Generate your custom Prince

This page allows you to download the file with the customizations you select in the form. By default the values are set to the original game. Refer to the XML specification for technical information or visit the hex editing thread in the forum for the credits, to contribute, get support and/or add suggestions. If you suggest a new hack, please take a look at the format generator to ensure we are using the same language and file versions.

Downloading file selection

Section initial settings

Customize time available and starting hit points

The minutes the kid has to save his princess

Remaining seconds to be added to the remaining minutes. This number must be a multiple of 1/12, if it is not, it will be rounded.

Customize starting level

It will start here, even if you come back from the titles.

Customize maximal number of hit points

Warning: setting a value larger than 10 will cause the hit points display in the lower left corner of the screen to be overlapped by the remaining time messages, so it is discouraged. However, from the point of view of the game, its value is handled correctly.

Customize minimal and maximal level where you can save

(from 1 to 65535)

Customize flipdown

This feature flips down the level deactivating the invert screen potion and key (Shift+i).

Section environment options

Customize level environment

Customize WDA in palace environment

You have to be very careful if you want to enable this option because it uses the dungeon environment wall drawing algorithm in the palace environment as well, you must import the extra resources to your palace environment file with PR. For more details, see the vpalace.dat thread.

Section guard information

Customize guard base hit points

Customize guard types

Note that this only affects the resource file that is loaded and therefore the bitmaps that are displayed. For example, if you set up level 3 to use the Jaffar sprite, it will remain unkillable. Killing guards using the skeleton or shadow sprite or meeting a guard when no resource is loaded causes the game to crash, since it would need to load a nonexistent resource.

Customize colours

this is the hard-coded palette, here you can edit colours from the game that aren't in the resources. The values are in RGB, allowed numbers are from 0 to 255 (they will be rounded to the nearer multiple of 4 because the format doesn't support a better definition).

Customize titles skipping

When starting prince, this level will load instantly. Note that pressing Ctrl+R will return to the level that was specified above, in the Starting level hack. If it is not level 1, you'd better set that one as well.

This is the level you would like to load instead of the title sequence, use the keyword 'off' to deactivate this option.

Customize the effect of Shift+L in non-cheat mode

Only reduce time if there are more than X minutes left.

In minutes.

Section File Names

Customize General Purpose

Customize Characters

Customize Sound Resources

Section Game messages

The character % is used as an escape character used to replace some needed placeholders. We are using the printf syntax. So a % must be written as %%, a decimal as %d (%5d is a decimal of 5 spaces, %05d a decimal completed with zeros to fit the 5 spaces), a character as %c, a text string as %s. If you want more complicated replacements read the referred documentation.

Customize Time messages

Customize Indicator messages

Section Level options

Customize level color variations

If an item is off, then the default palette will be used. (from vpalace.dat or vdungeon.dat). Otherwise, if the value is N, the Nth palette is loaded from prince.dat, resource number 20 (that is a multiple palette resource) for any tiles in dungeon (instead of vdungeon.dat resource 200/360) and non-wall tiles in palace (instead of vpalace resource 200), and the (N+1)-th palette is loaded for palace wall tiles (instead of vpalace.dat resource 360).

Customize Quitting when time expires

Customize allowed resources per level

Each field sets up what resource is allowed in the specified level. If a resource that is not loaded is placed in the level, the game could crash. For example, by default chompers are not allowed in level 1, and you can't place them except you set them on here. The first level is the demo level, then you have level 1 and so on. The latest level is the potion one.

Customize Cutscenes

This hack is in testing mode, don't change a value from/to none

Section level specific events

Customize number of hit points of the Prince on demo level

Customize demo level ending screen

Customize level 3 checkpoint

When playing the original level 3, you must do a four-tile jump to reach the second part of the level. Once the skeleton kills you you'll be spawned on the second part of the level. But when you die, the whole level is reloaded to memory, this means that the loose tile that is in the four-tiled jump is not there anymore. The exe game erases this tile when you are spawned in the second part of the level to keep the map integrity. Other stuff like potions (specially the big one) are regenerated and you can drink them again (yes, this means that in level 3 you can have 2 big potions).

where are you looking after respawning?

this is not the checkpoint trigger, only the room where you appear, the trigger is 'moving from room 7 to 2'

A number from 0 to 29 indicating tile and floor where you are respawned. i.e. 0 is top-left tile; 12 is middle, third from the left tile.

this is the room where the tile is erased

the room tiles are from 0 to 29 in the same way as the location. Remember that you can erase potions, you can also set it to an empty tile to do nothing.

Customize the mirror

it's both, so to change the location you must swap the room contents with the corresponding new room. When tiles greater than 10 are used, the next room will be used

Customize the mouse

Changing the level or room will loose the animation, so here the most important value is the time

This is the time in seconds that the mouse will wait until appear since you entered the room. The number must be from 0 to 5461.25 seconds.

Be careful: a value not 24 will change the mouse for the kid

remember to edit the level and leave some space to move on, if it falls, the animation may become corrupted.

Customize level 12 ending

Customize Loose tiles in level 12

Customize Jaffar/guard death: blinking and event trigger

After killing the guard in the specified level the screen will blink and when changing the room the event 0 will trigger.

Customize the winning screen

Section Keyboard

Customize Special key codes

Some codes are the same, for example Enter key is control+m, tab is control+i, backspace is control+h, escape is control+[... those codes should be avoided. The original game doesn't avoid the escape key and you can use control+[ to pause it. There isn't a distinction with the left and right modifier keys or with the keypad, so so example both shifts works the same and both plus signs have the same effect.

Section Beta options

Customize Making the demo level playable

Customize Changing the first and last level accessible by cheat parameter

Customize Changing additional hit-points of guards with different skills

Customize Cheat code activation word