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Preparations for 1.0.0.
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manual/content/changelog.html

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<p>The following is a general changelog for <i>Pikifen</i>. This changelog will only list the most notable differences between each version of the engine; for a more detailed list of changes throughout the development period, check the <a href="https://github.com/Espyo/Pikifen/commits/master">commit log on GitHub</a>.</p>
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<p>Some versions may be unable to read content created in older versions. If you want to keep your content from one version to the next, read the "Content making changes" list in that update's section.</p>
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<p>Some versions may be unable to read content created in older versions. If you want to keep your content from one version to the next, read the "Breaking changes" list in that update's section.</p>
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<p>Versions are numbered after the format <code>major.minor.revision</code>. The major number increases when the project is radically different from the major version before it. The minor number increases every time there are a bunch of changes. The revision number increases when there are bug fixes on the revision before it, and does not break compatibility unless that's necessary to fix something.</p>
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<p>Versions are numbered after the format <code>major.minor.revision</code>. The major number increases when the project is notably different from the major version before it. The minor number increases every time there are a bunch of changes. The revision number increases when there are bug fixes on the revision before it, and does not break compatibility unless that's necessary to fix something.</p>
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<h2 id="1.0.0">1.0.0</h2>
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<p><i>In development &ndash; the "gold version" update</i></p>
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<p><i>August 15th, 2025 &ndash; the "gold version" update</i></p>
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<h3 id="1.0.0-gameplay">Gameplay changes</h3>
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manual/content/history.html

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<h2 id="creation">Creation</h2>
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<p>The idea for the engine started on mid-2013. I was itching to start a large new project, and after learning of <a href="https://www.pikminfanon.com">Pikmin Fanon</a>, I conjured the idea of creating an engine that would allow <i>Pikmin</i> fans to bring their game ideas to life. The concept of the "Pikmin fangame engine" was made public on the site, where <a href="https://www.pikminfanon.com/wiki/Topic:Pikmin_Engine_by_Espyo">a topic</a> was created to gather feedback before starting the project. On the 15th of August, 2013, development of the engine officially began. Ever since, different versions have been released, each one making the engine more complete than the last.</p>
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<p>The idea for the engine started on mid-2013. I was itching to start a large new project, and after learning of <a href="https://www.pikminfanon.com">Pikmin Fanon</a>, I conjured the thought of creating an engine that would allow <i>Pikmin</i> fans to bring their game ideas to life. The concept of the "Pikmin fangame engine" was made public on the site, where <a href="https://www.pikminfanon.com/wiki/Topic:Pikmin_Engine_by_Espyo">a topic</a> was created to gather feedback before starting the project. On the 15th of August, 2013, development of the engine officially began. Ever since, different versions have been released, each one making the engine more complete than the last.</p>
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<p>On February 2nd, 2018, the project got rebranded, and the mission statement changed a bit. Instead of it being called "Pikmin fangame engine", it got renamed to "<i>Pikifen</i>", and the idea was no longer to make fan games a reality, since that proved to be too ambitious at best, and outright impossible at worst. Instead, the goal became to create a fun engine in which people could create and play their own content first, and the idea to make full games in it being secondary.</p>
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<p>On February 2nd, 2018, the project got rebranded, and the mission statement changed a bit. Instead of it being called "Pikmin fangame engine", it got renamed to "<i>Pikifen</i>", and the idea was no longer to make fan games a reality, since that proved to be too ambitious at best, and outright impossible at worst. Instead, the goal became to create a fun engine in which people could create and play their own content first, and the possibility to make full games in it being secondary.</p>
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<p>On August 15th, 2025, <i>Pikifen</i> reached version 1.0, where I considered it "complete", i.e. there were no more important tasks left to do. Development continues past that point, since there are still many things I want to implement and add, but should development stop after this, I would be content.</p>
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<h2 id="changelog">Changelog</h2>
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source/documents/code_helper/code_helper.py

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system_call('sed -i "s/VERSION_MINOR = .*;/VERSION_MINOR = ' + new_parts[1] + ';/g" ' + source_dir_to_use + '/core/const.h')
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system_call('sed -i "s/VERSION_REV = .*;/VERSION_REV = ' + new_parts[2] + ';/g" ' + source_dir_to_use + '/core/const.h')
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rc_files = [source_dir_to_use + '/pikifen.rc', source_dir_to_use + '/../visual_studio_2019/resource.rc']
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rc_files = [source_dir_to_use + '/pikifen.rc', source_dir_to_use + '/../visual_studio_2022/resource.rc']
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for fn in rc_files:
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rc_contents = []
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with open(fn, 'rt', encoding='utf-16') as i:

source/documents/misc_info.txt

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https://opensource.org/licenses/MIT
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Make sure they have metadata
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Title: <Object name> spritesheet
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Author: Andr� "Espyo" Silva
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Author: André "Espyo" Silva
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Keywords: Pikifen spritesheet
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Description: Spritesheet for the <object name> in the base content of Pikifen. See https://www.pikminfanon.com/wiki/Pikifen
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source/documents/vectorial_graphics/effects.svg

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source/documents/vectorial_graphics/menu_icons.svg

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