TheXTech

ru.wohlsoft.thextech
by Zapstore _@zapstore.dev

Republished from GitHub / F-Droid by the Zapstore main account.

First release: Dec 26, 2025, 3 total releases.

Most recent release: Oct 18, 2026.

Repo

Appears in 0 app stacks.

0 sats / 0 zaps received in the past year.

Sats Received

Underlying data available via MCP: app_zaps, app_releases.

Zap Count

Underlying data available via MCP: app_zaps, app_releases.

Releases

  • Oct 18, 2026 1.7.4.1
    When this update was supposed to be a small hotfix that fixes two small but annoying bugs, it also introduces the ability to use several graphics without cropping to original sizes. For example, BGO, some effects, terrain cells at the world map, scenery objects, and level points, now can have any size as big as you want. This only will work for levels and episodes are made for TheXTech. When playing episodes saved with old formats, they will have exactly same limits as before this update. However, objects of custom ranges will be expandable with no matter of the level or episode format. ## Showcases ### World map #### Before <details> <img width="800" height="600" alt="Scr_2026-10-17_20-52-11" src="https://github.com/user-attachments/assets/de72432d-af1e-457e-967b-17b24096dee2" /> <img width="800" height="600" alt="Scr_2026-10-17_20-52-14" src="https://github.com/user-attachments/assets/f627ea33-1aae-4098-b81d-040de9fa114c" />
    More…
    <img width="800" height="600" alt="Scr_2026-10-17_20-52-37" src="https://github.com/user-attachments/assets/0730cd84-a309-4cfa-a9ec-1a93ec1a6a1f" /> </details> #### After <details> <img width="800" height="600" alt="Scr_2026-10-17_20-50-31" src="https://github.com/user-attachments/assets/14ea8d37-01e7-4bb4-af6f-8b2bbdb53f9e" /> <img width="800" height="600" alt="Scr_2026-10-17_20-50-54" src="https://github.com/user-attachments/assets/1b9fc98c-79b2-4393-b92d-4bff7677684a" /> [Scr_2026-10-17_20-51-37.webm](https://github.com/user-attachments/assets/1f7076c4-8514-4acb-9d81-cc37881d323e) </details> ### Levels #### Before <img width="800" height="600" alt="Scr_2026-10-17_20-52-55" src="https://github.com/user-attachments/assets/61eab815-2b27-44be-b1c5-0dd2227871d2" /> #### After <img width="800" height="600" alt="Scr_2026-10-17_20-51-18" src="https://github.com/user-attachments/assets/c9fa1e61-f821-4713-8d5e-ce17047654c3" /> ## Demo A small demo episode that shows the work of new graphics behaviour: [Large Objects Test.zip](https://github.com/user-attachments/files/33630575/Large.Objects.Test.zip) # Full changelog for 1.7.4.1 <details> ## New features: ### Behaviour changes - Custom asset packs: effect dimensions are now loaded from the asset pack graphics. This fixes the appearance of player death effects in several asset packs. (@ds-sloth) - Episodes targeting TheXTech: world map tile and scene dimensions are now loaded from the asset pack / episode graphics. (@ds-sloth) - Episodes targeting TheXTech: BGO dimensions are now loaded from the asset pack / episode graphics. (@ds-sloth) - Custom range (level-33 and above): world map level dimensions are now loaded from the asset pack / episode graphics. (@ds-sloth) ## TheXTech bugfixes - Fix TheXTech 1.3.7.1 bug where a stack of static NPCs would only partially despawn, causing the upper NPCs to fall (@ds-sloth, thanks to @Liebning for the report) - Fix TheXTech 1.3.7.3 bug where level music would not play on a level without a player start point, where the player starts at a warp in Section 0 (@ds-sloth, thanks to @Wohlstand for the report) </details> # Known issues * Audio may be choppy on Old 3DS. * Texture load stutter is present on Wii. * The screen may slightly judder during section resizes on 3DS and Wii. * On 3DS, background texture may start to flashing. (https://github.com/TheXTech/TheXTech/issues/816) (Possibly solved, the primary reason of this is an out of memory). * On 3DS the crash happens on attempt to quit by the home menu. (https://github.com/TheXTech/TheXTech/issues/738) * On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed). * On Windows XP SP0 that uses **S3 Savage 4** video card is impossible to dynamically switch video modes: the game just crashes (blame video drivers by theme selves as they were always very bad, according to [random talk of people from the 2000s](https://www.kv.by/forum/forum1000000590.htm) (in Russian) ). * On Linux/Wayland, Window icon can't be changed while running game. (https://github.com/TheXTech/TheXTech/issues/939) * On Linux/Wayland, Mouse cursor doesn't gets unlocked from window on toggling windowed mode after fullscreen. (https://github.com/TheXTech/TheXTech/issues/937) * Editor doesn't supports large fonts (I.e. Chinese, Korean, etc). (https://github.com/TheXTech/TheXTech/issues/884) * At Web version (Emscripten-built) the framerate may go incorrectly. (https://github.com/TheXTech/TheXTech/issues/851) * On some hardware, randomly and rare, alpha-channel might me messed up when using OpenGL render backend. (https://github.com/TheXTech/TheXTech/issues/743) * The LunaDLL's timer gets overlapped with the medals tracker. (https://github.com/TheXTech/TheXTech/issues/1102) * On iOS devices (iPhone 6S and newer that has the Taptic Engine equipped), when the tactile vibration is activated while playing using touch screen, the device might start to infinitely buzz at any random moment. To escape this problem it's need to switch from the game app to any other or to the main screen using home button or the home bar (depending on the device model) and wait when vibration will stop, and then, return to the game. (https://github.com/TheXTech/TheXTech/issues/1189)
  • Oct 5, 2026 1.7.4
    This is not a usual update. While it offers several bugfixes and features, it has three significant changes: - The first release with the official iOS and tvOS support! - Compiled Haiku binary releases are now available! - We changing the versioning model! # iOS and tvOS support Since the foundation of the project of TheXTech it was never available at Apple mobile platforms such as iOS. And since this release it's now possible to build and install the engine on iOS-powered devices such as iPhone, iPad, and iPod Touch. However, this doesn't means the game app will be available at the AppStore. Instead it's available in a form of the IPA package that you need to install on your device using the Sideload method or build it from the source code using suitable Xcode kit on your Mac. All the details you can find at the TheXTech's Wiki documentation. # Haiku binary releases Before this release it was a challenge to build the suitable CI image to automatise producing of binary release for the Haiku platform. And thanks to the [Cross-platform Actions](https://github.com/cross-platform-actions) project, this became easy, and now TheXTech finally has the binary release for the Haiku operating system!
    More…
    # Versioning system change The old format of versioning of "1.3.x.y" was [a major problem for a while](https://github.com/orgs/TheXTech/discussions/353). It sets a lot of limits and prevents to properly release important hotfixes and let several package managers to properly handle them. Since this version the ".3." part of the version gets completely removed, and instead of "1.3.7.4" we are releasing "1.7.4"! <img width="228" height="88" alt="thextech-1 7 4" src="https://github.com/user-attachments/assets/33d6875c-6856-4ee7-a747-141e41126061" /> # Full changelog for 1.7.4 <details> ## New features: ### General - Versioning system has been changed, now next releases will be done without the ".3." midfix (@Wohlstand) ### Platforms support - Added support for the iOS platform (@Wohlstand) - Added support for the tvOS platform (@Wohlstand) ### Internationalisation - i18n: On-screen warning messages (such as bitmask render warnings) are now translatable! (@Wohlstand) ### Controls - Controls: Added an ability to configure offsets for buttons at the touch-screen controller (@Wohlstand) ### LunaScript - LunaScript: Added the "ShakeScreen" command to trigger the screen shaking without using of boom blocks (@Wohlstand) - LunaScript: Added the "SpawnEffect" command to spawn a simple static graphical effect (@Wohlstand) - LunaScript: Added SFX commands "PlaySFXPausable", "PlaySFXSection", and "PlaySFXSctPausable" to allow pause during dialogues and pause menu, and lock at the specific section. (@Wohlstand) ## New vanilla bugfixes - Fix SMBX 1.3 bug where items on top of a vehicle could be lost when entering it, guarded by compat flag "fix-vehicle-item-loss" [Modern/Classic Mode] (@ds-sloth) - Fix SMBX 1.3 bug where a climbable NPC spawner (eg, vine top) would deactivate if the player left the section, guarded by compat flag "fix-npc-camera-logic" [Modern/Classic Mode] (@ds-sloth, thanks to @Wohlstand for the report) - Fix SMBX 1.3 bug where the players could disappear if a tape exit was touched while a player was eaten or dead. (@ds-sloth) ## TheXTech bugfixes - Fix TheXTech 1.3.6.1 bug where Toothy (NPC ID 50) would sometimes become invisible while the player is holding the toothy pipe (@ds-sloth, thanks to @Liebning for the report) - Controls: Fixed the problem of touch-screen controller's defaults are not loaded when profile gets just created (@Wohlstand) - Fixed broken user directory handling on the Haiku (@Wohlstand) - Fix TheXTech 1.3.7 bug where ghosts could follow the direction of an eaten player instead of the active player. [Modern Mode] (@ds-sloth) - Fix TheXTech 1.3.5.3 bug where an extra line of pixels was rarely drawn below the player. (@ds-sloth) - Fix TheXTech 1.3.6.1 bug where fonts could get corrupted after unloading a customized level font. (@ds-sloth, thanks to @ChristianSilvermoon for the report) - Emscripten: fix TheXTech 1.3.7.3 bug where the game could crash when selecting an episode. (@ds-sloth) - OpenGL: fix TheXTech 1.3.6.6 bug where the game might hang on exit on some systems. (@ds-sloth) - Wii: add overscan compensation options (@ds-sloth, thanks to @TheEeveeLovers for the report) - Vita / PSTV: fix TheXTech bug where multiplayer splitscreen could be rendered incorrectly. (@ds-sloth, thanks to @birtkyle-cell for the report) - Editor: allow placing NPCs in front of semisolid blocks. (@ds-sloth, thanks to @Trickiy for the report) - Fixed a bug from TheXTech 1.3.7.3 that caused world map paths to never open when warping to the world map from a sub-hub. (@Wohlstand) - Fixed a misorder of player start points loaded from LVLX files (They never guarantee a sort by player number, instead they has a Player ID field to distinguish point roles without sorting requirement). (@Wohlstand) </details> # Known issues * Audio may be choppy on Old 3DS. * Texture load stutter is present on Wii. * The screen may slightly judder during section resizes on 3DS and Wii. * On 3DS, background texture may start to flashing. (https://github.com/TheXTech/TheXTech/issues/816) (Possibly solved, the primary reason of this is an out of memory). * On 3DS the crash happens on attempt to quit by the home menu. (https://github.com/TheXTech/TheXTech/issues/738) * On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed). * On Windows XP SP0 that uses **S3 Savage 4** video card is impossible to dynamically switch video modes: the game just crashes (blame video drivers by theme selves as they were always very bad, according to [random talk of people from the 2000s](https://www.kv.by/forum/forum1000000590.htm) (in Russian) ). * On Linux/Wayland, Window icon can't be changed while running game. (https://github.com/TheXTech/TheXTech/issues/939) * On Linux/Wayland, Mouse cursor doesn't gets unlocked from window on toggling windowed mode after fullscreen. (https://github.com/TheXTech/TheXTech/issues/937) * Editor doesn't supports large fonts (I.e. Chinese, Korean, etc). (https://github.com/TheXTech/TheXTech/issues/884) * At Web version (Emscripten-built) the framerate may go incorrectly. (https://github.com/TheXTech/TheXTech/issues/851) * On some hardware, randomly and rare, alpha-channel might me messed up when using OpenGL render backend. (https://github.com/TheXTech/TheXTech/issues/743) * The LunaDLL's timer gets overlapped with the medals tracker. (https://github.com/TheXTech/TheXTech/issues/1102) * On iOS devices (iPhone 6S and newer that has the Taptic Engine equipped), when the tactile vibration is activated while playing using touch screen, the device might start to infinitely buzz at any random moment. To escape this problem it's need to switch from the game app to any other or to the main screen using home button or the home bar (depending on the device model) and wait when vibration will stop, and then, return to the game. (https://github.com/TheXTech/TheXTech/issues/1189)
  • Dec 26, 2025 1.3.7.2 #330db2f
    There are many important bugfixes introduced since the previous 1.3.7.1 release, and implemented some more of convenience. And also, since this version, the loading screen is now fully localisable, and the rest of mainstream TheXTech-based games already introduced translated loading screen into Russian, Chinese and Japanese languages! ([Details here](https://github.com/orgs/TheXTech/discussions/1024#discussioncomment-14065643)) # Full changelog for 1.3.7.2 <details> ## New features:
    More…
    ### Video system * Added an ability to assign some TTF font per language (@Wohlstand) ### Internationalisation * i18n: Added support for the localisation of the loading screen (@Wohlstand) * i18n: Removed the support for legacy placement of translations outside the i18n sub-directory since no production projects used it. (@Wohlstand) ### Controls * Controls: add Alt Menu Controls option to controller profiles, which makes Jump act as Back and Alt Jump act as Confirm, to improve experience on Japanese-layout controllers (@ds-sloth) ### Behaviour changes * Vanilla mode: reset score between gameplay sessions, like SMBX 1.3 (@ds-sloth) * Modern mode: allow static, always-shown NPCs (eg, O or bullet shooters) to deactivate while onscreen (@Wohlstand, @ds-sloth) * Menus: Alt Run is now used to erase options, instead of Alt Jump (@ds-sloth) * Menus: Alt Jump may now advance message boxes and start levels, guarded by existing compat flag "multiplayer-pause-controls" [Modern/Classic Mode] (@ds-sloth) * Controls: re-use controller profile when connected on different interfaces (@ds-sloth) * Controls: remove ability to load controller profiles saved by versions before v1.3.6 (2022) (@ds-sloth) * Controls: allow deleting a profile in use. This will allow the controller's profile to be reset. (@ds-sloth) * Logic change: when modern (LVLX) autoscroll hits the end of the section, it now keeps the current camera size instead of resetting the camera to 800x800 as in SMBX 1.3 (@ds-sloth) * Logic change: the terminal velocity for rail/lineguide platforms has been increased from 16 to 40 to address compatibility issues at some levels where falling speed is not enough to beat the challenge. (@Wohlstand) ## Hardware support * Controls: adjusted support for Wii Remote and Wii Remote with Nunchuk controllers on Wii U. (@Wohlstand) ## New vanilla bugfixes * Fixed the SMBX 1.3 bug where the engine would appear to break if an AutoStart event (other than "Level - Start") changed section bounds, guarded by compat flag "modern-section-change" [Modern/Classic Mode] (@Wohlstand) * Fix SMBX 1.3 crash caused by hitting a coin switch while on a slope (@ds-sloth, thanks to Peter Smith for the report) * Fixed vanilla crash bug caused by division by zero on rendering of Background2-25 with a texture width smaller than 800 and when the section has an exact width of 800 (@Wohlstand) * Fixed vanilla bug from the SMBX 1.3 that caused Character 5 to render an incorrect (mostly empty) frame while passing vertical pipes. (@Wohlstand) ## TheXTech bugfixes * Fonts: Fixed the incorrect vertical alignment of some TTF glyph. (@Wohlstand) * Controls: fix v1.3.6 bug where controller was assigned the wrong profile after its original profile was deleted (@ds-sloth) * Controls: fix face button labels on Switch port. (@Wohlstand, @ds-sloth) * Controls: fix v1.3.6 bug where closing the Enter Code screen with the Start button might prevent successful code entry (@ds-sloth, @Wohlstand) * Visuals: fix v1.3.7.1 bug where there was a black frame during the transition from the main menu to the asset pack select screen (@ds-sloth) * Fix v1.3.7.1 bug where npc-300.txt was not loaded properly - fixes spinning platforms in Lowser's Conquest (@ds-sloth, @Wohlstand) * Fix v1.3.7.1 bug where default masks/outlines were not loaded for custom GIF player sprites, resulting in black boxes (@ds-sloth) * Fix v1.3.7.1 Modern/Classic bug where it was not safe to run on a series of fall blocks with gaps between them, caused by the downward clip fix introduced in v1.3.7.1 (@ds-sloth, thanks to @Liebning for the report) * Desktop: fix a minor cosmetic bug where the screen could flicker when resizing the window (@ds-sloth) * Fixed the v1.3.6 bug where skull raft with modern logic enabled will glitch when impacts a barrier being in a water (@Wohlstand) * Fix v1.3.1 inaccuracy where NPCs 69 and 70 were one pixel shorter than they are in SMBX 1.3 (@ds-sloth, thanks to @Liebning for the report) * Fixed an inability to auto-create the screenshots directory on macOS (@Wohlstand) * Fix v1.3.7 bug where the engine would fail to load if the first encountered asset pack was invalid (@ds-sloth) * Fix v1.3.6 inaccuracy where warp-spawned NPCs would fail to be hidden if their layer was hidden immediately following spawn (their layer is set to "Spawned NPCs" when warp is complete) (@ds-sloth) * Fix v1.3.7.1 bug where static NPCs spawned by a generator could despawn while onscreen (@ds-sloth) * Fix v1.3.1 bug where whipping a turtle (with leaf power) would kill the turtle as well as releasing it from its shell (@ds-sloth, bug caught by @Wohlstand) **Hotfix1:** * Fixed an incorrect resampling logic at the MixerX audio library that caused accelerated tempo of music on 3DS, Wii, and PSVita (@Wohlstand) </details> # Known issues * Audio may be choppy on Old 3DS. * Texture load stutter is present on Wii. * The screen may slightly judder during section resizes on 3DS and Wii. * On 3DS, background texture may start to flashing. (https://github.com/TheXTech/TheXTech/issues/816) (Possibly solved, the primary reason of this is an out of memory). * On 3DS the crash happens on attempt to quit by the home menu. (https://github.com/TheXTech/TheXTech/issues/738) * On old 3DS the out-of-memory crash might happen with the stable version of the game. The solution is not yet backported from the devel branch. * On Windows 10 when running OpenGL with some ~2006 Intel iGPU on laptop, game would crash (possibly fixed). * On Windows XP SP0 that uses **S3 Savage 4** video card is impossible to dynamically switch video modes: the game just crashes (blame video drivers by theme selves as they were always very bad, according to [random talk of people from the 2000s](https://www.kv.by/forum/forum1000000590.htm) (in Russian) ). * On Linux/Wayland, Window icon can't be changed while running game. (https://github.com/TheXTech/TheXTech/issues/939) * On Linux/Wayland, Mouse cursor doesn't gets unlocked from window on toggling windowed mode after fullscreen. (https://github.com/TheXTech/TheXTech/issues/937) * Editor doesn't supports large fonts (I.e. Chinese, Korean, etc). (https://github.com/TheXTech/TheXTech/issues/884) * At Web version (Emscripten-built) the framerate may go incorrectly. (https://github.com/TheXTech/TheXTech/issues/851) * On some hardware, randomly and rare, alpha-channel might me messed up when using OpenGL render backend. (https://github.com/TheXTech/TheXTech/issues/743)