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| Rev | Author | Line No. | Line |
|---|---|---|---|
| 1 | pmbaty | 1 | ; ==================== |
| 2 | ; SDLPoP configuration |
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| 3 | ; ==================== |
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| 4 | |||
| 5 | ; This is the configuration file for SDLPoP. |
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| 6 | ; Lines starting with a semicolon (";") are comment lines and are ignored by SDLPoP. |
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| 7 | ; They are used to document the available customization options. |
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| 8 | |||
| 9 | ; "default" is a valid setting for any option. |
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| 10 | |||
| 11 | |||
| 12 | |||
| 13 | [General] |
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| 14 | ; Enable or disable the potions (copy protection) level. |
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| 15 | enable_copyprot = false |
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| 16 | |||
| 17 | ; Use mixer and enable music. |
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| 18 | enable_mixer = true |
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| 19 | |||
| 20 | ; Enable or disable fading. |
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| 21 | enable_fade = true |
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| 22 | |||
| 23 | ; Enable or disable flashing. |
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| 24 | enable_flash = true |
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| 25 | |||
| 26 | ; Enable or disable texts. |
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| 27 | enable_text = true |
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| 28 | |||
| 29 | ; Display the SDLPoP information screen when the game starts. |
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| 30 | enable_info_screen = false; |
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| 31 | ; The text says: SDLPoP 1.1.7 |
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| 32 | ; To quick save/load, press F6/F9 in-game. |
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| 33 | ; To record replays, press Ctrl+Tab in-game. |
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| 34 | ; To view replays, press Tab on the title screen. |
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| 35 | |||
| 36 | ; Start the game in fullscreen mode. (In-game fullscreen toggle: Alt+Enter) |
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| 37 | start_fullscreen = false |
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| 38 | |||
| 39 | ; Width and height of the game window. |
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| 40 | ; By default, the window is 640 pixels wide and 400 pixels tall. |
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| 41 | ; When using the "correct aspect ratio" option, the default height is 480 instead of 400. |
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| 42 | pop_window_width = 1024 |
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| 43 | pop_window_height = 768 |
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| 44 | |||
| 45 | ; Render the game in the originally intended 4:3 aspect ratio. |
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| 46 | ; NB. Works best using a high resolution. |
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| 47 | use_correct_aspect_ratio = true |
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| 48 | |||
| 49 | ; Enable pixel perfect scaling. That is, make all pixels the same size by forcing integer scale factors. |
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| 50 | ; Note: If you enable both integer scaling and the 4:3 aspect ratio setting above, |
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| 51 | ; then integer scaling will be disabled, unless the window is at least 1600 x 1200 pixels (without the border). |
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| 52 | ; Integer scaling will also be disabled if the window is smaller than 320 x 200 pixels. |
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| 53 | ; Note: You need to compile with SDL 2.0.5 or newer for this. |
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| 54 | use_integer_scaling = false |
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| 55 | |||
| 56 | ; If using a controller with a rumble motor, provide haptic feedback when the kid is hurt. |
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| 57 | enable_controller_rumble = true |
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| 58 | |||
| 59 | ; When using a controller, only use the joysticks for horizontal movement (instead of all-directional movement). |
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| 60 | ; This could make the game easier to control, depending on your preference and depending on which controller you have. |
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| 61 | joystick_only_horizontal = true |
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| 62 | |||
| 63 | ; Joystick 'dead zone' sensitivity threshold. Range: 0 to 32767 (default = 8000) |
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| 64 | joystick_threshold = 8000 |
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| 65 | |||
| 66 | ; You can choose which levels to play using the 'levelset' option: |
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| 67 | ; 'original' --> play the original levels (Default) |
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| 68 | ; 'Your Mod Name' --> play a custom levelset (the custom files must be in a directory "mods/Your Mod Name/") |
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| 69 | |||
| 70 | levelset = original |
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| 71 | |||
| 72 | |||
| 73 | |||
| 74 | [AdditionalFeatures] |
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| 75 | ; Enable quicksave/load feature. (In-game: press F6 to quicksave, F9 to quickload) |
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| 76 | enable_quicksave = true |
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| 77 | |||
| 78 | ; Try to let time keep running out when quickloading. (similar to Ctrl+A) |
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| 79 | ; Technically, the 'remaining time' is still restored, but with a penalty for elapsed time (up to 1 minute). |
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| 80 | ; The one minute penalty will also be applied when quickloading from e.g. the title screen. |
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| 81 | enable_quicksave_penalty = false |
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| 82 | |||
| 83 | ; Enable recording/replay feature. |
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| 84 | enable_replay = false |
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| 85 | |||
| 86 | ; The folder where replays will be kept. |
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| 87 | replays_folder = replays |
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| 88 | |||
| 89 | ; Darken those parts of the screen that are not near a torch. |
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| 90 | enable_lighting = true |
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| 91 | |||
| 92 | ; Filter screen with a hqNx pixel scaling algorithm (set to 1 to disable) |
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| 93 | hqx_level = 4 |
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| 94 | |||
| 95 | |||
| 96 | [Enhancements] |
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| 97 | use_fixes_and_enhancements = false |
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| 98 | |||
| 99 | ; 'prompt' --> the game will ask each time the game is launched |
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| 100 | ; 'true' --> fixes and enhancements are used |
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| 101 | ; 'false' --> fixes and enhancements are not used (Default) |
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| 102 | ; |
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| 103 | ; Below, you can pick which fixes/enhancements will be active. |
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| 104 | ; NB. If use_fixes_and_enhancements is set to 'false', all of the below options are disabled. |
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| 105 | |||
| 106 | |||
| 107 | ; Adds a way to crouch immediately after climbing up: press down and forward simultaneously. |
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| 108 | ; In the original game, this could not be done (pressing down always causes the kid to climb down). |
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| 109 | enable_crouch_after_climbing = true |
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| 110 | |||
| 111 | ; Time runs out while the level ending music plays; however, the music can be skipped by disabling sound. |
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| 112 | ; This option stops time while the ending music is playing (so there is no need to disable sound). |
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| 113 | enable_freeze_time_during_end_music = true |
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| 114 | |||
| 115 | ; Enable guard hitpoints not resetting to their default (maximum) value when re-entering the room. |
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| 116 | enable_remember_guard_hp = true |
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| 117 | |||
| 118 | ; 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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| 119 | fix_gate_sounds = true |
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| 120 | |||
| 121 | ; An open gate or chomper may enable the Kid to go through walls. (Trick 7, 37, 62) |
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| 122 | fix_two_coll_bug = true |
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| 123 | |||
| 124 | ; 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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| 125 | fix_infinite_down_bug = true |
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| 126 | |||
| 127 | ; When a gate is under another gate, the top of the bottom gate is not visible. |
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| 128 | fix_gate_drawing_bug = true |
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| 129 | |||
| 130 | ; When climbing up to a floor with a big pillar top behind, turned right, Kid sees through floor. |
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| 131 | fix_bigpillar_climb = true |
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| 132 | |||
| 133 | ; When climbing up two floors, turning around and jumping upward, the kid falls down. |
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| 134 | ; This fix makes the workaround of Trick 25 unnecessary. |
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| 135 | fix_jump_distance_at_edge = true |
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| 136 | |||
| 137 | ; When climbing to a higher floor, the game unnecessarily checks how far away the edge below is; |
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| 138 | ; This contributes to sometimes "teleporting" considerable distances when climbing from firm ground. |
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| 139 | fix_edge_distance_check_when_climbing = true |
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| 140 | |||
| 141 | ; Falling from a great height directly on top of guards does not hurt. |
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| 142 | fix_painless_fall_on_guard = true |
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| 143 | |||
| 144 | ; 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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| 145 | fix_wall_bump_triggers_tile_below = true |
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| 146 | |||
| 147 | ; When pressing a loose tile, you can temporarily stand on thin air by standing up from crouching. |
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| 148 | fix_stand_on_thin_air = true |
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| 149 | |||
| 150 | ; Buttons directly to the right of gates can be pressed even though the gate is closed (Trick 1) |
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| 151 | fix_press_through_closed_gates = true |
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| 152 | |||
| 153 | ; 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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| 154 | fix_grab_falling_speed = true |
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| 155 | |||
| 156 | ; When chomped, skeletons cause the chomper to become bloody even though skeletons do not have blood. |
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| 157 | fix_skeleton_chomper_blood = true |
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| 158 | |||
| 159 | ; Controls do not get released properly when drinking a potion, sometimes causing unintended movements. |
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| 160 | fix_move_after_drink = true |
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| 161 | |||
| 162 | ; A drawing bug occurs when a loose tile is placed to the left of a potion (or sword). |
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| 163 | fix_loose_left_of_potion = true |
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| 164 | |||
| 165 | ; 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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| 166 | fix_guard_following_through_closed_gates = true |
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| 167 | |||
| 168 | ; When landing on the edge of a spikes tile, it is considered safe. (Trick 65) |
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| 169 | fix_safe_landing_on_spikes = true |
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| 170 | |||
| 171 | ; The kid may glide through walls after turning around while running (especially when weightless). |
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| 172 | fix_glide_through_wall = true |
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| 173 | |||
| 174 | ; The kid can drop down through a closed gate, when there is a tapestry (doortop) above the gate. |
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| 175 | fix_drop_through_tapestry = true |
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| 176 | |||
| 177 | ; When dropping down and landing right in front of a wall, the entire landing animation should normally play. |
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| 178 | ; However, when falling against a closed gate or a tapestry(+floor) tile, the animation aborts. |
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| 179 | ; (The game considers these tiles floor tiles; so it mistakenly assumes that no x-position adjustment is needed) |
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| 180 | fix_land_against_gate_or_tapestry = true |
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| 181 | |||
| 182 | ; Sometimes, the kid may automatically strike immediately after drawing the sword. |
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| 183 | ; This especially happens when dropping down from a higher floor and then turning towards the opponent. |
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| 184 | fix_unintended_sword_strike = true |
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| 185 | |||
| 186 | ; By repeatedly pressing 'back' in a swordfight, you can retreat out of a room without the room changing. (Trick 35) |
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| 187 | fix_retreat_without_leaving_room = true |
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| 188 | |||
| 189 | ; 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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| 190 | fix_running_jump_through_tapestry = true |
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| 191 | |||
| 192 | ; Guards can be pushed into walls, because the game does not correctly check for walls located behind a guard. |
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| 193 | fix_push_guard_into_wall = true |
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| 194 | |||
| 195 | ; 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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| 196 | fix_jump_through_wall_above_gate = true |
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| 197 | |||
| 198 | ; If you grab a ledge that is one or more floors down, the chompers on that row will not start. |
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| 199 | fix_chompers_not_starting = true |
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| 200 | |||
| 201 | ; As soon as a level door has completely opened, the feather fall effect is interrupted because the sound stops. |
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| 202 | fix_feather_interrupted_by_leveldoor = true |
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| 203 | |||
| 204 | ; Guards will often not reappear in another room if they have been pushed (partly or entirely) offscreen. |
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| 205 | fix_offscreen_guards_disappearing = true |
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| 206 | |||
| 207 | |||
| 208 | |||
| 209 | [CustomGameplay] |
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| 210 | ; Starting minutes left. (default = 60) |
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| 211 | ; To disable the time limit completely, set this to -1. |
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| 212 | ;start_minutes_left = 60 |
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| 213 | |||
| 214 | ; Starting number of ticks left in the first minute. (default = 719) |
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| 215 | ; 1 tick = 1/12 second, so by default there are 59.92 seconds left in the first minute. |
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| 216 | ;start_ticks_left = 719 |
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| 217 | |||
| 218 | ; Starting hitpoints. (default = 3) |
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| 219 | ;start_hitp = 3 |
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| 220 | |||
| 221 | ; Maximum number of hitpoints you can get. (default = 10) |
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| 222 | ;max_hitp_allowed = 10 |
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| 223 | |||
| 224 | ; First level where you can save the game. (default = 3) |
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| 225 | ;saving_allowed_first_level = 3 |
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| 226 | |||
| 227 | ; Last level where you can save the game. (default = 13) |
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| 228 | ;saving_allowed_last_level = 13 |
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| 229 | |||
| 230 | ; Start the game with the screen flipped upside down, similar to Shift+I (default = false) |
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| 231 | ;start_upside_down = false |
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| 232 | |||
| 233 | ; Start in blind mode, similar to Shift+B (default = false) |
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| 234 | ;start_in_blind_mode = false |
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| 235 | |||
| 236 | ; The potions level will appear before this level. Set to -1 to disable. (default = 2) |
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| 237 | ;copyprot_level = 2 |
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| 238 | |||
| 239 | ; Set up edges of the level. |
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| 240 | ; Tile drawn at the top of the room if there is no room that way. (default = floor) |
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| 241 | ; E.g. 0: empty, 1: floor, 20: wall (etc.) |
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| 242 | ;drawn_tile_top_level_edge = floor |
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| 243 | |||
| 244 | ; Tile drawn at the left of the room if there is no room that way. (default = wall) |
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| 245 | ;drawn_tile_left_level_edge = wall |
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| 246 | |||
| 247 | ; Tile behavior at the top or left of the room if there is no room that way (default = wall) |
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| 248 | ;level_edge_hit_tile = wall |
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| 249 | |||
| 250 | ; Enable triggering any tile. (default = false) |
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| 251 | ; For example, a button could make loose floors fall, or start a stuck chomper. |
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| 252 | ;allow_triggering_any_tile = false |
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| 253 | |||
| 254 | ; Enable the dungeon Wall Drawing Algorithm (WDA) in the palace environment. |
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| 255 | ; N.B. Use with a modified VPALACE.DAT that provides dungeon-like wall graphics! |
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| 256 | ;enable_wda_in_palace = false |
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| 257 | |||
| 258 | ; Colors of the hard-coded color palette (RGB values 0..255, will be rounded down to nearest multiple of 4). |
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| 259 | ;vga_color_0 = 0, 0, 0 |
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| 260 | ;vga_color_1 = 0, 0, 170 |
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| 261 | ;vga_color_2 = 0, 170, 0 |
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| 262 | ;vga_color_3 = 0, 170, 170 |
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| 263 | ;vga_color_4 = 170, 0, 0 |
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| 264 | ;vga_color_5 = 170, 0, 170 |
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| 265 | ;vga_color_6 = 170, 85, 0 |
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| 266 | ;vga_color_7 = 170, 170, 170 |
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| 267 | ;vga_color_8 = 85, 85, 85 |
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| 268 | ;vga_color_9 = 85, 85, 255 |
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| 269 | ;vga_color_10 = 85, 255, 85 |
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| 270 | ;vga_color_11 = 85, 255, 255 |
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| 271 | ;vga_color_12 = 255, 85, 85 |
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| 272 | ;vga_color_13 = 255, 85, 255 |
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| 273 | ;vga_color_14 = 255, 255, 85 |
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| 274 | ;vga_color_15 = 255, 255, 255 |
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| 275 | |||
| 276 | ; Level that will be loaded when starting a new game. (default = 1) |
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| 277 | ;first_level = 1 |
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| 278 | |||
| 279 | ; Always skip the title sequence: the first level will be loaded immediately. (default = false) |
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| 280 | ;skip_title = false |
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| 281 | |||
| 282 | ; First level where level skipping with Shift+L is denied in non-cheat mode. (default = 4) |
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| 283 | ;shift_L_allowed_until_level = 4 |
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| 284 | |||
| 285 | ; Number of minutes left after Shift+L is used in non-cheat mode. (default = 15) |
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| 286 | ;shift_L_reduced_minutes = 15 |
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| 287 | |||
| 288 | ; Number of ticks left after Shift+L is used in non-cheat mode. (default = 719) |
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| 289 | ; (1 tick = 1/12 second, 719 ticks is 59.92 seconds) |
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| 290 | ;shift_L_reduced_ticks = 719 |
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| 291 | |||
| 292 | |||
| 293 | ; The following customization options can be used in all level sections: |
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| 294 | ; level_type = 0: dungeon, 1: palace |
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| 295 | ; 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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| 296 | ; guard_type = 0: guard, 1: fat, 2: skel, 3: vizier, 4: shadow |
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| 297 | ; guard_hp = Base hitpoints for guards on this level. |
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| 298 | ; 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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| 299 | [Level 0] ; demo |
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| 300 | [Level 1] |
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| 301 | [Level 2] |
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| 302 | [Level 3] |
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| 303 | [Level 4] |
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| 304 | [Level 5] |
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| 305 | [Level 6] |
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| 306 | [Level 7] |
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| 307 | [Level 8] |
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| 308 | [Level 9] |
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| 309 | [Level 10] |
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| 310 | [Level 11] |
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| 311 | [Level 12] |
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| 312 | [Level 13] ; Jaffar |
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| 313 | [Level 14] ; princess |
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| 314 | [Level 15] ; potions |