SDLPoP; David's open-source port of PoP

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

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David wrote: December 24th, 2019, 1:33 pmUpdate:
Fixed it: https://github.com/NagyD/SDLPoP/commit/ ... 5df8d9d274
Nice.
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Re: SDLPoP; David's open-source port of PoP

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And perhaps a menu option and/or keyboard shortcut to toggle displaying a death counter in a corner.
That enabling it resets it to 0.
Or maybe in the hit points bar, to prevent the counter from obscuring the play area.
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Re: SDLPoP; David's open-source port of PoP

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Falcury wrote: March 31st, 2018, 2:37 pmHere is some code for reading options from modded DOS executables: [...]
Looks like with SDLPoP being so popular nowadays, I should be careful with what I add to apoplexy.
Some modders (2x Dh73; atrueprincefanfrom18) now run into SDLPoP not detecting what apoplexy can change via F2->"Edit guard details".

And, the other way around, I may want to add SDLPoP's loose_floor_delay to apoplexy.
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Re: SDLPoP; David's open-source port of PoP

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Norbert wrote: February 21st, 2020, 11:15 am Some modders (2x Dh73; atrueprincefanfrom18) now run into SDLPoP not detecting what apoplexy can change via F2->"Edit guard details".
Fixed: https://github.com/NagyD/SDLPoP/commit/ ... 7a743c55fb

Note: The new guard skill customizations can only be used through an edited PRINCE.EXE.
I haven't added them (yet) to the INI, the CFG, the replays, or the settings menu.
How important would they be?
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Re: SDLPoP; David's open-source port of PoP

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David wrote: February 23rd, 2020, 10:49 amI haven't added them (yet) to the INI, the CFG, the replays, or the settings menu.
How important would they be?
All that together sounds like a bunch of work.
I don't know how easy it would be to implement.
Perhaps with a big chunk of the work already out of the way, Falcury would be willing to pick up what you listed?
Only do things you don't mind doing; shouldn't become a second job. ;)
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Re: SDLPoP; David's open-source port of PoP

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When activating a replay, please display the name of the replay file.
When a user has half a dozen replay files not created by themselves, it becomes unclear which one is active.
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Re: SDLPoP; David's open-source port of PoP

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Norbert wrote: February 28th, 2020, 3:56 pm When activating a replay, please display the name of the replay file.
When a user has half a dozen replay files not created by themselves, it becomes unclear which one is active.
How and where should it appear?
Constantly or only for a short time when the replay starts?
Should it be in the title bar, or somewhere within the window where it's visible even if SDLPoP runs in full screen?
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Re: SDLPoP; David's open-source port of PoP

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David wrote: February 29th, 2020, 7:22 pmHow and where should it appear?
Constantly or only for a short time when the replay starts?
Should it be in the title bar, or somewhere within the window where it's visible even if SDLPoP runs in full screen?
Thanks for your questions.
I don't know what would be best.
Falcury, what do you think?
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Re: SDLPoP; David's open-source port of PoP

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David wrote: February 29th, 2020, 7:22 pm How and where should it appear?
Constantly or only for a short time when the replay starts?
Should it be in the title bar, or somewhere within the window where it's visible even if SDLPoP runs in full screen?
If you ask me, I would like it to have for a short amount of time, the same place where you show timer, quicksave and quickload. Because that's the easy to code and best place to show.
Love to create new MODS :)

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Re: SDLPoP; David's open-source port of PoP

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Any chance someone (David, Falcury?) could make (holding down) the backquote key (` grave accent) speed up replays?

This would be the same speed up key as used by various emulators, including ZSNES.
ZSNES says it is ~ (tilde) in their documentation, but it's really the backquote key which also works with Shift. [Edit: Semi-confirmed.]
I think the default speed up for ZSNES is x10 (see: ESC, Config->Speed).

Actually, perhaps this feature would also be useful to have during regular gameplay.
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Re: SDLPoP; David's open-source port of PoP

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Norbert wrote: April 17th, 2020, 1:38 am Any chance someone (David, Falcury?) could make (holding down) the backquote key (` grave accent) speed up replays?
[...]
Actually, perhaps this feature would also be useful to have during regular gameplay.
Here's my attempt in a new branch: https://github.com/NagyD/SDLPoP/commits/fast_forward
I chose to enable it in the whole game, not just during replays.
(I sometimes use fast-forward in DOSBox when playing PoP mods, for example when doing a long series of climbs.)

TODO: The sounds and music also should be sped up during fast-forward.
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Re: SDLPoP; David's open-source port of PoP

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David wrote: April 18th, 2020, 12:59 pmHere's my attempt in a new branch [...]
Works just fine, from what I can tell.
Very useful; thanks.
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Re: SDLPoP; David's open-source port of PoP

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Maybe I have suggested/asked this before, but... why does SDLPoP not ship with DIGISND*.DAT as directories to allow for changing the WAV files?
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Re: SDLPoP; David's open-source port of PoP

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Mentioned here.
(I noticed 40+ referrers to the SDLPoP page.)
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Re: SDLPoP; David's open-source port of PoP

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Norbert wrote: May 19th, 2020, 11:55 am Mentioned here.
(I noticed 40+ referrers to the SDLPoP page.)
They even mention that on Windows 9x, SDLPoP 1.14 can be used.
Who still uses Windows 9x?...
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