Search found 37 matches

by FluffyQuack
January 24th, 2023, 12:53 am
Forum: Other Remakes and Ports
Topic: Fluffy's Prince of Persia
Replies: 6
Views: 461

Re: Fluffy's Prince of Persia

Early progress for rendering POP2 Temple tileset: 2023-01-23 20-42-06-902.png Took me a bit of time to figure out how exactly I'm supposed to be rendering the foreground wall tiles. It's three textures needed: Render shape #3524 as primary tile art If left tile is also a wall, then also render 3561 ...
by FluffyQuack
January 18th, 2023, 4:46 pm
Forum: Other Remakes and Ports
Topic: Fluffy's Prince of Persia
Replies: 6
Views: 461

Re: Fluffy's Prince of Persia

Early progress towards rendering lvl6 in POP2 (the first Ruins level): 2023-01-18 14-58-54-075.png I'm focusing on figuring out what looks like the most fiddly part with rendering each tileset, which so far is learning what the spec variables mean. The second spec byte in particular is used to defin...
by FluffyQuack
January 10th, 2023, 11:08 pm
Forum: Other Remakes and Ports
Topic: Fluffy's Prince of Persia
Replies: 6
Views: 461

Re: Fluffy's Prince of Persia

Progress towards rendering a POP2 level:
2023-01-10 21-51-57-157.png
by FluffyQuack
January 10th, 2023, 7:15 pm
Forum: Prince Of Persia 2: The Shadow And The Flame
Topic: PoP2 bugs
Replies: 16
Views: 9280

Re: PoP2 bugs

While trying to replicate how POP2 renders a level, I stumbled upon what looks like a visual bug in POP2. Here's a screenshot of the third level in POP2 (v1.1). Note the light in the bottomleft corner: prince_001.png This is the texture used for rendering the outer part of the alcove with the light ...
by FluffyQuack
December 28th, 2022, 1:17 am
Forum: Other Remakes and Ports
Topic: Fluffy's Prince of Persia
Replies: 6
Views: 461

Re: Fluffy's Prince of Persia

As one method for understanding all of the collision systems in POP, I'm modifying SDL-PoP to output debug graphics visualizing various collision data. This is the mess I'm generating right now: prince-fluffymod 2022-12-27 23-05-31-909.png White rectangle around the player is the collision box used ...
by FluffyQuack
December 19th, 2022, 3:38 pm
Forum: apoplexy
Topic: post suggestions here
Replies: 209
Views: 45380

Re: post suggestions here

Undo functionality... maybe one day. I dread implementing it, because I'd want to do it properly with multi-level undo, which would require a linked list. Regarding undo functionality... Anyone have thoughts on what would be a good cross-platform linked list library to use? I do know about glibc (G...
by FluffyQuack
December 12th, 2022, 12:51 am
Forum: Other Remakes and Ports
Topic: Fluffy's Prince of Persia
Replies: 6
Views: 461

Re: Fluffy's Prince of Persia

I did some work on optimizing my render code. Not really necessary to do as I can easily hit 12fps while rendering the same amount of tiles as POP1, but I don't like having overly inefficient code. The primary bottlenecks I had were constant binding to different textures and some unnecessary overhea...
by FluffyQuack
December 5th, 2022, 11:56 pm
Forum: Other Remakes and Ports
Topic: Fluffy's Prince of Persia
Replies: 6
Views: 461

Re: Fluffy's Prince of Persia

I kind of put this project on the backburner the last few months, but I went back to it a few weeks ago. First of all, for the heck of it, here are some early screenshots I made in September. This was at the very start of the project where I've got level data loaded and I'm rendering the general lay...
by FluffyQuack
December 4th, 2022, 2:48 am
Forum: Prince Of Persia 2: The Shadow And The Flame
Topic: Disassemblies of PoP2
Replies: 16
Views: 7935

Re: Disassemblies of PoP2

Hm, it seems that each newer version of IDA Free supports fewer executable formats and CPUs. (Guess why?) I used IDA Free 4.3 to make this disassembly. I think 5.0 still supports DOS executables. BTW, you should open the *.idb file instead of PRINCE.EXE, though that might display the same error mes...
by FluffyQuack
December 3rd, 2022, 6:55 pm
Forum: Prince Of Persia 2: The Shadow And The Flame
Topic: Disassemblies of PoP2
Replies: 16
Views: 7935

Re: Disassemblies of PoP2

Here is a disassembly of PoP2 v1.1. I used this to make the hacks which change the arrow keys or Alt+N . I didn't add meaningful names in most other parts of the code, though. Is this supposed to be openable with IDA Free? When I open prince.exe I get this error message: PRINCE.EXE is not a PE file...
by FluffyQuack
November 22nd, 2022, 6:13 pm
Forum: SDLPoP
Topic: SDLPoP; David's open-source port of PoP
Replies: 860
Views: 138267

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

I have added similar functionality on the branch " redefine_keyboard2 ". It adds controls as a separate menu and you can change any key without having to change all the others. It looks like this: redefine_keys.png Oh, then I don't need to work on my branch for that anymore. You've alread...
by FluffyQuack
November 9th, 2022, 10:06 pm
Forum: SDLPoP
Topic: SDLPoP; David's open-source port of PoP
Replies: 860
Views: 138267

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

I experimented with a feature letting you remap controls: otow4sBTzA4 This is very obviously work-in-progress, hence the "blah blah blah" and it only letting you modify keyboard controls right now. Should I try to finish this feature? And also, is this style of UI for it okay? That is, it ...
by FluffyQuack
November 8th, 2022, 3:16 pm
Forum: SDLPoP
Topic: Dropped inputs
Replies: 4
Views: 312

Re: Dropped inputs

I don't remember ever encountering the issue as a kid so I must have been used to holding down keys for any action. But in more recent times as I've been bouncing between many different games (and 99% of games react to any button press, no matter how brief it is, and some games will also trigger dif...
by FluffyQuack
November 8th, 2022, 2:19 am
Forum: SDLPoP
Topic: Dropped inputs
Replies: 4
Views: 312

Re: Dropped inputs

I've got the problem fixed now. If anyone wants to test it, I've uploaded a build of my fork with the fix here: https://github.com/FluffyQuack/SDLPoP/releases Make sure to enter Settings->Gameplay and turn on "Enhanced mode" for the fix to take effect. I think this makes the controls feel ...
by FluffyQuack
November 7th, 2022, 3:38 pm
Forum: SDLPoP
Topic: SDLPoP; David's open-source port of PoP
Replies: 860
Views: 138267

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

Finished writing the new PR which fixes dropped gamepad input and makes everything a toggle: https://github.com/NagyD/SDLPoP/pull/294 List of changes: Replaced joy_axis size definition with a define. Added joy_axis_max array that stores the highest reached value for analogue gamepad inputs between g...