Search found 346 matches

by poirot
December 17th, 2016, 3:10 am
Forum: Prince of Persia 1 - Other
Topic: documentation: Modifying Tiles with lemdop
Replies: 2
Views: 146

Re: documentation: Modifying Tiles with lemdop

Great contribution!!!!!!
by poirot
May 10th, 2016, 2:35 am
Forum: SDLPoP
Topic: SDLPoP Built-in level editor
Replies: 21
Views: 1727

Re: SDLPoP Built-in level editor

I've seen that the m bit is also used in the palace environment to add the foreground blue design line. Isn't that done by the "BG" byte? (But that's frequently called "modifier".) For palace empty tiles, BG=0 means "no line", and BG=1 means "with line". For palace floors and walls, it's the opposi...
by poirot
April 8th, 2016, 4:48 pm
Forum: SDLPoP
Topic: SDLPoP Built-in level editor
Replies: 21
Views: 1727

Re: SDLPoP Built-in level editor

I've seen that the m bit is also used in the palace environment to add the foreground blue design line.
by poirot
April 8th, 2016, 4:33 pm
Forum: SDLPoP
Topic: SDLPoP; David's open-source port of PoP
Replies: 559
Views: 33821

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

To those that are working on SDLPoP: I was just checking the SDLPoP source on GitHub and noticed that my old MAC_CHANGES.txt file is present. Please feel free to remove it or any other cruft that is left behind from my amateurish attempt to get Prince of Persia working on OS X. :) Yes, and I moved ...
by poirot
February 5th, 2016, 11:31 pm
Forum: SDLPoP
Topic: SDLPoP Built-in level editor
Replies: 21
Views: 1727

Re: SDLPoP Built-in level editor

Thanks!
by poirot
January 31st, 2016, 5:34 pm
Forum: SDLPoP
Topic: SDLPoP Built-in level editor
Replies: 21
Views: 1727

Re: SDLPoP Built-in level editor

What about walls? the m bit is used randomly, may be in the apple II it had some meaning...

should I display the tile code in a more user friendly format such as

Code: Select all

("%d%c-%d",fg&0x1f,fg%0x20?'m':' ',bg)
?
by poirot
January 29th, 2016, 4:48 am
Forum: SDLPoP
Topic: SDLPoP Built-in level editor
Replies: 21
Views: 1727

Re: SDLPoP Built-in level editor

David wrote:Also missing are the open potion, and the special loose floor. (These could also have disambiguation icons.)
What are the codes for those?

disambiguation icons now can be added directly in editor.ini

Edit: Btw, are the first 3 bits of fg tiles useful?
by poirot
January 29th, 2016, 4:41 am
Forum: SDLPoP
Topic: SDLPoP; David's open-source port of PoP
Replies: 559
Views: 33821

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

David wrote:
David wrote:On a related note, maybe I should put the RGB/BGR hack back, but with a run-time check that sees whether it is needed.
Done: https://github.com/NagyD/SDLPoP/commit/ ... 134810a751
Thank you for that! The blue palace levels started to annoy me!
by poirot
January 28th, 2016, 3:13 pm
Forum: SDLPoP
Topic: SDLPoP Built-in level editor
Replies: 21
Views: 1727

Re: SDLPoP Built-in level editor

By the way, it seems that the numbers after FG and BG are swapped in the message that appears when using the wheel. Yes, I've fixed it independently in https://github.com/ecalot/SDLPoP/commit/918234bafe4ec7e917241b08e8fc148e8d4af39d, but I like your solution better. I'm not so familiar with C99 (in...
by poirot
January 27th, 2016, 5:51 am
Forum: Other Remakes and Ports
Topic: PoP remakes on GitHub
Replies: 7
Views: 688

Re: PoP remakes on GitHub

Consistency.c would be very useful for the sanitation command in the editor of SDLPoP
by poirot
January 27th, 2016, 2:08 am
Forum: SDLPoP
Topic: SDLPoP Built-in level editor
Replies: 21
Views: 1727

Re: SDLPoP Built-in level editor

Guard HPs appear in palette rooms. I was filling the guard sectors of the palette rooms with zeros, I don't remember the standard format for "no guard", what whas it? tilepos==30 ? I've pushed a commit using 30 and I think it's fixed Is there any reason that some tiles appear more than once in the ...
by poirot
January 25th, 2016, 3:57 pm
Forum: SDLPoP
Topic: SDLPoP Built-in level editor
Replies: 21
Views: 1727

Re: SDLPoP Built-in level editor

Great feedback! I'll the features in my TODO list - sometimes I couldn't create a new room. But it wasn't clear to me why? Is it the total number of rooms? The layout? The LEVELS.DAT format only supports 24 rooms. One advantage of having the editor and the game integrated is that changing a constant...
by poirot
January 24th, 2016, 8:02 am
Forum: SDLPoP
Topic: SDLPoP; David's open-source port of PoP
Replies: 559
Views: 33821

Re: SDLPoP; David's open-source port of PoP (pre-release)

Did you take this screenshot? What's your OSX version? did you use ports or brew? Does this happen with the latest version on the git repository? It works for me really fine in 10.9.5.
by poirot
January 23rd, 2016, 4:39 pm
Forum: SDLPoP
Topic: SDLPoP Built-in level editor
Replies: 21
Views: 1727

SDLPoP Built-in level editor

As you may have been noticed, I've pull requested a new level editor built inside SDLPoP. Coding inside the game is completely easy as I don't have to think in the interface and all stuff and you can see exactly how the game will look like because you are editing the game itself. Most features are d...
by poirot
January 23rd, 2016, 7:32 am
Forum: SDLPoP
Topic: SDLPoP; David's open-source port of PoP
Replies: 559
Views: 33821

Re: SDLPoP; David's open-source port of PoP (pre-release)

That's strange, since both SDLPoP and Apoplexy use SDL... Yes, the problem wasn't the drawing interface, but the way it read the PLV format (previously extracted with PR, which compiled perfectly). I don't remember if PR for mac on intel uses big or little endian numbers; before that, the last time...