# 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] ### Changed - Text renderer can now be re-used which is useful for rpg style character/word at a time text boxes. ### Fixed - Fixed a bug in bitmap4 that caused setting pixels to be always incorrect. ## [0.12.2] - 2022/10/22 This is a minor release to fix an alignment issue with background tiles. ### Fixed - Corrected alignment of background tiles which was causing issues with rendering tiles in some cases. ## [0.12.1] - 2022/10/12 This is a minor release to fix the build of the docs on [docs.rs/agb](https://docs.rs/agb). ### Fixed - Fixed the agb crate's docs.rs build ## [0.12.0] - 2022/10/11 This version of `agb` has some exciting new features we'd like to highlight and some brand new contributors! 1. Save support for multiple cartridge types (contributed by @Lymia) 2. Affine background support (contributed by @lifning) We also had a contribution by @ijc8. We can't thank you all enough! ### 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. - Added a new agb::sync module that contains GBA-specific synchronization primitives. - Added support for save files. - Added implementation of `HashMap.retain()`. - Added support for affine backgrounds (tiled modes 1 and 2) which allows for scaling, rotating etc of tiled backgrounds. - Added support for 256 colour backgrounds (when working with affine ones). - Added affine matrix module. This allows for manipulation of affine matricies for use in backgrounds and in the future objects. - Added support for dynamic sprites generated at runtime, some parts of this may change significantly so breaking changes are expected here. ### Changed - Many of the places that originally disabled IRQs now use the `sync` module, reducing the chance of missed interrupts. - HashMap iterators now implement `size_hint` which should result in slightly better generation of code using those iterators. - Transparency of backgrounds is now set once in the toml file rather than once for every image. - Palette generation now takes into account every single background a toml definition rather than one at a time, you can now find it in the PALETTES constant rather than in every individual image. - Sound frequency is no longer a crate feature, instead set when initialising the sound mixer. - `testing` is now a default feature, so you no longer need to add a separate `dev-dependencies` line for `agb` in order to enable unit tests for your project. ### 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