New tile idea: teleports
Re: New tile idea: teleports
Been using this teleport branch, and while the teleport thing works wonderful, for some reason a few things that I changed aren't working, such as the raise/drop tiles can make loose tiles fall option. Also Level 3 for some reason is displaying the dungeon color palette despite using the palace assets.
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Re: New tile idea: teleports
Could you upload everything needed to reproduce the error?Shauing wrote: ↑December 28th, 2021, 10:13 pm Been using this teleport branch, and while the teleport thing works wonderful, for some reason a few things that I changed aren't working, such as the raise/drop tiles can make loose tiles fall option. Also Level 3 for some reason is displaying the dungeon color palette despite using the palace assets.
Re: New tile idea: teleports
It seems to be the executable only. I'll send it here.David wrote: ↑December 29th, 2021, 8:10 pmCould you upload everything needed to reproduce the error?Shauing wrote: ↑December 28th, 2021, 10:13 pm Been using this teleport branch, and while the teleport thing works wonderful, for some reason a few things that I changed aren't working, such as the raise/drop tiles can make loose tiles fall option. Also Level 3 for some reason is displaying the dungeon color palette despite using the palace assets.
https://we.tl/t-xDlhVdBz4r
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Re: New tile idea: teleports
I tried your prince.exe with the data/ folder from the teleports branch.Shauing wrote: ↑December 29th, 2021, 11:40 pm It seems to be the executable only. I'll send it here.
https://we.tl/t-xDlhVdBz4r
The allow_triggering_any_tile option in the INI works for me.
Level 3 uses correct dungeon graphics by default.
If I set level_type = palace in the INI then it uses correct palace graphics.
What are we doing differently?
Did you edit SDLPoP.ini, or did you change the options from the pause menu?
It's just a shot in the dark, but if you have an SDLPoP.cfg, you could try deleting it.
Re: New tile idea: teleports
Didn't modify/edit anything (except putting 90 minutes on the clock), but oddly, deleting SDLPoP.cfg did the trick. Perhaps something else got modified in the executable?David wrote: ↑January 1st, 2022, 2:04 pm I tried your prince.exe with the data/ folder from the teleports branch.
The allow_triggering_any_tile option in the INI works for me.
Level 3 uses correct dungeon graphics by default.
If I set level_type = palace in the INI then it uses correct palace graphics.
What are we doing differently?
Did you edit SDLPoP.ini, or did you change the options from the pause menu?
It's just a shot in the dark, but if you have an SDLPoP.cfg, you could try deleting it.
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Re: New tile idea: teleports
So SDLPoP was loading the options from the .cfg.
SDLPoP should ignore the .cfg if either the .ini or the .exe is newer than the .cfg.
But that didn't happen. Strange.
Re: New tile idea: teleports
To make teleport right easier to recognize (by e.g. software), and for consistency, and to prevent balcony-right-with-0x00 from being ambiguous, perhaps only a balcony right with a non-0x00 variant (modifier) should display the teleport right?
[Edit 1: Or, perhaps even better, only if it is 0x01. Since there's no reason to use more than one variant for this.]
[Edit 2: I've just released apoplexy 3.16, which includes teleports support. It only recognizes+places teleport right with 0x01.]
By the way, SNES teleports are also 0x23; fun coincidence.
[Edit 1: Or, perhaps even better, only if it is 0x01. Since there's no reason to use more than one variant for this.]
[Edit 2: I've just released apoplexy 3.16, which includes teleports support. It only recognizes+places teleport right with 0x01.]
By the way, SNES teleports are also 0x23; fun coincidence.
Re: New tile idea: teleports
Done: https://github.com/NagyD/SDLPoP/commit/ ... 92f7f15b70Norbert wrote: ↑November 13th, 2022, 9:12 pm To make teleport right easier to recognize (by e.g. software), and for consistency, and to prevent balcony-right-with-0x00 from being ambiguous, perhaps only a balcony right with a non-0x00 variant (modifier) should display the teleport right?
[Edit 1: Or, perhaps even better, only if it is 0x01. Since there's no reason to use more than one variant for this.]
[Edit 2: I've just released apoplexy 3.16, which includes teleports support. It only recognizes+places teleport right with 0x01.]
I chose to recognize only modifier == 1.
Indeed.
SNES teleports are hex 0x23, SDLPoP teleports (DOS balconies) are decimal 23.
Re: New tile idea: teleports
When teleporting from + to the same room that has a guard in it, the guard disappears, and reappears upon reentering the room. Not a big deal, just reporting that this is something I noticed.
Re: New tile idea: teleports
This bug is similar to these bugs:
atrueprincefanfrom18 wrote: ↑April 16th, 2020, 9:34 am 2. Why does the guard disappear when we enter the same room through a broken room link? Is the room redrawn without the guard or something like that?
Here are two variations of a fix: https://github.com/NagyD/SDLPoP/commit/ ... 7364e16283
The fix is disabled by default, you need to enable either variation in config.h.