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prince of persia snes dos like levels

Posted: October 19th, 2018, 3:58 am
by Pikachu64
i wonder if anyone made a snes map pack that removes the extra levels and makes them the dos ones again (also changing the time back to 60)

Re: prince of persia snes dos like levels

Posted: October 23rd, 2018, 11:44 pm
by Shauing
Pikachu64 wrote: October 19th, 2018, 3:58 am i wonder if anyone made a snes map pack that removes the extra levels and makes them the dos ones again (also changing the time back to 60)
Probably that will be my second mod, a SNES port of the DOS version, imitating it as close as possible.

Re: prince of persia snes dos like levels

Posted: October 24th, 2018, 3:58 am
by Norbert
Given how repetitive/basic the DOS tiles are, if someone is going to create this (why?), they may want to use apoplexy.
It's also possible with the more versatile Pr1SnesLevEd, but it'd take more time.

Re: prince of persia snes dos like levels

Posted: October 24th, 2018, 4:04 am
by Pikachu64
Shauing wrote: October 23rd, 2018, 11:44 pm
Pikachu64 wrote: October 19th, 2018, 3:58 am i wonder if anyone made a snes map pack that removes the extra levels and makes them the dos ones again (also changing the time back to 60)
Probably that will be my second mod, a SNES port of the DOS version, imitating it as close as possible.
I'll keep my Eyes open for that!

Re: prince of persia snes dos like levels

Posted: October 24th, 2018, 4:53 pm
by Norbert
Note that if you do this, you may want to use:
- "grey palace" ("silver" in apoplexy) for dungeon,
- "brown dungeon" ("umber" in apoplexy) for palace.
You can later change the colors to match the DOS version.

The reason to use those environments are the big pillars.

DOS uses those in:
- dungeon level 2 (room 5), 9 (room 5), 12 (room 13), 13 (rooms 13, 16, 23) and intro (unvisited by the prince: room 6),
- palace level 5 (rooms 7, 10) and 10 (room 8).

Re: prince of persia snes dos like levels

Posted: October 24th, 2018, 6:32 pm
by Shauing
Norbert wrote: October 24th, 2018, 4:53 pm Note that if you do this, you may want to use:
- "grey palace" ("silver" in apoplexy) for dungeon,
- "brown dungeon" ("umber" in apoplexy) for palace.
You can later change the colors to match the DOS version.

The reason to use those environments are the big pillars.

DOS uses those in:
- dungeon level 2 (room 5), 9 (room 5), 12 (room 13), 13 (rooms 13, 16, 23) and intro (unvisited by the prince: room 6),
- palace level 5 (rooms 7, 10) and 10 (room 8).
Thank you, Norbert! Yeah, the original has very few environments, so probably I will do two versions, one sticking to the original as close as possible, and the other using different environments but still trying to be faithful to the DOS version.

Re: prince of persia snes dos like levels

Posted: October 27th, 2018, 10:51 am
by spartacus735
Shauing wrote: October 24th, 2018, 6:32 pm
Norbert wrote: October 24th, 2018, 4:53 pm Note that if you do this, you may want to use:
- "grey palace" ("silver" in apoplexy) for dungeon,
- "brown dungeon" ("umber" in apoplexy) for palace.
You can later change the colors to match the DOS version.

The reason to use those environments are the big pillars.

DOS uses those in:
- dungeon level 2 (room 5), 9 (room 5), 12 (room 13), 13 (rooms 13, 16, 23) and intro (unvisited by the prince: room 6),
- palace level 5 (rooms 7, 10) and 10 (room 8).
Thank you, Norbert! Yeah, the original has very few environments, so probably I will do two versions, one sticking to the original as close as possible, and the other using different environments but still trying to be faithful to the DOS version.
I think I will make my own "snes dos" mod too. It's a good idea.

Re: prince of persia snes dos like levels

Posted: October 27th, 2018, 6:37 pm
by Shauing
spartacus735 wrote: October 27th, 2018, 10:51 am
I think I will make my own "snes dos" mod too. It's a good idea.
Awesome! :D

Re: prince of persia snes dos like levels

Posted: October 9th, 2019, 11:35 pm
by Shauing
Not giving it it's own thread/official announcement yet, but I have finished the level design on my SNES anniversary port of the DOS version. Now I have to change palettes, guard skills and fix the few things I hope David can find a solution. And if I can take the task, I'll also change the character graphics (color-wise) and music.