apoplexy for prince 2..

Windows and Linux editor of PoP1 (for DOS and SNES) and PoP2 (for DOS).
salvadorc17
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apoplexy for prince 2..

Post by salvadorc17 »

Hi, i want to ask norbert of any of you about how to use apoplexy for doing some stuff in prince 2:

-Adding custom tiles events, like for opening doors.
-Adding multiple guards attack in same room.


Can you help me with that, becuase when i try to add multiple guards or custom events, the dosbox seems to crash in room...
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Re: apoplexy for prince 2..

Post by David »

Please upload your edited levels (PRINCE.DAT), so that we can look into it.
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Re: apoplexy for prince 2..

Post by Norbert »

salvadorc17 wrote:-Adding custom tiles events, like for opening doors.
This more or less works the same. For level exit doors the raise button points to the right portion of those doors.
Crushing walls in temple levels are activated by drop tiles.
salvadorc17 wrote:-Adding multiple guards attack in same room.
To use multiple guards, change the values in the white area (vertical rectangle) of the guards screen, next to the "CLOSE" button.
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Re: apoplexy for prince 2..

Post by David »

If I understand correctly, his problem is that "dosbox seems to crash", not that he does not know how to do these things.
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Re: apoplexy for prince 2..

Post by Norbert »

You are right.
salvadorc17, as David suggested, please add the prince2/PRINCE.DAT file that seems to crash DOSBox.
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Re: apoplexy for prince 2..

Post by salvadorc17 »

I dont know how to do it becuase when i try to do it, crashes for me...

Check for level 7.
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Norbert
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Re: apoplexy for prince 2..

Post by Norbert »

salvadorc17 wrote:I dont know how to do it becuase when i try to do it, crashes for me...

Check for level 7.
On the guards screen, try not to use stuff with red borders around them.
Level 7 is the level for floating heads and snakes.
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Re: apoplexy for prince 2..

Post by salvadorc17 »

Yes is that level, there is problem with those "guards???", also what about custom tiles, freeze when prince touch it...
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Re: apoplexy for prince 2..

Post by David »

There are two problems with that level:
* Room 32 has an invalid tile. Apoplexy displays it as a question mark. (What did you want to put there?)
* Room 31 has a "regular" guard. In this level, you can use only heads and snakes.
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Re: apoplexy for prince 2..

Post by salvadorc17 »

* Room 32 has an invalid tile. Apoplexy displays it as a question mark. (What did you want to put there?)
Trying to create custom tile with event, using different tile identifier, how to fix it???
* Room 31 has a "regular" guard. In this level, you can use only heads and snakes.
Yes, i does, that means, the levels and rooms have some restrictions for guards types???
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Re: apoplexy for prince 2..

Post by David »

salvadorc17 wrote: Trying to create custom tile with event, using different tile identifier, how to fix it???
Do you want to make a button that opens a gate?
Then you can use the events screen (E button), and the "first event of button" on the tiles screen. (Just like in PoP1.)

Or do you want to make a new "special" tile like the flame, the ship, etc.?
This is not possible without heavily editing PRINCE.EXE, which we can't do.
salvadorc17 wrote: Yes, i does, that means, the levels and rooms have some restrictions for guards types???
Yes, you should not use a guard type if there is a red border around its "L/R" boxes.
That is, if the original level has no guards with that type.
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Re: apoplexy for prince 2..

Post by salvadorc17 »

Do you want to make a button that opens a gate?
Then you can use the events screen (E button), and the "first event of button" on the tiles screen. (Just like in PoP1.)
Yes i want to do this, thanks for all info..
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Re: apoplexy for prince 2..

Post by salvadorc17 »

Hi, again i want to ask just for general knowledge, if the apoplexy prince 2 level format is kind different from prince 1, i want to retake prince 2 xna project and need to know for the best implementation of levels..
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Re: apoplexy for prince 2..

Post by Norbert »

salvadorc17 wrote:prince 2 level format [...] best implementation of levels
A consistent, portable and relatively easily readable way to implement this would be to use XML files with a format similar to the PoP1 XML format.

Below is an overview of all the values you will need, excluding the <level number="<nr>"> and the userdata. Also not included is level data you don't need or cannot use, including: <last room>, "JEFF", Unknown I, <24 x which resources to enable>, Unknown II, dynamic guard values 3 and 4. Here are all the values the XML format would need to provide:

960 values for the level foregrounds (32 rooms x 30 tiles)
3840 values for the level modifiers (32 rooms x 30 tiles x 4 modifiers)
1280 values for the events (256 events x 5 (room, tile, type, left, right))
128 values for room links (32 rooms x 4 (left, right, up, down))
1 value for the level type
3 values for the prince starting position (room, tile, direction)
3712 values for the static guards (32 rooms x (1 (number of guards) + (5 (guards) x 23 (info*)))
18 values for checkpoints
1024 values for dynamic guards (32 rooms x (1 (number of sets) + 1 (skill) + (3 (sets) x 10 (info*))))
960 values for music (32 rooms x 30 tiles)

This is just the basic information, to give you a rough overview what you're looking at and an indication of the work required.
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Re: apoplexy for prince 2..

Post by salvadorc17 »

Wow now you get me little confused, what are those values list about, i dont think will need all that info,
960 values for the level foregrounds (32 rooms x 30 tiles)
That means that level have 32 rooms maximun and 30 tiles ( 10 per row) like prince 1???
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