Tuesday 17 September 2013

Room wall algorithm

Room wall algorithm

The original PoP have an algorithmn for determine the wall variance, for draw a realistic stone wall, it adds gray block, creak in the blocks etc.

I found some documentation in "Prince of Persia Specifications of File Formats" (thanks to Norbert) but there's not the all logic but only the first part.

I have started to study and implement the gray stone and the first start wall block,
this is the results from PoP.net vs PoP classic


2 comments:

  1. Hello there,

    I'm making my own remake of PoP in the Unity engine (http://forum.princed.org/viewtopic.php?f=67&t=3442) and Norbert from the Princed forum have pointed me here. I was wondering if you could help me figure something out.

    How exactly do you get the offset of the tiles from the levels.dat file?

    Thanks.

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  2. Dear, i saw your posts on Princed's Forum.
    I have the same Norbert's opinion, it's a waste of time studing the old DAT's file format.
    Norbert has implemented an XML output file, this is the right path, i think the Apoplexy xml output file is not perfect: there are some duplicates tags but can permit to have an editor and all level in your hand.
    You have a long and dangerous path ahead you, seek to implement the game logic and animation.
    I don't know the dat file format, i don't like it i have study all game only with play and look at runtime and read some techical files.

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