SDLPoP; David's open-source port of PoP

Open-source port of PoP that runs natively on Windows, Linux, etc.

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

Post by Norbert » March 2nd, 2017, 11:35 pm

I don't know about the blood on the chomper, but...
VGA wrote:I am trapped by a gate at the right
...just wait a while near the gate, and a mouse will come to help you. :)

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

Post by Norbert » March 14th, 2017, 8:25 pm

In episode 61 of The Retro Hour Podcast, they briefly mentioned SDLPoP and popot.org/our community. Starts at 18:54.
https://soundcloud.com/the-retro-hour/c ... -hour-ep61

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

Post by Norbert » August 9th, 2017, 8:30 pm

Hm... I suggest changing
"To quick load/save, press F6/F9 in-game."
to
"To quick save/load, press F6/F9 in-game."

Then the before/after matches, plus saving is the logical action before loading.

This is actually my bad, since I originally suggested the currently used line.

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

Post by David » August 12th, 2017, 9:40 am

Norbert wrote:Hm... I suggest changing
"To quick load/save, press F6/F9 in-game."
to
"To quick save/load, press F6/F9 in-game."

Then the before/after matches, plus saving is the logical action before loading.
Thanks, fixed: https://github.com/NagyD/SDLPoP/commit/ ... 92a139b3fd

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

Post by Falcury » November 16th, 2017, 10:16 pm

Made some changes to the timer-related code:
https://github.com/NagyD/SDLPoP/pull/146

The frame timings should now be more stable and the code became simpler. :)

I also added the possibility to draw overlays (e.g. the debug timer), with partial transparency and at an update frequency that is independent from the game's logic.

(Actually, being able to draw more frequently refreshed overlays was my initial reason for tweaking the timer code. In the end, I concluded that I should just pull the timer changes out as a PR for the main branch)

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