The four part items (And several other tiles like the pogo) have the possibility of giving Keen something else besides the spaceship parts, anything from ammunition to a pogo to allowing him to skip levels.
At the same time, what is marked as having 'got' a part can be changed too; you can get a highscore entry for finishing level 16 for example instead of having got the whiskey. This is controlled as follows:
EDIT: Added a bit more detail
Code: Select all
#Type table for following patches:
$94: Joystick $96: Vaccum $98: Whiskey $9A: Pogo
$9C: Battery $9E: Yellow card $A0; Red card $A2: Green card
$A4: Blue card $A6: Level 1 $A8: Level 2 $AA: Level 3
$AC: Level 4 $AE: Level 5 $B0: Level 6 $B2: Level 7
$B4: Level 8 $B6: Level 9 $B8: Level 10 $BA: Level 11
$BC: Level 12 $BE: Level 13 $C0: Level 14 $C2: Level 15
$C4: Level 16 $C6: Lives $C8: Ammo $CA: Points
#Condition table for following patches: (Got IF value is...)
$72: Equal or more $74: Not
$75: Equals $77: Equal or less
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#This patch stops various items SETTING Keen's value to x and instead makes them ADD
#x to his current value. These are VITAL for some fun things such as making the Joystick
#another raygun (That gives 10 shots say)
#Item counters ADD (Instead of SET):
%patch $4446 $83 $06 $94 $AA $01 $90 #Joystick
%patch $445E $83 $06 $96 $AA $01 $90 #Battery
%patch $446A $83 $06 $98 $AA $01 $90 #Vaccum
%patch $4452 $83 $06 $9C $AA $01 $90 #Whiskey
%patch $44AB $90 $83 $06 $9A $AA $01 #Pogo
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#Change what the items are worth/do
#Here the first byte is the type the last (Usually $74) is the condition
#Have how many and what at game start
#First byte is what, last two are how many (By default Keen is given 4x0 parts)
%patch $9012 $94 $AA $00 #joystick
%patch $9018 $9C $AA $00 #battery
%patch $901E $96 $AA $00 #vacum
%patch $9024 $98 $AA $00 #everclear
%patch $9006 $C8 $AA $0A #ammunition
#How many of what item tiles give:
%patch $4448 $94 $AA $01 #Joystick
%patch $4454 $9C $AA $01 #Battery
%patch $4460 $96 $AA $01 #Vacum
%patch $446C $98 $AA $01 #Everclear
%patch $44A2 $C8 $AA $05 #Raygun
#What lights up status window tiles (Default, use lit tile if NOT 0)
%patch $101D $94 $AA $00 $74 #Joystick
%patch $1049 $9C $AA $00 $74 #Battery
%patch $1075 $96 $AA $00 $74 #Vacum
%patch $10A1 $98 $AA $00 $74 #Whiskey
#What we need before we can win: (Default: win if all 4 NOT 0)
%patch $8022 $94 $AA $00 $74 #Joystick
%patch $8029 $9C $AA $00 $74 #Battery
%patch $8030 $96 $AA $00 $74 #Vacum
%patch $8037 $98 $AA $00 $74 #Whiskey
#What makes the parts appear in the highscores: (Default: Sho if NOT 0)
%patch $8C14 $94 $AA $00 $74 #Joystick
%patch $8C38 $9C $AA $00 $74 #Battery
%patch $8C5E $96 $AA $00 $74 #Vacum
%patch $8C85 $98 $AA $00 $74 #Whiskey
#What makes the parts appear at the BwB-parts window: (Default appear IF 0)
%patch $AE72 $94 $AA $00 $75 #Joystick
%patch $AE97 $9C $AA $00 $75 #Battery
%patch $AEBC $96 $AA $00 $75 #Vacum
%patch $AEE1 $98 $AA $00 $75 #Whiskey
So for example, setting the Joystick to $A8 means that when it is got, level 2 is automatically done and Keen can skip it. (But the joystick is not given!) Setting it to $CA $AA $64 makes it a 100 point item. You can make parts give you several keycards, or take a pogo or even make it so a level is 'undone' and can be played again.
I have also added patches to let you change the conditions, so you can win if you have x or more of something instead of the default win ONLY with x.
I hope this fires up people's creativity :)