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Here is the list of the possible annotations on level maps saved with Ctrl+Shift+F12 or --screenshot-level-extras.Items marked with [!] can't be found on the original levels.* Floors:* white "~~~~": Regular loose floor.* purple "~~~~": Stable loose floor: It can't be broken by the prince, only by another loose floor or a door event. [!]* green "^^^^": Opener / raise button.* red "vvvv": Closer / drop button.* Traps:* green "safe": Spikes that won't hurt the prince. [!]* green or red "stuck": Stuck chomper. [!]* Potions:* grey "x": empty [!]* red "+1": heal* red "+++": life (extra HP)* green "slow fall": slow-fall / feather fall* green "flip": flips the screen upside-down* blue "-1": hurt / poison* blue "trig": trigger / open* A yellow "blue trig" shows which tile is triggered. (Only if there is such a potion in the reachable rooms.)* white number: Some other kind of potion. [!]* Door events:Yellow numbers show:1. what events are triggered by a button,2. what events point to a tile.In both cases, the same tile can have multiple numbers.Case 2 shows only those events that can be triggered from the reachable rooms.* Special events: (in yellow)You can find more information about them here: https://www.popot.org/documentation.php?doc=PoP1SpecialEventsNote: SDLPoP does not yet recognize if an event was placed elsewhere by a mod.* level 0:* "exit": Complete the level by entering this room.* level 1:* "start trig": This tile is triggered (pressed) when the level starts.* level 3:* "<- chk point": The checkpoint is activated by leaving the room this way.* "check point": The prince restarts here if the checkpoint was activated.* "removed": This tile is removed when you restart at the checkpoint.* "loud": The closing sounds of this gate can be heard in all rooms.* "skel wake": This skeleton will wake if the exit is open.* "skel cont": If a skeleton falls into this room, it will be placed here.* level 4:* "mirror": The mirror appears here when the exit is open.* level 5:* "stolen": This potion will be stolen by the shadow.* level 6:* "exit down": Complete the level by leaving the room this way.* level 8:* "mouse": The mouse will appear here if the exit is open.* level 12:* "disapp": This sword will disappear.* "disapp ->": The sword will disappear when you leave the room this way.* "floor": Floors appear here.* "exit": Complete the level by entering this room.* level 13:* "fall": These loose floors fall if you're in the room below them.* "meet ->": Jaffar's music is played when you leave the room this way.* "Jffr trig": This tile is triggered when you enter any room from the right after Jaffar died.* level 14:* "end": You win the game by entering this room.* Starting position: Yellow "start" with an arrow showing the starting direction.* This can be useful on level 7 or 13 where the prince starts off-screenand thus he is not visible on the map if you made it from the command line.* Broken room links: White number on red background on the corresponding edge of the room. [!]Note that such levels usually appear incorrectly. Consider yourself lucky if they don't fall apart on the map. :)In the worst cases you get errors on the console: "Warning: room XX was mapped to the same place as room YY!"Sometimes you can get a better map if you make the map manually from some room other than the starting room.* Room numbers: White number on grey background in the top-left corner.