(https://bugzilla.suse.com/show_bug.cgi?id=1226830) OBS-URL: https://build.opensuse.org/package/show/games/sdlpop?expand=0&rev=22
279 lines
13 KiB
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279 lines
13 KiB
Plaintext
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Wed Jun 26 13:03:09 UTC 2024 - Andrea Manzini <andrea.manzini@suse.com>
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- moved binary to /usr/bin and asset data to /usr/share/sdlpop
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(https://bugzilla.suse.com/show_bug.cgi?id=1226830)
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-------------------------------------------------------------------
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Sun Apr 7 16:58:16 UTC 2024 - Christian Boltz <suse-beta@cboltz.de>
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- sdlpop doesn's support big endian CPUs, stop building for s390x
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-------------------------------------------------------------------
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Wed Mar 20 07:16:22 UTC 2024 - Andrea Manzini <andrea.manzini@suse.com>
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- Fixed segfault https://bugzilla.opensuse.org/show_bug.cgi?id=1221544
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-------------------------------------------------------------------
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Mon Feb 26 13:21:38 UTC 2024 - Dominique Leuenberger <dimstar@opensuse.org>
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- Use %autosetup macro. Allows to eliminate the usage of deprecated
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PatchN.
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-------------------------------------------------------------------
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Tue Jan 23 21:43:14 UTC 2024 - Andrea Manzini <andrea.manzini@suse.com>
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- Update to version 1.23
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Fixed:
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* Don't hardcode level 13 for the loose floor events.
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* If a sprite's xpos is negative and divisible by 8, it appeared shifted 8 pixels to the left.
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* If the place of a special event was changed, show it at its new place on level maps.
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* Fixed black rectangle appearing when the shadow falls into the wall.
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* Make the +/- keys work on the main keyboard, on any keyboard layout.
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* Fixed crash when trying to load a non-existent mod from command line.
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* Allow running without haptic support in SDL
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* Save the current options (not the defaults) into the replay!
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* Fix guards disappearing when the player (re-)enters the currently shown room.
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* Fix crashing with the guard graphics of Christmas of Persia. (with SDL_image 2.6.2)
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* Select "SETTINGS" in the pause menu, if coming back from the settings menu.
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* Fixed some compiler and cppcheck warnings.
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Done:
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* Mention the tricks page in the INI, since tricks are mentioned there.
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* Show guards' HP and skills on the maps.
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* Added super high jump option.
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* Added options to use the original music and/or graphics for custom levelsets.
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* Added comments about unused fields in the level data.
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* Added gamecontroller hotplug support. SDLPoP now detects controllers plugged in while the game is already running.
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* Briefly show a dark screen when changing rooms, like in the original game.
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* Moved the license and readme to a more common location.
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* Fix jumping over guard
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* Level maps: If the skeleton's respawn position is customized, mark it at the new place.
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* Fix detection of allow_triggering_any_tile in Micro Palace.
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* Make hardware acceleration a runtime option
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* Added an ability to grab tiles while jumping forward.
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* Fixed the skeleton fall check.
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* Documented SDLPoP-specific tiles. See doc/tiles.md.
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* During text input, display the screen keyboard if supported.
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* Made the source more readable.
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* Added support for teleports. See USE_TELEPORTS in config.h.
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* Added a rounded border around the icon.
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* Show the hotkeys for quicksave/load in the menu (instead of the splash screen). Mention the menu on the splash screen.
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* Keep disappearing guard logic for super high jump consistent with the stand-alone option.
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* Updated doc/mod.ini based on SDLPoP.ini.
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-------------------------------------------------------------------
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Sat Jul 10 09:55:52 UTC 2021 - Martin Hauke <mardnh@gmx.de>
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- Update to version 1.22
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Fixed:
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* The prince can now grab a ledge at the bottom right corner of
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a room with no room below.
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* Don't allow killing a skeleton in cheat mode.
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* Ctrl+S didn't mute music (except death music).
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* A falling tile on the left side of a pillar could cause the
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blue stripe to be drawn over the pillar.
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* The top of moving gates became glitched on levels using
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non-default palettes.
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* The right edge of pressed drop buttons was black if a big
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pillar was next to them.
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* Guards appeared in the current room when they fell into spikes
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in an adjacent room. (Example: original level 11, room 22.)
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* Show an error message if a data file is missing.
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* Colored torches were not restored on quickload if you
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(quit and) restarted the game after quicksave.
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* Fixed compiling with some features #undefined. (USE_TEXT,
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USE_LIGHTING, USE_MENU)
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* Fixed the detection of Ctrl+L during the demo level.
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* Create the screenshots directory in SDLPoP's directory, even
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if the current directory is something else.
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This is to match how the replay folder works.
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* After quickload, show the room where the prince is, even if
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the player moved the view away from it (with the H,J,U,N keys).
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* After quickload, don't draw guard HP if a previously viewed
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room (with the H,J,U,N keys) had a guard but the current room
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doesn't have one.
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* Prevent the modifier remapping from accessing out-of-range
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rooms.
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* Don't show the mirror image if the prince is not in the
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currently shown room.
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* Fixed the length of feather fall in fast-forward mode.
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* Prevent torches from being randomly colored when an older
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replay is loaded.
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* If the prince is fighting a guard, and the player does a
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quickload to a state where the prince is near the mouse, the
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prince would draw the sword.
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* Fixed graphical glitches with an opening gate:
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1. with a loose floor above and a wall above-right.
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2. with the top half of a big pillar above-right.
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See FIX_ABOVE_GATE in config.h .
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* Validate mode crashed with the error "init_scaling:
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SDL_CreateTexture: Invalid renderer".
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* Fixed crashing when a MIDI music interrupted another one.
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* Make it possible to go through a certain closed gate on
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level 11 of Demo by Suave Prince.
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* When the prince jumps up at the bottom of a big pillar split
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between two rooms, a part near the top of the screen
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disappears.
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+ Example: The top row in the first room of the original
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level 5.
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+ Details: See FIX_BIGPILLAR_JUMP_UP in config.h .
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* Fixed spiked/chomped/bumped guards teleporting into the wrong
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room. (if fixes are enabled)
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* Quicksave during feather fall mode. (if fixes are enabled)
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* Prevent the prince from entering a glitched room when he
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falls into a wall or he is revived near a wall.
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* Optimized OPL mixing (MIDI music).
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* Fixed the prince sliding through closed gates when you are
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using the caped prince graphics.
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* If the prince dies on level 14, don't return to the intro
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after the level was restarted.
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Done:
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* Added command-line parameter "mute": Start the game with
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sound off.
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* Hide references to various features if the game was compiled
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without them.
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* A scrollbar appears in the pause menu if scrolling is
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possible. It's not clickable yet, it just shows where you are
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in the list.
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* Added command-line parameter "playdemo": Make the demo level
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playable.
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* Speed up music, sounds, and transitions during fast forwarding.
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* Added a new cheat key: Ctrl+B: Go back to the room where the
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prince is. (Undo H,J,U,N.)
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* Added options for changing speeds. They are detected from
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PRINCE.EXE. (Used in Hurry up Prince, for example.)
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* In the settings menu, allow using Page Up, Page Down, Home, End.
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* Rewrote all mentions of key combinations to the "Ctrl+A" style.
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* Marked which features of SDLPoP are not in the original game.
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* Allow Backspace and Ctrl+C during replay.
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* During playback, display the number of ticks since start, if
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the timer is shown (debug cheats: T).
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* Added a debug cheat to quickload but keep the currently loaded
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level. (Shift+F9)
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* Added a compilation-time flag to disable all fixes for vanilla
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execution.
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* Waste an RNG cycle in loose_shake() to match DOS PoP.
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* In new replays, use deprecation_number = 2. On playback, waste
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the RNG cycle only if deprecation_number >= 2.
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Older replays have deprecation_number <= 1, and we don't waste
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the RNG cycle when playing them back.
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* When backing offscreen (to the left) from the first guard on
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level 7 (among others), simulate the glitch from DOS PoP,
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which causes the prince to fall through the floor.
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* Added a more visible error message when a mod referenced by a
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replay file cannot be found in the mods folder.
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* Allow guard skill customizations in SDLPoP.ini.
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* Made FIX_DOORTOP_DISABLING_GUARD configurable.
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- Add patch:
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* sdlpop-fix-sdl2-includes.patch
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-------------------------------------------------------------------
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Sat Aug 22 21:19:57 UTC 2020 - Martin Hauke <mardnh@gmx.de>
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- Update to version 1.21
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Fixed:
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* Skeletons not on level 3 did not behave like skeletons.
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* Don't crash if the intro music is interrupted by Tab in PC
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Speaker mode.
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* Don't switch to PC Speaker mode if there is a mod name in the
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replay file.
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* Don't draw the right edge of loose floors on the left side of a
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potion or sword.
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* A guard standing on a door top (with floor) should not become
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inactive.
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* Left jump (top-left) didn't work on some gamepads.
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* Replaying from the command line did not work if there were no
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replay files in the replay folder.
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Done:
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* Detect guard skill customizations in PRINCE.EXE. (Used in
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Illusions of Persia, for example.)
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* Added support for gamecontrollerdb.txt file.
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* Detect changes of the shadow's starting positions and
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automatic moves in PRINCE.EXE.
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* Added "Restart Game" to the pause menu, so now it's possible
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to restart the game using a controller.
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* Added fast forward.
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Added:
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* You can now use quicksave and quickload while recording a
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replay.
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- Drop patch:
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* 184.patch (fixed by upstream)
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-------------------------------------------------------------------
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Wed Oct 23 15:31:43 UTC 2019 - Martin Hauke <mardnh@gmx.de>
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- Do not longer use rpm macros that are not longer needed on
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recent distros:
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* %desktop_database_post
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* %icon_theme_cache_post
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-------------------------------------------------------------------
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Tue Oct 15 20:41:55 UTC 2019 - Martin Hauke <mardnh@gmx.de>
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- Update to version 1.20
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* Fixed crash on Linux when the prince fell out of the level
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while a guard was active.
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* FIXED: With start_in_blind_mode enabled, moving objects were
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not displayed until blind mode was toggled off+on.
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* Fix upside-down screen when using PRINCE.EXE from v1.3 or v1.4.
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* Added customization option for loose floor delay. (Used in
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Neon Persia.)
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* Fix detection of "allow triggering any tile" hack.
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* Enable use_custom_options by default in the INI.
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* Fix priorities of sword and spike sounds. (As in PoP 1.3.)
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The "spiked" sound didn't interrupt the normal spikes sound when
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the prince ran into spikes. With PoP 1.3 sounds, the "guard hurt"
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sound didn't play when you hit a guard directly after parrying.
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- Add patch:
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* 184.patch (CMake: Don't link SDL2main on Linux)
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https://github.com/NagyD/SDLPoP/pull/184/files
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-------------------------------------------------------------------
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Sun Mar 31 20:33:45 UTC 2019 - Martin Hauke <mardnh@gmx.de>
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- Update to version 1.19
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* Fix looping "sword moving" sound if the player leaves a room
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exactly when a guard attacks.
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* Support 8-bpp images in DAT files. For example the Pyramid mod
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contains some of these.
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* Improved map-making on levels with broken room links: If a room
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is mapped to an already used place, then put it to the bottom of
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the map.
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* Better support for high-DPI (Retina) displays.
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* Disable integer scaling menu item if SDL version is too old.
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* Made the exit door fix configurable.
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* Torches appearing in the leftmost column are now animated. (They
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are actually in the rightmost column of the left-side room.)
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New Features:
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* Load custom options from DOS PRINCE.EXE files.
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* Added a hotkey to display SDL versions. (Ctrl-C)
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* Save screenshots and maps into a separate folder and add numbers
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to the filenames.
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* Added support for PC speaker sounds. Use command-line parameter
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"stdsnd".
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* Added support for colored torch flames.
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-------------------------------------------------------------------
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Sun Jun 10 18:14:51 UTC 2018 - mardnh@gmx.de
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- Use CMake for building
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- Package data files
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- Update to version 1.18.1
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-------------------------------------------------------------------
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Sat Jul 15 20:01:20 UTC 2017 - mailaender@opensuse.org
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- update to version 1.17
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- add .desktop file with icon
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-------------------------------------------------------------------
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Sat May 21 12:56:36 UTC 2016 - mailaender@opensuse.org
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- use source tarballs https://github.com/NagyD/SDLPoP/issues/62
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-------------------------------------------------------------------
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Sat Mar 26 14:51:17 UTC 2016 - mailaender@opensuse.org
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- initial packaging of version 1.16
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