Norbert wrote: ↑March 18th, 2020, 1:59 pm
I think 1 is known (walk through gate are #7 and #96, and jump through crack #128 and #129).
Yes, walk through gates are very old, of course. For the jump through crack part, I checked the #128, but that is the running and jumping way. This one is the simple standing jump, NOT running and jumping. Maybe a variant of it.
Norbert wrote: ↑March 18th, 2020, 1:59 pm
With 2 I don't understand what you mean, but I see you asked David or Falcury for info.
Please check the video and you will understand... The unexpected appearance of the tile is the trick in room 6, also check the P1R file, so you will understand what I mean... It's very interesting to explore this unexpected appearance, believe me!
1. Open the folder in Apoplexy. Open Level 12a to edit.
2. First check the Room 6 and notice there's a falling tile in the 2nd column of the top-most row, and NO tile in the last column of the top-most row.
3. Now, play the level, merge with the shadow as usual, run and run until you reach room 13, 5th tile from left, in top-most row. The 4th tile from left, room 13 is the falling tile, make a running jump on it.
4. You will now arrive to Room 6. Whether you died (depending on if you made the next run and jump or not), check the top-most row. Did you see that there IS a tile on the last column, top-most row? WHERE DID THAT TILE APPEAR FROM?!!!
5. That's the trick!!!
Let me know if you still didn't understand, will record screen and share here.
I understand what you mean now.
You are right, it is strange that the tile in room 6 appears.
Probably the SDLPoP code shows why, maybe David or Falcury knows.
Norbert wrote: ↑March 18th, 2020, 5:18 pm
Probably the SDLPoP code shows why, maybe David or Falcury knows.
Yes, that's why I asked them... They are the best to figure out the why's.
Norbert wrote: ↑March 18th, 2020, 5:18 pm
You are right, it is strange that the tile in room 6 appears.
Yeah... What I think it is because the room 6 is connected to room 13 and half of the tile is connected with room 13. But it's better that either one of those explain it.
Norbert, is it good to add to PoPOT?
It would be just awesome if we got a bonus tile which we can use to continue the level!
Norbert wrote: ↑March 18th, 2020, 7:22 pm
Let's wait to first find out what exactly is causing the behaviour, for instance if it's just that one tile in room 6 or also other locations.
Yeah, that would be good. Ok, let's wait for David and/or Falcury to investigate the unexpected behaviour...
Seems the tile always appears if you ask for it... Meaning, if you press SHIFT, you are asking the game engine to grab whatever's there. If you jump on that co-ordinate, you are asking the game engine to land the Kid on that co-ordinate, if there's any, otherwise the Kid will fall...
So, even if you jump and press SHIFT, the Kid will try to grab whatever's there, and the tile gets there somehow... (Don't get confused with the falling tile not being in the place where it was, in my last video, I moved the falling tile one tile to the left, because I was testing something else, but discovered this instead!)
Check this out:
So, I am sure there's some connection between the next room to the left of room 13 and the room 13 itself...
Hi Norbert: I'm working on a new mod in these days, and I created this variant for hidden exit trick (Trick01.avi + Exit.png) ;
... and this particular Shadow's movements on level 5 (Trick02.avi) ;
I ask you if you could add this tricks on PoPot, please ... thank you
Dh73 wrote: ↑March 20th, 2020, 8:40 pm
Hi Norbert: I'm working on a new mod in these days, and I created this variant for hidden exit trick (Trick01.avi + Exit.png) ;
... and this particular Shadow's movements on level 5 (Trick02.avi) ;
I ask you if you could add this tricks on PoPot, please ... thank you
Wow! I understood first trick. Nice one!
It is just that there is some bug in the code, which says just make the Kid go up the stairs with the co-ordinates of the exit door. But it doesn't specify the room, I guess. Maybe David can clarify more why the room doesn't change?
Second one, I am confused a bit, but excited for this find. Can you please share LEVELS.DAT so we can see exactly what's going on, when the trick happens, in which room, etc.? Also, maybe I can find some new tricks connected with this. There is also some weird behaviour of the shadow in Level 5. I will have to record that and upload. Wait for my next post!
Dh73 wrote: ↑March 20th, 2020, 8:40 pm
Hi Norbert: I'm working on a new mod in these days, and I created this variant for hidden exit trick (Trick01.avi + Exit.png) ;
... and this particular Shadow's movements on level 5 (Trick02.avi) ;
I ask you if you could add this tricks on PoPot, please ... thank you
Wow! I understood first trick. Nice one!
It is just that there is some bug in the code, which says just make the Kid go up the stairs with the co-ordinates of the exit door. But it doesn't specify the room, I guess. Maybe David can clarify more why the room doesn't change?
Second one, I am confused a bit, but excited for this find. Can you please share LEVELS.DAT so we can see exactly what's going on, when the trick happens, in which room, etc.? Also, maybe I can find some new tricks connected with this. There is also some weird behaviour of the shadow in Level 5. I will have to record that and upload. Wait for my next post!
Hi: I don't specify the room because It can be whatever you choose: the important is that the exit door is at far left side and you in the corrispondant far right side: the attached image file is near room: is available also with DosBox, hence is not only via SdlPop ;
I always feel there a lot of hidden tricks in special events. Check these two videos. They are not really trick as such individually, but if combined, they would mean a lot. For example, in my latest mod, Rescue Of Persia, I had used one element of the trick.
Norbert, do you think it would be good to create a new page in PoPOT, called as special event tricks? Because a lot of tricks regarding mainly shadow have been found, one by Dh73 and this topic is completely about shadows. It would be great according to me, if you add a special event tricks page and put all these tricks to that page.
People can use these tricks in their mods and it would be a great fun to discover and find out which trick should be used to pass the level. For example, any one trick I showed in both of the videos can be used to trick the player. For example, giving a "activate room 8 upper left" potion in the second row, where in the Kid is meant to drink the potion, before shadow does it, otherwise the "room 8 upper left" trigger won't activate. In such cases, it's always best to search specific about special events and the player would have no idea how to solve the level.
Or, you can add another category as special events in the search tricks page, that can also help the player find related tricks to special events.
Also check this for complete testing and madness I did with shadow!
Dh73 wrote: ↑March 21st, 2020, 11:44 am
Hi: I don't specify the room because It can be whatever you choose: the important is that the exit door is at far left side and you in the corrispondant far right side: the attached image file is near room: is available also with DosBox, hence is not only via SdlPop ;
Yes, I know you don't need to specify any room. I was talking about the code of the game engine.
Can you share LEVELS.DAT for trick 2 you shared?