Lifewater Flask (sprite and tile version) + other 4

Request patches for Keens 4-6.
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szemigi
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Lifewater Flask (sprite and tile version) + other 4

Post by szemigi »

My request is:

Image

The other 4:

Image
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szemigi
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Post by szemigi »

And 1 forgot totally:

The Sprite never stands (instead of standing it faces Keen wherever he goes).
levellass
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Post by levellass »

Hmmmn, that will take a lot of doing and will certainly take much time to do. The shards, they replace the keys? Or are they to be used in the second part of the game, acting like keys but separate?
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szemigi
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Post by szemigi »

Yeah, I wanna use the shards in the second part (in BM levels) of the game and yeah, shards act like keys in BM levels, but separate (as you asked/said).
levellass
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Post by levellass »

Ok, it will be much easier to get the gems in the status window to turn into shard tiles in the BM levels then to show both at the same time, is this ok?
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szemigi
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Post by szemigi »

Yeah, absolutely.
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szemigi
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Post by szemigi »

I hope you didn't forget about all these requests.
levellass
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Post by levellass »

I have not, but it is quite the collection. So this will be for your Biomenace-Keen mod yes? With all the status window patches already created?
levellass
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Post by levellass »

Ok, for the scorebox I can make ALL the counters use the first numbers, not just the score, and to do so I will need a copy of your mod where you will not changet he graphics. (The patch changes each time you change the graphics.)

I'm sure I already sent you these for the status box:

Code: Select all

#Use first type of numbers:
%patch $7DAE $0000W #Status score
%patch $7E06 $0000W #Status extra
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szemigi
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Post by szemigi »

%patch $7E06 $0000W #Status extra hasn't been sent yet, but the other.
levellass
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Post by levellass »

This patch makes it so that past a certain level 'keys' is replaced with 'shards' and the tiles change. Right now this is level 6, ($07 $77) this means you will have to move the first level from level 12 to level 0 or the first level's status box will look odd.:

Code: Select all

#Make Difficulty counter more efficient -free space for shards
%patch $7ECC $A1 $7A6CW  $3D $0001W  $74 $0F $3D $0002W  $74 $05 $B8 $0646W
             $EB $08 $B8 $063FW  $EB $03 $B8 $063AW  $50 $9A $19310EBDRL
             $83 $C4 $02 $EB $17

#Rework shards to display different text and on different levels
%patch $7EEF $C7 $06 $A537W  $0050W  $C7 $06 $A535W  $0070W  $83 $3E $A7EDW
             $07 $77 $05 $B8 $064BW  $EB $03 $B8 $065BW  $50 $9A $19310CF9RL
             $83 $C4 $02

#Rework shards to display different tiles on different levels
%patch $7F13 $33 $C0 $50 $B8 $000AW  $50 $B8 $0022W  $50 $B8 $006FW  $50 $B8
             $0077W  $50 $9A $1D060DE3RL     $83 $C4 $0A $33 $F6 $8B $DE $D1
             $E3 $83 $BF $7A60W  $00 $74 $28 $8B $C6 $05 $001CW  $83 $3E $A7EDW
                 $07 $77 $03 $05 $0008W  $50 $B8 $0070W  $50 $8B $C6 $D1 $E0
             $D1 $E0 $D1 $E0 $05 $0078W  $50 $9A $1D060ABBRL     $83 $C4 $06
             $46 $83 $FE $04 $7C $C7 $90 $90 $90 $90 $90

#Shards text
%patch $2F4CB "SHARDS" $00

Also, those green and black mutants really could use some extra hits to kill, that too can be patched.
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szemigi
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Post by szemigi »

Could you patch them then?
levellass
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Post by levellass »

Yes, it shouldn't be too hard. How many shots do you think they should take?
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szemigi
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Post by szemigi »

Well, I don't know. Since in BM it depends on what weapon you use. So I think it should take about 2-3 shoots?
levellass
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Post by levellass »

Ok, how about 1 shot on easy, 2 shots on medium and 3 shots on hard?

Also:

* what if I make gem\shard tiles, these you ccould make look like anything without having to change any of the gem item sprites.

* what if I make a 1UP tile out of the raindrops that uses a different 1UP animation in the Biomenace levels?
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