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  1. ; ========================
  2. ; SDLPoP mod configuration
  3. ; ========================
  4.  
  5. ; This is an example configuration file for custom levelsets loaded with SDLPoP.
  6.  
  7. ; To use, place a copy of this file in the mod's directory ("mods/Your Mod Name/").
  8. ; For general information on how you can use mods with SDLPoP, see Readme.txt.
  9.  
  10. ; Lines starting with a semicolon (";") are comment lines and are ignored by SDLPoP.
  11. ; They are used to document the available customization options.
  12.  
  13. ; "default" is a valid setting for any option.
  14.  
  15. ; NOTE: In this example file, the available options were all disabled, so they do not
  16. ;       immediately replace the settings in SDLPoP.ini.
  17. ;       To re-enable an option, simply delete the semicolon in front of that option.
  18.  
  19.  
  20. [General]
  21. ;enable_copyprot = false
  22.  
  23. [AdditionalFeatures]
  24. ;enable_quicksave = true
  25. ;enable_quicksave_penalty = true
  26.  
  27. [Enhancements]
  28. ;use_fixes_and_enhancements = false
  29.  
  30. ;    'prompt' --> the game will ask each time the game is launched (Default)
  31. ;    'true'   --> fixes and enhancements are used
  32. ;    'false'  --> fixes and enhancements are not used
  33. ;
  34. ; Below, you can pick which fixes/enhancements will be active:
  35.  
  36. ; Adds a way to crouch immediately after climbing up: press down and forward simultaneously.
  37. ; In the original game, this could not be done (pressing down always causes the kid to climb down).
  38. ;enable_crouch_after_climbing = true
  39.  
  40. ; Time runs out while the level ending music plays; however, the music can be skipped by disabling sound.
  41. ; This option stops time while the ending music is playing (so there is no need to disable sound).
  42. ;enable_freeze_time_during_end_music = true
  43.  
  44. ; Enable guard hitpoints not resetting to their default (maximum) value when re-entering the room.
  45. ;enable_remember_guard_hp = true
  46.  
  47. ; If a room is linked to itself on the left, the closing sounds of the gates in that room can't be heard.
  48. ;fix_gate_sounds = true
  49.  
  50. ; An open gate or chomper may enable the Kid to go through walls. (Trick 7, 37, 62)
  51. ;fix_two_coll_bug = true
  52.  
  53. ; If a room is linked to itself at the bottom, and the Kid's column has no floors, the game hangs.
  54. ;fix_infinite_down_bug = true
  55.  
  56. ; When a gate is under another gate, the top of the bottom gate is not visible.
  57. ;fix_gate_drawing_bug = true
  58.  
  59. ; When climbing up to a floor with a big pillar top behind, turned right, Kid sees through floor.
  60. ; The current fix causes glitches you can see on bug_chomper.PNG and bug_climb.PNG .
  61. ;fix_bigpillar_climb = false
  62.  
  63. ; When climbing up two floors, turning around and jumping upward, the kid falls down.
  64. ; This fix makes the workaround of Trick 25 unnecessary.
  65. ;fix_jump_distance_at_edge = true
  66.  
  67. ; When climbing to a higher floor, the game unnecessarily checks how far away the edge below is;
  68. ; This contributes to sometimes "teleporting" considerable distances when climbing from firm ground.
  69. ;fix_edge_distance_check_when_climbing = true
  70.  
  71. ; Falling from a great height directly on top of guards does not hurt.
  72. ;fix_painless_fall_on_guard = true
  73.  
  74. ; Bumping against a wall may cause a loose floor below to drop, even though it has not been touched. (Trick 18, 34)
  75. ;fix_wall_bump_triggers_tile_below = true
  76.  
  77. ; When pressing a loose tile, you can temporarily stand on thin air by standing up from crouching.
  78. ;fix_stand_on_thin_air = true
  79.  
  80. ; Buttons directly to the right of gates can be pressed even though the gate is closed (Trick 1)
  81. ;fix_press_through_closed_gates = true
  82.  
  83. ; By jumping and bumping into a wall, you can sometimes grab a ledge two stories down (which should not be possible).
  84. ;fix_grab_falling_speed = true
  85.  
  86. ; When chomped, skeletons cause the chomper to become bloody even though skeletons do not have blood.
  87. ;fix_skeleton_chomper_blood = true
  88.  
  89. ; Controls do not get released properly when drinking a potion, sometimes causing unintended movements.
  90. ;fix_move_after_drink = true
  91.  
  92. ; A drawing bug occurs when a loose tile is placed to the left of a potion (or sword).
  93. ;fix_loose_left_of_potion = true
  94.  
  95. ; Guards may "follow" the kid to the room on the left or right, even though there is a closed gate in between.
  96. ;fix_guard_following_through_closed_gates = true
  97.  
  98. ; When landing on the edge of a spikes tile, it is considered safe. (Trick 65)
  99. ;fix_safe_landing_on_spikes = true
  100.  
  101. ; The kid may glide through walls after turning around while running (especially when weightless).
  102. ;fix_glide_through_wall = true
  103.  
  104. ; The kid can drop down through a closed gate, when there is a tapestry (doortop) above the gate.
  105. ;fix_drop_through_tapestry = true
  106.  
  107. ; When dropping down and landing right in front of a wall, the entire landing animation should normally play.
  108. ; However, when falling against a closed gate or a tapestry(+floor) tile, the animation aborts.
  109. ; (The game considers these tiles floor tiles; so it mistakenly assumes that no x-position adjustment is needed)
  110. ;fix_land_against_gate_or_tapestry = true
  111.  
  112. ; Sometimes, the kid may automatically strike immediately after drawing the sword.
  113. ; This especially happens when dropping down from a higher floor and then turning towards the opponent.
  114. ;fix_unintended_sword_strike = true
  115.  
  116. ; By repeatedly pressing 'back' in a swordfight, you can retreat out of a room without the room changing. (Trick 35)
  117. ;fix_retreat_without_leaving_room = true
  118.  
  119. ; The kid can jump through a tapestry with a running jump to the left, if there is a floor above it.
  120. ;fix_running_jump_through_tapestry = true
  121.  
  122. ; Guards can be pushed into walls, because the game does not correctly check for walls located behind a guard.
  123. ;fix_push_guard_into_wall = true
  124.  
  125. ; By doing a running jump into a wall, you can fall behind a closed gate two floors down. (e.g. skip in Level 7)
  126. ;fix_jump_through_wall_above_gate = true
  127.  
  128. ; If you grab a ledge that is one or more floors down, the chompers on that row will not start.
  129. ;fix_chompers_not_starting = true
  130.  
  131. ; As soon as a level door has completely opened, the feather fall effect is interrupted because the sound stops.
  132. ;fix_feather_interrupted_by_leveldoor = true
  133.  
  134. ; Guards will often not reappear in another room if they have been pushed (partly or entirely) offscreen.
  135. ;fix_offscreen_guards_disappearing = true
  136.  
  137. [CustomGameplay]
  138. ; Starting minutes left. (default = 60)
  139. ; To disable the time limit completely, set this to -1.
  140. ;start_minutes_left = 60
  141.  
  142. ; Starting number of ticks left in the first minute. (default = 719)
  143. ; 1 tick = 1/12 second, so by default there are 59.92 seconds left in the first minute.
  144. ;start_ticks_left = 719
  145.  
  146. ; Starting hitpoints. (default = 3)
  147. ;start_hitp = 3
  148.  
  149. ; Maximum number of hitpoints you can get. (default = 10)
  150. ;max_hitp_allowed = 10
  151.  
  152. ; First level where you can save the game. (default = 3)
  153. ;saving_allowed_first_level = 3
  154.  
  155. ; Last level where you can save the game. (default = 13)
  156. ;saving_allowed_last_level = 13
  157.  
  158. ; Start the game with the screen flipped upside down, similar to Shift+I (default = false)
  159. ;start_upside_down = false
  160.  
  161. ; Start in blind mode, similar to Shift+B (default = false)
  162. ;start_in_blind_mode = true
  163.  
  164. ; The potions level will appear before this level. Set to -1 to disable. (default = 2)
  165. ;copyprot_level = 2
  166.  
  167. ; Set up edges of the level.
  168. ; Tile drawn at the top of the room if there is no room that way. (default = floor)
  169. ; E.g. 0: empty, 1: floor, 20: wall (etc.)
  170. ;drawn_tile_top_level_edge = floor
  171.  
  172. ; Tile drawn at the left of the room if there is no room that way. (default = wall)
  173. ;drawn_tile_left_level_edge = wall
  174.  
  175. ; Tile behavior at the top or left of the room if there is no room that way (default = wall)
  176. ;level_edge_hit_tile = wall
  177.  
  178. ; Enable triggering any tile. (default = false)
  179. ; For example, a button could make loose floors fall, or start a stuck chomper.
  180. ;allow_triggering_any_tile = false
  181.  
  182. ; Enable the dungeon Wall Drawing Algorithm (WDA) in the palace environment.
  183. ; N.B. Use with a modified VPALACE.DAT that provides dungeon-like wall graphics!
  184. ;enable_wda_in_palace = false
  185.  
  186. ; Colors of the hard-coded color palette (RGB values 0..255, will be rounded down to nearest multiple of 4).
  187. ;vga_color_0 = 0, 0, 0
  188. ;vga_color_1 = 0, 0, 170
  189. ;vga_color_2 = 0, 170, 0
  190. ;vga_color_3 = 0, 170, 170
  191. ;vga_color_4 = 170, 0, 0
  192. ;vga_color_5 = 170, 0, 170
  193. ;vga_color_6 = 170, 85, 0
  194. ;vga_color_7 = 170, 170, 170
  195. ;vga_color_8 = 85, 85, 85
  196. ;vga_color_9 = 85, 85, 255
  197. ;vga_color_10 = 85, 255, 85
  198. ;vga_color_11 = 85, 255, 255
  199. ;vga_color_12 = 255, 85, 85
  200. ;vga_color_13 = 255, 85, 255
  201. ;vga_color_14 = 255, 255, 85
  202. ;vga_color_15 = 255, 255, 255
  203.  
  204. ; Level that will be loaded when starting a new game. (default = 1)
  205. ;first_level = 1
  206.  
  207. ; Always skip the title sequence: the first level will be loaded immediately. (default = false)
  208. ;skip_title = false
  209.  
  210. ; First level where level skipping with Shift+L is denied in non-cheat mode. (default = 4)
  211. ;shift_L_allowed_until_level = 4
  212.  
  213. ; Number of minutes left after Shift+L is used in non-cheat mode. (default = 15)
  214. ;shift_L_reduced_minutes = 15
  215.  
  216. ; Number of ticks left after Shift+L is used in non-cheat mode. (default = 719)
  217. ; (1 tick = 1/12 second, 719 ticks is 59.92 seconds)
  218. ;shift_L_reduced_ticks = 719
  219.  
  220.  
  221. ; The following customization options can be used in all level sections:
  222. ; level_type = 0: dungeon, 1: palace
  223. ; 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.)
  224. ; guard_type = 0: guard, 1: fat, 2: skel, 3: vizier, 4: shadow
  225. ; guard_hp = Base hitpoints for guards on this level.
  226. ; cutscene = 0: none, 2 or 6: standing, 4: lying down, 8: mouse leaves, 9: mouse returns, 12: standing or turn around
  227. [Level 0] ; demo
  228. [Level 1]
  229. [Level 2]
  230. [Level 3]
  231. [Level 4]
  232. [Level 5]
  233. [Level 6]
  234. [Level 7]
  235. [Level 8]
  236. [Level 9]
  237. [Level 10]
  238. [Level 11]
  239. [Level 12]
  240. [Level 13] ; Jaffar
  241. [Level 14] ; princess
  242. [Level 15] ; potions
  243.