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

Posted: March 2nd, 2017, 11:35 pm
by Norbert
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. :)

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

Posted: March 14th, 2017, 8:25 pm
by Norbert
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

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

Posted: August 9th, 2017, 8:30 pm
by Norbert
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.

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

Posted: August 12th, 2017, 9:40 am
by David
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

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

Posted: November 16th, 2017, 10:16 pm
by Falcury
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)

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

Posted: November 26th, 2017, 5:26 pm
by Falcury
I made an SDLPoP application bundle for macOS (built and tested on version 10.12.6).
GitHub: https://github.com/NagyD/SDLPoP/pull/149

If you are on macOS and want to change the game settings (SDLPoP.ini) for this app bundle, for now you need to right-click the bundle and choose 'Show package contents'. Then, SDLPoP.ini can be found under 'Contents/macOS/'. (The game's data files can also be found there.)

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

Posted: November 28th, 2017, 8:56 pm
by Norbert
I don't know enough about OS X to know what an application bundle is.
The ZIP files on popot.org only have Windows and Linux executables, maybe the executable from your package should be added?
Or would OS X also need lots of other DLL(-like) files for the game to run?

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

Posted: November 29th, 2017, 5:20 pm
by Falcury
Norbert wrote: November 28th, 2017, 8:56 pm I don't know enough about OS X to know what an application bundle is.
The ZIP files on popot.org only have Windows and Linux executables, maybe the executable from your package should be added?
Or would OS X also need lots of other DLL(-like) files for the game to run?
It's a normal directory, but one that (for users) appears/behaves as if it is a single file - basically, a self-contained package that users can simply double-click and launch. On Macs, for installing new software, it's a common pattern to download an application bundle from somewhere, drag that onto the desktop or into the Applications folder (anywhere, really) and then launch it from there.

This StackOverflow answer had some useful details for me:
https://stackoverflow.com/questions/159 ... app-bundle

The application bundle is usually supposed to have everything it needs inside of it.
But, now that you mention it... I think I skipped the step where you include the DLL-like files (.dylib I think it is). (Crap...) So, at this moment this bundle would probably only work if SDL2, SDL2_mixer and SDL2_image were first installed using the command-line. That kind of defeats the purpose :?

Maybe it's best to hold off on putting it on popot.org, until that's been ironed out...

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

Posted: January 6th, 2018, 11:03 am
by David
Some recent posts that might interest you:
https://github.com/NagyD/SDLPoP/issues/151 -- level 1 shortcut
https://github.com/NagyD/SDLPoP/issues/ ... -355469287 -- "fuzzy" scaling

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

Posted: January 6th, 2018, 3:05 pm
by Norbert
Makes sense that you closed the shortcut report.

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

Posted: February 17th, 2018, 2:52 pm
by Norbert
Another fix that could be part of the use_fixes_and_enhancements bit is that merging with the shadow requires waiting for the music or flashing to end before the hidden tiles show up/work.

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

Posted: February 17th, 2018, 2:56 pm
by Falcury
Norbert wrote: February 17th, 2018, 2:52 pm Another fix that could be part of the use_fixes_and_enhancements bit is that merging with the shadow requires waiting for the music or flashing to end before the hidden tiles show up/work.
Yeah, good idea, that has always annoyed me!

Edit: Here's the proposed fix:
https://github.com/NagyD/SDLPoP/pull/158

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

Posted: February 17th, 2018, 5:22 pm
by Norbert
Falcury wrote: February 17th, 2018, 2:56 pmEdit: Here's the proposed fix:
https://github.com/NagyD/SDLPoP/pull/158
That's fast. :)

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

Posted: February 17th, 2018, 7:42 pm
by David
Falcury wrote: February 17th, 2018, 2:56 pm Edit: Here's the proposed fix:
https://github.com/NagyD/SDLPoP/pull/158
I merged this and the other pull requests.
Norbert wrote: February 17th, 2018, 5:22 pm That's fast. :)
Funnily enough, the last post in the topic you linked to with "music" is also saying something similar. :)

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

Posted: March 10th, 2018, 12:21 am
by spaztron64
One neat feature to have would be multi-channel sampling (multiple sounds at once), unless that feature has already been implemented and I'm missing something.

What do you think?