Search found 377 matches

by Falcury
Today, 6:50 pm
Forum: SDLPoP
Topic: Pause menu
Replies: 37
Views: 331

Re: Pause menu

Minor issue: During a cutscene, you can open the menu by clicking the window, which I guess should not be possible. Another thought: Should the position of ON and OFF for toggles maybe be swapped? Textually, "on off" reads fine, but for some reason my brain keeps expecting the "on" position on the r...
by Falcury
Today, 6:40 pm
Forum: SDLPoP
Topic: SDLPoP v1.18 pre-release
Replies: 11
Views: 127

Re: SDLPoP v1.18 pre-release

So, can I make a final v1.18 release now? Sure! I would still change const char quick_version[] = "V1.16b4 "; Let's say, for argument's sake, that there have been 3 different quick save formats and this is the third iteration. Then this should say V0.3 or something similar. Because now the version ...
by Falcury
Today, 2:08 pm
Forum: SDLPoP
Topic: MIDI support
Replies: 12
Views: 87

Re: MIDI support

It looks like you can also play Prince of Persia 2 MIDI files, if you use PRESETS.DEF as the instruments file. :)
Percussion instruments aren't working, though.
by Falcury
Today, 1:29 pm
Forum: SDLPoP
Topic: MIDI support
Replies: 12
Views: 87

Re: MIDI support

The attached version has support for MIDI files with multiple tracks. I also added a --print option, to get a listing of all the events. I think I found what happens. ... Now the Victory*.mff files sound much better, but they are still a bit off. Yes, that is a lot better. I made that change as well...
by Falcury
Today, 9:28 am
Forum: SDLPoP
Topic: MIDI support
Replies: 12
Views: 87

Re: MIDI support

Thanks for your feedback, David. That might be because the Victory*.mff files don't contain any program change events. That is, they don't specify which instrument to use. So your program uses a default instrument (the first one). I see you included the MIDIs from PoP 1.3/1.4. Maybe PoP 1.3 does som...
by Falcury
Yesterday, 1:35 am
Forum: SDLPoP
Topic: MIDI support
Replies: 12
Views: 87

Re: MIDI support

In this new version, instrument volume and MIDI note velocities are converted to AdLib volume levels, similar to how PoP does it. Also, now released notes do not get cut off abruptly. (Took me a while to figure this one out...) I compiled in 64-bit mode last time, and had not tested 32-bit compilati...
by Falcury
February 23rd, 2018, 1:08 am
Forum: SDLPoP
Topic: MIDI support
Replies: 12
Views: 87

Re: MIDI support

In particular, sometimes long notes are not switched off again. Managed to fix that problem. Also cleaned up the code a bit. Edit: Impressive progress. Is it just my imagination or is the playback (of, for example, Heart.mff) more crisp than what DOSBox gives us? It definitely sounds good! I suppos...
by Falcury
February 22nd, 2018, 10:08 pm
Forum: SDLPoP
Topic: MIDI support
Replies: 12
Views: 87

Re: MIDI support

Interestingly, while PoP 1.0 only has 18 MIDI instruments, the PRINCE.DAT of PoP 1.3 and 1.4 contains 75 instruments. Although instruments 18-45 are zeroed out, and the first 18 are identical to V1.0. (Maybe instruments 45-75 are used for MT-32 sound, then?) I have started writing a small stand-alon...
by Falcury
February 21st, 2018, 9:19 pm
Forum: apoplexy
Topic: apoplexy v3.1 released
Replies: 7
Views: 135

Re: apoplexy v3.1 released

Thread locked.
(The discussion is continued in the release thread for apoplexy v3.2)
by Falcury
February 21st, 2018, 1:34 am
Forum: SDLPoP
Topic: MIDI support
Replies: 12
Views: 87

Re: MIDI support

While that is there, I don't think it's used. Instead, the game loads instruments' data from PRINCE.DAT, resource ID 1. Thank you, that is good to know! I just now got the instruments from resource ID 1 to work. They sound familiar :) I have started writing a small stand-alone program that will pla...
by Falcury
February 20th, 2018, 11:32 am
Forum: apoplexy
Topic: new website
Replies: 2
Views: 33

Re: new website

Hey, nice!
That also explains what you alluded to here :)
by Falcury
February 18th, 2018, 12:13 pm
Forum: SDLPoP
Topic: MIDI support
Replies: 12
Views: 87

MIDI support

I would like to look into adding support for (AdLib) MIDI sounds in a future release. As was requested and discussed some time ago on GitHub: https://github.com/NagyD/SDLPoP/issues/25 On GitHub, myself600 recommended integrating Chocolate Doom's OPL code I looked at that code a bit, and it seems lik...
by Falcury
February 18th, 2018, 11:37 am
Forum: SDLPoP
Topic: Pause menu
Replies: 37
Views: 331

Re: Pause menu

But then the menu bar is not visible? Start a new game, then press Escape to bring up the menu. (There is no menu bar though. That idea for SDLPoP was dropped some time ago.) NB. If you want to quote another post, you can use this button: phpBB_quote_button.png Or, manually enclose the quoted text ...
by Falcury
February 17th, 2018, 11:58 pm
Forum: apoplexy
Topic: new logo
Replies: 4
Views: 54

Re: new logo

Norbert wrote:
February 17th, 2018, 10:44 pm
Falcury, can you please replace this Princed forum image with the attached image; thanks.
OK, I have replaced the image!
by Falcury
February 17th, 2018, 2:56 pm
Forum: SDLPoP
Topic: SDLPoP; David's open-source port of PoP
Replies: 568
Views: 37002

Re: SDLPoP; David's open-source port of PoP

Another fix that could be part of the use_fixes_and_enhancements bit is that merging with the shadow requires waiting for the music or flashing to end before the hidden tiles show up/work. Yeah, good idea, that has always annoyed me! Edit: Here's the proposed fix: https://github.com/NagyD/SDLPoP/pu...