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