I've made a tutorial about how to set these guards with a Hex editor
Look that FE and FF display different colors
This is possible thanks to David viewtopic.php?p=28784#p28784
I jus thought that searching their color byte and copying it to any guard should work
You may need this guide:
*Note: this Hex Rooms only work with plv files
Re: 4D prince guards
Posted: June 15th, 2020, 12:55 pm
by Norbert
David wrote: ↑November 9th, 2014, 1:19 pmActually, the regular guards use 1-7, and the "special" ones (fat, Jaffar) use 0 (but the color is ignored for them).
[...]
But I see that Apoplexy subtracts 1 from the color, so that explains the differences.
No, apoplexy also uses - 'has' to use - 1-7.
See, for example, the C file of version 3.8, starting line 22069.
I incorrectly wrote "0-6" because I was thinking of the tiles screen where the guard skills start with "0".
Re: 4D prince guards
Posted: June 15th, 2020, 6:25 pm
by Emiliano
There is another interesting case, in the room 14 of level 4 a guard changes its color, the color in the offset is 00
Watch the video to see what I'm talking about and analize the images
You can also find guard with this property in the mod Root Planet
Re: 4D prince guards
Posted: June 20th, 2020, 10:52 am
by David
Emiliano Fierro wrote: ↑June 15th, 2020, 6:25 pm
There is another interesting case, in the room 14 of level 4 a guard changes its color, the color in the offset is 00
Watch the video to see what I'm talking about and analize the images
Yes, guards with color zero will reuse the color of the last guard you've seen with non-zero color.
It is also possible to set level palettes to recycled memory. In SDLPoP there is a level_color setting that is used by PoP 1.3-1.4 that modifies colors for dungeon levels but it also works for palace levels including the princess level original game. If you set the value above the supported value (something like 3 or 4), it will use recycled memory to paint the level. Each number will generate a unique palette. Some of them are borderline unusable (too many dark colors) but some will look pretty cool. And just like with guards, command line arguments can affect those colors.
One of the random values generated a cool palace level color set that I used in my room. I converted it to an actual stable palette (programatically) and fixed about 20-25% of the colors that were off.
Here what I got when I set level_color to 15 (a first random attempt) for level 5 in SDLPoP.ini in an unmodified SDLPoP.
Re: 4D prince guards
Posted: March 28th, 2022, 11:21 pm
by AJprince
Does anyone know how to make a palace carpets tile work in a dungeon?
I tried the same steps as the mirror but couldn't get it to work:
David - "It's possible:
* In resources.xml, copy the mirror section from the vpalace section to the vdungeon section.
* Export both DAT files.
* Copy the mirror folder from vpalace to vdungeon.
* Reimport vdungeon.
* Place a mirror on a dungeon level. (In Apoplexy, it's on the left side of the broken floor.)"
Re: 4D prince guards
Posted: April 2nd, 2022, 5:50 am
by dmitry_s
You would have to update all tiles that have a floor such as pillars, gates, chompers....
Re: 4D prince guards
Posted: April 2nd, 2022, 5:16 pm
by David
AJprince wrote: ↑March 28th, 2022, 11:21 pm
Does anyone know how to make a palace carpets tile work in a dungeon?
I tried the same steps as the mirror but couldn't get it to work:
PoP checks the type of the current level and skips drawing the carpets on dungeon levels.
To remove these checks, you need to edit PRINCE.EXE:
if (custom->tbl_level_type[current_level] == 0) return;
Re: 4D prince guards
Posted: April 2nd, 2022, 5:17 pm
by AJprince
dmitry_s wrote: ↑April 2nd, 2022, 5:50 am
You would have to update all tiles that have a floor such as pillars, gates, chompers....
Oh, I was thinking of what the game calls "carpets."
original.png (644 Bytes) Viewed 6893 times
style02.png (644 Bytes) Viewed 6893 times
Although it would be nice to have carpets scattered about on the floors too. Neat idea.
Re: 4D prince guards
Posted: April 2nd, 2022, 5:22 pm
by AJprince
Thank-you so much David, I will check that out.
Re: 4D prince guards
Posted: April 12th, 2022, 9:40 pm
by Emiliano
Hello again, I have been doing this since my “Root Planet” mod, I liked the random color guards and put them regularily, I notice it depends entirely on the palatte used in prince.dat, well, this are gotten using the original palette and sound blaster
I think the best colors are E2, EE, F0, F4, F6, F7 and F9, I decided not to include FF because we have already seen them; I took 21 pictures, I placed the 256 bytes possible and some of them are really ugly, the dat file contains the palettes, simply replace it on the original prince.dat and remember to use the original guard.dat