SDLPoP Built-in level editor

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

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poirot
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Re: SDLPoP Built-in level editor

Postby poirot » April 8th, 2016, 4:48 pm

I've seen that the m bit is also used in the palace environment to add the foreground blue design line.

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Re: SDLPoP Built-in level editor

Postby David » April 10th, 2016, 9:34 am

poirot wrote:I've seen that the m bit is also used in the palace environment to add the foreground blue design line.

Isn't that done by the "BG" byte? (But that's frequently called "modifier".)

For palace empty tiles, BG=0 means "no line", and BG=1 means "with line".
For palace floors and walls, it's the opposite: BG=0 means "with line", and BG=1 means "no line".
BG=2 is the special pattern for both empty and floor tiles.
For doortops, BG=1 means "with line", BG=2 means "no line". (And BG=0 means "with arch part".)

As for the other tiles, they either always have the blue line, or never, depending on what tile is it.

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Re: SDLPoP Built-in level editor

Postby poirot » May 10th, 2016, 2:35 am

David wrote:
poirot wrote:I've seen that the m bit is also used in the palace environment to add the foreground blue design line.

Isn't that done by the "BG" byte? (But that's frequently called "modifier".)

For palace empty tiles, BG=0 means "no line", and BG=1 means "with line".
For palace floors and walls, it's the opposite: BG=0 means "with line", and BG=1 means "no line".
BG=2 is the special pattern for both empty and floor tiles.
For doortops, BG=1 means "with line", BG=2 means "no line". (And BG=0 means "with arch part".)

As for the other tiles, they either always have the blue line, or never, depending on what tile is it.


Oh, I've used the bit in the FG and it worked too... I've created a lot of levels that way

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Re: SDLPoP Built-in level editor

Postby emrtss » May 10th, 2016, 10:46 pm

If I understand correctly, the editor comes with the latest versions of SDLPop?

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Re: SDLPoP Built-in level editor

Postby Norbert » May 10th, 2016, 11:12 pm

emrtss wrote:If I understand correctly, the editor comes with the latest versions of SDLPop?


The most recent official release, of January 2nd, is version 1.16.
That version does not yet include the level editing capabilities.

The editor is included in poirot's fork of SDLPoP.
https://github.com/ecalot/SDLPoP

And in the editor branch of David's SDLPoP repository.
https://github.com/NagyD/SDLPoP/tree/editor

If you have the technical skills... On the aforelinked pages, you can use the "Download ZIP" button to get the source code. (Or use git.) On Windows you'd then use Dev-C++ to compile and link this code. This is a similar process as described in the "(RE)COMPILING" section of apoplexy's docs/README.txt file.

If you lack the technical skills... You'll probably have to wait for a 1.17 release of SDLPoP. David basically decides when it arrives, and one of the factors that will influence his decision will be the amount - and kind - of changes that were made to SDLPoP by poirot (and himself, Falcury, and others). Alternatively, you could ask for a precompiled Windows binary of the most recent work-in-progress to be attached to a forum post. Such "bleeding edge" versions have been attached to posts in the past (example).


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