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Releases: pedrocatalao/skyroads-sdl
Release list
1.6 → Xmas Special & Track editor
Adds the SkyRoads Xmas Special alongside the original game. When the Xmas data is present, the main menu now offers X to switch between classic SkyRoads and the 1994 holiday edition with 30 more roads, festive art and music.
Also adds Bluemoon's original track editor to the native port. Press E from the main menu to edit roads, test-fly them with the real physics, and save custom .ro road files in the app preferences directory.
The release updates the bundled game-data fetch and macOS app packaging for the expanded data set, refreshes the README and GitHub Pages copy for the complete native bundle, and stops publishing .dxm module artifacts in CI.
1.5 → DXM core module
Adds a loadable DXM core module (skyroads.dxm) alongside the standalone builds, for macOS (universal), Linux and Windows on x86_64 and arm64.
The module is self-contained: it carries the shared DXM adapter inside it and links no SDL and no threading library of its own, so it loads on every platform the standalone supports. CI verifies that on each build.
Also fixes a crash reachable only when the game is run twice in one process: stale segment handles surviving assets_reset_state let a later write land on an expanded phase block.
1.4 → now on Windows
The platform trifecta is complete: SkyRoads now runs natively on Windows too - x86_64 and ARM64, self-contained zips with the game data and all DLLs bundled. Unzip, double-click, fly. No installer, no dependencies.
New
- Windows support (x86_64 and ARM64) - built with MinGW via MSYS2; build instructions in the README
- Prebuilt Windows zips, fully self-contained: game data, SDL2 and runtime DLLs included
- CI now builds and attaches all five release binaries: macOS universal, Linux x86_64/ARM64, Windows x86_64/ARM64
- Per-platform build badges in the README
Downloads
skyroads-macos-universal.zip- macOS universal app (Apple Silicon & Intel)skyroads-linux-x86_64.tar.gz/skyroads-linux-arm64.tar.gz- Linux, self-containedskyroads-windows-x86_64.zip/skyroads-windows-arm64.zip- Windows, self-contained
1.3 → now on Linux
SkyRoads goes cross-platform: this release adds native Linux support with prebuilt, fully self-contained binaries for x86_64 and ARM64 - download, untar, ./skyroads. Game data and SDL2 are bundled; nothing to install.
New
- Linux support (x86_64 and ARM64, verified on Ubuntu) - thanks to Timár Csaba (@xcom169) for the first Linux patches
- Prebuilt Linux tarballs, fully self-contained: game data and SDL2 included, no packages needed (built on Ubuntu 24.04; needs a comparably recent glibc)
make_linux.shbuild script;get_data.shsplit out and shared by both platforms- CI now builds every release: macOS universal app + both Linux tarballs
Changed
- Sound effects are louder (+4 dB) relative to the music - the jumps and explosions no longer get buried (#3)
- The game now finds its data automatically (next to the executable, in
data/, or in the working directory) - no path argument needed
Downloads
SkyRoads.zip- macOS universal app (Apple Silicon & Intel)skyroads-linux-x86_64.tar.gz/skyroads-linux-arm64.tar.gz- Linux, fully self-contained
1.2
SkyRoads v1.2
If v1.1 didn't launch on your Mac, this release fixes it — please update.
Fixed
- The app now runs on any Mac. Previous releases only worked on machines
that happened to have Homebrew's SDL2 installed — everyone else got a
"damaged or missing library" failure at launch. SkyRoads.app now embeds its
own SDL2 framework and is fully self-contained. - Universal binary: native on both Apple Silicon (arm64) and Intel
(x86_64) Macs. Previous releases were Apple Silicon only.
Improved
- CRT mode (F10): phosphor trails retuned to be actually visible — bright,
fast-moving objects leave a subtle motion streak, like a real slow-phosphor
monitor. - Building from source is now a single command:
./make_app.shfetches the
freeware game data and soundfont automatically, then builds the app.
Install
Download SkyRoads.zip below, unzip, move SkyRoads.app anywhere,
right-click → Open the first time (the app isn't notarized).
Full changelog: 1.1...1.2
1.1
SkyRoads v1.1
Quality-of-life update based on first-release feedback.
New
- Pause: press P to pause/unpause during a run. The game freezes
exactly where it is — no physics catch-up lurch on resume — with an
on-screenPAUSEindicator (music keeps playing). - Menus honor key repeat: hold an arrow key in the road-select and
menus to scroll continuously, matching the original DOS typematic feel.
Repeat rate follows your macOS keyboard settings. The road-select
column flow (down through column one into column two, left/right to
jump columns or snap to top/bottom) behaves exactly like 1993.
Docs
- README: animated gameplay clip rendered by the port's own engine,
app icon header, download link, clearer install instructions.
1.0
SkyRoads v1.0 — native macOS port
The complete 1993 Bluemoon classic, running natively on Apple Silicon.
No DOSBox, no emulation — the original engine rewritten in portable C + SDL2.
What's in the box
- The full game: all 10 worlds / 30 roads, intro sequence, menus, road
select with progress tracking - Faithful engine: the 3D road renderer ported from the original 16-bit
assembly, and bit-exact fixed-point physics at the authentic 36.4 Hz tick —
including the original's hidden jump assist, slippery/burning/booster slabs,
fuel and oxygen management - Two soundtracks (F9 toggles live):
- authentic AdLib FM synthesis (Nuked-OPL3) — the default
- wavetable mode — the "AWE32 sound", sampled GM instruments
- Digitized sound effects, exactly as a SoundBlaster played them
- CRT mode (F10): scanlines, phosphor motion trails, sharp-bilinear scaling
- Fullscreen (Cmd-F / F11), resizable window, progress saved to
~/Library/Application Support