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  1. ; ====================
  2. ; SDLPoP configuration
  3. ; ====================
  4.  
  5. ; This is the configuration file for SDLPoP.
  6. ; Lines starting with a semicolon (";") are comment lines and are ignored by SDLPoP.
  7. ; They are used to document the available customization options.
  8.  
  9. ; "default" is a valid setting for any option.
  10.  
  11.  
  12.  
  13. [General]
  14. ; Enable or disable the potions (copy protection) level.
  15. enable_copyprot = false
  16.  
  17. ; Use mixer and enable music.
  18. enable_mixer = true
  19.  
  20. ; Enable or disable fading.
  21. enable_fade = true
  22.  
  23. ; Enable or disable flashing.
  24. enable_flash = true
  25.  
  26. ; Enable or disable texts.
  27. enable_text = true
  28.  
  29. ; Display the SDLPoP information screen when the game starts.
  30. enable_info_screen = false;
  31. ; The text says: SDLPoP 1.1.7
  32. ;    To quick save/load, press F6/F9 in-game.
  33. ;   To record replays, press Ctrl+Tab in-game.
  34. ; To view replays, press Tab on the title screen.
  35.  
  36. ; Start the game in fullscreen mode. (In-game fullscreen toggle: Alt+Enter)
  37. start_fullscreen = false
  38.  
  39. ; Width and height of the game window.
  40. ; By default, the window is 640 pixels wide and 400 pixels tall.
  41. ; When using the "correct aspect ratio" option, the default height is 480 instead of 400.
  42. pop_window_width = 1024
  43. pop_window_height = 768
  44.  
  45. ; Render the game in the originally intended 4:3 aspect ratio.
  46. ; NB. Works best using a high resolution.
  47. use_correct_aspect_ratio = true
  48.  
  49. ; Enable pixel perfect scaling. That is, make all pixels the same size by forcing integer scale factors.
  50. ; Note: If you enable both integer scaling and the 4:3 aspect ratio setting above,
  51. ; then integer scaling will be disabled, unless the window is at least 1600 x 1200 pixels (without the border).
  52. ; Integer scaling will also be disabled if the window is smaller than 320 x 200 pixels.
  53. ; Note: You need to compile with SDL 2.0.5 or newer for this.
  54. use_integer_scaling = false
  55.  
  56. ; If using a controller with a rumble motor, provide haptic feedback when the kid is hurt.
  57. enable_controller_rumble = true
  58.  
  59. ; When using a controller, only use the joysticks for horizontal movement (instead of all-directional movement).
  60. ; This could make the game easier to control, depending on your preference and depending on which controller you have.
  61. joystick_only_horizontal = true
  62.  
  63. ; Joystick 'dead zone' sensitivity threshold. Range: 0 to 32767 (default = 8000)
  64. joystick_threshold = 8000
  65.  
  66. ; You can choose which levels to play using the 'levelset' option:
  67. ;    'original'       --> play the original levels (Default)
  68. ;    'Your Mod Name'  --> play a custom levelset (the custom files must be in a directory "mods/Your Mod Name/")
  69.  
  70. levelset = original
  71.  
  72.  
  73.  
  74. [AdditionalFeatures]
  75. ; Enable quicksave/load feature. (In-game: press F6 to quicksave, F9 to quickload)
  76. enable_quicksave = true
  77.  
  78. ; Try to let time keep running out when quickloading. (similar to Ctrl+A)
  79. ; Technically, the 'remaining time' is still restored, but with a penalty for elapsed time (up to 1 minute).
  80. ; The one minute penalty will also be applied when quickloading from e.g. the title screen.
  81. enable_quicksave_penalty = false
  82.  
  83. ; Enable recording/replay feature.
  84. enable_replay = false
  85.  
  86. ; The folder where replays will be kept.
  87. replays_folder = replays
  88.  
  89. ; Darken those parts of the screen that are not near a torch.
  90. enable_lighting = true
  91.  
  92. ; Filter screen with a XBRZ pixel scaling algorithm (set to 1 to disable)
  93. filter_level = 6
  94.  
  95.  
  96. [Enhancements]
  97. use_fixes_and_enhancements = false
  98.  
  99. ;    'prompt' --> the game will ask each time the game is launched
  100. ;    'true'   --> fixes and enhancements are used
  101. ;    'false'  --> fixes and enhancements are not used (Default)
  102. ;
  103. ; Below, you can pick which fixes/enhancements will be active.
  104. ; NB. If use_fixes_and_enhancements is set to 'false', all of the below options are disabled.
  105.  
  106.  
  107. ; Adds a way to crouch immediately after climbing up: press down and forward simultaneously.
  108. ; In the original game, this could not be done (pressing down always causes the kid to climb down).
  109. enable_crouch_after_climbing = true
  110.  
  111. ; Time runs out while the level ending music plays; however, the music can be skipped by disabling sound.
  112. ; This option stops time while the ending music is playing (so there is no need to disable sound).
  113. enable_freeze_time_during_end_music = true
  114.  
  115. ; Enable guard hitpoints not resetting to their default (maximum) value when re-entering the room.
  116. enable_remember_guard_hp = true
  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.
  119. fix_gate_sounds = true
  120.  
  121. ; An open gate or chomper may enable the Kid to go through walls. (Trick 7, 37, 62)
  122. fix_two_coll_bug = true
  123.  
  124. ; If a room is linked to itself at the bottom, and the kid's column has no floors, the game hangs.
  125. fix_infinite_down_bug = true
  126.  
  127. ; When a gate is under another gate, the top of the bottom gate is not visible.
  128. fix_gate_drawing_bug = true
  129.  
  130. ; When climbing up to a floor with a big pillar top behind, turned right, Kid sees through floor.
  131. fix_bigpillar_climb = true
  132.  
  133. ; When climbing up two floors, turning around and jumping upward, the kid falls down.
  134. ; This fix makes the workaround of Trick 25 unnecessary.
  135. fix_jump_distance_at_edge = true
  136.  
  137. ; When climbing to a higher floor, the game unnecessarily checks how far away the edge below is;
  138. ; This contributes to sometimes "teleporting" considerable distances when climbing from firm ground.
  139. fix_edge_distance_check_when_climbing = true
  140.  
  141. ; Falling from a great height directly on top of guards does not hurt.
  142. fix_painless_fall_on_guard = true
  143.  
  144. ; Bumping against a wall may cause a loose floor below to drop, even though it has not been touched. (Trick 18, 34)
  145. fix_wall_bump_triggers_tile_below = true
  146.  
  147. ; When pressing a loose tile, you can temporarily stand on thin air by standing up from crouching.
  148. fix_stand_on_thin_air = true
  149.  
  150. ; Buttons directly to the right of gates can be pressed even though the gate is closed (Trick 1)
  151. fix_press_through_closed_gates = true
  152.  
  153. ; By jumping and bumping into a wall, you can sometimes grab a ledge two stories down (which should not be possible).
  154. fix_grab_falling_speed = true
  155.  
  156. ; When chomped, skeletons cause the chomper to become bloody even though skeletons do not have blood.
  157. fix_skeleton_chomper_blood = true
  158.  
  159. ; Controls do not get released properly when drinking a potion, sometimes causing unintended movements.
  160. fix_move_after_drink = true
  161.  
  162. ; A drawing bug occurs when a loose tile is placed to the left of a potion (or sword).
  163. fix_loose_left_of_potion = true
  164.  
  165. ; Guards may "follow" the kid to the room on the left or right, even though there is a closed gate in between.
  166. fix_guard_following_through_closed_gates = true
  167.  
  168. ; When landing on the edge of a spikes tile, it is considered safe. (Trick 65)
  169. fix_safe_landing_on_spikes = true
  170.  
  171. ; The kid may glide through walls after turning around while running (especially when weightless).
  172. fix_glide_through_wall = true
  173.  
  174. ; The kid can drop down through a closed gate, when there is a tapestry (doortop) above the gate.
  175. fix_drop_through_tapestry = true
  176.  
  177. ; When dropping down and landing right in front of a wall, the entire landing animation should normally play.
  178. ; However, when falling against a closed gate or a tapestry(+floor) tile, the animation aborts.
  179. ; (The game considers these tiles floor tiles; so it mistakenly assumes that no x-position adjustment is needed)
  180. fix_land_against_gate_or_tapestry = true
  181.  
  182. ; Sometimes, the kid may automatically strike immediately after drawing the sword.
  183. ; This especially happens when dropping down from a higher floor and then turning towards the opponent.
  184. fix_unintended_sword_strike = true
  185.  
  186. ; By repeatedly pressing 'back' in a swordfight, you can retreat out of a room without the room changing. (Trick 35)
  187. fix_retreat_without_leaving_room = true
  188.  
  189. ; The kid can jump through a tapestry with a running jump to the left, if there is a floor above it.
  190. fix_running_jump_through_tapestry = true
  191.  
  192. ; Guards can be pushed into walls, because the game does not correctly check for walls located behind a guard.
  193. fix_push_guard_into_wall = true
  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)
  196. fix_jump_through_wall_above_gate = true
  197.  
  198. ; If you grab a ledge that is one or more floors down, the chompers on that row will not start.
  199. fix_chompers_not_starting = true
  200.  
  201. ; As soon as a level door has completely opened, the feather fall effect is interrupted because the sound stops.
  202. fix_feather_interrupted_by_leveldoor = true
  203.  
  204. ; Guards will often not reappear in another room if they have been pushed (partly or entirely) offscreen.
  205. fix_offscreen_guards_disappearing = true
  206.  
  207.  
  208.  
  209. [CustomGameplay]
  210. ; Starting minutes left. (default = 60)
  211. ; To disable the time limit completely, set this to -1.
  212. ;start_minutes_left = 60
  213.  
  214. ; Starting number of ticks left in the first minute. (default = 719)
  215. ; 1 tick = 1/12 second, so by default there are 59.92 seconds left in the first minute.
  216. ;start_ticks_left = 719
  217.  
  218. ; Starting hitpoints. (default = 3)
  219. ;start_hitp = 3
  220.  
  221. ; Maximum number of hitpoints you can get. (default = 10)
  222. ;max_hitp_allowed = 10
  223.  
  224. ; First level where you can save the game. (default = 3)
  225. ;saving_allowed_first_level = 3
  226.  
  227. ; Last level where you can save the game. (default = 13)
  228. ;saving_allowed_last_level = 13
  229.  
  230. ; Start the game with the screen flipped upside down, similar to Shift+I (default = false)
  231. ;start_upside_down = false
  232.  
  233. ; Start in blind mode, similar to Shift+B (default = false)
  234. ;start_in_blind_mode = false
  235.  
  236. ; The potions level will appear before this level. Set to -1 to disable. (default = 2)
  237. ;copyprot_level = 2
  238.  
  239. ; Set up edges of the level.
  240. ; Tile drawn at the top of the room if there is no room that way. (default = floor)
  241. ; E.g. 0: empty, 1: floor, 20: wall (etc.)
  242. ;drawn_tile_top_level_edge = floor
  243.  
  244. ; Tile drawn at the left of the room if there is no room that way. (default = wall)
  245. ;drawn_tile_left_level_edge = wall
  246.  
  247. ; Tile behavior at the top or left of the room if there is no room that way (default = wall)
  248. ;level_edge_hit_tile = wall
  249.  
  250. ; Enable triggering any tile. (default = false)
  251. ; For example, a button could make loose floors fall, or start a stuck chomper.
  252. ;allow_triggering_any_tile = false
  253.  
  254. ; Enable the dungeon Wall Drawing Algorithm (WDA) in the palace environment.
  255. ; N.B. Use with a modified VPALACE.DAT that provides dungeon-like wall graphics!
  256. ;enable_wda_in_palace = false
  257.  
  258. ; Colors of the hard-coded color palette (RGB values 0..255, will be rounded down to nearest multiple of 4).
  259. ;vga_color_0 = 0, 0, 0
  260. ;vga_color_1 = 0, 0, 170
  261. ;vga_color_2 = 0, 170, 0
  262. ;vga_color_3 = 0, 170, 170
  263. ;vga_color_4 = 170, 0, 0
  264. ;vga_color_5 = 170, 0, 170
  265. ;vga_color_6 = 170, 85, 0
  266. ;vga_color_7 = 170, 170, 170
  267. ;vga_color_8 = 85, 85, 85
  268. ;vga_color_9 = 85, 85, 255
  269. ;vga_color_10 = 85, 255, 85
  270. ;vga_color_11 = 85, 255, 255
  271. ;vga_color_12 = 255, 85, 85
  272. ;vga_color_13 = 255, 85, 255
  273. ;vga_color_14 = 255, 255, 85
  274. ;vga_color_15 = 255, 255, 255
  275.  
  276. ; Level that will be loaded when starting a new game. (default = 1)
  277. ;first_level = 1
  278.  
  279. ; Always skip the title sequence: the first level will be loaded immediately. (default = false)
  280. ;skip_title = false
  281.  
  282. ; First level where level skipping with Shift+L is denied in non-cheat mode. (default = 4)
  283. ;shift_L_allowed_until_level = 4
  284.  
  285. ; Number of minutes left after Shift+L is used in non-cheat mode. (default = 15)
  286. ;shift_L_reduced_minutes = 15
  287.  
  288. ; Number of ticks left after Shift+L is used in non-cheat mode. (default = 719)
  289. ; (1 tick = 1/12 second, 719 ticks is 59.92 seconds)
  290. ;shift_L_reduced_ticks = 719
  291.  
  292.  
  293. ; The following customization options can be used in all level sections:
  294. ; level_type = 0: dungeon, 1: palace
  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.)
  296. ; guard_type = 0: guard, 1: fat, 2: skel, 3: vizier, 4: shadow
  297. ; guard_hp = Base hitpoints for guards on this level.
  298. ; cutscene = 0: none, 2 or 6: standing, 4: lying down, 8: mouse leaves, 9: mouse returns, 12: standing or turn around
  299. [Level 0] ; demo
  300. [Level 1]
  301. [Level 2]
  302. [Level 3]
  303. [Level 4]
  304. [Level 5]
  305. [Level 6]
  306. [Level 7]
  307. [Level 8]
  308. [Level 9]
  309. [Level 10]
  310. [Level 11]
  311. [Level 12]
  312. [Level 13] ; Jaffar
  313. [Level 14] ; princess
  314. [Level 15] ; potions
  315.