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Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
[Unreleased]
Added
- Custom allocator support using the
Allocator
trait forHashMap
. This means theHashMap
can be used withInternalAllocator
to allocate to IWRAM or theExternalAllocator
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).
[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. 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, a new game built for the GMTK Game Jam 2022 using
agb
. The source code can be found in theexamples
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 acceptimpl Into<Num<..>>
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