SDLPoP; David's open-source port of PoP

Open-source port of PoP that runs natively on Windows, Linux, etc.
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Re: SDLPoP; David's open-source port of PoP

Post by atrueprincefanfrom18 »

David wrote: July 11th, 2020, 8:46 am
atrueprincefanfrom18 wrote: July 8th, 2020, 6:01 pm
David wrote: July 8th, 2020, 4:55 pm Currently the only way is to play it back in SDLPoP and record the screen.
Yeah, but that runs into the issue of dropping QuickLoad. Let's see: If QuickLoad and recording work together fine, then just replaying it and recording seems fine.
Sorry, I don't understand what you mean here.
How is QuickLoad related to converting P1R to video?
Sorry, I meant that turns into the issue of dropping using the QuickLoad feature.
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Re: SDLPoP; David's open-source port of PoP

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Mentioned here, at the end of the article:
https://entuzjastagier.pl/2020/07/histo ... ersia.html
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Re: SDLPoP; David's open-source port of PoP

Post by atrueprincefanfrom18 »

Would it be possible to play some background music (maybe by putting: bg_sound_path = "/path/to/mp3.file" in SDLPoP.ini) while we are playing a mod or original game? I don't know how difficult or easy it is to implement...
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Re: SDLPoP; David's open-source port of PoP

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Given the upcoming apoplexy version 3.9, it would be useful if SDLPoP would also autodirect changes of the shadow starting positions and automatic moves.
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Re: SDLPoP; David's open-source port of PoP

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Norbert wrote: August 1st, 2020, 12:43 pm Given the upcoming apoplexy version 3.9, it would be useful if SDLPoP would also autodirect changes of the shadow starting positions and automatic moves.
Done: https://github.com/NagyD/SDLPoP/commit/ ... 627cf21053
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Re: SDLPoP; David's open-source port of PoP

Post by atrueprincefanfrom18 »

When do you think David, it would be appropriate to release a new version of SDLPoP?
I think lot of changes have been done and it would be good to release a new version. I was waiting for 2x speed and other things! :)
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Re: SDLPoP; David's open-source port of PoP

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David wrote: August 2nd, 2020, 12:45 pm
Norbert wrote: August 1st, 2020, 12:43 pm Given the upcoming apoplexy version 3.9, it would be useful if SDLPoP would also autodirect changes of the shadow starting positions and automatic moves.
Done: https://github.com/NagyD/SDLPoP/commit/ ... 627cf21053
That's fast; thanks!
I agree with atrueprincefanfrom18 that you could consider distributing a new release.
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Re: SDLPoP; David's open-source port of PoP

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atrueprincefanfrom18 wrote: July 15th, 2020, 11:09 am Would it be possible to play some background music (maybe by putting: bg_sound_path = "/path/to/mp3.file" in SDLPoP.ini) while we are playing a mod or original game? I don't know how difficult or easy it is to implement...
Also requested by someone here.
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Re: SDLPoP; David's open-source port of PoP

Post by dronno »

David wrote: July 8th, 2020, 4:55 pm
atrueprincefanfrom18 wrote: July 6th, 2020, 6:39 pm I want to know if there's any way to convert P1R to a video format.
Currently the only way is to play it back in SDLPoP and record the screen.

Is there a way to have SDLPoP play several P1R files one after the other?
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Re: SDLPoP; David's open-source port of PoP

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Norbert wrote: August 2nd, 2020, 4:29 pmThat's fast; thanks!
I agree with atrueprincefanfrom18 that you could consider distributing a new release.
Oh... and it would be useful if the new release could also include your fast forward code.
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Re: SDLPoP; David's open-source port of PoP

Post by atrueprincefanfrom18 »

Norbert wrote: August 19th, 2020, 2:37 pm Oh... and it would be useful if the new release could also include your fast forward code.
Even I am waiting for the same! Sometimes, the level is just to climb the long way and SDLPoP can help there a lot!
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Re: SDLPoP; David's open-source port of PoP

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Re: SDLPoP; David's open-source port of PoP

Post by atrueprincefanfrom18 »

Norbert wrote: October 24th, 2020, 2:44 pm Article about SDLPoP:
https://www.redhat.com/sysadmin/sdlpop-prince-persia
Lol!

Code: Select all

echo "LOL!" * 50;
This made me laugh a lot:

lol.png
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Re: SDLPoP; David's open-source port of PoP

Post by Norbert »

This is perhaps a bit nitpicky, but in mods.txt the text "Make sure that the name of the mod's folder is correct." is too vague, because it remains unclear, even with the included example, what exactly is a "correct" folder name. I'm guessing that point 2. can be removed if 3. (which would become 2.) simply states that the levelset name must match (reflect) the directory name... right?

Another minor suggestion. If data/ is not present, for example if a Windows user renamed it to DATA/, then the game still launches and shows the splash screen ("Press any key to continue...") but then displays a black screen that has an invisible prince die when a key is pressed. Some kind of check could be used to determine whether or not the game should display a message about the missing data/ directory on-screen (in-game). Without looking into it thoroughly, maybe if use_custom_levelset is 0 and data/ is not present.
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