pkgsrc changes:
* Disable configure target (SCons seems not to provide it)
* Remove explicit use of SCons: use Makefile instead
* Port deprecated Boost.Signals to Boost.Signals2
* Take MAINTENERship
Changes:
Pingus 0.7.6 (24/Dec/2011)
==========================
* added new SVG icons for Pingus
* added 10 new xmas themed levels
* added ability to sort levelsets by priority
Pingus 0.7.5 (25/Oct/2011)
==========================
* fixed memory leak in OpenGL renderer
* added support for Win32 cross-compilation with mingw32
* added gamespeed adjustments via KPPlus, KPMinus, KPEnter
* added single-stepping the game with 'S'
* added better application icon
* added access to all levelsets in developer-mode (Ctrl-m)
* added 10 new Halloween levels
Pingus 0.7.4 (10/Oct/2011)
==========================
* fixed game not starting when no soundcard is present
* all halloween and tutorial levels have been converted to a minimum
size of 1920x1200 so they can be played in fullscreen without letterboxing
* new --userdir command line switch to set the directory where savegames
are saved
* menu getting confused by fast succedding clicks fixed
* level-demo recording and playback are back (files not compatible between x86 and x86-64)
* window resize support throughout the whole game
* dirty-rectangles drawing for improved performance with software rendering
* OpenGL rendering
* new blackboard graphic
* Unicode support
* two new levelsets, "Desert" and "Factory Campaign", with 27 new levels
* added a man-page
* deadly fall height has been increased
* support for prefab objects and groups in the editor
* cleaned up digger, miner and basher paths
* added an option menu
* lots of minor bug fixes
* bitmap fonts have been generated with anti-aliasing
4.1.2.0:
Levels & Artwork:
drag-and-drop support for level and artwork zip files on all platforms
zip files can be dropped into main menu or into level set selection menu
zip files placed into level (sub-)directory will be extracted at start
added support for level sketch copy/paste using Ctrl-c/v in level editor
also makes it easy to copy complete playfields between levels in editor
added support for graphics sets with dynamic window and playfield size
added special global animation mode ‘NO_TITLE’ for all but title screens
Gameplay:
added request dialog to play again after game is over without solving level
added quickly toggling team mode by clicking on main menu “name/team” text
Bug fixes:
fixed bugs in game logic of “game of life” and “biomaze” elements
fixed many bugs related to local and network multi-player games
fixed many bugs related to virtual buttons when playing on touch devices
lots of other bugs fixed in this release (see Git commit messages)
Other changes:
removed support for SDL 1.2
4.1.1.0:
Multi-player games (team mode and network games):
improved support for network multi-player games (plus lots of bugfixes)
network games can now be fully configured by using setup menu settings
when playing network games, the level to be played is now sent to all clients
added UDP broadcast to auto-detect network server in local network
multi-player levels now marked in main menu preview with network or team mode
fixed team mode games in R’n’D game engine (all players have to enter an exit)
added player option in level editor to let the first player solve the level
Virtual buttons on touch devices:
improved support for highly configurable virtual buttons on touch devices
options for transparency, grid size, highlighted and outlined virtual buttons
separately configurable virtual buttons for portrait and landscape mode
Graphics:
ultra-smooth scrolling using vertical sync (vsync) on supported devices
Game settings:
added setup option to directly play the next level after solving a level
added setup option to skip displaying the high scores after solving a level
added setup option to use extended list for game speed selection
Global animations:
added event actions (key events and screen buttons) to global animations
this allows for simulating key or button events when animations are clicked
added “passthrough” option to click several overlapping global animations
Other changes:
fixed bug with dragon fire destroying indestructible steel letter walls
fixed various other bugs (and probably added some new)
Version 1.14.7
Campaigns
* A Tale of Two Brothers:
* S3: Changed castle to permanent chaotic ToD and rebalanced scenario accordingly
* S4: Added dialogue between Baran and Tairach when they engage in combat
* Dead Water:
* S3: Added event to make Storm Trident more obvious
* Descent into Darkness:
* Complete revision of all dialogue and story text
* Revised and rebalanced gameplay in all scenarios
* S3 and S11: New scenarios completely rewritten from scratch
* Eastern Invasion:
* S1: Removed early finish bonus for fleeing
* S2: Modified Dacyn's dialogue upon undead arrival
* S7a: Require Dacyn to cross the river
* S9: add snow to map
* S10: show objectives after defeating enemy leaders
* S11: show objectives after finding gold and releasing prisoners
* Legend of Wesmere:
* Disabled side shuffling in MP (checking the box does nothing)
* Fixed missing persistent data at the end of chapter 3
* Rebalanced gold values in all scenarios
* S3: remove shroud from enemy sides upon Kalenz's arrival
* S4: (MP only) free Cleodil at scenario start
* Northern Rebirth:
* Eryssa now must survive if she joins the player
* Father Morvin and Sister Thera will now respawn at Tallin's location if they die to prevent illogical gameplay
* Gold in S10-13 is adjusted if Krash is dead
* S1: Spawn 2 Troll Whelps instead of 4 and a normal Troll
* S4: Have Hamel describe Ghouls if Camerin is dead
* S5: Add gates to map instead of images and overlays
* S8: add text and updated objectives when rescuing Eryssa
* S12a: Update objectives to make it clear that gold is not received if Sisal dies
* The Rise of Wesnoth:
* Fixed various typos
* S17c: Modified Burin's description of trolls
* The South Guard:
* Fixed various typos
* Tutorial:
* Remove swamp from map for part 2
* Warn player about water when stepping on any shallow water hex
* Change quintain to level 0
* Allow Konrad and Li'sar to level up and add corresponding dialogue for part 2
* Under the Burning Suns:
* Added embellishments to various maps
Language and i18n
* Updated translations: British English, Chinese (Traditional), Dutch,
French, Italian, Japanese, Lithuanian, Spanish.
Multiplayer
* Dark Forecast: AI units are "discovered" (added to the help if not already known)
* Dark Forecast: fixed bug where additional boss spawns would not occur after the initial wave
Multiplayer server
* Forum user handler ban durations are now reported back to banned players.
Units
* Updated descriptions for Goblin Knight and Wolf Rider
* Add new descriptions for Quenoth faction
User interface
* Add jamming to the vision tooltip in the sidebar.
* Fix undoing a recall not un-drawing parts of the sprite that go beyond the unit's hex
* Fix crash when the recruit filter matched nothing.
* "Show Enemy Moves" now highlights enemy units that can reach the highlighted hex.
* The time of day graphics for midday and midnight have been updated to match the rest of the
summer/winter time of day schedules.
Miscellaneous and bug fixes
* Fix auxiliary attack end event handlers defined by FORCE_CHANCE_TO_HIT breaking if one or more of the
affected units are removed by another attack end event handler
* The statistics dialog no longer forgets to reset stats when using "Reset Replay" ("Stop") in replay
mode or "Back to turn" in networked MP games
1.9.1:
- Fix 6564: Enforce types of arguments for station name strings
- Fix 7433: Don't use AirportSpec substitute if it's not enabled
- Fix 7447, 7466, 7476: Missing NewGRF strings due to Action 4 feature check skipping pseudo-feature 48
- Fix 6222: Advanced sprite layout sometimes showed incorrect railtype ground tile.
- Fix 7439: CompanyRemoveReason overwritten by ClientID
- Fix: [Windows] Incorrect error handling could lead to cascading error windows
- Fix 7478: Don't remove NewGRF objects on company take-over.
1.9.0:
- Fix 7411: Use industry production callback (if used) on initial industry cargo generation
1.9.0-RC2:
- Fix 7400: WaterClass for tree tiles was not converted for old saves preventing industry creation
- Fix: Filtered file list did not scroll properly
- Fix 7391: Don't invalidate go to depot orders of non-aircraft when invalidating hangar orders that happen to share IDs
- Fix 7386: Measurement tooltip for tunnels, aqueducts & docks did not display or flickered
- Fix: Wrong company performance rating when money exceeds INT_MAX
- Fix: Permit loading of industry production callback with invalid cargo type
- Fix: Spelling for a few real town names
- Fix: Runway too short for large aircraft message should not depend on plane crashes setting
- Fix 7334: Ship lost after crossing bridge due to path cache not being consumed while on final bridge end
1.9.0-RC1:
- Add: Various AI/GS functions for vehicle groups
- Change: Synchronise introduction date and reliability randomness across vehicles with the same base introduction date
- Change: Allow towns to build bridges over rails and one-way roads
- Fix: Detection of coast tiles with trees on them
- Fix: Emergency netsave saved the title game instead of the broken game in question
- Fix: Company livery window showed incorrect groups when opened in multiplayer
- Fix: Unable to select last group in open livery window
- Fix: Goto hangar orders were not invalidated when rebuilding airports
1.9.0-beta3:
- Feature: Option to adjust font size separately from GUI size
- Feature: Increase maximum number of orders from 64000 to ~16.7m
- Add: Show performance of AI and GS in framerate window
- Add: News menu entry and shortcut for deleting all messages
- Change: [OSX] Improved scrolling behaviour when using touchpads
- Change: Add scrollbar to cargo legend in cargo payment rates window
- Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations
- Change: Improved UI behaviour when dragging sound volume sliders with the mouse
- Change: Use selected vehicle group as parent when creating a new group
- Change: Use SlErrorCorrupt() on pool index error when loading a savegame, instead of terminating
- Change: Skip reliability decay if servicing is disabled
- Fix: Remove desert around lakes upon generation
- Fix: Re-sorting file list did not update filtered rows
- Fix 7159: Waiting time at red one-way signals was too short
- Fix 7189: Fluidsynth volume gain too high
- Fix 7004: Cargo flow legend was not properly refreshed after zooming
- Fix: Possibility to modify wrong AI/GS settings when switching AI/GS scripts around
- Fix: Use more descriptive "spectator" strings for story book and goal dropdown menus
- Fix 6599: Disable build and rename button in build vehicle window when no vehicle is selected
- Fix: Do not mangle tagged revision strings for network revision strings
- Fix 7151: AI start date deviation was still applied when not set to a random AI
- Fix 7197: Invalidate depot buttons when necessary
- Doc: [AI] UnshareOrders empties the orders list of the vehicle
1.9.0-beta2:
- Fix: Non-Windows builds did not get correct git hash
1.9.0-beta1:
Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbers have been replaced with Pull Requests and Issue numbers
- Feature: Group liveries, and livery window usability enhancements
- Feature: Overhaul of music system, support MPSMIDI music files (TTD DOS/TTO)
- Feature: [Win32] Rewritten DMusic and WinMM music drivers
- Feature: [Win32] New XAudio2 sound driver
- Feature: [Linux] New Fluidsynth music driver
- Feature: Framerate display window
- Feature: [NewGRF] Ability for industries & houses to produce and/or accept up to 16 different cargoes
- Feature 6610: Allow towns to build houses on road turns
- Feature: Replace independent map scrolling GUI settings with single option, and add choice to not lock cursor position when scrolling
- Feature 6459: API for querying network clients from GS
- Feature: New Russian Ruble & Mexican Peso as currencies
- Feature 4186: Append '(City)' after city names in the town directory
- Feature 986: Automatic save when losing connection to a network game
- Add: [NewGRF] Flag to hide rail types from construction
- Add: [NewGRF] Airport animation trigger for plane landing
- Add 4115: Default starting company colour setting
- Add: Mixer feature for streaming sampled music
- Add 6460: [AI] start_date parameter for Random AIs on new game
- Add: BACKSPACE can be mapped as a hotkey
- Add: 32bpp SSE2 blitter palette animator
- Change: Make ships turn slowly when changing direction and stop when going up or down a lock
- Change: Improve ship pathfinder performance
- Change: Decouple GUI timing from game ticks
- Change: Desert tiles are now half-desert if a neighboured tile is non-desert or sea/coast
- Change: Gradually slow down aircraft speed on breakdown
- Change: [NewGRF] Increase rail type & cargo type limits to 64
- Change: [NewGRF] Increase size of persistent storage to 256
- Change: [NewGRF] Use last OpenTTD SVN revision in NewGRF version number
- Change: Clone tool in depot window now behaves like clone button in vehicle window
- Change 6397: Keep town growth rate in sync with house count
- Change: Scale default FreeType font size selection by UI zoom level
- Change: [OSX] Reversed pinch to zoom behaviour
- Change: Switch town growth rate and counter to actual game ticks
- Change: Non-tag revisions are now named '<commitdate>-<branch>-g<shorthash><modified>'
- Change: Rewrite several bits of documentation in markdown
- Fix: Reinitialise graph GUI on game restart
- Fix: Potential crash during shutdown after unpacking downloaded content
- Fix 6584: Text layout in engine preview dialogue
- Fix 6636: Airplanes could be sent to helicopter station depots
- Fix: Deadlock when launched with -n switch
- Fix: Various corrections to town names in non-English languages
- Fix: Only consider airport tiles when placing (for non-rectangular airports)
- Fix: Spelling fixes on some Latin American town names
- Fix 7001: Pathfinders should see standard road stations as tiles where to reverse
- Fix 6676: Prevent helicopters from stopping in midair during some kinds of landing
- Fix: Remove need to use Ctrl+Click when building stations next to competitors
- Fix: [NewGRF] Make VA2 operator 11 (ror) behave well-defined when rotating by 0 bits
- Fix 4109: Add more water checks to the Oil Rig layout
- Fix 6938: Incorrect value for "Cost to Clear" was displayed for Company Headquarters in tile inspector
- Fix 6920: Make 9.8m/s^2 a common constant for TE-calculation
- Fix 6892: [Script] CONFIG_RANDOM did not use the full parameter range
- Fix 6622: News message when GS constructs a town had empty company name
- Fix: [NewGRF] Action7 variable 0x85 had no bounds checks
- Fix 6875: Depot building cost did not include foundation build cost
- Fix: Some pixels in ship autoreplace icon (sprite 106) were transparent
- Fix: Poor contrast in cargo dest flow legend window cargo labels
- Fix 6553: Make viewport button text unambiguous
- Fix: [OSX] Setting mouse-wheel to scroll the map does not disable pinch to zoom
- Fix 6969: Account for BOM when reading script files
- Fix 6898: Ability to use seeds above INT_MAX
- Fix 6659: Bus stations could be demolished when not in demolish mode
- Fix: One-way roads could be over-built by road stops regardless of road owner
- Fix: Use name of cargo instead of Passengers/Mail in town statistics
- Fix: Prevent ships moving into docks after finishing (un)loading
- Fix: Tractive effort was slightly too high as per NewGRF spec
- Fix 6465: Add {NORMAL_FONT} and {MONO_FONT} control codes to GS strings
- Fix: Four group action icons were misplaced and cropped
- Remove: PSP, WinCE support
The Powder Toy is a free physics sandbox game, which simulates air
pressure and velocity, heat, gravity and a countless number of
interactions between different substances! The game provides you
with various building materials, liquids, gases and electronic
components.
Enemy Territory: Legacy is an open source project that aims to
create a fully compatible client and server for the popular online
FPS game Wolfenstein: Enemy Territory.
Version 1.14.6
AI
Fixed crash when the AI simulates a fight between two units which can slow but aren't yet slowed, then simulates another fight for one of them in Monte Carlo mode.
Experimental AI recruiting: fixed AI crash for unit type with unknown race
Support for modifying the available AIs using cores:
New parameter default_ai_algorithm for setting the default AI
New parameter mp_rank for setting the order in which AIs appear in the MP computer player selection menu
New option "Keep saved AI" when reloading games from the MP Create Game screen. Choosing this option prevents overwriting of the saved AI by the default AI.
Forest Animals Micro AI: fix AI crash when using custom rabbit hole image
Fix Lua AIs using the ai.stopunit_*() functions potentially creating infinite candidate action loops
Campaigns
Dead Water:
- S12: Slightly rebalanced enemy reinforcements and ai gold
Descent Into Darkness:
- Allow converting L3 necromancers to liches from S12 onwards.
- Added an alternative method of completing the campaign.
- S8, S9 (A Small Favor II & III): Clarify objectives.
- S8 (A Small Favor II): Fixed units created via the plague ability not available in S9.
Sceptre of Fire:
- S1&2: increased difficulty
- S6: additional guards for the elves
Secrets of the Ancients:
- S01 Slipping Away: It is now obvious that the wild animals cannot cross the fences.
- S02 Dark Business: Simplify scenario by removing the temporary invisible starting keep.
- S05 Blackwater: Additional dialog from Ardonna at the start.
- S11 Battleground: Ghosts are now able to be recruited after the scenario is complete.
- S15 Mountain Pass: Bird bones moves so bird is easier to keep alive when discovered.
- S21 Against the World: Leader of the elves is now same elf from S12.
- S21 Against the World: Adjustment so player doesn't have to chase down some leaders at the end.
- Proper animation for finding the bird bones.
- Newly made liches will now receive a move point upon transformation if they weren't recalled. this turn and haven't moved yet.
The Hammer of Thursagan
- S12 'The Underlevels': redesigned with completely new map and scenario
Northern Rebirth:
- Fix loyal units obtained in S7 costing upkeep (introduced in 1.14.5)
- S13: Improvement to the AIs
The Rise of Wesnoth:
- S15: victory text is not used upon hero death
- S17d: enemy units are killed upon victory except for bats
- S22: cuttlefish now have the loyal icon
The South Guard:
- Revised scenario and story dialogue.
- Reworked and rebalanced all scenario and map designs.
- Removed S6a 'Tidings Good and Ill'.
Tutorial:
- S2: Wolf riders are not initially recruited, to not hinder the player from reaching the island in time
Language and i18n
Updated translations: British English, Chinese (Simplified), Chinese (Traditional), Czech, French, German, Italian, Japanese, Lithuanian, Russian, Scottish Gaelic, Slovak, Spanish, Ukrainian.
Lua API
Fix wesnoth.set_dialog_callback calling the function immediately when used in the previous callback.
Fix wesnoth.set_dialog_value not triggering re-layout.
wml.tostring() now outputs a string that can be parsed back to WML without loss of data.
Miscellaneous and bug fixes
Fix crash with custom themes on desktop PCs.
Add --campaign-skip-story command line switch for skipping directly to turn 1.
Remove --data option, --data-path has the same functionality.
Fix documentation of --render-image command line switch.
Update manpage with options previously only documented by wesnoth --help.
Fix wrong ordering for BW / BF years, for example in Play a Campaign when sorted by date.
GUI.pyw can now terminate a running maintenance script
Fix SDL_DestroyRenderer assertion failure under XMonad.
Fix map item names not being translated in the scenario editor.
Usernames specified in the MP UI and command line are now stripped of leading and trailing whitespace, including newlines.
Show ability of a selected unit as active/inactive with respect to mouseover hex.
macOS: Wesnoth now uses the app sandboxing feature, which means there is a new location for saves. All saves will be migrated during first launch automatically.
Many units lacking animations now have at least a defense animations
Multiplayer server
Fix stale temporary bans continuing to have an effect on players until cleared by phpBB on the next ban/unban operation.
Packaging
new scons option, intended to be used when building releases inside a git repo: autorevision=False
Fix build with Boost 1.69.
Fix build with Pango 1.43.
User interface
Fix regression: Game Load screen would not select 1.12 savegames.
Fix regression: the in-game "Observers" icon (an eye) was covered by the minimap.
Increase step size when clicking sliders in the MP Create Game dialog.
Fix overlapping top bar elements with small screen resolutions.
Don't scroll to an invisible unit that recruits another invisible unit.
When a recruited unit is fogged, scroll to the recruiting unit and play recruit animation.
Fix line breaks in first statistics line in unit type pages in the help.
Don't scroll to an enemy unit that teleports to or from an invisible hex.
Don't show in the sidebar the time of day schedule of a shrouded hex.
Game Load screen gracefully handles savefiles that can't be parsed.
The sidebar now shows alignment and damages as they would be on the hex under the mouse, rather than at the unit's current location.
When a unit has multiple statuses (slowed/poisoned/invisible/etc), the sidebar shows all of them, not just the first.
Fixed being able to dismiss a game lobby by pressing Esc.
Fixed multiple severe issues in the classic theme.
The "Attack Enemy" dialog now shows inactive weapon specials in gray.
Taking screenshots in title screen is possible again
The "Recruit Unit" dialog is searchable by unit type name.
Add text filter to hotkeys preferences.
Hide leader in status table if it's unfogged but invisible.
macOS: Dark GUI on macOS Mojave and later when dark appearance is enabled.
Usability
Flightplan loading within the launcher.
Chinese, Russian and Italian translations for the launcher and UI
Improved support for the state of the aircraft depending on starting location - cold and dark on the ramp, engine running ready for take-off on the runway, or in cruise flight.
Input
Improved joystick configuration and binding options.
AI / Multiplayer
Multiple Levels of Detail (LoD) for MP and AI aircraft. To improve performance, low-detail models are used when the viewer is far from the MP aircraft.
Fallback models to display in the case where a viewer does not have the MP aircraft installed.
Many improvements to AI models including new liveries, timetabled movements
Graphics
Support for retrieving Canvas images over HTTP. This is a useful feature for displaying instruments like a PFD, ND, EICAS or any MFD externally from the FlightGear 3D main window in a separate window or on a separate monitor, computer or a mobile device. See Read_canvas_image_by_HTTP for more information.
Improved cloud rendering with stronger Mie scattering on cloud fringes, improved scattering on cirrus clouds
Reset: wipe the Effect UniformCache
Scenery
Improved scenery for Hawaii, the default location for this release.
New scenery for Jan Mayen, situated northeast of Iceland. Including the active volcano of Beerenberg (2277m).
JSBSim
The feature fail_hardover of the <actuator> component was not giving the correct output in some occurences when clipmax was smaller in absolute value than clipmin.
Tables CORNERING_COEFF could not be used for BOGEY contact points.
Bug fixes for JSBSim atmosphere model at very high altitudes
Fixed PID integration with the 3rd order Adams-Bashforth was inccorect.
The fail_stuck property of sensors (accelerometers, magnetometers, gyro, etc.) without a <lag> element was setting the output to zero instead of sticking to the last output value.
When a sensor was stuck, the drift, gain, bias and quantization of the last output before being stuck were ignored.
Fixed the Calibrated Air Speed (CAS) computations for supersonic velocities
Fixed the Nlf (Normal load factor) sign
Nlf can now be specified as an initial condition via the property ic/targetNlf
Added blocking sockets to the input features
Added a property to piston engines to get the AFR (Air to Fuel Ratio)
Added conversion from m/s to ft/s
Restored the initial conditions for engines running (-1 means all engines)
Significant Aircraft Updates
"Metadata" has been added to many aircraft, making it easier to find new exciting aircraft to fly using the launcher, whether you are interested in aircraft from the 1920s or twin engined business jets.
B-25 : Various bug fixes and minor improvements
Cessna 172 : Improved cockpit, interior lighting.
Citation II : New panels, radio instruments. Complete remodeling of the electric system, with accurate bus voltage, circuit breakers. System test knob implemented.
F4U : new FDM
F-14 : V1.8. Improved flight model, particularly in a low-speed regime. Improved cockpit.
F-15 : V1.8. Updated flight model, particularly armament mass location. Performance optimizations. Autopilot improvements.
F-16 : v3.0. Store options. New liveries. Radar performance optimizations. Autopilot and system improvements. FDM fixes.
Saab 37 Viggen : Version 4.313. Various updates, particularly to radar and armament models.
Seneca II: Long range tanks, interior lighting,
SpaceShuttle : Milestone-10. Improved interior (including furry velcro), launch guidance and orbital plane targeting, more realistic OMS burn procedures, expanded systems including circuit breaker simulation and failure modeling.
777: Our flagship airliner now fully supports checklists, allowing you to learn everything about the aircraft from within the simulator. Full support to auto-push was also implemented. Bug fixes and minor improvements.
Other
FG1000 glass panel display, inspired by moving map devices like the the Garmin G1000
Improved Replay handling of AI aircraft and carriers - judge your own carrier landings.
KC-130 tanker aircraft for air-to-air refueling
Flightplan GPX import now supports elevation values.
TACAN: Add support for setting TACAN by frequency
2018.3.2 point release
Chinese font support for the splash screen / tips, and some updated Chinese translations
C172P bug fixes
fixed crash on certain AMD 64-bit systems relating to SSE intrinsics and memory alignment
fixed crash loading flightplans saved from LittleNavMap with non-sequential waypoint indices
tolerate missing runways parsing Navigraph procedures, so current cycle can be used at more airports
use Ref versions of osgDB methods to avoid crashes, especially after long flights
fix a NaN in the sky rendering code at extreme orbital altitudes
set default values of some position properties for consistency with the rest (affected C172 tie-down mode)
fix JSBSim wheel-spin down regression
Libretro is a simple but powerful development interface that allows for the
easy creation of emulators, games and multimedia applications that can plug
straight into any libretro-compatible frontend. This development interface is
open to others so that they can run these pluggable emulator and game cores
also in their own programs or devices.
2048 is a puzzle game.
Upstream changes since 20160429:
- lots of small bug fixes in the individual games
Pkgsrc changes: To avoid the distfile that changes every day, the package
is built from a Git snapshot (with fixed commit). As a consequence, this
package depends on Perl, autoreconf and textproc/halibut now.
Libretro is a simple but powerful development interface that allows
for the easy creation of emulators, games and multimedia applications
that can plug straight into any libretro-compatible frontend. This
development interface is open to others so that they can run these
pluggable emulator and game cores also in their own programs or
devices.
NXEngine is a Cave Story game engine clone developed by Caitlin
Shaw.
Cave Story is a platform-adventure video game developed over five
years by Daisuke "Pixel" Amaya. Cave Story features 2D platform
mechanics and is reminiscent of the classic games the developer
played in his youth, such as Metroid and Castlevania. It received
wide critical acclaim for its compelling characters, setting, story
and gameplay.
EasyRPG Player is a game interpreter to play RPG Maker 2000, 2003
and EasyRPG games. It uses the LCF parser library (liblcf) to read
RPG Maker game data.