Search found 26 matches

by realXCV
October 8th, 2014, 12:47 am
Forum: Other Tools & Hex Editing
Topic: Prince 2 xna editor in Chsarp
Replies: 28
Views: 2019

Re: Prince 2 xna editor in Chsarp

salvadorc17 wrote: Left to right means this?

Code: Select all

for (short y=0; y>=2; y++) {


			for (short x=0; x>=10; x++) {

it means this:

Code: Select all

for (short y=2;y>=0;y--) {


			for (short x=0; x<10; x++) {

by realXCV
October 7th, 2014, 5:15 am
Forum: Other Tools & Hex Editing
Topic: Prince 2 xna editor in Chsarp
Replies: 28
Views: 2019

Re: Prince 2 xna editor in Chsarp

They should be even more close to each others than this. The tiles you're using include the right part of them. That means that you have to make top parts touch each others. With the unscaled pictures, that could be achieved by drawing the tiles every 51 pixels. I don't know what the spacing is with...
by realXCV
October 6th, 2014, 5:34 pm
Forum: Introductions
Topic: Introduce Yourself Questionnaire (20 questions)
Replies: 13
Views: 2283

Re: Introduce Yourself Questionnaire (20 questions)

1. How did you find this forum? I don't remember. 2. Why did you join this forum? I think it had something to do with the music player that I made. 3. What are your main hobbies? (besides PoP) - Programming. - Playing video games. - Breathing. - Some random things done on the Internet. - Legos too....
by realXCV
October 5th, 2014, 1:25 am
Forum: Other Tools & Hex Editing
Topic: Prince 2 xna editor in Chsarp
Replies: 28
Views: 2019

Re: Prince 2 xna editor in Chsarp

That's better. But there shouldn't be any gap between the tiles. And there should only be 10 tiles on each line.
by realXCV
October 3rd, 2014, 10:20 pm
Forum: Other Tools & Hex Editing
Topic: Prince 2 xna editor in Chsarp
Replies: 28
Views: 2019

Re: Prince 2 xna editor in Chsarp

Can't you do something like this?

Code: Select all

for (int y=2;y>=0;y--)
{
    for (int x=0;x<10;x++)
    {
       //drawing code goes here.
    }
}
by realXCV
October 3rd, 2014, 5:00 am
Forum: Other Tools & Hex Editing
Topic: Prince 2 xna editor in Chsarp
Replies: 28
Views: 2019

Re: Prince 2 xna editor in Chsarp

Even better: draw the tiles from bottom-left to top-right as well as back to front. That way, overlapping parts will appear correctly.
by realXCV
August 3rd, 2014, 4:40 pm
Forum: Other Remakes and Ports
Topic: Prince of Persia 2 in Xna Game idea
Replies: 3
Views: 653

Re: Prince of Persia 2 in Xna Game idea

Am I recognizing the Mac graphics in this picture?
by realXCV
July 11th, 2014, 6:22 pm
Forum: Other Remakes and Ports
Topic: [FreePrince] Why FreePrince don't get updated.
Replies: 16
Views: 3926

Re: Why FreePrince don't get updated.

I'm planning to do something similar with POP2. It will however have to wait until I finish my other project before I can start (or continue) working on it. - In C? No. - SDL? No. - Cross-platform? Possibly. - Tricks, glitches and cheats? Not sure. - Original graphics? Yes. - Original files? Kind of...
by realXCV
July 8th, 2014, 6:35 am
Forum: Prince Of Persia 2: The Shadow And The Flame
Topic: Static Guards
Replies: 8
Views: 2166

Re: Static Guards

How they work is quite simple. What we need is a full listing which include how, where and when each one is used. Just take the falling sequences: there are many of them. One is for falling after a run jump, another for after a jump forward. That's the kind of infos that should be included. Also, so...
by realXCV
July 7th, 2014, 5:52 am
Forum: Prince Of Persia 2: The Shadow And The Flame
Topic: Static Guards
Replies: 8
Views: 2166

Re: Static Guards

It's interesting. More infos about snakes and skeletons: I'm counting three possibilities for the initial state of a snake. All of them being based on the value of act1: <0: sequence 170 =0: sequence 175 >0: sequence 172 Here are all the snake sequences (or frames if you want to call them that way) ...
by realXCV
July 6th, 2014, 7:24 am
Forum: New Levels and Mods For DOS
Topic: Documentation (Prince of Persia 2 Special Events)
Replies: 11
Views: 1058

Re: Documentation (Prince of Persia 2 Special Events)

David wrote:I thought that the behavior of those skeletons is caused by the subtype of the guards.
Assusming I'm looking at the correct variable, when it comes to waking up skeletons, the subtype is only used to check if a skeleton can move at all.
by realXCV
July 4th, 2014, 9:47 pm
Forum: New Levels and Mods For DOS
Topic: Documentation (Prince of Persia 2 Special Events)
Replies: 11
Views: 1058

Re: Documentation (Prince of Persia 2 Special Events)

One more:
OVL_12/L00001209 room 22,23,28 ? -> Actually it's 22,24-28. The skeletons in these rooms will chase you when the exit door is opened.
by realXCV
July 2nd, 2014, 1:07 am
Forum: New Levels and Mods For DOS
Topic: Documentation (Prince of Persia 2 Special Events)
Replies: 11
Views: 1058

Re: Documentation (Prince of Persia 2 Special Events)

Sure. You can also modify them for a better integration into the existing text. Some precisions (or guesses) on a few ??? in David's list: Lvl2, Rm1: OVL_05/L0000038B: (CUST 0x06) ??? -> Same as 2.2 in my list Lvl5: seg011:0F7E ??? -> Not exactly an event. Just initializing the variables for the bre...
by realXCV
June 30th, 2014, 9:50 pm
Forum: New Levels and Mods For DOS
Topic: Documentation (Prince of Persia 2 Special Events)
Replies: 11
Views: 1058

Re: Documentation (Prince of Persia 2 Special Events)

My list. It comes from the Mac version but I suppose most of them should be good for the DOS version too. 0. When entering a level, all tunnels are automatically closed. Also true for exit doors. 1. Rooms on the ground level use a different palette. 1.1 The prince starts with a running jump but skip...
by realXCV
June 11th, 2014, 2:18 am
Forum: Prince Of Persia 2: The Shadow And The Flame
Topic: Disassemblies of PoP2
Replies: 11
Views: 2082

Re: Disassembly of PoP2 IR

I tried these: (after restoring the level type, of course!) * To zero out all the modifiers so that the custom background is not loaded. * To delete the CUST resource for this room. * Scan the exe for all instances of "cmp <something>,27" (and 28) and replaced 27/28 with 0. Next step would be using...