* Sync sky color and light position in multiplayer Add ENTITY_SKY and ENTITY_LIGHT to the WorldEvent system so the host controls sky color (hue/saturation via observatory sun/moon/palette buttons) and light position (globe arrows) with the same host-authoritative pattern used for plants and buildings. Non-host players send requests to the host who applies and broadcasts. Sky/light state is appended to the world snapshot so joining players get the current values. https://claude.ai/code/session_01X2cPVQEo7c92wpWA7QPPMG * Clean up sky/light sync: remove debug logging, DRY apply logic, fix host routing - Extract ApplySkyLightState helper to deduplicate sky/light apply code between RestoreSkyLightState and HandleWorldSnapshot - Remove all SDL_Log debug calls and SDL_log.h includes - Remove dead OnWorldEnabled method from WorldStateSync (replaced by OnHostChanged in OnSaveLoaded) - Fix HandleSkyLightMutation host path: return FALSE to let local switch case proceed, instead of duplicating via ApplyWorldEvent - Simplify isle.cpp HandleControl: split observatory cases into individual switch arms with single early-return multiplayer hook - Add save load hooks to sync world state with multiplayer peers - Fix player count to exclude local player without valid actor - Support broadcast snapshots (targetPeerId=0) in relay server --------- |
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| ISLE | ||
| LEGO1 | ||
| miniwin | ||
| packaging | ||
| tools | ||
| util | ||
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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.