--- - branch: MAIN date: Wed Jul 21 09:19:51 UTC 2021 files: - new: '1.5' old: '1.4' path: pkgsrc/games/sdlpop/Makefile pathrev: pkgsrc/games/sdlpop/Makefile@1.5 type: modified - new: '1.2' old: '1.1' path: pkgsrc/games/sdlpop/PLIST pathrev: pkgsrc/games/sdlpop/PLIST@1.2 type: modified - new: '1.3' old: '1.2' path: pkgsrc/games/sdlpop/distinfo pathrev: pkgsrc/games/sdlpop/distinfo@1.3 type: modified - new: '1.2' old: '1.1' path: pkgsrc/games/sdlpop/patches/patch-seg009.c pathrev: pkgsrc/games/sdlpop/patches/patch-seg009.c@1.2 type: modified id: 20210721T091951Z.24dd317b8825f8d79d3cc4c4c2cae0fa055dedfd log: "games/sdlpop: update to sdlpop-1.22\n\nChangelog:\n\n2021 July 5\n=================\n(version 1.22)\n\nFIXED: The prince can now grab a ledge at the bottom right corner of\n \ a room with no room below.\n\tDetails: https://forum.princed.org/viewtopic.php?p=30410#p30410\n\tTestcase: doc/replays-testcases/SNES-PC-set level 11.p1r\n\tSee FIX_CORNER_GRAB in config.h .\nFIXED: Don't allow killing a skeleton in cheat mode.\nFIXED: Ctrl+S didn't mute music (except death music).\nFIXED: A falling tile on the left side of a pillar could cause the\n blue stripe to be drawn over the pillar.\nFIXED: The top of moving gates became glitched on levels using\n non-default palettes.\nFIXED: The right edge of pressed drop buttons was black if a big\n pillar was next to them.\nFIXED: Guards appeared in the current room when they fell into spikes\n \ in an adjacent room. (Example: original level 11, room 22.)\nFIXED: Show an error message if a data file is missing.\nFIXED: \"Remember guard hp\" for non-standard guards.\nFIXED: Colored torches were not restored on quickload if you (quit\n and) restarted the game after quicksave.\nDONE: Added command-line parameter \"mute\": Start the game with sound off.\nFIXED: Fixed compiling with some features #undefined. (USE_TEXT,\n USE_LIGHTING, USE_MENU)\nDONE: Hide references to various features if the game was compiled\n without them.\nDONE: A scrollbar appears in the pause menu if scrolling is possible.\n\tIt's not clickable yet, it just shows where you are in the list.\nDONE: Added command-line parameter \"playdemo\": Make the demo level\n playable.\nFIXED: Fixed the detection of Ctrl+L during the demo level.\nFIXED: Create the screenshots directory in SDLPoP's directory, even\n if the current directory is something else.\n\tThis is to match how the replay folder works.\nFIXED: On Windows, use Unicode/UTF-8 for mkdir().\n\tSo the replay and screenshots directories can be created\n within non-ASCII paths.\nFIXED: After quickload, show the room where the prince is, even if\n the player moved the view away from it (with the H,J,U,N keys).\nFIXED: After quickload, don't draw guard HP if a previously viewed\n room (with the H,J,U,N keys) had a guard but the current room\n doesn't have one.\nDONE: Speed up music, sounds, and transitions during fast forwarding.\nFIXED: Prevent the modifier remapping from accessing out-of-range rooms.\nFIXED: Don't show the mirror image if the prince is not in the\n currently shown room.\nDONE: Added a new cheat key: Ctrl+B: Go back to the room where the\n prince is. (Undo H,J,U,N.)\nFIXED: Fixed the length of feather fall in fast-forward mode.\nFIXED: Prevent torches from being randomly colored when an older\n replay is loaded.\nFIXED: If the prince is fighting a guard, and the player does a\n quickload to a state where the prince is near the mouse,\n the prince would draw the sword.\nDONE: Added options for changing speeds. They are detected from\n PRINCE.EXE. (Used in Hurry up Prince, for example.)\nDONE: In the settings menu, allow using Page Up, Page Down, Home, End.\nFIXED: Fixed graphical glitches with an opening gate:\n\t1. with a loose floor above and a wall above-right.\n\t2. with the top half of a big pillar above-right.\n\tSee FIX_ABOVE_GATE in config.h .\nFIXED: Validate mode crashed with the error \"init_scaling:\n SDL_CreateTexture: Invalid renderer\".\nDONE: Rewrote all mentions of key combinations to the \"Ctrl+A\" style.\nDONE: Marked which features of SDLPoP are not in the original game.\n \ (To prevent confusions like #197)\nDONE: Allow Backspace and Ctrl+C during replay.\nDONE: During playback, display the number of ticks since start, if\n \ the timer is shown (debug cheats: T).\nFIXED: Fixed crashing when a MIDI music interrupted another one.\nFIXED: Make it possible to go through a certain closed gate on level 11\n of Demo by Suave Prince.\n\tDetails: https://forum.princed.org/viewtopic.php?p=32326#p32326\n\tTestcase: doc/replays-testcases/Demo by Suave Prince level 11.p1r\n\tSee FIX_COLL_FLAGS in config.h .\nFIXED: When the prince jumps up at the bottom of a big pillar split\n \ between two rooms, a part near the top of the screen disappears.\n\tExample: The top row in the first room of the original level 5.\n\tDetails: See FIX_BIGPILLAR_JUMP_UP in config.h .\nDONE: Added a debug cheat to quickload but keep the currently loaded\n \ level. (Shift+F9)\n\tMotivation: https://forum.princed.org/viewtopic.php?p=32556#p32556\nFIXED: Fixed spiked/chomped/bumped guards teleporting into the wrong room.\n (if fixes are enabled)\n\tDetails: https://github.com/NagyD/SDLPoP/pull/237\nFIXED: Quicksave during feather fall mode. (if fixes are enabled)\n\tDetails: https://github.com/NagyD/SDLPoP/pull/236\nFIXED: Prevent the prince from entering a glitched room when he falls\n into a wall or he is revived near a wall.\n\tDetails: doc/replays-testcases/Original level 2 falling into wall.txt\n\tTestcase: doc/replays-testcases/Original level 2 falling into wall.p1r\n\tSee FIX_ENTERING_GLITCHED_ROOMS in config.h .\nFIXED: Optimized OPL mixing (MIDI music).\n\tDetails: https://github.com/NagyD/SDLPoP/pull/238\n\t\"More importantly: when run on a Raspberry Pi Zero, the music went\n from unusable to perfect,\"\nFIXED: Fixed the prince sliding through closed gates when you are using\n the caped prince graphics.\n\tDetails: See FIX_CAPED_PRINCE_SLIDING_THROUGH_GATE in config.h .\nDONE: Added a compilation-time flag to disable all fixes for vanilla\n \ execution.\n\tDetails: https://github.com/NagyD/SDLPoP/pull/239\nFIXED: If the prince dies on level 14, don't return to the intro after\n the level was restarted.\n\tDetails: See FIX_LEVEL_14_RESTARTING in config.h .\nDONE: Waste an RNG cycle in loose_shake() to match DOS PoP.\nDONE: In new replays, use deprecation_number = 2. On playback, waste\n the RNG cycle only if deprecation_number >= 2.\n\tOlder replays have deprecation_number <= 1, and we don't waste\n\tthe RNG cycle when playing them back.\nDONE: When backing offscreen (to the left) from the first guard on\n level 7 (among others), simulate the glitch from DOS PoP, which\n \ causes the prince to fall through the floor.\n\tDetails: See https://github.com/NagyD/SDLPoP/issues/229\nFIXED: On Windows, use Unicode/UTF-8 for stat().\n\tSo SDLPoP can load levels from mod folders when a replay file\n\trestarts the level or advances to the next level.\nDONE: Added a more visible error message when a mod referenced by a\n replay file cannot be found in the mods folder.\nDONE: Allow guard skill customizations in SDLPoP.ini.\nDONE: Made FIX_DOORTOP_DISABLING_GUARD configurable.\n" module: pkgsrc subject: 'CVS commit: pkgsrc/games/sdlpop' unixtime: '1626859191' user: yhardy