Biggest changes are the introduction of sprite pools methods and total rework of timer interrupt related code (see raster scroller demo for some fun).
Some of the VRAM update code is more aggressive timing wise, make sure to report issues (if any) on real hardware.
Hopefully nothing broke in the update
Version 0.2 updates: ==================== Introduced sprite pools, check documentation. Introduced a new sprite framing tool. Tools related ------------- - Fixed various glitches/craches/file locks across tools. - Buildchar: tool now requires to specify input xml file. Added config options, see doc. This allow to alleviate char processing time by splitting assets into multiple files. - Buildchar: it is now possible to mix auto4 and auto8 tiles on the same file. - Buildchar: when processing sprites, data not used in frames is now ignored. Misc code related ----------------- - Switched draw commands tables addressing mode (from index to pointer). This changes nothing except if you made custom code to write in these tables. - Added draw buffers usage meter (dip 2-3). - Squeezed out some more CPU cycles here and there. - Renamed a few element for consistency: wait_vblank() => waitVBlank() Scroller => scroller Picture => picture - Revamped timer interrupt code: * Runs faster * Should now retain effect on dropped frames. * Now uses the USP register, no more OS writing for you. * Changed data format for rasters info, check doc. * Removed the default raster data tables, allocate your own tables if you use timer interrupt. * Can now updates two values per IRQ trigger. aSprite related --------------- - Fixed issue where aSprite wouldn't initialize properly under certain conditions. - Added aSpriteHide() & aSpriteShow() methods.