Search found 195 matches
- May 10th, 2021, 7:21 pm
- Forum: Prince of Persia 1 for DOS
- Topic: Integer overflow bug
- Replies: 50
- Views: 37376
Re: Integer overflow bug
Guard wrap bugs happen when a guard getting pushed onto a specific tile in the next room. It can be caused by a gate (there is a check whether the gate is open enough which has several bugs on its own), spikes or a chomper. The "tile_col" variable points to the next room while the rest of ...
- May 9th, 2021, 7:48 am
- Forum: SDLPoP
- Topic: New tile ideas
- Replies: 39
- Views: 21650
Re: New tile ideas
Maybe in my opinion you can have another potion which can be used to only jump super high if it can also be implemented in DOSBox. If not, maybe just a flag #ENABLE_SUPER_HIJUMP in SDLPoP is fine too. Or maybe both? I'm confused too. That is a very good point. The way super high jump is implemented...
- May 9th, 2021, 1:34 am
- Forum: SDLPoP
- Topic: New tile ideas
- Replies: 39
- Views: 21650
Re: New tile ideas
I will once I ensure there are no bugs. If you do, perhaps you're willing to also pick an unused potion variant (modifier) value, which would subsequently allow me to add your new potion to apoplexy's native tiles screen. That is, if I'm understanding correctly that you hope to introduce, via pull ...
- May 8th, 2021, 5:14 am
- Forum: SDLPoP
- Topic: New tile ideas
- Replies: 39
- Views: 21650
Re: New tile ideas
I will once I ensure there are no bugs.
- May 8th, 2021, 4:53 am
- Forum: For SDLPoP / MININIM
- Topic: Prince 1 and 1/2 - a new mod
- Replies: 174
- Views: 50930
Re: Prince 1 and 1/2 - a new mod
I believe I have understood most of the mechanics in the game as far as prince and guard movement and tile behavior is concerned. So I decided to complete the graphical piece that I feel like the game was missing. So I created a flaming sword that turns shadow into the flame character (or kills kid)...
- May 7th, 2021, 6:14 am
- Forum: SDLPoP
- Topic: New tile ideas
- Replies: 39
- Views: 21650
Re: New tile ideas
4. A potion that allows the player to jump twice as high. There is actually a sequence table entry for that called super high jump that was supposed to be used in the floating mode. It requires some additional coding to allow grabbing tiles and having loose tiles fall once you are all the way up. N...
- May 6th, 2021, 7:00 am
- Forum: SDLPoP
- Topic: Super high jump
- Replies: 16
- Views: 9216
Re: Super high jump
I was able to improve it. Since the jump always takes the same number of frames, I introduced another timer. If there is no floor or a wall on top of prince 2 rows up, I bump him 10 extra pixels and set the sequence to "fall". That makes the grabbing functionality to work as long as you ar...
- May 6th, 2021, 2:15 am
- Forum: SDLPoP
- Topic: Super high jump
- Replies: 16
- Views: 9216
Super high jump
There is a "superhijump" sequence in the sequence table that was supposed to be used in floaty mode, which I assume comes from the DOS disassembly. But for some reason it was not implemented. https://github.com/NagyD/SDLPoP/blob/1ee80ddee9a4d667e8daa1a7041006c958b30811/src/seqtbl.c#L640 Wi...
- May 1st, 2021, 9:32 pm
- Forum: For SDLPoP / MININIM
- Topic: Prince 1 and 1/2 - a new mod
- Replies: 174
- Views: 50930
Re: Prince 1 and 1/2 - a new mod
Here are a few more videos. Guards are following prince much more aggressively as long as he exits the room from the same row as the guard. nZeFeK2wMPQ pa--roGNgmY Also, the closest guard to prince in another now becomes active if a guard in the same row has been killed to reduce guard inactivity. 0...
- May 1st, 2021, 8:15 pm
- Forum: SDLPoP
- Topic: Another graphical glitch
- Replies: 4
- Views: 1189
Re: Another graphical glitch
Yes, the "redraw_at_char2" function is also responsible for hanging. This is the fix I came up with. Edit: "get_tile" function cannot be used because changing "curr_tile2" causes a bug when falling down into another room. // redraws all tiles except chompers when fallin...
- May 1st, 2021, 7:52 am
- Forum: For DOS
- Topic: Re: Prince Of Aydın by eyupziyaaydin
- Replies: 33
- Views: 4086
Re: Re: Prince Of Aydın by eyupziyaaydin
This mod is like PoP1 on "nightmare" difficulty. It would be fun to have various difficulties in a mod. I think Falcury had something like that in one of his mods.
- April 29th, 2021, 10:05 pm
- Forum: SDLPoP
- Topic: Another graphical glitch
- Replies: 4
- Views: 1189
Re: Another graphical glitch
It looks from your video that the bug can also happen when prince is dropping down to a row that has a chomper.
Edit: It is definitely reproducible as well.
Edit: It is definitely reproducible as well.
- April 28th, 2021, 8:05 pm
- Forum: SDLPoP
- Topic: Another graphical glitch
- Replies: 4
- Views: 1189
Another graphical glitch
This issue is reproducible easily with the "draw_sword_anywhere" branch. But it can happen at specific pixels when you jump and grab the ledge right before the chomper. The problem seems to happen in the function linked below. If the "if" statement that checks for fall is false, ...
- April 25th, 2021, 4:37 am
- Forum: For SDLPoP / MININIM
- Topic: SDLPoP-JP : The Japanese PC Experience
- Replies: 12
- Views: 6719
Re: SDLPoP-JP : The Japanese PC Experience
It most likely had to do with dependencies. SDL Mixer is a library that also requires LIBOGG and LIBVORBIS DLLs to play OGG files. The current Vorbis implementation is a stand alone .C file. But the Mixer gives you some very useful functions that you would have to implement on top STB Vorbis.
- April 24th, 2021, 9:30 pm
- Forum: For SDLPoP / MININIM
- Topic: SDLPoP-JP : The Japanese PC Experience
- Replies: 12
- Views: 6719
Re: SDLPoP-JP : The Japanese PC Experience
Yes, I did implement it. The drawback is the current implementation requires re-introducing SDL Mixer which SDLPoP has originally used but replaced in favor of the STB Vorbis library. SDL Mixer also needs the compiled version of the Vorbis. So there are 2 additional dependencies. I am sure it is pos...