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Releases: xesf/aitd

v0.4.0

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@github-actions github-actions released this 02 Nov 22:23

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-check lists 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,
    h in AITD_INPUT holds Shift, f presses F10, and AITD_LOAD=dir,slot starts 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

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@github-actions github-actions released this 25 Oct 10:28

Added

  • make art makes PSP and Vita icons and backgrounds from the pictures in
    your own game data (aitd --stage=pictures dumps 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=pictures writes every full screen picture of a game's
    ITD_RESS.PAK as a PPM file.

Changed

  • make dist packs the PSP build as one folder per game, ready to copy
    to PSP/GAME/.

v0.2.0

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@github-actions github-actions released this 25 Oct 10:28

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 in platforms/<name>/.
    The Vita and iOS builds compile but have not run yet.
  • make dist packages 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 each v tag.
  • Time Gate music on hosts without a system MIDI synthesizer, played with
    TinySoundFont from a General MIDI soundfont (.sf2) that you provide.
    AITD_SOUNDFONT names 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.env in the program's folder sets AITD_* variables on hosts
    without an environment (the consoles). AITD_NO_SOUND and
    AITD_NO_CD do what -s and -c do.
  • VERSION file, this changelog and aitd --version.

Changed

  • The program is now called aitd instead of aitd3.
  • 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 in sources.mk.