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Commits on Sep 26, 2016
  1. PSP2: add splash

    Cpasjuste committed Sep 26, 2016
  2. PSP2: first commit

    Cpasjuste committed Sep 26, 2016
Commits on Sep 18, 2016
  1. Updated Readme.

    NagyD committed Sep 18, 2016
Commits on Sep 17, 2016
  1. Merge pull request NagyD#89 from Falcury/doc

    NagyD committed Sep 17, 2016
    Readme, window title, INI files
Commits on Sep 15, 2016
  1. Set fix_jump_through_wall_above_gate to "true" by default

    Falcury committed Sep 11, 2016
    For some reason I forgot this earlier, and (unintendedly) left it set to "false".
Commits on Sep 13, 2016
  1. Updated ChangeLog and Readme.

    NagyD committed Sep 13, 2016
  2. Merge pull request NagyD#88 from Falcury/save

    NagyD committed Sep 13, 2016
    Separate QUICKSAVE.SAV / PRINCE.SAV for each custom levelset
Commits on Sep 11, 2016
  1. Merge pull request NagyD#86 from Falcury/hof

    NagyD committed Sep 11, 2016
    Separate PRINCE.HOF for each custom levelset
  2. Merge pull request NagyD#87 from Falcury/inf_time

    NagyD committed Sep 11, 2016
    Allow disabling the time limit completely
Commits on Sep 6, 2016
  1. Refactor so that HOF path is obtained from get_hof_path()

    Falcury committed Sep 6, 2016
    Also renamed global `hof_path` to `hof_file` to be in line with `quick_file` and `save_file`.
  2. Use a separate QUICKSAVE.SAV / PRINCE.SAV when playing a custom levelset

    Falcury committed Sep 6, 2016
    Perhaps this makes sense as well (in addition to PRINCE.HOF being isolated for each mod). Hopefully makes it easier to switch between different mods without save files getting messed up.
  3. Allow disabling the time limit completely

    Falcury committed Sep 6, 2016
    By setting `start_minutes_left` to -1 (or another negative number) the time limit can be disabled.
    This also disables the in-game messages that report how much time is left every minute.
    The elasped time is still kept track of, so that the shortest times will appear in the Hall of Fame (in ascending order, counting upwards from 0:00).
    I changed the `rem_min` to a signed short integer to make this work.
    (I wonder if `rem_min` was signed in the original DOS source... At least I suppose they did not count on large values, because they used a (signed) `%d` in the formatting string `%d MINUTES LEFT`)
Commits on Sep 4, 2016
  1. Use a separate Hall of Fame file when playing a custom levelset

    Falcury committed Sep 4, 2016
    The game will try to write and read PRINCE.HOF within the mod's own folder.
  2. Added maximum path length macro POP_MAX_PATH set to 256

    Falcury committed Sep 4, 2016
    N.B. This changes `dat_type`: I made the `char filename[64]` field longer, so that it is also consistent with other places in the code (everywhere else I could find, the max supported path length was 256 bytes).
Commits on Aug 28, 2016
  1. Merge pull request NagyD#85 from Falcury/cuspop

    NagyD committed Aug 28, 2016
    Add new CusPop options
  2. Merge pull request NagyD#84 from Falcury/editorconfig

    NagyD committed Aug 28, 2016
    Add .editorconfig
  3. Merge pull request NagyD#83 from Falcury/mods

    NagyD committed Aug 28, 2016
    Allow choosing a levelset from the command line (mod "Mod Name")
  4. Merge pull request NagyD#82 from Falcury/timer

    NagyD committed Aug 28, 2016
    Debug timer: display in top left corner, toggle with T
Commits on Aug 23, 2016
  1. Mod names as separate command line arguments

    Falcury committed Aug 23, 2016
    Changed usage of launching mods directly from the command line to `prince mod "Mod Name"
    Because apparently `prince mod="Mod Name"` does not work well if there is whitespace in the mod name.
    To prevent mod names conflicting with existing command line parameters, I made a change to check_param() so that it does not check 'sub-params' (e.g. the name of a mod supplied directly following a "mod" arg) and to make sure that it returns a pointer to the 'sub-arg' (handy for getting e.g. the mod name directly from check_param()).
Commits on Aug 21, 2016
  1. CusPop option: enable dungeon WDA in palace environment

    Falcury committed Aug 21, 2016
    TODO: Maybe allow automatically choosing the correct WDA, depending on the loaded VDUNGEON.DAT?
  2. CusPop option: start in blind mode

    Falcury committed Aug 21, 2016
    This is slightly buggy (I am not sure why):
    Bug: with start_in_blind_mode enabled, moving objects are not displayed until blind mode is toggled off+on??
    Level 1 ending (e.g. by Shift+L) also seems to work around the issue.
    The bug does not occur when is_blind_mode is only set to 1 after draw_level_first() has already been called once. But in that case the entire level is displayed (briefly), which is not the intended behavior...
  3. Slightly different formatting for CusPop options in SDLPoP.ini

    Falcury committed Aug 21, 2016
    * Commented out the options so they are not parsed by default
    * Set the default value to the actual number, for the numerical options
    (It was a bit strange/inconsistent that the numberical options had a value of 'default' (i.e. "ignore this option") while the boolean options had a value of 'false' (meaning either "ignore this option" or "disable this option"); hopefully, simply commenting out the custom options in the ini file makes it a little clearer...)
  4. Add .editorconfig

    Falcury committed Aug 21, 2016
    This should hopefully help to make GitHub display the tab size properly (tab size 4 instead of 8). Also, some code editors will apparently adopt the correct indentation method automatically.
    See https://github.com/RReverser/github-editorconfig#readme
  5. Allow choosing a levelset from the command line (mod="My Mod Name")

    Falcury committed Aug 21, 2016
    This adds a way to launch a specific mod (levelset) in the `mods/` folder directly from the command line.
    Proposed usage is `prince mod="My Mod Name"`
    Using the command line argument disregards the setting of the 'levelset' option in SDLPoP.ini.
Commits on Aug 20, 2016
  1. Add a way to actually enable debug cheats

    Falcury committed Aug 20, 2016
    For some reason I forgot to add this earlier...
    Use the command-line argument 'debug' to enable debug cheats. The 'debug' parameter also enables the normal ('megahit') cheats.
    I overwrote a check in pop_main() that would always enable cheats if __DEBUG__ is defined (no longer necessary to have this?)