Norbert wrote: ↑December 20th, 2020, 7:29 pm
Unless I'm misunderstanding you, that is
way off then... right?
(242-175)/12=about 6 seconds difference.
Probably better to at least also end slow fall at 175 ticks in fast-forward mode...
I tested this again, and it turned out that part of this big difference is an artifact of how I tested.
Namely, in the 175 ticks case, the slow fall music was interrupted be the exit door opening.
(There is a fix for this bug, called FIX_FEATHER_INTERRUPTED_BY_LEVELDOOR.)
When I wrote my previous post, I tested it on the original level 7 in the following way:
For the non-fast-forward case, I grabbed the ledge, pressed Shift+W, released the ledge, fell down, then I opened the gate and ran right, opening the exit door.
For the fast-forward, I just let the prince fall down.
So now I tested it again, this time with the prince standing still.
(The lengths are off by one tick because of the way I made SDLPoP calculate them. See here:
https://github.com/NagyD/SDLPoP/commit/ ... 8cfc03e0ce )
normally (without fast-forward):
Code: Select all
slow fall started at: rem_min = 60, rem_tick = 655
slow fall ended at: rem_min = 60, rem_tick = 430
length = 226 ticks
slow fall started at: rem_min = 60, rem_tick = 337
slow fall ended at: rem_min = 60, rem_tick = 113
length = 225 ticks
slow fall started at: rem_min = 53, rem_tick = 579
slow fall ended at: rem_min = 53, rem_tick = 355
length = 225 ticks
slow fall started at: rem_min = 53, rem_tick = 235
slow fall ended at: rem_min = 53, rem_tick = 10
length = 226 ticks
with fast-forward:
Code: Select all
slow fall started at: rem_min = 58, rem_tick = 509
slow fall ended at: rem_min = 58, rem_tick = 267
length = 243 ticks
slow fall started at: rem_min = 58, rem_tick = 66
slow fall ended at: rem_min = 57, rem_tick = 547
length = 239 ticks
slow fall started at: rem_min = 57, rem_tick = 342
slow fall ended at: rem_min = 57, rem_tick = 105
length = 238 ticks
slow fall started at: rem_min = 56, rem_tick = 603
slow fall ended at: rem_min = 56, rem_tick = 337
length = 267 ticks
Now the numbers are much less off, but they are still different.
Note how the length of the feather fall in fast-forward mode is quite variable, much more than in normal mode.
I have added a condition to stop the feather fall if it has been going on for more than 225 ticks:
https://github.com/NagyD/SDLPoP/commit/ ... 6079deb39b
I remember there are some mods which make the feather fall longer, probably by replacing its music with something longer.
This change might break this feature of those mods.
However, I can't find any such mod.
I looked at
Flying Prince, whose description says "Has special levels with a longer flying time, which is required to finish the levels.".
But the feather fall music doesn't seem longer, in fact all the sound files are the same as in the original v1.0 game!