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1 pmbaty 1
; ========================
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; SDLPoP mod configuration
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; ========================
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; This is an example configuration file for custom levelsets loaded with SDLPoP.
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; To use, place a copy of this file in the mod's directory ("mods/Your Mod Name/").
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; For general information on how you can use mods with SDLPoP, see Readme.txt.
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; Lines starting with a semicolon (";") are comment lines and are ignored by SDLPoP.
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; They are used to document the available customization options.
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; "default" is a valid setting for any option.
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; NOTE: In this example file, the available options were all disabled, so they do not
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;       immediately replace the settings in SDLPoP.ini.
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;       To re-enable an option, simply delete the semicolon in front of that option.
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[General]
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;enable_copyprot = false
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[AdditionalFeatures]
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;enable_quicksave = true
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;enable_quicksave_penalty = true
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[Enhancements]
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;use_fixes_and_enhancements = false
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;    'prompt' --> the game will ask each time the game is launched (Default)
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;    'true'   --> fixes and enhancements are used
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;    'false'  --> fixes and enhancements are not used
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;
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; Below, you can pick which fixes/enhancements will be active:
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; Adds a way to crouch immediately after climbing up: press down and forward simultaneously.
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; In the original game, this could not be done (pressing down always causes the kid to climb down).
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;enable_crouch_after_climbing = true
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; Time runs out while the level ending music plays; however, the music can be skipped by disabling sound.
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; This option stops time while the ending music is playing (so there is no need to disable sound).
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;enable_freeze_time_during_end_music = true
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; Enable guard hitpoints not resetting to their default (maximum) value when re-entering the room.
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;enable_remember_guard_hp = true
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; If a room is linked to itself on the left, the closing sounds of the gates in that room can't be heard.
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;fix_gate_sounds = true
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; An open gate or chomper may enable the Kid to go through walls. (Trick 7, 37, 62)
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;fix_two_coll_bug = true
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; If a room is linked to itself at the bottom, and the Kid's column has no floors, the game hangs.
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;fix_infinite_down_bug = true
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; When a gate is under another gate, the top of the bottom gate is not visible.
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;fix_gate_drawing_bug = true
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; When climbing up to a floor with a big pillar top behind, turned right, Kid sees through floor.
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; The current fix causes glitches you can see on bug_chomper.PNG and bug_climb.PNG .
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;fix_bigpillar_climb = false
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; When climbing up two floors, turning around and jumping upward, the kid falls down.
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; This fix makes the workaround of Trick 25 unnecessary.
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;fix_jump_distance_at_edge = true
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; When climbing to a higher floor, the game unnecessarily checks how far away the edge below is;
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; This contributes to sometimes "teleporting" considerable distances when climbing from firm ground.
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;fix_edge_distance_check_when_climbing = true
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; Falling from a great height directly on top of guards does not hurt.
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;fix_painless_fall_on_guard = true
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; Bumping against a wall may cause a loose floor below to drop, even though it has not been touched. (Trick 18, 34)
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;fix_wall_bump_triggers_tile_below = true
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; When pressing a loose tile, you can temporarily stand on thin air by standing up from crouching.
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;fix_stand_on_thin_air = true
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; Buttons directly to the right of gates can be pressed even though the gate is closed (Trick 1)
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;fix_press_through_closed_gates = true
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; By jumping and bumping into a wall, you can sometimes grab a ledge two stories down (which should not be possible).
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;fix_grab_falling_speed = true
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; When chomped, skeletons cause the chomper to become bloody even though skeletons do not have blood.
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;fix_skeleton_chomper_blood = true
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; Controls do not get released properly when drinking a potion, sometimes causing unintended movements.
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;fix_move_after_drink = true
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; A drawing bug occurs when a loose tile is placed to the left of a potion (or sword).
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;fix_loose_left_of_potion = true
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; Guards may "follow" the kid to the room on the left or right, even though there is a closed gate in between.
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;fix_guard_following_through_closed_gates = true
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; When landing on the edge of a spikes tile, it is considered safe. (Trick 65)
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;fix_safe_landing_on_spikes = true
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; The kid may glide through walls after turning around while running (especially when weightless).
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;fix_glide_through_wall = true
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; The kid can drop down through a closed gate, when there is a tapestry (doortop) above the gate.
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;fix_drop_through_tapestry = true
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; When dropping down and landing right in front of a wall, the entire landing animation should normally play.
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; However, when falling against a closed gate or a tapestry(+floor) tile, the animation aborts.
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; (The game considers these tiles floor tiles; so it mistakenly assumes that no x-position adjustment is needed)
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;fix_land_against_gate_or_tapestry = true
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; Sometimes, the kid may automatically strike immediately after drawing the sword.
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; This especially happens when dropping down from a higher floor and then turning towards the opponent.
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;fix_unintended_sword_strike = true
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; By repeatedly pressing 'back' in a swordfight, you can retreat out of a room without the room changing. (Trick 35)
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;fix_retreat_without_leaving_room = true
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; The kid can jump through a tapestry with a running jump to the left, if there is a floor above it.
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;fix_running_jump_through_tapestry = true
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; Guards can be pushed into walls, because the game does not correctly check for walls located behind a guard.
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;fix_push_guard_into_wall = true
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; By doing a running jump into a wall, you can fall behind a closed gate two floors down. (e.g. skip in Level 7)
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;fix_jump_through_wall_above_gate = true
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; If you grab a ledge that is one or more floors down, the chompers on that row will not start.
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;fix_chompers_not_starting = true
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; As soon as a level door has completely opened, the feather fall effect is interrupted because the sound stops.
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;fix_feather_interrupted_by_leveldoor = true
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; Guards will often not reappear in another room if they have been pushed (partly or entirely) offscreen.
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;fix_offscreen_guards_disappearing = true
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[CustomGameplay]
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; Starting minutes left. (default = 60)
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; To disable the time limit completely, set this to -1.
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;start_minutes_left = 60
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; Starting number of ticks left in the first minute. (default = 719)
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; 1 tick = 1/12 second, so by default there are 59.92 seconds left in the first minute.
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;start_ticks_left = 719
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; Starting hitpoints. (default = 3)
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;start_hitp = 3
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; Maximum number of hitpoints you can get. (default = 10)
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;max_hitp_allowed = 10
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; First level where you can save the game. (default = 3)
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;saving_allowed_first_level = 3
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; Last level where you can save the game. (default = 13)
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;saving_allowed_last_level = 13
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; Start the game with the screen flipped upside down, similar to Shift+I (default = false)
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;start_upside_down = false
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; Start in blind mode, similar to Shift+B (default = false)
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;start_in_blind_mode = true
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; The potions level will appear before this level. Set to -1 to disable. (default = 2)
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;copyprot_level = 2
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; Set up edges of the level.
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; Tile drawn at the top of the room if there is no room that way. (default = floor)
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; E.g. 0: empty, 1: floor, 20: wall (etc.)
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;drawn_tile_top_level_edge = floor
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; Tile drawn at the left of the room if there is no room that way. (default = wall)
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;drawn_tile_left_level_edge = wall
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; Tile behavior at the top or left of the room if there is no room that way (default = wall)
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;level_edge_hit_tile = wall
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; Enable triggering any tile. (default = false)
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; For example, a button could make loose floors fall, or start a stuck chomper.
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;allow_triggering_any_tile = false
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; Enable the dungeon Wall Drawing Algorithm (WDA) in the palace environment.
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; N.B. Use with a modified VPALACE.DAT that provides dungeon-like wall graphics!
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;enable_wda_in_palace = false
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; Colors of the hard-coded color palette (RGB values 0..255, will be rounded down to nearest multiple of 4).
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;vga_color_0 = 0, 0, 0
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;vga_color_1 = 0, 0, 170
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;vga_color_2 = 0, 170, 0
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;vga_color_3 = 0, 170, 170
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;vga_color_4 = 170, 0, 0
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;vga_color_5 = 170, 0, 170
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;vga_color_6 = 170, 85, 0
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;vga_color_7 = 170, 170, 170
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;vga_color_8 = 85, 85, 85
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;vga_color_9 = 85, 85, 255
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;vga_color_10 = 85, 255, 85
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;vga_color_11 = 85, 255, 255
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;vga_color_12 = 255, 85, 85
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;vga_color_13 = 255, 85, 255
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;vga_color_14 = 255, 255, 85
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;vga_color_15 = 255, 255, 255
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; Level that will be loaded when starting a new game. (default = 1)
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;first_level = 1
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; Always skip the title sequence: the first level will be loaded immediately. (default = false)
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;skip_title = false
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; First level where level skipping with Shift+L is denied in non-cheat mode. (default = 4)
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;shift_L_allowed_until_level = 4
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; Number of minutes left after Shift+L is used in non-cheat mode. (default = 15)
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;shift_L_reduced_minutes = 15
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; Number of ticks left after Shift+L is used in non-cheat mode. (default = 719)
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; (1 tick = 1/12 second, 719 ticks is 59.92 seconds)
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;shift_L_reduced_ticks = 719
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; The following customization options can be used in all level sections:
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; level_type = 0: dungeon, 1: palace
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; 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.)
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; guard_type = 0: guard, 1: fat, 2: skel, 3: vizier, 4: shadow
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; guard_hp = Base hitpoints for guards on this level.
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; cutscene = 0: none, 2 or 6: standing, 4: lying down, 8: mouse leaves, 9: mouse returns, 12: standing or turn around
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[Level 0] ; demo
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[Level 1]
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[Level 2]
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[Level 3]
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[Level 4]
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[Level 5]
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[Level 6]
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[Level 7]
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[Level 8]
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[Level 9]
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[Level 10]
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[Level 11]
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[Level 12]
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[Level 13] ; Jaffar
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[Level 14] ; princess
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[Level 15] ; potions