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| Rev | Author | Line No. | Line | 
|---|---|---|---|
| 1 | pmbaty | 1 | ; ======================== | 
| 2 | ; SDLPoP mod configuration | ||
| 3 | ; ======================== | ||
| 4 | |||
| 5 | ; This is an example configuration file for custom levelsets loaded with SDLPoP. | ||
| 6 | |||
| 7 | ; To use, place a copy of this file in the mod's directory ("mods/Your Mod Name/"). | ||
| 8 | ; For general information on how you can use mods with SDLPoP, see Readme.txt. | ||
| 9 | |||
| 10 | ; Lines starting with a semicolon (";") are comment lines and are ignored by SDLPoP. | ||
| 11 | ; They are used to document the available customization options. | ||
| 12 | |||
| 13 | ; "default" is a valid setting for any option. | ||
| 14 | |||
| 15 | ; NOTE: In this example file, the available options were all disabled, so they do not | ||
| 16 | ;       immediately replace the settings in SDLPoP.ini. | ||
| 17 | ;       To re-enable an option, simply delete the semicolon in front of that option. | ||
| 18 | |||
| 19 | |||
| 20 | [General] | ||
| 21 | ;enable_copyprot = false | ||
| 22 | |||
| 23 | [AdditionalFeatures] | ||
| 24 | ;enable_quicksave = true | ||
| 25 | ;enable_quicksave_penalty = true | ||
| 26 | |||
| 27 | [Enhancements] | ||
| 28 | ;use_fixes_and_enhancements = false | ||
| 29 | |||
| 30 | ;    'prompt' --> the game will ask each time the game is launched (Default) | ||
| 31 | ;    'true'   --> fixes and enhancements are used | ||
| 32 | ;    'false'  --> fixes and enhancements are not used | ||
| 33 | ; | ||
| 34 | ; Below, you can pick which fixes/enhancements will be active: | ||
| 35 | |||
| 36 | ; Adds a way to crouch immediately after climbing up: press down and forward simultaneously. | ||
| 37 | ; In the original game, this could not be done (pressing down always causes the kid to climb down). | ||
| 38 | ;enable_crouch_after_climbing = true | ||
| 39 | |||
| 40 | ; Time runs out while the level ending music plays; however, the music can be skipped by disabling sound. | ||
| 41 | ; This option stops time while the ending music is playing (so there is no need to disable sound). | ||
| 42 | ;enable_freeze_time_during_end_music = true | ||
| 43 | |||
| 44 | ; Enable guard hitpoints not resetting to their default (maximum) value when re-entering the room. | ||
| 45 | ;enable_remember_guard_hp = true | ||
| 46 | |||
| 47 | ; If a room is linked to itself on the left, the closing sounds of the gates in that room can't be heard. | ||
| 48 | ;fix_gate_sounds = true | ||
| 49 | |||
| 50 | ; An open gate or chomper may enable the Kid to go through walls. (Trick 7, 37, 62) | ||
| 51 | ;fix_two_coll_bug = true | ||
| 52 | |||
| 53 | ; If a room is linked to itself at the bottom, and the Kid's column has no floors, the game hangs. | ||
| 54 | ;fix_infinite_down_bug = true | ||
| 55 | |||
| 56 | ; When a gate is under another gate, the top of the bottom gate is not visible. | ||
| 57 | ;fix_gate_drawing_bug = true | ||
| 58 | |||
| 59 | ; When climbing up to a floor with a big pillar top behind, turned right, Kid sees through floor. | ||
| 60 | ; The current fix causes glitches you can see on bug_chomper.PNG and bug_climb.PNG . | ||
| 61 | ;fix_bigpillar_climb = false | ||
| 62 | |||
| 63 | ; When climbing up two floors, turning around and jumping upward, the kid falls down. | ||
| 64 | ; This fix makes the workaround of Trick 25 unnecessary. | ||
| 65 | ;fix_jump_distance_at_edge = true | ||
| 66 | |||
| 67 | ; When climbing to a higher floor, the game unnecessarily checks how far away the edge below is; | ||
| 68 | ; This contributes to sometimes "teleporting" considerable distances when climbing from firm ground. | ||
| 69 | ;fix_edge_distance_check_when_climbing = true | ||
| 70 | |||
| 71 | ; Falling from a great height directly on top of guards does not hurt. | ||
| 72 | ;fix_painless_fall_on_guard = true | ||
| 73 | |||
| 74 | ; Bumping against a wall may cause a loose floor below to drop, even though it has not been touched. (Trick 18, 34) | ||
| 75 | ;fix_wall_bump_triggers_tile_below = true | ||
| 76 | |||
| 77 | ; When pressing a loose tile, you can temporarily stand on thin air by standing up from crouching. | ||
| 78 | ;fix_stand_on_thin_air = true | ||
| 79 | |||
| 80 | ; Buttons directly to the right of gates can be pressed even though the gate is closed (Trick 1) | ||
| 81 | ;fix_press_through_closed_gates = true | ||
| 82 | |||
| 83 | ; By jumping and bumping into a wall, you can sometimes grab a ledge two stories down (which should not be possible). | ||
| 84 | ;fix_grab_falling_speed = true | ||
| 85 | |||
| 86 | ; When chomped, skeletons cause the chomper to become bloody even though skeletons do not have blood. | ||
| 87 | ;fix_skeleton_chomper_blood = true | ||
| 88 | |||
| 89 | ; Controls do not get released properly when drinking a potion, sometimes causing unintended movements. | ||
| 90 | ;fix_move_after_drink = true | ||
| 91 | |||
| 92 | ; A drawing bug occurs when a loose tile is placed to the left of a potion (or sword). | ||
| 93 | ;fix_loose_left_of_potion = true | ||
| 94 | |||
| 95 | ; Guards may "follow" the kid to the room on the left or right, even though there is a closed gate in between. | ||
| 96 | ;fix_guard_following_through_closed_gates = true | ||
| 97 | |||
| 98 | ; When landing on the edge of a spikes tile, it is considered safe. (Trick 65) | ||
| 99 | ;fix_safe_landing_on_spikes = true | ||
| 100 | |||
| 101 | ; The kid may glide through walls after turning around while running (especially when weightless). | ||
| 102 | ;fix_glide_through_wall = true | ||
| 103 | |||
| 104 | ; The kid can drop down through a closed gate, when there is a tapestry (doortop) above the gate. | ||
| 105 | ;fix_drop_through_tapestry = true | ||
| 106 | |||
| 107 | ; When dropping down and landing right in front of a wall, the entire landing animation should normally play. | ||
| 108 | ; However, when falling against a closed gate or a tapestry(+floor) tile, the animation aborts. | ||
| 109 | ; (The game considers these tiles floor tiles; so it mistakenly assumes that no x-position adjustment is needed) | ||
| 110 | ;fix_land_against_gate_or_tapestry = true | ||
| 111 | |||
| 112 | ; Sometimes, the kid may automatically strike immediately after drawing the sword. | ||
| 113 | ; This especially happens when dropping down from a higher floor and then turning towards the opponent. | ||
| 114 | ;fix_unintended_sword_strike = true | ||
| 115 | |||
| 116 | ; By repeatedly pressing 'back' in a swordfight, you can retreat out of a room without the room changing. (Trick 35) | ||
| 117 | ;fix_retreat_without_leaving_room = true | ||
| 118 | |||
| 119 | ; The kid can jump through a tapestry with a running jump to the left, if there is a floor above it. | ||
| 120 | ;fix_running_jump_through_tapestry = true | ||
| 121 | |||
| 122 | ; Guards can be pushed into walls, because the game does not correctly check for walls located behind a guard. | ||
| 123 | ;fix_push_guard_into_wall = true | ||
| 124 | |||
| 125 | ; By doing a running jump into a wall, you can fall behind a closed gate two floors down. (e.g. skip in Level 7) | ||
| 126 | ;fix_jump_through_wall_above_gate = true | ||
| 127 | |||
| 128 | ; If you grab a ledge that is one or more floors down, the chompers on that row will not start. | ||
| 129 | ;fix_chompers_not_starting = true | ||
| 130 | |||
| 131 | ; As soon as a level door has completely opened, the feather fall effect is interrupted because the sound stops. | ||
| 132 | ;fix_feather_interrupted_by_leveldoor = true | ||
| 133 | |||
| 134 | ; Guards will often not reappear in another room if they have been pushed (partly or entirely) offscreen. | ||
| 135 | ;fix_offscreen_guards_disappearing = true | ||
| 136 | |||
| 137 | [CustomGameplay] | ||
| 138 | ; Starting minutes left. (default = 60) | ||
| 139 | ; To disable the time limit completely, set this to -1. | ||
| 140 | ;start_minutes_left = 60 | ||
| 141 | |||
| 142 | ; Starting number of ticks left in the first minute. (default = 719) | ||
| 143 | ; 1 tick = 1/12 second, so by default there are 59.92 seconds left in the first minute. | ||
| 144 | ;start_ticks_left = 719 | ||
| 145 | |||
| 146 | ; Starting hitpoints. (default = 3) | ||
| 147 | ;start_hitp = 3 | ||
| 148 | |||
| 149 | ; Maximum number of hitpoints you can get. (default = 10) | ||
| 150 | ;max_hitp_allowed = 10 | ||
| 151 | |||
| 152 | ; First level where you can save the game. (default = 3) | ||
| 153 | ;saving_allowed_first_level = 3 | ||
| 154 | |||
| 155 | ; Last level where you can save the game. (default = 13) | ||
| 156 | ;saving_allowed_last_level = 13 | ||
| 157 | |||
| 158 | ; Start the game with the screen flipped upside down, similar to Shift+I (default = false) | ||
| 159 | ;start_upside_down = false | ||
| 160 | |||
| 161 | ; Start in blind mode, similar to Shift+B (default = false) | ||
| 162 | ;start_in_blind_mode = true | ||
| 163 | |||
| 164 | ; The potions level will appear before this level. Set to -1 to disable. (default = 2) | ||
| 165 | ;copyprot_level = 2 | ||
| 166 | |||
| 167 | ; Set up edges of the level. | ||
| 168 | ; Tile drawn at the top of the room if there is no room that way. (default = floor) | ||
| 169 | ; E.g. 0: empty, 1: floor, 20: wall (etc.) | ||
| 170 | ;drawn_tile_top_level_edge = floor | ||
| 171 | |||
| 172 | ; Tile drawn at the left of the room if there is no room that way. (default = wall) | ||
| 173 | ;drawn_tile_left_level_edge = wall | ||
| 174 | |||
| 175 | ; Tile behavior at the top or left of the room if there is no room that way (default = wall) | ||
| 176 | ;level_edge_hit_tile = wall | ||
| 177 | |||
| 178 | ; Enable triggering any tile. (default = false) | ||
| 179 | ; For example, a button could make loose floors fall, or start a stuck chomper. | ||
| 180 | ;allow_triggering_any_tile = false | ||
| 181 | |||
| 182 | ; Enable the dungeon Wall Drawing Algorithm (WDA) in the palace environment. | ||
| 183 | ; N.B. Use with a modified VPALACE.DAT that provides dungeon-like wall graphics! | ||
| 184 | ;enable_wda_in_palace = false | ||
| 185 | |||
| 186 | ; Colors of the hard-coded color palette (RGB values 0..255, will be rounded down to nearest multiple of 4). | ||
| 187 | ;vga_color_0 = 0, 0, 0 | ||
| 188 | ;vga_color_1 = 0, 0, 170 | ||
| 189 | ;vga_color_2 = 0, 170, 0 | ||
| 190 | ;vga_color_3 = 0, 170, 170 | ||
| 191 | ;vga_color_4 = 170, 0, 0 | ||
| 192 | ;vga_color_5 = 170, 0, 170 | ||
| 193 | ;vga_color_6 = 170, 85, 0 | ||
| 194 | ;vga_color_7 = 170, 170, 170 | ||
| 195 | ;vga_color_8 = 85, 85, 85 | ||
| 196 | ;vga_color_9 = 85, 85, 255 | ||
| 197 | ;vga_color_10 = 85, 255, 85 | ||
| 198 | ;vga_color_11 = 85, 255, 255 | ||
| 199 | ;vga_color_12 = 255, 85, 85 | ||
| 200 | ;vga_color_13 = 255, 85, 255 | ||
| 201 | ;vga_color_14 = 255, 255, 85 | ||
| 202 | ;vga_color_15 = 255, 255, 255 | ||
| 203 | |||
| 204 | ; Level that will be loaded when starting a new game. (default = 1) | ||
| 205 | ;first_level = 1 | ||
| 206 | |||
| 207 | ; Always skip the title sequence: the first level will be loaded immediately. (default = false) | ||
| 208 | ;skip_title = false | ||
| 209 | |||
| 210 | ; First level where level skipping with Shift+L is denied in non-cheat mode. (default = 4) | ||
| 211 | ;shift_L_allowed_until_level = 4 | ||
| 212 | |||
| 213 | ; Number of minutes left after Shift+L is used in non-cheat mode. (default = 15) | ||
| 214 | ;shift_L_reduced_minutes = 15 | ||
| 215 | |||
| 216 | ; Number of ticks left after Shift+L is used in non-cheat mode. (default = 719) | ||
| 217 | ; (1 tick = 1/12 second, 719 ticks is 59.92 seconds) | ||
| 218 | ;shift_L_reduced_ticks = 719 | ||
| 219 | |||
| 220 | |||
| 221 | ; The following customization options can be used in all level sections: | ||
| 222 | ; level_type = 0: dungeon, 1: palace | ||
| 223 | ; level_color = 0: colors from VDUNGEON.DAT/VPALACE.DAT, >0: colors from PRINCE.DAT (You need a PRINCE.DAT from 1.3 or 1.4 for this.) | ||
| 224 | ; guard_type = 0: guard, 1: fat, 2: skel, 3: vizier, 4: shadow | ||
| 225 | ; guard_hp = Base hitpoints for guards on this level. | ||
| 226 | ; cutscene = 0: none, 2 or 6: standing, 4: lying down, 8: mouse leaves, 9: mouse returns, 12: standing or turn around | ||
| 227 | [Level 0] ; demo | ||
| 228 | [Level 1] | ||
| 229 | [Level 2] | ||
| 230 | [Level 3] | ||
| 231 | [Level 4] | ||
| 232 | [Level 5] | ||
| 233 | [Level 6] | ||
| 234 | [Level 7] | ||
| 235 | [Level 8] | ||
| 236 | [Level 9] | ||
| 237 | [Level 10] | ||
| 238 | [Level 11] | ||
| 239 | [Level 12] | ||
| 240 | [Level 13] ; Jaffar | ||
| 241 | [Level 14] ; princess | ||
| 242 | [Level 15] ; potions |