[Edit: I've edited this post several times.]
After some hours of tinkering, I'm left with this question: does the skill setting even do anything?
David, in the SNES table here you could add "Demo" as the header for the last column.
This is the outdated stuff I wrote first:
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I think the Guards->Settings... dialog box should be split into two dialog boxes. Maybe I'm wrong, but I think you made a mistake here when you gave Bfa ("blueface") his own column. In reality Bfa shares skill 1 with Ske ("skel"). I'm guessing this is because things like a "strike probability" are not attached to guard types but to guard skills. In other words, when I change a green guard to skill 10, the guard settings dialog box should present me with the "strike probability" settings of the red guard; or, to be more precise, with the guard settings related to skill 10.
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Guard Settings
Re: Guard Settings
"Users browsing this forum: David [...]"
I wonder if you just missed my edit.
I wonder if you just missed my edit.
Re: Guard Settings
That's correct, skill is determined by the guard type in the SNES version.Norbert wrote:Okay... after some testing I'm starting to think that maybe the skill setting indeed doesn't do anything at all.
I removed the guard skill menu item from my copy of the editor, right now.
No, I didn't, because you also made a new post.Norbert wrote:I wonder if you just missed my edit.
I think it does not do anything.Norbert wrote:does the skill setting even do anything?
According to the disassembly, the level is loaded into RAM as follows:
Code: Select all
7f:F114 LABEL level guard position
7f:F12C LABEL level guard direction + type
7f:F144 LABEL level guard ??? <-- marked as skill in the editor
7f:F15C LABEL level guard xpos?
7f:f174 LABEL guard seq low
7f:f18c LABEL guard seq high
Code: Select all
01:9380: ad 19 05 LDA $0519 ; guardprog
01:9383: 9f 44 f1 7f STA $7f:f144,X ; level guard ???
"guardprog" is the name for guard skill from the Apple II source.
So the "???" is a write-only storage for guard skills?
The skill of regular(*) guards is loaded here:
(* i.e. those present in the level data, and not placed by a special event)
Code: Select all
01:87E9: ae 06 05 LDX $0506 ; shown room ; VisScrn
01:87EC: bf 2c f1 7f LDA $7f:f12c,X ; level guard direction + type
01:87F0: 38 SEC
01:87F1: e9 02 SBC #$02
01:87F3: 29 7f AND #$7f ; clear the direction bit
01:87F5: c9 13 CMP #$13 ; maximal skill + 1
01:87F7: 90 02 BCC $87fb
01:87F9: a9 08 LDA #$08 ; skill used if skill is above maximum
01:87FB: 8d 19 05 STA $0519 ; guardprog
For extra confusion: guard type = level guard type - 2.
Code: Select all
01:8830: ae 06 05 LDX $0506 ; shown room ; VisScrn
01:8833: bf 2c f1 7f LDA $7f:f12c,X ; level guard direction + type
01:8837: 38 SEC
01:8838: e9 02 SBC #$02
01:883A: 29 7f AND #$7f
01:883C: 8d 2b 06 STA $062b ; guard type
Re: Guard Settings
I eventually came to that conclusion, but it took me a while.David wrote:I think it does not do anything.Norbert wrote:does the skill setting even do anything?
Probably because I'm so used to how the other versions work.
Anyway, thanks for confirming my suspicion.
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Re: Guard Settings
If that option is not doing nothing, how to change specific guard settings, for example, how to change it to be invincible.
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: Guard Settings
(Note that we were talking about PoP1 for SNES, not DOS.)salvadorc17 wrote:If that option is not doing nothing, how to change specific guard settings, for example, how to change it to be invincible.
In Pr1SnesLevEd, from the top menu, choose: Guards->Settings...
Then modify strike probability, block probability, and so on.