1. Chasm
  2. News

Chasm News

Patch 1.100 Released

[p]Happy new year! Thanks so much for your continued support and enthusiasm. It really means a lot and helps keep me going! [/p][p]This build has the latest FNA libraries with fixes for some audio compatibility issues, as well as an update to SDL 3.4.[/p][p][/p][p]1.100[/p][p]------------------[/p]
  • [p]updated game controller database[/p]
  • [p]updated to FNA 26.01 & SDL 3.4[/p]

Patch 1.099 Released

[p]Chasm has gone 64-bit! Well, truth be told, the Mac and Linux builds have long been 64-bit, while the Windows version remained 32. However, Steam has recently announced that they are phasing out 32-bit Windows support, and after feeling the memory limitations of 32-bit in my development environment, I decided it's finally time to embrace the future as well and go fully 64-bit.[/p][p]Thanks to the modernization work that's been done over the past couple years (including the FNA transition and SDL 3 upgrade), Chasm should be running comfortably on modern systems for years to come. Apologies again to anyone that's been affected by the recent growing pains, and please let me know if you run into any issues.[/p][p][/p][p]1.099[/p][p]------------------[/p]
  • [p]first 64-bit Windows release[/p]
  • [p]updated game controller database[/p]
  • [p]updated to FNA 25.12[/p]

Patch 1.098 Released

[p]This is a quick update with latest SDL3 and FNA libraries.[/p][p][/p][p]1.098[/p][p]------------------[/p][p]- CRT effect tweaks[/p][p]- updated game controller database[/p][p]- updated to FNA 25.11[/p][p][/p]

Patch 1.097 Released

[p]This update contains the latest FNA and SDL3 libraries, as well as a fix for a weird rounding bug I encountered while working on WOLFHOUND. The per-pixel movement of the player uses 3 operations to determine the absolute pixel position each frame, but for some reason (possibly due to CPU optimizations) if all are done as a single line of code, an incorrect result is sometimes returned. Hopefully this prevents anymore poor souls from getting stuck in a wall![/p][p][/p][p] 1.097 [/p][p]------------------[/p]
  • [p]fix for player movement rounding bug[/p]
  • [p]updated game controller database[/p]
  • [p]updated to FNA 25.09[/p]

Patch 1.096 Released

[p][/p][p]After a few boring releases with framework and compatibility updates, I'm happy to finally share something a bit more exciting! One of the effects I've always wanted was a handheld LCD style, and after checking out a bunch of different options, I ultimately decided to port Authentic GBC by fishku. Handheld effects have a similar problem to CRT effects where the grid lines decrease the overall brightness of the scene, so I tried to push it as much as possible to minimize the grid and retain brightness. I also gave the CRT and Smooth effects a fresh look, and did some tweaks and improvements to them.[/p][p][/p][p]The Handhled effect in WOLFHOUND.[/p][p][/p][p]Believe it or not, this month also marks the 7th anniversary of Chasm's release! I just wanted to quickly thank everyone once again for the continued support over the years. I'm still busy trying to get WOLFHOUND to the finish line, but I've been backporting the improvements from its engine (including this Handheld effect) to Chasm as I go. Please lend a hand and make sure it's on your Wishlist, as it will really help out! [/p][p][/p][p]Also, please be sure to let me know if you encounter any issues. The "default_previous" beta branch is still running the old SDL 2.0 version, so you can still give that a shot if you are having issues with these newer SDL 3 releases.[/p][p][/p][p]1.096[/p][p]------------------[/p][p]- added Handheld display effect[/p][p]- tweaked and improved CRT & Smooth effects[/p][p]- fixed Fullscreen on Macs not using the highest resolution possible[/p][p]- fixed Window Scale slider possibly having lower max than current value[/p][p]- updated game controller database (Switch 2 Pro Controller now supported!)[/p][p]- updated to FNA 25.07[/p]