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Releases: Mode8fx/Trogdor-Reburninated

v2.21

13 Aug 02:23
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♪ Let's not make a big deal outta this... it's just a little Trogdor update ♪

Just fixing a few things that have been bugging me:

Quality of Life Improvements

  • You can now exit a game by pressing Select instead of A+Select
    • The original combination was intentionally complicated to prevent players from accidentally quitting and losing their progress, but with autosave, that's no longer necessary
  • Overlay setting is now saved, and it has a new menu option in Cosmetic settings
    • You can still change it via button input, as well
  • Fixed a very small menu bug
  • Minor text polish
  • [PC] Fullscreen setting is now saved
  • [Wii U] Resolution increased from 720p to 1080p
    • By extension, this means an additional scaling option has been added
  • [Wii] Minor Gamecube controller polish for consistency with Gamecube version

Technical Changes

  • [PC] DLLs are now statically linked so they no longer bloat the game directory; it's just an EXE and audio UPDATE: Reverted as of 8/23/24
    • Additionally, the non-Visual Studio Windows makefile actually works now, and there's a new x86 makefile to go with it
    • If you want to compile it yourself, Visual Studio is still an option
  • [Other] Scaling options are now frozen/unfrozen based on display resolution instead of being hardcoded per-system
    • This doesn't affect current releases, but it does make scaling options one less thing to worry about when porting to other systems
    • PC still allows all options regardless of display because of windowed mode

Enjoy!

UPDATE 8/23/24: Reverted statically linked DLLs in Windows releases; not all DLLs were static as I had originally thought, so the game wouldn't run on some machines.

v2.2

15 Apr 02:44
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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 Trogdor: Reburninated to be complete!

With that out of the way, here's what's been added this time. Mostly polish, but also some new features:

New Versions:

  • Ported to Linux!

New Additions:

  • Upgraded Sound Test menu to Theater menu. In addition to listening to sounds, you can now watch the game's cutscenes.
  • Added two new overlays. In addition to Strong Bad's basement, you can now play Trogdor on your Compy, or from the land of Strong Badia!

Fixes + Polish:

  • Added Uncapped FPS option. This replaces the 90/120/144 FPS options from earlier versions.
  • Added VSync and fixed a frame pacing bug at max FPS. Earlier versions ran slightly faster than intended depending on the frame rate. This issue should now be fixed when running the game at your screen's refresh rate (probably 60, or just choose Uncapped to be safe), and should be somewhat remedied for frame rates lower than max.
  • Remade+upscaled overlay and menu graphics from 240p to 480p on supported systems
  • Cheats are now allowed in all difficulty presets; however, enabling a cheat disables high scores
  • Cheats are no longer immediately enabled upon unlock
  • Rearranged some menu settings; most notably, Other Settings has been moved up and renamed to Gameplay Settings
  • Fixed text on main screen remaining small after changing scaling
  • Minor text changes
  • Polish and code cleanup
  • [PC] Key to toggle fullscreen has been changed from ESC or F to ESC, F11, or R3 on controller
  • [WII] Added analog input for Classic Controller
  • [3DS] Changed the .cia version's icon to match the .3dsx version

Enjoy!

v2.11

23 Mar 01:55
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NOTE: This is a maintenance update, exclusive to the Wii and Gamecube versions. For the latest release on other systems, see v2.1.

Wii and Gamecube-Specific Changes:

  • Ported the game to SDL2, resulting in up to 60 FPS at 480p and faster load times
  • Fixed a buffer overflow/potential crash bug in the Options menu
  • Fixed the opening Videlectrix logo being too big when using Full Game scaling

Gamecube-specific changes

  • Fixed resource loading, meaning audio now works and Gamecube is out of beta

Also...

  • A Gamecube port of SDL2 is currently in development. When it has been added to devkitPro, I will apply these same changes to the Gamecube version. EDIT 3/24/24: The Gamecube version has been added to this release.

Enjoy!

UPDATE 4/10/24: Added previous 3DS release to fix Universal-DB link.

v2.1

20 Feb 01:40
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New Features:

  • Added Knight Movement option: "Original" retains the Flash version's behavior, while "New" (default) is similar to how knights move in the HTML5 version (reworked some code from Trogba for this one)
  • Added Chance preset: Enemy speeds and behaviors are shuffled at the start of each level, and level order is also shuffled! Do you feel lucky?
  • Added Sound Test: Listen to songs, sound effects, and Strong Bad whenever you want!

Bug Fixes:

  • Fixed level 31 being unbeatable due to the player spawning inside a cottage
  • Fixed a bug where high scores wouldn't always save
  • Fixed autosave not happening under specific circumstances
  • Fixed the Level Beaten smoke animation replaying for a single frame
  • Fonts and graphics are now packaged into the executable for neatness (audio is still separate). More importantly, startup load times are greatly improved on consoles
  • [PSP] Fixed console crash, meaning the game now works on real PSP hardware again (sorry for the wait on this one)
  • Other minor bug fixes

Other:

  • [GAMECUBE] Added beta Gamecube build
  • Updated SDL2 libraries on most, if not all, systems
  • Renamed "Mips's Choice" preset to "Mode 8" to reflect my new username
  • Renamed "Knight Behavior" option to "Respawn Behavior"
  • Other minor text changes

Enjoy!

UPDATE 2/28/24: Updated Gamecube build to add GBA demo and (possibly) audio. I can't fully test this for myself since I don't have a Gamecube, so audio and save data may or may not work.

v2.0-3DS

28 Dec 02:58
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Per a request, here is the latest 3DS version as a standalone release. For other systems, check the previous releases.

v2.01

22 Nov 18:45
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This update is Wii-exclusive, as it adds one feature:

  • Added Trogba demo to the main menu; using a Gamecube to GBA link cable, you can now transfer a demo of Trogba to play on your GBA, no flashcart required! Big thanks to Jeremy Elkayam for making this demo and managing to cram everything into the GBA's 256KB of RAM

Enjoy!

v2.0

03 Mar 01:15
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The v2.0 update is here!

  • Added Frame Rate setting; you can now play at higher frame rates instead of being limited to the original game's 16 FPS!
    • PC goes up to 144 FPS, consoles go up to 60, and 3DS goes up to 30
  • Added save data support for settings, high scores, unlocked cheats, and mid-game progress (the idea for that last one is shamelessly stolen from inspired by Trogba)
  • Added the following options:
    • Arrow Speed: Self-explanatory
    • Knight Speed: Self-explanatory
    • Knight Behavior: Makes knights continue moving in a constant pattern after you lose a life, similar to the HTML5 port
    • Shuffle Levels: Shuffles the level order so it's different every time you play
    • Level Transition: Lets you leave the Level Beaten screen by pressing the Confirm button instead of waiting for it to happen automatically (thanks again, Trogba!)
    • Speedy Mode (cheat): Lets you move up to 2x as fast
  • Difficulty Presets: Too many settings to dig through? Just choose one of the five new presets! Your high score is saved for each preset.
  • Restructured menu into multiple sub-menus instead of everything being lumped together
  • Added "Reset to Default" menu button that resets all settings to default except screen scaling
  • Added Doom-style Quit confirmation screen
  • You can now press Start at the title screen to skip it
  • Big Head Mode is now a normal setting instead of a cheat
  • Changed several menu text strings
  • Assorted polish, optimizations, and minor bug fixes

One more thing: The PSP port currently has issues that will be fixed at a later date, so the new PSP release is experimental. If you want something more stable for PSP, fall back to v1.1 for now. (UPDATE: Now runs in PPSSPP; see below)

Enjoy!

Hotfix 3/10/23: Removed unused graphics from downloads (it's only ~200KB when zipped, but still).
Coldfix 9/22/23: Added installable CIA for 3DS version.
Coldfix 9/22/23 again: Added second PSP build (psp-experimental-2). Since this only seems to work in PPSSPP and not on a real system, I'm still labeling it as experimental.

v1.1

16 Nov 01:10
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  • Added Treasure Hut Behavior settings
  • Changed Archer Frequency settings
  • Changed Commentary Frequency settings
  • Fixed sprite bugs that occurred when changing scaling mid-game
  • Polished cutscenes
  • Adjusted opening screen text
  • [PSP] Fixed crashes related to audio
  • [PSP] Changed default screen scaling option

Enjoy!

[UPDATE 11/18/22: I finally managed to test the Gamecube version, and it currently doesn't work. It will be fixed at a later date. Every other console port works fine, though.]

v1.0

01 Nov 01:34
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Just in time for Halloween, v1.0 is here! Enjoy!

HOTFIX 11/1/22: Removed error handling from Wii and Gamecube because they were breaking Dolphin.

v0.9-beta

05 Sep 17:11
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v0.9-beta Pre-release
Pre-release

UPDATE (9/7/22): Added 3DS port!

Happy Labor Day! The v0.9 update is here; in other words, the Beta release I originally wanted to do. Long story short, a bunch of major optimizations and minor bug fixes have been made, and the game now runs equally well on all systems, minus a few minor bugs (listed below). That includes the PSP version, which was previously having game-breaking issues.

The PC version can be played with either a keyboard or a controller. Keyboard Z/X/C/V/Q/E/Enter/Backspace map to controller A/B/X/Y/L/R/Start/Select respectively.

Also, you can press X or Y depending on the system (or Home on a Wii Remote) to toggle integer scaling. This may take a few seconds to load on some systems.

Known Issues:

  • [All] When using non-integer scaling, sprites can still be drawn outside the boundaries of the game screen (fittingly, this is like what a Flash game does when you make it fullscreen)
  • [PSP] If the same sound effect plays multiple times in quick succession, the first instance of the sound may cut off prematurely
  • [Wii/Gamecube] Some sprites in non-integer scaling look kinda screwy
  • [Gamecube] I have no way of testing this, so I don't know if it actually works
  • [3DS] Non-integer scaling is disabled, and the pause screen is not transparent like the other versions

I probably won't make this public until v1.0 is out (this is just a milestone for my own benefit), but in case that changes... Enjoy!