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GameMaster
PostPosted: Sun Sep 24, 2006 2:23 am    Post subject: FreePrince Reply with quote

Sultan
Sultan

 
Joined: 04 Jan 2006
Status: Offline
Posts: 212

Any downloads or files avaliable yet? I would like to try it. I don't really like playing POP using dosbox anymore for some reason.......

I could beta test (or in this case pre alpha test) it or something.
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nattu
PostPosted: Wed Nov 08, 2006 4:34 am    Post subject: Reply with quote

Citizen
Citizen

 
Joined: 04 Nov 2006
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Posts: 1

can u give me the eax.dll file
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Last Man
PostPosted: Thu Nov 09, 2006 4:05 pm    Post subject: Reply with quote

Sultan
Sultan

Age: 19 Cancer
Joined: 26 Oct 2006
Status: Offline
Posts: 240
Location: Hermel, Lebanon

nattu wrote:
can u give me the eax.dll file


This...?
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david
PostPosted: Fri Nov 10, 2006 6:19 pm    Post subject: Re: FreePrince Reply with quote

Developer
Developer

Age: 16 Aries
Joined: 09 Aug 2006
Status: Offline
Posts: 313
Location: Hungary

GameMaster wrote:
Any downloads or files avaliable yet?

You can download the source from the CVS:
http://cvs.lug.fi.uba.ar/cgi-bin/cvsweb.cgi/FP/?cvsroot=freeprince

But don't ask me how to compile. I've tried it, but it failed Sad
Maybe I have the wrong version of C.

nattu wrote:
can u give me the eax.dll file

Why?
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My levels | All command-line parameters
Password generators: SMS, SNES | My SNES maps | PR1.2 unofficial fix
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htamas
PostPosted: Sat Nov 11, 2006 5:18 pm    Post subject: Re: FreePrince Reply with quote

Developer
Developer

Age: 21 Pisces
Joined: 10 Aug 2006
Status: Offline
Posts: 89
Location: Budapest, Hungary

david wrote:
But don't ask me how to compile. I've tried it, but it failed Sad
Maybe I have the wrong version of C.

I've cross-compiled a version for windows, but I can't check if it works. Download here, available for 7 days.
Extract the zip file. Copy freeprince.exe and the contents of the original-data directory to the intended game directory and copy sdl/SDL.dll to your windows system folder.
Note that freeprince is pre-alpha and not really a substitute for dosbox. Though, I hope it will be Wink.
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david
PostPosted: Sat Nov 11, 2006 6:53 pm    Post subject: Reply with quote

Developer
Developer

Age: 16 Aries
Joined: 09 Aug 2006
Status: Offline
Posts: 313
Location: Hungary

It worked for me.

Some bugs/missing features/notes:
Most title texts appear at wrong place. (Broderbund, Jordan Mechner, Prince of Persia)
The scene with the throne room is much different. (no princess, hourglass, stars, the torches are at wrong place)
Jaffar disappears too late (or the text appears too soon)
On the beginning of level 1 there's no falling/gate closing.
Level 1 is different from the original.
Strange moving: the sprite offsets are wrong.
When looking into an other room (h, j, u, n), the kid appears in that room.
No palace graphics.
No guards/shadow.
Can't climb up to a floor if there's a wall under it and he's looking to the right: try it on level 2, in the room left to the starting room.
Code:
 p is the prince, looking right, X=wall, _=floor

|        ____|
|__p_XXXX|

When climbing up to a loose floor, it won't fall, and the prince climbs up through it.
No sliding: press left, then release left and press right
If the left side of a room is wall, and you want to go over it, the game shows the room to the left. Try it in the first room of level 1.
All level doors are open.
No hanging (Shift).
The chompers don't hurt the prince.
The spikes don't hurt the prince if he runs over them.
Can't jump over the first gap on level 1 with the spikes.
If he falls into spikes, the spikes won't come out.
The prince starts all levels at tile 12.
Some levels can't be played because the game exits with: Assert: kid outside the map
On level 12 you can't climb up three times: the kid falls.
After losing all 3 hit points, he stays alive and the pillar at the bottom disappears.
When jumping up, the loose floors don't shake.
If a loose floor falls onto an other, they become debris+normal floor.
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Password generators: SMS, SNES | My SNES maps | PR1.2 unofficial fix
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david
PostPosted: Sun Nov 12, 2006 6:57 pm    Post subject: Reply with quote

Developer
Developer

Age: 16 Aries
Joined: 09 Aug 2006
Status: Offline
Posts: 313
Location: Hungary

More bugs/missing features/notes:

The prince can climb down if there's a wall behind him:
Code:
p is the prince, looking right, X=wall, _=floor

XXX_p__
XXXXXXX

Exit door closes after pressing raise button.
Can't break loose floor from below.
You can go up on the level doors, but only if you stand on the left edge, and after the going up animation, the prince suddenly returns.
The the prince goes up to the left if he looks to the right, and vice versa (instead of always right).
The Esc key works not as in the original game. (Slow down instead of pause.)
When climbing down into wall, the prince is pushed out of the wall.
When falling along a wall, there's no falling animation.
When drinking, the potion disappears only after the prince finished drinking.
_________________
My levels | All command-line parameters
Password generators: SMS, SNES | My SNES maps | PR1.2 unofficial fix
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poirot
PostPosted: Sun Nov 19, 2006 4:07 am    Post subject: Reply with quote

Princed Developer
Princed Developer

Age: 25 Pisces
Joined: 28 May 2006
Status: Offline
Posts: 261
Location: Buenos Aires/Ushuaia

Thank you htamas, I've never had time to install windows, a windows compiler, etc to compile the latest version.

David, It's great to have a bugs/missing features list, I'll add it to the documentation.


Quote:
Most title texts appear at wrong place. (Broderbund, Jordan Mechner, Prince of Persia)
The scene with the throne room is much different. (no princess, hourglass, stars, the torches are at wrong place)
Jaffar disappears too late (or the text appears too soon)

yes, I coded a sequence player that reads the resources from dat files, the beggining is just a demo of this player, the titles.conf file contains the sequences and it needs to be fully rewritten.

Quote:
On the beginning of level 1 there's no falling/gate closing.

True, I gave more importance to other parts.

Quote:
Level 1 is different from the original.

Yes, I use a debugging level 1 which is faster. It can be replaced by the original one.

Quote:
Strange moving: the sprite offsets are wrong.

yes, I never took the time to fix all the offsets of each image and each mirrored image. In the middle of the coding I realised that the pressing model I was using was wrong, I used a kid as a one pixel sprite that presses the flood in only one pixel, but, in fact it is a range of pixels that are pressed at the same time. This is very complex and needs a lot of work. It has the highest priority.

Quote:
When looking into an other room (h, j, u, n), the kid appears in that room.

isn't it cool? the best debugging tool I ever made Wink
I'll change it when the game is fully tested Wink

Quote:
No palace graphics.

Someone has to write the information in the .conf, I have to rewrite lots of things there, since palace and dungeon have different algorithms and resources.

Quote:
No guards/shadow.

The, the best for the end, coding fights will be very difficult (specially having the swords and the guards as different sprites)

Quote:
Can't climb up to a floor if there's a wall under it and he's looking to the right: try it on level 2, in the room left to the starting room.

I think this is a .conf bug Wink

Quote:
When climbing up to a loose floor, it won't fall, and the prince climbs up through it.

:s I've coded the loose floors (of course they don't hurt you, that's asking too much), when you jump up, it is coded like a press of the ceiling, so the loose floor should fall :s

Quote:
No sliding: press left, then release left and press right

This is a lack in the state machine configuration.

Quote:
If the left side of a room is wall, and you want to go over it, the game shows the room to the left. Try it in the first room of level 1.

Yes, it's because you ar ein pixel 0 and it shows the next room, I have to add 1 to the pixel count.


Quote:
All level doors are open.

true, I never realised that

Quote:
No hanging (Shift).

There is a hanging state, but you can reach it only climbing down (try it in level 1 first screen).

Quote:
The chompers don't hurt the prince.
If he falls into spikes, the spikes won't come out.
The spikes don't hurt the prince if he runs over them.

No, but at least they moves Wink

Quote:
Can't jump over the first gap on level 1 with the spikes.

Stae machine problem

Quote:
The prince starts all levels at tile 12.

missing feature Sad

Quote:
Some levels can't be played because the game exits with: Assert: kid outside the map

new bug, what levels?

Quote:
On level 12 you can't climb up three times: the kid falls.

location offset problem

Quote:
After losing all 3 hit points, he stays alive and the pillar at the bottom disappears.

are you sure you have the latest version :s never happened to me.

Quote:
When jumping up, the loose floors don't shake.

True

Quote:
If a loose floor falls onto an other, they become debris+normal floor.

Oh, I forgot that case.

Quote:
The prince can climb down if there's a wall behind him.

oups

Quote:
Exit door closes after pressing raise button.

new bug

Quote:
Can't break loose floor from below.

it should, state machine bug.

Quote:
You can go up on the level doors, but only if you stand on the left edge, and after the going up animation, the prince suddenly returns.

state + offset bug

Quote:
The the prince goes up to the left if he looks to the right, and vice versa (instead of always right).


Quote:
The Esc key works not as in the original game. (Slow down instead of pause.)

I have to check what the hell I did there.

Quote:
When climbing down into wall, the prince is pushed out of the wall.

yes, state machine bug

Quote:
When falling along a wall, there's no falling animation.

the same

Quote:
When drinking, the potion disappears only after the prince finished drinking.

that was my favorite bug, I need to add a trigger in the same of the animation that changes the floor type from potion to normal floor.

most of the bugs are .conf bugs, easily fixables, I only coded and left the game with low functionality, but someone with patience can fix all the .conf files and make the game exactly like the original.
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poirot
PostPosted: Sat Oct 27, 2007 2:49 pm    Post subject: Reply with quote

Princed Developer
Princed Developer

Age: 25 Pisces
Joined: 28 May 2006
Status: Offline
Posts: 261
Location: Buenos Aires/Ushuaia

The project is becoming dead :s the problem is in a design error that delayed it a lot, but I think I've solved it.
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GameMaster
PostPosted: Sun Oct 28, 2007 12:28 am    Post subject: Reply with quote

Sultan
Sultan

 
Joined: 04 Jan 2006
Status: Offline
Posts: 212

thats good news

lets keep it rolling
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mk1994
PostPosted: Sun Oct 28, 2007 7:11 pm    Post subject: Reply with quote

The Prince of Persia
The Prince of Persia

Age: 12 Libra
Joined: 26 Jun 2007
Status: Offline
Posts: 6112
Location: Germany

Well, finsih it, please! I'm eager to try this out! Very Happy
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We have a little cat,
the name is Simone.
Sie pullert auf's Parkett,
das riecht zwar nich ohne,
but is ma keen Parkett,
doing Simone a very bit klug,
she's schnurring beauty nett
and secht in DJ's shoe.

Angelsächsisch for yuh - MaxiMal

The Princess in Danger
The Princess in Danger 2
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