Search found 494 matches

by Fleexy
Sat Dec 09, 2017 9:30 pm
Forum: General
Topic: Editing levels for mods (Galaxy)?
Replies: 14
Views: 20883

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.)
by Fleexy
Sat Dec 09, 2017 5:31 pm
Forum: General
Topic: Editing levels for mods (Galaxy)?
Replies: 14
Views: 20883

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...
by Fleexy
Tue Dec 05, 2017 11:21 pm
Forum: General
Topic: Editing levels for mods (Galaxy)?
Replies: 14
Views: 20883

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...
by Fleexy
Tue Dec 05, 2017 3:50 am
Forum: General
Topic: Editing levels for mods (Galaxy)?
Replies: 14
Views: 20883

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...
by Fleexy
Mon Dec 04, 2017 4:19 am
Forum: General
Topic: Editing levels for mods (Galaxy)?
Replies: 14
Views: 20883

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...
by Fleexy
Sun Dec 03, 2017 6:58 pm
Forum: General
Topic: Editing levels for mods (Galaxy)?
Replies: 14
Views: 20883

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...
by Fleexy
Sun Oct 29, 2017 5:32 pm
Forum: Vorticons Requests and Discussion
Topic: Keen 1 loading text color
Replies: 7
Views: 12588

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...
by Fleexy
Sun Oct 29, 2017 12:56 am
Forum: Vorticons Requests and Discussion
Topic: Keen 1 loading text color
Replies: 7
Views: 12588

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...
by Fleexy
Thu Oct 26, 2017 3:04 am
Forum: Dreams Requests and Discussion
Topic: Enter the first level immediately on game start
Replies: 7
Views: 15914

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.
by Fleexy
Mon Oct 23, 2017 2:24 pm
Forum: Vorticons Requests and Discussion
Topic: Apogee sequence (Keen 1)
Replies: 3
Views: 10466

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.
by Fleexy
Mon Oct 23, 2017 2:23 pm
Forum: Dreams Requests and Discussion
Topic: Enter the first level immediately on game start
Replies: 7
Views: 15914

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?
by Fleexy
Sat Oct 21, 2017 11:31 pm
Forum: Vorticons Requests and Discussion
Topic: Ship parts-related patch
Replies: 3
Views: 9493

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
by Fleexy
Sat Oct 21, 2017 4:10 pm
Forum: Vorticons Requests and Discussion
Topic: Keen 1: Losing Pogo after exiting the level
Replies: 1
Views: 6170

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