Yes, (in Apoplexy) on level 13, in rooms 32,2,28,15,13 (and on level 14, room 4; level 12 rooms 1,25,19,16,9) some messages appear in the console:zethholyblade wrote:At the 13th floor, by the bridges I got a message saying something about textures.. odd.
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[ WARN ] SDL_RenderCopy (imgincomingr[]): Invalid texture
[ WARN ] SDL_RenderCopy (imgincomingl[]): Invalid texture
But Apoplexy is prepared only for 9, see the images in png/incoming/.
In fact, Apoplexy does not let you increase it above 9.
By the way, I just noticed the hidden word on your map of Temple 03.
Yes, if I do that in the crystal room with the clones, I get a message saying "Error in LoadShad(). Quit?".zethholyblade wrote: - At final level, if you release the Shadow infused with the Flame before the very last part (hide and seek with Jaffar), there's a chance that it'll crash the game. Therefore I recommend playing normally until then.
But only if all 5 clones are there.
The game can handle only 5 guards, and the kid's body is counted as an extra guard.
I probably found why: On level 3,4,11, the level number inside the level data is set to 0.David wrote: It seems to me that the saved game (in PRINCE.SAV) claims that it's for level 0 (offset 0x104 for the first slot).
I wonder why...
(See here about that part of the level format: viewtopic.php?f=70&t=3391)
Apoplexy can fix this since version 2.0 (that is, since it can edit PoP2 levels).
I wonder why did RoomShaker change that. (Bug?)
Update: "Clear entire level (F11)" will clear that.
You can restore it at: Level -> Edit Level Exceptions -> Edit Level-Init.
On level 14, in the first chessboard room, the jumping guards are invisible until they begin to fall.
There is a setting in the level data that tells whether to load the "falling guard" images, and it's turned off in that level.
RoomShaker can't change it, Apoplexy will always turn it off.
This can be fixed by hex-editing the level, or with Pr2LevEd. (Yet another level editor... )
But then the guards will appear in front of the Jaffar chess piece.
(Though this might match the weird perspective at the end of the level. )