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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.