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