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Autor: Asunto: Ideas & Suggestions

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  publicado el 19/4/2003 en 02:06
I noticed on the Super Nintendo version of prince of persia that they had more than 2 differents themes and sceneries over 20 levels.

dungeon
limestone
ancient
ancient2
Firestone
check floor, tapestry
red carpet-marble
Palace halls

rather than just 13 levels with just the two dungeon and red carpet themes.
I thought it would be cool if we could change and add our own themes and sceneries.
also it would be nice to have a higher resolution say 1024x768.
So i could add my rendered version of pillars
these are just some ideas for an ultimate editor i'm sure it'll take a while before even concidering these things but i can always dream
OOooh it'd be fun to change the guard animations too.
I'm getting excited

[Editado el 19/4/2003 por poirot]

 
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  publicado el 19/4/2003 en 19:19
Yes! it is possible! Our PG project team are working on that. (PG=Princed Graphics).

They are figuring out vdungeon format. If you know about graphics or wanna help us, just tell us

 
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  publicado el 20/4/2003 en 05:19
I’ve been a Prince of Persia fan since I was 7. I’ve played and completed almost every platform ever written Megadrive, Mastersystem, SuperNintendo, Amiga, Atari and PC.
So urgent was I to make my own levels that I went as far as making a 3D Persian mod for Jedi-knight 2.
And yes I’ve always wanted to edit my own levels for the PC.
I’ve already started on some concept art, sprites and themes in anticipation of your editor.
If you would like me to aid your team or would like to see my work so-far email me trev_trident@hotmail.com
I specialize in graphic art and level editing

 
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  publicado el 20/4/2003 en 06:04
I'm contacting you in a while

If you want, you can send your work to our mail: projectV3 at princed.com.ar

[Editado el 20/4/2003 por poirot]

 
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  publicado el 24/4/2003 en 19:37
I´m very interested in a Price of Persia mod on JK2: JEDI OUTCAST !!!
Please, send me an URL !!!

Thanks

publicidades@spiderstudio.com.ar

 
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  publicado el 29/4/2003 en 23:19
If you wanna publish your 3D Persian mod for Jedi-knight 2 just send me and I'll put it in the downloads page so everybody can have it.

Sergio: I've seen your work, it's very nice, you are a real flash guru! I'm contacting you in a while

 
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  publicado el 2/5/2003 en 12:50
Here's where you can find my Prince of Persia mod for jk2.
http://www.westnet.com.au/trevoro/downloads.html
/>
This is my original website where i publish most of my mods for jk2. I was working on another, but i never got around to finishing it.

Here are some previews of the project i stopped back in 2001:
http://www.westnet.com.au/trevoro/images/twist1.jpg
/> http://www.westnet.com.au/trevoro/images/twist2.jpg
/> http://www.westnet.com.au/trevoro/images/twist3.jpg
/> http://www.westnet.com.au/trevoro/images/twist4.jpg
/> http://www.westnet.com.au/trevoro/images/twist5.jpg
/> http://www.westnet.com.au/trevoro/images/twist6.jpg
/> http://www.westnet.com.au/trevoro/images/twist7.jpg
/> http://www.westnet.com.au/trevoro/images/twist8.jpg
/> http://www.westnet.com.au/trevoro/images/twist9.jpg
/>
-TRIDENT

 
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  publicado el 2/5/2003 en 13:17
at first i know that my english is horrible

I m playing this game since i m 4 years old. i m 14
and the last eight years i was bored because i know every level perfecty. you won't beleiveme but i've been dreaming for an editor for years. Now the time has come.

my idea that we all should gather our new levels on a website
and everyone may download them because it's boring to play levels made by yourself and stupid guys who cant use the editor also can play new levels.

 
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  publicado el 2/5/2003 en 19:10
Adding a php levels.dat download/upload interface with descriptions/people votes/our team review/etc had been planned for the future site even before we start coding PV3. So if you wanna be in the level review team, you'll be wellcome
 
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  publicado el 2/5/2003 en 21:16
Yes i wanna help and i could translate the editor in german if you don't have anyone who speaks german.
 
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  publicado el 3/5/2003 en 05:11
It would be fantastic, just send me a mail to ecalot at princed.com.ar or post your mail here
 
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  publicado el 3/5/2003 en 10:38
i translated the whole "mapdata.pof" in german
shall i also translate the "fondata.pof"?
my e-mail: florian_fasching@hotmail.com

 
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  publicado el 3/5/2003 en 18:25
Yep, I've answred the mail
 
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  publicado el 27/5/2003 en 14:27
I know it will be a while until high-resolution graphics editing is available.
But that hasn't stopped me from making some sprites in advance.
I have the sprites saved uncompressed with a red masked background for easy, resizing and manipulation later for when i am able to add them to the real game.
here are some previews for motivation and inspiration.
http://www.westnet.com.au/trevoro/images/princesprite.jpg
/> http://www.westnet.com.au/trevoro/images/concept20.jpg

 
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  publicado el 27/5/2003 en 15:43
Nice graphics!

I don't think this PrincEd will allow us to use high-resolution graphics, the graphics research now aims at altering the graphics while maintaining the current resolution and color depth. But maybe, when we've got all this information, someone would be interested in rewriting the engine itself?

 
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  publicado el 27/5/2003 en 19:44
if someone would rewrite the engine.
but it's not my problem
i've an apple but i would be cool if you can use applegraphics on a windows computer.

 
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  publicado el 28/5/2003 en 13:54
heh heh I've played the apple version of prince of persia
on my emulator. Has a nice 640x 400 resolution.
I figured we've come this far, someones bound to increase the rez on the pc version sooner or later.
..... Just a matter of when
If not i can always rescale my sprites..
But it's early days yet

 
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  publicado el 30/5/2003 en 21:03
i am not sure but in my opinion are the guards on apple stronger (especially Jaffar and first guard in lvl8)
i like it because on apple is more blood and you see more if you are lying in a chopper

 
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  publicado el 31/5/2003 en 06:17
Hmm maybe.
In my opinion i didn't notice much difference in difficulty
Any difference I may have noticed would be due to the differences in programming since they are on different platforms and how those commands would translate.

Yes there's more gore in the apple version.

But we're here to talk about the pc version, though there were a couple of good points you brought up.
When the structure and coding is better understood i believe we will be able to change the skill and behavior of the guards.
But for the time being the guards have 10 skill levels.
1-10, 10 being jaffar (from what i've heard not too sure).
You will be able to select a skill level for each guard in one of the princed releases.
(don't ask which one i don't know how far they've gotten yet)

 
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  publicado el 2/6/2003 en 00:19
The lives a guard have depends on the levels. Guards color doesn't.

There are only 5 kinds of fighting:
1) inactive (it won't attack unless you put down your sword, it isn't in the game)
2) level 1 guards style (you can kill him pressing shift all the time)
3) normal
4) level 8 first guard style (it won't come forward) (the hardest for me)
5) jaffar & fat guy (yes, the fight the same style, the only difference is the initial lives and jaffar may stay more than 10 seconds fighting using the up arrow, in the format they use the same code)

 
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  publicado el 2/6/2003 en 05:53
If we could have 30 levels how many lives would the guards have?
 
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  publicado el 2/6/2003 en 05:53
Are the guard colours stored as pictures? (like a different picture for each colour)
How are they changed or determined in the program?

[Editado el 2/6/2003 por TRIDENT]

 
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  publicado el 2/6/2003 en 12:42
I don't know the lives a guard can have in level 30

No, there is only one guard saved and a palette for each guard color (I saw that using PG).

 
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  publicado el 2/6/2003 en 15:58
Hmm... I always thought that there are two versions of guards, few guards really seem to be fatter than others...
Oh, and for me Jaffar and fat guy are harder, although you can easily pass them... By the L8 first guard you can just push forward-back-forward-shift...

[Editado el 2/6/2003 por Eero]

 
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  publicado el 6/6/2003 en 05:23
I've been working hard these past few days making a
3d model of a persian guard.
Once finished it will be easy to animate it and create the desired 2D frames required to replace the current ones in the game. (when the PG compression tool's finished)
Anyhow i will post some pictures once i near completion of the guard.

 
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  publicado el 6/6/2003 en 11:54
Trident, your previous images of the gates, potions, pillars etc. are really good. Did you do them in some 3d graphics programme? I'm hoping to help out in similar ways by doing that sort of thing.

Will there be a function to place the big potions? I've been designing my levels with where I'm going to put them in mind.

 
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  publicado el 7/6/2003 en 02:34
Finally we have the whole knowledges to make the PG compiler. But as the sound and graphic formats were so similar, I'll make only one extractor for both, so this would take me about 3 or 4 days. after that the PG & PS compression/extraction tool will be finished. I took the name PR (princed resources) for the tool. I'll post the URL to download an alpha version as soon as I can.
 
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  publicado el 16/6/2003 en 17:17
Not sure if you all ready knew this but a while back i was playing around with a few key-combinations and discovered some "what appeared to be" tools to help with bebugging.
PRINCE megahit
with the 'megahit' cheat enabled.
c (Codes)
SHIFT c (More codes)
SHIFT b (Shows animations only TOGGLES)
u (Shows UP room)
n (Shows DOWN room)
h (Shows LEFT room)
j (Shows RIGHT room)

I assume they were used to help debug levels. Anyone got any ideas? Some of the codes are
S1 L5 R2 AO B3
AL0 AR0 DL6 BR3
anyhow i hope this helps ,or at least entertains someone.

 
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  publicado el 16/6/2003 en 20:02
Yes, those codes are the links between screens, It was abstracted in PV3 but in PV2.5 is very useful, I used it in the hard task of figuring out levels.dat. In PV1 there us a key (l) what allows you to see those codes.
S=screen
L=left
R=right
A=up
B=down

AL=upper left
BL= lower left
AR=upper right
BR=lower right

The number is the screen id, abstracted since PV3.

 
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  publicado el 16/6/2003 en 20:05
ohhh Shift+B only shows the real time refreshing images (animations, the prince moving, the columns if they overlaps the prince, etc), it means it doesn't draw the static background images. Very useful in PG feguring out.
 
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