Search found 494 matches
- Sun Dec 10, 2017 3:19 am
- Forum: Patches: Keen Must Die!
- Topic: Editing the Mangling Machine conversation
- Replies: 4
- Views: 19291
Re: Editing the Mangling Machine conversation
The Internet Archive has you covered.
- Sat Dec 09, 2017 9:30 pm
- Forum: General
- Topic: Editing levels for mods (Galaxy)?
- Replies: 14
- Views: 21051
Re: Editing levels for mods (Galaxy)?
Interesting. Does that only happen in modified levels? Does the crash still happen on Easy difficulty? It's possible the game is running out of memory from too many sprites. (The Level Inspector tool might have some insight here.)
- Sat Dec 09, 2017 5:31 pm
- Forum: General
- Topic: Editing levels for mods (Galaxy)?
- Replies: 14
- Views: 21051
Re: Editing levels for mods (Galaxy)?
Ah, this one is particularly tricky. Apparently this mod uses nonstandard Carmackization (the process that converts from TED5-style MapTemp maps to GameMaps), and it ends up placing the header for the world map (level 0) at the beginning of the GameMaps file. The beginning is position 0, which in th...
- Tue Dec 05, 2017 11:21 pm
- Forum: General
- Topic: Editing levels for mods (Galaxy)?
- Replies: 14
- Views: 21051
Re: Editing levels for mods (Galaxy)?
Oh, that's tricky. Due to some patching used in that mod, the Bobba replacement relies on some sprite frames that are provided (cached) by a different sprite, specifically the Bip-controlled platform. You can read more about sprite caching on KeenWiki . To avoid the crash, add a yellow-arrow-path-fo...
- Tue Dec 05, 2017 3:50 am
- Forum: General
- Topic: Editing levels for mods (Galaxy)?
- Replies: 14
- Views: 21051
Re: Editing levels for mods (Galaxy)?
Ah, I can see how that mod would be confusing to open. There are quite a few extra levels-related files, most of which are artifacts of various level editors and not necessary for gameplay. The correct level files are GAMEMAPS.CK4 and MAPHEAD.CK4. Trying to load others would likely result in a misma...
- Mon Dec 04, 2017 4:19 am
- Forum: General
- Topic: Editing levels for mods (Galaxy)?
- Replies: 14
- Views: 21051
Re: Editing levels for mods (Galaxy)?
Ah, indeed, plane management is the issue here. Since all three planes are Active and the default tile for each plane is the zero tile, the background and foreground got overwritten with blankness. You can use the 1 through 6 keys on your keyboard to manage plane state. For example, pressing 1 toggl...
- Sun Dec 03, 2017 6:58 pm
- Forum: General
- Topic: Editing levels for mods (Galaxy)?
- Replies: 14
- Views: 21051
Re: Editing levels for mods (Galaxy)?
Welcome to Keen Modding! Yes, you can edit existing mods using any level editor. I might be a little biased, but I recommend my own editor Abiathar . Its main benefit in this situation is that it can use the EGA graphics files without requiring you to extract the tile images with any other tool. A w...
- Sun Oct 29, 2017 5:32 pm
- Forum: Vorticons Requests and Discussion
- Topic: Keen 1 loading text color
- Replies: 7
- Views: 12738
Re: Keen 1 loading text color
Paste "X[1;34;40m" into a Notepad window and save it as e.g. "color.txt" in your mod folder. Close Notepad. My hex editor of choice is XVI32 - download and unzip it, then run "XVI32.exe". Open your "color.txt" file. You'll see some hexadecimal in the wide pane...
- Sun Oct 29, 2017 12:56 am
- Forum: Vorticons Requests and Discussion
- Topic: Keen 1 loading text color
- Replies: 7
- Views: 12738
Re: Keen 1 loading text color
Please be patient; it can take some time to develop patches, especially when there are many pending requests. I don't know how to do it by patching, but I do have an alternative method. You can remove the game's loading text by making it a blank string: %patch $14F1D $00 Then you can have your batch...
- Thu Oct 26, 2017 3:04 am
- Forum: Dreams Requests and Discussion
- Topic: Enter the first level immediately on game start
- Replies: 7
- Views: 16372
Re: Enter the first level immediately on game start
Yes, this is for Keen Modding Live. I can send you some more info on it if you want a sneak preview of the system as implemented so far.
- Wed Oct 25, 2017 3:20 am
- Forum: Dreams Requests and Discussion
- Topic: Enter the first level immediately on game start
- Replies: 7
- Views: 16372
Re: Enter the first level immediately on game start
Works great, thanks again!
- Mon Oct 23, 2017 2:24 pm
- Forum: Vorticons Requests and Discussion
- Topic: Apogee sequence (Keen 1)
- Replies: 3
- Views: 10650
Re: Apogee sequence (Keen 1)
I suspect you could accomplish this just by combining all the other parts into the bitmap that rises. You can then disable the other ones that appear using portions of this patch.
- Mon Oct 23, 2017 2:23 pm
- Forum: Dreams Requests and Discussion
- Topic: Enter the first level immediately on game start
- Replies: 7
- Views: 16372
Re: Enter the first level immediately on game start
Excellent, thank you! The Escape thing is no problem; I've changed the scancode checked to something else so Escape does nothing. For a maximally smooth player experience, might it be possible to skip the "ready - press a key" stage of the B800 screen as well?
- Sat Oct 21, 2017 11:31 pm
- Forum: Vorticons Requests and Discussion
- Topic: Ship parts-related patch
- Replies: 3
- Views: 9637
Re: Ship parts-related patch
I haven't tested this and I'm not sure I completely understand the comments on it, but this one straight from the wiki looks promising: %patch $8041 $E8 $16 $CF $90 %patch $4F58 $EB $46 $C7 $06 $AA94W $00 $00 $C7 $06 $AA96W $00 $00 $C7 $06 $AA98W $00 $00 $C7 $06 $AA9CW $00 $00 $FF $0E $C6 $AA $C3
- Sat Oct 21, 2017 4:10 pm
- Forum: Vorticons Requests and Discussion
- Topic: Keen 1: Losing Pogo after exiting the level
- Replies: 1
- Views: 6234
Re: Keen 1: Losing Pogo after exiting the level
Adapted slightly from KeenWiki:
Code: Select all
%patch $55EF $EB $4A $33 $C0 $A3 $AA9AW $A3 $6EC0W $C3
%patch $7D01 $E8 $D8EDW $90 $90 $90