RetroSharp.Z80 0.0.338

dotnet add package RetroSharp.Z80 --version 0.0.338
                    
NuGet\Install-Package RetroSharp.Z80 -Version 0.0.338
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="RetroSharp.Z80" Version="0.0.338" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="RetroSharp.Z80" Version="0.0.338" />
                    
Directory.Packages.props
<PackageReference Include="RetroSharp.Z80" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add RetroSharp.Z80 --version 0.0.338
                    
#r "nuget: RetroSharp.Z80, 0.0.338"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package RetroSharp.Z80@0.0.338
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=RetroSharp.Z80&version=0.0.338
                    
Install as a Cake Addin
#tool nuget:?package=RetroSharp.Z80&version=0.0.338
                    
Install as a Cake Tool

Package Description

Product Compatible and additional computed target framework versions.
.NET net10.0 is compatible.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
0.0.338 93 7/16/2026
0.0.337 93 7/16/2026
0.0.336 90 7/16/2026
0.0.335 93 7/16/2026
0.0.334 83 7/16/2026
0.0.333 91 7/16/2026
0.0.332 90 7/16/2026
0.0.331 84 7/16/2026
0.0.330 77 7/16/2026
0.0.329 91 7/15/2026
0.0.328 97 7/15/2026
0.0.327 91 7/15/2026
0.0.326 92 7/15/2026
0.0.325 94 7/15/2026
0.0.324 92 7/15/2026
0.0.323 87 7/15/2026
0.0.322 91 7/14/2026
0.0.321 97 7/14/2026
0.0.320 93 7/14/2026
0.0.319 92 7/14/2026
Loading failed

# Changelog 0.0.338

## Changes (initial history)

- CSL-6: gate actor and projectile sprite integrity (#382) (`1fba42e`)
- docs: finalize AI-navigability epic closeout (#381) (`99c048a`)
- AIN-12: Make architecture guardrails rename-safe (#378) (#380) (`a55c530`)
- AIN-11: finish SDK lowering test locality (#377) (#379) (`180277a`)
- AIN-9: freeze AI-navigable architecture acceptance (#376) (`f5ee89d`)
- AIN-10: sweep post-refactor architecture debt (#375) (`2b1494d`)
- AIN-8: deepen NES SDK lowering (#374) (`11853c7`)
- AIN-7: deepen Game Boy SDK lowering (#372) (`9c923e3`)
- AIN-6: partition Actor Framework generation by domain (#371) (`164c085`)
- AIN-5: build Actor Framework lowering plan (#361) (#370) (`7f2090d`)
- AIN-3: make NES probes consume the runtime ABI (#369) (`5771501`)
- AIN-4: centralize cross-target frontend preparation (#368) (`3cec52c`)
- AIN-2: centralize NES runtime memory ABI (#358) (#367) (`be73c88`)
- AIN-1: centralize Game Boy runtime memory ownership (#357) (#366) (`e7978e4`)
- runner: adopt SMB3 4.4 jump physics (#355) (`7260e70`)
- RPH-GB: restore packed-collision runner cadence (#354) (`e8b3ab3`)
- feat(runner): add one-way platforms (#352) (`74ec827`)
- fix(nes): stabilize nonzero-Y packed horizontal scrolling (#351) (`f38fd3a`)
- fix(nes): keep fixed camera windows inside safe area (#350) (`dbd9e58`)
- feat(samples): add collision-free Tiled horizontal scroll canaries (#348) (`c59b88b`)
- RPH-3.5: restore packed Tiled production cadence (#347) (`53527a4`)
- CSL-3: validate static and source-camera samples (#346) (`1242dee`)
- test(cli): invoke CLI in-process and drop redundant sample builds (#345) (`83622cf`)
- CSL-1: adopt neutral sample identities (#344) (`c8c384d`)
- CSL-2: add functional ROM acceptance contract (#343) (`f3d48bd`)
- fix(gb): restore packed camera cadence (#332) (#334) (`86acea9`)
- RPH-3.3: keep mapper-0 packed cameras out of the NMI reset loop (#333) (`0223d33`)
- RPH-3.2: prove transient NES frame acceptance (#330) (`9188371`)
- RPH-3.2: restore FCEUmm four-screen streaming parity (#329) (`f1010b6`)
- RPH-3.1: initialize NES packed camera deterministically (#328) (`cd66849`)
- RPH-3: restore NES packed collision cadence (#325) (`a735c85`)
- RPH-2: prevent let from narrowing word expressions (#320) (#324) (`68d08b3`)
- RPH-1: restore word-wide runner landing on GB and NES (#319) (#323) (`8150594`)
- LW-3.5: prove joint full stage1 acceptance (#317) (`ddc4c21`)
- LW-3.4: integrate staged four-screen NES streaming (#316) (`60ec1a9`)
- LW-3.3: implement the fixed-bank NES WorldPack reader (#315) (`c123f98`)
- LW-3.2: place NES WorldPacks and select final profile (#314) (`3229edf`)
- LW-3.1: add MMC3/TVROM fixed-runtime foundation (#313) (`ca19eeb`)
- LW-2.5: prove full stage1 on Game Boy (#312) (`3535bc8`)
- docs: sync Large Worlds production status (#311) (`40d2fda`)
- LW-2.4: integrate staged Game Boy camera edges (#310) (`59f1297`)
- LW-2.3: implement fixed-bank Game Boy WorldPack reader (#309) (`55db0ab`)
- LW-2.2: place Game Boy WorldPacks in MBC1 banks (#308) (`f7bfca5`)
- LW-2.1: add fixed-bank MBC1 world-read foundation (#307) (`bc0afbb`)
- docs: link published Large Worlds target waves (#306) (`f3716ae`)
- docs: make Large Worlds waves 2 and 3 executable (#295) (`0c51a3a`)
- LW-1.5: add deterministic world budget diagnostics (#294) (`47ff91d`)
- LW-1.4: compile Tiled worlds into deterministic WorldPack chunks (#293) (`fd3368d`)
- LW-1.3: add the target-neutral WorldPack model (#292) (`7805406`)
- LW-1.2: implement the widened collision-hit contract (#291) (`d040c54`)