SDLPoP; David's open-source port of PoP

Open-source port of PoP that runs natively on Windows, Linux, etc.
David
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Re: SDLPoP; David's open-source port of PoP

Post by David »

(I wanted to post this a week ago, but the forum kept timing out then...)
Norbert wrote: November 26th, 2022, 12:13 pm As an example, the documentation says, "T: Toggle display of timer".
To me, "T" is a capital t, which makes me do Shift+t, which increases hit points.
[Edit: Maybe it is just me and my programmer mind. That nobody else is confused by the documentation.]
Dunno, GIMP for example shows letter keys with capital letters, whether they need Shift or not...
GIMP en.png
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Norbert
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Re: SDLPoP; David's open-source port of PoP

Post by Norbert »

David wrote: January 8th, 2023, 4:25 pmDunno, GIMP for example shows letter keys with capital letters, whether they need Shift or not...
Yeah, it's fine as is, I just need to get used to it.
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Re: SDLPoP; David's open-source port of PoP

Post by Norbert »

Can anyone tell me how the program knows that PRINCE/ has a collection of res151-173.png images that are part of a certain chtab that goes from 0-22 (and not e.g. 23)?
Time and time again, I try to modify SDLPoP to create custom stuff, but I simply cannot grasp how everything works. It's too complex for me. Every time I see a function, e.g. load_sprites_from_file(), it uses another function, e.g. load_from_opendats_alloc(), that uses another function, e.g. load_from_opendats_metadata(), and then I just lose track of things, and feel sad about how powerless I am when it comes to tweaking things.
Sometimes I then try to work around everything, by using my own image loading function and then drawing stuff to the screen, but the game loop is so intricate and tight that there's no way I can just dump something in there and have it show up in-game.
Damn. :(
David
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Re: SDLPoP; David's open-source port of PoP

Post by David »

Norbert wrote: January 8th, 2023, 10:18 pm Can anyone tell me how the program knows that PRINCE/ has a collection of res151-173.png images that are part of a certain chtab that goes from 0-22 (and not e.g. 23)?
The number of images is in the first byte of the palette, res150.pal in your example.
0x17 = 23 means that image IDs go from 150+1 = 151 to 150+23 = 173.

This code tells which set is loaded into which chtab:
(seg000.c)

Code: Select all

	dathandle = open_dat("PRINCE.DAT", 'G');
[...]
	// PRINCE.DAT: sword
	chtab_addrs[id_chtab_0_sword] = load_sprites_from_file(700, 1<<2, 1);
	// PRINCE.DAT: flame, sword on floor, potion
	chtab_addrs[id_chtab_1_flameswordpotion] = load_sprites_from_file(150, 1<<3, 1);
The original PoP has this weird system for loading resources, where the function which loads a resource doesn't have a DAT file name parameter, it just scans through whatever DAT files are open at the moment.

This code loads the palette, which also contains the number of images:
(seg009.c)

Code: Select all

	dat_shpl_type* shpl = (dat_shpl_type*) load_from_opendats_alloc(resource, "pal", NULL, NULL);
[...]
	int n_images = shpl->n_images;
[...]
	for (int i = 1; i <= n_images; i++) {
		SDL_Surface* image = load_image(resource + i, pal_ptr);
[...]
		chtab->images[i-1] = image;
	}
And here is the top-level structure of *.pal files:
(types.h)

Code: Select all

typedef struct dat_shpl_type {
	byte n_images;
	dat_pal_type palette;
} dat_shpl_type;
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Norbert
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Re: SDLPoP; David's open-source port of PoP

Post by Norbert »

David wrote: January 14th, 2023, 1:13 pmThe number of images is in the first byte of the palette, [...] [...]
All right, I'll get cracking again soon then.
Let's see what I can make.
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Re: SDLPoP; David's open-source port of PoP

Post by Norbert »

Norbert wrote: January 14th, 2023, 5:35 pm
David wrote: January 14th, 2023, 1:13 pmThe number of images is in the first byte of the palette, [...] [...]
All right, I'll get cracking again soon then.
Let's see what I can make.
My plan was to add collectable rotating coins, using floors with modifier 0x04, for a coins-mod. I tried that for 1 day (14th), then gave up and converted the plan into this basic tile idea instead. Next, I created Puny Prince from scratch, and included the previously planned coins-mod in it as "Coins of Persia".
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Re: SDLPoP; David's open-source port of PoP

Post by FluffyQuack »

I wanted to fully understand how the check_collisions() function works, and as a test I disabled the comparison against collision from previous gameplay tick to understand how it's necessary. The test ended up being pretty amusing:
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Re: SDLPoP; David's open-source port of PoP

Post by FluffyQuack »

I have one question about a piece of code in the function jump_up():

Code: Select all

	#ifdef USE_SUPER_HIGH_JUMP
	// kid should be able to grab 2 tiles above from an edge of a floor tile
	if (is_feather_fall && !tile_is_floor(get_tile_above_char()) && curr_tile2 != tiles_20_wall) {
		delta_x = Char.direction == dir_FF_left ? 1 : 3;
	} else {
		delta_x = 0;
	}
	int char_col = get_tile_div_mod(back_delta_x(delta_x) + dx_weight() - 6);
	get_tile(Char.room, char_col, Char.curr_row - 1);
	if (curr_tile2 != tiles_20_wall && !tile_is_floor(curr_tile2)) {
		if (fixes->enable_super_high_jump && is_feather_fall) { // super high jump can only happen in feather mode
			if (curr_room == 0 && Char.curr_row == 0) { // there is no room above
				seqtbl_offset_char(seq_14_jump_up_into_ceiling);
			} else {
				get_tile(Char.room, char_col, Char.curr_row - 2); // the target top tile
				bool is_top_floor = tile_is_floor(curr_tile2) || curr_tile2 == tiles_20_wall;
				if (is_top_floor && curr_tile2 == tiles_11_loose && (curr_room_tiles[curr_tilepos] & 0x20) == 0) {
					is_top_floor = false; // a regular loose floor above should not be treated as a floor
				}
				// kid should jump slightly higher if the top tile is not a floor
				super_jump_timer = is_top_floor ? 22 : 24;
				super_jump_room = curr_room;
				super_jump_col = tile_col;
				super_jump_row = tile_row;
				seqtbl_offset_char(seq_48_super_high_jump); // jump up 2 rows with nothing above
			}
		} else {
			seqtbl_offset_char(seq_28_jump_up_with_nothing_above); // jump up with nothing above
		}
	} else {
		seqtbl_offset_char(seq_14_jump_up_into_ceiling); // jump up with wall or floor above
	}
	#else
	get_tile(Char.room, get_tile_div_mod(back_delta_x(0) + dx_weight() - 6), Char.curr_row - 1);
	if (curr_tile2 != tiles_20_wall && ! tile_is_floor(curr_tile2)) {
		seqtbl_offset_char(seq_28_jump_up_with_nothing_above); // jump up with nothing above
	} else {
		seqtbl_offset_char(seq_14_jump_up_into_ceiling); // jump up with wall or floor above
	}
	#endif
If you compile with USE_SUPER_HIGH_JUMP, then the player's column position is calculated with an offset to the exact player position if feather_fall is true, even if fixes->enable_super_high_jump is false.

If you don't compile with USE_SUPER_HIGH_JUMP, then that offset is always 0, no matter what the feather_fall value is set to.

Is this intended? Seems odd to me that there's potentially a small difference in gameplay if you compile with USE_SUPER_HIGH_JUMP even with fixes->enable_super_high_jump set to false.
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Re: SDLPoP; David's open-source port of PoP

Post by FluffyQuack »

I found an odd piece of code:

Code: Select all

void parry() {
	short char_frame = Char.frame;
	short opp_frame = Opp.frame;
	short char_charid = Char.charid;
	short seq_id = seq_62_parry; // defend (parry) with sword
	short do_play_seq = 0;
	if (
		char_frame == frame_158_stand_with_sword || // stand with sword
		char_frame == frame_170_stand_with_sword || // stand with sword
		char_frame == frame_171_stand_with_sword || // stand with sword
		char_frame == frame_168_back || // back?
		char_frame == frame_165_walk_with_sword // walk with sword
	) {
		if (char_opp_dist() >= 32 && char_charid != charid_0_kid) {
			back_with_sword();
			return;
		} else if (char_charid == charid_0_kid) { // CHECK IF CHAR IS KID!
			if (opp_frame == frame_168_back) return;
			if (opp_frame != frame_151_strike_1 &&
				opp_frame != frame_152_strike_2 &&
				opp_frame != frame_162_block_to_strike
			) {
				if (opp_frame == frame_153_strike_3) { // strike
					do_play_seq = 1;
				} else if (char_charid != charid_0_kid) { // CHECK IF CHAR IS NOT KID!
					back_with_sword(); // UNREACHABLE!
					return;
				}
			}
		} else {
			if (opp_frame != frame_152_strike_2) return;
		}
	} else {
		if (char_frame != frame_167_blocked) return;
		seq_id = seq_61_parry_after_strike; // parry after striking with sword
	}
	control_up = CONTROL_IGNORE; // disable automatic repeat
	seqtbl_offset_char(seq_id);
	if (do_play_seq) {
		play_seq();
	}
}
The second back_with_sword() is unreachable because it checks if the character is a kid and then within that block it checks if the character is NOT kid. Both of those statements can't be true at the same time, so that piece of code is never ran. I'm not completely sure what that code is even intended for. But it's something related to making the AI potentially retreat while at close range rather than parrying.

This is the same code in the Apple II source code: https://github.com/jmechner/Prince-of-P ... TRL.S#L896

At first glance, I can't tell if it has the same unreachable piece of code. I'll try to parse it another time.
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Re: SDLPoP; David's open-source port of PoP

Post by FluffyQuack »

I tried to parse the Apple II version of the code and I've learned three things: I'm very slow at parsing Apple II assembly, there's nothing wrong with the DOS POP code as the "char_opp_dist() >= 32 && char_charid != charid_0_kid" code snippet ends up in the same retreat move that's currently inaccessible, and the reason for the retreat is that Jordan Mechner only wants the AI to do parries if they're 100% guaranteed to connect (thinking about it, I've never seen a guard do a parry that ended up missing).

Here's the pseudocode I wrote based on the Apple II version of the parry code:

Code: Select all

void DoBlock()
{
	char a;
	if(char.frame == 158 || char.frame == 170 || char.frame == 171 || char.frame == 168 || char.frame == 165) //158 = ready, 168 = guy-2, 165 = advance
		goto two;
	if(char.frame == 167) //Blocked strike
		goto three;
	return;
	
	//From ready position: Block if appropriate
two: 
	a = 62; //readyblock
	char distance_to_opponent = getopdist()
	if(distance_to_opponent >= 32)
		goto blockmiss; //too far
	if(char.type == KID)
		goto kid;
	if(opp.frame == 152) //guy4
		goto doit;
	return;
	
kid:
	if(opp.frame == 168) //1 frame too early?
		return; //Yes, wait one frame
	if(opp.frame == 151 || opp.frame == 152 || opp.frame == 162) //guy3, guy3, guy22
		goto doit;
	if(opp.frame != 153) //1 frame too late?
		goto blockmiss;
	//Yes, skip one frame
	call doit; //jsr doit
	call animchar;
	return;
	
	//Strike-to-block
three:
	a = 61; //strikeblock
doit:
	x = 1; //ldx #1 ?
	clrU = x; //Disable automatic repeat?
	call jumpseq(a);
	return;
blockmiss:
	if(char.type != KID)
		goto DoRetreat; //enemy doesn't waste blocks
	a = 62; //readyblock
	goto doit;
}
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