If you pick up a boobus bomb, it gives you 10000 points, but if you pick up one (which is 10000 points), Keen cannot throw that away. Then, if you pick up a bomb, its sound is like you picked up a point item.
And now (no matter how long does it take, just remember these!).
Keen can look up diagonally in both directions (left, right) and can shoot diagonally in both directions (left, right):
* 7SPR0213.BMP -> I want to use it for Keen's look up-left sprite (I have to press 'Up+Left' buttons together at the same time.)
* 7SPR0214.BMP -> I want to use it for Keen's look up-right sprite (I have to press 'Up+Right' buttons together at the same time.)
* 7SPR0215.BMP -> I want to use it for Keen's throwing up-left sprite (I have to press Up+Left+Alt buttons together at the same time.)
* 7SPR0216.BMP -> I want to use it for Keen's throwing up-right sprite (I have to press Up+Right+Alt buttons together at the same time.)
* 7SPR0217.BMP -> I want to use it for Keen's throwing up-left sprite during jumping (I have to press Ctrl, then quickly Up+Left+Alt buttons together at the same time.)
* 7SPR0218.BMP -> I want to use it for Keen's throwing up-right sprite during jumping (I have to press Ctrl, then quickly Up+Right+Alt buttons together at the same time.)
* 7SPR0219.BMP -> I want to use it for Keen's throwing down-left sprite during jumping (I have to press Ctrl, then quickly Down+Left+Alt buttons together at the same time.)
* 7SPR0220.BMP -> I want to use it for Keen's throwing down-right sprite during jumping (I have to press Ctrl, then quickly Down+Right+Alt buttons together at the same time.)
Moreover, if I wait for so long, Keen doesn't get bored (aka no yawning, no shrugging, no slepping, etc.)
King Boobus has extended sprites:
7SPR0096.BMP -> King boobus' hit sprite from the left (hit collision: If the king hits Keen, Keen dies)
7SPR0097.BMP -> King boobus' hit sprite from the right
7SPR0098.BMP -> King boobus has a second jumping sprite that faces to right during jumping (unlike the 7SPR0367.BMP jumping sprite, which faces to left during jumping).
7SPR0089.BMP -> the King boobus has dead sprite (NOTE: if the boss dies, 7SPR0089.BMP sprite appears and no death smoke
7SPR0090.BMP -> King has shooting sprite from the left
7SPR0091.BMP -> King has shooting sprite from the right
7SPR0102.BMP -> King has shooting up sprite
7SPR0103.BMP -> the ammo the boss enemy will shoot
7SPR0104.BMP -> the second frame of the ammo the boss enemy will shoot
On the status screen don't draw the Boobus bomb and its counter. And that's why the key and its counter are aligned centered.
**If you enter or complete any level, you hear the level entering sound.
So if you complete a level by touching the edge of the level (aka the exit), instead of level exiting sound you will hear the level entering sound (as you enter a new level). And if you enter the first level (by starting a new game from the main menu), you will hear the level entering sound there as well. Level exiting sound is completely disabled. I'm using this patch code to remind you:
#Keen goes to the next level instead of the map
%patch $5DF9 $FF $06 $7124W $B8 $000DW $50 $9A $10BB1282RL $44 $44 $EB $22
**(That's why I requested this 'goes to the next level instead of the map' patch.)
After killing the boss you have to touch the boss' dead sprite (which will be 7SPR0089.BMP) to get to the ending.
You don't die if you touch the Frenchy. And if you try to throw flower power at him, he won't die.
The frenchy's chips (which he throws) don't kill you, but it can kill any other enemies.
The enemies (except the Frenchy, which will be immortal) have own dead sprites instead of the panting flower sprite.
7SPR0221.BMP -> The running broccoli's dead sprite
7SPR0222.BMP -> Tomatooth's dead sprite
7SPR0223.BMP -> Running carrot's dead sprite
7SPR0224.BMP -> Asparagusto's dead sprite
7SPR0225.BMP -> Sour grape's dead sprite
7SPR0226.BMP -> Tater Trooper's dead sprite
7SPR0227.BMP -> Squasher's dead sprite
7SPR0228.BMP -> Apple's dead sprite
7SPR0229.BMP -> Peapod's dead sprite
7SPR0230.BMP -> Pea Brain's dead sprite (In case if I let the peapod spit it out)
7SPR0231.BMP -> The melon lip's dead sprite