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1.03

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@PPrism PPrism released this 30 Apr 09:16

v1.03 release of TerrariaOGC

Main Changes:

  • Debug mode has been ported from the pre-release Xbox 360 prototype.
    • Controls, commands, and functions can all be found in Main.cs.
  • Some minor formatting changes

No update is needed to TCCS for this release.

1.02

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@PPrism PPrism released this 23 Mar 13:15

v1.02 release of TerrariaOGC

Main Changes:

  • Character Select accounts for older player files and marks them unusable (so a v1.01 character won't be deleted if you go to initial release).
  • Massive amounts of refactoring and magic number removal in preparation for 1.2
  • Parity and optimisation to various functions
  • Updated save/load handling
  • Other minor things I've probably forgotten.

I know it isn't much considering the time taken between releases, but it is just due to the time I have free to work on this, the sheer effort required to make even small amounts of progress, and motivation being a gradual stream. Unless something critical pops up, next version will be the 1.2 content, since I cannot think of anything else needing attention. This was mainly since I needed to get this refactoring done before the big stuff can happen.

No update is needed to TCCS for this release.

Addressing an elephant:

Between this release and v1.01 of TerrariaOGC, a substantial source leak occurred for a similar title for the same consoles that is no longer playable on modern platforms (ever heard of Minecraft?), which elevated efforts in preservation, decompilation, and porting to new heights.

This got me thinking about what would happen if a similar event occurs for Terraria (specifically the versions made by Engine Software), and I have decided that I would archive this branch in favour of a new one that includes the C++ framework (presumably the E.NET engine) found in those versions. That way TerrariaOGC continues, but the work to match features and functionality in the original language does not get lost.

1.01

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@PPrism PPrism released this 07 Jul 11:42

v1.01 release of TerrariaOGC

Main Changes:

  • Xbox One graphics are now fully included for HD mode.
  • Music is now played back externally per file, rather than through an incorporated wave bank.
    • This means music could be smaller in size as TCCS will compress music in MS-ADPCM format.
    • TCCS will also place the music tracks in an 'ExtMusic' folder where it can be used in-game or easily replaced with other tracks.
  • Controls have been adjusted.
  • Zooming has been improved.
  • Lidgren no longer requires building, only attaching to FNA.
  • FNA no longer requires modification as reflection for SpriteFont is now implemented.
  • Build instructions have been updated.

Regarding Console 1.2:

Currently, very little progress has been made due to time, but some hurdles have been overcome, such as:

  • Save file values have been located, and the process has been reverse-engineered
  • v1.03 sprites fully mapped
  • v1.03 recipes extracted
  • Some exclusive functionality decompiled (e.g., 'You were slain' animation, Crafting menu stars, Extended camera)

It isn't a lot, but it should make the process a tad quicker, although it will still be a long way away since I am the only person on the project.
Currently, I need to work on the player-relative sprites, as anything related to that (Armour, Hair, even Body) has been split from a sheet and drawn individually on demand.

I also intend to add some features to modernise the experience across the versions, although some would be exclusive to the 1.2 versions.
These features would also be completely optional and adjusted in the 'Settings.ini' file.
Examples on the board currently are:

  • Adjusted Console-exclusives (items and enemies, behaviours and spawns)
  • New Ocram A.I.
  • Getting the choice to also use the Mobile version's tutorial
  • Something like expert mode (probably just increasing the difficulty in some ways as opposed to going the PC 1.3 route.)

1.0

1.0

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@PPrism PPrism released this 07 Jul 08:46

Initial release of TerrariaOGC