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apoplexy v2.5 released
Posted: August 11th, 2014, 3:37 pm
by Norbert
I've just released version 2.5 of apoplexy.
The
GNU/Linux version is available
here.
[Edit: and...] The
Windows version can be downloaded
here.
Changes since the last version are:
+ Added (optional, togglable) fullscreen support.
+ Added a screen where PoP1's PRINCE.EXE can be changed.
* Fixed a minor event-related bug.
The above screen can be reached by pressing F2 or by clicking one of the extra icons (EXE) in the top right of the main screen.
Fullscreen can be toggled by pressing f or Alt+Enter, and is also one of the three zoom modes (press z several times or click one of the extra icons (magnifying glass) in the top right of the main screen).
Or, start apoplexy with
"apoplexy -f" or
"apoplexy --fullscreen", as can be seen below.
Re: apoplexy v2.5 released
Posted: August 11th, 2014, 3:57 pm
by Norbert
By the way, setting
"Allow triggering any tile" to Y will enable David's
modification, and will make it possible to point raise and drop buttons to things besides gates and level doors.
For example, you can then point a raise button to a loose tile or to a spike or chomper.
Of course it's also possible to activate multiple things in a row, by setting the
'next' value(s) to Y on the events screen.
Re: apoplexy v2.5 released
Posted: August 13th, 2014, 11:28 am
by David
Here is the Windows port.
To make the zip smaller, I deleted the png folder, and didn't include the games.
The DLLs are included.
Note that I am currently using a replacement computer (the main is under repair -- again).
Here, Apoplexy crashes in SDL2.dll with "SIGILL, Illegal instruction", therefore I could not test the program.
The crasher is an SSE instruction, and it seems this CPU does not support that.
Re: apoplexy v2.5 released
Posted: August 13th, 2014, 12:41 pm
by Norbert
David wrote:Here is the Windows port.
Thanks again!
I've updated the first post of this thread to include a link to the
full package.
David wrote:[...] SSE instruction, and it seems this CPU does not support that.
Hm... okay, thanks for letting me know. I'll look into it.
Does it work if you try the latest x86 SDL2.dll from the official website
here?
If not, then I guess the default (official) SDL2.dll is not compiled to work with older machines.
In future version(s) I could use
SDL_HasSSE() to do a check for
SSE support, and quit with an error message if it's unavailable.
Re: apoplexy v2.5 released
Posted: August 14th, 2014, 9:19 pm
by salvadorc17
Can you say me what im doing wrong, or this is a apoplexy bug with the tiles:
-Cant change dungeon to palace in level1.
-The level walls looks like this.
Re: apoplexy v2.5 released
Posted: August 14th, 2014, 9:49 pm
by Norbert
You also need to use
CusPop to customize the level 1 environment to palace.
The
"Set up level environment" section.
[Edit: Since version 2.6b, apoplexy takes care of this for you.]
Re: apoplexy v2.5 released
Posted: August 15th, 2014, 10:43 am
by David
Norbert wrote:
Does it work if you try the latest x86 SDL2.dll from the official website
here?
No, it does not work.