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 (pre-release)

Post by Norbert »

Falcury wrote:I would suggest to only fill in the first level then, by default.
Maybe use the first level section to list the available customization options as single-line comments.
And then list them above the first level, since the customizations are available for all levels.
That way the default contents of all level sections is also the same (empty, I'm guessing).

Maybe add something like this (partially taken from DOSBox's .conf) at the top:
; This is the configuration file for SDLPoP.
; Lines starting with a semicolon (";") are comment lines and are ignored by SDLPoP.
; They are used to document the available customization options.

And then above the level sections something like:
; The following customization options can be used in all level sections:

Just some suggestions, of course.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by SuavePrince »

please easy and friendly option,and video tutorials,please falcury
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Norbert »

SuavePrince wrote:please easy and friendly option,and video tutorials,please falcury
Video tutorials won't be necessary, because it will be easy to understand.

In the future you will be able to edit a text file "SDLPoP.ini" that will have lines like this:

Code: Select all

start_minutes_left = default
That you can then change to, for example:

Code: Select all

start_minutes_left = 40
Then the number of starting minutes left for SDLPoP will be 40 instead of the default 60.

Programming takes time and it's all volunteer work of course, so just try to be patient. :)
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by David »

I added the per-level options in a new branch:
https://github.com/NagyD/SDLPoP/compare/ini_levels
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Falcury »

David wrote:I added the per-level options in a new branch:
https://github.com/NagyD/SDLPoP/compare/ini_levels
Nice! I tested it briefly and it worked well.
Do we have other things left to do for 1.16? Or should we wrap up for a release?
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by SuavePrince »

im a beginner in this,but can work any exe?for example texture,alterate skeleton..etc...?is necessary edit with sdlpop??or not possible?..i dont know.i would like see option such as apoplexy
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Norbert »

SuavePrince wrote:Hi,is possible add option to change time,guard life,and other things..maybe can add in the next version ;)
SuavePrince wrote:For example i need use allow triggering of any tile..add options such as cuspop or better created prince exe such as web-based version...i think be great help for all prince player,too make video how change(to modify)..i want use my mods with sdlpop,more easy and joyful for all people thanxsss :D
SuavePrince wrote:i wanna use sdlpop in my mods,and all mods ..is possible create a options easy such as apoplexy?...you can create this Norbert??
SuavePrince wrote:please easy and friendly option,and video tutorials,please falcury
SuavePrince wrote:im a beginner in this,but can work any exe?for example texture,alterate skeleton..etc...?is necessary edit with sdlpop??or not possible?..i dont know.i would like see option such as apoplexy
Patience, young grasshopper!

Image

I think everyone understands you, SuavePrince.
Things won't change just because you keep asking about the same thing.
Literally today I wrote in this thread, "try to be patient".

SDLPoP's customization options such as the ones you write about are a work-in-progress.
It's clear what you want. It's being worked on.
When it's ready you will see the announcement.

Please, just wait.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by SuavePrince »

Norbert wrote:Please, just wait.
ok,I just want to note this information for the next update..please... would the revolution in pop1 ;)

*I thought say that because it seems that nobody was working on those things :D
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by David »

Falcury wrote:Do we have other things left to do for 1.16? Or should we wrap up for a release?
We should add the latest changes to ChangeLog.txt and Readme.txt.

I'm not sure about fixing the joystick.
It would be more than undoing that one change.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Norbert »

David wrote:I'm not sure about fixing the joystick.
It would be more than undoing that one change.
This takes care of it:
https://github.com/NagyD/SDLPoP/pull/39/files
It took me more time to fix it than I expected, even though, in the end, not much code had to be changed.

- Undoes that one change.
- Adds D-pad support.
- Up/down with Y/A instead of the (left) joystick.
- B to quit.
- Instead of all buttons activating Shift, only X does that now.
- Added a bunch of currently unused button case'es. (For future use.)

Since I hadn't really worked with the Joystick API before (I use the newer Game Controller API with apoplexy), here's the main thing that I've learned while modifying this code:

SDL_JOYAXISMOTION _always_ triggers, even if the user pushes a button! This is because (Xbox 360) gamepad axes are _extremely_ sensitive.(*) As a result, jaxis.which cannot be used to find out what controller part the user intended to use, which means that checking for deadzones and then using an "else" won't work properly.
(*) If you put a finger on, for example, the Y _button_ then the _joysticks_ will also trigger. I asked on IRC and, no, my controller is not broken.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by David »

I merged it.
(Actually, I merged #38, because that was into the main branch.
#39 was into the ini_levels branch, but I deleted that branch after merging.)
Norbert wrote: SDL_JOYAXISMOTION _always_ triggers, even if the user pushes a button! This is because (Xbox 360) gamepad axes are _extremely_ sensitive.(*) As a result, jaxis.which cannot be used to find out what controller part the user intended to use, which means that checking for deadzones and then using an "else" won't work properly.
But the new code does the same, doesn't it?
And the stray SDL_JOYAXISMOTION events should not change the joy_state(s) variable, unless jaxis.value steps over +/- 8000.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by David »

David wrote:We should add the latest changes to ChangeLog.txt and Readme.txt.
Done: https://github.com/NagyD/SDLPoP/commit/ ... 4c611f797f
Is there anything left?
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Falcury »

David wrote:Is there anything left?
Perhaps merge the ChangeLog.txt entries for December 15 and December 29?
And I noticed that the window title is still "1.16 - experimental" at the moment.
Do you think we should do a "Release Candidate" that will become the release if there are no major problems?
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Falcury »

I found a bug: when you run into a spike trap, the "spiked" sound (#48) does not play and a warning is issued: "Warning: Ambiguous wave version."
I do not understand exactly what is going on, but it seems to occur because "digi->sample_size" and "digi_new->sample_size" are both 8 for this sound.

Also, the "spiked" sound cannot interrupt the normal spikes sound (but this is also the case in the original game).

Edit:
When I use the 1.3/1.4 digital sounds, there is no warning and the "spiked" sound works normally.
However, I found another bug when using the 1.3/1.4 sounds: the "guard hurt" does not play when you strike a guard directly after parrying. I think this must be because the parrying sound has a slightly longer duration than in 1.0 and the "guard hurt" sound does not interrupt it.
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Re: SDLPoP; David's open-source port of PoP (pre-release)

Post by Norbert »

David wrote:But the new code does the same, doesn't it?
And the stray SDL_JOYAXISMOTION events should not change the joy_state(s) variable, unless jaxis.value steps over +/- 8000.
Yes, but at first I tried also using gamepad_states for the joystick.
That was the start of quite a struggle, until I finally came to the conclusion that it was never going to work that way.
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