All PoP1 graphics sets

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Norbert
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Re: All PoP1 graphics sets

Postby Norbert » August 25th, 2013, 3:45 pm

David wrote:I also found some mods that are not on PoPOT.org at all.


Can you PM me "DungeonsV.3.1.rar" and "New trick bootcamp.zip"?
Then I'll make sure to add these two mods to popot.org. Thanks.
Do you have any information about their authors, release dates?

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Norbert
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Re: All PoP1 graphics sets

Postby Norbert » August 27th, 2013, 5:44 pm

David wrote:- "New trick bootcamp" (13_17) spikes are invisible?


There are differences between the (New) Trick Bootcamp you've sent me in a private message (that I added to popot.org here; with a levels.dat dated September 14, 2007) and the version available here (with a levels.dat dated September 27, 2007).
I've looked into the differences and what follows are my conclusions.

(Images on the left are from your ZIP, images on the right are from the MediaFire ZIP.)
- levels.dat is different: level 1 (room 6 a tiny bit in the lower right), levels 2 and 3 (lots of changes), and level 15 (room 3 and an event).
- KID.DAT: http://i.imgur.com/NFnmCkH.png (mirror)
- PRINCE.EXE: http://i.imgur.com/cTWqlS8.png (mirror)
- VDUNGEON.DAT: http://i.imgur.com/VKFzMci.png (mirror)

I guess the question that remains is: should I change the package at popot.org to the MediaFire version or not...?
Hm... maybe rename levels.dat to levels.old, and add the MediaFire levels.dat, and leave the rest of the files alone?

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Re: All PoP1 graphics sets

Postby David » August 28th, 2013, 9:03 am

Hmm... the new level 3 is full of stuck spikes and closed chompers... and the new vdungeon makes them invisible... making the level like Cruel World, where you can't see the traps until you step into them...

http://www.popot.org/popuw_forum_archive/2801a.html
It's interesting that in the post with the Mediafire link, he says that "I have just created level 3,", but levels up to level 9 are modified.
He also says that "you can still play my level 2 by downloading the valiant escape". So maybe the later levels are from some other mod called "the valiant escape"?

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Norbert
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Re: All PoP1 graphics sets

Postby Norbert » September 14th, 2013, 6:21 pm

Here's an e-mail from ecco (Steven) that he writes I can share with you.
Contains a bit more information about his graphics, among other things.

- - - - - - - - - -
Hi Norbert,

I've had a look through all the links you sent me in your email. Thanks
again.

As to the level mods I made, there is only one missing. I created one of
the snes level mods, that is, using Roomshaker to make Pop1 levels as per
the snes layouts. I noticed there are two already in the archive. I don't
know if one of those is mine or if it got lost somewhere. Not sure how I
will find out, perhaps if it can be compared with the version I still have
on my harddrive. I see the last time I edited that file, according to my
computer, was 27/03/2004 at 8.10pm, if that's of any help.

I seem to also have a few other sets at home by the equally imaginative
names as spf_levels06, 07, 11 and 15, plus 'steven_newlevels1-4'. I expect
all these sets are unfinished to a greater or lesser extent, as otherwise I
would have uploaded them years ago along with the others. Some may only
have one level changed if that.

Ps, maybe you could add an "ecco_" prefix to the existing levels I have. I
was never into creating proper names for my levels.

Concerning the brown spf graphics, it was a combination. Some of the bits
were screenshots from the snes version (hanging skeletons maybe). Other
elements I created myself from scratch (ie the engravings in the walls), or
used the snes as a template and painted over them. The thread you mentioned
is correct in that they are only properly useful with my Levels_08. This
was way before the snes editor existed, at least in my world, and I was
trying to find ways of maximising the graphics variation. I was doing a lot
of experimenting with Poirot's PR tool and slowly but surely worked out
which graphics components could be trimmed or expanded beyond their default
size etc., without making it crash. Some elements like the door from what I
remember, could be enlarged massively beyond the mimimum size necessary for
the program to register as a door, so I used one graphic for the door, and
the other for a competely different graphic. As a result of this, I could
make a pop1 levelset far more interesting visually (although with some
glitches, but I was prepared to live with those for the added benefits they
brought), but these graphics were near useless to anyone but myself, unless
they uncompiled it all and went through all the elements again. I've no
idea if anyone ever did that though.

As to my snes level set I previewed, I always wanted to finish it. It was
about 1/3 complete. I always did take an extrememly long time creating
levels though, making sure they were fun, plausible (with respect to
physics and architecture, ie I didn't like columns and platforms just
suspended in mid air), idiot proof, not frustrating, in the nature of the
originals, and so on. The sort of levels I would like to play myself :)

With the free time I have these days, it would take me about 12-18 months
minimum to finish them. I have considered releasing what I do have anyway,
but would much prefer to make it a complete set and be done with it once
and for all.


Hope all that was of some help!

PS feel free to copy and paste any of the above into a forum post if you
think anyone would like to know.

Thanks,

Steven
- - - - - - - - - -

zsoltfarago
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Re: All PoP1 graphics sets

Postby zsoltfarago » April 23rd, 2014, 8:27 pm

Hello!
I tried the green SNES palace graphic, and the result was this. What can I do to fix it?
Attachments
vpalace_error.png

2233
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Re: All PoP1 graphics sets

Postby 2233 » April 23rd, 2014, 9:38 pm

WDA Problem. I dont know to fix it too,but I use,

1.Use non-wda graphics
OR
2.Use Total Packs.
http://forum.princed.org/viewforum.php?f=123

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Norbert
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Re: All PoP1 graphics sets

Postby Norbert » April 23rd, 2014, 11:51 pm

2233 wrote:WDA Problem.


Yep. CusPop can generate PRINCE.EXE files with "WDA in palace" enabled. Web-based versions of CusPop are available here and here.

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Re: All PoP1 graphics sets

Postby zsoltfarago » April 24th, 2014, 6:49 pm

Thank you, now it works! :)

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Re: All PoP1 graphics sets

Postby Norbert » August 10th, 2016, 6:22 pm

David, August 10th, 2013, you wrote:

David wrote:Here is the updated all-graphics.zip.


If it's not too much work, any chance you could check the mods released since you made the package for new VDUNGEON.DAT and VPALACE.DAT files? This would allow me to update the overviews at popot.org. The overviews do both credit you at the top of their pages. I wanted to easily check the modifications I made for Micro Palace and noticed it's not listed. It's from January 2014.

Maybe I should also add overviews for your collection of FAT.DAT, GUARD.DAT, KID.DAT, PRINCE.DAT, PV.DAT, SHADOW.DAT, SKEL.DAT and VIZIER.DAT graphics. Although... I think screenshots are missing in the package? Maybe it's too much work for both of us, especially to keep things up-to-date? Let me know what you think.

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Re: All PoP1 graphics sets

Postby David » August 13th, 2016, 12:02 pm

Norbert wrote:If it's not too much work, any chance you could check the mods released since you made the package for new VDUNGEON.DAT and VPALACE.DAT files?


These mods have new VDUNGEON.DAT or VPALACE.DAT files:
http://www.popot.org/custom_levels.php?mod=0000127 -- Micro Palace -- VDUNGEON.DAT, VPALACE.DAT
http://www.popot.org/custom_levels.php?mod=0000141 -- King of Persia -- core/vdungeon.dat: A variant of "Endless tomb", only the random wall block is different.
http://www.popot.org/custom_levels.php?mod=0000156 -- Princess of Persia -- VDUNGEON.DAT, VPALACE.DAT
http://www.popot.org/custom_levels.php?mod=0000157 -- The Evil Twin -- VPALACE.DAT: Only the torch base is different from the original, though.


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