# Changelog All notable changes to this project will be documented in this file. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). ## [Unreleased] ### Added - Custom allocator support using the `Allocator` trait for `HashMap`. This means the `HashMap` can be used with `InternalAllocator` to allocate to IWRAM or the `ExternalAllocator` to explicitly allocate to EWRAM. - Support for using windows on the GBA. Windows are used to selectively enable rendering of certain layers or effects. - Support for the blend mode of the GBA. Blending allows for alpha blending between layers and fading to black and white. ## Fixed - Fixed the fast magnitude function in agb_fixnum. This is also used in fast_normalise. Previously only worked for positive (x, y). - Fixed formatting of fixed point numbers in the range (-1, 0), which previously appeared positive. ## [0.11.1] - 2022/08/02 Version 0.11.1 brings documentation for fixed point numbers. We recommend all users upgrade to this version since it also includes fixes to a few functions in fixnum. See changed section for breaking changes. ### Added - Support for sprites that are not square. - Docs for fixed point numbers. ### Changed - `Rect::contains_point` now considers points on the boundary to be part of the rectangle. - Signature of `Rect::overlapping_rect` changed to return an Option. Returns None if rectangles don't overlap. ### Fixed - Fixed point sine calculates the sine correctly. ## [0.10.0] - 2022/07/31 Version 0.10.0 brings about many new features. As with most `agb` upgrades, you will need to update your `gba.ld` and `gba_mb.ld` files which you can find in the [template repo](https://github.com/agbrs/template). We would also recommend copying the `[profile.dev]` and `[profile.release]` sections from `Cargo.toml` if you don't have these values already. ### Added - [Hyperspace roll](https://lostimmortal.itch.io/hyperspace-roll), a new game built for the GMTK Game Jam 2022 using `agb`. The source code can be found in the `examples` directory. - Started using GitHub discussions as a forum - Many functions previously undocumented are now documented - Z-Ordering of sprites - you can now change the render order of sprites rather than it just being defined by the order in which they appear in object memory - 32kHz audio. Probably the best sound quality you'll get out of the hardware, but uses a lot of ROM space - Transparent sprite support with aseprite - You can now write tests for projects depending on agb - Very basic font rendering - looking for feedback, this API is far from stable - Faster implementation of memcpy and memset thanks to the agbabi crate which provide a big performance boost for any project using agb - If you wish, you can now optionally do dynamic memory allocation to IWRAM instead of only EWRAM - You can now use 64x64px sprites - You can now configure the background size for tiled backgrounds - It is possible to create 'dynamic tiles' for backgrounds. These are tiles which are defined at runtime - Random number generator in agb::rng ### Changed - Audio system optimisations - reduced CPU usage by more than 50% - Background tiles are now removed from Video RAM during `commit()` if they are no longer used rather than immediately reducing flickering - Improved the README for both the main agb crate and the template - The template now builds with optimisations in debug mode and debug symbols in release mode - Added `#[must_use]` to many of the places it is needed - All subcrates get released at once, so versions are kept in lockstep - A few methods accepting `Num<..>` have been changed to accept `impl Into>` to make them easier to use ### Removed - The ability to use timer0 and timer1 through the `timer` module. This was done in order to fully support 32kHz audio ### Fixed - Sprite data is now correctly aligned so fast copies will always work - A few methods which should really be internal have had `pub` removed - The crate now compiles (but does not run) doctests in CI which pointed out a large number of non-compiling examples