Search found 37 matches
- 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 ...
- 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...
- 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:
- 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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...