Sometimes I think SDLPoP is flawless, but I guess there's always room for improvement.

I wrote about this some time ago: viewtopic.php?p=15042#p15042Falcury wrote: Fix jumping through a wall above a closed gate
By doing a running jump into a wall, you can fall behind a closed gate two floors down. (e.g. skip in Level 7)
YeahNorbert wrote:Nice to see that SDLPoP is getting more polished still.
Sometimes I think SDLPoP is flawless, but I guess there's always room for improvement.
Yeah, this one was really hard to figure out for me... Very interesting what you describe in your earlier post! I actually didn't look at bumped_floor() at all; in the test room I used, I could also reproduce the glitch if the floor was not present at all. So it seems then that there may be two problems interacting with each other?David wrote:I wrote about this some time ago: viewtopic.php?p=15042#p15042Falcury wrote: Fix jumping through a wall above a closed gate
By doing a running jump into a wall, you can fall behind a closed gate two floors down. (e.g. skip in Level 7)
Also the end of this post: viewtopic.php?p=15048#p15048
Good idea.Falcury wrote:Should we pick a release date for the next version of SDLPoP? It's been a while since a new version came out.
End of next month maybe?
I wonder what we should do with the in-game editor and scripting feature pull requests.Norbert wrote:Good idea.
David could process the last open merge requests, and then the ChangeLog.txt needs lots and lots of extra lines.
Code: Select all
SDL_Surface *imgicon;
imgicon = IMG_Load ("SDLPoP_icon.png");
SDL_SetWindowIcon (window_, imgicon);
Currently, SDLPoP can only open DAT files if they are in the main folder. If the DAT file is not found there, it will try to find the data files in the corresponding folder in the data/ directory, however this only works if the *.DAT is actually a folder and not a regular file.Norbert wrote:I may have asked this in the past, but I don't remember (getting) an answer.
Why are the DAT files DIGISND* and GUARD* in SDLPoP's root directory?
Also, data/ seems to have GUARD* directories, but not DIGISND* directories.
Yes, this is due to an SDL bug that swapped the blue and red color components in SDL_FillRect. This was fixed in SDL 2.0.4, which caused the bug to reappear because we had also swapped the color components as a workaround.
I see this was discussed here and further. Apparently people have ran into this at least since 2011. I haven't looked into all this, but if this is a bug in the OS X version of SDL2, does it have a bug report and/or did SDL 2.0.4 (of Jan. 2016) fix this?Falcury wrote:the PNG guard images get loaded as-is in greyscale, the color palette is not applied
Still fewer files in the root directory, nice improvement.Falcury wrote:I implemented the changes proposed above: [...]
Okay.Norbert wrote:David made the workaround conditional on the SDL2 version, so it's all fixed now: [...]
I'm not sure what you mean.Norbert wrote: - SDL's DLL files are no longer part of the default package?
They were added by @diddledan for "Visual C++ (NMake) support": https://github.com/NagyD/SDLPoP/commit/ ... 14796fb55dNorbert wrote: - Is src/unistd_win.h necessary, it has very little content.
- The filename NMakefile seems weird to me. Makefile appears to be for Linux, maybe NMakefile should be renamed to Makefile.win?
Um, no. It generated a Windows Makefile, and I rewrote that to work on Linux.Norbert wrote: - On a related note, Makefile says "Makefile created by Dev-C++ 4.9.9.2" but is that really true, was Dev-C++ used to generate a Linux Makefile?
In the original game, the font is in PRINCE.EXE.Norbert wrote: - In the original game, where do the fonts (data/font/) reside, the executable, and, if so, does this mean content was scrapped from (or commented out in) one of the .c files?
The levels-test has some test-case levels, I'm not sure how relevant are they nowadays.Norbert wrote: - Maybe remove "levels-test" and then rename "levels-original" to "LEVELS"?
They are there because currently, SDLPoP can load sound effects only from DAT files.Falcury wrote: And you're right, the DIGISND*.DAT files do not have counterparts in the data/ directory.