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Re: Various

Posted: July 16th, 2017, 4:42 pm
by David
Norbert wrote:Found a bit of info about an old PoP fan website.
[...]
The website was hosted by GameSpy, accessible via Poplegacy.com, and the last version that was online is at Archive.org.


That site has some fun oddities:

The poll on the left (on every page) is the same as one of the past polls of PoPUW: http://popuw.com/poll.html

It claims there was a PoP1 port for Unix: https://web.archive.org/web/20090412090 ... 0/PoP1.php
And it even claims to have cheats for that version: https://web.archive.org/web/20060909064 ... Cheats.php
The Unix link leads to GameFAQs (also note the "mainframe" in the URL) and the codes are a mixture of PoP1 DOS, PoP2 DOS and PoP2 Mac cheats.

Re: Various

Posted: July 20th, 2017, 3:40 pm
by Norbert
I recently realized that the PoP1 for SNES ending animations, after the ending text, are customly generated in real-time, using the mod's rooms.
For instance, with Hell of a Palace, the prince drinks a potion instead of picking up a sword.
I haven't checked, but I guess this means some mods might have really strange ending animations.

Re: Various

Posted: July 21st, 2017, 9:28 pm
by salvadorc17
Norbert wrote:I recently realized that the PoP1 for SNES ending animations, after the ending text, are customly generated in real-time, using the mod's rooms.
For instance, with Hell of a Palace, the prince drinks a potion instead of picking up a sword.
I haven't checked, but I guess this means some mods might have really strange ending animations.


Yes, in some of my mods, ending scenes made the prince dead in pit fall, or something else. Still will be good to know which method is used to generate those ending scenes.

You should try mine POPSnes Dev, this allow you to quickplay any level, and have other extra features.

Re: Various

Posted: July 22nd, 2017, 3:37 pm
by David
Norbert wrote:I recently realized that the PoP1 for SNES ending animations, after the ending text, are customly generated in real-time, using the mod's rooms.
For instance, with Hell of a Palace, the prince drinks a potion instead of picking up a sword.
I haven't checked, but I guess this means some mods might have really strange ending animations.


Yeah, I even found a video on YouTube (in 2011) titled "Prince of Persia Bloopers" where the author had some fun with this.
I just can't find it now...
I still have a downloaded copy of the video, though, if someone is interested.

Re: Various

Posted: August 16th, 2017, 8:07 am
by R3
re: did you ever wonder why sometimes you end up on a dungeon level then palace level then dungeon again?

i just rationalize this aspect of the game as part of the magic cast by Jaffar.
otherwise, the structure of the game should be something like the Prince starts at, say, 6 levels of dungeon, followed by 6 levels of palace.

would appreciate if someone could enlighten me on the nuances of these levels. how much flexibility does a designer have?

thanks! :)

Re: Various

Posted: August 16th, 2017, 9:25 am
by Norbert
R3 wrote:i just rationalize this aspect of the game as part of the magic cast by Jaffar.
otherwise, the structure of the game should be something like the Prince starts at, say, 6 levels of dungeon, followed by 6 levels of palace.


The shadow at the end of level 6 makes the prince fall down back into the dungeons.

And levels 12a and 12b (13) are a transitional area, where the prince is climbing the tower (and fights Jaffar) to reach the princess.
I can imagine the tower isn't a living quarters and isn't accessed as much, so it doesn't have carpets and such.

Somewhat related is the thread about the Sultan's Palace Layout.

Re: Various

Posted: August 17th, 2017, 2:50 am
by R3
aha!

as always, thank you, Norbert, for your wonderful insights. :)