post suggestions here

Windows and Linux editor of PoP1 (for DOS and SNES) and PoP2 (for DOS).
User avatar
Khushal64n6
Calif
Calif
Posts: 617
Joined: January 4th, 2013, 4:53 pm
Contact:

Re: post suggestions here

Post by Khushal64n6 »

It Must Have to display in HD for :idea: ex: 1900 x 1200 , 1600 x 900.......so on
And Display the record (hot key) so it can get easy (including dosbox)
so it will be easy to record and to edit and to make walkthrough video's
easily :cool:
User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 5786
Joined: April 9th, 2009, 10:58 pm

Re: post suggestions here

Post by Norbert »

David wrote:For some reason, Norbert checked only multiples of 32 in the document.
I checked everything.
The game is that way, those decimal steps of 32 and such.
I noticed these patterns early on, but nonetheless checked every single combination.
Not everything I found is a multiple of 32.
[Edit: However... see this recent post of mine.]
Khushal64n6 wrote:It Must Have to display in HD for :idea: ex: 1900 x 1200 , 1600 x 900.......so on
Already on my TODO list here is: "Add a command line option that doubles and/or triples the size of the interface; of all images."
That will (optionally) make the interface of apoplexy bigger, as you're suggesting/requesting.
Khushal64n6 wrote:And Display the record (hot key) so it can get easy (including dosbox)
so it will be easy to record and to edit and to make walkthrough video's
easily :cool:
If you're looking for an overview of (hot) keys: in the apoplexy directory, open the text file: apoplexy-1.2b/docs/keys.txt
User avatar
Khushal64n6
Calif
Calif
Posts: 617
Joined: January 4th, 2013, 4:53 pm
Contact:

Re: post suggestions here

Post by Khushal64n6 »

please add capture key no apoplexy so i can record :)
Yaqxsw is also exited :)
please :|
User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 5786
Joined: April 9th, 2009, 10:58 pm

Re: post suggestions here

Post by Norbert »

Khushal64n6 wrote:please add capture key no apoplexy so i can record :)
Yaqxsw is also exited :)
please :|
It is already possible to record videos.
DOSBox runs the game and it allows video recording with Ctrl+Alt+F5.
You press Ctrl+Alt+F5 to start and stop recording.

The recorded AVI videos will end up in either
C:\users\your name\Local Settings\Application Data\DOSBox\capture\
or
C:\Documents and Settings\your name\Local Settings\Application Data\DOSBox\capture\

(I'm not a Windows user, but what I write should be correct, based on what I could find via Google and based on what Wine does on my computer.)
User avatar
yaqxsw
Wizard Scribe
Wizard Scribe
Posts: 727
Joined: June 18th, 2012, 3:35 pm
Location: Germany

Re: post suggestions here

Post by yaqxsw »

Will be added into new apoplexy version "Walktrought recorder"? :roll: it was great :cool:

Opening Dosbox other version for recording is inconveniently (walktrought is slow)
User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 5786
Joined: April 9th, 2009, 10:58 pm

Re: post suggestions here

Post by Norbert »

yaqxsw wrote:Will be added into new apoplexy version "Walktrought recorder"? :roll: it was great :cool:

Opening Dosbox other version for recording is inconveniently (walktrought is slow)
It is already possible to record videos.
DOSBox runs the game and it allows video recording with Ctrl+Alt+F5.
You press Ctrl+Alt+F5 to start and stop recording.

The recorded AVI videos will end up in either
C:\users\your name\Local Settings\Application Data\DOSBox\capture\
or
C:\Documents and Settings\your name\Local Settings\Application Data\DOSBox\capture\

(I'm not a Windows user, but what I write should be correct, based on what I could find via Google and based on what Wine does on my computer.)
User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 5786
Joined: April 9th, 2009, 10:58 pm

Re: post suggestions here

Post by Norbert »

Norbert wrote:
  • Add a command line option that doubles and/or triples the size of the interface; of all images.
I've finished this; works fine. I've made it possible to switch between the smaller and bigger interface while the application is running as well.
It's easier to work with the bigger interface, I think.
I've also made the application a bit faster, which was required to make it run smoothly in the bigger mode (especially when moving around rooms).
Release date still the end of the year, because there is a lot of other stuff I want to implement before releasing the next version.
User avatar
Khushal64n6
Calif
Calif
Posts: 617
Joined: January 4th, 2013, 4:53 pm
Contact:

Re: post suggestions here

Post by Khushal64n6 »

Please Bring Trailer At least ;)
or Demonstration I am Exited :mrgreen:
User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 5786
Joined: April 9th, 2009, 10:58 pm

Re: post suggestions here

Post by Norbert »

Two extra entries for the TODO list, suggested by Jakim:
- Copy the .DAT file to a .BAK file before saving (in case the PC crashes while saving or whatever).
- Warn the user if an event is set to a location without a gate or door.
David
The Prince of Persia
The Prince of Persia
Posts: 2877
Joined: December 11th, 2008, 9:48 pm
Location: Hungary

Re: post suggestions here

Post by David »

Norbert wrote:Rename "guard level" to "guard type".
Perhaps "guard skill" would be better?
Norbert wrote: If there is no room to the left of the current room, show a wall on the far left.
If there is a room under the current room, display part of it.
And maybe, show the bottom of the room above, like in the game?


Some graphical bugs:
Door top, with modifier 0: The lattice piece doesn't reach the next lattice to the right.
Door top with floor, with modifier 2: Appears the same as with modifier 0, excepth that a "2" is written on it. Should use the same pattern as the regular door top (without floor) with modifier 2.
Guards that look left are covered by the floor to the right. They should be drawn after the tiles.
User avatar
Jakim
Beylerbey
Beylerbey
Posts: 55
Joined: March 5th, 2011, 2:27 pm
Location: Poland
Contact:

Re: post suggestions here

Post by Jakim »

Thanks for adding the last two notes in the To-do list. Is there any option to turn off checkpoint in the third level/mirror in the fourth one?
User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 5786
Joined: April 9th, 2009, 10:58 pm

Re: post suggestions here

Post by Norbert »

Jakim wrote:Is there any option to turn off checkpoint in the third level/mirror in the fourth one?
Both of these are PRINCE.EXE related and both can already be altered with CusPop.

CusPop is broken at the moment.
People who want to use CusPop can contact Enrique (ecalotTAprincedTODorg).
If he knows there are people who want to use CusPop, it might make him more motivated to work on it.
In theory, other people could fix and improve CusPop, but we're all busy and Enrique knows the code in and out.
Plus he enjoys working on it and he's smart enough to give us an improved version in a matter of days.
It's a decision he needs to make; to take some time off from work to hack on code.
Also, he has promised to work on it multiple times. The question is: when is he going to do that.
I wanted to use CusPop for Prince of Wateria and couldn't.
User avatar
Jakim
Beylerbey
Beylerbey
Posts: 55
Joined: March 5th, 2011, 2:27 pm
Location: Poland
Contact:

Re: post suggestions here

Post by Jakim »

Thanks, if I am finishing my levelset, I will try to modify data in the other game files (maybe even using hex editors or something).
User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 5786
Joined: April 9th, 2009, 10:58 pm

Re: post suggestions here

Post by Norbert »

All right, now that I've finished my second mod (release date 01/01/2014), I'm going back to working on apoplexy.
The next version will be released at the end of this year; the end of December 2013.
User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 5786
Joined: April 9th, 2009, 10:58 pm

Re: post suggestions here

Post by Norbert »

Hi polipo, what do you think of this XML format for exports:

Code: Select all

<?xml version="1.0" encoding="UTF-8" ?>
<!-- PoP1 level, exported [datetime] with apoplexy [version]. --->
<level number="[nr]">
	<rooms>
		<room number="1">
			<element>[nr]</element>
			<modifier>[nr]</modifier>
			... (30 element/modifier)
		</room>
		... (24 rooms)
	</rooms>
	<events>
		<event number="1">
			<room>[nr]</room>
			<location>[nr]</location>
			<next>[nr]</next>
		</event>
		... (256 events)
	<events>
	<room_links>
		<links number="1">
			<room>[nr]</room>
			<up>[nr]<up>
			<right>[nr]</right>
			<down>[nr]</down>
			<left>[nr]</left>
		</links>
		... (24 links)
	<room_links>
	<kid_room>[nr]</kid_room>
	<kid_location>[nr]</kid_location>
	<kid_direction>[nr]</kid_direction>
	<guards>
		<guard number="1">
			<room>[nr]</room>
			<location>[nr]</location>
			<direction>[nr]</direction>
			<skill>[nr]</skill>
			<colors>[nr]</colors>
		</guard>
		... (24 guards)
	</guards>
	<userdata_fields>[nr]</userdata_fields>
	<userdata>
		<field number="1">
			<key>string</key>
			<value>string</value>
		</field>
		... (n field/value)
	</userdata>
</level>
If you don't understand what element/modifier in the rooms are, you can check pages 12/13 of this document...
...or simply wait for the next apoplexy (it'll allow you to place custom element/modifier combinations to see what they look like).
Post Reply