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Quicksave during feather fall mode #236
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netbsd-srcmastr
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Jul 21, 2021
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: NagyD/SDLPoP#237 FIXED: Quicksave during feather fall mode. (if fixes are enabled) Details: NagyD/SDLPoP#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: NagyD/SDLPoP#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: NagyD/SDLPoP#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 NagyD/SDLPoP#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.
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I added an ability to quick save in feather mode as discussed here: https://forum.princed.org/viewtopic.php?f=126&p=32402
There is now the "Fix quicksave during feather" option that makes the
is_feather_fall
variable to act as a timer. In debug cheats mode F button now shows the remaining feather fall time similar to the T button for the game timer.Pause menu now pauses the feather fall music since timer variables do not increment/decrement. When the game continues, the music starts from the beginning until the feather mode timer stops. In my mod I have the music from the correct position but I am using SDLMixer with OGG files. I am not sure how to do this with digi sound streams.
When you restore a quick save saved in feather mode without the fix option enabled, the feather mode does not get enabled to prevent cheating since I can only start it from the beginning.