Attempt at supporting double-sized images

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

Moderator: English Moderator Team

Post Reply
David
The Prince of Persia
The Prince of Persia
Posts: 1496
Joined: December 11th, 2008, 9:48 pm
Location: Hungary

Attempt at supporting double-sized images

Post by David » March 28th, 2016, 5:12 pm

Here is my first attempt at supporting double-sized images.
Code: https://github.com/NagyD/SDLPoP/tree/double_size
(Such new graphics is not (yet) included on GitHub!)
Mac graphics is attached to this post.

Unfortunately, it looks like the Mac graphics are organized a bit differently from the DOS ones...
Attachments
screenshot_with_mac.png
A buggy screenshot of SDLPoP with Mac graphics
data_mac.zip
Mac graphics to use with SDLPoP
(1.03 MiB) Downloaded 32 times

Andrew
Wise Scribe
Wise Scribe
Posts: 313
Joined: July 16th, 2009, 4:39 pm

Re: Attempt at supporting double-sized images

Post by Andrew » March 29th, 2016, 3:02 am

SDLPoP with support for original Mac version sprites? Nice! Looking forward to the bugs being ironed out, David.

salvadorc17
Calif
Calif
Posts: 523
Joined: August 27th, 2011, 2:04 am

Re: Attempt at supporting double-sized images

Post by salvadorc17 » March 31st, 2016, 9:33 pm

David wrote:Here is my first attempt at supporting double-sized images.
Code: https://github.com/NagyD/SDLPoP/tree/double_size
(Such new graphics is not (yet) included on GitHub!)
Mac graphics is attached to this post.

Unfortunately, it looks like the Mac graphics are organized a bit differently from the DOS ones...
Yes, i have worked with mac graphics and those have different size and scale, so your algorithm to draw tiles in room will need to change a bit, i have resized all them to 128x148 for better usage.

David
The Prince of Persia
The Prince of Persia
Posts: 1496
Joined: December 11th, 2008, 9:48 pm
Location: Hungary

Re: Attempt at supporting double-sized images

Post by David » April 2nd, 2016, 11:28 am

Another solution would be to rearrange the Mac graphics so that it becomes similar to the DOS graphics.

From: https://github.com/NagyD/SDLPoP/issues/61
myself600 wrote:My goal is to improve the original PC version using SDLPoP and the sprites from the Mac version, not to convert SDLPoP to the Mac version.
Or just start with the DOS graphics scaled to 2x, and let modders change them as they will.

salvadorc17
Calif
Calif
Posts: 523
Joined: August 27th, 2011, 2:04 am

Re: Attempt at supporting double-sized images

Post by salvadorc17 » April 3rd, 2016, 9:54 pm

David wrote:Another solution would be to rearrange the Mac graphics so that it becomes similar to the DOS graphics.
Will be cool to see that done, you can use as alternate graphics for the game...

Falcury
Wise Scribe
Wise Scribe
Posts: 328
Joined: June 25th, 2009, 10:01 pm

Re: Attempt at supporting double-sized images

Post by Falcury » April 4th, 2016, 2:38 pm

Very nice work! It will be interesting to be able to play with high resolution graphics natively. And perhaps sometime in the future we may have modders creating mods with modified Mac graphics.
I would love to try to help with this, unfortunately I don't have a lot of free time at the moment...

mYse|f
Efendi
Efendi
Posts: 6
Joined: April 10th, 2016, 5:40 pm

Re: Attempt at supporting double-sized images

Post by mYse|f » April 10th, 2016, 8:25 pm

Falcury wrote:It will be interesting to be able to play with high resolution graphics natively.
Sadly, this it's going to happen anytime soon. It's been a week since I've heard back from David, and I'm unable to continue my work until the issue is there. If this isn't going to be resolved soon, I'm afraid I'll have to abandon the effort. :(

Therefore, any help regarding this is very much appreciated!

Falcury
Wise Scribe
Wise Scribe
Posts: 328
Joined: June 25th, 2009, 10:01 pm

Re: Attempt at supporting double-sized images

Post by Falcury » April 15th, 2016, 3:39 pm

Well, sometimes things just take some time...
In my own experience it often doesn't hurt to leave a challenging project alone for a while, and come back to it later. :)
I'm sure that the problem can be solved somehow!

Welcome to the forum, by the way!

mYse|f
Efendi
Efendi
Posts: 6
Joined: April 10th, 2016, 5:40 pm

Re: Attempt at supporting double-sized images

Post by mYse|f » April 17th, 2016, 7:19 pm

Falcury wrote:Well, sometimes things just take some time...
In my own experience it often doesn't hurt to leave a challenging project alone for a while, and come back to it later. :)
I'm sure that the problem can be solved somehow!

Welcome to the forum, by the way!
I wanted to spur the interest in the issue by remaking the background of Princess's room, but before I finished it, David has provided a workable solution, so now I'm able to continue where I left off.

Thanks for the welcome! :)

Sance
Efendi
Efendi
Posts: 17
Joined: December 30th, 2013, 4:59 pm

Re: Attempt at supporting double-sized images

Post by Sance » November 25th, 2016, 9:00 pm

I hope this feature will get implemented, it's just the extra that SDLPoP needs to be an important port that offers significantly more than the original DOS version. Also: it would be awesome as hell to play the game on the speed of the DOS version with Mac graphics, in my opinion that's the best of both worlds (DOS for gameplay, Mac for graphics). :)

User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 3140
Joined: April 9th, 2009, 10:58 pm
Contact:

Re: Attempt at supporting double-sized images

Post by Norbert » November 25th, 2016, 10:35 pm

David wrote:Or just start with the DOS graphics scaled to 2x, and let modders change them as they will.
This sounds like the easiest solution. If all PNG images are scaled 2x without interpolation - ImageMagick can do this in bulk - then even scaling it back to 1x with SDLPoP ("nearest" SDL_HINT_RENDER_SCALE_QUALITY) should give the program an unchanged appearance. After that, mods that use DAT files can be assumed to use 1x and for mods that use PNG files SDL_QueryTexture() could be used to check the height of a PNG image to determine the scaling factor.

Post Reply