SDLPoP; David's open-source port of PoP

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

Post by Andrew »

Sance wrote:I'd be strongly against such a change because it would break the pacing, the level design etc. Enemy and trap placements are perfect as they are and something like let's say extending the health of guards would break the pacing because the combat is not that hard so it would just be a chore to fight enemies with more health: it would make the game harder because the time limit would be less forgiving with such a change but there are easier ways to achieve that (giving the player less time to complete the game, let's say 40 minutes).
Might I remind you that my comment was in response to your initial suggestion about making the game easier by making the traps non-lethal? That's what I have repeatedly termed "dumb easy mode" (DEM), which I consider an abomination. By varying the difficulty I was referring to a way to somewhat intelligently implement easy mode. Making the game even harder than what it is currently was never the focus of my argument. Moreover your comment about the game's pacing, level design, enemy and trap placements etc. being perfect are precisely the reasons that have me up in arms in the first place against dumbing down the game just to cater to some SoT fans who find it way too hard.
Sance wrote:I can see a lot of ways on how the game could be made easier but they vary in complexity:

- A rewind feature: you have 3 rewinds per level for example. Guess it would need a tremendous amount of work (for example in SoT it works by the game always storing the last 8 seconds of the player's actions in the memory) but it would be a natural fit for the game with its focus on time. I can only see this happening if there is an aim for SDLPoP to support recording and replays.

- Ability to resurrect: same function as the rewind (correcting a mistake). Upon death the player gets resurrected at a specific platform in every room (a safe, solid platform of course). It would look awesome with the opening "falling to a crouch with a music tune" part. :D
These are indeed better suggestions than DEM. Resurrection would be much easier to implement obviously (especially given the cheat for it), but instead of placing a resurrection point in every single room I would place one or two strategically in a level depending on its length. Something like classic platformers where once the player passes a flag or similar, on dying he's resurrected at the flag position rather than at the very beginning of the level or the game itself. As for rewinds, again it needs to be limited so as not to ruin the game. Perhaps instead of 3 rewinds gifted automatically per level, there can be rewind potions instead that need to be collected by the player for future strategic use.
Sance wrote:- Non-lethal traps: you don't die from a trap, you only lose two bottles of health. Should be problematic to implement and it may not even be the most ideal as you wouldn't need to solve some of the rooms (the life upgrade potion room in the second level comes to mind: you start with 3 health so a player could just waltz through the spikes, jump up and pick up the potion without suffering any kind of punishment.

- Guide: in every room an arrow shows the way to the exit.

- Multiple lives: the best option in my opinion. You have 3 lives per level (could be adjustable but 3 should be the max) and instead of dying your character starts flashing like in other classic platformers, giving you a few seconds of invulnerability.
Simply neutering traps, providing guides (I've already noted how IMO this has made Super Mario worse) or implementing invulnerability are all examples of DEM as far as I am concerned.
Sance wrote:As for making the game harder there are hordes of options to make the game more brutal without actually breaking anything
As someone arguing against reduced complexity in general, I have no objections against any of these.
Sance wrote:Honestly I'd even totally change one thing in the game: Jaffar. I don't think he's a worthy end boss: he should function as the first guard on level 8 and instead of just dying on level 12 he should behave like he does in PoP Classic: after getting to half health he teleports away and another fatass appears instead of him and then you fight Jaffar again on level 13 before getting to the Princess.
Not a bad idea per se, but I suppose we have to keep in mind just how much we want to stray from the original PoP and create what might essentially amount to a brand new game (something you've already suggested). If the goal is to create something new entirely then there are no restrictions on sticking to any of the original's elements. We can include anything ranging from better enemy/boss AI, randomly generated levels, a scripting engine - you name it, the sky's the limit! (Well actually motivation and programming competence are the limiting factors, but let's ignore that for now while we're busy dreaming up cool stuff. :))
Sance wrote:Let's say you add:
- the higher quality Mac graphics
- background music for the levels
- an extra "awesome" feautre like the option to choose from multiple protagonists with different appearances and in some cases different starting health (PoP1 prince, PoP2 prince, SoT prince, WW prince, 2008 prince, the princes from Mechner's comic book, Jake Gyllenhaal (:D), whatever, you get the idea)
- some of the difficulty features I mentioned.

You kidding me? It would be amazing: old fans and some new fans would play it, especially if no new Prince of Persia title is created by Ubi in the meantime. You give it some flashy title (Prince of Persia Reborn, PoP Redux, PoP Ultimate Edition, PoP Megahit Edition, Ultra PoP, Super Turbo PoP Ultimate Ultra Edition) and just count the downloads till your eyes bleed. :D
Don't quote me out of context! :) My objection is purely to DEM and I am absolutely willing to bet that implementing your original suggestion of simply making all traps non-lethal will do nothing to magically boost this ancient game's popularity among those SoT fans you mentioned or anyone else. Changing the game to the extent you mention above however means you've gone way past simple modification of the original and (as I have mentioned repeatedly) entered the realm of almost creating something brand new. Let me clarify once and for all - simply dumbing down the original game to make it easier for SoT fans - stupid and bad and will do no good; modifying it intelligently to introduce whole new features = possibly great (depending of course on how well it's done).
Sance wrote:Actually I'm a lawyer and I know a thing or two about copyright law: in my opinion reverse-engineering is not illegal because it comes from intricately studying the program it is based on and on top of that there is no source code to be stolen in this case.
Actually I don't think you understand the full ramifications of the work David has done here.
David wrote:Remember that SDLPoP is based on the disassembly of the DOS version.
So it copies more than just "functionality, programming languages and data formats".
The linked article does not say anything about disassembling.
The point is that he didn't simply observe how PoP functions and perform a clean room implementation of a clone that functions as similarly as possible to the original. He actually disassembled the original machine code from the EXE and converted it back into a more or less accurate C language approximation of how the original source looked like. I am not a lawyer myself and might be wrong of course, but I doubt you'd be able to defend this given existing laws.
Sance wrote:I don't think that a game has to remain free if the two entities (SDLPoP and the content of the game ~ the game) are separate and SDLPoP itself is free.
This does seem possible but a lawyer specializing in IP law (what's your area of focus BTW?) ought to be consulted before attempting to sell anything. Of course we're a long, long way from having anything worth selling, but it's something that definitely has to be clarified first if people ever get serious about going down this path. Let's also not forget the variance in IP laws around the world.
Norbert wrote:as SDLPoP already allows for recording/replaying, a rewind feature certainly seems like a possiblity. A guide option sounds useful too; not too difficult to implement.
Very limited rewind and resurrection abilities (that moreover have to be acquired, and not too many of both in the same level) can be implemented (also see above) but a guide that tells the player every step of the way where to go or even how to circumvent traps/enemies would again be DEM in action.
Norbert wrote:yes, an optional easy mode could expand the audience and might encourage repeated play-throughs. As a kid I don't think I could get past level 3 without using cheats.
I find these statements somewhat contradictory. Clearly not being able to get past level 3 wasn't a big enough turn-off for you that you simply gave up on the game in disgust because you felt it was simply unbeatable. As I've said, on the "unbeatability scale" I doubt I'd place PoP even in the top half, but apparently gamers nowadays do lack the patience to "push through" and instead simply give up on PoP because they find it too hard.

Anyway, I'm pretty much done arguing over this point. DEM is crap IMO, would devalue the game and result in next to no new players. Proper implementation of difficulty modes and various new features is a long-term proposition that OTOH takes the game entirely in a new direction. Provided it's done well I see nothing wrong with that, but we really need to see whether any of the actual devs even care enough to go down this road. So, David, Falcury & co - since you are the guys doing all the hard work while we're just sitting back here arguing or building castles in the air - where do you see SDLPoP down the line? What's the end game (pun fully intended!)? :)
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Norbert »

Your statement "a long, long way from having anything worth selling" is false. On Steam gamers can buy many old DOS games that haven't been modified in any way and that are playable only using DOSBox. I've bought such games and I would buy PoP1 if it were available on Steam. Being able to play it natively using SDLPoP would be even better.

I'm not happy with some of the recent statements that I've read in this thread. Stop trying to push us in directions that would limit our freedom to mold and modify games and ports in whatever way possible based on personal preferences. We aren't here to make money or to get as many people to play games and ports as possible. We're here to have fun. If adding various easy modes is a neat challenge, then that's what we might do. If you personally don't like easy modes, tough luck.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Andrew »

Norbert wrote:Your statement "a long, long way from having anything worth selling" is false. On Steam gamers can buy many old DOS games that haven't been modified in any way and that are playable only using DOSBox. I've bought such games and I would buy PoP1 if it were available on Steam. Being able to play it natively using SDLPoP would be even better.
And just how is it false? Are you claiming that you can sell SDLPoP right now in its current state? Yes, of course people can buy unmodified old DOS games on Steam, from GOG etc. Don't forget however that unmodified PoP's not yours to sell. We're not even clear on whether SDLPoP itself can be sold sans game data. So yes, we are a long way from having anything that can be sold.
Norbert wrote:I'm not happy with some of the recent statements that I've read in this thread. Stop trying to push us in directions that would limit our freedom to mold and modify games and ports in whatever way possible based on personal preferences.
If that was directed solely at me, don't try and put words in my mouth. To quote myself:
Andrew wrote:Those who feel strongly that implementing easy mode will somehow be better for PoP and its community are free to do so and test their theory.
I'm putting forth my point of view about modifying PoP, just as Sance is and as you are. I assume we are all free to do so, or does only your opinion matter now? I'm making no claims about being the final word about the direction SDLPoP is supposed to take. Far from it. I even explicitly said so in my previous post, where I called upon the actual devs (David and Falcury among others) to weigh in with their own opinions, because finally they are the arbiters of what goes into the code. Thus far I was having a calm-headed debate with Sance and we were both putting our ideas forth, perhaps even forcefully so but at the same time respecting each others' views. Don't try to ruin this spirit of debate and try and shut down all dissent to your own opinions. Believe me, such ego issues are something that as a community we can well do without.
Andrew wrote:We aren't here to make money or to get as many people to play games and ports as possible.
Neither making money nor expanding the audience for the game were my suggestions.
Andrew wrote:If you personally don't like easy modes, tough luck.
Again, let me caution you against a "my way or the highway" approach. Once you climb down from your high horse and get the chance to reflect a bit, you will probably realize that we're all free to debate ideas here and no-one's forcing anyone (even if they could, which they can't) to implement or not implement anything. Don't confuse debate for diktats, which neither of us are in a position to make. If you don't like what I have to say, instead of vitiating the atmosphere just politely make your counterpoint or step away from the debate if it's not to your liking.

Now, respectfully, I'd like to just agree to disagree with you and go back to the actual discussion with Sance instead of dwelling any more on this nonsensical diversion.

Edit: If you wish to delete your previous post I would love to get rid of this one as well, because frankly both just leave a bitter taste in the mouth. If you have something else to say to me directly we can continue via PM.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Norbert »

Andrew, almost all of your contributions on this forum, pretty much since the moment you returned, give me the impression that you're full of adrenaline and very emotional. I personally don't like the way you are "debating" and generally speaking it's unpleasant for me to read your contributions. I prefer not to talk to you. Since you're of course free to share your thoughts here, for the time being I'll simply refrain from participating here with the exclusion of posts that will be necessary for procedural reasons (like the announcements and confirmations of file uploads). I'll announce in the thread about the Princed Forum that, for the time being, I won't be actively participating here. I've really had it. You're not the kind of person I can work with, we're incompatible.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Falcury »

Andrew wrote:So, David, Falcury & co - since you are the guys doing all the hard work while we're just sitting back here arguing or building castles in the air - where do you see SDLPoP down the line? What's the end game (pun fully intended!)? :)
Hm... Many interesting ideas.

I'm not sure what constitutes a "SDLPoP dev" - the way I see it, everyone here is very actively shaping the future of the project, regardless of how much code they contributed... It's a community effort!

I can see that it is quite difficult for us to make explicit what the long-term goals are. I definitely agree that having a clearly defined "vision" would help in setting a direction for the project, thereby avoiding confusion over what SDLPoP is/isn't.

I don't really have a fixed opinion on this, I think. On the whole, I think it is nice that SDLPoP can dramatically expand what is possible with the DOS version, while leaving the original game respectfully intact and (optionally) fixing some of its glaring bugs. You could think of "the DOS 1.5 patch that was never made" + "Skyrim Creation Kit-like extensibility".

"Rewind" already exists (sort of) as the quicksave system :) And yes, replays were added with 1.16.
(Note that the replay format may still change. It is possible that replays you record now will not work in 1.17)

The idea of a "guide"/"hints" system has crossed my mind before, in fact; I think I may experiment with this later on, but in the context of my own mod (Secrets of the Citadel). The idea is that you'll be able to press F1 or something and you'll see "the Prince's thoughts" in a dialog box - basically a hint (or humorous comment) on how you might proceed. So, I would implement this in order to "create the possibility" for a mod/derivative work.
[...]
Heated debate indeed... I'd recommend a good night's sleep.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Andrew »

That's fine Norbert. You think you know me and want to characterize me a certain way, and I too have a not so flattering opinion of you. However in the interests of a) being polite, b) moving on from this unsavory episode you initiated, and c) because I believe in attacking the argument forcefully but never the person (i.e. no ad hominem arguments), I will refrain from airing that opinion here. Surely you must have known that things would go downhill the moment you made that post in that tone? Yet you did so anyway, for reasons best known to you. I agree it's best we don't interact in future except when absolutely necessary, because it would not be a pleasant experience for me either.
Falcury wrote:I'm not sure what constitutes a "SDLPoP dev" - the way I see it, everyone here is very actively shaping the future of the project, regardless of how much code they contributed... It's a community effort!
:) Given the small size of this community we're all clearly passionate about the game or else we wouldn't be here, and that passion's often apparent in our posts (although some strangely seem to take offence). Regardless, it's people like David and you who are doing the bulk of the coding who ultimately decide what goes in and what's kept out. I mean sure, devs might add some stuff sooner if there's a lot of demand for it, but given that this is purely a hobby effort no-one's going to waste their time implementing stuff they don't agree with or actively dislike.
Falcury wrote:On the whole, I think it is nice that SDLPoP can dramatically expand what is possible with the DOS version, while leaving the original game respectfully intact and (optionally) fixing some of its glaring bugs. You could think of "the DOS 1.5 patch that was never made" + "Skyrim Creation Kit-like extensibility".
The way I see it, if we consider the process as being made up of distinct stages then stage 1 i.e. porting to modern platforms is pretty much done, although all version differences aren't replicated yet (I think). Stage 2 i.e. bug fixes (optional because they'll change game play by negating many tricks) and stage 3 i.e. resource limit removal or supporting new file formats for assets/game data is well under way. Stage 4 i.e. feature additions is where things get complicated and where we might end up with various forks depending on individual perceptions of what direction should be taken.
Falcury wrote:The idea is that you'll be able to press F1 or something and you'll see "the Prince's thoughts" in a dialog box - basically a hint (or humorous comment) on how you might proceed.
Well, see, that's the advantage of actively debating various approaches even though the devs remain the final arbiters. This to me seems to be a far more subtle and intelligent way of implementing a guide system as compared to essentially beating the player on the head and pointing him in the right direction with an arrow in every room. (The latter brings to mind a movie I saw long ago - name forgotten - where the bumbling hero came to a Y junction and stood scratching his head until he heard a loud honking sound and a large animated neon sign saying "This way stupid!" appeared hovering over him. :D) Far better IMO to achieve the purpose of gently nudging the player only if required (not all rooms need have hints), without dumbing down the game completely and turning it into a veritable walk in the park.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Sance »

Before I continue this debate I'd like te report something about 1.16: for me the controller support is messed up. Left and right movement is done on the left analog stick, the face buttons, triggers, bumpers don't function while the D-Pad controls jumpin, stepping / grabbing and crouching while when I press the left direction onf the D-Pad the game just exists as if Ctrl-Q was mapped to it.

As for the gameplay discussion: I'm strongly against dumbing down games but I'm all for smartening up the player. Dumbing down is taking away gameplay depth and that's not what my ideas are aimed at. A guide - or the hint system which is an even better idea - would make the player know more about a level layout from the getgo but it would make no effort to actually help in getting through a level and on the grand scale of things if someone would rely on it too much instead of exploring by the end the game would become much harder because of all the missed health upgrades.

Rewind would have much of the same effect if properly balanced because while it would make the minute-to-minute gameplay easier overall it would be an obstacle in learning the levels well so beating the time limit would be hard even with massive rewinding. Rewind would provide only the illusion of an easier game just like the hint system would, that's why I think those two should be the perfect solutions to easing up the game a little bit but without breaking anything. If rewind is doable then sure, go for it, awesome.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by David »

Sance wrote: - The game defaults to the joystick: guess this is because I have a controller plugged in but the keyboard controls should always be the priority.
This is was copied from the original game, but I can change it.
Sance wrote: for me the controller support is messed up. Left and right movement is done on the left analog stick,
This seems to be intended, but it can be changed.
The D-Pad should also control left-right movement, but it seems the D-Pad has some problems.
Sance wrote: the face buttons, triggers, bumpers don't function while the D-Pad controls jumpin, stepping / grabbing and crouching while when I press the left direction onf the D-Pad the game just exists as if Ctrl-Q was mapped to it.
Gamepad buttons are checked here: https://github.com/NagyD/SDLPoP/blob/ma ... 09.c#L2472
Now, it seems that on your controller, buttons 0-3 mean D-Pad directions instead of A/B/X/Y. (In the Joystick API.)

The new Controller API has a list of button constants, this probably means that buttons have fixed identifiers there.
Here's how you can verify this: The newest version of Apoplexy can be controlled with the gamepad, and it uses this new API. If it works for you correctly then this is the way to the solution.

Another solution is to let users configure the gamepad for themselves. (Which button should do what.)

By the way, SDL 2.0.4 was released: http://libsdl.org/download-2.0.php
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Andrew »

Sance wrote:As for the gameplay discussion: I'm strongly against dumbing down games but I'm all for smartening up the player. Dumbing down is taking away gameplay depth and that's not what my ideas are aimed at. A guide - or the hint system which is an even better idea - would make the player know more about a level layout from the getgo but it would make no effort to actually help in getting through a level and on the grand scale of things if someone would rely on it too much instead of exploring by the end the game would become much harder because of all the missed health upgrades.
Couldn't agree with you more and am glad to see we're on the same page about smartening up players rather than dumbing down the game. The idea of a guide arrow in every room definitely goes against this philosophy but the hint system IMO sounds really nice and affords a great opportunity to introduce some situation-appropriate humor to cheer up the Prince. :)
Sance wrote:Rewind would have much of the same effect if properly balanced because while it would make the minute-to-minute gameplay easier overall it would be an obstacle in learning the levels well so beating the time limit would be hard even with massive rewinding.
As long as it's not unlimited and has to be earned so it can be used sparingly only when the player gets into a really tight spot, it can serve the purpose as you say without breaking the game. If required we can probably also introduce special areas where the ability will not work in order to avoid making things too easy. If and when it's implemented we can all discuss how and where best to make use of it in the game.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by poirot »

Wow, David, what you did is incredible! I've been playing SDLPoP and is exactly the same as the original. Do you have the original disassembled code that runs under DOS without SDL?
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by CRxTRDude »

For me, as long as the game is playable and is still fun, I don't mind any features to be placed. I'm glad I've played PoP now without the use of Dosbox. I'm glad that I can see why people loved the game. It's frustratingly hard, but with a big payoff in the end. I love the technology aspect of it too.

I'm even glad the quicksaves was there to for people who just want to play it for the story (myself included). I might try to play it with the default level saves in the next time I would play this again (learning some tricks on playing it)

In regards to the reverse engineer/disassemble part of it, yes the port was programmed primarily by Lance Groody using Mechner's Apple source as start. I heard a lot in this topic that David also studied the released Apple II code in some parts of the game (especially the room draw code from PoP i think, correct me if I'm wrong, among others).

As long as when you distribute it that the changes are hugely substantial, original resources, new level design and such, it could be sellable, but people who've played the original games will notice the huge resemblance to PoP and might fault it for such.

The tension is just too high here. Let's just accept what it is, it's a PoP DOS port, added with SDL so that it would work on Windows. That's it. We don't need to add features to it, it's just vanilla PoP and we should enjoy it as it is. If we want to add features, it might not be best to call it a port, but instead a enhanced remake.

Let's just let David keep on working with this in his own pace, let Falcury contribute to the code, but if we want more new things coming, we need to let them do their thing to the point that we could finally do so.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by David »

poirot wrote:Wow, David, what you did is incredible! I've been playing SDLPoP and is exactly the same as the original.
Thank you!
poirot wrote:Do you have the original disassembled code that runs under DOS without SDL?
You can find the disassemblies in this topic: viewtopic.php?p=17830#p17830
A link to that topic is included in the Readme, by the way.

Or do you mean if I have some C source code that can be compiled to run under DOS?
Sorry, but I never had that, I used SDL from the beginning: viewtopic.php?p=13927#p13927
Andrew wrote: the hint system IMO sounds really nice and affords a great opportunity to introduce some situation-appropriate humor to cheer up the Prince. :)
This reminds me of Cruel World, where you get messages after defeating some opponents.
Example: http://i.imgur.com/LpGH1p0.jpg
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Andrew »

David wrote:Or do you mean if I have some C source code that can be compiled to run under DOS?
Poirot's comment got me thinking, if you hadn't used SDL would it have been possible to get the full code to compile under DOS? Or would we need some libraries that we currently don't have access to?
David wrote:This reminds me of Cruel World, where you get messages after defeating some opponents.
Example: http://i.imgur.com/LpGH1p0.jpg
Somewhat, although the way I interpreted Falcury's suggestion was that hint lookup would be user-initiated instead of the game itself interrupting the player's flow to show messages.
CRxTRDude wrote:Let's just let David keep on working with this in his own pace, let Falcury contribute to the code, but if we want more new things coming, we need to let them do their thing to the point that we could finally do so.
I honestly don't see why the two are mutually exclusive. Some people, excited at SDLPoP's potential, want to discuss possible additions to the game. These may be easy to implement or insanely difficult or ridiculous pie-in-the-sky ideas that may never make it. Regardless, what's the harm? No-one's putting pressure on the devs or throwing a tantrum demanding that such-and-such feature should be implemented right NOW. In fact, no-one even has a right to do so and in any case the devs are free to ignore whatever they're not interested in. Moreover the magic of open source is that whoever wants their pet ideas (that no-one else wants) implemented is free to do so themselves. Long story short, David & co. remain free just as before to work at their own pace on whatever they please, while others are free to suggest ideas and fantasize about where they see SDLPoP down the line (knowing full well it may or may not happen). Just my 2¢. :)
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by David »

Andrew wrote: if you hadn't used SDL would it have been possible to get the full code to compile under DOS? Or would we need some libraries that we currently don't have access to?
The libraries themselves are in the EXE, and therefore, in the disassembly.
Andrew wrote: Somewhat, although the way I interpreted Falcury's suggestion was that hint lookup would be user-initiated instead of the game itself interrupting the player's flow to show messages.
I know (he mentioned the F1 key).
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Andrew »

David wrote:The libraries themselves are in the EXE, and therefore, in the disassembly.
You're right, there was probably no concept of external DLLs back then. So, it would be technically possible to create updated DOS EXEs that could act as drop-in replacements for the original ones, as Poirot was wondering. Not of use to the majority of players of course but interesting to contemplate nevertheless.
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