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This repository has been archived by the owner on Jul 12, 2024. It is now read-only.

Releases: baAlex/Sakurai

v0.3-alpha

07 Sep 22:07
91ec658
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Gameplay:

  • Native support for Windows and Ubuntu.
  • Improved keyboard input in DOS, repetition rate no longer depends on the OS.

Under the hood:

  • A brand new engine to support the new platforms.
  • Removed unused code in the DOS engine (a test at initialization, an interruption, a hack to handle the keyboard).
  • Unified executable in DOS.
  • Major updates on the SDK, hopefully more legible.
  • Palettes load at runtime.
  • And of course tiny fixes over the code :).

v0.2-alpha

07 Jul 08:57
a0d7208
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Important changes since v0.1-alpha:

Gameplay:

  • New backgrounds in a proper pixel art style. The previous ones were images lazily scaled down.
  • Same treatment for the game title, and now using a new typography (Archivo).
  • New pause menu. Now the game don't quit abruptly.
  • Damage during an attack is show in screen.
  • Added a missing frame in Kuro.
  • Balanced actions and actors (enemies/heroes) stats. If curious you can see them here for actors, and here for actions without having to inspect the code.
  • Enemies number was previously calculated in a linear fashion (first encounter: one enemy, fourth encounter: two enemies, eighth one: three...). Now it follows an zigzag pattern, adding a period to breath between action.
  • Measures against difficult enemies appearing more that twice.
  • Adjusts on the HUD and panels appearance.
  • "Hold" action in an actor now shows in purple on the time meter.
  • Messages dialogues using milliseconds rather than frames to count the display time. Resulting in the same behaviour on faster and slower CPUs.
  • Fixed English typos.

Under the hood:

  • In the code a new way of handle actors, personalities and actions. Three new concepts in this release (and horribly mixed between files in the previous one).
  • Simplified game draw commands, previous release included tons of repeated lines scattered over multiple files, making it illegible.
  • Enemies number and possibilities to appear in a encounter are now calculated at runtime. Before, the game relied on a precomputed table that didn't scaled well and added complexity to the compilation procedure. A single command now compiles the entire game logic.
    • This required add a new module to handle fixed maths.
  • Amount of RAM destined to sprites grown to 128K (a fantastic addition considering that i386s uses a segmented memory with blocks of 64K).
    • A new memory pool is handled by the engine, all this transparent to the game logic.
  • C game-logic code now passes strict compilations checks (in modern compilers).
  • New commands to draw vertical and horizontal lines.
  • Fixed potential soft-locks in actors states.
  • Fixed a dangerous bug in the engine commands table.
  • Lot of tiny optimization here and there.

v0.1-alpha

08 May 22:52
c93ab86
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First release!