This year -compared to others- we haven't been very active doing releases, documentation and other stuff, but we didn't fall asleep. We have been analyzing and designing the future PV4. We have also evaluated the possibility of migrating the website framework to another better.
To generate some activity to show we are still here, we have renamed the site URL from http://www.princed.com.ar to http://www.princed.org. We are more like an organization rather than an Argentine Commercial website. So that's why we decided to do this change. Some traffic will be lost, but the spirit of this change is to show what we really are and it was very necessary. We should have done it before. So from now on, we'll use www.princed.org as the main website and keep the old address as a permanent redirection to this one.
After working a lot in the POP2 Level format, we can say that we know about 90% of it. Brendon James is working in the editor
Roomshaker 2 for POP2 using all the specifications discovered. The format specifications for both POP games are open and published in the technical documentation section of this web. I hope we'll soon be playing new POP2 mods. Thanks Brendon for the good stuff!
Released at Tue, 06 Jun 2006 14:52:32 GMT by ecalot
Includes files: pr1.2.win.bin.zip (107672 bytes, 1801 downloads to date), pr1.2.src.tar.bz2 (155206 bytes, 529 downloads to date)
ecalot@2006-06-06
Finally, after several delays we are setting a final release date. This version incorporates the extraction support of 256 colors images from the POP2 dat files in experimental mode. In order to do that we had to reverse the file format and rewrite two big parts of PR (the file format layer and the dat format layer). We believe that this version won't be as stable as the other 1.x's, this is because lots of lines of code were added without the propper testing time.
The release week It'll be one year since PR 1.0 had been released, two years since PR 1.0 beta and about three years since the development had started.
In future releases we'll include stability, full non-experimental extract support (PR 1.3) and importation support (PR 1.4).
After validating the page with the most strict standards in the web we decided to implement an RSS extraction system from the forum. So now the page and the forum are very close.
We also decided to drop out the nedstat visit counter because of the publicity they added. From now on, the only visit counters we'll use are internal. When the site was first published we had decided to use nedstat because it was an external and trusted visit counting system that we won't ever be able to modify.
The home page has reached more than 80 thousand visitors since the first time it was published.
We are proud to announce that we succesfully imported a POP2 dat file.
This is going to help a lot in the POP2 level reverse engineering -wich has already started and it's going fine- because now we only have to worry about the level and not the .dat file and it's checksums. We have reversed everything but the guard properties.
Knowing that POP2 has two types of images and that the first type is similar to POP1 we were able -during the development of PR 1.2- to extract a graphic dat file of this first type and import it back again with an image edited having successful results.
This means that we are very near to get a version capable of editing (and not only extracting) POP2 graphics of this first type.
We also reversed the new POP2 compression algorithm that is present in the second type and we believe PR 1.2 will have an experimental feature to extract all the images from POP2. If you want to know more about it please refer to the
news thread I posted in the forum.
We only need testing, lots of it. The main new features are the support non-unique resource IDs that will help a lot in POP2 resource importation and the index names are now in forwards and may be bigger than 4 letters, much easier to understand.
Other less important new features are the new option --format (to generate filenames with the name specified), and the new dat input syntax allows to extract more specific resources like for example "rooftops.dat@400:shape#second,401:shape" and the unknown.xml file is now all merged in the extracted main folder.
If you want to test it, please make a post in the forum.
Released at Wed, 15 Jun 2005 12:56:32 GMT by ecalot
Includes files: pr1.1.win.bin.zip (57882 bytes, 1431 downloads to date), pr1.1.src.tar.bz2 (136765 bytes, 428 downloads to date)
ecalot@2005-06-15
It's been 2 years since the release of PR v0.1 alpha.
However development didn't stop! We are coding very hard to release PR v1.1. For this new version we achieved coding a new dat handling layer to support pop2 dat files for extraction. The DAT v2 indexing is fully supported and some images and palettes do work properly.
We've kept coding freeprince and it is now in an advanced stage, but not in an alpha state yet. Because this is not my only project and I didn't have time (I have to finish the university too) for the last two month, the coding times are much slower than expected. This means there will be delays in the release.
In the last two month we only improved the portability (also worked in IRIX), fixed a few bugs and commented a bit more the code.
As the project has existed for more than a year, I can say it was very productive, the coding was good and the engine is very customizable. I like how the things are going and I want to code and finish my part. I think the balance is positive.
Released at Sat, 26 Mar 2005 15:21:23 GMT by ecalot
Includes files: pr1.0.src.tar.bz2 (141334 bytes, 229 downloads to date), pr1.0.win.bin.zip (53316 bytes, 637 downloads to date)
ecalot@2005-03-26
After a year of testing PR we decided to improve the abstraction between the console application and the library. To do that we had restructured the repository and rewritten the console module. This is going to improve the command line parsing and -combined with bash- accept wildcards for filenames.
We had also dropped lots of bugs and memory leaks using valgrind and making this version the most stable.
However, the best news is that we successfully code a compressor for the most complex algorithm in the format. This means that PR creates smaller DAT files and will be able to produce files as small as the ones in the original version and support images with more entropy.
As we didn't believe that could be possible until PR 1.5 we'll upgrade the future releases plan. (
0 comments)
ecalot@2005-03-23
Both algorithms were solved in two days since the samples had been published by Diego Essaya. Congratulations!
The results will be added in PR 1.0 final, scheduled for 2005-03-23.
After that, we'll start thinking in the GUI editor for PR. For the moment we only know it will be portable and made in wxPython.
In all the previous months FreePrince became a playable game. By the beginning of March we had released the last pre-alpha version (FP0.4). The next version is going to be the first alpha and have guards, timing and better moves coordination. Screenshots may be seen at the
freeprince screen shots page. FP0.4-pre-alpha-soc (the first release of FP0.4 was compiled under GNU/Linux, FreeBSD and windows).
During the month of February our new volunteer became our new webmaster and normalized the site to be html 4.01 strict according to the
W3C standards. The page is now supported by console browsers and the sites now presents a right separation between presentation (CSS styles) and data (HTML information).
Check out the Princed Programming contest awards 2005. It is about the coding of a compression algorithm used by the original game. Check out the
bases.
Today we could came up with the first windows version of FreePrince. We used LCC and added a new makefile. The port can be downloaded from the CVS, by compiling the source using LCC and the makefile.lcc file you can get the exe file. The file res_conf.h requires to be generated and is a need in the compilation. This file can't be generated in windows in an easy maner, bacause it uses awk. Any Linux version of the game can generate the file, so there is no problem at all. To compile you need to download the SDL and import the libs into LCC using the import facility at the utils menu. Don't forget to put SDL.DLL in the game directory.
Mac Os X users can compile the game but PPC architecture isn't fully supported, we need to upgrade the resource module code in FP from the latest PR sources. The rest of the source is ported.
There is a new
FreePrince screenshots section in where you can find the latest shots of the development. Today's addition is the windows shot.
During the Second Lugfi Conference we got the Freeprince kernel and graphics running, for the following weeks we've been redisigning and rewritting the FP kernel. FP is now in an advanced pre-alpha. Our kid can run, jump, couch and do all the movements depending on the pressed keys. It is read from the original dat files from disk and loaded into memory. The titles are also going fine, maps are read and loaded into memory in several object-oriented-structures and there is an interesting key binding event manager. We believe that a working version could be released before the end of the year. Interested guys may go to the
FP project home page and take a look at the remaining tasks or offer any help.
I've been working in the debugging of PR 1.0 beta -that is very buggy- and fixed a lot of bugs. I want to thank the creators of Valgrind and Gdb for those two great tools that helped a lot finding bugs and memory leaks. The release is not delayed, when PR 1.0 beta was released I decided to keep this as the last released version for a very long time until I come out with PR 1.0 after at least 6 months of testing. The current problem is in the compression stuff, that is the most difficult code to debug and it has at least 2 known bugs (reports corruption when it's not and reads wrong the memory). Those bugs could keep me busy for a long time -I hope not-. After fixing all bugs I'll send people some copies so they can test it (if you are interested just mail me). For those who can't wait, if I had to schedule or say an approximate release time I would say PR 1.0 could be finished in September. Who knows, may be it comes together with FreePrince

Click to enlarge the images
FreePrince is in the way: we have decided to code it in ANSI C, using the SDL library but adding an abstraction layer in case we need to use any other library. For the moment the target platforms will be Linux, Windows and Mac. The file structure of the game will be the same as POP1 but adding an "exception DAT file" where the mirror, the mouse and other special game features could be saved allowing a better edition without any source compiling. In the original game those features were hard-coded so the only way to modify them was hex-editing the file. If you have the original game you would be able to replace prince.exe with freeprince.exe and add the features dat file to play the game with the old art. Due to legal stuff we won't distribute the original dat files, but we will use owr own art instead.
In case you know any other language than English you can help translating PR to this language. You don't need to have any coding knowledge, with only 10 to 15 minutes of your time is enough. We are using a beta version of the Transwi web interface to translate the software, the easiest way. Of course, you'll be added in the credits. You don't need any additional contact with the authors if you don't want.
The way to do so is very intuitive. Just go to
http://www.princed.com.ar/transwi/ and check if the language you want to translate is in the list, in that case somebody did the translation before so you can help correcting the spelling and grammatics. If the language is not in the list of files, just click in the original file and start a new language file.
All languages are welcome, so please take a look at the url. (
1 comments)
ecalot@2004-04-17
It was 1989 and I was 7 years old when I went to play to a friend's home. This day was different from the other days, my friend wasn't at his room, so I went upstairs and found him playing with his new computer. It was the first time I've ever seen a personal computer, and I was very curious. My friend was completely captured with the game, he didn't say hi, he was just moving this funny kid in white clothes all over the dungeons. After a while he said: "wanna play". My answer was "no, just keep playing, I'd rather watch". This day I decided to make my own game, a game like this, so I started learning programming and computer stuff.
Years later I've browsed the whole net looking for a kind of editor of this game, I had spent all my primary school drawing levels of the game in papper and I wanted to play them! Being unsuccessful with the search I've opened the levels file to see if a could edit something but, without any success.
In 2000 I've started again, but this time I knew more coding stuff, so I could edit some parts of the game. Once again I've been looking for an editor and found that there had been one! but I could only read some russian stuff I didn't understand. The only thing I've got was the name of the author of this game that was in some BBS, Alexandr Larionov. As the editor wasn't very functional I stopped looking for an editor and started princed project. I have to belive that Kirill Terebilov got the editor in a BBS and used it to come up with his own Prince of Persia version "POP4D" in 1994.
We are proud to anounce PR 1.0 beta is finally available in the SourceForge project download section.
The most important feature the version has added was the partial importing and exporting feature, so now it is possible to manipulate a resource avoiding a full extraction of the DAT file.
The most important format improvement is the monochrome support, now tested and stable. Potion animations may be modified now.
Of course the program was very hard tested and several bugs were solved but this doesn't mean there are no bugs. In case you find one, please report it in the Sourceforge Bug Reporting Tracker. (
0 comments)
ecalot@2004-03-23
Released at Tue, 23 Mar 2004 03:00:00 GMT by ecalot
Includes files: pr1.0b.win.bin.zip (48128 bytes, 1190 downloads to date), pr1.0b.src.tar.bz2 (372839 bytes, 109 downloads to date)
ecalot@2004-03-22
A bit behind schedule, the stable, fully functional version of PR that supports cathegorized extractions was completed and succesfully ported to Windows, GNU/Linux, Mac Os X, SunOs, FreeBSD and NetBSD. This version can import and export resources from all the DAT files from Prince of Persia V1.4 except for the CGA and EGA graphics.
The last release was very unstable, this release improves this, now it really works with all DAT files. If you downloaded Release 1, it is strongly recommended that you upgrade PR to 0.9 release 2.
Future releases: We do not know whether there will be a third release of the version 0.9, but we are sure that this version is very close to the version 1 of the program. Perhaps the only changes will be regarding resource cathegorization. (
0 comments)
ecalot@2004-02-21
Released at Sat, 21 Feb 2004 03:00:00 GMT by ecalot
Includes files: pr.09-r2.winbin.zip (40596 bytes, 1391 downloads to date), pr.09-r2.src.tar.bz2 (149083 bytes, 64 downloads to date)
ecalot@2004-02-20
A bit behind schedule, the stable, fully functional version of PR that supports cathegorized extractions was completed and succesfully ported to Windows, GNU/Linux, Mac Os X, SunOs, FreeBSD and NetBSD .This version can import and export resources from all the DAT files from Prince of Persia V1.4 except for the CGA and EGA graphics. The last tests are being performed, and once done the release will be available immediately in the
sourceforge.net download section of the princed project. We are focusing on the last pvl format checks. This is to avoid format problems between plv versions.
Future releases: We do not know whether there will be a third release of the version 0.9, but we are sure that this version is very close to the version 1 of the program. Perhaps the only changes will be regarding resource cathegorization.
Released at Wed, 31 Dec 2003 23:00:00 GMT by ecalot
Includes files: record-20-bin.zip (10176 bytes, 1306 downloads to date), record-20-src.zip (31668 bytes, 310 downloads to date)
ecalot@2003-12-31
Released at Wed, 31 Dec 2003 23:00:00 GMT by ecalot
Includes files: pop2arena-15-bin.zip (139893 bytes, 7064 downloads to date), pop2arena-15-src.zip (182468 bytes, 1180 downloads to date)
ecalot@2003-12-31
The new software available for download can capture an animation from 13h games (320 * 200 and 256 colors). When you quit the game, it creates as many bmp files as frames were recorded. Then you can use any simple image edition software to join all these pictures into one .avi or .gif (animated) file.
Released at Mon, 22 Dec 2003 03:00:00 GMT by ecalot
Includes files: pr.09.src.zip (579916 bytes, 64 downloads to date), pr.09.src.tar.bz2 (484042 bytes, 50 downloads to date), pr.09.soft.zip (108364 bytes, 111 downloads to date)
ecalot@2003-12-21
New features in the PR 0.9 development are done, we are now working in the stability and functionality. Lots of stable features were lost with the coding of the new recursive path extractor, the new command line parser and the plv support, however we've been debugging the program for some time and most important bugs are solved.
When we have enough stability we'll start working in the new resource file with full support for all dat files in POP1.
We scheduled the release for December the 22nd to have some more time to test and edit the resource file. (
0 comments)
ecalot@2003-12-13
We have defined a new file format standard to be used to save POP levels. This format is .plv and we defined it with Brendon James (RoomShaker) to make a compatible file format for exported levels.
In the near future, PR 0.9 will support this file format. After that, all releases of PV3 will change the ped format (supported in alpha versions) for plv.
As soon as it is definitely working, we are going to publish the standard so other editors/extractors can use it too. (
0 comments)
ecalot@2003-11-30
Two weeks ago we released the latest version of PR. This version is available as binary files for 9 platforms (including win32 and Linux), you can also get the source code. There is also in the distribution a sample vdungeon.dat. PR v0.7 was the first stable release. It was announced in the SF.net project page. This new version has lots of improvements, but it is not as stable as the first one. The main improvement is the resource file (the parser was completely rebuilt and now supports xml) so now the extracted files have friendlier names.
In December a PR v0.9 will be released. It will support all the dat files in the resource file. This is going to be a stable version and it should need only a few changes to become PR 1.0. After this version we are going to stop PR development for a few months and start working on PV3.
PR 0.8 has been released yesterday. This beta version has a lot of new features and optimizations. Due to the improvement of the compression tool, now imported files are between 30% and 40% smaller that the ones generated by the previous version.
There is also a new resource classification system using an XML file. This will save only necessary information about the resources and allows to set a filename and path to the extracted resource. This is the solution of several problems: the most important was to remember the palette of each image and to make groups of resources and animation frames.
The changes made are:
- Abstracted disk functions into one module
- Added PC Speaker sound classification
- Added compression algorithms B0 and B2. Before that it was only working B1.
- Coded a base directory creator for files
- Coded a parser and the resources tree in xml.
- Coded inheritance of owner's attributes to a child tag
- Coded linking from an id to a palette
- Coded the compression algorithm selector to optimize the bitmap compiled dat files
- Coded unknown extracted files saved in unknown.xml
There is also a sample vdungeon.dat file created with this tool.
Developers will find a folder with pr.dll, and the declaration files. This will help to make new programs using PR features in other languages and without having to include the whole PR code in the program they need the features. (
0 comments)
ecalot@2003-11-04
Released at Tue, 04 Nov 2003 03:00:00 GMT by ecalot
Includes files: pr.08beta.bin.win.zip (74832 bytes, 579 downloads to date), pr.08beta.scr.full.zip (142152 bytes, 62 downloads to date), pr.08beta.src.unix.tar.bz2 (29167 bytes, 44 downloads to date), pr.08beta.src.unix.tar.gz (32812 bytes, 33 downloads to date), pr.08beta.bin.unix.tar.gz (114159 bytes, 48 downloads to date)
ecalot@2003-11-03
The first stable version of PR is now available for download. With this program you'll be able to edit graphics and sounds in the Prince of Persia 1 and extract some graphics from Prince of Persia 2. Please read instructions on the use of the program before starting to work with it. (
0 comments)
ecalot@2003-10-23
Released at Thu, 23 Oct 2003 03:00:00 GMT by ecalot
Includes files: pr.07.src-bin.zip (288087 bytes, 304 downloads to date), pr.07.src-bin.tar.gz (263436 bytes, 32 downloads to date), pr.07.src-bin.tar.bz2 (209369 bytes, 41 downloads to date)
ecalot@2003-10-22
Version 0.6 beta of the resources editor has ben released. We approached the release date due to several request from the people who wanted a full working version to start getting in touch with the program.
Some images are imported wrongly, but this problem will be solved in the next release: PR 0.7, the first full-working stable version. We are going to make some releases in several platforms using SF.net compile farm. This version should compile under the most strict ANSI C compiling options.
PR 0.6 beta also includes the binary files for the Win32 platform: pr.exe (console extractor), pr.dll (dynamic link library, may be used with PRM), pr.lib (static link library, useful if you want to make an application with PR features). A definition file pr.def is also provided and an export file pr.exp. For Visual Basic programmers in PRVBDLL could be found pr.bas (Very easy-to-use PR functions and enums and the main pr.dll calls). It is also provided pr.obj for a static object linking (use pr.h for headers).
Future releases are going to handle the resource data in a better way using the xml standard to save/retrive information.
I hope you enjoy using the release the same as I enjoyed making it. (
0 comments)
ecalot@2003-10-17
It took 3 months to solve the problem. We didn't need to dissasemble the exe file, instead we tried some other ways repairing the imported images. Now we need to test both Prince.exe and PR bitmap features. We know there are some minor problems with crashes in the game, but they are going to be handled.
If schedules are ok, for the end of the month, PR 0.6 beta will be available for download in a source code distribution and compiled binaries in several platforms. (
0 comments)
ecalot@2003-10-15
We are proud to announce we have moved our primary server to
SourceForge.Net .
SF.net is the world's largest Open Source software development website, with the largest repository of Open Source code and applications available on the Internet. We also decided to migrate all licenses to the
GNU General Public License, except some Libraries programs we made -in that case we will use
GNU Lesser General Public License, that is a less restrictive license made by the
Free Software Foundation-. We garantee Princed will be allways open software and there will be no charge to use it. We do that because we are fans of the game making an editor as a hobby, not a software company.
Due to this migration and some requirememts SF.net asks their powered projects, some internal pages will me suspended or removed.
Within the course of the year we will distribute all sources and files we have and/or think may be useful.
This will be the first full-featured version of the Princed Resources editor, the application that allows you to edit graphics, sounds and other resources in POP1 and POP2. PR v0.7 will be the first stable release of the editor. It also has a .dll for developers and binary versions to be ran in linux and windows. For more info about the coding improvements you may check out the
PR thread in our
forum.
PiotreK is working in this new game. This is a fighting game with Prince of Persia characters. The development has some PR elements that uses the original extracted images from the game. This is due to the PR improvements in POP2 dat file format that is rather different than POP1. You can see the
POP2 home page to check for newer versions, anyways we added the game in the download section and we promise to keep it updated.