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Batch convert levels 1 to 14 accessible by the current level module to the native format and exit. The levels are saved in the user data directory, where they take precedence over levels in every other location. When using this option there is no point in using any other options besides --level-module that must occur before this to take effect. The user can accomplish a similar result in-game on a per level basis by using the E>LS command. Notice that in this case any changes made to the level by special events (or otherwise) before the user triggers the save command will be retained.
Select level module. A level module determines a way to generate
consecutive levels for use by the engine. Valid values for
level-module are: ‘NATIVE’, ‘LEGACY’, ‘PLV’,
‘DAT’ and ‘CONSISTENCY’. ‘NATIVE’ is the module designed
to read the native format that supports all features. ‘LEGACY’ is
the module designed to read the original PoP (Prince of Persia)
1 raw level files. ‘PLV’ is the module designed to read the
original PoP 1 PLV
extended level files. ‘DAT’ is the
module designed to read the original PoP 1 LEVELS.DAT file.
‘CONSISTENCY’ is the module designed to generate random-corrected
levels for accessing the engine robustness. The default is
‘NATIVE’.
Make the kid start at level n. The default is ‘1’. Valid
integers range from ‘1’ to INT_MAX
. This can be changed
in-game by the SHIFT+L and SHIFT+M key binding.
Make the kid start at room r, floor f and place p.
The default is to let this decision to the level module. r is an
integer ranging from 1 to INT_MAX
, f is an integer ranging
from 0 to 2 and p is an integer ranging from 0 to 9.
See Constructions.
If the option --level-module is not given and there is a LEVELS.DAT file in the working directory, the DAT level module is automatically used to load that file. This is a compatibility measure for applications which depend upon this legacy behavior.
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