some even more keen 3 patches.

Request patches for Keens 1-3.
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shikadi
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some even more keen 3 patches.

Post by shikadi »

currently 5 requests

-done

-done

-vortimom always shoots towards keen.

-done

-done

-done
Last edited by shikadi on Fri May 28, 2010 3:36 pm, edited 3 times in total.
levellass
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Post by levellass »

The first patch will require Lemm-like powers (How exactly do you want them to home in on Keen? They head towards him at the level start, but after that they just bounce. Do you want them to curve mid-flight or something?)

The second one, may I ask why? Having a sprite that dies (And will thus vanish offscreen) I really can't see any application of this at all.
lemm
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Post by lemm »

1st one is done


heh, maybe he wants a field of dead meeps when keen enters the level
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shikadi
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Post by shikadi »

i want to add in an hard mode, remember the patch "meeps shoot once, then die"? patch, to use them as fire in the level, i want them to die in normal mode. and only act as shots on hard mode. if you understand it, does it then look more usefull?

i do have my homing jacks already.
levellass
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Post by levellass »

A simple 'turn Meeps into Foobs' patch may be your cup of tea then. Or we could make the Meeps vanish entirely. I've just made up a document for Keen 3 only that lets you swap or remove sprite behaviors here:

The patch to make Meeps disappear is this:

Code: Select all

#Meep is now sprite 19:
%patch $3BD4 $01 $00
             $02 $00
             $03 $00
             $13 $00
(Note you can have ''easy only' Meeps by placing sprite 19 in your levels. These could be placed next to 'normal' Meeps so that it looks like some Meeps are always there.

Note that this or the 'swap' patch are much easier than the 'die at level start' patch, so I hope you're ok with this.


These are the pauses for the H and V guns: (Found under Keen3->Sprite_Patches->Misc_Patches in the patch index.) Here 1 second = 144; the default $190 = 400 = 3 seconds. The first two patches are a 'warm up' before the guns start going, maybe to give Keen some breathing space or time to run form an early level gun puzzle :)

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%patch $4D49 $90 $01 #Pause before horiz gun's first shot
%patch $4D52 $90 $01 #Pause between horiz gun shots

%patch $4DB0 $90 $01 #Pause before vert gun's first shot
%patch $4DB9 $90 $01 #Pause between vert gun shots

If we look at the speeds section under sprite patches we can change the speed and DIRECTION of shots. Here I have reversed the direction of the Vertical shot so it goes up:

Code: Select all

#Vertical bullet speed
%patch $4DD0 $70 $FE

Now then, is that everything?
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shikadi
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Post by shikadi »

ty for those patches ^_^

but you missed there was an "-vortimom always shoots towards keen." request
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CommanderSpleen
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Post by CommanderSpleen »

Entirely erasing your requests when they're accomplished is less than convenient.

Just my $00.02.


(As opposed to [done] written after the achieved entry.)
Kdash
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Post by Kdash »

Well, on one hand, it prevents spoilers to do that.
But on the other hand, it also keeps other modders from being able to use those patches.

Kind of a lose-lose situation.
levellass
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Post by levellass »

This patch removes the 'fingers' on the MM's hands, so we have something only 1 tile wide:

Code: Select all

#Stop tiles being left behind, left finger
%patch $5147 $90 $90 $90 $90
%patch $5160 $90 $90 $90 $90
%patch $517A $90 $90 $90 $90

#Remove left finger:
%patch $526B $90 $90 $90 $90
%patch $5284 $90 $90 $90 $90
%patch $529E $90 $90 $90 $90

#Remove right finger:
%patch $52B6 $90 $90 $90 $90
%patch $52CF $90 $90 $90 $90
%patch $52E9 $90 $90 $90 $90

#Stop tiles being left behind, right finger
%patch $5192 $90 $90 $90 $90
%patch $51AB $90 $90 $90 $90
%patch $51C5 $90 $90 $90 $90

This patch does the same for the foot:

Code: Select all

#Remove Left foot
%patch $5471 $55 $02 #Left foot heel
%patch $5488 $90 $90 $90 $90
%patch $54A3 $90 $90 $90 $90
%patch $54BE $90 $90 $90 $90

#Stop foot replacing tiles
%patch $534B $90 $90 $90 $90
%patch $5366 $90 $90 $90 $90
%patch $5381 $90 $90 $90 $90
This lets you use more than one type of tile to stop the hand and foot, and makes the hand stop when it's above that tile:

Code: Select all

#Hand stopped by any tile greater than $17B
%patch $5214 $7B $01 $7C

#Number of tiles above stop tile arm stops:
%patch $5201 $01 $00

#Foot stopped by any tile greater than $17B
%patch $541B $7B $01 $7C
This patch makes the legs move up from the floor instead of down from the ceiling. Because of the above patches we can't use a tile larger than $17B, so here I make the leg tile tile 0 (Last patch line.)

Code: Select all

#Reverse leg direction
%patch $53F0 $A9 $00
%patch $544C $A9 $00
%patch $532E $00 $00
And these are your switch and bridge patches.

Code: Select all

#Bridges make things 'disappear'
%patch $8146 $A9 $00 #When  removing
%patch $80F5 $A9 $00 #When  building

#Change the animating switch to 315/316
%patch $6D7B $3B $01 #This tile when flipped becomes...
%patch $6D80 $3C $01 #This tile and...
%patch $6D9C $3C $01 #This tile when flipped becomes...
%patch $6DB6 $3B $01 #This tile.
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