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Releases: Mode8fx/SuDokuL

v1.5

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@Mode8fx Mode8fx released this 10 May 02:54

I came back to fix a bug, but also added some more things.

Changes

  • Added Music Mode setting. You can now play music in a fixed or shuffled order instead of looping a single song.

Bug Fixes

  • Fixed mini grid breaking after using the "reveal cell" cheat.

Technical Improvements

  • Updated SDL2 libraries on most systems.
  • Limited save file writing when rapidly changing music track with L/R.
  • [Gamecube, Wii] Upgraded to libogc2, which introduces a variety of improvements including save/load support for FlippyDrive (thanks @Extrems!).
  • [PSP] Big performance boost from upgrading PSPDEV, resulting in a steady 60 FPS.

Enjoy!

v1.43

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@Mode8fx Mode8fx released this 29 Nov 04:35
  • [Switch] Recompiled with latest libnx to address compatibility issues caused by 21.0.0 firmware update.

This update only fixes a technical issue in the Switch version; other systems do not need to update. Enjoy!

v1.42

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@Mode8fx Mode8fx released this 31 Jul 23:03

A quick, minor update to add a couple more things.

Changes:

  • Added Mini-Grid State setting. You now have the option to either reset the mini grid to its default state upon closing (original behavior) or retain its state (new default behavior).
  • Added Seed Menu cheat on the difficulty selection menu. (hint: Class of 1981)
  • Other assorted polish.

Known Bugs:

  • [Gamecube] Saving/loading only works on an SD Gecko or SD2SP2; optical drive emulators such as FlippyDrive are not supported.

Enjoy!

v1.41

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@Mode8fx Mode8fx released this 29 Jun 20:14

This update includes specific fixes for PC, Linux, Android, and Gamecube. Other systems do not need to update.

Bug Fixes:

  • [Android] Fixed app ID to be unique instead of using the generic SDL app ID (please uninstall the old app and install this one instead).
  • [Gamecube] Fixed save data reading/writing (mostly; see known bug below).
  • [Linux] Changed save data location to point to current executable directory instead.
  • [PC (Windows)] Re-added icon to executable.

Known Bugs:

  • [Gamecube] Saving/loading only works on an SD Gecko or SD2SP2; optical drive emulators such as FlippyDrive are not supported.

Enjoy!

v1.4

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@Mode8fx Mode8fx released this 27 Apr 19:30

An update! This one is full of fixes and improvements. And also...

New Ports:

  • Added 3DS port! This version allows you to swap between the top and bottom screens, so you can choose between the top screen's wider aspect ratio or the bottom screen's touch controls.
    • It runs at an average of around 58 FPS on a New 3DS, or around 21 FPS on an Old 3DS (though this only really affects how smooth the background scrolling is).
  • (Re-)Added Android port! This was dropped a few versions ago, but now it's back with all the latest enhancements. And your game is now autosaved when you minimize the app via the Home/Recent Apps button.
    • If you already had the old version installed, you should uninstall it before getting this one since it won't overwrite.

Changes:

  • Enhanced controller support! Input is now read from all connected controllers, and you can freely connect/disconnect controllers as desired.
  • Scaled background size relative to screen resolution. This means all resolutions should now have around the same background sizes as opposed to large resolutions being tiny.
  • Redesigned the grid and menu cursors. The grid cursor is now slightly smaller in 240p, and slightly larger in other resolutions.
  • [PC (Windows+Linux)] Progress is now autosaved when exiting via the window's X button (or right click -> Close window).
  • [Linux] Set Native resolution as default.

Technical Improvements:

  • Tons of performance optimizations! These were needed for the 3DS port since it uses software rendering, but other systems also benefit. These include heavily optimizing sprite transparency, scaling, text surfaces, and code inlining, along with a bunch of other minor optimizations that add up.
    • 3DS frame rate is around 2-3x what it was before these changes were made.
    • To use an existing port as a comparison, PSP FPS increased from low 40s to low 50s.
  • Reduced file size, RAM usage, and load times by optimizing graphics.
    • The FunKey version in particular is now less than 1 MB!
  • [Windows] The game is now compiled with MSYS instead of Visual Studio, and DLLs are now statically linked to the executable. That means the entire game is now a single EXE.
    • In my testing, the x64 version flagged Windows Defender on one machine. This is a false positive; if it happens to you, just use the x86 version instead.
  • Other assorted improvements and cleanup.

Bug Fixes:

  • Fixed grid number placement. Numbers are now more consistently in the middle of each cell, regardless of resolution or position.
  • Improved grid cursor placement. Likewise, the position of the cursor sprites is now more consistent.
  • [FunKey] Fixed some visual inconsistencies to match the SDL2 versions.

Enjoy!

v1.33

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@Mode8fx Mode8fx released this 15 Oct 23:15

A quick update addressing some Wii U issues regarding the WHUB version.

  • [Wii U] Fixed the home menu icon
  • [Wii U] Hid the RPX version from the system menu in Aroma (now only WHUB shows)
  • [Wii U] Removed the Quit button from the WHUB build so you can now only quit from the Home button
    • Quitting from in-game previously caused a softlock in Aroma; the RPX (Homebrew Launcher) build still has this option
    • For the same reason, also reworked the "Exit Game and Apply Changes" button on the WHUB build into a "Save Changes (Restart To Apply)" button
  • [Wii U] Pressing L/R to change music no longer immediately saves the music index
    • SDL2 counts the home button menu's "Close Software" button as an L button press for some reason, so quitting with this method would also change+save the song index; removing the save fixes this

Only the Wii U version has been updated; other versions are unchanged.

Enjoy!

v1.32

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@Mode8fx Mode8fx released this 01 May 16:58

A few system-specific bug fixes:

Fixes + Polish:

  • [Vita] Fixed a save data bug
  • [Vita, Wii U] Fixed the Touch Screen option being missing from the Controls menu
  • [PC, Linux] Adjusted keyboard input so it works as intended on non-Windows machines

Only the Vita, Wii U, PC, and Linux versions needed to be updated; everything else is still on v1.31.

Enjoy!

v1.31

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@Mode8fx Mode8fx released this 15 Apr 22:56

Before the update notes, an important message:

This is probably the final update! I could keep adding new features and making minor tweaks forever, but I have to call it some day, and that day is today. I may make another update if a bug needs to be fixed, and I'm not ruling out the possibility of ports to additional systems (those would be added to this release after the fact), but consider SuDokuL to be complete!

With that out of the way, here's what's been added this time. A lot of polish:

In case you missed it:

  • The following new ports were retroactively added to v1.3, but are included from the start in this release: Wii, Gamecube, Linux, and FunKey
  • SuDokuL is now fully compatible with SDL1

New Additions:

  • Added Frame Rate setting; this game can already run fine at max framerate on all systems, but a lower framerate could result in better battery life on handhelds
  • Enabled VSync
  • [WII] Added analog input for Classic Controller
  • [Wii] Onscreen cursor now rotates with Wii Remote accelerometer

Fixes + Polish:

  • Removed Integer Scale setting; this was already unused on consoles, and recent changes made it redundant on PC
  • Increased minimum outline size for header text and grid numbers; this makes resolutions below 480p more readable
  • Rearranged some text for 1:1 screens
  • Polish and code cleanup
  • [PC] Key to toggle fullscreen has been changed from F to F11 or R3 on controller
  • [PC] Removed the dividers on the Controls screen (they were already removed from consoles, might as well make it consistent)
  • [Wii] Adjusted controls; Start/+ is now always Pause
  • [Wii] Fixed pointer controls bring inaccurate at certain resolutions
  • [Gamecube, FunKey] Fixed a minor bug in the Controls menu
  • [Vita, Wii U, Switch, FunKey] Increased default background size
  • [FunKey] Fixed the background scroll direction being incorrect for some angles

Enjoy!

v1.3

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@Mode8fx Mode8fx released this 06 Mar 02:52

Ported to Wii, Gamecube, Linux, and FunKey!

  • The Wii version supports Wii Remote, Classic Controller, and Gamecube controller inputs. Additionally, Wii Remote supports three control schemes: Vertical (point and click), Horizontal (like a traditional controller), and General (a mix that supports both playstyles simultaneously but isn't specialized in either).
  • EDIT 3/24/24: Also ported to Gamecube!
  • EDIT 3/29/24: Also ported to Linux and FunKey!

New Changes:

  • Added save data support; quit a game and come back to it later!
  • Added a new cheat: Press B then Y (or Backspace then Period on keyboard) four times to clear all mistakes
  • Added Native screen scaling options that can match either your entire screen or a specific aspect ratio
  • Added 7 new background patterns
  • Added one new song
  • Added support for 1:1 displays at resolutions of 240x240 and above
    • Also removed 21:9 option; you can still use the new Native setting to achieve this
  • All game assets are now compiled into the executable, meaning fewer files to manage and faster initial load times on consoles
  • Cheats can now be accessed on mouse/touch-only devices by tapping the first (for cheat 1) or second (for cheat 2) icon on the sidebar eight times
  • In addition to pressing R like before, you can now also change the current song by tapping the third icon on the sidebar three times
  • Lots of polish and code cleanup
  • Updated SDL2 on all systems
  • [PSP] Reduced font size at full resolution (it looks cleaner)
  • [Wii U] Now supports up to 1080p thanks to recent SDL2 updates
  • [Wii U] Added WHUB to release

Notes about other systems:

  • The Android version will be released at a later date.
  • Since SDL2 was recently ported to Wii, a Wii version will also be released at a later date; I just wanted to get the update for the already-supported systems out first. EDIT 3/9/24: The Wii version has been added to this release.

Enjoy!

v1.2

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@Mode8fx Mode8fx released this 12 Apr 01:08

Final Update(?)

New additions:

  • Ported to PSP!
    • I'm not sure if this works on a real PSP-1000 (the model with less RAM). It should work - it runs in PPSSPP set to PSP-1000 mode - but I haven't tested it myself on a real 1000 model.
  • Added integer scaling option (enabled by default) for resolutions that are smaller than the actual screen resolution
    • This replaces the old Fullscreen menu option (PC users can still toggle fullscreen by pressing F)
    • This does nothing on Android since the Android version always runs at native resolution; instead, Android gets a toggle for showing/hiding the top status bar
  • When using a resolution that's smaller than the screen's resolution, the window is now rendered to the center of the screen, meaning consoles can now make better use of smaller resolutions
    • This does not work on PSP since its version of SDL_RenderSetViewport() doesn't work properly
    • (Suggestion for handheld Switch and Wii U gamepad users - try setting the resolution to 720p/480p resolution respectively with integer scaling turned off for (very close to) native resolution on handheld! Widescreen 240p also looks great on these systems)
  • Added a loading screen upon booting the game instead of staying on a blank screen until everything is loaded
  • Added 240p, 272p, and 544p logos so the logo now looks clearer on those displays (like the Vita)
  • Added a few more resolution options
  • Adjusted grid number positions on Vita so they don't bleed into the grid
  • Fixed a bug involving mouse/touch controls when used alongside button controls
  • Fixed the background randomly jumping around upon loading a puzzle
  • Pressing L/R to change songs now saves the current song setting
  • The controls screen now properly reflects swapped Confirm/Back buttons
  • Reduced number of button presses required for the cheat from 10 to 8
  • A LOT of other polish/minor bug fixes

This will most likely be the final update; I've fixed all the bugs I know of, ported to all the systems I want to port to that support SDL2, and given a little something back to the PSP community that kicked off my interest in homebrew so many years ago. So...

Enjoy!