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


  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?


  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.