"Quest for the Sword" by Thijmen
"Quest for the Sword" by Thijmen
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- SuavePrince
- The Prince of Persia
- Posts: 1092
- Joined: January 26th, 2015, 6:21 pm
Re: "Quest for the Sword" by Thijmen
Hey Norbert,you play level 06?? the first gate,close so fast, n sometimes dissapear,other never close,i use apoplexy n look normal...
Re: "Quest for the Sword" by Thijmen
Yes, it's interesting.SuavePrince wrote: ↑September 23rd, 2019, 3:25 am Hey Norbert,you play level 06?? the first gate,close so fast, n sometimes dissapear,other never close,i use apoplexy n look normal...
It seems to be related to the events.
After 33 are 34 and up, and these have no room number but are pointed to the top left of the room.
This appears to speed up the gate somehow.
I don't know why, maybe David or Falcury does.
Re: "Quest for the Sword" by Thijmen
Yes, I also noticed that. Also, some levels start with guard hp on the screen, and then the bullets disappear without any victory music.SuavePrince wrote: ↑September 23rd, 2019, 3:25 am Hey Norbert,you play level 06?? the first gate,close so fast, n sometimes dissapear,other never close,i use apoplexy n look normal...
Re: "Quest for the Sword" by Thijmen
My son Pavel very much.
Passed levels 1 through 12 - here's the video, pretty funny and original to pass all the levels without a sword...but stuck on level 12 where you need to merge with the shadow?! If you have any thoughts and ideas - show you how to do it?
Levels 1 through 6:
Levels 7 through 9:
Levels 10 through 11:
Levels 12 - fail:
Waiting for Your help.
Passed levels 1 through 12 - here's the video, pretty funny and original to pass all the levels without a sword...but stuck on level 12 where you need to merge with the shadow?! If you have any thoughts and ideas - show you how to do it?
Levels 1 through 6:
Levels 7 through 9:
Levels 10 through 11:
Levels 12 - fail:
Waiting for Your help.
Re: "Quest for the Sword" by Thijmen
The key is to skip merging with Shadow. In the room to the left of Shadow's room, jump to the two tiles at the left of row 2, the jump left and you will appear in level 12b. Once you get to Level 12b, there is something to watch out for.
After beating Jaffar and then traveling right, this room has some problems. This is how it looked after I beat Jaffar. Knocking down the loose tile over the wall as you see in the following image, brought about the Insufficient Memory error. The time I was able to go through this room, it was just a whole bunch of illusion.
Re: "Quest for the Sword" by Thijmen
Thanks for the advice!
I passed the game to the end in SDLPoP and saved the Princess, later will post a video walkthrough and will try to pass 12-13-14 levels are also under DOS.
I passed the game to the end in SDLPoP and saved the Princess, later will post a video walkthrough and will try to pass 12-13-14 levels are also under DOS.
Re: "Quest for the Sword" by Thijmen
First of all, this trick works with the original PRINCE.EXE and even in SDLPoP.Norbert wrote: ↑September 23rd, 2019, 9:10 amYes, it's interesting.SuavePrince wrote: ↑September 23rd, 2019, 3:25 am Hey Norbert,you play level 06?? the first gate,close so fast, n sometimes dissapear,other never close,i use apoplexy n look normal...
It seems to be related to the events.
After 33 are 34 and up, and these have no room number but are pointed to the top left of the room.
This appears to speed up the gate somehow.
I don't know why, maybe David or Falcury does.
SDLPoP helped me a lot in figuring out what happens.
In plain language:
* If an event points to room 0, the game will use the previously used room instead.
* If two events (with different room values) point to the same gate (or other triggerable object) then it will move twice as fast.
Technical details:
When you press the button, these trobs (tile animations) will be added:
room=24, tile=0 , type=1 -- from event 33
room=0 , tile=0 , type=1 -- from events 34-40
room=1 , tile=12, type=1 -- from event 41 (not relevant to this discussion)
When animate_tile() processes the trob entries, it calls get_room_address() to find the needed room.
Now, if room is 0, then get_room_address() won't do anything. So curr_room_tiles and curr_room_modif will point to the previously used room, which is 24 in this case.
Therefore animate_door() (called from animate_tile()) will animate the gate in room 24 again in the same frame.
That's why this gate moves twice as fast as the other gates.
Now, let's look at why the gate becomes open after it fully closes.
It happens in animate_door(): https://github.com/NagyD/SDLPoP/blob/ma ... 007.c#L365
The two trobs for the gate remain active even when the gate starts closing.
When the trob with room=0 makes curr_modifier reach 0, that trob is deleted (using gate_stop()).
However, the other trob for this gate, with room=24, remains active.
In the next frame, this trob sets curr_modifier to -1, but since modifiers are stored as unsigned 8-bit numbers, it becomes 255 (0xFF) instead. (integer overflow)
Now, a gate with modifier = 0xFF means a permanently open gate, and it causes this trob to be deleted as well (using gate_stop() again).
Re: "Quest for the Sword" by Thijmen
Thanks.
I've added this to my apoplexy TODO list.
At the very least, the program should allow users to pick room 0.
Re: "Quest for the Sword" by Thijmen
Here are the last levels 12-13-14:
Re: "Quest for the Sword" by Thijmen
Some parts are similar to Suave Prince’s Resurrection Of Jaffar Level 1.

Maybe the author played Resurrection Of Jaffar and got inspiration for his levels.

Re: "Quest for the Sword" by Thijmen
So these tricks need to know?! And sometimes repeat not only these tricks but also tricks from the site;,,,,,,, https://www.popot.org/documentation.php?doc=Tricks
I advise you to try to pass at least 1 level " Temple of Chaos":
viewtopic.php?f=73&t=4261
I advise you to try to pass at least 1 level " Temple of Chaos":
viewtopic.php?f=73&t=4261