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v0.2.0: Neo Drift Out on the generic runtime, with sound and gamepads

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@sp00nznet sp00nznet released this 21 Oct 00:07

Added

  • Gamepads: the toolkit is pinned at neogeorecomp v0.2.0 (af96b2b), which reads up to two SDL2 gamepads as players 1 and 2 (neogeorecomp #6).
  • Sound: the toolkit is pinned at neogeorecomp #3 (YM2610 synthesis through ymfm). The window plays it, --wav FILE writes it, --mute silences it. The build now enables C++ for ymfm, and setup.sh checks for g++. Sound is by @danilopaulinodasilva (neogeorecomp #3).
  • CI: builds the interpreter-only player on Ubuntu, Windows and macOS on every push and PR.
  • Installer (recomp-launcher): launcher/launcher.json and the installer workflow build Neo-Drift-Out-Installer for Windows, Linux and macOS on every push; a v* tag attaches them to the release.
  • setup.sh runs on macOS (Homebrew), and both setup scripts print [n/N] steps for the installer's progress bar. On Windows, installing Git or CMake no longer stops setup for a rerun.

Changed

  • Ported to the generic neogeorecomp runtime (neogeorecomp #1). The game boots through the real MVS BIOS and races on recompiled 68000 code; the repo holds only the ROM layout and test scripts.

Added

  • neodrift_recomp generator (NEODRIFT_ROM_DIR), profile target, tests/coin_start.txt and tests/play_long.txt.
  • Setup.cmd / setup.sh quick start, neogeorecomp as a submodule, toolkit.ref.
  • README with Getting Started and screenshots; docs/game-notes.md.

Removed

  • The hand-lifted routines, the generated src/autorecomp, the old Python generator, and the per-game runtime overrides (forced palettes, forced shrink, BIOS state pokes).
  • ROM files, generated code and build output from the repository history (rewritten 2026-09-29).

Installers (Windows, Linux, macOS) are attached below once the installer workflow finishes. They hold no game data: pick the folder with your own MAME zips and they build the game on your machine. Built on neogeorecomp v0.2.0.