Releases: andwn/cave-story-md
0.8.8
There's always more bugs edition
Changes:
- Fix a pretty bad bug where bullets would whiff a lot because I implemented the new check incorrectly
- Prevent random thud sound (from quote landing on the ground) in cutscenes where it should not play
This should be it for a while (really for reals this time) unless there are any more game breaking issues that come up.
0.8.7
September Edition
I don't have a cool new screenshot so here's a picture of Zundamon.
Changes:
- Implemented the line-by-line sprite clipping effect used for teleporting characters (not just quote)
- End credits overhaul:
- Bake in missing Labyrinth background, and get Balcony background working in the scene with Misery
- Add a vertical wipe fade, combined with sprite masking needed to hide stuff behind the fade
- Player sprite was missing before the first transition
- Fix colors on one of the illustrations because it looked off
- Some fairly significant slowdown reduction:
- Bullet collision is interlaced (used to be for specific enemies)
- Fix a mistake that caused Spur to redraw the HUD every frame even if it is idle
- When the screen scrolls vertically and needs to render a new row of tiles, some effects like smoke may flicker
- Proximity presses (Final Cave) disable collision until they begin moving
- Fix bullets graphics being messed up sometimes in Labyrinth M
- Fix Gunsmith room having the wrong level polar star bullet sprites in various situations
Taking a break to play video games prevent burnout.
0.8.6
Taking it Easy Edition
Changes:
- Add full weapon set next to HUD and animation when switching
- Implement missing Skullstep enemy
- Expand maximum stage title length to 20 chars (was 16)
- Fix a tile replacement issue in the Jail where you get Sue's letter that potentially prevents progress
- Fix the colors for some of the icons that show up in the credits
- Fix player disappearing when Gunsmith takes the Polar Star
- Show Pooh Black nurse instead of Balrog nurse in Labyrinth scene during best ending
- Fix Blade Lv3 spawning some of the blade slashes way over to the right
- Fix a couple graphical issues caused by DMA address wrapping (Outer wall background, credits illustration)
- Fix the Armored Gaudis falling through the floor when revisiting the room with Monster X in the late game
- Fix Red Demon's (last cave) projectiles dissipating immediately if it is standing on the ground
0.8.5
1000 Commits Edition
Changes:
- A lot that I don't remember
- Implemented Whimsical Star finally
- Implemented wipe fade like the original (horizontal only)
- Added the bullet dissipation effect for most enemy shots
- The damage popups now clip upward when disappearing
- Adjusted the color palettes of many maps to be a bit less washed out
- The motorbike is pink. This is important.
- The door Balrog busts open in Mimiga Village stays busted now
- Many animations have been sped up that are too slow
- And some were added that were missing
- Replaced screen shake algorithm, the previous one seemed to bias the camera into weird spots
- Fixed some of the messed up fading issues in the staff roll
0.8.0
STUDYしましょう Edition
Today's date has a lot of 2s in it.
Changes:
- New languages: Chinese Simplified, Korean
- Rewrite CJK text renderer to use 12x16 font and 3 rows in the message window
- Fix latin languages displaying the wrong glyphs for non-ascii chars
- Flatten message window border to hide plane overlap
- Fixes to various graphical glitches in HUD / menus
- Fix most (but not all?) graphical glitches on certain consoles caused by Z80 bus bug
- Some optimizations to array lookups in object/tileset code
- The issues tab went from 49 to 22 and I don't feel like digging out the numbers
0.7.0
Mucho Linguas Edition
I tried using the SSF mapper to get everything on one ROM but it turns out nobody implements it in a consistent manner, so here's 8 ROMs instead. Each has been booted to make sure they start and display text properly, but I didn't play through the whole game 8 times.
Changes
- New languages: Spanish, French, German, Italian, Portugese (PT and BR)
- Occasionally, when the music stopped it would play really fast for a second. This should no longer happen
- Restore 8 pixel border so the camera doesn't bounce around on single screen maps
- CS+ Speed setting
- Fix some of the credits bugginess and missing things (but more to go)
- Water drops in First Cave
- You can stand on presses again
- Labyrinth blocks don't go too far into the walls anymore
- The trees are in front of the island in the ending cutscene
- Fix #256 #276 #320 #321 #324 #325 #326 #327
v0.6.0
Stuck at Home Edition
What's New?
- All music tracks completed
- The music won't slow down when the game does anymore
- No more OOM when loading a level, for real this time
- Nicer effects for polar star, fireball, snake, and bubbler
- A whole lot of other stuff fixed
What's Next?
- Bugfixing and polish mostly
v0.5.2
CAVE STORY MAKES YOU HAPPY, PRETTY, LOVELY! Edition
There were a few bugfixes and the Nemesis should be more accurate now. I forgot what exactly was changed though, whoops.
This
v0.5.1
Fix 0.5.1a: Core water was too high #241
Getting Crushed Edition
New stuff:
- Tried to reduce slowdown to some success
- Snake and Spur work but don't have proper graphics yet
- Counter
- Intro
- Moving smoke
- Fixed a bunch of stuff I don't really remember
Known Issues:
- Yes
What's next:
- I need a break
- Weapon effects like fireball trails, boom flashes, polar star dissipation
- Try to fix the rest of the lag