Search found 195 matches

by dmitrys
May 10th, 2021, 7:21 pm
Forum: Prince of Persia 1 for DOS
Topic: Integer overflow bug
Replies: 50
Views: 23983

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 ...
by dmitrys
May 9th, 2021, 7:48 am
Forum: SDLPoP
Topic: New tile ideas
Replies: 38
Views: 4141

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...
by dmitrys
May 9th, 2021, 1:34 am
Forum: SDLPoP
Topic: New tile ideas
Replies: 38
Views: 4141

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 ...
by dmitrys
May 8th, 2021, 5:14 am
Forum: SDLPoP
Topic: New tile ideas
Replies: 38
Views: 4141

Re: New tile ideas

I will once I ensure there are no bugs.
by dmitrys
May 8th, 2021, 4:53 am
Forum: For SDLPoP / MININIM
Topic: Prince 1 and 1/2 - a new mod
Replies: 173
Views: 9592

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)...
by dmitrys
May 7th, 2021, 6:14 am
Forum: SDLPoP
Topic: New tile ideas
Replies: 38
Views: 4141

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...
by dmitrys
May 6th, 2021, 7:00 am
Forum: SDLPoP
Topic: Super high jump
Replies: 16
Views: 1174

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...
by dmitrys
May 6th, 2021, 2:15 am
Forum: SDLPoP
Topic: Super high jump
Replies: 16
Views: 1174

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...
by dmitrys
May 1st, 2021, 9:32 pm
Forum: For SDLPoP / MININIM
Topic: Prince 1 and 1/2 - a new mod
Replies: 173
Views: 9592

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...
by dmitrys
May 1st, 2021, 8:15 pm
Forum: SDLPoP
Topic: Another graphical glitch
Replies: 4
Views: 453

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...
by dmitrys
May 1st, 2021, 7:52 am
Forum: For DOS
Topic: Re: Prince Of Aydın by eyupziyaaydin
Replies: 33
Views: 1617

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.
by dmitrys
April 29th, 2021, 10:05 pm
Forum: SDLPoP
Topic: Another graphical glitch
Replies: 4
Views: 453

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.

by dmitrys
April 28th, 2021, 8:05 pm
Forum: SDLPoP
Topic: Another graphical glitch
Replies: 4
Views: 453

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, ...
by dmitrys
April 25th, 2021, 4:37 am
Forum: For SDLPoP / MININIM
Topic: SDLPoP-JP : The Japanese PC Experience
Replies: 12
Views: 1340

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.
by dmitrys
April 24th, 2021, 9:30 pm
Forum: For SDLPoP / MININIM
Topic: SDLPoP-JP : The Japanese PC Experience
Replies: 12
Views: 1340

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...