Releases: doomhack/GBADoom
2.6
2.5
2.4
2.3
2.2
Changes in this version:
- Added high detail graphics mode. In this mode sprites are drawn at full resolution and texture mipmapping is removed. There is a modest framerate penalty.
- Various Memory savings. Saved a few kb here and there by using bitfields, factoring out struct members. All of Plutonia with the exception of Map 28 will load and play now on Nightmare.
- Use the original iD Doom Zone memory allocator. This removes some overhead from each memory allocation.
- Minor performance improvements.
2.1
Changes in this version:
- Add screen wipe effect back in. Backported from here (https://github.com/next-hack/nRF52840Doom)
- Some fairly minor optimisations. Mainly factoring out division.
- Build with Link time code gen. (-flto)
2.0
Changes in this version:
-Lots of optimisations! Factored out more division, use reciprocal table, move more code to IWRAM. Offers around a 15-25% improvement in FPS.
-Some memory savings. There's still a couple of levels in Plutonia that won't load, (Map 23 & 28).
-Added framerate display. (Which can be accessed via a cheat. Thanks KipyKip. Why didn't I think of that!?) It replaces your current weapon ammo display and is in 10th's. So 234 = 23.4FPS.
-Fixed cyberdemon and spiderdemon not being drawn at distances over 1280 units.
-Allowed PC build for debugging with MSVC compiler too. (Use 32bit. I don't think it works 64bit due to struct alignment.)
1.9
This release contains the following changes.
-Various performance optimisations. This version should be around 10-15% faster than the previous build.
-Fixed issue with floor textures.
-Improved texture quality. More textures will always use full quality now.
1.8
This release contains the following changes:
-Some memory usage optimisations.
The following changes from KippyKip's fork have been merged in:
-Adjustable gamma levels. Looks much better on my AGS-001 GBA-SP.
-Backpack status is remembered when loading a game.
-Fix for quiet plasma rifle.
-Menu tweaks.