(*) I also tried RoomShaker II in Wine, but it crashes with an error ("The program RoomShaker2.exe encountered a serious problem and needs to close. We are sorry for the inconvenience.").
Attached is an Excel file with all the PoP2 dynamic guard settings of the rooms that are actually in use.
Each row has 34 bytes (columns) with decimal values I extracted from the PRINCE.DAT file, with help from PR.
David, it has been 6+ years since you created Pr2LevEd, but maybe you remember...
To me, the "Number of guards" and 3 columns of Pr2LevEd's pop-up don't make sense, because one of the 34 bytes contains the number of guards that will spawn (column AE) and they are of one type only.
Any ideas?
Also, I have no idea which column the "Max. guards alive" would be.
Below are, for each column, all used values.
The first column with numbers are all used values where AE is not 0 (so, guards are set to spawn), the second column with numbers just shows everything.
A | 0, 1 | 0-2, 9, 11, 16, 32 |
B | 0, 5, 6, 8, 9 | 0, 2, 5, 6, 8, 9, 10, 19, 20, 24, 90 |
C | 0, 4, 10, 15, 19 | 0, 2, 3, 4, 6, 10, 12, 15, 19, 22, 90 |
D | 0, 5, 10, 14, 19 | 0, 5, 9, 10, 11, 14, 15, 17, 19, 22, 24 |
E | 0, 1, 255 | 0, 1, 255 |
F | 0, 1 | 0, 1, 64 |
G | 0, 2, 3, 5 | 0, 2, 3, 5 |
H | 0, 3, 130 | 0, 1, 3, 130 |
I | 0 | 0 |
J | 0 | 0 |
K | 0 | 0 |
L | 0 | 0, 90 |
M | 0 | 0, 90 |
N | 0 | 0, 90 |
O | 0 | 0, 90 |
P | 0 | 0 |
Q | 0 | 0 |
R | 0 | 0, 90 |
S | 0-2 | 0-2 |
T | 0-9, 11 | 0-9, 11 |
U | 0 | 0 |
V | 0 | 0 |
W | 0 | 0 |
X | 1, 2 | 0-2 |
Y | 0-2 | 0-2 |
Z | 0, 6, 7, 9 | 0, 6, 7, 9 |
AA | 2, 5, 7, 8, 9, 10, 15, 16, 20, 25, 41, 50, 86 | 0, 2, 5, 7, 8, 9, 10, 15, 16, 20, 25, 41, 50, 86 |
AB | 2, 5, 7, 8, 9, 10, 15, 16, 20, 25, 41, 50, 86 | 0, 2, 5, 7, 8, 9, 10, 15, 16, 20, 25, 41, 50, 86 |
AC | 1, 255 | 0, 1, 255 |
AD | 0-2 | 0-2 |
AE | 1-5, 7, 9 | 0-5, 7, 9 |
AF | 1-6, 129-132 | 0-6, 129-132 |
AG | 0, 1 | 0, 1 |
AH | 0-2 | 0-2 |
My notes currently say:
S is apparently: activate guard (1 = true, 0 = false).
T is apparently: skill (8 = passive).
X is apparently: 0 or 1 waits until all guards are dead, 2 spawn even with alive guards.
Y is apparently: floor/row (0 = upper, 1 = middle, 2 = lower).
Z is apparently: column (0-5 face right; 6-9 face left).
AA is apparently: latency before spawn.
AB is apparently: latency between spawns.
AC is apparently: can jump.(?)
AE is apparently: number of guards that spawn.
AF is apparently: hit points.
Which leaves lots of stuff unexplained.
Like, 129 hit points, that an enemy is set to but doesn't actually have in-game.
So... any additional suggestions/ideas/info is welcome.
I could go with just what I've got so far, but maybe it's possible to move some puzzle pieces here and there.
