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| Rev | Author | Line No. | Line | 
|---|---|---|---|
| 1 | pmbaty | 1 | Here is the list of the possible annotations on level maps saved with Ctrl+Shift+F12 or --screenshot-level-extras. | 
| 2 | |||
| 3 | Items marked with [!] can't be found on the original levels. | ||
| 4 | |||
| 5 | * Floors: | ||
| 6 | * white "~~~~": Regular loose floor. | ||
| 7 | * purple "~~~~": Stable loose floor: It can't be broken by the prince, only by another loose floor or a door event. [!] | ||
| 8 | * green "^^^^": Opener / raise button. | ||
| 9 | * red "vvvv": Closer / drop button. | ||
| 10 | * Traps: | ||
| 11 | * green "safe": Spikes that won't hurt the prince. [!] | ||
| 12 | * green or red "stuck": Stuck chomper. [!] | ||
| 13 | * Potions: | ||
| 14 | * grey "x": empty [!] | ||
| 15 | * red "+1": heal | ||
| 16 | * red "+++": life (extra HP) | ||
| 17 | * green "slow fall": slow-fall / feather fall | ||
| 18 | * green "flip": flips the screen upside-down | ||
| 19 | * blue "-1": hurt / poison | ||
| 20 | * blue "trig": trigger / open | ||
| 21 | * A yellow "blue trig" shows which tile is triggered. (Only if there is such a potion in the reachable rooms.) | ||
| 22 | * white number: Some other kind of potion. [!] | ||
| 23 | * Door events: | ||
| 24 | Yellow numbers show: | ||
| 25 | 1. what events are triggered by a button, | ||
| 26 | 2. what events point to a tile. | ||
| 27 | In both cases, the same tile can have multiple numbers. | ||
| 28 | Case 2 shows only those events that can be triggered from the reachable rooms. | ||
| 29 | * Special events: (in yellow) | ||
| 30 | You can find more information about them here: https://www.popot.org/documentation.php?doc=PoP1SpecialEvents | ||
| 31 | Note: SDLPoP does not yet recognize if an event was placed elsewhere by a mod. | ||
| 32 | * level 0: | ||
| 33 | * "exit": Complete the level by entering this room. | ||
| 34 | * level 1: | ||
| 35 | * "start trig": This tile is triggered (pressed) when the level starts. | ||
| 36 | * level 3: | ||
| 37 | * "<- chk point": The checkpoint is activated by leaving the room this way. | ||
| 38 | * "check point": The prince restarts here if the checkpoint was activated. | ||
| 39 | * "removed": This tile is removed when you restart at the checkpoint. | ||
| 40 | * "loud": The closing sounds of this gate can be heard in all rooms. | ||
| 41 | * "skel wake": This skeleton will wake if the exit is open. | ||
| 42 | * "skel cont": If a skeleton falls into this room, it will be placed here. | ||
| 43 | * level 4: | ||
| 44 | * "mirror": The mirror appears here when the exit is open. | ||
| 45 | * level 5: | ||
| 46 | * "stolen": This potion will be stolen by the shadow. | ||
| 47 | * level 6: | ||
| 48 | * "exit down": Complete the level by leaving the room this way. | ||
| 49 | * level 8: | ||
| 50 | * "mouse": The mouse will appear here if the exit is open. | ||
| 51 | * level 12: | ||
| 52 | * "disapp": This sword will disappear. | ||
| 53 | * "disapp ->": The sword will disappear when you leave the room this way. | ||
| 54 | * "floor": Floors appear here. | ||
| 55 | * "exit": Complete the level by entering this room. | ||
| 56 | * level 13: | ||
| 57 | * "fall": These loose floors fall if you're in the room below them. | ||
| 58 | * "meet ->": Jaffar's music is played when you leave the room this way. | ||
| 59 | * "Jffr trig": This tile is triggered when you enter any room from the right after Jaffar died. | ||
| 60 | * level 14: | ||
| 61 | * "end": You win the game by entering this room. | ||
| 62 | * Starting position: Yellow "start" with an arrow showing the starting direction. | ||
| 63 | * This can be useful on level 7 or 13 where the prince starts off-screen | ||
| 64 | and thus he is not visible on the map if you made it from the command line. | ||
| 65 | * Broken room links: White number on red background on the corresponding edge of the room. [!] | ||
| 66 | Note that such levels usually appear incorrectly. Consider yourself lucky if they don't fall apart on the map. :) | ||
| 67 | In the worst cases you get errors on the console: "Warning: room XX was mapped to the same place as room YY!" | ||
| 68 | Sometimes you can get a better map if you make the map manually from some room other than the starting room. | ||
| 69 | * Room numbers: White number on grey background in the top-left corner. |