PATCH: Exiting a level

Completed patches for Keen1.
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adurdin
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PATCH: Exiting a level

Post by adurdin »

Here are two (mutually exclusive) patches which change Keen's status when exiting a level:

To set Keen's shots to zero when he exits a level:

Code: Select all

%ext ck1
%version 1.31

# Set Keen's shots to zero on exiting
%patch $4F43  $31 $C0 $A3 $9E $AA $A3 $A0 $AA
              $A3 $A2 $AA $A3 $A4 $AA $A3 $C8
              $AA $90 $90 $90 $90 $90 $90 $90
              $90 $90 $90

%end
To let Keen keep his keycards when exiting a level:

Code: Select all

%ext ck1
%version 1.31

# Let Keen keep keycards when exiting a level:
%patch $4F43  $90 $90 $90 $90 $90 $90 $90 $90
              $90 $90 $90 $90 $90 $90 $90 $90
              $90 $90 $90 $90 $90 $90 $90 $90
              $90 $90 $90

%end
Last edited by adurdin on Sat Nov 15, 2003 9:39 pm, edited 1 time in total.
Scizor CT
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Post by Scizor CT »

Interesting...

That keycard one could theoretically lead to branching paths throughout a game. A keycard picked up in one level could be used to access a secret teleporter later on. Insane.
KeenRush
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Post by KeenRush »

Ah, works perfectly! :) Glad it wasn't very hard, at least seems that you didn't need much time for these..
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adurdin
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Post by adurdin »

Also, by request, one to set Keen's shots to zero only when completing level 1:

Code: Select all

%ext ck1
%version 1.31

# Set shots to zero on exiting level 1 only
%patch $4F43  $31 $C0 $A3 $9E $AA $A3 $A0 $AA
              $A3 $A2 $AA $A3 $A4 $AA $83 $3E
              $04 $83 $01 $75 $03 $A3 $C8 $AA
              $90 $90 $90
%end
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CommanderSpleen
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Holy hell!!

Post by CommanderSpleen »

Woah! Man, this is absolutely insane! This is gonna rock! Yeehaw!!

This is gonna make for some insane map design, man! Woo!

>Commander Spleen
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Post by KeenRush »

Woah! Man, this is absolutely insane! This is gonna rock! Yeehaw!!

This is gonna make for some insane map design, man! Woo!
Agree totally! I can't wait to get my current project ready; then I can start a new project and use all of those neat features! :) This is awesome.
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Post by Keen Online »

%ext ck1
%version 1.31

# Set shots to zero on exiting level 1 only
%patch $4F43 $31 $C0 $A3 $9E $AA $A3 $A0 $AA
$A3 $A2 $AA $A3 $A4 $AA $83 $3E
$04 $83 $01 $75 $03 $A3 $C8 $AA
$90 $90 $90
%end
soz adurdin, thats great but i meant reduce the number of shots to zero when keen dies on level 1 (my mistake).
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Post by Keen Online »

Would it be reliavly easy to change the mod so that "bullets to 0 when keen finishs level 1" would work as "bullets to 0 when keen dies, only on level 1"
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adurdin
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Post by adurdin »

It's a bit more difficult. I can probably do it, but not for a while. I've got work to do tonight and Saturday, and on Sunday I'm going on a short holiday.

You could get around it by designing the levels following the first level so that they have one or two rayguns near the start of the level...

(hint: not every problem needs patches to solve it) :)
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Post by Keen Online »

I tell you the reason why I’m doing it, basically keen comes across a weapons shed in the first level (instead of having them placed in random locations), these are the only guns found in the game. Problem is whenever you die you can pick up more and more bullets, which I don't want.

if you could do it I would be very grateful, I don't need it urgently, I was just enquiring if it was going to be easy or not.
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JosephBurke
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Post by JosephBurke »

You can put the guns in a room that you can't 'leave' after entering along with an exit door. A small out of the way level, that is just a shed, would work nicely.
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Post by Keen Online »

thats a good idea but i've already designed the level and am really pleased with the look of it, anouther methoud i used was to patch the pogo so that it would set his bullets to 0 (keen would have to walk into it to get anywhere in the game) but due to onstant graphi changes its turned out that the only plae i an put the pogo is in a shadow. The problem lies when keen walks into the pogo the tile automatially changes into a grey tile.
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Post by KeenRush »

You can put the guns in a room that you can't 'leave' after entering along with an exit door.
That's pretty useful - I've thought that before too.. :)
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Post by AutomaticGarg »

I have a suggestion... use the Pogo = 0 Shots patch and make Keen start off in a light area, touching the pogo. Or if there's no enemies or traps in the level, and the only danger is falling out of the level, just put pogo thingys along the bottom, but make it so that they just look like blank tiles. Or one last option... totally forget my advice and pretend this post just says that the no shots on exiting level thingy is a cool idea... which it is.
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adurdin
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Post by adurdin »

OK, I'll add it to my list then.
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