PocketLauncher
==============
A WHDLoad game launcher for AmigaOS 2.0+. It scans your disks,
catalogs the slaves, and you launch them from a list with cover
images. Ideal for large collections (tested with 3000+ games).
Assumes you already use WHDLoad.
The best part: no libraries needed
----------------------------------
* A single binary, ~380 KB. Copy it and it runs - nothing to install.
* No MUI needed (iGame requires it), no datatypes, no guigfx, nothing
off disk.
Features
--------
* Smart auto-cataloging: reads the name embedded in the slave and the
igame.data (title, genre, year, players, chipset, arguments), and
tells games from demos on its own.
* Multiple sources at once (up to 16 folders/volumes), detects mounted
volumes and drops duplicates.
* Incremental Update Index: adds new slaves without re-scanning
everything.
* Integrity check: finds slaves that are missing (deleted or moved)
and cleans them from the database, but keeps the ones on an
unmounted volume, so you don't lose your DB if you unplug a CF.
* Low-RAM mode and an optimized fast-RAM mode.
* Native IFF cover images, no datatypes. Laced, progressive (hires)
and RTG. Multi-IFF: view every .iff in the game's folder, not just
one. Two scaling modes: fill and sharp (pixel-perfect).
* Built-in tooltype editor - edit the .info from the app without
opening IconEdit.
* Run at startup and optional fullscreen.
* Sortable table (title, platform, genre, year, players). Filter by
three combinable criteria: language, platform (OCS/ECS, AGA, CD32,
CDTV) and type (games, demos, mags, cracktros, apps), plus a title
search. Iconify to an AppIcon with global hotkeys.
Install
-------
Unpack the LHA and run PocketLauncher. That's it - no assigns, no
libraries, no MUI.
Changelog
---------
v33.286 (2026-07-31)
* RTG fix: on a graphics-card / RTG Workbench (Picasso96,
CyberGraphX - e.g. a 1920x1080 desktop) the launcher wrongly
refused to start with "screen too low", even though the screen is
plenty big. Those screens don't set the legacy ECS HIRES bit that
the resolution check demanded. It now accepts any screen 640 wide
or more regardless of that bit, and only requires the HIRES bit on
narrow (<640) screens - so RTG desktops work and native LoRes is
still correctly rejected. Native OCS/ECS/AGA modes are unaffected.
v33.285 (2026-07-30)
Memory-scaling pass so big collections index fully on real
fast-RAM machines.
* The game database is now held in a chunked pool (fixed 256-record
blocks) instead of one growing array. The old single array needed
an ever-larger contiguous block and walled indexing at ~3000
games / ~2 MB even on an 8 MB machine, because no single free
block was big enough. The chunked pool uses fast RAM in small
pieces, so all of it is usable - large collections now index to
completion.
* Header-count validation now guards both directions (a corrupt DB
whose count byte reads as a large or negative value is rejected
with a "rebuild via Sources > Index" message instead of loading
garbage rows).
* Auto low-RAM mode kicks in on the right thresholds (small
fast-RAM or low total), and the optimized fast-RAM path is used
when there's headroom.
v33.284 (2026-07-21)
Robustness pass from two independent audits, 14 verified fixes.
* The "Please insert volume X" requester no longer pops at boot or
when launching a game whose volume is dismounted (unplugged USB,
ejected disk) - DOS requesters are now suppressed launcher-wide.
* WHDLoad paths of 241-255 chars now launch (they used to truncate
at 240, leaving the game unlaunchable).
* Games on offline volumes are no longer pruned by "Check DB
integrity" (preserved until the volume returns).
* Fixed a crash on OS 2.0-3.0 when drawing thumbnails.
* DB game-count validation against file size (prevents blank rows
from a corrupt DB).
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