Damn these doors with their crazy little issues.
I'm having the same problem CheesyDave had with his Zelda mod with Keen walking through the doors if you walk at them for a few seconds from the left. From what I've observed, when Keen collides with a door he is shunted back about 16 pixels. The sprite in Perilous Pursuit has a collision distance of 20 pixels when facing right, and I suspect this is the cause of the problem.
Someone wanna trudge around and find out how to change that value?
>Commander Spleen
PATCH: Keen won't 'bounce' off doors
- CommanderSpleen
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- adurdin
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It's like that because the ID people were just lazy.
Here we go:
WARNING: This must be used in conjunction with the "Status window" patch
Here we go:
WARNING: This must be used in conjunction with the "Status window" patch
Code: Select all
%ext ck1
%version 1.31
# Make the door act like a wall when moving right
%patch $2F31 $E8 $9D $E1 $90 $90
# Make the door act like a wall when moving left
%patch $2FE6 $E8 $0B $E1 $90 $90
# Here's where the real work is done
%patch $10D1 $81 $3E $54 $82 $C4 $45 $75 $15
$8B $87 $6E $05 $48 $48 $3D $04
$00 $73 $0A $89 $C3 $D1 $E3 $83
$BF $9E $AA $01 $C3 $83 $BF $86
$18 $00 $C3 $81 $3E $54 $82 $C4
$45 $75 $15 $8B $87 $6E $05 $48
$48 $3D $04 $00 $73 $0A $89 $C3
$D1 $E3 $83 $BF $9E $AA $01 $C3
$83 $BF $FA $0E $00 $C3
# Stop the door bouncing
%patch $43A4 $E9 $D1 $01
%end
- CommanderSpleen
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Crazy doors...
Blast doors? You mean where you fire at them and if you have the correct keycard they open? That would be interesting, but really just as roundabout a method as the original one. Patching them to behave like a solid tile would be more ideal. It'd be a bit more complicated, though, I'm sure.
Edit: Woah! I was pre-empted! *chalks another point up for Andy*
>Commander Spleen
Not necessarily. If it acted like a solid door, it would just detect when Keen collides with it and block passage if the correct key hasn't been collected, or else open and allow Keen through. I'd say the way they originally work was either due to laziness or as some kind of gimmick. I don't see any other reason that they should be that way.Ezjay wrote:It's like that because Keen has to actually touch the door to be able to have his keycard colide with the door. A solid wall would prevent that.
Edit: Woah! I was pre-empted! *chalks another point up for Andy*
>Commander Spleen
- adurdin
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Re: Crazy doors...
That's exactly what my patch does.CommanderSpleen wrote:If it acted like a solid door, it would just detect when Keen collides with it and block passage if the correct key hasn't been collected, or else open and allow Keen through.
- CheesyDave
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^^ blast doors hmm? i was rather frustrated with the bouncing effect of the doors in my Keen 1 mod, and i've run into the same problem with a Keen 2 mod i might be currently working on >.>;
^^' i was originally planning on using the key doors, but was afraid of the problem, so i had just made them foregroud. if mr. durdin could change the detection from being on the keen sprite to say... the shot sprite? -^^- tha'd be real nice. blast doors would help my mod seem so much more "authentic."
thanks for this patch! i'll be using it as of this afternoon ^^~
^^' i was originally planning on using the key doors, but was afraid of the problem, so i had just made them foregroud. if mr. durdin could change the detection from being on the keen sprite to say... the shot sprite? -^^- tha'd be real nice. blast doors would help my mod seem so much more "authentic."
thanks for this patch! i'll be using it as of this afternoon ^^~