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Releases: xPsycho999/freeciv3ds

Freeciv 3DS v0.2.0

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@xPsycho999 xPsycho999 released this 15 Jul 23:51
  • Real-time minimap on the top-screen HUD, replacing the earlier static/turn-info-only display, with a lightweight incremental refresh instead of a full-map rebuild each frame.
  • C2D_Text caching for on-screen text rendering, cutting redundant text-layout work per frame.
  • New 3DS Core Affinity: the Freeciv engine thread is pinned to the spare ARM11 core (with a clock() shim to support it), alongside the existing osSetSpeedupEnable clock boost, so the renderer no longer stalls waiting on engine/AI turns.
  • SMDH metadata (APP_TITLE/APP_DESCRIPTION/APP_AUTHOR/ICON) wired up in the Makefile so the Homebrew Launcher shows proper app info instead of defaults.
  • Build-system fix: run_configure_3ds.sh's --enable-sys-tolua-cmd path is portable again instead of a hardcoded local path.

Full Changelog: v0.1.0...v0.2.0

Freeciv 3DS v0.1.0 - first public release

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@xPsycho999 xPsycho999 released this 14 Jul 01:08
The Freeciv engine (rulesets, map generator, AI - no desktop client) runs
cross-compiled to the 3DS's ARM11, in-process with a custom libctru/citro2d
client across both screens.

Playable:
- New Game / Load Game, turn-based play, AI opponents
- Full map rendering: terrain, coastlines, fog-of-war, borders, overlays
- Unit control incl. multi-turn goto pathing
- City management: production, buy, worklist, garrison
- Research (with a tech-tree view), tax rates, government & revolutions
- Diplomacy with AI players (propose / accept / cancel)
- Save/Load to the SD card with a newest-first picker
- HOME suspend/resume safe
- A "dev" quick-game preset (hold L+R + New Game) for fast test games

Hardware: developed and tested on a New 3DS. Should run on an Old 3DS with
CFW too (nothing in the code is New-3DS-only, see README) but that has not
been tested yet.

Known limitations: a top-screen minimap is in development and not included
in this release. See the open issues noted in the README for the rest.