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Releases: stebsgb/galaforcegb

Galaforce for Game Boy v1.0.3

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@stebsgb stebsgb released this 01 Nov 22:36

Build: galaforce-1.0.3gb (MBC1 + RAM + battery, 32 KB ROM).

Changes

  • Optimisation of alien formations: Improved alien formation performance and behaviour for smoother gameplay.
  • Added boss alien completion music: Boss alien completion now plays a dedicated music track.

Galaforce for Game Boy v1.0.2

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@stebsgb stebsgb released this 01 Nov 00:27

Build: galaforce-1.0.2gb (MBC1 + RAM + battery, 32 KB ROM).

Changes

  • Zone 1 first pattern. Aliens in the first pattern of ZONE 01 now appear further apart, with a longer gap between each alien
  • Increased vertical spacing. Aliens in this pattern are spaced further apart vertically, so the drop from one row to the next is larger.
  • Explosion sprite performance. Explosion handling now limits how many explosion sprites are on screen at once, which reduces sprite load. Only one path-end (edge) explosion is shown at a time. A new one replaces the previous one.

Galaforce for Game Boy v1.0.1

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@stebsgb stebsgb released this 31 Oct 10:03

Build: galaforce-1.0.1.gb (MBC1 + RAM + battery, 32 KB ROM).

Fixes

  • High scores now save after a continue is used. Before this fix, taking a continue turned off high score recording for the rest of that game, so a high score reached after a continue was lost at game over. A game that uses continues now records its score like any other game.

Galaforce for Game Boy v1.0.0

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@stebsgb stebsgb released this 30 Oct 22:43

Build: galaforce-1.0.0.gb (MBC1 + RAM + battery, 32 KB ROM).

At some point, we have to draw a line and get things out there rather than endlessly chasing 100% perfection! :-D This is version 1.0.0!

Changes

  • New default high scores The defaults for each continue setting changed from 15000 / 30000 / 50000 / 60000 to __25000 / 50000 / 75000 / 100000.

Fixes

  • **Smart bomb fires correctly on A+B. Previously A and B had to be pressed on the same frame. Now the bomb fires when both are held and at least one was pressed this frame. The fresh-press check stops the bomb from re-firing every frame while both buttons stay held. SELECT still triggers it as before.

  • **HUD artifacts fix ** The LCD interrupt handler switches the background scroll and LCDC settings between the star field and the HUD. The change moves the top split to line 7 and makes both switches wait for HBlank, so they land cleanly on line 8 and line BOT_LINE. This should remove the visual glitches at the HUD boundary.

Galaforce for Game Boy v0.0.16

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@stebsgb stebsgb released this 29 Oct 16:31

Build: galaforce-0.0.16.gb (MBC1 + RAM + battery, 32 KB ROM).

New

  • Wave multipliers. Clear enough aliens in a pattern and the points you scored for that pattern are multiplied when it ends. Killing more than 80% of the aliens gives ×2. Killing every alien gives ×5. The multiplier is paid at the end of each pattern, not at the end of the zone.
  • Multiplier display. The X2 or X5 text flashes beside the score when a multiplier is paid.
  • Boss stage multiplier. The boss pattern is paid the same multiplier as any other pattern, so clearing it completely gives ×5.
  • Dynamic boss hit scaling. The first boss (wave 3 / ZONE 04) takes 20 hits to destroy. Later bosses (waves 7, 11, 15 / ZONES 08, 12, 16) take 25 hits. Cosmetic explosions continue during the last 5 hits for both variants.

Changes

  • Standard alien score. The four standard alien types score 10 points each. The boss scores 80 points.
  • Spawned aliens count toward the wave. Aliens created by splitting or spawning are included in the wave total, so a pattern with spawning aliens can reach 100%.
  • Cheat unlock sound. The cheat unlock sound plays at full priority, so it cuts the music.
  • Enemy bomb speed. Fast enemy bombs move 2 or 3 px per frame (was 3 or 4), so they are a little slower but still faster than the slow bombs.
  • Boss spawn logic updated. FillAlien in src/aliens.asm now uses wBossHits for type‑5 boss aliens instead of the static alien_hits table value.

Releases Galaforce for Game Boy v0.0.15

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@stebsgb stebsgb released this 29 Oct 10:28

Release note (docs/RELEASE-v0.0.15.md):

Build: galaforce-0.0.15.gb (MBC1 + RAM + battery, 32 KB ROM).

New

  • Boss explosions. Every bullet hit on the boss shows a full explosion with its sound. During the last 5 hits, explosions keep appearing one at a time over the boss, and the boss's death lasts longer.

Changes

  • Smart bomb fix. A lost life no longer resets your smart bomb. Bombs you hold stay with you, and a new bomb is added only when the boss is killed (up to 2 held).

Galaforce for Game Boy v0.0.14

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@stebsgb stebsgb released this 28 Oct 23:48

Build: galaforce-0.0.14.gb (MBC1 + RAM + battery, 32 KB ROM).

New

  • Smart bomb. Press SELECT, or A and B together, to use a smart bomb. It hits every alien on screen once, and the boss once. Spawning aliens, which take two hits, survive a bomb with one hit left.
  • Bomb supply. Each new life starts with one smart bomb. You can hold up to two. Destroying a boss gives you another.
  • Bomb display. The lower status shows the bomb icon, with X2 when you hold two.
  • Bomb sound and flash. A lower noise burst with a falling tone, and a short screen flash when the bomb goes off.
  • New enemy bomb sprites. Enemy bombs are redrawn as glowing orbs.

Changes

  • Boss zone formation. Zones 04, 08, 12 and 16 have a reworked boss formation. The boss pattern runs last, the lower alien row mixes two alien types, and the solo boss takes 20 hits and moves faster sideways.
  • Black background by default. A white background can still be chosen on the options screen, and a saved choice is kept.
  • Up to 7 lives. The starting lives default to 5, and you can now choose up to 7.
  • Fairer default high scores. Each continue setting has its own starting high score: 15,000 with no continues, 30,000 with one, 50,000 with two and 60,000 with three. These apply until a real score is saved for that setting.
  • Options screen. The OPTIONS title has its own shade and is centred. The menu values sit further left, and the ship and alien preview are a little higher.

Galaforce for Game Boy v0.0.13

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@stebsgb stebsgb released this 27 Oct 19:10

Build: galaforce-0.0.13.gb (MBC1 + RAM + battery, 32 KB ROM)

Fixes: the four from your list, plus the lives total-ships fix, the last-life tune change, and the Zone 1 right-edge fix.

Enhancements:

  • Hi-score per continue setting, with the defaults (30000 / 60000 / 75000 / 100000).
  • No hi-score when a continue is used.
  • No hi-score after a cheat start past ZONE 01.
  • Continues default to off.
  • Partial sprite-flicker improvement (ALSTEP = 9), marked as not fixing the boss wave.

Galaforce for Game Boy v0.0.11

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@stebsgb stebsgb released this 26 Oct 23:59

Build: galaforce-0.0.11.gb (MBC1 + RAM + battery, 32 KB ROM)

Fixes

  • Lost life music: the last-life sound is no longer cut by bullets or explosions while it plays. The Lost a Life tune cuts off the death explosion instead of being dropped while it plays.
  • Music priority: a tune now takes the sound channels back and cuts any effect that is sounding. While a tune plays, sound effects are dropped, except FIRE and BOOM, which always start.
  • Secret screen: on the options screen, DOWN DOWN UP UP SELECT opens a secret screen with a heart and sparkles, plus a sparkle sound.
  • Fades: fades clear sprites at black, so game-over text and sparkles no longer carry onto the next screen.

Galaforce for Game Boy v0.0.10

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@stebsgb stebsgb released this 26 Oct 18:46

Gameplay

  • Player bullets move 4 px per frame (was 3).
  • Alien bombs: slow bombs move a steady 1 px per frame; fast bombs alternate 3 and 4 px per frame.
  • Wave 0 and wave 8 formation: the two vertical legs of the first formation's path are longer, so the aliens swing a little further up and down.

Sound

  • Fire: full-volume, short click (was a slow attack that the next shot cut off).
  • Explosions: kill explosions always play, cutting any sound still playing. Previously many were silently dropped.
  • Hits: the hit sound on armoured aliens starts at full volume.
  • Title: plays the attract-mode tune.
  • Attract demo: silent (no music, no sound effects).

Title screen

  • Flags: one flag per five levels, up to three, showing the highest wave reached since the console was switched on. Not saved between power-ons.

Tools and docs

  • README.md: screenshots replaced by two demo GIFs, light and dark background.
  • tools/makegif.py: BG=0 records the dark-background GIF.
  • Static screenshots in docs/screenshots/ have been removed.