Golden Balloon 1.0.2
Golden Balloon 1.0.2 is a focused rendering-correctness hotfix for the native
1.0.1 patch. No game data is included.
Released 2026-08-02.
What changed
- Dino Domain door requirements stay attached to the correct door. The four
ordinary race doors require 1, 2, 3, and 5 balloons but share one cached
model. Version 1.0.1 wrote a door's selected numeral into that shared model
during a view-dependent fixed-tick traversal. Whichever visible door wrote
last could therefore put its digit on every sign, and moving the camera could
change the displayed numbers without changing progression state. Version
1.0.2 resolves each atlas offset from the door being submitted and never
mutates the shared model. - OpenGL no longer repeats a selected numeral across the door face. Its
sampler memo now includes texture identity, so a newly bound OpenGL texture
receives its own clamp/filter state even when those settings match the prior
binding. WebGPU was not affected by this sampler defect and remains the native
default. - The regression is covered at the gameplay and pixel boundaries. A fresh
Adventure route reaches the real Dino Domain lobby on GL and WebGPU, proves
all four authored requirements remain stable on one shared model, submits all
four in one frame, checks one- and two-digit atlas selection, and validates
distinct 2/1/3 final pixels while the camera moves. Blank output, a common
glyph on every door, repeated sampler output, and the old shared offset are
all fail-red controls. Original, 240, and Uncapped presentation policies pass. - Windows save custody stays byte-exact. Legacy preference/save migration
now uses an exclusive binary destination on Windows, and the save utility's
staging files bypass CRT text translation. The native Windows release gate
compiles and executes these paths, the public-surface guard, and all other
ROM-free CTests before packaging is allowed.
What did not change
- WebGPU remains the proven native and browser default. OpenGL remains an
explicit compatibility/diagnostic backend. - Original remains Recommended / Proven. Every non-Original frame limit is
still Experimental — Under Construction and changes host pacing/input
opportunities only; it does not increase unique visual FPS. - The macOS artifact remains intentionally unsigned by a Developer ID. It is
still sealed inside-out and the finished DMG must pass the read-only-mounted
LaunchServices/WebGPU, dependency, deployment-target, and capture checks. - Existing saves, ROM support, controls, and gameplay timing are unchanged.
- Windows still lets wgpu-native choose Vulkan or Direct3D 12 automatically,
and still requires reasonably short, ASCII-only app/ROM paths. Explicit API
selection, richer adapter diagnostics, wide-character filesystem APIs, and
a reviewed application manifest remain deferred to a future portability
release.