Can I change skel position in level 3?
Can I change skel position in level 3?
Like if I want the skeleton to get up in another room and another position, or just if I want it to get up in the third row of the room and not in the second, e.g. instead of Room 1 tile 16, Room "x" (x means any room), tile 26.
EDIT: I'm taking about the PC version
EDIT: I'm taking about the PC version
Last edited by robert on May 16th, 2013, 2:30 am, edited 1 time in total.
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- spartacus735
- Wise Scribe
- Posts: 217
- Joined: November 20th, 2011, 12:41 pm
- Location: France
Re: Can I change skel position in level 3?
viewtopic.php?f=63&t=3099
After that open the rom with the tool like this :![Image](http://img11.hostingpics.net/thumbs/mini_158869roberthelp.png)
For change value , go see the link of Kaslghnoon ( it's hard for write his name :p ) and show the different list
Exemple : i want to change the room of the skeleton : CTRL + G "xCDB8" ( is 02 = level 3 ) I want the level 5 ( i search in the list 1 )
Save... ( close pr1snesleved before save in the translextion )
Done![Grinning :D](./images/smilies/icon_e_biggrin.gif)
PS : It should not be that you're wrong with the different lists. In fact, each value (such as: xCDB8) has appropriate list ( i wrote this with google translator ... )
You need Download Translhextion: http://www.zophar.net/download_file/2779-Skeletons don't rise until Prince is on tiles 2 or 3, room 13 skeleton is inactive before exit is open.
xCDB8 = Level where all this occurs (refer to
- )
xCDBF = Room number where the inactive skeleton awakes after exit is open (Refer to
- )
xCDCB and xCDCF = Tiles that Prince must be on for skeletons to rise. (Refer to
- )
After that open the rom with the tool like this :
![Image](http://img11.hostingpics.net/thumbs/mini_158869roberthelp.png)
For change value , go see the link of Kaslghnoon ( it's hard for write his name :p ) and show the different list
Exemple : i want to change the room of the skeleton : CTRL + G "xCDB8" ( is 02 = level 3 ) I want the level 5 ( i search in the list 1 )
xCDB8 = Level where all this occurs (refer to [LIST 1])
I change the value into "05"
- Level id's:
Level 1 = $00
Level 2 = $01
Level 3 = $02
Level 4 = $03
Level 5 = $04
Level 6 = $05
Level 7 = $06
Level 8 = $07
Level 9 = $08
Level 10 = $09
Level 11 = $0A
Level 12 = $0B
Level 13 = $0C
Level 14 = $0D
Level 15 = $0E
Level 16 = $0F
Level 17 = $10
Level 18 = $11
Level 19 = $12
Level 20 = $13
Jaffar = $14
Demo = $15
Training 1 = $16
Training 2 = $17
Training 3 = $18
Training 4 = $19
Training 5 = $1A
Save... ( close pr1snesleved before save in the translextion )
Done
![Grinning :D](./images/smilies/icon_e_biggrin.gif)
PS : It should not be that you're wrong with the different lists. In fact, each value (such as: xCDB8) has appropriate list ( i wrote this with google translator ... )
>>>>>>>>>>>>>>>>>>>> http://www.youtube.com/user/spartacus735 <<<<<<<<<<<<<<<<<<<< the channel of prince of persia snes mod
Re: Can I change skel position in level 3?
Ok! But I was taking about the PC version
Sorry, I didn´t specified. But this would be important to keep in mind whenever I want to change skel's position in the Snes version...
Anyway, thanks for the info!
![Laughing :lol:](./images/smilies/icon_lol.gif)
Anyway, thanks for the info!
![Image](http://s2.subirimagenes.com/otros/previo/thump_8505718tumblrldqpdbu9n11qeg.jpg)
This will be my face if you can't win any of my mods
- spartacus735
- Wise Scribe
- Posts: 217
- Joined: November 20th, 2011, 12:41 pm
- Location: France
Re: Can I change skel position in level 3?
Np ! this little tutorial is would be helpful in the futur :p
>>>>>>>>>>>>>>>>>>>> http://www.youtube.com/user/spartacus735 <<<<<<<<<<<<<<<<<<<< the channel of prince of persia snes mod
Re: Can I change skel position in level 3?
With CusPop, which will be unusable until poirot fixes it.robert wrote:Like if I want the skeleton to get up in another room and another position, or just if I want it to get up in the third row of the room and not in the second, e.g. instead of Room 1 tile 16, Room "x" (x means any room), tile 26.
EDIT: I'm taking about the PC version
You can contact him about it via: ecalot_AT_princed_DOT_org
Re: Can I change skel position in level 3?
Ok! Is poirot Enrique Calot?
![Image](http://s2.subirimagenes.com/otros/previo/thump_8505718tumblrldqpdbu9n11qeg.jpg)
This will be my face if you can't win any of my mods
Re: Can I change skel position in level 3?
Yes, poirot is Enrique.robert wrote:Ok! Is poirot Enrique Calot?
He is the owner of the princed.org domain and (co-)author of several PoP1 tools.
Re: Can I change skel position in level 3?
Maybe your avatar confused him?robert wrote:Ok! But I was taking about the PC versionSorry, I didn´t specified.
![Smiling :)](./images/smilies/icon_e_smile.gif)
There is a copy of CusPop (or at least its interface) on PoPot: http://www.popot.org/other_useful_tools.php?tool=CusPopNorbert wrote:With CusPop, which will be unusable until poirot fixes it.
However, it doesn't work.
Also, I don't see the skeleton there. (It should be under "Section level specific events". - The appearances of the shadow are also missing, by the way.)
So I searched for it in the disassembly, and found this:
Code: Select all
seg002:0E1F ; int __cdecl far check_skel()
seg002:0E1F check_skel proc far ; CODE XREF: check_exit+A↑P
seg002:0E1F push si
seg002:0E20 cmp current_level, 3
seg002:0E25 jz loc_44AA
seg002:0E27 jmp loc_45BD
seg002:0E2A ; ───────────────────────────────────────────────────────────────────────────
seg002:0E2A
seg002:0E2A loc_44AA: ; CODE XREF: check_skel+6↑j
seg002:0E2A cmp guard_direction, 56h ; 'V'
seg002:0E2F jz loc_44B4
seg002:0E31 jmp loc_45BD
seg002:0E34 ; ───────────────────────────────────────────────────────────────────────────
seg002:0E34
seg002:0E34 loc_44B4: ; CODE XREF: check_skel+10↑j
seg002:0E34 cmp drawn_room, 1
seg002:0E39 jz loc_44BE
seg002:0E3B jmp loc_45BD
seg002:0E3E ; ───────────────────────────────────────────────────────────────────────────
seg002:0E3E
seg002:0E3E loc_44BE: ; CODE XREF: check_skel+1A↑j
seg002:0E3E cmp leveldoor_open?, 0
seg002:0E43 jnz loc_44C8
seg002:0E45 jmp loc_45BD
seg002:0E48 ; ───────────────────────────────────────────────────────────────────────────
seg002:0E48
seg002:0E48 loc_44C8: ; CODE XREF: check_skel+24↑j
seg002:0E48 cmp kid_curr_col, 2
seg002:0E4D jz loc_44D9
seg002:0E4F cmp kid_curr_col, 3
seg002:0E54 jz loc_44D9
seg002:0E56 jmp loc_45BD
seg002:0E59 ; ───────────────────────────────────────────────────────────────────────────
seg002:0E59
seg002:0E59 loc_44D9: ; CODE XREF: check_skel+2E↑j
seg002:0E59 ; check_skel+35↑j
seg002:0E59 push drawn_room ; room
seg002:0E5D mov ax, 5
seg002:0E60 push ax ; tile_col
seg002:0E61 mov ax, 1
seg002:0E64 push ax ; tile_row
seg002:0E65 call get_tile
seg002:0E6A cmp curr_tile2, 15h ; skeleton
seg002:0E6F jz loc_44F4
seg002:0E71 jmp loc_45BD
seg002:0E74 ; ───────────────────────────────────────────────────────────────────────────
seg002:0E74
seg002:0E74 loc_44F4: ; CODE XREF: check_skel+50↑j
...
seg002:0ECD mov al, 1
seg002:0ECF mov char_curr_row, al
...
seg002:0EDE mov al, 5
seg002:0EE0 mov char_curr_col, al
Code: Select all
00005D4F:i56 push si
00005D50:i833E9E0F03 cmp (w) [+0F9E],+03 ; <- level
00005D55:i7403 je file:00005D5A
00005D57:iE91301 jmpn file:00005E6D
00005D5A:i803EDF4256 cmp [+42DF],56
00005D5F:i7403 je file:00005D64
00005D61:iE90901 jmpn file:00005E6D
00005D64:i833E9E4001 cmp (w) [+409E],+01 ; <- room
00005D69:i7403 je file:00005D6E
00005D6B:iE9FF00 jmpn file:00005E6D
00005D6E:i833E9C4000 cmp (w) [+409C],+00
00005D73:i7503 jne file:00005D78 ; <- level door check
00005D75:iE9F500 jmpn file:00005E6D
00005D78:i803E5C4302 cmp [+435C],02 ; <- kid column
00005D7D:i740A je file:00005D89
00005D7F:i803E5C4303 cmp [+435C],03 ; <- kid column
00005D84:i7403 je file:00005D89
00005D86:iE9E400 jmpn file:00005E6D
00005D89:iFF369E40 push (w) [+409E]
00005D8D:iB80500 mov ax,0005 ; <- column
00005D90:i50 push ax
00005D91:iB80100 mov ax,0001 ; <- row
00005D94:i50 push ax
00005D95:i9A0600CB06 callf file:00006CB6
00005D9A:i803EF94215 cmp [+42F9],15
00005D9F:i7403 je file:00005DA4
00005DA1:iE9C900 jmpn file:00005E6D
...
00005DFD:iB001 mov al,01 ; <- row
00005DFF:iA2273D mov [+3D27],al
...
00005E0E:iB005 mov al,05 ; <- column
00005E10:iA2263D mov [+3D26],al
83 3E 9E 0F 03 74 03 , replace the first 03 with the level number
Note that if you change the level, the skeleton will look like a guard, unless you changed the guard type of the level.
83 3E 9E 40 01 , replace 01 with the room
80 3E 5C 43 02 , replace 02 with the column where the kid should be *
80 3E 5C 43 03 , replace 03 with the column where the kid should be *
B8 05 00 50 B8 01 00 50 , replace 05 with the column and 01 with the row
B0 01 A2 27 3D , replace 01 with the row
B0 05 A2 26 3D , replace 05 with the column
* The skeleton comes to life if the kid is in one of these columns.
If you want the skeleton to come to life even if the level door is not open:
search:
83 3E 9C 40 00 75 03 , replace 75 with EB
Re: Can I change skel position in level 3?
Yes, right now that's just the interface. That CusPop, version 2.0, is a WordPress plugin (it uses add_action, among other things). In November 2012, we moved away from WordPress, because after some updates of WordPress and its plug-ins, first CusPop stopped working and then the Princed website started giving errors. At the time, poirot was busy rewriting CusPop to be fully standalone. He wrote "Btw, CusPop 3.0 is on the way", he opened a new thread about hex editing, posted in other threads about the file format, and he even had a prototype up and running (I've seen it). Every time I ask him about CusPop, he says he'll finish it, so it's in the pipeline; he's just very busy.David wrote:There is a copy of CusPop (or at least its interface) on PoPot: http://www.popot.org/other_useful_tools.php?tool=CusPop
However, it doesn't work.
Re: Can I change skel position in level 3?
Thanks a lot!David wrote:Maybe your avatar confused him?robert wrote:Ok! But I was taking about the PC versionSorry, I didn´t specified.
There is a copy of CusPop (or at least its interface) on PoPot: http://www.popot.org/other_useful_tools.php?tool=CusPopNorbert wrote:With CusPop, which will be unusable until poirot fixes it.
However, it doesn't work.
Also, I don't see the skeleton there. (It should be under "Section level specific events". - The appearances of the shadow are also missing, by the way.)
So I searched for it in the disassembly, and found this:With the hex codes it looks like this:Code: Select all
seg002:0E1F ; int __cdecl far check_skel() seg002:0E1F check_skel proc far ; CODE XREF: check_exit+A↑P seg002:0E1F push si seg002:0E20 cmp current_level, 3 seg002:0E25 jz loc_44AA seg002:0E27 jmp loc_45BD seg002:0E2A ; ─────────────────────────────────────────────────────────────────────────── seg002:0E2A seg002:0E2A loc_44AA: ; CODE XREF: check_skel+6↑j seg002:0E2A cmp guard_direction, 56h ; 'V' seg002:0E2F jz loc_44B4 seg002:0E31 jmp loc_45BD seg002:0E34 ; ─────────────────────────────────────────────────────────────────────────── seg002:0E34 seg002:0E34 loc_44B4: ; CODE XREF: check_skel+10↑j seg002:0E34 cmp drawn_room, 1 seg002:0E39 jz loc_44BE seg002:0E3B jmp loc_45BD seg002:0E3E ; ─────────────────────────────────────────────────────────────────────────── seg002:0E3E seg002:0E3E loc_44BE: ; CODE XREF: check_skel+1A↑j seg002:0E3E cmp leveldoor_open?, 0 seg002:0E43 jnz loc_44C8 seg002:0E45 jmp loc_45BD seg002:0E48 ; ─────────────────────────────────────────────────────────────────────────── seg002:0E48 seg002:0E48 loc_44C8: ; CODE XREF: check_skel+24↑j seg002:0E48 cmp kid_curr_col, 2 seg002:0E4D jz loc_44D9 seg002:0E4F cmp kid_curr_col, 3 seg002:0E54 jz loc_44D9 seg002:0E56 jmp loc_45BD seg002:0E59 ; ─────────────────────────────────────────────────────────────────────────── seg002:0E59 seg002:0E59 loc_44D9: ; CODE XREF: check_skel+2E↑j seg002:0E59 ; check_skel+35↑j seg002:0E59 push drawn_room ; room seg002:0E5D mov ax, 5 seg002:0E60 push ax ; tile_col seg002:0E61 mov ax, 1 seg002:0E64 push ax ; tile_row seg002:0E65 call get_tile seg002:0E6A cmp curr_tile2, 15h ; skeleton seg002:0E6F jz loc_44F4 seg002:0E71 jmp loc_45BD seg002:0E74 ; ─────────────────────────────────────────────────────────────────────────── seg002:0E74 seg002:0E74 loc_44F4: ; CODE XREF: check_skel+50↑j ... seg002:0ECD mov al, 1 seg002:0ECF mov char_curr_row, al ... seg002:0EDE mov al, 5 seg002:0EE0 mov char_curr_col, al
search:Code: Select all
00005D4F:i56 push si 00005D50:i833E9E0F03 cmp (w) [+0F9E],+03 ; <- level 00005D55:i7403 je file:00005D5A 00005D57:iE91301 jmpn file:00005E6D 00005D5A:i803EDF4256 cmp [+42DF],56 00005D5F:i7403 je file:00005D64 00005D61:iE90901 jmpn file:00005E6D 00005D64:i833E9E4001 cmp (w) [+409E],+01 ; <- room 00005D69:i7403 je file:00005D6E 00005D6B:iE9FF00 jmpn file:00005E6D 00005D6E:i833E9C4000 cmp (w) [+409C],+00 00005D73:i7503 jne file:00005D78 ; <- level door check 00005D75:iE9F500 jmpn file:00005E6D 00005D78:i803E5C4302 cmp [+435C],02 ; <- kid column 00005D7D:i740A je file:00005D89 00005D7F:i803E5C4303 cmp [+435C],03 ; <- kid column 00005D84:i7403 je file:00005D89 00005D86:iE9E400 jmpn file:00005E6D 00005D89:iFF369E40 push (w) [+409E] 00005D8D:iB80500 mov ax,0005 ; <- column 00005D90:i50 push ax 00005D91:iB80100 mov ax,0001 ; <- row 00005D94:i50 push ax 00005D95:i9A0600CB06 callf file:00006CB6 00005D9A:i803EF94215 cmp [+42F9],15 00005D9F:i7403 je file:00005DA4 00005DA1:iE9C900 jmpn file:00005E6D ... 00005DFD:iB001 mov al,01 ; <- row 00005DFF:iA2273D mov [+3D27],al ... 00005E0E:iB005 mov al,05 ; <- column 00005E10:iA2263D mov [+3D26],al
83 3E 9E 0F 03 74 03 , replace the first 03 with the level number
Note that if you change the level, the skeleton will look like a guard, unless you changed the guard type of the level.
83 3E 9E 40 01 , replace 01 with the room
80 3E 5C 43 02 , replace 02 with the column where the kid should be *
80 3E 5C 43 03 , replace 03 with the column where the kid should be *
B8 05 00 50 B8 01 00 50 , replace 05 with the column and 01 with the row
B0 01 A2 27 3D , replace 01 with the row
B0 05 A2 26 3D , replace 05 with the column
* The skeleton comes to life if the kid is in one of these columns.
If you want the skeleton to come to life even if the level door is not open:
search:
83 3E 9C 40 00 75 03 , replace 75 with EB
![Grinning :D](./images/smilies/icon_e_biggrin.gif)
Last edited by robert on May 19th, 2013, 6:51 pm, edited 2 times in total.
![Image](http://s2.subirimagenes.com/otros/previo/thump_8505718tumblrldqpdbu9n11qeg.jpg)
This will be my face if you can't win any of my mods
Re: Can I change skel position in level 3?
I met him via gmail, he helped me with the registering. Yes, he was always at work when I talked to him, so yeah he may be a very busy person I believe.Norbert wrote:Yes, right now that's just the interface. That CusPop, version 2.0, is a WordPress plugin (it uses add_action, among other things). In November 2012, we moved away from WordPress, because after some updates of WordPress and its plug-ins, first CusPop stopped working and then the Princed website started giving errors. At the time, poirot was busy rewriting CusPop to be fully standalone. He wrote "Btw, CusPop 3.0 is on the way", he opened a new thread about hex editing, posted in other threads about the file format, and he even had a prototype up and running (I've seen it). Every time I ask him about CusPop, he says he'll finish it, so it's in the pipeline; he's just very busy.David wrote:There is a copy of CusPop (or at least its interface) on PoPot: http://www.popot.org/other_useful_tools.php?tool=CusPop
However, it doesn't work.
![Image](http://s2.subirimagenes.com/otros/previo/thump_8505718tumblrldqpdbu9n11qeg.jpg)
This will be my face if you can't win any of my mods