* Auto-switch camera between 1st and 3rd person based on zoom When in 3rd person and zooming in past minimum distance (mouse wheel or pinch), automatically switch to 1st person. When in 1st person and zooming out (mouse wheel or pinch), automatically switch to 3rd person starting at minimum distance for a seamless transition. Adds thirdPersonChanged CustomEvent on canvas to notify the UI toggle of auto-switch state changes, following the existing PlatformCallbacks pattern used by OnPlayerCountChanged. https://claude.ai/code/session_01PuMFBB8Gjd5pyUVUh5QTzz * Add callback feedback for multiplayer toggle settings Toggle UI state is now driven by C++ callbacks instead of optimistic local updates, preventing desync when the game thread hasn't processed the request yet. Adds OnNameBubblesChanged and OnAllowCustomizeChanged to PlatformCallbacks, and fires OnThirdPersonChanged for manual toggle (previously only fired for auto-switch). Includes touch pinch fixes and ResetTouchState for third-person camera auto-enable. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix: restrict 3rd person camera to ISLE world only The camera was activating in the Infocenter (and other non-ISLE worlds) because OnWorldEnabled/Disabled forwarded to ThirdPersonCamera unconditionally. Zoom/pan/auto-switch SDL events were also processed outside the ISLE world. Gate both on the e_act1 world ID check. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix emote interruption when switching to 1st person camera Allow movement to interrupt multi-part emote phase 1 (not just non-multi-part emotes). On the remote player side, only suppress movement during frozen state rather than all multi-part emote phases, so the remote animator correctly cancels the emote when the local player switches cameras and moves. Also track and stop ROI-bound sounds before the ROI is destroyed to prevent use-after-free in the sound system's 3D position update. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * DRY: extract DispatchBoolEvent helper for emscripten callbacks Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude <noreply@anthropic.com> |
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LEGO Island, portable
Development Vlog | Contributing | Matrix | Forums | Patreon
This initiative is a portable version of LEGO Island (Version 1.1, English) based on the decompilation project. Our primary goal is to transform the codebase to achieve platform independence, thereby enhancing compatibility across various systems while preserving the original game's experience as faithfully as possible.
Please note: this project is primarily dedicated to achieving platform independence without altering the core gameplay or rewriting code for improvement's sake. While those are worthwhile objectives, they are not within the scope of this project. isle-portable offers support for light modding using extensions.
Status
| Platform | Status |
|---|---|
| Windows | |
| Linux | |
| macOS | |
| Web | |
| Nintendo 3DS | |
| Xbox One | |
| iOS | |
| Android | |
| Playstation Vita | |
| Nintendo Switch |
We are actively working to support more platforms. If you have experience with a particular platform, we encourage you to contribute to isle-portable. You can find a list of ongoing efforts in our Wiki.
Usage
An existing copy of LEGO Island is required to use this project.
As it stands, builds provided in the Releases tab are mainly for developers; as such, they may not work properly for all end-users. Work is currently ongoing to create workable release builds ready for gameplay and general use by end-users. If you are technically inclined, you may find it easiest to compile the project yourself to get it running at this current point in time.
Installation instructions for some ports can be found in our Wiki.
Library substitutions
To achieve our goal of platform independence, we need to replace any Windows-only libraries with platform-independent alternatives. This ensures that our codebase remains versatile and compatible across various systems. The following table serves as an overview of major libraries / subsystems and their chosen replacements. For any significant changes or additions, it's recommended to discuss them with the team on the Matrix chat first to ensure consistency and alignment with our project's objectives.
| Library/subsystem | Substitution | Status | |
|---|---|---|---|
| Window, Events | SDL3 | ✅ | Remarks |
| Windows Registry (Configuration) | libiniparser | ✅ | Remarks |
| Filesystem | SDL3 | ✅ | Remarks |
| Threads, Mutexes (Synchronization) | SDL3 | ✅ | Remarks |
| Keyboard/Mouse, DirectInput (Input) | SDL3 | ✅ | Remarks |
| Joystick/Gamepad, DirectInput (Input) | SDL3 | ✅ | Remarks |
| WinMM, DirectSound (Audio) | SDL3, miniaudio | ✅ | Remarks |
| DirectDraw (2D video) | SDL3 | ✅ | Remarks |
| Smacker | libsmacker | ✅ | Remarks |
| Direct3D (3D video) | SDL3 (Vulkan, Metal, D3D12), D3D9, OpenGL 1.1, OpenGL ES 2.0, OpenGL ES 3.0, Software | ✅ | Remarks |
| Direct3D Retained Mode | Custom re-implementation | ✅ | Remarks |
| SmartHeap | Default memory allocator | - | - |
Building
This project uses the CMake build system, which allows for a high degree of versatility regarding compilers and development environments. Please refer to the GitHub action for guidance.
Contributing
If you're interested in helping or contributing to this project, check out the CONTRIBUTING page.