fixes through the HAL refactor (rebase)
  • Eliminate the last WACKI_HANDHELD #ifdefs from sdl/
  • Give the platform interfaces a single declaration point
  • Remove the last MIYOO/PORTMASTER/gamepad #ifdefs from sdl/ via hooks
  • Split platform_ps2.c into src/platform/ps2/{system,storage,video,audio}
  • Relocate the flat platform_* files into src/platform//
  • Lift the AVI cutscene audio device into the audio HAL
  • Gate gameplay keybinding on an input-capability HAL
  • Unify standalone WAV file read through cygio (de-PS2 audio.c)
  • Route dcache-flush + bring-up trace through the system HAL
  • Move process lifecycle behind a system HAL, finish the migration
  • Move video output behind a video HAL, de-PS2 platform_sdl.c
  • Move the FLIC cutscene reader behind the storage HAL
  • Move the audio device behind an audio HAL
  • Split the cygio file-I/O backends, finish the storage HAL
  • Move data-root discovery behind the storage HAL
  • Introduce storage HAL, move save behind plat_save_*

📚 Documentation

  • Fix stale file/symbol references after the platform reorg
  • Translate badge labels to English
  • Add downloads/version/license shields.io badges

🔧 Build & CI

  • Dedup cross-build scripts + CI, add PS2 coverage
  • Split Makefile into mk/.mk per platform

🧹 Maintenance

  • Drop compile-time video-mode flags + stale probes; platform-hal.md po polsku
  • Gitignore .claude/ local tool state

📝 Other

27 commits
  • port: Boot-time video-mode picker (PAL / NTSC / 480p)
  • core: Rename s_mouse_x/y → g_mouse_x/y (naming convention)
  • core: Consolidate cursor + display-knob globals into globals.h
  • port: Boot + run from a USB stick on real hardware (BDM mass-storage)
  • port: Video-mode test builds — PAL/480p/576p flags + letterbox + modes script
  • port: USB HID mouse → cursor + clicks (usbd + ps2mouse)
  • port: Bake the build version into the Docker build (was "unknown")
  • port: SyncDCache the music_stream ring (fileXio DMA bypasses EE cache)
  • port: Name the memory-card save folder after the serial (WACK-00101)
  • port: Give the disc a title serial — WACK-00101
  • port: Async read-ahead for cutscenes — no more FLIC stutter off disc
  • port: Real save title + cover-art icon in the BIOS browser
  • port: Write icon.sys + 3D icon.ico for the save (no more "Corrupted Data")
  • port: Saves to the memory card (libmc)
  • port: Left analog stick → cursor (enable DualShock analog mode)
  • port: Cutscene (AVI) audio through audsrv
  • port: Play FLIC/AVI cutscenes — buffered fileXio reader
  • port: Native audsrv audio — SFX, dialog, in-game music
  • port: Keep progressive 480p behind a flag; default to 448i
  • port: Native gsKit hardware-palette present — 6→30 fps
  • port: Frame profiling — 6 fps is the EE-side 8bpp->ARGB expansion
  • port: File I/O via fileXio — the game boots, loads, and plays
  • port: Bring-up instrumentation + PINE file-I/O probe rig
  • port: Run silent — SDL audio (audsrv) wedges the IOP
  • port: Bootable ISO with cdrom0: data + path normalization
  • port: Broaden host:/host0: data paths for PCSX2 HostFS
  • port: Experimental PlayStation 2 target (ps2dev + SDL2-PS2)

Full Changelog: v1.0.4...v1.1.0

v1.0.4

13 Jun 20:38

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🐛 Bug Fixes

  • Find data/ next to a translocated .app bundle

Full Changelog: v1.0.3...v1.0.4

v1.0.3

13 Jun 20:16

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🐛 Bug Fixes

  • Resample AVI audio explicitly to the device rate

Full Changelog: v1.0.2...v1.0.3

v1.0.2

13 Jun 18:27

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🐛 Bug Fixes

  • Bake real version into the Windows build
  • Pin AVI playback rate so Windows doesn't replay too fast

Full Changelog: v1.0.1...v1.0.2

v1.0.1

12 Jun 05:42

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🐛 Bug Fixes

  • Pump enter-script settle ticks unconditionally
  • Correct OG/meta tags for social validators

Full Changelog: v1.0.0...v1.0.1

v1.0.0

11 Jun 11:38

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🚀 Features

  • Add retro nixie-tube hit counter to footer
  • Add Umami analytics + click events on key CTAs

🐛 Bug Fixes

  • Memmove for overlapping in-place raw copy
  • Seed virtual cursor position so handheld cursor starts centred
  • Bake real version into Miyoo build + fetch tags in CI

🔧 Build & CI

  • Deploy Pages on tagged release via explicit dispatch

🧹 Maintenance

  • Stream large menu BGM via ring buffer (new music_stream module)
  • RAM asset cache + held archive handle + menu preload

Full Changelog: v0.1.4...v1.0.0