First, I don't know if this should be here or with the Other Tools and Hex Editing, you can move it if you want
Hi everyone, there's a frustrating situation in one executable file I have, I would like to stop doors in the exit room from auto-opening every time I start a new game. It frustrates me and made me add more doors, I guess it does not depend from exit room number, because in old prototypes I swapped room 9 with room 23 and it simply didn't stop happening
I hope you can help me fixing it
Watch the video to understand what I'm talking about
Re: I need help with exit doors
Posted: June 11th, 2020, 7:13 am
by atrueprincefanfrom18
Hex Editing is not the problem. It's the Special Event. Level 1, Room 5, Top Row, 3rd Tile is what triggers everytime you start the Level 1. Simply replace that tile to normal one and it won't happen. In the original game it's the drop tile which closes Room 5, Top Row, Last Tile Door to make you feel that you are pushed into dungeon and the gate is closed.
Hope you got it?
P.S: It's a good idea to read special event page when creating particular level, so as either to allow them or not use them completely.
Re: I need help with exit doors
Posted: June 13th, 2020, 3:26 pm
by David
atrueprincefanfrom18 wrote: ↑June 11th, 2020, 7:13 am
Hex Editing is not the problem. It's the Special Event. Level 1, Room 5, Top Row, 3rd Tile is what triggers everytime you start the Level 1. Simply replace that tile to normal one and it won't happen. In the original game it's the drop tile which closes Room 5, Top Row, Last Tile Door to make you feel that you are pushed into dungeon and the gate is closed.
You're mostly right.
However, it's not enough if you place a non-button tile at that place.
The game will treat it as a closer button, and those can open exit doors as well.
Instead you need to make sure that the modifier of that tile does not point to any valid door event.
For example, if that tile has modifier 0, then event #0 (#1 in Apoplexy) should point to a non-triggerable tile.
Alternatively, you can disable this trigger altogether by hex-editing PRINCE.EXE:
Search: 83 3E 9E 0F 01 75 22 B8 05 00
Change: B8 05 to EB 1B