atrueprincefanfrom18 wrote: ↑March 18th, 2020, 11:36 am
2. This one's very interesting and maybe David or Falcury can help looking at source code, perhaps, why this happened. After you merge, when the blinking stops, if you keep running and go to the section where the tile appearing (special event) ends, if there's a falling tile in the same room at the end, and when you jump over it, when you go to next room, another tile appears where you just jumped!
The appearing floors are created here:
https://github.com/NagyD/SDLPoP/blob/ma ... 006.c#L966
The key is this part: (Char.room == 13 && tile_col >= 6)
The tile_col variable contains the column index of the touched tile
within its own room.
If you touch the rightmost column of the room on the left side of room 13, while the screen still shows room 13, then tile_col will be 9, not -1.
And since 9 >= 6, the floor will appear there.
By the way, you don't need the loose floor to make the special floor appear.
What's more, if you can keep the game show room 13 while you go further into the other room, then floors will appear in those further columns as well.
This is possible if the prince is in a swordfight.
See this example:
This recording also shows that you can climb (down or up) through an empty space where a special floor would appear.
The floor appears only if the prince would fall otherwise.
More fun stuff you can do with the appearing floors:
1. Step up to the edge of such a floor and press down.
The prince will "teleport" forward a bit. (And of course a floor will appear under his feet.)
2. Put loose floors where the floors would appear.
If you step onto one of the loose floors, it will break without falling, on the floor which appears at its place!