Releases: ZAdamMac/PETI
Releases · ZAdamMac/PETI
0.5.0 - Food and Hygine Update
What's Changed
- V/0.4.0 by @ZAdamMac in #43
- V/0.4.1 RElease by @ZAdamMac in #50
- update/finalize revD backplanes by @ZAdamMac in #51
- Merge PWM changes to 0.5.0 release branch by @ZAdamMac in #52
- Merge Poop, Bathing Features to Version 0.5.0 by @ZAdamMac in #54
- enable output from RNG to EXP_SPI by @ZAdamMac in #55
- Tuned the probabilities by @ZAdamMac in #56
- Adds a "Rooted Status" draw system to the Main Game Scene. by @ZAdamMac in #57
- Add falls-asleep alert by @ZAdamMac in #58
- Idle Timeout by @ZAdamMac in #59
- Final Documentation Updates by @ZAdamMac in #60
Full Changelog: 0.4.1...0.5.0
Version 0.4.1
Installation
Installation requires you have the separate mspdebug tool installed.
It is also possible to clone the full repository, switch to the head of branch v/0.4.1, and run make target-flash.
- Download the attached binary.
- Navigate to that directory in the terminal and run the command
mspdebug tilib "prog ./PETI-0.4.1.out"
v 0.4.1 - Bug Fixes to 0.4.0
- Corrects an issue (#38) which causes an irrecoverable program crash during the Rock Paper Scissors minigame, by completely rewriting the minigame to use the newer
WORK_STRINGdisplay method rather than writing directly to individual lines on theDISPLAY_FRAME.
Version 0.4.0
Installation
Installation requires you have the separate mspdebug tool installed.
It is also possible to clone the full repository, switch to the head of branch v/0.4.0, and run make target-flash.
- Download the attached binary.
- Navigate to that directory in the terminal and run the command
mspdebug tilib "prog ./PETI-0.4.0.out"
v 0.4.0 - Sleep and Growth Update
- Adds functionality to handle conditional evolution of the pet, in a simplistic early version:
- If the pet's needs are relatively well met at the time evolution is checked for, it will evolve into the "high" evolution, else the low evolution.
- The egg and the baby's first evolution evolve through this mechanism; the baby is hardcoded to evolve a total of three hours after hatching.
- If the pet evolves to the special reserved "Death Identifier" the game state is reset. This is temporary.
StateMachinenow contains a.OLD_STAGE_IDproperty that records the previous stage ID before the current evolution
- Adds functionality that allows the pet to fall asleep between wall-clock times defined by their age group through
game_manager.h- Sleeping pets do not have the game state recompute while sleeping and accordingly do not experience stat depletion.
- Hunger and Fun degradation now occur retroactively when the pet wakes.
- The main game screen displays a status icon and special pet animations when the pet is sleeping.
evo_data.h'sstruct Stagewas ammended to add aanimationSleepingcharacter pointer that holds sleeping animations. This shares the limitation with all other animation data that font addressing is not currently implemented at this level.- Minor font changes for
font16x16to correct the misalignment of zazenkuchi's sleeping head from his body.
- The Food and Minigame menus are not accessible when the pet is sleeping, as is appropriate.
menus/main_game.c/hwere refactored to use a function-derived model similar to menu_generator in order to achieve this.
- The baby pet now correctly naps one hour after the game is started, for one hour.
- Rearranges the main game idle screen's menu to be more logically accessible to the player in terms of icon order.
- Adds an icon to the main game menu that allows the pet to be put to bed by turning the lights off.
- A pet that has freshly woken up will turn the lights back on.
- A sleeping pet with the lights off will cause the screen to turn off after roughly 15 seconds.
- A waking pet, or the human touching the buttons, will turn the screen back on.
- Sets the egg delay correctly back to 5 minutes.
- Fixes unreported bug that caused odd-numbered main menu menus to render the cursor on the bottom row one square earlier than it should.
- Refactors the main_game screen to use the shared WORK_STRING mutable char array rather than per-function strings, for memory savings.
- As a knock-on impact, this corrects #37
- Refactors the metanimations to support a more animated sequence for the upper forms of the pet.
- Exposed, and corrected, a bug in
main_game.c'sMG_computeLine()which caused large pets to explode when reversed.
- Exposed, and corrected, a bug in
- Refactors the
Stagestructure so that pet stages can target metanimations - Adds support for the font files being defined in multiple areas
- Adds font16x16_1.h, defining a second set of 255 useful pet glyphs.
- Adds options to the debug menu used for testing evolution quickly.
- Corrects a bug in
display.cthat was causing all font address evaluation to fail, meaning only each size's "font zero" could be used.- Updated all scenes to use the new addressible font logic instead of hardcoding FONT_ADDR_0 for pet sprites.
- Corrects the bug in issue #38 that caused games of
rockpapergame.cto be unplayable.- Added a technical debt item to address the deeper root cause in display.c's
printText_Largefunction.
- Added a technical debt item to address the deeper root cause in display.c's
- Removed
printdeltas_Demo,printdeltas_Game, andprintdeltas_Menufrom the codebase, since none of them were used anymore - Display now gives a convenience function,
DISPLAY_blankFramewhich resets the contents of the DISPLAY_FRAME