RetroSharp.Templates 0.0.654

dotnet new install RetroSharp.Templates@0.0.654
                    
This package contains a .NET Template Package you can call from the shell/command line.

RetroSharp templates

Install this template package with dotnet new install RetroSharp.Templates. It provides retrosharp-platformer, retrosharp-scrolling-minimal, retrosharp-source-library, and retrosharp-sdk-plugin. The authoring templates produce the standard NuGet payload consumed by the RetroSharp CLI; see SdkAuthoring.md for the local feed, lock, and override workflow.

Both generated examples implement ICameraTarget and register their player once with Camera.Follow(player). Their ordinary frame loops remain game-owned; tracking, dead zones, world bounds, and scroll publication belong to the SDK. Each generated game declares RetroSharp.Portable2D at the matching template pack's release version as an sdkDependencies entry and restores it from NuGet.org on the first retrosharp game.retrosharp.json build. Commit the generated retrosharp.lock.json with your game, then use --locked-mode in CI. To use a private or local feed, change packageSources in the game manifest.

To verify the packaged tool and templates from an isolated local installation, run tools/templates/verify_clean_install.sh from the repository root. It requires the .NET 10 SDK, packs a compiler-only tool and the SDK into an isolated local feed, and does not run the generated project through the checkout. It checks the installed templates, their exact SDK dependency and lock, and builds both Game Boy and NES ROMs for each template.

This package has no dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

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# Changelog 0.0.654

## Changes (initial history)

- Complete standalone RetroSharp CLI flow for GB/NES without .NET (#971) (`01fc8e6d`)
- Fix signed NuGet SDK lock validation for public templates (#970) (`54dee915`)
- Remove RetroSharp Azure validation pipeline (#969) (`36861561`)
- Unify RetroSharp release versions and package-backed game templates (#968) (`0b1f82a6`)
- Release: stage exact SDK package inventory locally (#967) (`40f76535`)
- SDK authoring: transactional dependencies, local overrides and templates (#966) (`736db8ae`)
- Plugins: isolate managed dependencies per SDK package (#965) (`482c0928`)
- SDK: compose restored source and plugin as one dependency (#964) (`e8dfdf55`)
- Separate runner-lift Mario assets for Game Boy and NES (#963) (`dee5be20`)
- Plugins: preflight declarative compatibility before loading (#962) (`3d67bb88`)
- CLI: restore locked NuGet source libraries (#961) (`efe3d5d0`)
- docs: decide SDK plugin distribution and ABI compatibility (#907) (#960) (`d66fd890`)
- Convert runner-lift theme to Game Boy DMG (#959) (`1f77b4b2`)
- Refactor Game Boy WorldPack runtime emitters (#953) (#958) (`6727e3f5`)
- Revert "Delete azure-pipelines.yml" (`c081316f`)
- Refactor NES WorldPack runtime emitters (#952) (#957) (`69d5e335`)
- Delete azure-pipelines.yml (`21273c71`)
- SDK: centralize generated source validation (#955) (`b44bef74`)
- Eliminar cinco residuos Tiled de runner y alinear documentación (#486) (#954) (`5ca2defd`)
- Move CPU-work calibrations to target owners (#942) (`4f7be674`)
- Preserve typed SDK storage identity through target resolution (#941) (`dd884bd9`)
- fix(gameboy): initialize camera queues for animation (#940) (`882c4485`)
- NES: relajar ramas fixed mediante el linker (#939) (`518d158c`)
- fix: repair GB cadence acceptance oracle (#938) (`fa7d6a8b`)
- Make games/update_roms scripts executable (#937) (`5972ea39`)
- Separate playable games into games/ and add update_roms script (#936) (`63693620`)
- fix: restore smooth NES runner-lift scrolling (#935) (`3849ea0c`)
- feat: support Tiled background colors on NES (#933) (`1b505e88`)
- docs: declutter agent context and prioritize fluid gameplay (#932) (`cb12e053`)
- perf: smooth GB/NES scrolling and gameplay (#930) (`23ca1305`)
- refactor: remove verified dead code and enforce full solution builds (#929) (`051dc42c`)
- Replace reflection in NesRuntimeMemoryLayout with static descriptors (#926) (#928) (`65befe75`)
- refactor(parser): rename SomeParser to RetroSharpParser (#927) (`a4d392be`)
- feat(portable2d): add automatic camera follow (`108852f9`)
- feat: add playable RetroSharp templates (`37955930`)
- Tune runner-lift thrown enemy momentum (`979dec76`)
- Fix runner-lift B carry and throw flow (`73a4c940`)
- fix(runner-lift): stabilize idle gameplay cadence (`bfa9d904`)
- fix(nes): support DPCM sound-effect priority (#912) (`b3887173`)
- feat(samples/runner-lift): integrate pull and throw sfx for NES and Game Boy (#911) (`a965565e`)
- feat(runner-lift): implement staged enemy lifting animation (#910) (`7b7157ab`)
- build: migrate CI/CD configuration to DotnetDeployer.Fleet (#906) (#909) (`1794afdd`)
- GitHub: remove PR/issue templates and PR workflow (`9e348e63`)
- SDK: complete portable defaults and final audit guards (#905) (`0461f830`)
- SDK: decouple Actor storage from compiler (#902) (`8721967f`)
- SDK: move Projectile pool defaults into PRODUCT (#901) (`4f64f448`)
- SDK: make Enemies.Def defaults and validation PRODUCT-owned (#900) (`bdb73157`)
- Integrate custom Mario sprite sheet with carrying and throwing animations (#899) (`4b6488db`)
- fix(tests): harden optimized test infrastructure (#898) (`e939fb0d`)
- feat(samples): add runner-lift sample with SMB2-style mechanics (#897) (`869d99db`)