Difference between revisions of "Release"
From MSX Game Library
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** Ability to enable '''real-time special effects''' on sprites (flip and rotation) | ** Ability to enable '''real-time special effects''' on sprites (flip and rotation) | ||
*: Note: To convert old project to use this new module, follow the [https://aoineko.org/msxgl/index.php?title=Modules/game_pawn#Update_to_new_game.2Fpawn_module conversion guide] | *: Note: To convert old project to use this new module, follow the [https://aoineko.org/msxgl/index.php?title=Modules/game_pawn#Update_to_new_game.2Fpawn_module conversion guide] | ||
− | * You can now '''create 'library' project''' to | + | * You can now '''create 'library' project''' to build code to be used in different project |
* Several bug fixes (thanks to MSXgl community) and optimizations | * Several bug fixes (thanks to MSXgl community) and optimizations | ||
* Big cleanup in source code standardization | * Big cleanup in source code standardization |
Revision as of 13:34, 30 September 2025
MSXgl 1.3.0
Majors updates
- New modules:
- Disk_Save: Save to disk from a ROM application (for saving game data or use with a in-game editor)
- WaveGame: Play high-quality wave file from application using a MSX Pico+ feature
- Lightgun: Handle MSX lightguns (ASCII Plus-X Terminator and Gun-Stick)
- Redesign of the Pawn module, which handles animated objects (such as characters), with optimizations and new features
- Ability to load sprite patterns into VRAM on the fly (removing the animation frame limit)
- Ability to enable real-time special effects on sprites (flip and rotation)
- Note: To convert old project to use this new module, follow the conversion guide
- You can now create 'library' project to build code to be used in different project
- Several bug fixes (thanks to MSXgl community) and optimizations
- Big cleanup in source code standardization
Change log
- [Arkos] Small optimization in playback function
- [ayFX] Made the module compatible with default PSG register buffer (to use with VGM and lVGM)
- [BIOS] Small optimization in Bios_InterSlotRead()
- [Build tool] Added new target "C library" and option to add additionnal library to a project
- [Build Tool] Added support for 16 KB ROM naming for RISKY MSX
- [Build tool] Fixed emulator launch method for Linux & MacOS
- [Core] Reactivated warnings #283 "function declarator with no prototype" and #59 "function must return value"
- [Core] Reserved entries for MSX2++ and MSX turbo R+
- [DOS] Added new features: error handler for MSX1, delete file (FCB), get free space, BIOS routine access (interslot read/write/call)
- [Disk_Save] Added new module to handle save to disk from a ROM application (for saving game data or use with a in-game editor)
- [Game/State] Moved Game module to Game/State
- [Game/State] Added game data getter functions
- [Game/State] Optimized in size and performance
- [Game/State] Fixed Game module synchronization
- [Game/Pawn] Moved Game_Pawn module to Game/Pawn
- [Game/Pawn] Added new feature: realtime sprite pattern loading, sprite FX, force current action, force Pawn update and data getter
- [Game/Pawn] Added PAWN_UNIT options and allowed Pawn position to be fixed-point 16-bit
- [Game/Menu] Moved Game_Menu module to Game/Menu
- [Game/Menu] Added get current item function for Menu module
- [Game/Menu] Added new drawing events
- [Game/Menu] Added feature to return to previous page
- [Input] Added INPUT_HOLD_SIGNAL option
- [Input] Added Light gun ID
- [LightGun] Added a module to handle light gun and a sample program (s_lgun)
- [MSX-Audio][MSX-Music] Fixed FM music mute functions
- [MSX-Music] Added function to get detected FM cartridge slot ID
- [Print] Added helper function to get/set pattern offset
- [Print] Fixed X/Y coordinate unit
- [Print] Added new inline helper functions to draw at a given position
- [Sequence] Added new Sequencer module to use in interactive movie
- [System] Added target independant functions to get MSX and BASIC version (from BIOS)
- [System] Fixed GET_TARGET_ISR flag value
- [V9] Fixed V9_SetSpriteDisableP1
- [VDP] Fixed stack adjustment for VDP_Peek_128K() function and optimized VDP_SetBlinkTile()
- [VDP] Added wrapper function for setting backdrop color
- [WaveGame] Added a new module to handle WaveGame device of the MSX Pico/Pico+
- [Example] Moved example game into a separate GitHub project (Peng Pong)
- [MSXtk] Fixed help message displaying an error message ; Harmonized if/for/while writing convention
- [MSXimg] Added support for partial custom palette (a given number of color starting at a given index)
- [Doc] Improved source code documentation
- Cleaned inline assembler function for return value
- Cleaned macro parameters and fixed parameter precedence
- Fixed many typos
- Standardization of spaces after if/for/while/switch functions and defines
- Standardization of structure definition