SDLPoP; David's open-source port of PoP
Re: SDLPoP; David's open-source port of PoP
Maybe it's time for a new release, so non-devs can get access to the fixes and such?
- atrueprincefanfrom18
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Re: SDLPoP; David's open-source port of PoP
I agree on this... I think there should be some minimum timeframe after which new version should be released. And this is will be fixed too, right?
Re: SDLPoP; David's open-source port of PoP
There are some new fixes which can be set only in config.h.
I was thinking if I should make some of them configurable without recompiling, before I make the release.
Specifically, the FIX_CAPED_PRINCE_SLIDING_THROUGH_GATE fix must be off for the glitch in Demo by Suave Prince to work.
I was thinking if I should make some of them configurable without recompiling, before I make the release.
Specifically, the FIX_CAPED_PRINCE_SLIDING_THROUGH_GATE fix must be off for the glitch in Demo by Suave Prince to work.
- atrueprincefanfrom18
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Re: SDLPoP; David's open-source port of PoP
There's also another difference in SDLPoP which differs from normal DOSBox execution.
Check this:
If you create the same room and run it in DOSBox the guard doesn't come forward. What's the catch?
Check this:
If you create the same room and run it in DOSBox the guard doesn't come forward. What's the catch?
Re: SDLPoP; David's open-source port of PoP
This is the effect of FIX_DOORTOP_DISABLING_GUARD in config.h .atrueprincefanfrom18 wrote: ↑May 15th, 2021, 5:05 pm If you create the same room and run it in DOSBox the guard doesn't come forward. What's the catch?
If I disable that then the guard doesn't come forward.
So it seems this fix is not perfect yet, because now guards can see through door tops...
Should I disable it entirely, or just make it configurable in the menu (disabled by default)?
Or fix it?
The problem is that when the prince is hanging, his coordinates (curr_col) point to the doortop, as if he was on its left side.
https://github.com/NagyD/SDLPoP/blob/2d ... 003.c#L661
I tried this fix:
Code: Select all
left_pos = x_bump[Kid.curr_col + 5] + 7;
#ifdef FIX_DOORTOP_DISABLING_GUARD
// When the kid is hanging on the right side of a doortop, Kid.curr_col points at the doortop tile and a guard on the left side will see the prince.
// This fixes that.
if (Kid.action == actions_2_hang_climb || Kid.action == actions_6_hang_straight) left_pos += 14;
#endif
printf("Kid.curr_col = %d, Kid.action = %d\n", Kid.curr_col, Kid.action);
right_pos = x_bump[Guard.curr_col + 5] + 7;
Re: SDLPoP; David's open-source port of PoP
I have committed this fix anyway: https://github.com/NagyD/SDLPoP/commit/ ... 36610bf8f4
Re: SDLPoP; David's open-source port of PoP
I'm not sure how interesting this is, but...
https://github.com/Xbox-Homebrew/SDLPoP
https://github.com/Xbox-Homebrew/SDLPoP
Re: SDLPoP; David's open-source port of PoP
Spanish article about SDLPoP:
https://www.neoteo.com/prince-of-persia-open-source/
(Generated 300+ incoming visits to PoPOT.)
https://www.neoteo.com/prince-of-persia-open-source/
(Generated 300+ incoming visits to PoPOT.)
Re: SDLPoP; David's open-source port of PoP
I'm not sure, but I think fast-forwarding replays (with ~) is broken?
- atrueprincefanfrom18
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Re: SDLPoP; David's open-source port of PoP
Umm, yes actually it is. I've faced the issue a lot of times and I guess it's something to do with music. Before the release, the music was not fast-forwarded and all was good. And I think maybe the music is the issue. I wanted to report the issue, but didn't find out exact issue.
Re: SDLPoP; David's open-source port of PoP
For me, it's broken for Say HiJump, specifically.atrueprincefanfrom18 wrote: ↑August 4th, 2021, 4:14 pmUmm, yes actually it is. I've faced the issue a lot of times and I guess it's something to do with music. Before the release, the music was not fast-forwarded and all was good. And I think maybe the music is the issue. I wanted to report the issue, but didn't find out exact issue.
Maybe you made a change to the code that impacts fast-forwarding?
- atrueprincefanfrom18
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Re: SDLPoP; David's open-source port of PoP
I didn't; maybe dmitrys did it.
But actually I had disabled the fast forwarding I don't know how you enabled it? Maybe you replaced the SDLPoP.ini file?
Re: SDLPoP; David's open-source port of PoP
Okay, that explains it then.atrueprincefanfrom18 wrote: ↑August 5th, 2021, 1:58 pmBut actually I had disabled the fast forwarding [...]
I indeed see you commented out
// #define USE_FAST_FORWARD
Re: SDLPoP; David's open-source port of PoP
It still works for me both with the latest release (1.22) and with the latest source in git.atrueprincefanfrom18 wrote: ↑August 4th, 2021, 4:14 pmUmm, yes actually it is. I've faced the issue a lot of times and I guess it's something to do with music. Before the release, the music was not fast-forwarded and all was good. And I think maybe the music is the issue. I wanted to report the issue, but didn't find out exact issue.
Re: SDLPoP; David's open-source port of PoP
I was wondering, why does SDLpop store everything in game directory? Most games store their saves, screenshots and so on in paths such as or something. Also it seems to create QUICKSAVE.SAV and PRINCE.HOF in current directory, which is strange.
Does SDLpop have option to build it like a regular linux package, with executable in /usr/games/prince and all other static files in /usr/share/sdlpop and with all dynamic files in ~/.config/sdlpop or ~/.local/sdlpop or at least ~/.sdlpop, though modern programs mostly switched to use .config
Though, being able to download the source, then do just tar xf sdlpop*; cd src; make; cd ..; ./prince and being able to play is pretty neat.
Code: Select all
~/.config/sdlpop/screenshots/
Does SDLpop have option to build it like a regular linux package, with executable in /usr/games/prince and all other static files in /usr/share/sdlpop and with all dynamic files in ~/.config/sdlpop or ~/.local/sdlpop or at least ~/.sdlpop, though modern programs mostly switched to use .config
Though, being able to download the source, then do just tar xf sdlpop*; cd src; make; cd ..; ./prince and being able to play is pretty neat.