SNES Level Editor tips and complications\changes

A modern Prince of Persia 1 for SNES level editor for Windows.

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AuraDragon
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SNES Level Editor tips and complications\changes

Post by AuraDragon » November 21st, 2009, 4:46 am

-The visual appearance of a tile does not attribute to it's physical standing (Wall or Floor), you need to change this. (!!! Secret Passages through walls !!!)

-Tiles in each room are numbered 0 to 9, 10 to 19 and 20 to 29 for the top, middle and bottom floors. (Unlike 1 to 10, 11 to 20, and 21 to 30 like in Room Shaker)

-In the SNES version, guards hear you grab onto ledges(!!), that complicates some(\all) of my maps. -_-

-Overall the game is faster, so plan your level for that.

-Guard Health\Skill depends on which guard type you place.

More to come as I figure out anything that could complicate map making.
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Re: SNES Level Editor tips and complications\changes

Post by AuraDragon » November 23rd, 2009, 8:57 pm

Tile 255 is very important, SNES Prince uses it as the universal block room to prevent the prince from entering. Also 254 is used as an empty room to enable no-ceiling areas (like outdoors or super special palace rooms with no visible ceiling).

I think these things need to be documented.
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Re: SNES Level Editor tips and complications\changes

Post by David » January 11th, 2010, 7:58 pm

I've also found interesting things: (I've seen some of these in Prince of Persia: Remix III)
- The gate and level door are not the only objects that can be triggered.
The following tiles can be triggered, too: loose floor, open/close button, chomper, guillotine, spike, crusher, spinning log.
Also, if you trigger the "1Bdown only" object, it will flash the outline of a floor, probably this tile is used for the appearing floors on level 15.
- If the loose floor, chomper, guillotine, spike, crusher or spinning log has a non-zero modifier, it will appear "stuck", just like the chomper or spike in the DOS version.
- All objects can be broken by a loose floor.
- If an open/close button is broken by a loose floor, it is changed into tile 254.
Reason: open/close buttons don't have a floor graphics but debris has, so it needs to be added.
- "skel cont" means that if a skeleton falls down from the room above, then it is placed into this tile.
- The potion of warp will take the Prince to room 17, tile 11, turned left.
- Checkpoints: (they seem to be hard-coded)
LEVEL 3: room 10, tile 9, <-, triggered by room 4 exit <-, room 4 tile 4 object is set to 0
LEVEL 6: room 16, tile 21, ->, triggered by room 15 exit ->
LEVEL 9: room 15, tile 19, <-, triggered by room 19 exit <-
LEVEL 16: room 22, tile 19, <-, triggered by room 17 exit <-
LEVEL 18: room 8, tile 28, <-, triggered by room 4 exit <-
LEVEL 19: room 9, tile 16, <-, triggered by room 10 exit <-
- On level 15, in room 15 and 18 all loose floors, debrises and open/close buttons appear blue instead of green.
Reason: originally these rooms are "outdoor".
- The modifier of a gate tells how much is it open. 4=1 pixel, 8=2 pixels, etc.
- If the "stars" object has a modifier 6-47, it will appear bigger. If it has modifier 48 (hex. 30) or bigger, it will appear glitched.
- Special exits:
LEVEL 9: room 11 exit down
LEVEL 15: room 18 exit <-
LEVEL 16: room 21 exit <-
LEVEL 17: room 3 exit <-
- Other level specific stuff:
LEVEL 1: falling entry, no sword
LEVEL 3: on leveldoor open: skel wake at room 13, tile 16
LEVEL 5: on leveldoor open: mirror at room 15, tile 5
LEVEL 7: room 16: shadow steal
LEVEL 10: falling entry, HOT effect
LEVEL 10-12: prince has red clothes
LEVEL 13: room 16: Jaffar, mouse
LEVEL 15: gates don't close by themselves, room 17: shadow, room 18: Jaffar, tiles 2, 10-19 fall, room 23: no run-jump to the room to the left
LEVEL 17: running entry

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Re: SNES Level Editor tips and complications\changes

Post by AuraDragon » January 11th, 2010, 9:51 pm

:D Thanks for the large and helpful post, David, some of that I didn't know.
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Re: SNES Level Editor tips and complications\changes

Post by Eagle-Head Priest 97 » January 11th, 2010, 11:15 pm

AND Instead of being able to step RIGHT up to a close button, you step onto it and it's the open button that you can step up to.
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Re: SNES Level Editor tips and complications\changes

Post by salvadorc17 » May 15th, 2014, 2:32 am

What is the skull?? modifier, it can be trigered???, also what do those numeric modifiers like 11, 25, 26, 1f??? empty events???

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Re: SNES Level Editor tips and complications\changes

Post by David » May 16th, 2014, 9:25 pm

The "skull" object is used on level 19, rooms 6, 5 and 9. It is always placed next to a skull, that's why I call it skull.
I don't know if it does anything, most probably it doesn't.

The numbers in the objects dropdown are things that behave like an empty space. That is, unassigned object types.

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Re: SNES Level Editor tips and complications\changes

Post by salvadorc17 » May 17th, 2014, 9:32 pm

You have created the editor??? you can make some new customizable triggers like shadow in different levels and the mouse one...

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