http://levellord.rewound.net/ problems

Anything related to Keen Modding.
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gerstrong
Posts: 63
Joined: Sun Jan 25, 2009 3:21 pm

http://levellord.rewound.net/ problems

Post by gerstrong »

Hey guys,

I have been looking for some information and wanted to browse the files on that server.

Now it is forbidden. Sorry, I'm not sure, but is that intentional?

I still can open some directions/files on it, but not browse the filesystem.

Some time before it worked...

I was looking for the information how doors in Keen 4 are handled. Maybe somone can tell me where to find that information
Draik
Posts: 117
Joined: Sat Jul 26, 2008 8:52 am
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Post by Draik »

Yeah, that's been an issue for a while.
Can't help you on the door information, but doubtless someone can.
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

Well the door info isn't on that site but I've been meaning to get it on Keenwiki sometime.

The patch index in zip form can be found here at the moment: http://dl.dropbox.com/u/3940020/Index.zip

Doors in Keen 4 work as follows.

The actual door is a tile with a door property ('Door\entry to Miragia' in tileinfo) In Keen 4 this is invisible so as not to interfere, but you can see it's tile number if you select it (At least in TED5) the same invisible tiles are used on the map to make things blocking. The tile is placed at the bottom of the door, where Keen's feet will touch it.

When Keen is touching this tile while standing on something the 'enter door' routine starts. Keen will animate moving into the door then go invisible. Keen is still there, you just can't see him. The game then looks in the sprite plane for the tile Keen is on and invisible Keen heads to the location this points to. When he reaches that location, wherever it is, it doesn't need to be another door, it can be empty space, he appears again and can continue playing the level.

The 'door sprites' are values in hex(adecimal) giving the X and Y location of where Keen's feet should emerge. So a door pointing to 27,45 in the level ($1B, $2D) will have a sprite on it of value $1B2D or 6957 TED5 lets you input values in hex or decimal as you wish.

A door without a sprite on it will have a value of $0000 by default. Doors that point outside the level (But not below it!) that is say, point to 56,60 when the level is only 40 tiles wide, will cause Keen to exit the level and win it, since he's walking out of the level. This applies to doors without sprites too (0,0 is the top left of the level)

In Keen 5 doors with 0,0 exit the level and send Keen to Korath, it's possible to do this in several of the original levels, notably one of the defense tunnels. Doors with a value of $B1B1 are the default 'win the level' value.

Any questions?
gerstrong
Posts: 63
Joined: Sun Jan 25, 2009 3:21 pm

Post by gerstrong »

Thanks a lot levellass!

To bad I figured this out myself, except the stuff for winning a level and Korath. I think those are the conditions I didn't understand in lemms decompilation.


Here is the video: :-)
http://www.youtube.com/watch?v=ghpx23NH62g
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

Aaah, I see what this is for. Very neat!
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