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apoplexy v3.11 released

Posted: November 23rd, 2020, 5:58 pm
by Norbert
I've just released version 3.11 of apoplexy.

Download via: https://www.apoplexy.org/
Download mirror: https://www.popot.org/level_editors.php?editor=apoplexy

Changes since the last version:
+ A PoP1 for DOS kid screen was added, accessible from the tiles screen ("s"). As yet, it is of no practical use other than modifying P1, and is for testing purposes only. See docs/multiplayer.txt.
* Minor improvements.
atrueprincefanfrom18, please do not announce on Facebook; thanks.

Re: apoplexy v3.11 released

Posted: November 23rd, 2020, 5:59 pm
by atrueprincefanfrom18
Norbert wrote: November 23rd, 2020, 5:58 pm atrueprincefanfrom18, please do not announce on Facebook; thanks.
Ok, fine.

Edit: Nice additions! Multiplayer feature can really make the game more fun. Let's see how much the emulators can help it :)

Re: apoplexy v3.11 released

Posted: November 24th, 2020, 1:47 am
by dmitrys
Are there actually plans to have multi-player ability (as in over internet) in POP? That would be really cool.

Re: apoplexy v3.11 released

Posted: November 24th, 2020, 3:55 am
by atrueprincefanfrom18
dmitrys wrote: November 24th, 2020, 1:47 am Are there actually plans to have multi-player ability (as in over internet) in POP? That would be really cool.
I had a kinda same idea, as in, there could be 2 or 3 players placed in a certain mod and all would try to get to the Princess first. I am definitely sure this requires immense modifications in the code, but it can be a great fun!

Re: apoplexy v3.11 released

Posted: November 24th, 2020, 6:42 pm
by Norbert
dmitrys wrote: November 24th, 2020, 1:47 am Are there actually plans to have multi-player ability (as in over internet) in POP? That would be really cool.
I do feel the urge to add it myself.
In 2016 I (and Falcury) briefly looked into it.
As usual though, my todo-list (including non-PoP stuff) is huge.

Re: apoplexy v3.11 released

Posted: December 29th, 2020, 11:40 pm
by David
I found a bug, it's new in v3.11.
When editing PoP2 or PoP1 SNES, the starting position of the prince is always shown as facing right.
The tiles screen highlights the correct direction. Only the prince in the room is drawn wrong.
The bug doesn't occur when editing PoP1 DOS.

The bug is in this area:

Code: Select all

			if (iEditPoP == 2)
			{
				if ((iCurRoom == arKidRoom[1]) && (iLoc == arKidPos[1]))
				{
					ShowImage (-8, (int[]){1, 0, 0, 0}, screen, iLoc, 0, 0, 24, 84);
				}
			}
			if (iEditPoP == 3)
			{
				if ((iCurRoom == arKidRoom[1]) && (iLoc == arKidPos[1]))
				{
					ShowImage (-8, (int[]){1, 0, 0, 0}, screen, iLoc, 0, 0, 20, 86);
				}
			}
In both calls to ShowImage(), {1, 0, 0, 0} should be {1, 1, 0, 0}.
(iModifier[1] indicates the index of the prince to draw. When there is only one prince, he is #1, not #0.)


Another problem I found:
In src/apoplexy.dev, the executable output directory is currently given as an absolute path: Z:\home\norbert\apoplexy-3.11
This causes an error because that path does not exist on my system.
It should be given as a relative path from the src/ directory: .. (two dots)

Re: apoplexy v3.11 released

Posted: December 30th, 2020, 12:08 am
by Norbert
David wrote: December 29th, 2020, 11:40 pmIn both calls to ShowImage(), {1, 0, 0, 0} should be {1, 1, 0, 0}.
You are right, thanks for calling my attention to this.
I'll fix this with a patch release v3.11.1 tomorrow.