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63 lines
3.7 KiB
Markdown
63 lines
3.7 KiB
Markdown
# Changelog
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All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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### Added
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- 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.
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- Support for using windows on the GBA. Windows are used to selectively enable rendering of certain layers or effects.
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## [0.11.1] - 2022/08/02
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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.
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### Added
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- Support for sprites that are not square.
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- Docs for fixed point numbers.
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### Changed
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- `Rect::contains_point` now considers points on the boundary to be part of the rectangle.
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- Signature of `Rect::overlapping_rect` changed to return an Option. Returns None if rectangles don't overlap.
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### Fixed
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- Fixed point sine calculates the sine correctly.
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## [0.10.0] - 2022/07/31
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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.
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### Added
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- [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.
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- Started using GitHub discussions as a forum
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- Many functions previously undocumented are now documented
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- 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
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- 32kHz audio. Probably the best sound quality you'll get out of the hardware, but uses a lot of ROM space
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- Transparent sprite support with aseprite
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- You can now write tests for projects depending on agb
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- Very basic font rendering - looking for feedback, this API is far from stable
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- Faster implementation of memcpy and memset thanks to the agbabi crate which provide a big performance boost for any project using agb
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- If you wish, you can now optionally do dynamic memory allocation to IWRAM instead of only EWRAM
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- You can now use 64x64px sprites
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- You can now configure the background size for tiled backgrounds
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- It is possible to create 'dynamic tiles' for backgrounds. These are tiles which are defined at runtime
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- Random number generator in agb::rng
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### Changed
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- Audio system optimisations - reduced CPU usage by more than 50%
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- Background tiles are now removed from Video RAM during `commit()` if they are no longer used rather than immediately reducing flickering
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- Improved the README for both the main agb crate and the template
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- The template now builds with optimisations in debug mode and debug symbols in release mode
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- Added `#[must_use]` to many of the places it is needed
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- All subcrates get released at once, so versions are kept in lockstep
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- A few methods accepting `Num<..>` have been changed to accept `impl Into<Num<..>>` to make them easier to use
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### Removed
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- The ability to use timer0 and timer1 through the `timer` module. This was done in order to fully support 32kHz audio
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### Fixed
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- Sprite data is now correctly aligned so fast copies will always work
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- A few methods which should really be internal have had `pub` removed
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- The crate now compiles (but does not run) doctests in CI which pointed out a large number of non-compiling examples |