Shauing wrote: ↑October 22nd, 2019, 11:00 am
1. It seems that literally, the ''open any gate/door by any kind of death'' hack also includes the Prince as, if he's killed by Jaffar, his death also opens the final door.
Whoops, I forgot to test what happens if the prince dies!
Here is the fix:
At 0xADB0 write back the original bytes: AD 64 04
At 0xFFC0 write: AD 84 04 20 B3 AD AD 79 05 60
At 0xE199 write: 20 C0 FF (same as in the previous hack)
Shauing wrote: ↑October 22nd, 2019, 11:00 am
2.1. Is it possible to jump to the bad ending when time runs out? The SNES version lets you continue, but the DOS doesn't.
I tried this, but with the hack I found, when the bad ending ends, it will play again repeatedly.
(At 0xF017 write: 4C D3 F3)
So I still need to work on this one...
Shauing wrote: ↑October 22nd, 2019, 11:00 am
2.2 Can some exits have the jingle muted/off such as Level 6, 12 and 13, and have the pixelating (mosaic I think it's called in the disassembly) and fade-out effects removed on those levels as well?
To disable the ending music on certain levels:
At 0x9EFE write: 20 90 FF
At 0xFF90 write: AE 79 05 BD A0 FF D0 07 A9 1C A2 05 20 4D EA 60
To disable pixelating (mosaic) and fading on certain levels:
At 0x9F0B write: 20 70 FF
At 0xFF70 write: 8D 16 02 AE 79 05 BD A0 FF F0 07 A9 00 8D 16 02 60
To specify the levels for both:
The table starting at 0xFFA0 tells which levels should have no ending music, pixelating and fading.
Each byte corresponds to a level, in the order they are listed in the editor.
For example, to disable these on level 6, at 0xFFA5 write 01.
Do you want to remove the displaying of the time and password as well, or will you keep it?
Shauing wrote: ↑October 22nd, 2019, 11:00 am
3. Perhaps optional, but as the timer is changed to 60 minutes, the hourglass during the Princess's cutscenes does not display the right amount of sand left; it starts at the halfway point instead of full. Only on the prologue and ending it displays both the full and empty hourglasses correctly.
At 0x14EB6 you find this: C9
06 90 10 CA C9
16 90 0B CA C9
36 90 06 CA C9
76 90 01 CA 60
The bytes after the C9 bytes tell at how many minutes remaining will the hourglass switch to the next state.
You need to change these.
Important: The remaining minutes are in BCD, which means you need to interpret the hexadecimal form of the byte as if it was a decimal number.
So for example the last bold byte, 0x76, means 76 minutes, not 118.
Since you halved the time given, you need to halve these numbers as well. So the new numbers should be 03, 08, 18, 38.
Shauing wrote: ↑October 22nd, 2019, 11:00 am
4. Maybe optional as well; as mentioned above, although I changed all the guard skills and palettes to match the DOS version, there are some guards that use other guards palettes on different levels. I know there's a hack back on page 1 but I think it's only for the hacked rom Kaslghnoon did.
Do you mean the skeleton palette swap on level 10?
Or do you mean the palette shared by the mouse and the dead guard?
Or maybe something else?