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htamas
PostPosted: Fri Sep 22, 2006 12:42 am    Post subject: Simplified maps Reply with quote

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I've exported the .plv files from prince.dat using pr and processed them to produce some maps. While it forked out from this thread, I thought it might be generally interesting.

I know that the images are fairly large, but this was the most practical way I found. Modem users, you'd better press escape Wink.

Numbers written in the top-left corner of the screen are the room numbers. In cheat mode, you can get the current room number by pressing Shift+R. This may help you finding where you are.

The prince.dat file contains 28 level resources, the first 14 is for playing normally whereas the next 14 is used for the "gameplay" command line option. It's a different built-in levelset, probably they've used it for testing.
I've also been surprised that the game only contains 14 levels, since I saw 15 everywhere. The reason is that the tower level is already the final one, you only warp to a new room.

The sources for the program I used to generate the images are on my personal webserver here.
I don't promise they'll be there forever, so grab it if you need Wink. It's gpl'ed and you'll need the ImageMagick library to compile it.

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:


Level 14:
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jalal
PostPosted: Fri Sep 22, 2006 6:20 am    Post subject: Reply with quote

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Awesome work HTamas Wink

I have few questions though:

1. Why rooms aren't sorted correclty in the game? Example in level1: Room number 1 is located on the fifth screen to the left. And in other levels room1 is located far away from others rooms. etc...

2. Rooms number 28, 14, 10 and 11 in level 6 don't exist, you enter directly from room 27 to room 3. And some rooms exist but your can't enter them (dieing or pass to a new level)

3. I guess that all those [?] like in level2 are viewable when you press SHIFT-B; they will appear (they are moving objects)

4. In the mosque screen (last level) if you check the peter_k's gifs here, you will notice some bugs (this was the old version) so maybe if you extract the maps for all three versions of pop2, you will notice the difference or better the improvement of pop2 (what was added in each new version)

5. (Off-topic question) : What does the F3 key suppose mean on cheats mode? (PLAYER ON/OFF) It doesn't do anything! , does it?
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BlackChar
PostPosted: Fri Sep 22, 2006 1:27 pm    Post subject: Reply with quote

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ad 1) Maybe PoP2 uses another editing system than someone would expect. Probably You had to design every room alone and then connect them - Not like in Princed/roomshaker, where you designed all level at once. If that was true, it would mean Room 1 was designed first... etc. And then they were linked together, with room numbers preserved. It makes sense if they're swapped somewhere. You also don't design levels from left to right, do you? Smile

ad 2) what do you mean, they don't exist? probably they are just empty and the game doesn't show them. Andthe room 28 is necessary here. If it wouldn't exist, it would have some errors in effect, I suppose. Like when you run-jump into the gate. It's just fool-proof, to ensure nothing will happen.

ad 3) yes, it seems so. inlevel 14 they're dead spider's mandibles and jaffar's face on a chess-piece. I wonder where are the snakeholes, though. It seems they're added somehow different.

ad 4) that would be worth trying Smile

ad 5) I tried F3 cheat in every version, but bothing except "player on" or "player off" message on the bottom happens. I have no clue. Maybe it started a CD player? Very Happy I'll try it in my old PC w/ DOS.
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william
PostPosted: Fri Sep 22, 2006 3:22 pm    Post subject: Reply with quote

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does that mean that there is a pop2 level editor?
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jalal
PostPosted: Fri Sep 22, 2006 5:45 pm    Post subject: Reply with quote

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BlackChar wrote:
ad 1) Maybe PoP2 uses another editing system than someone would expect. Probably You had to design every room alone and then connect them - Not like in Princed/roomshaker, where you designed all level at once. If that was true, it would mean Room 1 was designed first... etc. And then they were linked together, with room numbers preserved. It makes sense if they're swapped somewhere. You also don't design levels from left to right, do you? Smile


I know, and you are right... But I ment that it would be better if the rooms were sorted correctly (right to left ; or when the player starts is number 1 and so on ...)

The game should take in consideration the player 'satisfaction' not their unsorted rooms, am I right? Wink

BlackChar wrote:
ad 2) what do you mean, they don't exist? probably they are just empty and the game doesn't show them. Andthe room 28 is necessary here. If it wouldn't exist, it would have some errors in effect, I suppose. Like when you run-jump into the gate. It's just fool-proof, to ensure nothing will happen.


Well, Take a look at map number 6 and play level 6. At the entrance gate, you will move from this room (27) directly to room number 3.

And for room number 28 in level 6 and number 4 in level 3 etc... I guess those rooms move you from rooms to rooms or room to cutscene (or copy protection screen)

And if those rooms are supposed to link rooms, then many rooms should be compacted or removed.

BlackChar wrote:
Maybe it started a CD player? Very Happy I'll try it in my old PC w/ DOS.


Is that possible? Laughing Why only in cheats mode. Wink
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htamas
PostPosted: Fri Sep 22, 2006 7:32 pm    Post subject: Reply with quote

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jalal wrote:
1. Why rooms aren't sorted correclty in the game? Example in level1: Room number 1 is located on the fifth screen to the left. And in other levels room1 is located far away from others rooms. etc...

BlackChar wrote:
ad 1) Maybe PoP2 uses another editing system than someone would expect. Probably You had to design every room alone and then connect them - Not like in Princed/roomshaker, where you designed all level at once. If that was true, it would mean Room 1 was designed first... etc. And then they were linked together, with room numbers preserved. It makes sense if they're swapped somewhere. You also don't design levels from left to right, do you? Smile

I wonder what "correctly" means. These numbers are for internal purposes and probably represent the order in which levels were made. But it's the same with PoP1: if you need a new room for a level, it gets the next unused number. Its value is probably unimportant for you, unless you need to use it for a game effect where the room/tile number is hardcoded.

jalal wrote:
2. Rooms number 28, 14, 10 and 11 in level 6 don't exist, you enter directly from room 27 to room 3. And some rooms exist but your can't enter them (dieing or pass to a new level)

BlackChar wrote:
ad 2) what do you mean, they don't exist? probably they are just empty and the game doesn't show them. Andthe room 28 is necessary here. If it wouldn't exist, it would have some errors in effect, I suppose. Like when you run-jump into the gate. It's just fool-proof, to ensure nothing will happen.

Exactly. When you go left from room 27 and would enter room 28, you're warped to room 3 and (with the exception of the IR version) the door closes. Touching a floor tile wouldn't work here since you might evade it. To make it possible to go into that room, they must add one to the left. This technique was also used in PoP1 on levels 0, 6, 12 and 14.

jalal wrote:
3. I guess that all those [?] like in level2 are viewable when you press SHIFT-B; they will appear (they are moving objects)

BlackChar wrote:
ad 3) yes, it seems so. inlevel 14 they're dead spider's mandibles and jaffar's face on a chess-piece. I wonder where are the snakeholes, though. It seems they're added somehow different.

Blue question marks mostly refer to animation sequences, where I found it unnecessary to create a simplified design for each one. Red question marks all refer to the same tile type, and while I can identify them, I can't substitute them with a single image, since it's used e.g. both for the bridge in level 5 and the flame in level 13. I would need to branch based on the modifier or the level number which I didn't want to. After all, everyone knows what's there Smile.
By the way, did you notice that there is an opening switch to the right to the flame? This opens the exit door. You don't need to die and get the flame Smile.

jalal wrote:
4. In the mosque screen (last level) if you check the peter_k's gifs here, you will notice some bugs (this was the old version) so maybe if you extract the maps for all three versions of pop2, you will notice the difference or better the improvement of pop2 (what was added in each new version)

BlackChar wrote:
ad 4) that would be worth trying Smile

I've tried it, there is an extra floor tile (room 2, tile 19). The picture is not much different, so I won't post it now.

jalal wrote:
5. (Off-topic question) : What does the F3 key suppose mean on cheats mode? (PLAYER ON/OFF) It doesn't do anything! , does it?

BlackChar wrote:
ad 5) I tried F3 cheat in every version, but bothing except "player on" or "player off" message on the bottom happens. I have no clue. Maybe it started a CD player? Very Happy I'll try it in my old PC w/ DOS.

I don't know. The cd player sounds strange, why do you need the cheat mode for that?

william wrote:
does that mean that there is a pop2 level editor?

No. It means that there is a resource extractor (pr) and a partial format specification (poirot's one). I don't know about pop2 level editors atm. But you might edit the resource file. (Repacking .dat files didn't work for me, so you might have to edit prince.dat directly.) With time, it might get easier Wink.
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david
PostPosted: Sat Sep 23, 2006 8:39 am    Post subject: Reply with quote

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htamas wrote:
Red question marks all refer to the same tile type, and while I can identify them, I can't substitute them with a single image, since it's used e.g. both for the bridge in level 5 and the flame in level 13.

The code of flame is 0x2B, bridge is 0x2C, spider is 0x28 and the breaking window on level 1 is 0x27.
There's a bug in drawmap.c:
Code:
si=data[wall(r,di)];
if(si>39) si=39;

So the program interprets tile numbers > 39 (=0x27) as tile 0x27.

htamas wrote:
By the way, did you notice that there is an opening switch to the right to the flame? This opens the exit door. You don't need to die and get the flame Smile.

Yes, I knew it. The shadow triggers it if you die.
Before I knew the solution, I used to change into shadow (left-right-...), jump over, then back. The only problem was the prince had too few energy, but in fact I never played all the levels in order.

william wrote:
does that mean that there is a pop2 level editor?

In PoP2 for Mac I found this:
Code:
Editor
Open... O
Save S
Save as...
-
Map
Room
Pieces
Backwall
Play P
Return to Editor E
-
Go to level... G
Boost Kid's Life B
Back to life
-
Add Piece
Edit Guard...
Edit Generation Pt... G
Edit Linkages... L
-
Frame Editor... F
Sequence Editor... C
Test Opponent Dist...

It seems the game has a built-in level editor. Does anyone know how to start that?

And I'm working on a level editor, and I've modified some levels, and it works!
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htamas
PostPosted: Sat Sep 23, 2006 4:38 pm    Post subject: Reply with quote

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david wrote:
htamas wrote:
Red question marks all refer to the same tile type, and while I can identify them, I can't substitute them with a single image, since it's used e.g. both for the bridge in level 5 and the flame in level 13.

The code of flame is 0x2B, bridge is 0x2C, spider is 0x28 and the breaking window on level 1 is 0x27.
There's a bug in drawmap.c:
Code:
si=data[wall(r,di)];
if(si>39) si=39;

So the program interprets tile numbers > 39 (=0x27) as tile 0x27.

Thanks for the correction, it was my stupid mistake. It seems that I looked over those tiles when I checked that there is no tile > 0x27.
The truncation code was there to avoid extracting a nonexistent part of the picture.

The corrected version, with some other changes and maps for PoP1, is available here: maps and sources.
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programmer
PostPosted: Sun Sep 24, 2006 12:37 pm    Post subject: Reply with quote

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Quote:
In PoP2 for Mac I found this:
Code:
Editor
Open... O
Save S
Save as...
-
Map
Room
Pieces
Backwall
Play P
Return to Editor E
-
Go to level... G
Boost Kid's Life B
Back to life
-
Add Piece
Edit Guard...
Edit Generation Pt... G
Edit Linkages... L
-
Frame Editor... F
Sequence Editor... C
Test Opponent Dist...


It seems the game has a built-in level editor. Does anyone know how to start that?

This looks like a menu, but I'm not sure. I'll check that. Maybe I will be able (probably using ResEdit and maybe hex editor) to add this somewhere into the game.
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programmer
PostPosted: Sun Sep 24, 2006 1:52 pm    Post subject: Reply with quote

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I've checked it on my Mac. The game has also a NIS menu, that contains cutscenes, I think (but I'm not sure). Anyway - there are six menus in this file. I have changed some resources to use the Editor menu instead of one of the rest. But unfortunately, I've got an error. Good thing is that the menu appeared, but I was unable to use it, because after displaying the error box, game exited. So I've tried to add the Editor menu as a submenu. But it didn't worked - the File menu has Editor position, but submenu didn't displayed ;( Then I looked at other resources and I've found a dialog box, which I don't know how works. After that, I changed some resources and got the same menu error when starting the game. But wait - the OK button changed into a very cool button! Yes - I changed resources of game - so the error is caused by the game, not by system... And there is some interesting code in game... I don't know how to launch it, but maybe I'll try do something. And then I have opened other data files, not the executable one... And I've found this. It looks like the PC levels file, doesn't it? Wink

And something that may interest few people from this forum... ;]

One more image - how the Editor menu could look - this one was displayed by ResEdit.
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jalal
PostPosted: Sun Sep 24, 2006 2:28 pm    Post subject: Reply with quote

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Good, let's hope there will be a PoP2 level editor (Not only for Mac but for PC). This will be a 'revolution' Smile

programmer wrote:
And something that may interest few people from this forum... ;]


Awesome Wink
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htamas
PostPosted: Sun Sep 24, 2006 2:37 pm    Post subject: Reply with quote

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programmer wrote:
The game has also a NIS menu, that contains cutscenes, I think (but I'm not sure).

It should. In the pc version, the files nis.dat, nisdigi.dat and nismidi.dat are used when the cutscenes are played. As to my knowledge, NIS stands for non-interactive sequence.
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Prince z Krakowa
PostPosted: Sun Sep 24, 2006 2:47 pm    Post subject: Reply with quote

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" But wait - the OK button changed into a very cool button! Yes - I changed resources of game - so the error is caused by the game, not by system... "

It means that is something that imitates an error window?
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programmer
PostPosted: Sun Sep 24, 2006 3:23 pm    Post subject: Reply with quote

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Quote:
It means that is something that imitates an error window?

No. The error window is saved inside the executable file, so the no menu error is in-game error, not the system error. So I think that it's possible to change the game executable file to allow changing the menus order.
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peter_k
PostPosted: Mon Sep 25, 2006 9:03 am    Post subject: Reply with quote

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Really good job!

I'm not sure but probably sth is missing in simplifed maps (You can enter here in shadow mode):
[/img]
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