Commander Keen: Monky Business

Showcase your completed mod here!
KeenRush
Patch Maker
Posts: 1988
Joined: Sun Aug 31, 2003 2:52 pm
Location: Sand Yego
Contact:

Post by KeenRush »

Ok, that's what I assumed.
For now, though, this shall suffice to keep y'all amused for a while.
No doubt. If it's as wacky as I've seen in screens and read, I bet it'll offer fun for a long time!
User avatar
CommanderSpleen
Posts: 1017
Joined: Sun Aug 31, 2003 12:11 pm
Location: The Land of Sparkly Things
Contact:

So... much... progress...

Post by CommanderSpleen »

Update:
ð Text modding complete, except for ending sequence.
ð "Be Right With Ya" sprite done.
ð Several level fixes (thanks to Victor's playtesting).
ð Level 90 complete.
ð Reworked font... looks awesome now, IMKO (and in Scotty's Doom Opinion).
ð General polishing mostly consolidated.

Remaining tasks:
ð Level 81
ð :drool shots
ð Ending sequence text/location patch
ð ReadMe
ð WOOHOO!

To think, I had a couple of levels, a handful of patches and a bunch of graphical glitches back near the end of September, and I announced I was nearly ready to release this beta! So naïve...

I'm gonna sleep right now. Back later to finish the job!

>Commander Spleen
KeenRush
Patch Maker
Posts: 1988
Joined: Sun Aug 31, 2003 2:52 pm
Location: Sand Yego
Contact:

Post by KeenRush »

WOooooOOoOOoO!! I can't hardly wait! *plays 'Scooter - Am Fenster' loud*
Where's my drool-towel again?
User avatar
XkyRauh
Posts: 1114
Joined: Sun Aug 31, 2003 9:14 pm
Location: San Diego, California

re: progress

Post by XkyRauh »

Your "be right with ya" picture--is that like my "hang on a second..." picture? :-) I'm really glad to hear your project is coming to fruition--this'll be your first mod release, right? Looking forward to it!

Can you leak a little info as to which patches you're utilizing? ;-)

--Xky
KeenRush
Patch Maker
Posts: 1988
Joined: Sun Aug 31, 2003 2:52 pm
Location: Sand Yego
Contact:

Post by KeenRush »

Yeah, this is Spleen's first release.

Also, IIRC, he'll be using doors on world map or something like that if I remember correct (though, can be wrong). (And probably a lot other ones, as well!)
User avatar
CommanderSpleen
Posts: 1017
Joined: Sun Aug 31, 2003 12:11 pm
Location: The Land of Sparkly Things
Contact:

Patchwork.

Post by CommanderSpleen »

The two main patches I'm using, apart from the basics like title screen location, border colour, garg height, etc, are the Doors on Map and Keep Keycards After Exit patches. Also, one thing I forgot to add to my ToDo list above was 'Rearrange status screen', so I'll be using that patch as well.

The Doors on Map and Keep Keycards are two damn classy patches. I've gone ahead with the Gateway Level idea I mentioned once upon a time, and IMKO it works really well.
Xky: Your "be right with ya" picture--is that like my "hang on a second..." picture? :-)
That's the one.

>Commander Spleen[/quote]
KeenRush
Patch Maker
Posts: 1988
Joined: Sun Aug 31, 2003 2:52 pm
Location: Sand Yego
Contact:

Post by KeenRush »

* Starts countdown to the mod release.. *
10.. 9.. 8.. ....
User avatar
CommanderSpleen
Posts: 1017
Joined: Sun Aug 31, 2003 12:11 pm
Location: The Land of Sparkly Things
Contact:

=(:D)-

Post by CommanderSpleen »

...7... 6... 5...

ð Level 81 (DONE)
ð [edit] Ending sequence text (sure, it's corny... but it'll work)

Remaining tasks:
ð :drool shots
ð Ending location patch
ð Rearrange Status Screen
ð ReadMe
ð WOOHOO!

It would have all been done last night, probably, but I got distracted raiding my cousin's collection of MP3s from his laptop (and watching Rejected).

>Commander Spleen
Last edited by CommanderSpleen on Thu Aug 05, 2004 8:31 am, edited 2 times in total.
KeenRush
Patch Maker
Posts: 1988
Joined: Sun Aug 31, 2003 2:52 pm
Location: Sand Yego
Contact:

Post by KeenRush »

Hurry! Avoid other people! Finish today! *drool*
User avatar
CommanderSpleen
Posts: 1017
Joined: Sun Aug 31, 2003 12:11 pm
Location: The Land of Sparkly Things
Contact:

Hellllp meeee!

Post by CommanderSpleen »

...6...7...ARGH!

Can someone help me out with the ending location patch? I need Keen to end up at about location (23, 13). The map size is 32x32, and by default the ending location is way off screen and dementedly wacky. With the patch set as follows:

Code: Select all

# Keen sprite - will be shown at pixel coords 160, 64 on screen 
%patch $81F1 $28      # This is sprite $28 = 40 (Map keen facing left) 

# Map top-left corner coords (multiplied by $1000) 
%patch $81D6 $A000      # This is x coord: $00003000 = tile coord $A = 15 
%patch $81DC $0000 
%patch $81E2 $3000      # This is y coord: $00023000 = tile coord $3 = 3 
%patch $81E8 $0000 
the screen ends up at least on the map, but still at the very top-left of the screen. No matter what I change the values to, it still does the same thing.

When I set the X or Y location to 00010000, the location actually does change, but it ends up off the side of the map.

Ack!

>Commander Spleen
User avatar
Boeing747
Posts: 76
Joined: Fri Apr 16, 2004 11:24 am
Location: Germany
Contact:

Post by Boeing747 »

Perhaps an tileinfo issue?
KeenRush
Patch Maker
Posts: 1988
Joined: Sun Aug 31, 2003 2:52 pm
Location: Sand Yego
Contact:

Post by KeenRush »

Hmmm, when I used that patch, it worked well (IIRC) -- but I had used the very exact world map level size than in original Keen; maybe the problem is there? Maybe it some strange way requires the original level size? You could quickly test using original level and test there your new coords.
Also, those coordinates you wrote look correct (15, 3).. Dunno what it is. :(
User avatar
CommanderSpleen
Posts: 1017
Joined: Sun Aug 31, 2003 12:11 pm
Location: The Land of Sparkly Things
Contact:

=(:,)-

Post by CommanderSpleen »

Ok... I've worked it out. It seems to jump in 16-tile increments--I tried it in an unmodded Keen1, and Keen still turns up one tile to the right of the BWB even if he should be three tiles away. Also, it seems the sprite always ends up in the same absolute location, so if the ending location is moved one screen away, there's no Keen sprite visible.

So, I scrapped the ending location patch, resized the map level, and replicated the ending site at the default coordinates. No more ending problems.

Andy: STATUS.CK1 seems to be missing from the status screen patch thread.

I'll take the Patchotron route for now.

6...5...4...

Remaining tasks:
ð Drool shots.
ð Status patchotronification.
ð Readme.
ð =(8D)-

>Commander Spleen
KeenRush
Patch Maker
Posts: 1988
Joined: Sun Aug 31, 2003 2:52 pm
Location: Sand Yego
Contact:

Post by KeenRush »

Ok... I've worked it out. It seems to jump in 16-tile increments--I tried it in an unmodded Keen1, and Keen still turns up one tile to the right of the BWB even if he should be three tiles away. Also, it seems the sprite always ends up in the same absolute location, so if the ending location is moved one screen away, there's no Keen sprite visible.
Ah, thanks for the info.
So, I scrapped the ending location patch, resized the map level, and replicated the ending site at the default coordinates. No more ending problems.
Good very. :)
Andy: STATUS.CK1 seems to be missing from the status screen patch thread.
Garg, so it seems. I could give it to you, but I don't have the original version! :(

Also, not much to work done left. Wait can't me, cool! :)
User avatar
levellord
Crazy pAtChEr
Posts: 1401
Joined: Thu Nov 20, 2003 11:35 pm
Location: NewZealand
Contact:

Post by levellord »

Alright! New mod!

This is gonna be ghood!
Post Reply