Search found 358 matches
- April 8th, 2016, 4:33 pm
- Forum: SDLPoP
- Topic: SDLPoP; David's open-source port of PoP
- Replies: 864
- Views: 275311
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 ...
- February 5th, 2016, 11:31 pm
- Forum: SDLPoP
- Topic: SDLPoP Built-in level editor
- Replies: 21
- Views: 13323
Re: SDLPoP Built-in level editor
Thanks!
- January 31st, 2016, 5:34 pm
- Forum: SDLPoP
- Topic: SDLPoP Built-in level editor
- Replies: 21
- Views: 13323
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 ?
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)
- January 29th, 2016, 4:48 am
- Forum: SDLPoP
- Topic: SDLPoP Built-in level editor
- Replies: 21
- Views: 13323
Re: SDLPoP Built-in level editor
What are the codes for those?David wrote:Also missing are the open potion, and the special loose floor. (These could also have disambiguation icons.)
disambiguation icons now can be added directly in editor.ini
Edit: Btw, are the first 3 bits of fg tiles useful?
- January 29th, 2016, 4:41 am
- Forum: SDLPoP
- Topic: SDLPoP; David's open-source port of PoP
- Replies: 864
- Views: 275311
Re: SDLPoP; David's open-source port of PoP
Thank you for that! The blue palace levels started to annoy me!David wrote:Done: https://github.com/NagyD/SDLPoP/commit/ ... 134810a751David 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.
- January 28th, 2016, 3:13 pm
- Forum: SDLPoP
- Topic: SDLPoP Built-in level editor
- Replies: 21
- Views: 13323
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...
- January 27th, 2016, 5:51 am
- Forum: Other Remakes and Ports
- Topic: PoP remakes on GitHub
- Replies: 7
- Views: 4030
Re: PoP remakes on GitHub
Consistency.c would be very useful for the sanitation command in the editor of SDLPoP
- January 27th, 2016, 2:08 am
- Forum: SDLPoP
- Topic: SDLPoP Built-in level editor
- Replies: 21
- Views: 13323
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 on...
- January 25th, 2016, 3:57 pm
- Forum: SDLPoP
- Topic: SDLPoP Built-in level editor
- Replies: 21
- Views: 13323
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...
- January 24th, 2016, 8:02 am
- Forum: SDLPoP
- Topic: SDLPoP; David's open-source port of PoP
- Replies: 864
- Views: 275311
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.
- January 23rd, 2016, 4:39 pm
- Forum: SDLPoP
- Topic: SDLPoP Built-in level editor
- Replies: 21
- Views: 13323
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...
- January 23rd, 2016, 7:32 am
- Forum: SDLPoP
- Topic: SDLPoP; David's open-source port of PoP
- Replies: 864
- Views: 275311
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...
- January 23rd, 2016, 7:13 am
- Forum: Princed
- Topic: compiling pv3/ (...PV4/?)
- Replies: 4
- Views: 11732
Re: compiling pv3/ (...PV4/?)
That's true. I was coding PV3 with moogi, who told me he'd lost the only computer with the latest source code in a subway in Seoul. After that he disappeared, so I've started a new version: PV4. This is probably because of the frustration of having worked a lot and lost everything done in the last m...
- January 14th, 2016, 6:19 am
- Forum: SDLPoP
- Topic: SDLPoP; David's open-source port of PoP
- Replies: 864
- Views: 275311
Re: SDLPoP; David's open-source port of PoP (pre-release)
So what does this exactly mean? Do you want to keep the main path as the original, and change only the side paths? For example, where the original level had a small potion in the ceiling, and the like? No, for example in level 7 when you get to the last room where you have an impossible jump and yo...
- January 10th, 2016, 10:41 pm
- Forum: Off-Topic
- Topic: What book are you reading now /did you like best?
- Replies: 10
- Views: 2645
Re: What book are you reading now /did you like best?
That's where I got my nicknamedoppelganger wrote:I like Poirot's stories.
The Belgian detective, in Agatha Christie's novels.