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308 lines
14 KiB
Markdown
308 lines
14 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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## [0.20.1] - 2024/05/17
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### Added
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- Added `dot` and `cross` product methods for `Vector2D`.
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### Fixed
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- Fixed an issue with agb tracker where XM files with linear frequencies were playing the wrong notes
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## [0.20.0] - 2024/05/14
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### Added
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- Added a new crash screen which provides a mechanism for seeing a full stack trace of your program when it panics.
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This requires a change to your `.cargo/config.toml`. You must add the rust flag `"-Cforce-frame-pointers=yes"` to
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your rustflags field. This can also be disabled by removing the `backtrace` feature.
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- Initial unicode support for font rendering.
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- Kerning support for font rendering.
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- Added `set_next` method to `OamIterator` to avoid repeated boilerplate when dealing with unmanaged objects.
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### Fixed
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- Export the `dma` module correctly so you can write the types from it and use it in more complex cases.
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### Changed
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- Many macros now emit statics rather than consts OR can be used as statics OR
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have had examples changed to use statics. You should use statics where possible
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for assets as consts can lead to them being included multiple times in the
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ROM.
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- Fixnums are now implemented with `num_traits` trait definitions.
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- Rather than having our own sync with Statics, use the standard portable
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atomics crate. These are reexported for convenience.
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- `Mgba` no longer implements `Write`. You're unlikely to notice as
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`agb::println!` is unchanged.
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- Writes of long messages to mgba are split over multiple log messages if they
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overflow mgba's buffer. On a panic, only the final message will be Fatal with
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the preceding ones (if needed) being Info.
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## [0.19.1] - 2024/03/06
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### Added
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- `.abs()` on `Vector2D` and `Rect`
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### Fixed
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- `InfiniteScrolledMap` can now scroll more than 1 tile in a single frame without corrupting.
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## [0.19.0] - 2024/03/06
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### Added
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- Added `.priority()`, `.set_priority()` and `.is_visible()` to `RegularMap`, `AffineMap` and `InfiniteScrolledMap`.
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- Replaced `.show()` and `.hide()` with `.set_visible()`in `RegularMap`, `AffineMap` and `InfiniteScrolledMap`.
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- Added `.into_inner()` to `InfiniteScrolledMap` to get the map back once you are done using it in the `InfiniteScrolledMap`.
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- Added `.hflip()`, `.vflip()`, `.priority()`, `.position()` to `ObjectUnmanaged` and `Object`.
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- An abstraction over hblank DMA to allow for cool effects like gradients and circular windows. See the dma_effect\* examples.
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- Expermental and incomplete support for MIDI files with agb-tracker.
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- Fixnum now implements [`num::Num`](https://docs.rs/num/0.4/num/trait.Num.html) from the [`num`](https://crates.io/crates/num) crate.
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- `Default` implementations for `RandomNumberGenerator`, `InitOnce` and `RawMutex`.
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### Changed
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- A few functions which previously accepted a `Vector<u16>` now accept an `impl Into<Vector2D<u16>>` instead.
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## [0.18.1] - 2024/02/06
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### Added
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- You can now use include_aseprite and include_background_gfx to include files from the out directory using the `$OUT_DIR` token.
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- Added `.pause()` and `.resume()` methods to `SoundChannels` to let you pause and resume from where you left off.
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## [0.18.0] - 2023/10/31
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### Added
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- There is now a multiboot feature which you can use to easily make multiboot ROMs.
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- Can now set palette on a TileSetting struct.
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### Changed
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- You no longer need the gba.ld or gba_mb.ld files in your repository. You should delete these when upgrading.
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### Fixed
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- Multiboot builds now work on mgba.
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- Fixed inaccuracy in cosine implementation caused by accidentally multiplying correction term by zero.
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## [0.17.1] - 2023/10/05
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### Fixed
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- Fixed the build on docs.rs.
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## [0.17.0] - 2023/10/03
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### Added
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- New tracker for playing XM files (see the `agb-tracker` crate).
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- You can now declare where looping sound channels should restart.
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- Fixnums now have constructors from_f32 and from_f64. This is mainly useful if using agb-fixnum outside of the Game Boy Advance e.g. in build scripts or macros.
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- New option when loading a background to automatically deduplicate tiles.
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- Methods on tile_setting to toggle its hflip and vflip status.
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### Changed
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- Sound channel panning and volume options are now `Num<i16, 8>` rather than `Num<i16, 4>` for improved precision and sound quality.
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- Due to dependency changes, agb-gbafix is now released under MPL rather than GPL.
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- `include_background_gfx!` now produces tile sets and tile settings directly.
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### Fixed
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- 256-colour backgrounds are better supported.
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- Mono looping samples will now correctly play to the end if it doesn't perfectly align with a buffer boundry and short samples now also loop correctly.
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- Fixed a bug in bitmap4 that caused setting pixels to be always incorrect.
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## [0.16.0] - 2023/07/18
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### Added
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- New `include_palette` macro for including every colour in an image as a `u16` slice.
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- New object based text renderer.
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### Changed
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- Changed the default template game.
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- `DynamicSprite` has a new API which changes the constructor and adds a `set_pixel` and `clear` methods.
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- You no longer need to install arm-none-eabi-binutils. In order to write games using `agb`, you now only need to install rust nightly.
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- 10% performance improvement with the software mixer.
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### Fixed
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- Compile error if you tried to import a larger sprite which uses more than 15 colours between frames.
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## [0.15.0] - 2023/04/25
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### Added
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- You can now import aseprite files directly (in addition to the already supported png and bmp files) when importing background tiles.
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- New additional unmanaged object API for interacting with a more straightforward manner with the underlying hardware.
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### Changed
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- Importing background tiles has been improved. You no longer need to use `include_gfx!` with the toml file. Instead, use `include_background_gfx`. See the documentation for usage.
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- The hashmap implementation is now it its own crate, `agb-hashmap`. There is no change in API, but you can now use this for interop between non-agb code and agb code.
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- Moved the existing object API to be the OamManaged API. The old names persist with deprecated notices on them.
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## [0.14.0] - 2023/04/11
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### Added
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- Added custom `gbafix` implementation which can take the elf file produced by `cargo build` directly, removing the need for the objcopy step.
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### Changed
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- Made Vector2D::new a const function.
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- The template now uses rust 2021 edition by default.
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- All objects which should only be created once now have the correct lifetimes to only allow one to exist.
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- Template now uses codegen-units=1 to workaround bug in nightly.
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- Allocator is no longer interrupt safe.
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- Soundness issues with interrupts resolved which makes them unsafe and require the closure to be static (breaking change).
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### Fixed
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- Alpha channel is now considered by `include_gfx!()` even when `transparent_colour` is absent.
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- 256 colour backgrounds are now correctly rendered (breaking change).
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- The `#[agb::entry]` macro now reports errors better.
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- Added the shstrtab section to the linker to ensure that agb builds with lld.
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## [0.13.0] - 2023/01/19
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### Added
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- Added missed implementations of `regular()` and `affine()` to `Tiled1` which made `Tiled1` impossible to use.
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### Changed
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- Text renderer can now be re-used which is useful for rpg style character/word at a time text boxes.
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- Audio now automatically uses interrupts, so you can remove the `setup_interrupt_handler` or `after_vblank` calls to the mixer.
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- If a vblank happens outside of `wait_for_vblank`, then next call will immediately return.
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### Fixed
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- Zero volume now plays no sound.
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- Fixed issue where volume was incorrect for volumes which were powers of 2.
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## [0.12.2] - 2022/10/22
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This is a minor release to fix an alignment issue with background tiles.
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### Fixed
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- Corrected alignment of background tiles which was causing issues with rendering tiles in some cases.
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## [0.12.1] - 2022/10/12
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This is a minor release to fix the build of the docs on [docs.rs/agb](https://docs.rs/agb).
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### Fixed
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- Fixed the agb crate's docs.rs build
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## [0.12.0] - 2022/10/11
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This version of `agb` has some exciting new features we'd like to highlight and some brand new contributors!
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1. Save support for multiple cartridge types (contributed by @Lymia)
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2. Affine background support (contributed by @lifning)
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We also had a contribution by @ijc8. We can't thank you all enough!
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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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- Support for the blend mode of the GBA. Blending allows for alpha blending between layers and fading to black and white.
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- Added a new agb::sync module that contains GBA-specific synchronization primitives.
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- Added support for save files.
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- Added implementation of `HashMap.retain()`.
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- Added support for affine backgrounds (tiled modes 1 and 2) which allows for scaling, rotating etc of tiled backgrounds.
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- Added support for 256 colour backgrounds (when working with affine ones).
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- Added affine matrix module. This allows for manipulation of affine matricies for use in backgrounds and in the future objects.
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- Added support for dynamic sprites generated at runtime, some parts of this may change significantly so breaking changes are expected here.
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### Changed
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- Many of the places that originally disabled IRQs now use the `sync` module, reducing the chance of missed interrupts.
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- HashMap iterators now implement `size_hint` which should result in slightly better generation of code using those iterators.
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- Transparency of backgrounds is now set once in the toml file rather than once for every image.
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- 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.
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- Sound frequency is no longer a crate feature, instead set when initialising the sound mixer.
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- `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.
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### Fixed
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- Fixed the fast magnitude function in agb_fixnum. This is also used in fast_normalise. Previously only worked for positive (x, y).
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- Fixed formatting of fixed point numbers in the range (-1, 0), which previously appeared positive.
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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
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