4D prince guards
Re: 4D prince guards
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
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
- Attachments
-
- Hex Rooms.txt
- (229 Bytes) Downloaded 111 times
65536
Re: 4D prince guards
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
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
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
65536
Re: 4D prince guards
Yes, guards with color zero will reuse the color of the last guard you've seen with non-zero color.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
See these posts:
* viewtopic.php?p=25716#p25716
* viewtopic.php?p=19907#p19907
* viewtopic.php?p=15040#p15040
Re: 4D prince guards
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.
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
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.)"
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
You would have to update all tiles that have a floor such as pillars, gates, chompers....
Re: 4D prince guards
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:
Code: Select all
seg008:0575 8B 1E 9E 0F mov bx, current_level
seg008:0579 80 BF B2 02 00 cmp tbl_level_type[bx], 0
seg008:057E 74 4D jz loc_A1ED
Change: 74 4D to 90 90
Offset in unpacked 1.0: 0xBA4E
Code: Select all
seg008:0795 tile_doortop:
seg008:0795 8B 1E 9E 0F mov bx, current_level
seg008:0799 80 BF B2 02 00 cmp tbl_level_type[bx], 0
seg008:079E 75 03 jnz loc_A3C3
seg008:07A0 E9 F8 00 jmp end
Change: 75 to EB
Offset in unpacked 1.0: 0xBC6E
The SDLPoP equivalent of the above hacks is this:
In draw_tile_topright() and draw_tile_right() disable these lines:
Code: Select all
if (custom->tbl_level_type[current_level] == 0) return;
Re: 4D prince guards
Thank-you so much David, I will check that out.
Re: 4D prince guards
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
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
- Attachments
-
- prince.dat
- (3.63 KiB) Downloaded 87 times
-
- Random color guards.zip
- (51.68 KiB) Downloaded 81 times
65536