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Releases: xesf/aitd
Releases · xesf/aitd
Release list
v0.4.0
Added
- An editor, opened with F10 over the main menu or the game, with viewers
for the pictures, the models, the font, the texts and the life scripts
of the running game, and the animations played on the models. F10 or
Esc goes back to where you were. The life
listing shows the variables' current values, the objects that run the
script, and the lines it ran last.--stage=life-checklists every
script of a game and fails on any that does not list to its end. - Hold Shift with Up to run, as well as pressing Up twice.
- The DOS Time Gate's sound card setup screen, from the setup icon of the
menu: DIGITAL and MIDI switch the sound effects and the music, and play
the test sound and tune. - Time Gate plays its samples on ten channels at once, each with its own
volume, including the lists of samples some rooms play in turn and the
sounds that fade with distance from the camera. - PAK containers packed with methods 2 and 3 can be read.
- The harness spawns an effect at the player with
AITD_SPECIAL=frame,type,
hinAITD_INPUTholds Shift,fpresses F10, andAITD_LOAD=dir,slotstarts the
game stage from a saved game.
Fixed
- Time Gate: the guard who comes to Ben at the tool box walks round the
counter and reaches him, so the game goes on instead of freezing. Guards
that follow Ben take routes round obstacles. - Alone in the Dark 1: WATER no longer runs its operand as the next
instruction, and the actors are cut at the water line while it is on.
Tracks set the actors' walk, run and stand speeds. - Alone in the Dark 1, 2 and Jack in the Dark draw the coloured circles of
the dust cloud an actor leaves when it dies. - The save and load screens of Alone in the Dark 1, 2 and Jack in the Dark
are laid out as in Alone in the Dark 1 and show the picture of the
selected save. - The car of the Alone in the Dark 1 intro no longer circles for ever when
the game runs at a low frame rate (seen on the Vita). - Time Gate stops the music for a new game and for the intro films of the
menu, and starts the game's tune again when the game's menu closes (the
DOS menu is silent, the Windows one plays the menu tune). Saving from
that menu goes back to the game. - Time Gate no longer shows the scene in the inventory's colours for a
moment when the inventory opens. - Time Gate's menu comes back in its own colours after the cinematic
option. - The DOS Time Gate's menu has the original's eight icons and fades in on
the medallion alone. Its
sound icon opens the original volume screen, with a music and a sound
bar. Music played from data (AdLib, MIDI, HMP) can now be switched off
with ; as well. - Time Gate's save and load screens are the original's turning wooden
drum, with the picture of each saved game on a face. Saves made from the
game's menu now keep a picture.
v0.3.0
Added
make artmakes PSP and Vita icons and backgrounds from the pictures in
your own game data (aitd --stage=picturesdumps them). The Vita
packages get an icon, a LiveArea background and a start-up image, and
the PSP builds one EBOOT per game with its own title, icon and
background.aitd --stage=pictureswrites every full screen picture of a game's
ITD_RESS.PAKas a PPM file.
Changed
make distpacks the PSP build as one folder per game, ready to copy
toPSP/GAME/.
v0.2.0
Added
- Builds for Linux (also the Steam Deck), Windows 7 and later, Windows 95
and 98, MS-DOS, web browsers, the PlayStation Portable, the PlayStation
Vita, and iOS and iPadOS. Each has its notes inplatforms/<name>/.
The Vita and iOS builds compile but have not run yet. make distpackages every platform whose toolchain is installed as
dist/aitd-<platform>-<version>.zip, and a GitHub workflow builds all
of them on each push and publishes a release for eachvtag.- Time Gate music on hosts without a system MIDI synthesizer, played with
TinySoundFont from a General MIDI soundfont (.sf2) that you provide.
AITD_SOUNDFONTnames the file; otherwise the engine looks in the data
folder and the usual system folders. - One gamepad layout for every platform: the D-pad or left stick walks,
A does the action, X opens the inventory, B and Start go back, Y opens
the map, and L and R step through the actions. - Ripped CD tracks can be WAV files (
track02.wav) on every platform. aitd.envin the program's folder setsAITD_*variables on hosts
without an environment (the consoles).AITD_NO_SOUNDand
AITD_NO_CDdo what-sand-cdo.VERSIONfile, this changelog andaitd --version.
Changed
- The program is now called
aitdinstead ofaitd3. - The engine no longer needs zlib. Its own inflate decodes PAK method 4
and gives the same bytes as zlib on every entry of the six games. - CD audio streams from the disc image or the WAV file instead of loading
whole tracks, which took up to 80 MB. - The AdLib synthesizer runs in single precision with tables, fast enough
for the PSP. Its output correlates 0.9991 with the previous version. - The platform layer is split into shared code (
src/platforms/common.c,
mixer.c) and one small backend per host.src/platforms/backend.h
lists what a new host needs. The source list is insources.mk.