Releases: AliveTeam/alive_reversing
Releases · AliveTeam/alive_reversing
relive appveyor build 1.0.4687
What's Changed
- Build fix. by @d3nwah in #1604
- fix
latency_hack
not working properly when changing it to false in abe2.ini by @mouzedrift in #1606 - remove old issue templates, add feature request template by @mouzedrift in #1610
- fix gas emitter in AO not turning on by @mouzedrift in #1611
- bump appveyor image to Visual Studio 2022 by @mouzedrift in #1612
Full Changelog: appveyor_1.0.4672...appveyor_1.0.4687
relive appveyor build 1.0.4672
What's Changed
- default throwables in a new path to grenades to avoid crash by @paulsapps in #1561
- use AE rng seed in AO mixing both really drops a bomb on engine merging by @paulsapps in #1562
- don't let changed amount of files being loaded blow up recordings/playback by @paulsapps in #1563
- don't sync at loading points, skip loading files correctly by @paulsapps in #1564
- don't read past the end of the object list by @paulsapps in #1565
- inverted logic fix by @paulsapps in #1566
- prevent LoadingFiles being undeterminstic by @paulsapps in #1569
- fix a bug which causes elum to sometimes ignore the honey by @mouzedrift in #1570
- fix mud lag by @paulsapps in #1572
- mud lag fixes round 2 (+remove slurg spawner to stop game crash) by @paulsapps in #1573
- return default msgbox response on display failure by @rozniak in #1575
- actually display the user's bind for throw in AE by @rozniak in #1576
- de-sync fixes by @paulsapps in #1578
- hack Vram_alloc_4956C0 to never fail to not de-sync abi_break by @paulsapps in #1581
- normalise game loops and camera swappers, break recordings by @paulsapps in #1582
- missing sync point in AO main loop by @paulsapps in #1583
- fix broken movie ref counting by @paulsapps in #1584
- Remove DynamicArrayIter + overlayid checks for killing objects on screen change. by @paulsapps in #1585
- fix field_4_header_size_in_sectors calc by @paulsapps in #1586
- fix scrabs leaking their victim sometimes by @paulsapps in #1590
- fix a qt editor crash when exporting s1.lvl by @mouzedrift in #1592
- fix AO dove flip x check by @mouzedrift in #1597
- hack load elum resources to prevent desync on abi break branch by @mouzedrift in #1598
- Hack pal allocs to never fail on recording/playbacks by @paulsapps in #1599
- a couple fixes by @mouzedrift in #1600
New Contributors
Full Changelog: appveyor_1.0.4604...appveyor_1.0.4672
relive appveyor build 1.0.4604
What's Changed
- Quick save keys recording support by @paulsapps in #1550
- fix overflow in quicksave funcs by @mouzedrift in #1552
- fix #1531 by @paulsapps in #1553
- fix potential fmv crash after completing scrabania and paramonia by @mouzedrift in #1556
- fix #1555 by @mouzedrift in #1557
- register
SwitchStateBooleanLogic
andElum
AO types by @mouzedrift in #1558 - fix nullptr bug in Stop_slig_sounds by @mouzedrift in #1559
- rename appveyor artifacts by @mouzedrift in #1560
Full Changelog: appveyor_1.0.4587...appveyor_1.0.4604
relive appveyor build 1.0.4587
What's Changed
- fix lvl header reading by @paulsapps in #1467
- Update sdl2 to version 2.0.20 by @mouzedrift in #1470
- auto add missing lvl/cam resources by @paulsapps in #1471
- build fix when used in qt-editor by @paulsapps in #1472
- fix FindInSourceLvls not exhausting all source lvls by @paulsapps in #1473
- Add resources to most objects in AE by @mouzedrift in #1474
- Add AO resources to lvl when exporting by @mouzedrift in #1475
- Add AE TimedMine object to the editor by @mouzedrift in #1476
- relive api - explicitly look for anim resources by @mouzedrift in #1477
- relive api - fix some resources crashing by @mouzedrift in #1478
- Fix wrong object property names & improvements by @mouzedrift in #1479
- fix json upgrader not working correctly by @mouzedrift in #1482
- relive api - rename upgrader classes to fix upgrade fails by @mouzedrift in #1483
- Changed the Enum::eGameSpeak5 and 8 by @Ravo92 in #1484
- fix json upgrader for real by @mouzedrift in #1485
- Fix bug #1342 - movie transition loop when riding elum by @Retoxified in #1486
- add some logging showing how the mystery of start controller direction by @paulsapps in #1487
- wip ADD_LINKED for editor properties by @paulsapps in #1490
- fix writing of Identity_string by @paulsapps in #1491
- Ensure ids are always unique to fix #1223 by @Retoxified in #1489
- add missing collision types by @paulsapps in #1493
- fix objects not taking damage from bg minecar by @mouzedrift in #1494
- fix #1495 by @mouzedrift in #1496
- Upgrade SDL2, improve controller logging by @paulsapps in #1497
- fix controller vibration by @paulsapps in #1498
- AO music controller de-sync fix attempt by @paulsapps in #1499
- fix broken slog speedrun strat & use higher precision on vel tables by @mouzedrift in #1501
- Use log warning instead of
ALIVE_FATAL
invExitPortal
by @mouzedrift in #1503 - fix demo autoplay order being off by 1 by @mouzedrift in #1504
- fix #1500 & name some fields by @mouzedrift in #1505
- stop doing accidental value initialization in ao/ae_new by @paulsapps in #1506
- fix falling item killing abe when it shouldn't by @mouzedrift in #1510
- add -flush option to recorder by @paulsapps in #1513
- fix incorrect if statement in DealBlastDamage_459160 causing sligs to die by @mouzedrift in #1515
- Lift leak fix by @paulsapps in #1517
- improve AO playback on de-syncs by @paulsapps in #1518
- turn 0 init back on by @mouzedrift in #1519
- fix out of bounds read in sRunJumpBeginVelTable_4BC8A0 by @mouzedrift in #1521
- make SYS_GetTicks deterministic in music controller by @paulsapps in #1522
- slog fix by @paulsapps in #1524
- fix elum not eating honey after dying and returning to the honey spot by @mouzedrift in #1525
- fix slurg spawner not waiting for the spawn interval by @mouzedrift in #1527
- fix broken music in AE/AO by @mouzedrift in #1528
- fix #1529 by @mouzedrift in #1530
- fix disappearing lifts in AO by @mouzedrift in #1532
- fix AO & AE not clearing liftpoint tlv flags by @mouzedrift in #1533
- fix unconditional particle burst resource loading in AO by @mouzedrift in #1534
- fix uxb's in AO ticking too fast by @mouzedrift in #1535
- fix AO grenade explode timer being off by 1 frame by @mouzedrift in #1536
- fix broken RollingBall rect overlap check by @mouzedrift in #1537
- fix wrong motion detector laser & zball refcount by @mouzedrift in #1538
- Add elum bees struggling resource for the bees object by @mouzedrift in #1539
- break all recordings and cause hard merge conflicts by @paulsapps in #1540
- Revert "break all recordings and cause hard merge conflicts" by @paulsapps in #1541
- fix inverted RunToWalk/MidRunToWalk by @mouzedrift in #1543
- fix broken velx check in FallKnockBackOrSmash_4B4A90() by @mouzedrift in #1544
- fix broken PullLever_436450() behavior by @mouzedrift in #1545
- Add AE MovingBombStopper to editor by @mouzedrift in #1546
- fix flying slig speed run strat due to wrong calc in sub_436C60 by @paulsapps in #1548
New Contributors
- @Ravo92 made their first contribution in #1484
- @Retoxified made their first contribution in #1486
Full Changelog: appveyor_1.0.4426...appveyor_1.0.4587
relive appveyor build 1.0.4426
What's Changed
- AE bugfix: disable reverb in cutscenes (#1126) by @pryon in #1433
- wip json upgrader by @paulsapps in #1438
- fix typo in
Slig_Knockback
by @mouzedrift in #1439 - fix incorrect resource files for abe falling and die by @mlgthatsme in #1441
- rename editor properties and fix some swapped/wrong AO AnimIds by @mouzedrift in #1442
- fix azure windows builds by @mouzedrift in #1445
- fix AO crashing when beating up muds by @mouzedrift in #1444
- fix more AnimId mudokon crashes by @mouzedrift in #1446
- auto testing improvements, expose grid snapping funcs to the API by @paulsapps in #1447
- fix qt editor no longer building with latest relive api by @mouzedrift in #1448
- ALIVE_FATAL when no bird portal exit has been found by @mouzedrift in #1449
- add missing AO well bg anim id's by @mouzedrift in #1450
- fix custom messages in the 32bit engine build, fixes #1436 by @paulsapps in #1451
- name the data for HintFly letters by @mouzedrift in #1452
- fix max switch id check being off by 1, add check to AO by @mouzedrift in #1453
- fix some wrong field names, rename switch to lever, make some editor property names more understandable by @mouzedrift in #1455
- better WheelSyncer enum names, make
CrawlingSlig
andFlyingSlig
anim id name formatting more consistent by @mouzedrift in #1456 - API: Read back any custom LCD/hint fly messages by @paulsapps in #1457
- json upgrader impl by @paulsapps in #1458
- rename
ADD_UPGRADE_STEP
->ADD_UPGRADE_STEP_FROM
, fix hintfly messages reading back wrong messages by @mouzedrift in #1459 - abstract file i/o calls in the API by @paulsapps in #1460
- Error handling improvements round 1 by @paulsapps in #1461
- allow the API to override what ALIVE_FATAL does by @paulsapps in #1462
- missing include by @paulsapps in #1463
Full Changelog: appveyor_1.0.4360...appveyor_1.0.4426
relive appveyor build 1.0.4360
What's Changed
- Detect the FG1 format on reading by @paulsapps in #1372
- fix stackoverflow from using huge stack buffers by @paulsapps in #1373
- add missing header by @paulsapps in #1374
- Document lots of AE TLV's for the qt editor by @mouzedrift in #1375
- wip fg1 writer + crash hack fix by @paulsapps in #1376
- refactor/prep for auto FG1 rewrite testing by @paulsapps in #1377
- more AE documentation for the editor by @mouzedrift in #1378
- AE editor documentation almost done by @mouzedrift in #1379
- WIP AO editor documentation by @mouzedrift in #1380
- Working API FG1 support (relive only) by @paulsapps in #1381
- fix api build by @paulsapps in #1382
- Small refactoring and de-duplication of code by @gapys-krzysztof in #1383
- fix #1386 by @mouzedrift in #1387
- Api and engine updates to allow changing hard coded path data by @paulsapps in #1388
- Allow setting hintfly/lcd msg per path, fix big lvl loading OG bug by @paulsapps in #1389
- fix Input_GetButtonString_44F1C0 breaking ABI by @mouzedrift in #1390
- try to fix api + add a smoke test to the build by @paulsapps in #1391
- fix null path data when loading a new path by @paulsapps in #1392
- Use editor data in status board by @paulsapps in #1393
- set mud counts per path rather than per lvl by @paulsapps in #1394
- Fix path handling by @paulsapps in #1395
- validate zulag array is in bounds, stop incorrect out of bounds log spam by @paulsapps in #1396
- Add a better test to fix a lvl writing corruption bug + fix the bug by @paulsapps in #1397
- Encapsulate a couple of AE::BaseGameObject fields by @paulsapps in #1398
- add latency_hack option that defaults to true to reduce cpu usage by @paulsapps in #1399
- add helper func for inlined code, add brain sub state enums for crawling slig and fix scrabs falling through the floor by @mouzedrift in #1400
- fix wrong bullet offset by @mouzedrift in #1401
- Add more AO AnimId's by @mouzedrift in #1402
- add/rename AO AnimId's + background animation AnimId madness by @mouzedrift in #1403
- Add a bunch of AO AnimId's and use anim records for AO well and AE/AO background animation by @mouzedrift in #1404
- fix missing bg anim's crashing AO and add a couple more AnimId's by @mouzedrift in #1405
- fix bad assert on sZulagNumber_5C1A20 by @paulsapps in #1406
- Create structs and enums for BgAnimId and fix AE missing anim crash by @mouzedrift in #1407
- fix AE build errors when dev mode is enabled and fix AO crashing when the well bg anim id is set to 0 by @mouzedrift in #1408
- Add more AnimId's, use SoundEffect enum for all SFX_PLAY functions, split AE and AO resource id's into two seperate enums by @mouzedrift in #1409
- add correct elum AnimId data, add MenuHighlight AnimId's, fix swapped MenuHighlight names, name resource id's by @mouzedrift in #1410
- keep the order properties got added to the json so it not "random" order by @paulsapps in #1411
- AO editor documentation + renames by @mouzedrift in #1412
- Add more AO editor documentation + MeatSaw flags and renames by @mouzedrift in #1413
- normalize switch id names, editor documentation, rename IdSplitter to TimerTrigger to match AE naming by @mouzedrift in #1414
- fix 32 <> 64bit interop issue. Include the structure size from here on by @paulsapps in #1415
- Only try to load one kind of rope by @paulsapps in #1416
- fix de-ref/write to deleted Claw object by making only the SecurityCl… by @paulsapps in #1418
- fix a valgrind warning, add the last AO AnimId's and rename some things by @mouzedrift in #1419
- don't exit(-32) if a lvl is missing in AO by @paulsapps in #1420
- fix wrong bans for certain anims by @mouzedrift in #1421
- replace some placeholder bans with the actual bans by @mouzedrift in #1422
- wip auto test by @paulsapps in #1423
- fix assert + refactor by @paulsapps in #1424
- validate the state of objects per frame on record/playback by @paulsapps in #1425
- impl record/playback in AO by @paulsapps in #1426
- improve logging when game fails to launch by @paulsapps in #1427
- try to auto display back trace on linux/osx by @paulsapps in #1428
- fix out of bounds array write by @paulsapps in #1429
- fix wrong ban names, name some fields & brain sub states by @mouzedrift in #1430
- rename Led to LCDScreen to fix qt editor json loading by @mouzedrift in #1431
- fix crash when custom LCD Screen messages were added by @mouzedrift in #1432
New Contributors
- @gapys-krzysztof made their first contribution in #1383
Full Changelog: appveyor_4227...appveyor_1.0.4360
Installation
To use relive simply download the "RELIVE_Binaries_Lite_Debug" zip for either 32bit (x86) or 64bit (x64) and extract SDL2.dll and relive.exe to your respective game's folder.
relive appyveor build 4227
You only need to download the "binaries" zip for either 32bit (x86) or 64bit (x64).