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Windows and Linux editor of PoP1 (for DOS and SNES) and PoP2 (for DOS).
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Norbert
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Re: post suggestions here

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Thanks for the suggestions.
I'll move a couple of things around here and there to improve the program.
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I'm probably about halfway done. The code for the placement of all tiles is finished (they show up and can be changed), stalactites and tile bottoms accurately show up in cavern levels, the special levels (1, 2, 14) have their appropriate backgrounds (same goes for rooms like #27 in level 6), and resource loading (PNG files) is now separated for PoP1 and PoP2 to limit memory usage and gain startup speed. (When apoplexy is started for PoP2 editing, it uses double the memory.) I'm currently working on allowing the user to change ruin and temple backgrounds, which provides a nice little challenge. All in all I'm quite happy about the progress. I've also been playing PoP2 a bit now and then. I was never a big fan of the game, but I'm slowly starting to learn the layout of the levels and the special events throughout the game.
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Re: post suggestions here

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Norbert wrote:I'm probably about halfway done.
The last two weeks I've more or less been working on apoplexy 2.0 nonstop.
I've made serious progress and about 80% of all work is now done.
If I keep up this tempo the release date will probably be December 28th.
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By the way, this is how I implemented the music stuff that David mentioned.
(Again, subject to change...)

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It's possible to check locations (tiles) individually; using the buttons is optional.
Clearing rooms with the mouse or keyboard automatically removes the music as well.
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This coming Saturday, apoplexy v2.0 will be released.
Here are a couple more teasers.

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Norbert
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For version 2.1b I will port the application to SDL 2.0 (first released 12 August 2013).
SDL 2.0 apparently has a bunch of nice new features.
Should also give me SDL_CreateSystemCursor() to change the cursor to SDL_SYSTEM_CURSOR_HAND when hovering over a link, for example.
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Still lots of bugs to fix and things to change, but I already have SDL2 running and apoplexy is so much faster with SDL2.
Even when double sized, it still doesn't even reach 5% of CPU usage, and memory usage is only 10% of what it was.
Pretty cool stuff.
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Hm... the migration to SDL 2.0 is complete, but I started using clang (and cppcheck and several extra -W gcc options) and I'm going to look into all the new warnings/errors these tools are giving me now before releasing the next version.
[Edit: Updated this post to reflect my more recent choices.]
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Alrighty then, I've released version 2.1b.

Currently, apoplexy users have two recent versions to pick from:
version 2.0, the stable but slower release (thoroughly tested; uses SDL 1.2).
version 2.1b, the beta but faster release (tested a bit; uses SDL 2.0).

As I wrote about a month ago, the 2.1b release will probably the - or at least: my - last.
Only if, over the years, version 2.1b turns out to contain a big bug (and/or several smaller bugs), then I'll fix that and release version 2.1.
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Norbert wrote:Only if, over the years, version 2.1b turns out to contain a big bug (and/or several smaller bugs), then I'll fix that and release version 2.1.
I released that bug fix version (2.2b) just now. :)
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I'm currently busy adding (Xbox) controller support to apoplexy. I'm doing this to test controller support for a non-PoP game I'll be working on.
It detects if a controller is plugged in. If not, it defaults to mouse and keyboard usage. (A command line options be used to override detection.)

David, do you have an Xbox controller you could use to globally test the future release under Windows when the time arrives?
If not, I'm willing to buy you one. You'd have to give me a postal address via private message, then I can have it sent to you.
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Re: post suggestions here

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Norbert wrote:I'm currently busy adding (Xbox) controller support to apoplexy.
I'm having a lot of fun with this. It's already halfway done.
Some of the functionality is missing when using a game controller simply because there are less buttons (and sticks/triggers/...) to work with than with a keyboard (especially when editing PoP2 levels), but all in all it's pretty decent and works as I had hoped.
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Norbert wrote:David, do you have an Xbox controller you could use to globally test the future release under Windows when the time arrives?
No, I don't have one. (I don't have any kind of game controller for that matter.)
Norbert wrote:If not, I'm willing to buy you one. You'd have to give me a postal address via private message, then I can have it sent to you.
I don't know... Buying one just to try it...
Are you sure there's nobody else who could test that?

By the way, I found something that can emulate such a controller:
Download: https://code.google.com/p/x360ce/
Requirements: https://code.google.com/p/x360ce/wiki/W ... ndhowuseIt
The only problem is that the configuration program crashes after it created the necessary files (x360ce.ini , xinput1_3.dll).
So I downloaded the source and I'm going to look into the problem.
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David wrote:No, I don't have one. (I don't have any kind of game controller for that matter.) [...] I don't know... Buying one just to try it...
Offer still stands, just let me know and I'll have one sent to you free of charge.
David wrote:Are you sure there's nobody else who could test that?
The SDL2 game controller stuff should work fine under Windows, so I guess if you compile it someone else could give it a try (as well).
Anyone around with Windows and an Xbox game controller?

It's mostly done, but I'm still wrestling with the PoP2 guards screen.
Lots of stuff going on there and not a lot of controller buttons to work with.
I'm probably going to be able to get all the static guard settings to work though, with some tricks.
When it's finished, I'll post some screenshots in the release's forum thread.
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