Norbert wrote:
Can PRINCE.EXE be hex edited in such a way that the game allows the prince to enter a level exit door in the starting room?
The "Disable entering a closed level door" hack makes this possible.
When I replaced the checking of "leveldoor_open" (global variable) with checking of the door's modifier, I also removed the "level.start_room != drawn_room" restriction -- to make space for the new code. (in up_pressed())
Note that such a level door still won't have stairs. That is decided elsewhere. (in draw_leveldoor())
I have these ideas to fix this:
a) Check the position within the room, not just the room number. (Is there enough space for this?)
b) Check the elapsed time since level start. (Is it stored anywhere?)
c) Do something with the modifier of the tile on its left. For some reason, the game checks modifier_left before drawing the stairs.
The condition is "if (level.start_room != drawn_room && modifier_left)" but it could be changed to "||".
(But then it's a rule that people have to remember.)
d) Use the "leveldoor_open" flag.
But it is set only when the exit is fully open.
Together with the other exit door hacks, it would not be a problem if the game set it when the exit started to open.
I'll try that and post my results in the prince.exe topic.
Norbert wrote:
Also, what does CusPop's
"Stop the second level door from acting weird" mean?
It's referring to "the second" level door, but what this means is probably unclear to most people.
I've been following the discussions on this forum, and I don't even remember what it means.
It refers to the case when you open an exit, and then another one.
It was first posted here:
viewtopic.php?p=13128#p13128
I agree it's out of context, without the quote at the beginning of that post.