; ====================
; SDLPoP configuration
; ====================
; This is the configuration file for SDLPoP.
; 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.
[General]
; Enable or disable the potions (copy protection) level.
enable_copyprot = false
; Use mixer and enable music.
enable_mixer = true
; Sound mixer volume, from 1 to 100
mixer_volume = 100
; Enable or disable fading.
enable_fade = true
; Enable or disable flashing.
enable_flash = true
; Enable or disable texts.
enable_text = true
; Display the SDLPoP information screen when the game starts.
enable_info_screen = false;
; The text says: SDLPoP 1.1.7
; To quick save/load, press F6/F9 in-game.
; To record replays, press Ctrl+Tab in-game.
; To view replays, press Tab on the title screen.
; Start the game in fullscreen mode. (In-game fullscreen toggle: Alt+Enter)
start_fullscreen = false
; Width and height of the game window.
; By default, the window is 640 pixels wide and 400 pixels tall.
; When using the "correct aspect ratio" option, the default height is 480 instead of 400.
pop_window_width = 1024
pop_window_height = 768
; Render the game in the originally intended 4:3 aspect ratio.
; NB. Works best using a high resolution.
use_correct_aspect_ratio = true
; Enable pixel perfect scaling. That is, make all pixels the same size by forcing integer scale factors.
; Note: If you enable both integer scaling and the 4:3 aspect ratio setting above,
; then integer scaling will be disabled, unless the window is at least 1600 x 1200 pixels (without the border).
; Integer scaling will also be disabled if the window is smaller than 320 x 200 pixels.
; Note: You need to compile with SDL 2.0.5 or newer for this.
use_integer_scaling = false
; If using a controller with a rumble motor, provide haptic feedback when the kid is hurt.
enable_controller_rumble = true
; When using a controller, only use the joysticks for horizontal movement (instead of all-directional movement).
; This could make the game easier to control, depending on your preference and depending on which controller you have.
joystick_only_horizontal = true
; Joystick 'dead zone' sensitivity threshold. Range: 0 to 32767 (default = 8000)
joystick_threshold = 8000
; You can choose which levels to play using the 'levelset' option:
; 'original' --> play the original levels (Default)
; 'Your Mod Name' --> play a custom levelset (the custom files must be in a directory "mods/Your Mod Name/")
levelset = original
[AdditionalFeatures]
; Enable quicksave/load feature. (In-game: press F6 to quicksave, F9 to quickload)
enable_quicksave = true
; Try to let time keep running out when quickloading. (similar to Ctrl+A)
; Technically, the 'remaining time' is still restored, but with a penalty for elapsed time (up to 1 minute).
; The one minute penalty will also be applied when quickloading from e.g. the title screen.
enable_quicksave_penalty = false
; Enable recording/replay feature.
enable_replay = false
; The folder where replays will be kept.
replays_folder = replays
; Darken those parts of the screen that are not near a torch.
enable_lighting = true
; Filter screen with a XBRZ pixel scaling algorithm (set to 1 to disable)
filter_level = 6
[Enhancements]
use_fixes_and_enhancements = false
; 'prompt' --> the game will ask each time the game is launched
; 'true' --> fixes and enhancements are used
; 'false' --> fixes and enhancements are not used (Default)
;
; Below, you can pick which fixes/enhancements will be active.
; NB. If use_fixes_and_enhancements is set to 'false', all of the below options are disabled.
; 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.
fix_bigpillar_climb = true
; 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 = false
; 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