; ========================
; 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