TIC-80 tiny computer 0.60.3
CHANGELOG
version 0.60.3 (https://github.com/nesbox/TIC-80/milestone/22?closed=1)
0.60.3
- Persistent Memory (PMEM) moved from 80K RAM layout and has 1KB now (you can store up to 256 integers). Freed space (28 bytes) used to store data for
4 gamepads + mouse XY and buttons + keyboard
- added keyboard support (use key() / keyp() API)
- you can use mouse / gamepad / keyboard simultaneously, and you can use up to 4 gamepads
- removed
KEYMAP
command, you can configure gamepad mapping in the GAME MENU - you will see
SYNC
label (synchronization error) if your game doesn't fit 60 FPS (only native, doesn't work in web version) - mouse pointer disappears in games that don't support it (in games with declared
-- input: gamepad
or-- input: keyboard
) - mirror/rotate selection in the Sprite Editor
- SDL updated 2.0.7
0.60.0
- added optimisations for main render function and some draw API, like draw
spr
,circ
andtri
, now they > 2x faster (by @jahodfra) - added special Overlap Mode (OVR), it allows you to do things like this:
... here I draw BG in TIC() function and change palette and screen offset in scanline() callback, then I draw Ship sprite in OVR() function as though it will be on a separate layer - added
-skip
command line option to run TIC without startup animation - added
-fullscreen
command line option to run in Fullscreen - added
shadow
variable to the Config to hide shadow in the Code Editor - you can exit infinite loop in Lua and JS by pressing ESC now
- added
reset()
API, to restore your game to initial state - syntax highlighter in the Code Editor was totally rewritten and works 100x faster now
- [PRO feature] added Bank Switching, for people who want to create a really big game, you can switch between 8 banks in Runtime using
sync()
API, you can do it only one time per frame for tiles, sprites, map, sfx, music, info here https://github.com/nesbox/TIC-80/wiki/sync#parameters - fixed keyboard focus on Android
- fixed selected deletion in Sprite Editor (by @frenetic)
- Sprite and Map editors render in OVR mode now (UI is not changed at all if change palette)
- added random generator pre-seeding on every game start
- and other minor fixes...
Thanks for contributions:
@jahodfra
@frenetic
and others, for the bug reports!