Documentation (Prince of Persia 1 Guard Types)

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Norbert
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Re: Documentation (Prince of Persia 1 Guard Types)

Post by Norbert » June 23rd, 2016, 10:29 am

What you write is (mostly) incorrect.
What it says in the document is correct.
You can test this yourself by using RoomShaker to place guards with certain skills, and then opening these levels with apoplexy.
RoomShaker's 1-10 is apoplexy's 0-9.
kj-5349 wrote:Hi Norbert, I've recently tried out your apoplexy 3.0 RC2.

Just a small thing to mention:
- Apoplexy type 9 is Roomshaker type 9, not 10. Numbers in the PDF aside, I did recall there is a consistent blocking-attacking chain with the default Jaffar and he rarely improper blocks.
- Apoplexy type 8 (the passive non-attacking guard) is unavailable in Roomshaker, and thus, not 9.
- Apoplexy type b is Roomshaker type 10. Behaviour-wise it is a combination of the Fat Guard & Apoplexy type 6.
- Apoplexy type a is not in Roomshaker. This is the "worst" but most fearsome guard type as he is similar to the SNES Jaffar, and the only way of defeating him is to block, then a short delay and attack (still not sure of the technique's name). Examples I've seen are in robert's The Tricky Tower and princeomkar's Guard Revolt.

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Re: Documentation (Prince of Persia 1 Guard Types)

Post by David » June 25th, 2016, 9:54 am

I think KJ refers to this bug: viewtopic.php?f=71&t=3348
Note that the bug happens only if you use "Guard Here" in RS and not "Change Skill".

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Re: Documentation (Prince of Persia 1 Guard Types)

Post by kj-5349 » July 6th, 2016, 8:13 am

David wrote:I think KJ refers to this bug: viewtopic.php?f=71&t=3348
Note that the bug happens only if you use "Guard Here" in RS and not "Change Skill".
Agreed, David. Didn't realise that and RS "Change Skill" follows Apoplexy's skill pool.
Norbert wrote:What you write is (mostly) incorrect.
What it says in the document is correct.
You can test this yourself by using RoomShaker to place guards with certain skills, and then opening these levels with apoplexy.
RoomShaker's 1-10 is apoplexy's 0-9.
Apologies, Norbert. Actually I got confused as I was testing out both editors, but for RS I've always used "Guard Here".
So it means the document refers to RS "Change Skill".

Anyway, what I previously wrote was if RS Guard Here was used.

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Re: Documentation (Prince of Persia 1 Guard Types)

Post by yaqxsw » July 30th, 2016, 1:54 pm

Is possible create own guard type? I want look, what happen if

c/ /60 (48***)/255 /255 /255 /255 /10 (8***)/0/0

And it possible, this guard can make -2 damage? :)

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Re: Documentation (Prince of Persia 1 Guard Types)

Post by Norbert » July 30th, 2016, 3:04 pm

yaqxsw wrote:Is possible create own guard type?
This could be added to CusPop.
yaqxsw wrote:I want look, what happen if [...]
You could already try out these things with PoP1 for SNES.
For example with apoplexy, on the EXE screen (F2).
On the right, you will see 9 tabs, including for instance "strike prob.".

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Re: Documentation (Prince of Persia 1 Guard Types)

Post by Guiguins » October 4th, 2017, 5:12 pm

Alright so I found recently this post and its been a very long time since i've touched this game but I like to tinker and experiment things.
Your post has been very helpful.
I've been trying to adjust guard AI by tweaking their values accordingly and I know what they do after some testing:
Strike = Probability the guard will strike immediatly when the player is closing the distance or is in range.
restrike= Probability to strike directly after a successful parry.
Block = Probability to block the first attack from the player.
Impblock = Probability to reblock if the player successfully engaged a duel.
adv = probability to advance ( agressivness )
refrac = frames to hold when hit.

I working on a little mod and I have some rather balanced difficulty progression going on so im sharing an little sneak peak:
In the video I test all the guards up to the amazone ( who kills me). You can see the increasing level of skills.
https://youtu.be/F-NhEJw6heQ

I have a request however, I want to know how i can extract the prince's sprites for modification, what tool i need to use to open the SFC and to repack it ( If such a tool exists).

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Re: Documentation (Prince of Persia 1 Guard Types)

Post by David » October 7th, 2017, 12:17 pm

Guiguins wrote:
October 4th, 2017, 5:12 pm
I have a request however, I want to know how i can extract the prince's sprites for modification, what tool i need to use to open the SFC and to repack it ( If such a tool exists).
What is SFC?

To edit PoP1 DOS images, you can use PR: https://www.popot.org/other_useful_tools.php?tool=PR
Guiguins wrote:
October 4th, 2017, 5:12 pm
In the video I test all the guards up to the amazone ( who kills me). You can see the increasing level of skills.
https://youtu.be/F-NhEJw6heQ
Oh, wait, you wrote about the SNES version?

There is a tool to extract SNES graphics, but there is no tool for putting them back to the ROM.
You can find the extractor and the extracted graphics here: viewtopic.php?p=11368#p11368

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Re: Documentation (Prince of Persia 1 Guard Types)

Post by Norbert » October 7th, 2017, 5:00 pm

David wrote:
October 7th, 2017, 12:17 pm
What is SFC? [...] Oh, wait, you wrote about the SNES version?
Guiguins does, yep. As you know, in Japan the system is called the Super Famicom.

Related: Japanese SNES mod Sunshine Remix by elveskz has filename
"Prince of Persia Sunshine Remix (Japan) 5.3 By Elveskz.sfc"

Also, lines 1925-1932 of apoplexy.c v3.0 are:

Code: Select all

          if ((toupper (sExtension[1]) == 'S') &&
            (toupper (sExtension[2]) == 'M') &&
            (toupper (sExtension[3]) == 'C'))
            { iFound = 1; } /*** Super Magicom ***/
          if ((toupper (sExtension[1]) == 'S') &&
            (toupper (sExtension[2]) == 'F') &&
            (toupper (sExtension[3]) == 'C'))
            { iFound = 1; } /*** Super Famicom ***/

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