Search found 2846 matches

by David
April 1st, 2023, 4:49 pm
Forum: General Stuff
Topic: Skeleton Swaping: CusPop
Replies: 5
Views: 4255

Re: Skeleton Swaping: CusPop

When the skeleton respawns in the room below, it skill is reduced to level 2 like in the original level 3. How do I change this? I can't reproduce this. I tried changing the skeleton's skill to 7 (level 8 first guard) and 8 (does not attack), first keeping the skeleton event on level 3, then moving...
by David
March 25th, 2023, 5:04 pm
Forum: General Stuff
Topic: Skeleton Swaping: CusPop
Replies: 5
Views: 4255

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...
by David
March 25th, 2023, 4:35 pm
Forum: General Stuff
Topic: Falling Tiles in CusPop
Replies: 2
Views: 3412

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 ...
by David
March 25th, 2023, 4:24 pm
Forum: General Stuff
Topic: bye colllisions
Replies: 1
Views: 3516

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...
by David
March 19th, 2023, 11:42 am
Forum: General Stuff
Topic: Various
Replies: 69
Views: 34810

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...
by David
March 19th, 2023, 10:56 am
Forum: General Stuff
Topic: Weird level sequence...
Replies: 4
Views: 4996

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...
by David
February 26th, 2023, 2:19 pm
Forum: Prince of Persia 1 for DOS
Topic: "Impossible" chompers and gates
Replies: 1
Views: 3761

"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...
by David
February 26th, 2023, 2:06 pm
Forum: Prince of Persia 1 for SNES
Topic: Autosplitter for PoP1 SNES 100%
Replies: 21
Views: 11113

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...
by David
February 12th, 2023, 1:43 pm
Forum: Prince of Persia 1 for SNES
Topic: Autosplitter for PoP1 SNES 100%
Replies: 21
Views: 11113

Re: Autosplitter for PoP1 SNES 100%

Added splits for levels 10-14.
SNES PoP autosplitter 2023-02-12.zip
(10.1 KiB) Downloaded 72 times
by David
February 11th, 2023, 2:26 pm
Forum: SDLPoP
Topic: SDLPoP v1.23 release candidate
Replies: 7
Views: 7932

Re: SDLPoP v1.23 release candidate

Here is the v1.23 release.
by David
February 4th, 2023, 8:36 pm
Forum: Prince of Persia 1 for SNES
Topic: Autosplitter for PoP1 SNES 100%
Replies: 21
Views: 11113

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 ...
by David
February 4th, 2023, 3:05 pm
Forum: Prince of Persia 1 for SNES
Topic: Autosplitter for PoP1 SNES 100%
Replies: 21
Views: 11113

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 ...
by David
February 4th, 2023, 1:17 pm
Forum: General Stuff
Topic: Forum spam
Replies: 68
Views: 30370

Re: Forum spam

by David
January 28th, 2023, 9:51 pm
Forum: Prince of Persia 1 for SNES
Topic: Autosplitter for PoP1 SNES 100%
Replies: 21
Views: 11113

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:
SNES PoP autosplitter 2023-01-28.zip
(9.04 KiB) Downloaded 55 times
by David
January 28th, 2023, 2:59 pm
Forum: Simple Questions
Topic: Do events have (unimplemented) timers?
Replies: 3
Views: 5789

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()...