Sptrie Patches [Al of em!]

Completed patches for Keen1.
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levellord
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Sptrie Patches [Al of em!]

Post by levellord »

Righto; this is basically a link to the Keen 1 sprite index folder located here: http://levellord.toxicsheep.com/Index/K ... 20Patches/

It contains all the sprite patches for Keen 1 ever stumbled across, searched for or discovered. As such its pretty damn big and can be difficult to navigate. So what follows is a small guide to it, complete with all the dialouge I can salvage from my other sprite threads. You may or may not want to read this, but do comment on possible improvements!

Firstly there are 8 subsections, the first just being an introduction. The second section is Behaviour [http://levellord.toxicsheep.com/Index/K ... aviour.txt] and its the most difficult to understand. Basically it breaks down each sprite into several behaviours, or things it can do. The first behaviour of a sprite affects what it spawns, so there's a brief list of 'spawning' behaviours for the amateurs. I've tried to document things properly, but really the only way you can get an idea of what these things do is to play around with them yourself. One of the best patches is to make the ice cannons spawn Yorps; this is done by replacing the icecube behaviour with a Yorp one. [Thanks Spleen] It is also possible to spawn more than one sprite in certain circumstances.

Section three is Interaction [http://levellord.toxicsheep.com/Index/K ... action.txt] and it deals with how sprites interact both with other sprites and Keen., for example whether they kill Keen, or die when shot by enemy bullets, or stun... pretty easy to understand,
note that behaviour two produces stunned Yorps when stood on [unless this is patched] Currently dead sprites can't be patched; they won't do anyything to Keen [Thanks FreeYorp]

Section four is Speeds [http://levellord.toxicsheep.com/Index/K ... Speeds.txt] basically it controls all sprite speeds and jump heights Speeds are in 16ths of a pixel per second and leftward or upward speeds are negative ]such as $FF $A6] Sometimes however negative [or positive] speeds are used by a sprite to move in both directions.

Section five is When shot [http://levellord.toxicsheep.com/Index/K ... 20shot.txt] and its pretty explainitory; it deals with what happens when Keen shoots a sprite, and how many shots a sprite takes to die. Switching death behaviours will also switch sprite strength, if it dies like a Vorticon, its as strong as a vorticon. Thus the chain death will spawna falling block. When you shoot a sprite and it turns into another sprite; it will continue the old sprites behaviour, such as charging. [Thanks FreeYorp]

Section 6 is Animations [http://levellord.toxicsheep.com/Index/K ... ations.txt] it deals with what animation frames sprites use and how many frames they use. This is for those times where you want your main enemy to have four walking frames instead of two, or you're not using this death animation and you want to use the frames for something else. With some smart patching there's a lot of potential.

Section 7 is Misc [http://levellord.toxicsheep.com/Index/K ... atches.txt] its basically anything useful that doesn't fit under the previous sections, say, the time Keen spends stunned., or making a Garg that shows a 'shocked' animation each time its shot. [Thanks KeenRush] This section has a lot of useful stuff, check it out.

The final section is just a collection of junk patches; things that while not useless, are unlikely to be needed. They are dumped here to avoid clutter.

Right, some dialouge to follow!
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Post by levellord »

And here is some assorted dialouge from topics that contributed to this one!
Ilsoap wrote:
So, it's impossible for the [ice]cubes themselves to be different sprites? As in, the cube that shoots up left has to be the same sprite as the one that shoots up right?
Sadly it appears the origional projectiles use the same piece of code whereas the fragments use different pieces; thats why you can change the icecubes properties with one patch. Each icecube uses a differnet speed, but aside from that they're the same sprite.

Code: Select all

#Yorp is invincible, but shows 'shocked' animation each time its shot 
%patch $1A8C $90 $90 $90 $90 $90 
%patch $1A94 $68 $1A 

#Yorp takes two hits; first time showing 'shocked' animation, 
#Second time spawning something else 
%patch $1A8C $90 $90 $90 $90 $90 
%patch $1A94 $CE $1B #Change this, currently spawns dead garg 

#Garg is invincible, but shows 'shocked' animation each time its shot 
%patch $1BF2 $90 $90 $90 $90 $90 
%patch $1BFA $CE $1B 

#Yorp takes two hits; first time showing 'shocked' animation, 
#Second time spawning something else 
%patch $1BF2 $90 $90 $90 $90 $90 
%patch $1BFA $68 $1A #Change this, currently spawns dead yorp
KR said:
Exactly what makes the yorp invincible or capable of taking two shots?
Simple, the dead sprite code is warped so it terminates at the shocked sprite stage, then goes back to the normal sprite.
Xky wrote:
LevelLord: How's your understanding of the AI of the Vorticon? Is there much of one, or is the jumping more intervalic and randomized? I've always thought the speed burst thing was akin to the Garg's charging--only occurring when Keen was "in sight."

Is there any way to determine how the Vorticon chooses which height to jump? There seem to be 4 different heights they'll use...?

Is there any way of determining why the Vorticons sometimes get "glued" to the wall the way the Gargs do? Most often it happens to me when Keen is on the right, the Vorticon is walking right, towards keen, but then hits a wall/step and tries to turn left... but just walks in place, jumping straight up and down until Keen is on its left, then it finally frees itself. I always thought it was just poor clipping rectangles--but this glitch kept happening, in both the original Keens and my mods, no matter how I fiddled with it.
Vorticon AI is quite complex, and I don't really understand it. Basically it randomly walks, jumps and slides across the ground, randomly heading for Keen The 4 jump heights are based on the one vorticon 'max' jump height less a certain amount of height. So far the only way to control them is to change the max height. The glued to the wall behaviour is a glitch where a vorticon touches a wall and doesn't 'bounce off' like it should, its speed is set to forward, so it can't back away. It is, at present, unfixable. Other sprites cando this too if patched right.
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