v0.6-beta
Another huge release, made possible by all of you. All the github issues and PR's made this happen. So happy to keep the momentum going and to help you all make the project better for everyone.
First big update is persistent Save data. This coupled with the Master Hand Bug fixes from yesterday unlocks new characters/levels/menu extras for testing.
In my local testing with a modded 100% save I've already noticed a litany of new issues. So in the morning I'll open up gh issues on them and continue fixes.
My first priority is full stability for V1, so this weekend is going to focus on clearing up those issues and end-to-end testing in classic mode. If you find something, please open an issue. It helps a lot, makes the port better for everyone, and I love to see them.
At this point it's fair to say this is a community driven project now.
Much love, from me.
Updates per Claude:
Highlights since v0.5.2-beta
Crash & stability fixes
- Polygon-Pikachu LP64 BSS overrun (#53) —
dFTNPikachuData::p_file_special2write clobbered an adjacent SubMotion slot, crashing on Polygon Team stage 12. Widened ParticleBankID tovoid*. (cae78fa) - Every-shutdown SIGSEGV in libSDL2 (#63) — Uninitialized
mWnd/mCtx/mRendererwere fed to SDL_Destroy on every quit. Bumped libultraship pin with the fix. (1e54180, f861081)
Performance / rendering
- Polygon-team stock sprite lag (#53) — Stock sprite read at
sc1pgame.c:1727skippedportFixupSprite; left-over BSWAP32 byte order made each of 30 sobjs walk 36 garbage bitmaps every frame (~280k stale-token errors). Added explicit fixup. (3d17517) - Fighter intro climax freeze-frames (#9, #61) — SP/DP deferral + per-DL cost model so fighter close-up freezes render correctly. (28bdd1a, fe2deaf)
- Freeze-frame retune (#62) — Dropped the over-defensive game-thread cap (default 1→0; SP/DP deferral alone is sufficient and removes input lag). Added
SSB64_RCP_RECT_GATE=200000to separate high-tri fighter draws from authored full-screen-effect freezes. (362da0f) - Idle VI frames — Present current framebuffer on idle VI frames. (4cd19bd / 17a0f68)
- CSS frame drop (#26, @wel97459) — Fixes 1P fighter-selection frame drop and adds shadow management / player-specific attributes. (22b5034, 99c50c0)
Credits / scene fixes
- Credits lock-on (#55) — Three LP64 pointer-width bugs fixed. (af156a4)
- Credits zoom + native dim per scene, plus debug-boot-to-credits dev path (later removed). (1c633d6, dd874e1)
Branding
- New app artwork from @Kriix08 — refreshed
icon.pngand macOS.dmgbanner. (ea7e825) - Refreshed app icons for macOS (
.icns) and Windows (.ico), regenerated from the new artwork. (9bb4c47)
Notes
- Artifacts: macOS
.dmg, Linux.AppImage(built on jammy / glibc 2.35), Windows.zip. - ROM-independent: extract
BattleShip.o2rfrom your own ROM via the first-run wizard.