* WIP: Add animation completion protocol message for Nick Brick's Memories Add MSG_ANIM_COMPLETE (15) protocol message broadcast by the host on natural animation completion. Contains a 64-bit random event ID, the SI object ID, and per-participant data (charIndex, displayName). - BroadcastAnimComplete: gathers participants from session slots, resolves spectator characters from display actors, generates event ID - HandleAnimComplete: filters observers (only participants get callback), builds JSON with eventId/objectId/participants for frontend - OnAnimationCompleted callback in PlatformCallbacks, implemented for Emscripten (CustomEvent dispatch) and Native (SDL_Log) - GetDisplayName() getter on RemotePlayer Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix participant ordering in animation completion message Emit the local player first in the JSON participants array so the frontend can rely on participants[0] being self when reporting to the server. Extract participant JSON-building into a lambda to avoid duplication. Retain null-termination safety for displayName. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Disable workers.dev and preview URLs for relay server Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix path actor assertion failure / freeze on repeated vehicle enter/exit When the third-person camera is active, LMB triggers both forward movement and vehicle interaction. This leaves the previous actor with m_worldSpeed > 0 when entering a vehicle, causing it to wander on the path system in non-user-nav mode. On exit, SetBoundary() overwrites m_boundary without updating m_destEdge, creating a boundary/edge mismatch. On the next vehicle enter, the stale spline finishes and SwitchBoundary asserts (debug) or loops infinitely (release). Stop the previous actor from wandering by zeroing its world speed on enter. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Add hold threshold to disambiguate LMB click from hold-to-walk A 300ms time threshold prevents brief clicks (for interacting with world objects) from also triggering forward movement in third-person camera mode. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Add missing SDL_timer.h include for SDL_GetTicks Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Remove maxActors setting from multiplayer — NPCs are always disabled The maxActors room setting added unnecessary complexity for a feature that should always be off in multiplayer. Remove it from the relay server protocol, room configuration API, C++ client, and simplify NPC enforcement to be unconditional. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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| ISLE | ||
| LEGO1 | ||
| miniwin | ||
| packaging | ||
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| README.md | ||
| settings.gradle | ||
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.