github 999sian/tmc v0.9.6
Project Picori v0.9.6

2 hours ago
  • Quicksaves replace disk snapshots atomically and preserve the previous save
    when writes fail. Save & Quit stays open and reports failure instead of exiting.
  • Reject malformed randomizer sidecars and incorrectly sized graphics mods before
    they can overwrite memory.
  • Integrate the launcher skip option, Windows asset-tool fixes, duplicate asset
    handling, parallel converters, faster extraction and cache-aware rebuilds.
    Converter embedding also works through the CMake tools build. Extraction keeps
    symlink targets safe and refreshes old regional caches after pipeline changes.
  • Experimental 3D view draws entities beyond the original GBA bounds, keeps their
    wide-view shadows aligned, reduces scrolling flicker and uses the correct
    upper-layer height for wall fading. Default tile shapes ship with the game.
  • Release archives include public randomizer logic and tile shapes; Android stages
    missing defaults into its writable data directory while preserving edits.
  • Room-capture tours validate their inputs, report capture failures and permit
    long tours while retaining per-view timeouts.
  • Optional HD dialogue smooths contours from the original ROM glyphs at window
    resolution, preserving lettering, layout and reveal timing. Enable it in
    F8 → Display; unsupported text effects retain their original rendering.
  • Supported file-select and pause-menu backgrounds continue into widescreen
    margins using their native decorative tiles. Menu contents remain centered.
    Both enhancements are disabled in Console-Parity mode.
  • Named rendering checks capture file select, inventory, a field and dialogue
    at top/bottom positions, with separate original, widescreen and HD baselines.
    Presentation capture includes overlays; failed captures cannot update goldens.

A valid original game ROM is required. The 3D view remains experimental. Android device QA and full regional playthroughs were not performed.

All six desktop platform builds and the dual-ABI Android APK passed CI. Local checks covered save fault injection, bounds sanitizers, PPU parity and software/Vulkan presentation scenes.

What's Changed

  • Release v0.9.6: reviewed PR integration, rendering polish and reliability fixes by @999sian in #222
  • Feat/skip launcher -- Add a way to skip launcher via --skip-launcher command line option or through checkbox in launcher gui by @jacobjordan94 in #206
  • fix(port): stub gMapTop/gMapBottom for debug_actions_test by @jacobjordan94 in #207
  • 3D view: default tile shapes, walls out of the way; roomcap tour mode by @HelaFaye in #210
  • fix(3D view): stops fast flashing of flat 2D while the camera scrolls by @Strikeborn in #213
  • fix(asset tools, Windows): write dungeon maps in binary mode ("w" → "wb"); Windows text mode shifted 462 map offsets by @Strikeborn in #214
  • fix(extractor): duplicate asset-index entries race in loose output by @Strikeborn in #215
  • perf(asset tools): full asset pass ~23 min → ~17 s on Windows (all cores, no cmd.exe, in-process gbagfx/aif2pcm) by @Strikeborn in #216
  • perf(first launch): asset extraction ~22 s → ~6 s on Windows by @Strikeborn in #217
  • fix(build): full rebuilds skip unchanged asset work (~15 min → ~24 s on Windows, faster on Linux too), and dist/ keeps its asset cache by @Strikeborn in #218
  • fix(3D view): draw NPCs and objects across the whole 3D view, not just the old GBA screen area by @Strikeborn in #219
  • fix(build, Windows): full build.py now finds asset_processor.exe and finishes by @Strikeborn in #212

New Contributors

Full Changelog: v0.9.5...v0.9.6

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