Zeus' Keen Mod

Anything related to Keen Modding.
levellass
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Post by levellass »

This is explained on the wiki here: http://www.shikadi.net/keenwiki/Patch:Elevators

(It pays to check the Keen wiki for these things.)

Your problem is that Elevators are drawn on the map automatically and you need to remove or relocate them. To remove the elevator stuff entirely use one of the following patches:

Code: Select all

#Ignore elevators entirely (Don't place their starts in map level, or
#take notice of when fuse levels are done OR keen's map pos
%patch $F431 $90 $90

#Change level elevator stuff happens on (Use nonexistent level
%patch $F430 $40 $74

Patches to change where the doors are can be found in this section: http://www.shikadi.net/keenwiki/Patch:E ... _locations
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Zeus
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Post by Zeus »

You're right, I could have looked it up at the wiki...sorry. Nevertheless thank you once again, the patch worked. :)
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Zeus
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Post by Zeus »

Just finished level #7 (of 13). :)
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Gridlock
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Post by Gridlock »

Great news! Any chance you could have this done for Keenday (March 14)? Also, am I the only one that has a problem with the site you've hosted those images on? Every time I open the picture links, I get directed to a German site that gives me a ton of obtrusive popups and other junk that I don't trust. Might I suggest Dropbox as a better way to upload images?
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Zeus
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Post by Zeus »

Umm, if there are problems, I might use imageshack the next time? I don't want to download dosbox merely for this forum.

March 14th sounds possible. Today I just adjusted some background graphics to make the game look a bit different from the original Keen 5...leven #8 is in the making...I do my very best.
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Zeus
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Post by Zeus »

Just 3 Levels to go... I think, I can release the first beta version on March 14th.
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Zeus
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Post by Zeus »

Finished ALL the levels. :)

Now I will refine them...

And besides, there would be some text-work to be done. I just tried it with STARTEXT, but I don't get it how it works. By text-work I mean those textes like "Keen goes nuts in the Gravitational Damping Hub" when entering a level. Are there any tutorials about this topic?
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Gridlock
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Post by Gridlock »

Startext is an incomplete program. The only thing on it that I know works is changing the scrolling story, but it's a pain and has a glitch with the amount of characters you can use.

To change level names, you'll need to add patches to your patch file. For instance, here's what the patches used in Keen 9 look like:

Code: Select all

#World Map
%patch $20040 "The Universe" $00
%patch $201F0 "Keen determinedly" $0A " searches the Universe!" $00
%patch $30605 "Exit to the Universe" $00

#Level 1
%patch $20050 "HUB Command Center" $00
%patch $20220 "Keen lands in the " $0A "HUB Command Center" $00

#Level 2
%patch $20070 "Shivonia City" $00
%patch $20250 "Keen charges into" $0A "Shivonia City" $00

#Level 3
%patch $20080 "VitaCorp" $00
%patch $20280 "Keen investigates" $0A "VitaCorp" $00

#Level 4
%patch $200A0 "Defense Tower Surth" $00
%patch $202B0 "Keen invades" $0A "Defense Tower Surth" $00

#Level 5
%patch $200C0 "Fort Yetisburg" $00
%patch $202E0 "Keen addresses" $0A "Fort Yetisburg" $00

#Level 6
%patch $200E0 "Jotundra Mountains" $00
%patch $20310 "Keen storms up the" $0A "Jotundra Mountains" $00

#Level 7
%patch $20100 "Frosthool Station" $00
%patch $20340 "Keen chills out in" $0A "Frosthool Station" $00

#Level 8
%patch $20120 "The Depleted Tunnels" $00
%patch $20370 "Keen combs the" $0A "Depleted Tunnels" $00

#Level 9
%patch $20140 "The Crater" $00
%patch $203A0 "Keen falls into" $0A "The Crater" $00

#Level 10
%patch $20160 "Altaire Station" $00
%patch $203D0 "Keen barges into" $0A "Altaire Station" $00

#Level 11
%patch $20180 "Elevator Access Station" $00
%patch $20400 "Keen captures the" $0A "Elevator Access Station" $00

#Level 12
%patch $201A0 "The Krodacian Overlabs" $00
%patch $20440 "Keen raids" $0A "The Krodacian Overlabs" $00

#Level 13
%patch $201C0 "Mort's Workshop"
%patch $20470 "Keen snoops around" $0A "Mortimer's Workshop" $00

#Level 14
%patch $201D0 "Defense Hall M"
%patch $204A0 "Keen races down" $0A "Defense Hall M" $00

#Level 15
%patch $201E0 "The Warpcore"
%patch $204D0 "Keen battles" $0A "Mortimer McMire" $0A "in the Warpcore" $00

# Used when Keen enters Korath
%patch $30563 "Keen steps into" $0A
              "Mortimer's backyard" $00

You can probably just edit those or hunt down a version of those patches with the original Keen 5 names. You'll notice each level has 2 parts: one for the level name shown when you pull down the wristwatch and the text used when entering the level. On the level entry text, use "00" to indicate the end of the text and "0A" to indicate that the text should go onto the next line. You'll have to experiment a bit to get your level names to fit. Really long level names probably won't fit. If a level name doesn't work, the game will either crash when you first try to play or when you try to enter the level. I don't remember if Ceilick's tutorial mentions level texts or not, but you should take a look if this doesn't help.

Great to hear that the levels are done. Refining your levels is also really important. A few of us might be able to give you some tips if you want to share your levels early, but that's up to you.
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Zeus
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Post by Zeus »

Great, it works perfectly. Do you have the same for the Messages after breaking the fuses? I need to change the "main elavator shaft" from original ck5 to "one of the laser protecting the final"...


*edit*
Just found the patch on the wiki page :)
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troublesomekeen
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Post by troublesomekeen »

Keenday is March 14!? Blarg, I did not know this. Maybe I could have a 1-level minimod ready then. Keep it up, Zeus! I'm looking forward to this project's completion!
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Zeus
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Post by Zeus »

Just don't expect toooo much ^^

Does anyone of you have any ideas about some background designs which I could insert? I am looking for some alien-faces but...it is really hard to paint them with that less colors you have available in keen.
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Zeus
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Post by Zeus »

I'm having big trouble. I really don't know why, but when I use those little blue shikadi dogs, keen freezes completely, without giving any error code or something else...anyone got an idea, why?


*edit*
I have to say, that when I last tested it, it was all working. Between the testing some days ago and the testing today, I was just applying some patches, here is my mymod.pat:

Code: Select all

%ext ck5
%version 1.4
# Load the modified graphics
%egahead EGAHEAD.CK5
%maphead maphead.ck5
#Ignore elevators entirely (Don't place their starts in map level, or
#take notice of when fuse levels are done OR keen's map pos
%patch $F431 $90 $90


#What Keen says when he breaks a fuse
%patch $31C20 "One of the four" $0A
              "machines protecting the" $0A
              "main laser shaft--" $0A
              "toast!" $0A $00


#Names:

%patch $33234 "Id Software - '91" $00
%patch $33274 "                 " $00
%patch $332B4 "A Zeus Mod	" $00
%patch $332F4 "in year 2012     " $00
%patch $33334 "Stay tuned       " $00
%patch $33374 "really tuned     " $00
%patch $333B4 "			" $00
%patch $333F4 "                 " $00


#World Map
%patch $20040 "The Agigamatic" $00
%patch $201F0 "Keen determinedly" $0A "enters the Agigamatic!" $00
%patch $30605 "Exit to the Agigamatic" $00

#Level 1
%patch $20050 "Guard One" $00
%patch $20220 "Keen springs in the " $0A "Guard One" $00

#Level 2
%patch $20070 "Guard Two" $00
%patch $20250 "Keen charges into" $0A "Guard Two" $00

#Level 3
%patch $20080 "Guard Three" $00
%patch $20280 "Keen investigates" $0A "Guard Three" $00

#Level 4
%patch $200A0 "First Lasertower" $00
%patch $202B0 "Keen invades" $0A "the First Lasertower" $00

#Level 5
%patch $200C0 "Defense Sandwich" $00
%patch $202E0 "Keen eats the" $0A "Defense Sandwich" $00

#Level 6
%patch $200E0 "Second Lasertower" $00
%patch $20310 "Keen storms in the" $0A "Second Lasertower" $00

#Level 7
%patch $20100 "Laser Defense" $00
%patch $20340 "Keen chills out in" $0A "the Laser Station" $00

#Level 8
%patch $20120 "Third Lasertower" $00
%patch $20370 "Keen combs the" $0A "Third Lasertower" $00

#Level 9
%patch $20140 "The Tunnel" $00
%patch $203A0 "Keen sees light in" $0A "The Tunnel" $00

#Level 10
%patch $20160 "Fourth Lasertower" $00
%patch $203D0 "Keen barges into" $0A "the fourth Lasertower" $00

#Level 11
%patch $20180 "Machine Room" $00
%patch $20400 "Keen destroys the" $0A "machine room" $00

#Level 12
%patch $201A0 "The Final Laser" $00
%patch $20440 "Keen raids" $0A "The Final Laser" $00

#Level 13
%patch $201C0 "Shikadi Room"
%patch $20470 "Keen snoops around" $0A "the Shikadi Room" $00


# Used when Keen enters Korath
%patch $30563 "Keen steps into" $0A
              "Mortimer's backyard" $00


%end

Besides I changed no graphics inbetween.
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Gridlock
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Post by Gridlock »

From a Levellass post:
Some errors you may encounter:

*Unending foreground animation xxxx: Tile x animates to an animation loop, but isn't looped to by anything.There are two possibilities. The first and most common is one of your animating tiles has no 'next tile' value and animates to itself. The second is that two tiles are trying to animate to a third. Check your foreground animating tiles. (Right side)

*Unending background animation xxxx: Same as above but for the elft side background tiles.

*Level freezes at some point: A tile that Keen has just got close to has an invalid property. Usually this is a 'next tile' animation value with no animation speed that is NOT part of a door or switch loop. You can check this by backing up your levels then deleting areas from them until the bug stops.

* Screen goes black as soon as you enter the level: You have 1 too many tiles\sprites for the level, enough to overload the program, but not enough to bring up an error. Delete several unique tiles or sprites (to create a safe buffer) and see if that fixes things.
Does this freeze happen at the start of the level or at a certain point? Are you positive that this freeze is being caused by the shockshunds and not by some tile you are using? Even if you didn't change any graphics, is it possible you added some tile that you hadn't used before? Try removing the shockshunds and see if it still crashes. I don't see how anything currently in the patch file could be causing problems. My best advice is just to try some experimentation and hope that you find the problem. Good luck.
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Zeus
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Post by Zeus »

I deleted the Shockshunds and the map worked.

But I just used them in nearly every level and I was testing everything...So it would be no solution, if I don't use them...
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Zeus
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Post by Zeus »

This is how it looks like...its freezed. When I delete it, everything is fine..

Image
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