Norbert wrote:
- For some people it might be easier to scroll through a web page with this information. I could put this up at popot.org (and give you credit for the work you've done, of course). [Edit: Or princed.org, of course; not everything needs to be on popot.org.]
That's what I thought, that's why I mentioned the custom levels page.
Norbert wrote:
- I'm not sure I understand your chomper blood reasoning. In the images for Prince of Wateria, for example I don't see chomper blood, but I didn't delete any binary files and used PR 1.3. In fact, I've carefully made sure the blood looks good on the custom chompers in both the dungeon and palace levels.
I didn't put blood on the test level.
Also, that bug is present in only those files that are marked with "chomper blood is missing!" in the list.csv file.
These are: VDUNGEON.DAT_green, vdungeon.dat_pr08_samples, Vdungeon.dat_spf_tv1.
PR 1.3 does not seem to export them correcly; it either crashes (green, tv) or exports only some of the images (pr08).
The pr08 file can be exported in raw mode (--raw), but the two other can't.
In the case of pr08, PR 1.3 can export only those images that are not compressed, i.e. the byte at offset 5 is 0xB0. The other images have 0xB1 or 0xB2 at this offset, that is, they are compressed with RLE.
Upon closer inspection, it seems to me that the length of the decompressed data is not what it should be. I think it was made with PR 0.8 (as the name suggests), and it seems PR 0.8 had a bug.
I don't yet know what is the problem with the green and tv files.
Yet another bug to fix in PR...
Norbert wrote:
- Maybe place the dungeon wall shadows somewhere in the lower left of the rooms. I'm suggesting this because they are 'usually' the images that are used to create custom elements in rows and columns further to the north-east. The same goes for the palace wall pattern variations. Like the windows, these elements are on the background only, which means they are perfect for mod authors to use for creating strange effects. Two examples are KingOfPersia's Repetition of Time and my Prince of Wateria. Since you placed these elements around the north-east corner of the rooms, certain customizations are off-screen. (Like the dripping window in Prince of Wateria and the fake open door in Repetition of Time.) Maybe also use two rooms for dungeon graphics, to gain space to show off these customizations of wall shadows/patterns and windows.
A second room would be better, since the first room is already crowded.
This second room should be shown only if those images don't fit into the first room.
Norbert wrote:
- I think the dungeon screenshot "rise of the prince lvl1.jpg" was added by mistake?
It shows a mod that has custom graphics; the mod was not released by its author.
But yes, then it's not needed.
Norbert wrote:
- Maybe include a LEVELS.DAT file with your custom levels 1 and 4? (In addition to the level0n.dmp and level0n.plv files.)
I attached it to this post.
Note that you need to enable all resources.
Norbert wrote:
- Maybe this thread should be moved to the "Prince of Persia 1 for DOS" board in the POP GAMES section of this forum? If you agree, I'll move it there.
Okay.
Norbert wrote:
- PoP1 Studio includes similar collections, but for some of them doesn't show all possible elements.
I just checked it, and these are those that are not in my collection:
- An older version of Endless Tomb. (13_24)
- The cga/ega graphics that I mentioned in the first post. (13_25, ..., 13_31, 16_15, ..., 16_21)
- "New trick bootcamp" (13_17) spikes are invisible?
- The Dragon Temple by the_mad_joob (16_9)