574 lines
22 KiB
INI
574 lines
22 KiB
INI
; ====================
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; SDLPoP configuration
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; ====================
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; This is the configuration file for SDLPoP.
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; Lines starting with a semicolon (";") are comment lines and are ignored by SDLPoP.
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; They are used to document the available customization options.
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; "default" is a valid setting for any option.
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; N.B. You can also use the in-game menu to configure SDLPoP: press Escape or Backspace while in-game.
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; The in-game configuration is saved to the file SDLPoP.cfg.
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; The settings from the .cfg file will then be applied, until you modify SDLPoP.ini (this file) again.
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[General]
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; Show the in-game menu when you pause the game by pressing Escape.
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; If this is disabled, you can still bring up the menu using Backspace.
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enable_pause_menu = true
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; Enable or disable the potions (copy protection) level.
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enable_copyprot = false
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; Enable music.
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enable_music = true
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; Enable or disable fading.
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enable_fade = true
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; Enable or disable flashing.
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enable_flash = true
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; Enable or disable texts.
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enable_text = true
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; Display the SDLPoP information screen when the game starts.
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enable_info_screen = true;
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; Start the game in fullscreen mode. (In-game fullscreen toggle: Alt+Enter)
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start_fullscreen = false
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; Width and height of the game window.
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; By default, the window is 640 pixels wide and 400 pixels tall.
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; When using the "correct aspect ratio" option, the default height is 480 instead of 400.
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pop_window_width = default
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pop_window_height = default
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; Possible values:
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; * default = Auto, use hardware acceleration when available.
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; * true = Force hardware acceleration.
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; * false = Disable hardware acceleration.
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use_hardware_acceleration = default
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; Render the game in the originally intended 4:3 aspect ratio.
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; NB. Works best using a high resolution.
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use_correct_aspect_ratio = true
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; Enable pixel perfect scaling. That is, make all pixels the same size by forcing integer scale factors.
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; Note: If you enable both integer scaling and the 4:3 aspect ratio setting above,
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; then integer scaling will be disabled, unless the window is at least 1600 x 1200 pixels (without the border).
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; Integer scaling will also be disabled if the window is smaller than 320 x 200 pixels.
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; Note: You need to compile with SDL 2.0.5 or newer for this.
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use_integer_scaling = false
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; Scaling method.
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; Possible values:
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; * sharp = Use nearest-neighbor resampling.
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; * fuzzy = First scale to double size with nearest-neighbor scaling, then scale to full screen with smooth scaling.
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; * blurry = Use smooth scaling.
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scaling_type = sharp
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; If using a controller with a rumble motor, provide haptic feedback when the kid is hurt.
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enable_controller_rumble = true
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; When using a controller, only use the joysticks for horizontal movement (instead of all-directional movement).
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; This could make the game easier to control, depending on your preference and depending on which controller you have.
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joystick_only_horizontal = true
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; Joystick 'dead zone' sensitivity threshold. Range: 0 to 32767 (default = 8000)
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joystick_threshold = 8000
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; You can get this file from
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; https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt
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; if you need it
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;gamecontrollerdb_file = gamecontrollerdb.txt
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; You can choose which levels to play using the 'levelset' option:
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; 'original' --> play the original levels (Default)
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; 'Your Mod Name' --> play a custom levelset (the custom files must be in a directory "mods/Your Mod Name/")
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levelset = original
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; The base directory where SDLPoP will look for custom levelsets. (default = mods)
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mods_folder = mods
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; Always use the music from the data/music directory, even for custom levelsets.
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; Note: Although the option is called "original", you can put custom music into the data/music directory.
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; See "Using custom music" in README.md.
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always_use_original_music = false
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; Always use the graphics from the data directory, even for custom levelsets.
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always_use_original_graphics = false
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[AdditionalFeatures]
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; Enable quicksave/load feature. (In-game: press F6 to quicksave, F9 to quickload)
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enable_quicksave = true
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; Try to let time keep running out when quickloading. (similar to Ctrl+A)
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; Technically, the 'remaining time' is still restored, but with a penalty for elapsed time (up to 1 minute).
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; The one minute penalty will also be applied when quickloading from e.g. the title screen.
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enable_quicksave_penalty = true
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; Enable recording/replay feature.
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enable_replay = true
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; The folder where replays will be kept.
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replays_folder = replays
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; Darken those parts of the screen that are not near a torch.
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enable_lighting = false
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[Enhancements]
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; Turn on game fixes and enhancements.
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; Below, you can pick which fixes/enhancements will be active.
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; NB. If use_fixes_and_enhancements is set to 'false', all of the below options are disabled.
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use_fixes_and_enhancements = false
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; The mentioned tricks can be found here: https://www.popot.org/documentation.php?doc=Tricks
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; Adds a way to crouch immediately after climbing up: press down and forward simultaneously.
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; In the original game, this could not be done (pressing down always causes the kid to climb down).
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enable_crouch_after_climbing = true
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; Time runs out while the level ending music plays; however, the music can be skipped by disabling sound.
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; This option stops time while the ending music is playing (so there is no need to disable sound).
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enable_freeze_time_during_end_music = true
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; Enable guard hitpoints not resetting to their default (maximum) value when re-entering the room.
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enable_remember_guard_hp = true
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; Prince in feather mode (after drinking a green potion) can jump 2 stories high.
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enable_super_high_jump = true
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; Prince can grab tiles on the floor above while jumping. Hold Shift and up arrow, but not the forward arrow key.
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; Grabbing distance: standing jump - a little over 1 full tile, running jump - about 2.5 tiles or less.
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enable_jump_grab = true
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; If a room is linked to itself on the left, the closing sounds of the gates in that room can't be heard.
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fix_gate_sounds = true
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; An open gate or chomper may enable the Kid to go through walls. (Trick 7, 37, 62)
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fix_two_coll_bug = true
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; If a room is linked to itself at the bottom, and the Kid's column has no floors, the game hangs.
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fix_infinite_down_bug = true
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; When a gate is under another gate, the top of the bottom gate is not visible.
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fix_gate_drawing_bug = true
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; When climbing up to a floor with a big pillar top behind, turned right, Kid sees through floor.
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fix_bigpillar_climb = true
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; When climbing up two floors, turning around and jumping upward, the kid falls down.
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; This fix makes the workaround of Trick 25 unnecessary.
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fix_jump_distance_at_edge = true
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; When climbing to a higher floor, the game unnecessarily checks how far away the edge below is;
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; This contributes to sometimes "teleporting" considerable distances when climbing from firm ground.
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fix_edge_distance_check_when_climbing = true
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; Falling from a great height directly on top of guards does not hurt.
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fix_painless_fall_on_guard = true
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; Bumping against a wall may cause a loose floor below to drop, even though it has not been touched. (Trick 18, 34)
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fix_wall_bump_triggers_tile_below = true
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; When pressing a loose tile, you can temporarily stand on thin air by standing up from crouching.
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fix_stand_on_thin_air = true
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; Buttons directly to the right of gates can be pressed even though the gate is closed (Trick 1)
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fix_press_through_closed_gates = true
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; By jumping and bumping into a wall, you can sometimes grab a ledge two stories down (which should not be possible).
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fix_grab_falling_speed = true
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; When chomped, skeletons cause the chomper to become bloody even though skeletons do not have blood.
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fix_skeleton_chomper_blood = true
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; Controls do not get released properly when drinking a potion, sometimes causing unintended movements.
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fix_move_after_drink = true
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; A drawing bug occurs when a loose tile is placed to the left of a potion (or sword).
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fix_loose_left_of_potion = true
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; Guards may "follow" the kid to the room on the left or right, even though there is a closed gate in between.
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fix_guard_following_through_closed_gates = true
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; When landing on the edge of a spikes tile, it is considered safe. (Trick 65)
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fix_safe_landing_on_spikes = true
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; The kid may glide through walls after turning around while running (especially when weightless).
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fix_glide_through_wall = true
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; The kid can drop down through a closed gate, when there is a tapestry (doortop) above the gate.
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fix_drop_through_tapestry = true
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; When dropping down and landing right in front of a wall, the entire landing animation should normally play.
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; However, when falling against a closed gate or a tapestry(+floor) tile, the animation aborts.
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; (The game considers these tiles floor tiles; so it mistakenly assumes that no x-position adjustment is needed)
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fix_land_against_gate_or_tapestry = true
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; Sometimes, the kid may automatically strike immediately after drawing the sword.
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; This especially happens when dropping down from a higher floor and then turning towards the opponent.
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fix_unintended_sword_strike = true
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; By repeatedly pressing 'back' in a swordfight, you can retreat out of a room without the room changing. (Trick 35)
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fix_retreat_without_leaving_room = true
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; The kid can jump through a tapestry with a running jump to the left, if there is a floor above it.
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fix_running_jump_through_tapestry = true
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; Guards can be pushed into walls, because the game does not correctly check for walls located behind a guard.
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fix_push_guard_into_wall = true
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; By doing a running jump into a wall, you can fall behind a closed gate two floors down. (e.g. skip in Level 7)
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fix_jump_through_wall_above_gate = true
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; If you grab a ledge that is one or more floors down, the chompers on that row will not start.
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fix_chompers_not_starting = true
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; As soon as a level door has completely opened, the feather fall effect is interrupted because the sound stops.
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fix_feather_interrupted_by_leveldoor = true
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; Guards will often not reappear in another room if they have been pushed (partly or entirely) offscreen.
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fix_offscreen_guards_disappearing = true
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; While putting the sword away, if you press forward and down, and then release down, the kid will still duck.
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fix_move_after_sheathe = true
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; After uniting with the shadow in level 12, the hidden floors will not appear until after the flashing stops.
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fix_hidden_floors_during_flashing = true
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; By jumping towards one of the bottom corners of the room and grabbing a ledge, you can teleport to the room above.
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fix_hang_on_teleport = true
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; You can enter closed exit doors after you met the shadow or Jaffar died, or after you opened one of multiple exits.
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fix_exit_door = true
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; You cannot save game while floating in feather mode.
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fix_quicksave_during_feather = true
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; If you are using the caped prince graphics, and crouch with your back towards a closed gate on the left edge on the room, then the prince will slide through the gate.
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fix_caped_prince_sliding_through_gate = true
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; Guards become inactive if they are standing on a door top (with floor), or if the prince is standing on a door top.
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fix_doortop_disabling_guard = true
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; Prince can jump over guards with a properly timed running jump
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fix_jumping_over_guard = true
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; Prince can fall 2 rooms down while climbing a loose tile in a room above. (Trick 153)
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fix_drop_2_rooms_climbing_loose_tile = true
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; Prince or guard can fall through the floor during a sword strike sequence.
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fix_falling_through_floor_during_sword_strike = true
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; Prince safe steps near a wall/gate when facing in an opposite direction (Fixes tricks 1 and 2).
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fix_turn_running_near_wall = true
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; Feather fall should not affect guards, because only the prince can drink the feather fall potion.
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fix_feather_fall_affects_guards = true
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; If the prince has only one hit point when he defeats Jaffar, it stops blinking.
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fix_one_hp_stops_blinking = true
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; If the prince or a guard falls to his death onto a loose floor, the floor drops, but the body stays there in the air.
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fix_dead_floating_in_air = true
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[CustomGameplay]
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; Turn on customization options.
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; Below, you can change individual options.
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; NB. If use_custom_options is set to 'false', the options below are not used.
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use_custom_options = true
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; Starting minutes left. (default = 60)
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; To disable the time limit completely, set this to -1.
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start_minutes_left = 60
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; Starting number of ticks left in the first minute. (default = 719)
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; 1 tick = 1/12 second, so by default there are 59.92 seconds left in the first minute.
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start_ticks_left = 719
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; Starting hitpoints. (default = 3)
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start_hitp = 3
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; Maximum number of hitpoints you can get. (default = 10)
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max_hitp_allowed = 10
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; First level where you can save the game. (default = 3)
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saving_allowed_first_level = 3
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; Last level where you can save the game. (default = 13)
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saving_allowed_last_level = 13
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; Start the game with the screen flipped upside down, similar to Shift+I (default = false)
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start_upside_down = false
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; Start in blind mode, similar to Shift+B (default = false)
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start_in_blind_mode = false
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; The potions level will appear before this level. Set to 'never' to disable. (default = 2)
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copyprot_level = 2
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; Set up edges of the level.
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; Tile drawn at the top of the room if there is no room that way. (default = floor)
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; E.g. 0: empty, 1: floor, 20: wall (etc.)
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drawn_tile_top_level_edge = floor
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; Tile drawn at the left of the room if there is no room that way. (default = wall)
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drawn_tile_left_level_edge = wall
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; Tile behavior at the top or left of the room if there is no room that way (default = wall)
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level_edge_hit_tile = wall
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; Enable triggering any tile. (default = false)
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; For example, a button could make loose floors fall, or start a stuck chomper.
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allow_triggering_any_tile = false
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; Enable the dungeon Wall Drawing Algorithm (WDA) in the palace environment.
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; N.B. Use with a modified VPALACE.DAT that provides dungeon-like wall graphics!
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enable_wda_in_palace = false
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; Colors of the hard-coded color palette (RGB values 0..255, will be rounded down to nearest multiple of 4).
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vga_color_0 = 0, 0, 0
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vga_color_1 = 0, 0, 170
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vga_color_2 = 0, 170, 0
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vga_color_3 = 0, 170, 170
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vga_color_4 = 170, 0, 0
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vga_color_5 = 170, 0, 170
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vga_color_6 = 170, 85, 0
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vga_color_7 = 170, 170, 170
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vga_color_8 = 85, 85, 85
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vga_color_9 = 85, 85, 255
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vga_color_10 = 85, 255, 85
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vga_color_11 = 85, 255, 255
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vga_color_12 = 255, 85, 85
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vga_color_13 = 255, 85, 255
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vga_color_14 = 255, 255, 85
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vga_color_15 = 255, 255, 255
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; Level that will be loaded when starting a new game. (default = 1)
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first_level = 1
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; Always skip the title sequence: the first level will be loaded immediately. (default = false)
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skip_title = false
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; First level where level skipping with Shift+L is denied in non-cheat mode. (default = 4)
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shift_L_allowed_until_level = 4
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; Number of minutes left after Shift+L is used in non-cheat mode. (default = 15)
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shift_L_reduced_minutes = 15
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; Number of ticks left after Shift+L is used in non-cheat mode. (default = 719)
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; (1 tick = 1/12 second, 719 ticks is 59.92 seconds)
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shift_L_reduced_ticks = 719
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; Hitpoints the kid has on the demo level. (default = 4)
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demo_hitp = 4
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; Demo level ending screen. (default = 24)
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demo_end_room = 24
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; Level where the presentation music is played when the kid crouches down. (default = 1)
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intro_music_level = 1
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; First level (except the demo level) where kid has the sword at the beginning of the level. (default = 2)
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; Set to 'never' to always start without the sword.
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have_sword_from_level = 2
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; Level where there is a checkpoint. (default = 3)
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; The checkpoint is triggered when leaving room 7 to the left.
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checkpoint_level = 3
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; Respawn direction after triggering the checkpoint. (default = left)
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checkpoint_respawn_dir = left
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; Room where you respawn after triggering the checkpoint. (default = 2)
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checkpoint_respawn_room = 2
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; Tile position (0 to 29) where you respawn after triggering the checkpoint. (default = 6)
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checkpoint_respawn_tilepos = 6
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; Room where a tile is cleared after respawning at the checkpoint location. (default = 7)
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checkpoint_clear_tile_room = 7
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; Location (column/row) of the cleared tile after respawning at the checkpoint location. (default: column = 4, row = top)
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; Possible row values are: 0: top, 1: middle, 2: bottom
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checkpoint_clear_tile_col = 4
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checkpoint_clear_tile_row = top
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; Level and room where a skeleton can come alive. (default: level = 3, room = 1)
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skeleton_level = 3
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skeleton_room = 1
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; The skeleton will wake up if the kid is on one of these two columns. (defaults = 2,3)
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skeleton_trigger_column_1 = 2
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skeleton_trigger_column_2 = 3
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; Location (column/row) of the skeleton tile that will awaken. (default: column = 5, row = middle)
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skeleton_column = 5
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skeleton_row = middle
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; Whether the level door must first be opened before the skeleton awakes. (default = true)
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skeleton_require_open_level_door = true
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; Skill of the awoken skeleton. (default = 2)
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skeleton_skill = 2
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; If the skeleton falls into this room, it will reappear there. (default = 3)
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skeleton_reappear_room = 3
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; Horizontal coordinate where the skeleton reappears. (default = 133)
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; (58 = left edge of the room, 198 = right edge)
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skeleton_reappear_x = 133
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; Row on which the skeleton reappears. (default = middle)
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skeleton_reappear_row = middle
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; Direction the skeleton is facing when it reappears. (default = right)
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skeleton_reappear_dir = right
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; Level and room where the mirror appears. (default: level = 4, room = 4)
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mirror_level = 4
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mirror_room = 4
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; Location (column/row) of the tile where the mirror appears. (default: column = 4, row = top)
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mirror_column = 4
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mirror_row = top
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; Tile type that appears when the mirror should appear. (default = mirror)
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mirror_tile = mirror
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; Show the kid's mirror image in the mirror. (default = true)
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show_mirror_image = true
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; Level and room where the shadow steals a potion.
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shadow_steal_level = 5
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shadow_steal_room = 24
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; Level and room where the shadow steps on a button.
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shadow_step_level = 6
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shadow_step_room = 1
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; Level where the kid can progress to the next level by falling off a specific room. (default: level = 6, room = 1)
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falling_exit_level = 6
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falling_exit_room = 1
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; If the kid starts in this level in this room, the starting room will not be shown,
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; but the room below instead, to allow for a falling entry. (default: level = 7, room = 17)
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falling_entry_level = 7
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falling_entry_room = 17
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; Level and room where the mouse appears. (default: level = 8, room = 16)
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mouse_level = 8
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mouse_room = 16
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; Number of ticks to wait before the mouse appears. (default = 150)
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mouse_delay = 150
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; Mouse object type. (default = 24)
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; Be careful: a value not 24 will change the mouse for the kid.
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mouse_object = 24
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; Horizontal starting coordinate of the mouse. (default = 200)
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mouse_start_x = 200
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; Level and rooms where visible loose floor tiles will fall down. (default: level = 13, rooms = 23,16)
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loose_tiles_level = 13
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loose_tiles_room_1 = 23
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loose_tiles_room_2 = 16
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; Range of loose floor tile positions that will be pressed. (default = 22 to 27)
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loose_tiles_first_tile = 22
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loose_tiles_last_tile = 27
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; Killing the guard in this level causes the screen to flash, and event 0 to be triggered upon leaving the room. (default = 13)
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jaffar_victory_level = 13
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; How long the screen will flash after killing Jaffar. (default = 18)
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jaffar_victory_flash_time = 18
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; First level where the level number will not be displayed. (default = 14)
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hide_level_number_from_level = 14
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; Level number displayed on level 13. (default = 12)
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level_13_level_number = 12
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; Level where Jaffar's death stops time. (default = 13)
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victory_stops_time_level = 13
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; Level and room where you can win the game. (default: level = 14, room = 5)
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win_level = 14
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win_room = 5
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; Number of ticks to wait before a loose floor falls. (default = 11)
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loose_floor_delay = 11
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; Game speed when not fighting (delay between frames in 1/60 seconds). Smaller is faster. (default = 5)
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base_speed = 5
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|
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; Game speed when fighting (delay between frames in 1/60 seconds). Smaller is faster. (default = 6)
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fight_speed = 6
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; Chomper speed (length of the animation cycle in frames). Smaller is faster. (default = 15)
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|
chomper_speed = 15
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|
|
|
; Skip the mouse in the ending scene. (default = false)
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|
no_mouse_in_ending = false
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|
|
|
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|
; The following customization options can be used in all level sections:
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|
; 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.)
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; guard_type = -1: none, 0: guard, 1: fat, 2: skel, 3: vizier, 4: shadow
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; guard_hp = Base hitpoints for guards on this level.
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; cutscene = 0: none, 2 or 6: standing, 4: lying down, 8: mouse leaves, 9: mouse returns, 12: standing or turn around
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|
; The numbers correspond to the number of the level which had that cutscene in the original game.
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|
; entry_pose = 0: turning, 1: falling, 2: running
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|
; seamless_exit = -1: disabled, >0: room where the level can be seamlessly exited.
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|
; The default values can be found in doc/default_level_options.txt .
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|
[Level 0] ; demo
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|
[Level 1]
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[Level 2]
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|
[Level 3]
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|
[Level 4]
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[Level 5]
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|
[Level 6]
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|
[Level 7]
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|
[Level 8]
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|
[Level 9]
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[Level 10]
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|
[Level 11]
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|
[Level 12]
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|
[Level 13] ; Jaffar
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|
[Level 14] ; princess
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|
[Level 15] ; potions
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|
|
|
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|
; The following customization options can be used for guard skills:
|
|
; strikeprob = Probability of striking, from 0 to 255.
|
|
; restrikeprob = Probability of re-striking after block, from 0 to 255.
|
|
; blockprob = Probability of blocking, from 0 to 255.
|
|
; impblockprob = Probability of improper blocking, from 0 to 255.
|
|
; advprob = Probability of going into hit range, from 0 to 255.
|
|
; refractimer = Refractory period after pain, in frames.
|
|
; extrastrength = Extra hit points.
|
|
; The default values can be found in doc/default_skill_options.txt .
|
|
[Skill 0]
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|
[Skill 1]
|
|
[Skill 2]
|
|
[Skill 3]
|
|
[Skill 4]
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|
[Skill 5]
|
|
[Skill 6]
|
|
[Skill 7]
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|
[Skill 8]
|
|
[Skill 9]
|
|
[Skill 10] ; a in apoplexy
|
|
[Skill 11] ; b in apoplexy
|