Cosmo's Cosmic Adventure II: The Humanizer Thread

Anything related to Keen Modding.
Nospike
Posts: 160
Joined: Fri Apr 23, 2010 1:54 pm
Location: Some cool place, idk

Post by Nospike »

This is why the XP era Paint is the best. Period.
User avatar
T-Squared
Posts: 143
Joined: Mon Dec 01, 2008 6:11 pm
Location: San Antonio, Texas
Contact:

Post by T-Squared »

I DID IT! I DID IT!

I HACKED THE TULIP ANIMATION FRAMESET! (Without crashing the game!)

I think the frameset data starts at $1A54D in Episode 1.

I have you to thank, levellass!

The extracted actor structure sprite filenames from COSGRAPH gave me an idea, to look for an exact pattern of numbers that would rarely occur in the game in this exact order: "00 02 01". These were the frame numbers for when the tulip begins its launching cycle (found at $1A554). If you change the three values after those into $02, you can make the tulip LOOK like its launching power has increased! (It extends the launching animation frame a bit.) Now, I haven't gotten any further into changing the actor behavior (such as hitpoint stats or movement), but it's a start!
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

As I noted, I have a program for finding where text is called from in the executable (Type the text into a file, run the program and it provides a patch file that contains the location and text wherever it is in the executable.)

Changing the enemy killed score is also simple enough. I've only done rudimentary poking about, but I've found a few things. (Like how to reduce the C 0 F10 bomb cheat to just pressing 0 and as many times as you want, good for testing.)

What we need however is some sort of Cosmopatch. it can easily be done if we find someone who can edit the source code.
User avatar
T-Squared
Posts: 143
Joined: Mon Dec 01, 2008 6:11 pm
Location: San Antonio, Texas
Contact:

Post by T-Squared »

Ok, people, as a result of prolonged development, I am making some changes to the project:

1. I am going to be producing an international version of the mod, titled "HUMANISED!!!". Here's a preview of the second episode's title screen:
https://www.dropbox.com/s/j38lk3hm57yqcvq/humanised.png

2. I'm going to change Cosmo's design for this mod, in the spirit of Epic Games doing so with the modern version of Jazz Jackrabbit. (Although I seem to have misplaced the design. I'll try to find it tomorrow.)
Benvolio
Posts: 228
Joined: Sun Aug 29, 2004 4:44 pm
Location: Ireland
Contact:

Post by Benvolio »

Excellent title screen T-squared.... really looking forward to this Cosmo mod whenever it makes its finished appearance!
User avatar
T-Squared
Posts: 143
Joined: Mon Dec 01, 2008 6:11 pm
Location: San Antonio, Texas
Contact:

Post by T-Squared »

Well, shucks, I was hoping to find this yesterday to complete the April Fool's prank, but I just found it only a few minutes ago.

https://www.dropbox.com/s/0gzjnq40ymeuotu/newcosmo.png

This was going to be Cosmo's "new" design, done in the spirit of Jazz Jackrabbit's change from the PC to the Game Boy Advance, but the joke doesn't work today. The design was that of the Puerto Rico Arecibo Radio Telescope's mascot, and it was on a T-Shirt I got while I was there in Arecibo in February.

Image
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

GBC Keen was terrible anyway.
User avatar
troublesomekeen
Posts: 223
Joined: Fri Feb 03, 2012 7:56 pm
Location: Shadowlands
Contact:

Post by troublesomekeen »

Good stuff, T-Squared. Great artwork!
levellass wrote:GBC Keen was terrible anyway.
I am pleased and delighted to report that I figured out how to activate the Pogo Stick.
User avatar
T-Squared
Posts: 143
Joined: Mon Dec 01, 2008 6:11 pm
Location: San Antonio, Texas
Contact:

Post by T-Squared »

I have just one level idea to finalize and put down for Episode 3. I need ideas. (Homages to Space-themed MS-DOS games is the theme for episode 3, for those who don't know.)
User avatar
T-Squared
Posts: 143
Joined: Mon Dec 01, 2008 6:11 pm
Location: San Antonio, Texas
Contact:

Post by T-Squared »

I tried custom-sized sprites (namely the health Power Modules, and I changed them from 16x24 to 24x24.), but they corrupted most of the tiles making up the actors, and I did this twice. Both times they looked the same.

The actual palette and transparency are correct, it's just some of the graphics look like someone sneezed on an incomplete jigsaw puzzle; pieces repeating or in the incorrect spots.
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

Can you send me the edited graphics (Or at least ones of the same size?) I should like to investigate this problem and see what's up. (It should be terrible if the game allocates fixed amounts of memory for graphics.)


Also, where can Cosedit be found? The modding wiki needs a link methinks.
User avatar
Malvineous
Posts: 113
Joined: Sat Mar 13, 2004 12:54 am
Location: Brisbane, Australia
Contact:

Post by Malvineous »

The ModdingWiki now has a link :-)
User avatar
T-Squared
Posts: 143
Joined: Mon Dec 01, 2008 6:11 pm
Location: San Antonio, Texas
Contact:

Post by T-Squared »

levellass wrote:Can you send me the edited graphics (Or at least ones of the same size?) I should like to investigate this problem and see what's up. (It should be terrible if the game allocates fixed amounts of memory for graphics.)
https://www.dropbox.com/sh/ul8gsihslzh11op/ypJGwVA1O0

Here's the graphics! :D
Cobalt
Posts: 20
Joined: Wed Apr 03, 2013 2:15 pm

Post by Cobalt »

Can you put Billy in it?
User avatar
T-Squared
Posts: 143
Joined: Mon Dec 01, 2008 6:11 pm
Location: San Antonio, Texas
Contact:

Post by T-Squared »

Cobalt wrote:Can you put Billy in it?
Billy? You mean Commander Keen?
Post Reply