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Aidyn ReChronicled 0.7.0

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@spitzdano spitzdano released this 24 Oct 23:04
· 46 commits to main since this release

Aidyn ReChronicled 0.7.0 for Linux and Windows (x86_64).

Play on Linux: download AidynReChronicled-0.7.0-linux-x86_64.tar.gz, unpack it, run bash install.sh (or
game/aidyn-rechronicled.sh in place). Needs glibc 2.38+ (any current distribution), a Vulkan driver and libdbus.

Play on Windows: download AidynReChronicled-0.7.0-windows-x86_64.zip, unpack it anywhere, run AidynReChronicled.exe. Needs
Windows 10 or 11 (64-bit) and a Vulkan driver; nothing to install (the Visual C++ runtime is included).

Put your own NTSC-U 1.0 ROM (.z64) in the download's ROMs folder, and the Aidyn Patch / Aidyn Plus ones if
you have them, under any names: the game finds them by their contents (without one, the first start asks for it).
The README in the download has the rest: controls, Aidyn Patch, settings, adding it to Steam.

Contains no game data. Includes the newly painted art (portraits, item and slot icons, button prompts, HUD
pieces, world textures); the HD menu and world texture packs (upscales of the game's own pictures) aren't part of it.

What's new since 0.6.0

  • An icon of its own for every item: 175 items that shared 31 icons (every shield one shield, every ring one ring,
    every map one parchment) each have their own painted one now.
  • Potions told apart: every potion has its own colour (Fire Flask orange, Sleep Gas lavender, Antidote green,
    Stealth dusky violet...; Healing keeps its red), in the inventory, the shops and the combat item menu. Scrolls and
    wands take the colour of their spell's school (Chaos red, Elemental amber, Naming green, Necromancy violet, Star
    blue).
  • The last world textures redrawn: the glows, smoke and spell effects that were still upscales (69 of them) are
    now redrawn smoothly from the originals, so 2,113 of the game's 2,115 world textures are hand-made.
  • The world map repainted: the map page's land, revealed region by region as you find each map, is newly painted
    in the page's sepia ink: forests, hills, towns and roads.
  • What a spell or potion does, in combat: while a spell is highlighted in the held X menu, or a potion or an
    item's spell in the held Y menu, its description shows beside the menu (above it in 4:3), the same text as the
    pause menu's Details. It hides with the combat log.
  • Characters at the edges of a widescreen picture: people, creatures and props near the sides of a wide screen
    were left undrawn (the game only drew what a 4:3 picture showed). They now show right to the edge.
  • More button hints: Open on the map page, Scroll and Close in the journal, Leave in the shops, and Use on
    Alchemist, Healer and Mechanic in the skills list. Details on the inventory page is drawn like the other hints.
  • Icons for the weapon skills and Shield in the skills lists (Axe, Bow, Pike, Sword, Thrown, Shield).
  • The minimap sits at the screen's right edge with the rest of the HUD, its rooms redrawn crisply; the menus'
    panels are repainted, and the lists' scroll arrows are crisp arrows in the hints' ink.
  • Save and Load screens: the saves keep their full-size pictures; the titles are redrawn.
  • Loot no longer flickers half see-through as you walk up to it.
  • Emulator saves: a Mupen64Plus .mpk (all four controllers' paks in one file; RMG and simple64 too) or a
    RetroArch .srm copied in as aidyn.mpk now works: the game takes the pak with an Aidyn save from it and keeps
    the whole original in backups/, also when it is put in while the game runs. Project64's and ares' paks worked
    already.
  • The manual (F1) lists what Aidyn Plus changes, read from your own Aidyn Plus ROM: its spells, weapons, armour
    and shields, other items, every creature's level, weaknesses and resistances, training costs and potions.
  • Combat log in 4:3 steps out of the way while the held X or Y menu is open.
  • More room to draw: a forest frame with the wider picture, the far map cells and the HUD already filled three
    quarters of the game's display list, and a busier one would have stopped the game ("GLIST OVERWRITE"). The lists are
    twice as big now, and the log notes any frame that comes close.
  • Fixes: a model whose texture was damaged in memory is now skipped for a frame instead of stopping the game; the
    combat controls card no longer shows under the Train screen; the inventory page's list titles sit between their
    rule lines.
  • Release notes in every download: RELEASE-NOTES.md, next to the README, has what each release changed, newest
    first.

Known issue: a save carried over from the original or Aidyn Patch into Aidyn Plus can crash it while loading
(their databases differ: #31). Keep each version's saves to itself.

Already installed on Linux? Unpack this release and run bash install.sh again: it replaces the game and keeps your
saves, settings and ROMs. On Windows, unpack it over the old folder or into a new one: your saves and settings are in
%APPDATA%, not in the game's folder.

Built from 1ec8bb8. SHA-256: 52b5a93971b0ec4c3bc6c0403369b5eadab27e498f33804801f60c063ae2b839 (Linux)
500d3ef06685e6c7363aebe280104b419f7ae3c419cf47bc521d25df1fab7f3e (Windows)