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v0.3.0

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@github-actions github-actions released this 08 Nov 21:05

Changelog

One line per change, newest first within each date.

2026-11-08 (v0.3.0)

  • Dying restarts the level fresh (doors, traps, guards, scripts) and carries health and weapons in; nothing hurts the Prince, and guards stand still, while a script holds him.
  • Collapsing bridges: a plank needs the Prince on it, inset from its rim, for 0.2 s before it wobbles, so running across gets over.
  • In-air ledge grabs need a real edge, not the middle of a platform.
  • Invisible pickups (the prison sword) stay hidden until a script shows them; the guard lets go of his sword when it appears.
  • The prison crushing crate lands on the floor over the guard it crushes.
  • Guards use per-weapon fight, back-off and reach distances; quivers re-arm; archers ignore the height limit; crawling is heard at 1 m.
  • Pickups can be taken from 2.2 m, off-axis and 0.4 m off level.
  • Buttons held as the game menu closes (Circle) no longer reach the game.
  • weapon: accepts staff, double and +all; tools/exitcheck.py checks that every level exit ends the level.

2026-11-07 (v0.2.1)

  • Releases are sent to VitaDB after publishing; the vitadb workflow re-sends one by hand.

2026-11-07 (v0.2.0)

  • Prison: the sheathed sword rides in its scabbard; the strongbox is carried in the hand and placed once; the crusher and its camera reset; the torture door follows its collision.
  • Ivory Tower: the start room's exit is open (an Aperture is a portal, not a wall); the intro cameras face the right way.
  • Cameras glide to the next scripted shot unless it cuts; look takes one actor facing another; a negative snooze lasts for good.
  • Leaving a level plays its cutscene and carries health, sword, bow and arrows to the next; the finale ends with its win or lose movie.
  • Action traps need the Prince within 1.7 of the pivot and facing it; pickups need him within 1.5, level with the item and facing it.
  • A guard's prize stays out of play until he falls, then drops where he fell.
  • Shield potion stops arrows only; Guard potion makes guards ignore the Prince; each potion plays its own sound.
  • Guards swing once at an unarmed Prince, recover from a block in 0.37 s, follow a Prince who backs off, answer repeats and quick swings by blocking, attack on the original's irregular timing, and honour InhibitDeath.

2026-11-03

  • Vita: LiveArea icon, startup and background now come from the Prince of Persia 3D art in platforms/vita/art.

2026-10-26

  • Guards notice the Prince as the original does: range, view cone, line of sight, footsteps and a drawn sword; they lose him out of sight.
  • Vita build keeps a margin after the code segment for vita-elf-create.
  • In a fight the camera swings behind the Prince along the line to the guard.
  • Each guard uses his own clip set, so guards die and get hurt with their own animations.
  • The sheathed sword rides in the scabbard; drawing and sheathing end at the clips' own markers.
  • Door and platform animations turn about the placement's axes; hidden Kill/Trigger boxes are no longer drawn.

2026-10-23

  • Walk key (Shift / pad LT) for careful steps, back steps and sidesteps; running is the default.
  • Small drops fall quietly, clips slide along walls, guards keep to the floor.
  • Collision tests moving geometry node by node; K2_PROFILE prints casts and milliseconds per frame.
  • Saves keep the level's state: traps, doors, crates, pickups, dead guards, props, bow and arrows.
  • Prince climbs and slides poles, catches and swings on bars, and grabs swinging ropes.
  • Flamethrowers, floor spikes, fireball launchers, arrow chargers and darts at the traced speed and damage.
  • Solid fixtures (carts, dropped crates) collide; Movers start their motions when the level opens.
  • Keyframed clips leave unkeyed joints posed; the Prince rides moving platforms.
  • Prince,kill:<clip> script message and K2_SCRIPTAUDIT listing unhandled script targets.

2026-10-21

  • Prince runs with start/stop steps and quick turns, from the traced locomotion states.
  • Combat has aimed blocks, counters, feints, clashes, finishing moves, taunts and queued presses.
  • Bow and arrows, archers, and deaths by cause (drowning, falls, blades, grinders, crushers).
  • Action traps: levers, cranes, the cart, the crusher, Assan's mouth.
  • Collapsing floors, dart launchers, water currents, Messenger state machines and the Abyss.
  • Falls hurt and walking off an edge falls.
  • The level's exit leads to the next level; saves, loads and restarts keep their level.
  • Script messages for Prince hurt, weapons, enemy forwarding, WalkAt, and security and look cameras.
  • Pickups have reach, drink/inspect and finish clips; only the sword arms him.
  • Guards start at their trap's pivot; crates fire CrateTarget scripts.

2026-10-20

  • Skills read as the original's object graph; locomotion, collision and chase camera work.
  • Trap message scripts run: areas, delays, gates, pressure plates, doors with keyframe skills.
  • Push and pull crates; jumping with the original's launch velocities and gravity; ledges.
  • Gamepad support and Modern/Classic control schemes.
  • Game sounds play: scripts, ambiences and skill keys.
  • Guards fight and the Prince takes up the sword; fight timing from fight.ini.
  • Health as potion bottles; pickups and potion effects; Item messages carry objects.
  • Swimming on the surface, diving and under water on one bottle of air.
  • Fixture actors (prisoners, rats, props) and keyframed (SklK) skills.
  • NetImmerse 2.3 .nif reader and the visual effects it drives.
  • TrueType rasterizer for the game's UI font.
  • Cutscene playback: QuickTime demuxer, Sorenson Video 1 and QDesign Music 2 decoders, --movie NAME.
  • Title screen, game menu, options, load/save, cinematics and credits.
  • Crouch and crawl through low gaps; shower spray falls.
  • PlayStation Vita platform: GXM renderer, touch, motion, three cores.
  • Parallel level loading, frustum culling, worker-core poses and a loading screen.
  • Movies stream from disk; file lookups on demand; cached file index; faster number parsing.
  • Level loading includes every region's rooms.
  • README describing the project, building, controls, Vita and tools.

2026-08-28

  • Boot driven through the module manager.
  • Skeleton hierarchy recovered; body parts bound to joints and posed; forward kinematics reproduces the bind pose.
  • Prince walks with a chase camera.
  • Level parser fixes for section headers with trailing text and quoted bodies.

2026-08-21

  • Initial commit and web experiment.