Ah, I guess you're using the level select menu.
I tried it using generated passwords.
It seems the two ways of starting a level work slightly differently.
At 0xF76D write 0x0D.
Ah, I guess you're using the level select menu.
I played though the game to test it. I hope you don't mind!
Yup, that did it. Thanks.
Fine with me, you pretty much deserve it with all the hacking work and effort, as well as being an indirect playtester (now an official one as you played through it), but I hope you play the finished version when the new graphics and music are implemented and the oversights corrected!
Good catches! I have now fixed them.
You got it, and the Level 9 one is also fixed by making the left switch also open the door next to it.David wrote: ↑December 21st, 2019, 2:40 pm * Level 2: I see you added spikes in the last pit of level 2. That's to prevent getting stuck, right?
Whoops, I never caught this perhaps because I always skipped the close switch on my way to the big potion. Though I can also say the map I downloaded from popuw does not indicate that that button should open the previous gate. I played the DOS version again, and you're right, it should open that gate as well. I fixed it as well.David wrote: ↑December 21st, 2019, 2:40 pm * Level 4: The button which opens the gate to the big potion should open another gate as well (see screenshot).
Without that, after I got the big potion, I have to go the bottom route, and the guard down there kills me unless I already killed him before I started my way to the big potion.
Another odd oversight...from the SNES developers. The top part of the door top graphic doesn't exist, thus this graphical issue exists: Also, when climbing next to it this graphic anomaly also occurs: Thus, walls were added in order to not change puzzles/level design and that the graphics look correct. I cannot add this graphic myself as the still Work-in-progress tool only changes character sprites.
Huh, thought this was a SNES bug, but I didn't know that it seems that if a trigger is shared, all the buttons with the same trigger will display the pressed graphic.
That was also one of the changes pending to do, at least the guards with the ''skel'' grunt; I was debating whether to keep the amazon's voice and add it to some of the guards just to have a few female guards, but perhaps this won't fit and I already did that on ''The Queen Of Light''. On DOS though, none of the guards have voices.David wrote: ↑December 21st, 2019, 2:40 pm * Level 5: The yellow guard has the amazon's voice.
* Level 7: The first guard has deep voice.
* Level 8: The last guard has deep voice.
* Level 10: The yellow guard doesn't grunt.
At Hacks -> guards -> guard voices, you should disable everything except Fat, Jaffar, and Skel.
Ha ha, you discovered it! Back when I was doing this, I was going to ask for a hack, but I figured this idea, and worked well enough.
Hopefully a trailer will be released in these days when I finish implementing the prologue music and some graphics
I didn't notice that in my playthrough; but now I checked it and it's indeed so.
The same happens in the second room of level 9.
For that it's enough to have the wall above the left gate (which you added).
Instead, the prince can scream when falling, which he doesn't do on the SNES.
I found another clever trick in your mod, on level 13.
Tried to fix as many softlocks as I could without changing the level/puzzle design, but not all of them were fixed.
Ah, I see. I checked if there were more as well, and only found the Level 9 one; I fixed all of those. I think my "The Queen Of Light" has a few of those trigger bugs as well.David wrote: ↑December 22nd, 2019, 9:05 pmThe same happens in the second room of level 9.
Actually the DOS version has this bug as well, but the other buttons with the same trigger are usually not redrawn immediately, so it's less visible.
It's the most visible when two buttons in adjacent tiles have the same event number.
I wanted to maintain the two tile space between the wall and floor so it looked less obvious that I added that a wall. But yeah, probably it's a pointless change as I made the top floor shorter. I have added back the floor.David wrote: ↑December 22nd, 2019, 9:05 pmFor that it's enough to have the wall above the left gate (which you added).
If I add back the floor (to the fourth tile from right), the shortcut is still not possible, and it's still possible to climb up since there is space (one tile) between the floor and the wall.
Am I missing something?
I wonder if, we can add this by adding an instruction that plays a new/existing music/sound cue pointer that uses one of the existing voice samples (like the amazon for example) and I write some pitch modification to recreate the falling scream. The amazon sample as used has some pitch bending to make it sound like a damage grunt.
Exactly.
Here's a test of a Prince scream while falling. I replaced a level music with the scream and added a small silence so that it starts a bit after the Prince falls more than two rows. As I am using the current level's music, the scream would play everytime the level music restarts (after a battle or drinking a potion for example). So, perhaps a hack similar to the ''At the start of Level 1'' should be created, so that this scream only plays when the Prince has fallen more than two rows.
Honest opinion though, what do you think about this scream? It's good/okay enough? Shall it be different or perhaps avoid to insert it at all?
IMO, certainly better to have this scream than no scream.
I can make it last just a second/second and-a half, instead of almost three seconds. I think the DOS scream also lasts only like almost two seconds. Still, I need a hack so that only plays the scream when the Prince has fallen (specifically, more than two tiles). And if I intend the scream to be a sound cue instead of a replaced music cue, the scream data might have to be written where there's free space, so the hack might have to be different.
I'll look into this.
The amazon's voice when hurt is stored as: T64V15@43O4D2P12#D5-BP0+C2C
At 0xA9B4 write: 20 30 FE
Argh, I confused myself. I meant the 11 bytes that describe the Amazon's voice. Like the instruments, there's 11 bytes below the sound effects written space, but I couldn't find the Amazon; I even did an attempt where I erased all 11 bytes and pretty much every sound effect bar the Amazon was muted though I attempted it today and now it is muted...huh.
YES. And even I don't have to put a rest at the beginning to accommodate for the falling time. A curious nitpick is that, if the scream is a music cue and I go the pause menu when the screams starts to play, it will keep playing perhaps because it's a music cue.David wrote: ↑January 5th, 2020, 6:06 pmAt 0xA9B4 write: 20 30 FESpoiler: show
At 0xFE30 write: AD B8 02 D0 13 AD 5F 04 C9 1F 90 0C A9 yy A2 01 20 xx xx A9 01 8D B8 02 AD 59 04 60
Where:
* xx xx is either 3A C9 if you want to play a sound effect, or 4D EA if you want to play a music.
* yy is the ID of the sound effect or music to play.
You can find a list of sound effect IDs at the end of this post.
(And the list of music IDs can be found here.)
At 0xA9DD write: 20 10 FE
At 0xFE10 write: 8D 3A 05 A9 00 8D B8 02 60
At 0xAB09 write: 20 20 FE
At 0xFE20 write: 8D 5F 04 8D B8 02 60
This really helps as I tried to document them all, but I did it by replacing a sample on a music cue, and I couldn't identify them all.