Here is my attempt on a new branch: https://github.com/NagyD/SDLPoP/commit/ ... f3dff9ee04
Each balcony (whose left half has a non-zero modifier) will behave as a teleport to another balcony with the same modifier.
Here is my attempt on a new branch: https://github.com/NagyD/SDLPoP/commit/ ... f3dff9ee04
Hey, it's fun to see you've worked on this.David wrote: ↑September 26th, 2021, 12:47 pmHere is my attempt on a new branch: https://github.com/NagyD/SDLPoP/commit/ ... f3dff9ee04
Each balcony (whose left half has a non-zero modifier) will behave as a teleport to another balcony with the same modifier.
It depends on how quickly you need to use them; how patient you are willing to be.
There are 12 stairs climbing frames. David's current implementation shows just the first 7. The last 5 are skipped because the kid teleports away at the moment the end level music would normally start playing. I get that this speeds up the teleports, but attaching any of this to an unrelated audio event seems weird and a bad idea.
The stairs climbing animation includes the end level music (SND_LEVEL) and going to the next level (SEQ_END_LEVEL).Norbert wrote: ↑September 29th, 2021, 6:03 pm David, your current teleports code is confusing for other programmers such as myself because of the way you appear to rely on existing exit door code. This is also why you find yourself forced to tell the program to 'don't do this, don't do that', e.g. don't play end level music, don't go to the next level. Probably, up_pressed() should have been your starting point. Because all you really need, unless I'm overlooking something, is the stairs climbing animation.
I see you've done this; thank you.
Done: https://github.com/NagyD/SDLPoP/commit/ ... 7ce32cf71e
res214-229 are unused in both dungeon and palace. We can put teleport graphics at for example res214-217.Norbert wrote: ↑October 13th, 2021, 5:11 pm I'll then attempt to create suitable dungeon and palace graphics for the teleports.
My plan is to, locally, temporarily take out your if(pickup_obj_type)-check and modify res210-213.
This should work, right? That you could later give the teleports their own res numbers.
Dungeon attached, inside dungeon.zip.
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<folder name="test" path="test">
<item value="1214" path="lower left.bmp"/>
<item value="1215" path="upper left.bmp"/>
<item value="1216" path="lower right.bmp"/>
<item value="1217" path="upper right.bmp"/>
</folder>
You are on the right track, but SDLPoP needs to be changed if you are using these resource numbers.dmitry_s wrote: ↑October 24th, 2021, 7:09 am How do you add new graphics into VPALACE.DAT using PR?
I tried adding the following resource into the "resources.xml" file but the "id + 4" logic does not draw it. Balcony has values 1210-1213. The file did get larger.
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<folder name="test" path="test"> <item value="1214" path="lower left.bmp"/> <item value="1215" path="upper left.bmp"/> <item value="1216" path="lower right.bmp"/> <item value="1217" path="upper right.bmp"/> </folder>
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byte optgraf_min[] = {0x01, 0x1E, 0x4B, 0x4E, 0x56, 0x65, 0x7F, 0x0A};
byte optgraf_max[] = {0x09, 0x1F, 0x4D, 0x53, 0x5B, 0x7B, 0x8F, 0x0D};