Explain sprite pushing; will my patch have the same error? I dislike uncertainty.
And CK Guy, Xky is right, we've all passed a lot of water in our time.
Search found 2999 matches
- Sun Sep 23, 2007 1:01 am
- Forum: Patches: Secret of the Oracle
- Topic: The Bounder kills Keen
- Replies: 33
- Views: 52157
- Sat Sep 22, 2007 9:57 am
- Forum: Patches: Secret of the Oracle
- Topic: The Bounder kills Keen
- Replies: 33
- Views: 52157
Hmmmn, I keep having problems with this patch; for some reason the 'remove shot' part causes a whole string of animations to appear until an uncached sprite is found. I have to use my version: %patch $11138 $55 $8B $EC $56 $57 $8B $76 $06 $8B $7E $08 $83 $3D $02 $75 $09 $9A $0B8013E9RL $5F $5E $5D $...
- Fri Sep 21, 2007 3:24 pm
- Forum: Patches: Secret of the Oracle
- Topic: The Bounder kills Keen
- Replies: 33
- Views: 52157
I was talking about the 'if less than, greater than, equal to OR greater than' seriously, too much information. Maybe I'm stupid, or maybe I preferred the old languages, that used combinations of simple, easy to remember functions. I like the fact that you can combine AND, OR NOT and such gates in n...
- Fri Sep 21, 2007 3:19 pm
- Forum: Galaxy Requests and Discussion
- Topic: Mooning
- Replies: 6
- Views: 6116
Yeah, I've found out most of those just by editing what they're compared with an checking. (It's like throwing ping pong balls into a dark room to discern what's in there by the sound.) but this makes it hard to find out what any *one* does. On the upside, thanks to this, I now know what everything ...
- Thu Sep 20, 2007 3:44 pm
- Forum: Galaxy Requests and Discussion
- Topic: Mooning
- Replies: 6
- Views: 6116
This is a most unfortunate arrangement of code, it manages to perfectly ruin what I had in mind, but yes, you are correct Xky, and the same thing works with the map Keens. While disappointing, I did come across this: #Keen can moon more than once per level: %patch $BC2D $00 Oh, and do you have any i...
- Thu Sep 20, 2007 3:32 pm
- Forum: Patches: Secret of the Oracle
- Topic: The Bounder kills Keen
- Replies: 33
- Views: 52157
- Thu Sep 20, 2007 3:27 pm
- Forum: Vorticons Level Editors
- Topic: Mindbelt | The Keener's Editor (version 1.3)
- Replies: 131
- Views: 210508
- Tue Sep 18, 2007 7:05 am
- Forum: Galaxy Requests and Discussion
- Topic: Mimrocks
- Replies: 9
- Views: 10568
- Tue Sep 18, 2007 7:01 am
- Forum: Galaxy Requests and Discussion
- Topic: Sprite patches update
- Replies: 0
- Views: 3854
Sprite patches update
http://levellord.toxicsheep.com/Index/Keen4/Sprite%20Patches/ I have done a lot of research with the Keen 4 sprite code (Along with LL who did some of the later sections.) and have managed to expand the number of documents from 9 to 22. I have (I hope!) simplified some of the more complex ones, expl...
- Tue Sep 18, 2007 6:59 am
- Forum: Patches: Secret of the Oracle
- Topic: The Bounder kills Keen
- Replies: 33
- Views: 52157
Damn you Andy! You said it was $9A, not $75! No wonder my stuff didn't work! Good on you Xky, those variables just change a few of the sprite's integers; it's not a problem, unless you start having trouble with those knocked out stars. My approach to this was to replace the Bounder's code with that ...
- Tue Sep 18, 2007 6:56 am
- Forum: Galaxy Requests and Discussion
- Topic: Mooning
- Replies: 6
- Views: 6116
- Thu Sep 06, 2007 10:37 am
- Forum: Vorticons Level Editors
- Topic: Mindbelt | The Keener's Editor (version 1.3)
- Replies: 131
- Views: 210508
- Tue Sep 04, 2007 4:43 pm
- Forum: Patches: Secret of the Oracle
- Topic: How to: Change Sprite frames, speeds
- Replies: 9
- Views: 22896
- Sat Sep 01, 2007 2:14 am
- Forum: General
- Topic: Keen 4 minimod questions
- Replies: 52
- Views: 57018
- Mon Aug 20, 2007 9:28 am
- Forum: Galaxy Requests and Discussion
- Topic: REQUEST: Door opening animation
- Replies: 4
- Views: 5171
Okay, I've figured out the door opening behavior and it appears more restrictive than Xky said. The door directs the program to the top of the door where it causes the tile there to animate one across, using the same tile animating code as the bridges do. Then it checks if the tile below this is the...