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1 pmbaty 1
; ====================
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; SDLPoP configuration
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; ====================
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; This is the configuration file for SDLPoP.
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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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9
; "default" is a valid setting for any option.
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11
 
12
 
13
[General]
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; Enable or disable the potions (copy protection) level.
15
enable_copyprot = false
16
 
17
; Use mixer and enable music.
18
enable_mixer = true
19
 
20
; Enable or disable fading.
21
enable_fade = true
22
 
23
; Enable or disable flashing.
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enable_flash = true
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26
; Enable or disable texts.
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enable_text = true
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29
; Display the SDLPoP information screen when the game starts.
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enable_info_screen = false;
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; The text says: SDLPoP 1.1.7
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;    To quick save/load, press F6/F9 in-game.
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;   To record replays, press Ctrl+Tab in-game.
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; To view replays, press Tab on the title screen.
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36
; Start the game in fullscreen mode. (In-game fullscreen toggle: Alt+Enter)
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start_fullscreen = false
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39
; Width and height of the game window.
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; By default, the window is 640 pixels wide and 400 pixels tall.
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; When using the "correct aspect ratio" option, the default height is 480 instead of 400.
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pop_window_width = 1024
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pop_window_height = 768
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; Render the game in the originally intended 4:3 aspect ratio.
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; NB. Works best using a high resolution.
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use_correct_aspect_ratio = true
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49
; Enable pixel perfect scaling. That is, make all pixels the same size by forcing integer scale factors.
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; Note: If you enable both integer scaling and the 4:3 aspect ratio setting above,
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; then integer scaling will be disabled, unless the window is at least 1600 x 1200 pixels (without the border).
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; Integer scaling will also be disabled if the window is smaller than 320 x 200 pixels.
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; Note: You need to compile with SDL 2.0.5 or newer for this.
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use_integer_scaling = false
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56
; If using a controller with a rumble motor, provide haptic feedback when the kid is hurt.
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enable_controller_rumble = true
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59
; When using a controller, only use the joysticks for horizontal movement (instead of all-directional movement).
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; This could make the game easier to control, depending on your preference and depending on which controller you have.
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joystick_only_horizontal = true
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; Joystick 'dead zone' sensitivity threshold. Range: 0 to 32767 (default = 8000)
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joystick_threshold = 8000
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66
; You can choose which levels to play using the 'levelset' option:
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;    'original'       --> play the original levels (Default)
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;    'Your Mod Name'  --> play a custom levelset (the custom files must be in a directory "mods/Your Mod Name/")
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levelset = original
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73
 
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[AdditionalFeatures]
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; Enable quicksave/load feature. (In-game: press F6 to quicksave, F9 to quickload)
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enable_quicksave = true
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; Try to let time keep running out when quickloading. (similar to Ctrl+A)
79
; Technically, the 'remaining time' is still restored, but with a penalty for elapsed time (up to 1 minute).
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; The one minute penalty will also be applied when quickloading from e.g. the title screen.
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enable_quicksave_penalty = false
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83
; Enable recording/replay feature.
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enable_replay = false
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86
; The folder where replays will be kept.
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replays_folder = replays
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89
; Darken those parts of the screen that are not near a torch.
90
enable_lighting = true
91
 
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; Filter screen with a hqNx pixel scaling algorithm (set to 1 to disable)
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hqx_level = 4
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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
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;    'true'   --> fixes and enhancements are used
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;    'false'  --> fixes and enhancements are not used (Default)
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;
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; Below, you can pick which fixes/enhancements will be active.
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; NB. If use_fixes_and_enhancements is set to 'false', all of the below options are disabled.
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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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115
; 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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fix_bigpillar_climb = true
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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 = false
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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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282
; 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)
290
;shift_L_reduced_ticks = 719
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293
; 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]
302
[Level 3]
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[Level 4]
304
[Level 5]
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[Level 6]
306
[Level 7]
307
[Level 8]
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[Level 9]
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[Level 10]
310
[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