Log message:
games/sdlpop: update to sdlpop-1.22
Changelog:
2021 July 5
=================
(version 1.22)
FIXED: The prince can now grab a ledge at the bottom right corner of
a room with no room below.
Details: https://forum.princed.org/viewtopic.php?p=30410#p30410
Testcase: doc/replays-testcases/SNES-PC-set level 11.p1r
See FIX_CORNER_GRAB in config.h .
FIXED: Don't allow killing a skeleton in cheat mode.
FIXED: Ctrl+S didn't mute music (except death music).
FIXED: A falling tile on the left side of a pillar could cause the
blue stripe to be drawn over the pillar.
FIXED: The top of moving gates became glitched on levels using
non-default palettes.
FIXED: The right edge of pressed drop buttons was black if a big
pillar was next to them.
FIXED: Guards appeared in the current room when they fell into spikes
in an adjacent room. (Example: original level 11, room 22.)
FIXED: Show an error message if a data file is missing.
FIXED: "Remember guard hp" for non-standard guards.
FIXED: Colored torches were not restored on quickload if you (quit
and) restarted the game after quicksave.
DONE: Added command-line parameter "mute": Start the game with sound off.
FIXED: Fixed compiling with some features #undefined. (USE_TEXT,
USE_LIGHTING, USE_MENU)
DONE: Hide references to various features if the game was compiled
without them.
DONE: A scrollbar appears in the pause menu if scrolling is possible.
It's not clickable yet, it just shows where you are in the list.
DONE: Added command-line parameter "playdemo": Make the demo level
playable.
FIXED: Fixed the detection of Ctrl+L during the demo level.
FIXED: Create the screenshots directory in SDLPoP's directory, even
if the current directory is something else.
This is to match how the replay folder works.
FIXED: On Windows, use Unicode/UTF-8 for mkdir().
So the replay and screenshots directories can be created
within non-ASCII paths.
FIXED: After quickload, show the room where the prince is, even if
the player moved the view away from it (with the H,J,U,N keys).
FIXED: After quickload, don't draw guard HP if a previously viewed
room (with the H,J,U,N keys) had a guard but the current room
doesn't have one.
DONE: Speed up music, sounds, and transitions during fast forwarding.
FIXED: Prevent the modifier remapping from accessing out-of-range rooms.
FIXED: Don't show the mirror image if the prince is not in the
currently shown room.
DONE: Added a new cheat key: Ctrl+B: Go back to the room where the
prince is. (Undo H,J,U,N.)
FIXED: Fixed the length of feather fall in fast-forward mode.
FIXED: Prevent torches from being randomly colored when an older
replay is loaded.
FIXED: If the prince is fighting a guard, and the player does a
quickload to a state where the prince is near the mouse,
the prince would draw the sword.
DONE: Added options for changing speeds. They are detected from
PRINCE.EXE. (Used in Hurry up Prince, for example.)
DONE: In the settings menu, allow using Page Up, Page Down, Home, End.
FIXED: Fixed graphical glitches with an opening gate:
1. with a loose floor above and a wall above-right.
2. with the top half of a big pillar above-right.
See FIX_ABOVE_GATE in config.h .
FIXED: Validate mode crashed with the error "init_scaling:
SDL_CreateTexture: Invalid renderer".
DONE: Rewrote all mentions of key combinations to the "Ctrl+A" style.
DONE: Marked which features of SDLPoP are not in the original game.
(To prevent confusions like #197)
DONE: Allow Backspace and Ctrl+C during replay.
DONE: During playback, display the number of ticks since start, if
the timer is shown (debug cheats: T).
FIXED: Fixed crashing when a MIDI music interrupted another one.
FIXED: Make it possible to go through a certain closed gate on level 11
of Demo by Suave Prince.
Details: https://forum.princed.org/viewtopic.php?p=32326#p32326
Testcase: doc/replays-testcases/Demo by Suave Prince level 11.p1r
See FIX_COLL_FLAGS in config.h .
FIXED: When the prince jumps up at the bottom of a big pillar split
between two rooms, a part near the top of the screen disappears.
Example: The top row in the first room of the original level 5.
Details: See FIX_BIGPILLAR_JUMP_UP in config.h .
DONE: Added a debug cheat to quickload but keep the currently loaded
level. (Shift+F9)
Motivation: https://forum.princed.org/viewtopic.php?p=32556#p32556
FIXED: Fixed spiked/chomped/bumped guards teleporting into the wrong room.
(if fixes are enabled)
Details: https://github.com/NagyD/SDLPoP/pull/237
FIXED: Quicksave during feather fall mode. (if fixes are enabled)
Details: https://github.com/NagyD/SDLPoP/pull/236
FIXED: Prevent the prince from entering a glitched room when he falls
into a wall or he is revived near a wall.
Details: doc/replays-testcases/Original level 2 falling into wall.txt
Testcase: doc/replays-testcases/Original level 2 falling into wall.p1r
See FIX_ENTERING_GLITCHED_ROOMS in config.h .
FIXED: Optimized OPL mixing (MIDI music).
Details: https://github.com/NagyD/SDLPoP/pull/238
"More importantly: when run on a Raspberry Pi Zero, the music went
from unusable to perfect,"
FIXED: Fixed the prince sliding through closed gates when you are using
the caped prince graphics.
Details: See FIX_CAPED_PRINCE_SLIDING_THROUGH_GATE in config.h .
DONE: Added a compilation-time flag to disable all fixes for vanilla
execution.
Details: https://github.com/NagyD/SDLPoP/pull/239
FIXED: If the prince dies on level 14, don't return to the intro after
the level was restarted.
Details: See FIX_LEVEL_14_RESTARTING in config.h .
DONE: Waste an RNG cycle in loose_shake() to match DOS PoP.
DONE: In new replays, use deprecation_number = 2. On playback, waste
the RNG cycle only if deprecation_number >= 2.
Older replays have deprecation_number <= 1, and we don't waste
the RNG cycle when playing them back.
DONE: When backing offscreen (to the left) from the first guard on
level 7 (among others), simulate the glitch from DOS PoP, which
causes the prince to fall through the floor.
Details: See https://github.com/NagyD/SDLPoP/issues/229
FIXED: On Windows, use Unicode/UTF-8 for stat().
So SDLPoP can load levels from mod folders when a replay file
restarts the level or advances to the next level.
DONE: Added a more visible error message when a mod referenced by a
replay file cannot be found in the mods folder.
DONE: Allow guard skill customizations in SDLPoP.ini.
DONE: Made FIX_DOORTOP_DISABLING_GUARD configurable.
|
Log message:
sdlpop: Update to 1.21
2020 August 20
=================
(version 1.21)
FIXED: Skeletons not on level 3 did not behave like skeletons.
FIXED: Don't crash if the intro music is interrupted by Tab in PC Speaker mode.
FIXED: Don't switch to PC Speaker mode if there is a mod name in the replay file.
DONE: Detect guard skill customizations in PRINCE.EXE. (Used in Illusions of \
Persia, for example.)
TODO: Should we add the guard skill options to the INI, the CFG, the replays, \
or the settings menu?
FIXED: Don't draw the right edge of loose floors on the left side of a potion or \
sword.
FIXED: A guard standing on a door top (with floor) should not become inactive.
FIXED: Left jump (top-left) didn't work on some gamepads.
FIXED: Replaying from the command line did not work if there were no replay \
files in the replay folder.
DONE: Added support for gamecontrollerdb.txt file.
DONE: Detect changes of the shadow's starting positions and automatic moves in \
PRINCE.EXE.
DONE: Added "Restart Game" to the pause menu, so now it's possible to \
restart the game using a controller.
DONE: Added fast forward.
TODO: Speed up music and sound effects during fast forwarding.
ADDED: You can now use quicksave and quickload while recording a replay.
TODO: Verify that the quickloaded state is from the currently running recording.
|