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@Atari2 Atari2 released this 19 Sep 09:37
· 463 commits to master since this release
c97082d

Version 1.3 (September 19, 2020):

  • (Atari2.0) Added a lot of utility routines (CapeContact, CheckForContactAlternate, SetPlayerClippingAlternate, SetSpriteClippingAlternate, LoseYoshi, FinishOAMWrite, FireballContact) most of these were taken from GIEPY. Credit to respective authors in the asm files.
  • (Atari2.0) Fixed a bug regarding cape interaction with extended sprites by adding a print "CAPE" statement, along with an ExtendedCapeClipping routine
  • (Atari2.0) Added a SpawnSpriteSafe routine to fix a problem related to how the vanilla game handles OAM in certain sprite slots.
  • (Atari2.0) Optimized Random a little bit
  • (Akaginite, randomdude999 and Atari2.0) Fixed, reworked and merged the per-level sprites update. Now you can use B0-BF as normal sprite slots aswell, reduced insert size
  • (Atari2.0) Added print statements for states that are not 8, more details in README.txt
  • (Atari2.0) Fixed various bugs related to per-level sprites in sprite.cpp
  • (Atari2.0) Added a warning in case the user is inserting Pixi while having the VRAM patch from LM disabled.
  • (Alcaro) Updated asardll.c to not give compiler warnings about strict aliasing and a missing cast
  • (randomdude999) Fixed compilation on Linux, added basic makefile
  • (lx5, Atari2.0) Updated CFG Editor and Pixi to support json files with more than 4 extra bytes for custom collections.
  • (Atari2.0) Changed SA1 definitions to use absolute addressing instead of long addressing.
  • (Atari2.0) Added setting bit to disable Lunar Magic sprite count warning message when using 255 sprites per level.
  • (Atari2.0) Fixed per-level sprites displaying 9 extra bytes in the Lunar Magic window, forced to 4 (as a side effect of this, in fact, per level sprites now can only use up to 4 extra bytes).