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