Introduction and patch requests

Request patches for Keens 4-6.
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{DARKDUNE}
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Introduction and patch requests

Post by {DARKDUNE} »

Hello, all!
I'm {DARKDUNE}, a fellow keen fan from Germany, and I am making my first mod (keen 6 mod) for which i need patches.

These are the patches i need (they are a bit complicated):

- I need a patch for keen 6 that allows one to re-enter lvls that have already been completed. That patch should only work for specific levels (lvls 1-3)

In other words, in these lvls the exit would be next to the player starting position, but the player needs to retrieve the k6-item (keycard, sandwich, grapple&hook) and then return to the exit.
So, i also need a patch that prevents that the k6-items work as lvl exits.

- I need quite a complicated patch for the goplats; I'll just explain what it should look like in-game:

- The player would start the lvl on the goplat; the player would have a 2-frame animation that plays when being on the goplat.

- The goplat moves either to the right or left, and when hitting a block it doesn't change directions but it stops.

-The player later returns to the goplat (after collecting the k6 item) and when touching the goplat, he goes into the 2-frame animation again and the goplat would move back, in the other direction.

- There would be two player animations, one for travelling left via goplat and one for travelling to the right. there also needs to be a single frame for each of these that acts as transition between goplat frames and the normal walking animation


I also need a patch for the Bobba replacement:

- Bobba replacement should have general moving patterns compareable to the ones Boobus Tuber has, except for not being able to drop through platforms
- The fireballs the Bobba replacement shoots would be seperate enemies comparable to the peas in Keen Dreams
- Whenever the Bobba replacement hits the floor after a jump, shockwaves would be emitted to the left and right. shockwaves kill keen on touch

And a patch for Bipship replacement:

- When the bipship explodes, no Bip is emitted.
(EDIT: Found that one on KeenWiki)
The leftover Bip frames would be used for the shokwave frames and the keen-on-goplat animations
This might not be achievable by patching, but maybe sourcecode modification might work.
Last edited by {DARKDUNE} on Tue Mar 15, 2016 7:32 pm, edited 1 time in total.
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szemigi
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Post by szemigi »

I'm afraid she won't have enough time, because I requested patches, too.
{DARKDUNE}
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Post by {DARKDUNE} »

szemigi wrote:I'm afraid she won't have enough time, because I requested patches, too.
That's no problem, I can wait.
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szemigi
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Post by szemigi »

1-2 weeks.
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troublesomekeen
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Post by troublesomekeen »

Oh my wow, these patches are far out.

Welcome to the shady side of Keening Oasis, Darkdune.
{DARKDUNE}
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Post by {DARKDUNE} »

troublesomekeen wrote:Oh my wow, these patches are far out.
Yeah, some will probably have to be achieved via lemm's source code fiddling. These patches are for the community mod I suggested on pckf btw.
Spoiler: Keen will travel on the worldmap via canoe.
Already got two sequels planned out. The trilogy would be called "Twilight of the Gods". The episodes would be " Inside the Illusion ", "Land of Loss" and "Realm of the Reaper". (#alliterations)
If someone wants to do these patches, I will post exactly which frames will replace what.
levellass
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Post by levellass »

Ok, let's get an overview of these things.

- I need a patch for keen 6 that allows one to re-enter lvls

So, do you want infinitely re-enterable levels, like the Bean-With-Bacon Megarocket (In which case if you make the BWB level 04 I can patch that up in like two minutes, literally.) Or do you want it so they CAN be done, but only if you have an item when you exit?


- I need quite a complicated patch for the goplats

This should be doable, but hoo boy is it going to take a while, it's just a very large patch. One thing you'll need to do is provie me the animation numbers you're going to use for Keen's animations. (Plus whether those are Modkeen or Keengraph numbers.)


-I also need a patch for the Bobba replacement:

This too will take time, it's quite involved as well. A number of details will need to be provided, the animation numbers of the 'pea enemies' how many walking frames the bobba has, whether shockwaves travel up and down hill, whether they travel until they hit walls or only for a short distance and a few other things.


There will be some cachework, you'll likely need a Bipship in Bobba or Goplat type levels to avoid a crash.
{DARKDUNE}
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Post by {DARKDUNE} »

At the moment I ain't got access to a computer, I'll give u the frame numbers on Wednesday or Thursday.
Lvls will be infinitely re-enterable and I will make bwb lvl 4 if that helps with patching.
Shockwaves don't travel up or down hill and they travel till they hit solid tiles
{EDIT: or have no solid ground underneath them.}
The peas will have a two-frame walking animation. They just walk around randomly and don't jump. They disappear when hitting solid tiles.
Bobba will only be in one level and the only enemy on screen to avoid crashes. Goplat will be at the beginning of every lvl.
Last edited by {DARKDUNE} on Thu Mar 24, 2016 1:37 pm, edited 1 time in total.
levellass
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Post by levellass »

As an advance then, this patch will make levels 1-4 infinitely enterable, you can play them as many times as you want:

Code: Select all

#BwB levels: all levels below 5
%patch $5ECD $05 $72
{DARKDUNE}
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Post by {DARKDUNE} »

edit: more patches
{
IF-gun gives 15 ammo and also exists when having more than five ammo
Bobba still turns around when shot
Bobba dies when shot 70 times
Killing bobba ends the game
Movement is locked when on goplat until block is hit
The first time the player hops onto a goplat, it moves to the right and when the player moves off the goplat and on it again later, it travels to the left.
Goplat itself has two frames (left, right)
Bobba has two frames for dying (vorticon-style death)
Switch is flipped with up-button
Molly has only 1 frame (6SPR0433, keengraph number)
When Molly is touched, lvl 5 is completed, the player is teleported to lvl 6
When level 6 is completed, the player is returned to lvl 5's lvl entrance.
Switch-flipping frame: 6SPR0293
Goplat left frame: 6SPR0294
Goplat right frame: 6SPR0495
Bobba Death: 6SPR0408, 6SPR0409}

Original Post:


Here are some more details and frame-number stuff:

The following are KEENGRAPH numbers
Player on Goplat Animations:
Left 1: 6SPR0337
Left 2 : 6SPR0338
Transition Left: 6SPR0414
Right 1: 6SPR0339
Right 2: 6SPR0340
Transition Right: 6SPR0341
Pea (Bip Replacement):
Being emitted: 6SPR0419
Walking Left 1: 6SPR0415
Walking Left 2: 6SPR0416
Walking Right 1: 6SPR0417
Walking Right 2: 6SPR0418
Shockwaves:
Travelling Left 1: 6SPR0420
Travelling Left 2: 6SPR0421
Travelling Right 1: 6SPR0422
Travelling Right 2: 6SPR0423
Left 1/Left 2 and Right 1/Right 2 are normal gif-like animation (constantly switch)
Bobba Replacement ('Chee'):
Walking Left: 6SPR0402, 6SPR0403, 6SPR0410
Walking Right: 6SPR0404, 6SPR0405, 6SPR0411
Jump Right: 6SPR0406, 6SPR0412
Jump Left: 6SPR0407, 6SPR0413
With every walking frame there will be a 12% chance of jumping
jumps would be the normal bobba jumps but 3 times as high and twice as wide
Pea-emission can only occur in frames 6SPR0402 and 6SPR0404
There would be a limit of 4 pea emissions per 'Chee'
The Pea-emission-rate would be low, like two pea emissions per minute
if you need more details, i shall provide more.
{DARKDUNE}
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Post by {DARKDUNE} »

how are the patches getting along, lass?
levellass
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Post by levellass »

Been terribly distracted, but they're coming along.

The IF ammo, you want that to give 15 shots always, on any difficulty sort of like a second kind of ammo?

Now Molly, do you want her to be a special kind of exit for level 5? (That is, Keen could exit the level without getting Molly and return to the map.) This patch makes Molly have just one frame of animation:

Code: Select all

#Molly has one action
%patch $32AAC $1D60W
{DARKDUNE}
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Post by {DARKDUNE} »

Sorry for the late reply; I, too, have been busy.
Anyway...
levellass wrote: The IF ammo, you want that to give 15 shots always, on any difficulty sort of like a second kind of ammo?
yes, that's exactly what i mean.
levellass wrote: Now Molly, do you want her to be a special kind of exit for level 5? (That is, Keen could exit the level without getting Molly and return to the map.)
Yes. Level 6 is kinda like a 'secret-ish level' which you can only access via Molly. The 5th level would still have a normal exit.

Thx for working on these patches, levelass.
levellass
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Post by levellass »

Clear forgot to post these. First steps. First up two patches completed.

This patch makes things so that Molly sends Keen to level 6 when contacted. The game is now won by winning level 16 by any means. (This can be changed.)

Code: Select all

#Molly uses new code
%patch $69A6 $0ED7W

#Rearrange level exit code - complete level 16 to win, Molly goes to l6
%patch $68D4 $83 $3E $A97BW  $10 $75 $03 $E9 $FFE0W  $83 $3E $A97BW  $00 $75
             $0A $EB $31 $C7 $06 $75A4W  $0006W  $EB $06 $C7 $06 $75A4W  $0000W
             $B8 $000DW  $50 $9A $183B09F1RL     $83 $C4 $02 $A1 $A97BW  $A3
             $A950W  $8B  $1E $A97BW  $D1 $E3 $C7 $87 $7556W  $0001W  $EB $3F

This patch makes the IF ammo a 15 ammo item that looks the same as the regular ammo (This can be changed.) It is a working patch, adding your Goplat patch may modify it a bit.

Code: Select all

#IF ammo is item
%patch $E9DA $0313W

#Add 2nd ammo entry to point list
%patch $31FB4 $0000W

#IF sound
%patch $31F9C $0009W

#Location of item got animation list
%patch $BEC3 $1286W #Item sprites
%patch $C113 $1286W #Item tiles

#Move animation list +2
%patch $31FB6 $00ACW #Red gem got
              $00ACW #Yellow gem got
              $00ACW #Blue gem got
              $00ACW #Green gem got
              $008AW #Soda got
              $008BW #Iceblock got
              $008CW #Sundae got
              $008DW #Cola got
              $008EW #Split got
              $008FW #Pizza got
              $0090W #Viva Queen got
              $0091W #Raygun got
              $0091W #Raygun 2 got

#Grabbiter spawn code -sets direction
%patch $F4D5 $55 $8B $EC $33 $C0 $50 $9A $069A1E25RL     $83 $C4 $02 $8B $1E
             $66 $A9 $C7 $47 $02 $0001W  $C7 $47 $06 $0000W  $C7 $47 $20 $0002W
             $C7 $47 $0E $0001W
                 $C7 $07 $001EW  $8B $46 $06 $B1 $08 $D3 $E0 $89 $47 $0A $8B
             $46 $08 $D3 $E0 $89 $47 $0C $83 $3E $7594W  $02 $75 $07 $B8 $1ACCW
                 $50 $53 $EB $08 $B8 $1A90W  $50 $FF $36 $66 $A9 $9A $08F41219RL
             $83 $C4 $04 $5D $CB

#Remove Grabbiter animation, replace with gun 2 item
%patch $327C0 $00ADW

#Move replacement tile
%patch $C086  $126CW #Items got
%patch $C14E  $126CW #Viva got

#If ammo gives 15 amo each time - main code
%patch $BE90 $8B $5C $3E $D1 $E3 $FF $B7 $1254W
                 $9A $183B09F1RL     $83 $C4 $02 $C7 $04 $0001W  $C7 $44 $20
             $0003W  $8B $5C $3E $D1 $E3 $8B $87 $1284W  $89 $44 $1E $8B $5C
             $3E $D1 $E3 $FF $B7 $126CW  $9A $069A1F06RL     $83 $C4 $02 $83
             $7C $3E $04 $7D $0B $8B $5C $3E $D1 $E3 $FF $87 $759CW  $EB $2D
             $83 $7C $3E $0A $75 $06 $FF $06 $75A6W  $EB $21 $83 $7C $3E $0B
             $75 $10 $8B $1E $75A8W  $D1 $E3 $8B $87 $124CW  $01 $06 $7590W
             $EB $0B $83 $7C $3E $0C $75 $05 $83 $06 $7590W  $0F
             $B8 $19E2W  $50 $56 $9A $08F41297RL     $83 $C4 $04 $5F $5E $5D
             $CB $5F $5E $5D $CB
For the Goplats you have a lot of options. I only need to 'repalce' one Goplat, the always present sitting Platform (Which is basically just a waste of space, it's always in a level, replace it with tiles!)I don't *need* to overwrite any of the others, they can happily move about the level doing whatever if you wish.

Or I could blanket remove all of them, leaving you with only one moving Platform thing.

OR maybe you meant for me to replace only the 'Goplats', those platforms which move around according to the weird arrow tiles, if that's the case I can replace them and them alone too.
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