Search found 2800 matches
- March 25th, 2023, 5:04 pm
- Forum: General Stuff
- Topic: Skeleton Swaping: CusPop
- Replies: 1
- Views: 44
Re: Skeleton Swaping: CusPop
For my mod I need the the skeleton to wake up where jaffar stands in level twelve, but then in level 10. So these are my settings: As expected, it did not work. Did you put a skeleton (on the floor) to the place you have set? Note that rows and columns are counted from 0, so row 1 is the middle row...
- March 25th, 2023, 4:35 pm
- Forum: General Stuff
- Topic: Falling Tiles in CusPop
- Replies: 2
- Views: 55
Re: Falling Tiles in CusPop
Does anyone know how these falling tiles from level 12 work? In cuspop these are my settings, and this is my level what am i doing wrong? The Room 1 and Room 2 settings are a bit tricky: They should be set to the room under the loose floors. So in your case they should not be 11, but the number of ...
- March 25th, 2023, 4:24 pm
- Forum: General Stuff
- Topic: bye colllisions
- Replies: 1
- Views: 38
Re: bye colllisions
Did anyone notice this befor, i'm using sdlPop and changed the prince.exe with custop so that the falling entry is on level one. Please halp me out. I figured out the following: The bug exists in DOS PoP as well. The bug is caused by the cast to word here: https://github.com/NagyD/SDLPoP/blob/v1.23...
- March 19th, 2023, 11:42 am
- Forum: General Stuff
- Topic: Various
- Replies: 69
- Views: 14510
Re: Various
I recently found out what is the custom title screen music in the mod KX - Out of Time . (I didn't even remember that it had one...) (Note: The MIDI sounds much better if you extract it with PR and play it outside PoP.) The music is IceCap Zone Act 1 from Sonic the Hedgehog 3 . This MIDI file can be...
- March 19th, 2023, 10:56 am
- Forum: General Stuff
- Topic: Weird level sequence...
- Replies: 4
- Views: 119
Re: Weird level sequence...
I came up with my own hack before I saw the post by teljesnegyzet. You need to hex-edit prince.exe. I changed the code which decides which level to load after the potions level: In play_level(): seg003:0189 83 7E 06 10 cmp [bp+level], 16 seg003:018D 75 0C jnz loc_498B seg003:018F A1 9E 00 mov ax, co...
- February 26th, 2023, 2:19 pm
- Forum: Prince of Persia 1 for DOS
- Topic: "Impossible" chompers and gates
- Replies: 1
- Views: 105
"Impossible" chompers and gates
There are some chompers in the game which retract into floors with no walls beyond them to cover the blades. For example, the chompers on level 5, in the room where the shadow steals the potion. Some spikes and gates do this as well, but they tend to be on the edges between rooms, where this is less...
- February 26th, 2023, 2:06 pm
- Forum: Prince of Persia 1 for SNES
- Topic: Autosplitter for PoP1 SNES 100%
- Replies: 17
- Views: 519
Re: Autosplitter for PoP1 SNES 100%
I finally added splits for the remaining levels. SNES PoP autosplitter 2023-02-26.zip I'm not sure how to measure the time on level 20, because: 1. The main timer stops on level 20. 2. The per-level timer is reset both when Jaffar warps you to the battle area and when you return to the hall. (As a r...
- February 12th, 2023, 1:43 pm
- Forum: Prince of Persia 1 for SNES
- Topic: Autosplitter for PoP1 SNES 100%
- Replies: 17
- Views: 519
Re: Autosplitter for PoP1 SNES 100%
Added splits for levels 10-14.
- February 11th, 2023, 2:26 pm
- Forum: SDLPoP
- Topic: SDLPoP v1.23 release candidate
- Replies: 7
- Views: 520
Re: SDLPoP v1.23 release candidate
Here is the v1.23 release.
- February 4th, 2023, 8:36 pm
- Forum: Prince of Persia 1 for SNES
- Topic: Autosplitter for PoP1 SNES 100%
- Replies: 17
- Views: 519
Re: Disassembly of PoP1 SNES
Speaking of bugs, if the last skeleton at the end of Level 3 is killed by falling instead of killing it via the crusher, it won't register the death. This skeleton can be killed via falling by bringing him to the route of where the bottom heal potion is. I forgot if this method is faster than just ...
- February 4th, 2023, 3:05 pm
- Forum: Prince of Persia 1 for SNES
- Topic: Autosplitter for PoP1 SNES 100%
- Replies: 17
- Views: 519
Re: Disassembly of PoP1 SNES
If the player dies (or goes to game end), the actions completed for the current level could be remarked as not completed (if that's even possible). I don't think it's possible to "partially reset" the splits from an autosplitter. Here is a list of what's possible. Though it's possible to ...
- February 4th, 2023, 1:17 pm
- Forum: General Stuff
- Topic: Forum spam
- Replies: 58
- Views: 12564
Re: Forum spam
And again: search.php?author_id=2857&sr=posts
- January 28th, 2023, 9:51 pm
- Forum: Prince of Persia 1 for SNES
- Topic: Autosplitter for PoP1 SNES 100%
- Replies: 17
- Views: 519
Re: Autosplitter for PoP1 SNES 100%
Fixed a bug which caused the splitter to falsely detect a guard falling out of the screen, when the player merely left the room of a living guard.
Here is the updated version, now with splits for levels 1-9:
Here is the updated version, now with splits for levels 1-9:
- January 28th, 2023, 2:59 pm
- Forum: Simple Questions
- Topic: Do events have (unimplemented) timers?
- Replies: 3
- Views: 210
Re: Do events have (unimplemented) timers?
What I don't know is where is it set to 31 (0x1F) which means "jammed". When a guard dies on a drop button? (I didn't look at the code. Just a guess.) That would be logical, but I can't find any call to set_doorlink_timer() which could to that. I added a debug printout in animate_button()...
- January 21st, 2023, 4:49 pm
- Forum: Prince of Persia 1 for SNES
- Topic: Trick differences between SNES and DOS
- Replies: 12
- Views: 4200
Re: Trick differences between SNES and DOS
Trick 4 (guard disables spikes) doesn't seem to work on the SNES. It's hard to see, but there is a spiked guard behind the spiked prince. guard_does_not_disable_spikes.png (This is on level 2, next to the exit.) And somehow this guard survived falling into spikes (while the was off-screen?). how_did...