Revisions of sdlpop

buildservice-autocommit accepted request 1165982 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 21)
baserev update by copy to link target
Martin Hauke's avatar Martin Hauke (mnhauke) accepted request 1165981 from Christian Boltz's avatar Christian Boltz (cboltz) (revision 20)
- sdlpop doesn's support big endian CPUs, stop building for s390x


From https://build.opensuse.org/package/live_build_log/openSUSE:Factory:zSystems/sdlpop/standard/s390x

[   21s] types.h:39:2: error: #error This program is not (yet) prepared for big endian CPUs, please contact the author.
[   21s]    39 | #error This program is not (yet) prepared for big endian CPUs, please contact the author.
buildservice-autocommit accepted request 1159770 from Andrea Manzini's avatar Andrea Manzini (amanzini) (revision 19)
baserev update by copy to link target
Andrea Manzini's avatar Andrea Manzini (amanzini) accepted request 1159764 from Andrea Manzini's avatar Andrea Manzini (amanzini) (revision 18)
- Fixed segfault https://bugzilla.opensuse.org/show_bug.cgi?id=1221544
buildservice-autocommit accepted request 1151547 from Andrea Manzini's avatar Andrea Manzini (amanzini) (revision 17)
baserev update by copy to link target
buildservice-autocommit accepted request 1143213 from Dirk Stoecker's avatar Dirk Stoecker (dstoecker) (revision 15)
baserev update by copy to link target
Dirk Stoecker's avatar Dirk Stoecker (dstoecker) accepted request 1141066 from Andrea Manzini's avatar Andrea Manzini (amanzini) (revision 14)
- Update to version 1.23
  Fixed:
  * Don't hardcode level 13 for the loose floor events.
  * If a sprite's xpos is negative and divisible by 8, it appeared shifted 8 pixels to the left.
  * If the place of a special event was changed, show it at its new place on level maps.
  * Fixed black rectangle appearing when the shadow falls into the wall.
  * Make the +/- keys work on the main keyboard, on any keyboard layout.
  * Fixed crash when trying to load a non-existent mod from command line.
  * Allow running without haptic support in SDL
  * Save the current options (not the defaults) into the replay!
  * Fix guards disappearing when the player (re-)enters the currently shown room.
  * Fix crashing with the guard graphics of Christmas of Persia. (with SDL_image 2.6.2)
  * Select "SETTINGS" in the pause menu, if coming back from the settings menu.
  * Fixed some compiler and cppcheck warnings.
  Done:
  * Mention the tricks page in the INI, since tricks are mentioned there.
  * Show guards' HP and skills on the maps.
  * Added super high jump option.
  * Added options to use the original music and/or graphics for custom levelsets.
  * Added comments about unused fields in the level data.
  * Added gamecontroller hotplug support. SDLPoP now detects controllers plugged in while the game is already running.
  * Briefly show a dark screen when changing rooms, like in the original game.
  * Moved the license and readme to a more common location.
  * Fix jumping over guard
  * Level maps: If the skeleton's respawn position is customized, mark it at the new place.
  * Fix detection of allow_triggering_any_tile in Micro Palace.
  * Make hardware acceleration a runtime option
  * Added an ability to grab tiles while jumping forward.
  * Fixed the skeleton fall check.
  * Documented SDLPoP-specific tiles. See doc/tiles.md.
Ferdinand Thiessen's avatar Ferdinand Thiessen (susnux) committed (revision 13)
Ferdinand Thiessen's avatar Ferdinand Thiessen (susnux) accepted request 905440 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 12)
- 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.
buildservice-autocommit accepted request 828885 from Michael Vetter's avatar Michael Vetter (jubalh) (revision 11)
baserev update by copy to link target
Michael Vetter's avatar Michael Vetter (jubalh) accepted request 828731 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 10)
- 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)
buildservice-autocommit accepted request 753981 from Factory Maintainer's avatar Factory Maintainer (factory-maintainer) (revision 9)
baserev update by copy to link target
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 742172 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 8)
initialized devel package after accepting 742172
Ferdinand Thiessen's avatar Ferdinand Thiessen (susnux) accepted request 743869 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 7)
- Do not longer use rpm macros that are not longer needed on
  recent distros:
  * %desktop_database_post
  * %icon_theme_cache_post
Ferdinand Thiessen's avatar Ferdinand Thiessen (susnux) accepted request 741347 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 6)
- Update to version 1.20
  * Fixed crash on Linux when the prince fell out of the level
    while a guard was active.
  * FIXED: With start_in_blind_mode enabled, moving objects were
    not displayed until blind mode was toggled off+on.
  * Fix upside-down screen when using PRINCE.EXE from v1.3 or v1.4.
  * Added customization option for loose floor delay. (Used in
    Neon Persia.)
  * Fix detection of "allow triggering any tile" hack.
  * Enable use_custom_options by default in the INI.
  * Fix priorities of sword and spike sounds. (As in PoP 1.3.)
    The "spiked" sound didn't interrupt the normal spikes sound when
    the prince ran into spikes. With PoP 1.3 sounds, the "guard hurt"
    sound didn't play when you hit a guard directly after parrying.
- Add patch:
  * 184.patch (CMake: Don't link SDL2main on Linux)
    https://github.com/NagyD/SDLPoP/pull/184/files
Ferdinand Thiessen's avatar Ferdinand Thiessen (susnux) accepted request 690205 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 5)
- Update to version 1.19
  * Fix looping "sword moving" sound if the player leaves a room
    exactly when a guard attacks.
  * Support 8-bpp images in DAT files. For example the Pyramid mod
    contains some of these.
  * Improved map-making on levels with broken room links: If a room
    is mapped to an already used place, then put it to the bottom of
    the map.
  * Better support for high-DPI (Retina) displays.
  * Disable integer scaling menu item if SDL version is too old.
  * Made the exit door fix configurable.
  * Torches appearing in the leftmost column are now animated. (They
    are actually in the rightmost column of the left-side room.)
  New Features:
  * Load custom options from DOS PRINCE.EXE files.
  * Added a hotkey to display SDL versions. (Ctrl-C)
  * Save screenshots and maps into a separate folder and add numbers
    to the filenames.
  * Added support for PC speaker sounds. Use command-line parameter
    "stdsnd".
  * Added support for colored torch flames.
Matthias Mailänder's avatar Matthias Mailänder (Mailaender) accepted request 615816 from Martin Hauke's avatar Martin Hauke (mnhauke) (revision 4)
- Use CMake for building
- Package data files
- Update to version 1.18.1
Displaying revisions 1 - 20 of 21
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