* Sat Jul 10 2021 Martin Hauke <mardnh@gmx.de>
- Update to version 1.22
Fixed:
* The prince can now grab a ledge at the bottom right corner of
a room with no room below.
* Don't allow killing a skeleton in cheat mode.
* Ctrl+S didn't mute music (except death music).
* A falling tile on the left side of a pillar could cause the
blue stripe to be drawn over the pillar.
* The top of moving gates became glitched on levels using
non-default palettes.
* The right edge of pressed drop buttons was black if a big
pillar was next to them.
* Guards appeared in the current room when they fell into spikes
in an adjacent room. (Example: original level 11, room 22.)
* Show an error message if a data file is missing.
* Colored torches were not restored on quickload if you
(quit and) restarted the game after quicksave.
* Fixed compiling with some features #undefined. (USE_TEXT,
USE_LIGHTING, USE_MENU)
* Fixed the detection of Ctrl+L during the demo level.
* 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.
* 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).
* 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.
* Prevent the modifier remapping from accessing out-of-range
rooms.
* Don't show the mirror image if the prince is not in the
currently shown room.
* Fixed the length of feather fall in fast-forward mode.
* Prevent torches from being randomly colored when an older
replay is loaded.
* 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.
* 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 .
* Validate mode crashed with the error "init_scaling:
SDL_CreateTexture: Invalid renderer".
* Fixed crashing when a MIDI music interrupted another one.
* Make it possible to go through a certain closed gate on
level 11 of Demo by Suave Prince.
* 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 .
* Fixed spiked/chomped/bumped guards teleporting into the wrong
room. (if fixes are enabled)
* Quicksave during feather fall mode. (if fixes are enabled)
* Prevent the prince from entering a glitched room when he
falls into a wall or he is revived near a wall.
* Optimized OPL mixing (MIDI music).
* Fixed the prince sliding through closed gates when you are
using the caped prince graphics.
* If the prince dies on level 14, don't return to the intro
after the level was restarted.
Done:
* Added command-line parameter "mute": Start the game with
sound off.
* Hide references to various features if the game was compiled
without them.
* 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.
* Added command-line parameter "playdemo": Make the demo level
playable.
* Speed up music, sounds, and transitions during fast forwarding.
* Added a new cheat key: Ctrl+B: Go back to the room where the
prince is. (Undo H,J,U,N.)
* Added options for changing speeds. They are detected from
PRINCE.EXE. (Used in Hurry up Prince, for example.)
* In the settings menu, allow using Page Up, Page Down, Home, End.
* Rewrote all mentions of key combinations to the "Ctrl+A" style.
* Marked which features of SDLPoP are not in the original game.
* Allow Backspace and Ctrl+C during replay.
* During playback, display the number of ticks since start, if
the timer is shown (debug cheats: T).
* Added a debug cheat to quickload but keep the currently loaded
level. (Shift+F9)
* Added a compilation-time flag to disable all fixes for vanilla
execution.
* Waste an RNG cycle in loose_shake() to match DOS PoP.
* 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.
* 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.
* Added a more visible error message when a mod referenced by a
replay file cannot be found in the mods folder.
* Allow guard skill customizations in SDLPoP.ini.
* Made FIX_DOORTOP_DISABLING_GUARD configurable.
- Add patch:
* sdlpop-fix-sdl2-includes.patch
* Sat Aug 22 2020 Martin Hauke <mardnh@gmx.de>
- Update to version 1.21
Fixed:
* Skeletons not on level 3 did not behave like skeletons.
* Don't crash if the intro music is interrupted by Tab in PC
Speaker mode.
* Don't switch to PC Speaker mode if there is a mod name in the
replay file.
* Don't draw the right edge of loose floors on the left side of a
potion or sword.
* A guard standing on a door top (with floor) should not become
inactive.
* Left jump (top-left) didn't work on some gamepads.
* Replaying from the command line did not work if there were no
replay files in the replay folder.
Done:
* Detect guard skill customizations in PRINCE.EXE. (Used in
Illusions of Persia, for example.)
* Added support for gamecontrollerdb.txt file.
* Detect changes of the shadow's starting positions and
automatic moves in PRINCE.EXE.
* Added "Restart Game" to the pause menu, so now it's possible
to restart the game using a controller.
* Added fast forward.
Added:
* You can now use quicksave and quickload while recording a
replay.
- Drop patch:
* 184.patch (fixed by upstream)