A bit more on tantalus rays

Completed patches for Keen2.
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levellord
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A bit more on tantalus rays

Post by levellord » Thu Dec 22, 2005 1:25 pm

How to make parts of them NOT blow up:

Note: These may however put the block in annoying places in your level instead, but usually a way away from the tantalus ray.]

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#Don't replace the tantalus switch
%patch $4951 $06 $90 $90 $90

#Don't replace anmeba cells [1x3]
%patch $4980 $90 $90 $90 $90 $90

#Don't replace 4x3 orangey blocks
%patch $49A2 $90 $90 $90 $90 $90 $90 $90 $90

#Don't replace the city screen
%patch $49EB $90 $90 $90 $90 $90 $90
[I may complete the rest of the pieces later, as well as some other stuff.]

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Post by Ezjay » Mon Feb 27, 2006 12:28 pm

any progress?

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Post by levellord » Tue Feb 28, 2006 9:50 am

No, I have completely forgotten about this, I must look into it in the near future. [Need some patches do we?]

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Post by levellord » Thu Mar 02, 2006 12:01 pm

Progress! Yays!

Code: Select all

#Nothing is replaced when Tantalus shot:
%patch $478C $00 $00

#Tantalus ray sprite doesn't dissapear when shot [Can be shot againa nd again!]
%patch $4778 $00 $00
And of course, the tiles:

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#Tile that replaces top left square of glass sphere of ray
%patch $48BB $8F $00
#Tile not replaced
%patch $48BA $00
#Middle top
%patch $48D2 $8F $00
#Tile not replaced
%patch $48D1 $00
#Right top
%patch $48EC $8F $00
#Tile not replaced
%patch $48EB $00
#Bottom left
%patch $4905 $22 $02
#Tile not replaced
%patch $4904 $00
#Bottom middle
#%patch $491B $23 $02
#Tile not replaced
%patch $491A $00
#Bottom right
#%patch $4934 $24 $02
#Tile not replaced
%patch $4933 $00
#Switch replacement
%patch $4952 $FA $01
#Tile not replaced
%patch $4951 $00
#Switch replacement vertical position
%patch $4939 $04 $00
As yet the remaining tiles don't follow this pattern and can't be blocked [yet] still workin away!

Oh, and a special patch for Grandy, since he wanted it:

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#Shooting Tant plays end seqence
#%patch $4955 $1F $08
Not *plays* the whole thing, right after you shoot it, and then Keen returns to the map, with the level marked as done [Unless he's destroyed 8 tantalus rays already, in which case the game is won]

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Post by Ezjay » Fri Mar 17, 2006 4:52 pm

So is it possible to change the position of the tiles that change like the vertical row of purple amube cells, the orange ones and the tv screen?

Now its something like this:

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                C        
aaa
aaa            c     OOOO
aaa            c     OOOO
               c     OOOO
C= amube cell
a= tv screen
O= ornage thingies

Can these positions be altered, so that for example the tiles above the cell zap/zot away??

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Post by levellord » Sat Mar 18, 2006 2:38 am

Well, so far I *DO* know that you can alter the switch's vertical position. but not some other tiles, because, for example if a tile has horizontal = 0 then it is just not given an h value.

Note that two tantalus dome tiles CANNOT share a tile, if two tiles are patched to use one space, the later apperaring tile will overwrite the earlier one [only one tile will be replaced] So, here are the dome tiles, as much as I can edit em:

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#Tile that replaces top left square of glass sphere of ray 
%patch $48BB $8F $00 
#Tile not replaced 
%patch $48BA $00 
#Horizontal position
%patch $48AC $FE
#Lower ALL 6 dome tiles one line
%patch $48A5 $47
#Lower tile one row
%patch $48BF $90

#Middle top 
%patch $48D2 $8F $00 
#Tile not replaced 
%patch $48D1 $00 
#Horizontal position
%patch $48C6 $FE
#Lower all dome tiles EXCEPT top left one line
%patch $48BF $47
#Lower tile one row
%patch $48BF $90

#Right top 
%patch $48EC $8F $00 
#Tile not replaced 
%patch $48EB $00 
#Horizontal position
%patch $48DD $FE
#Lower all dome tiles EXCEPT top and middle left one line
%patch $48D6 $47
#Lower tile one row
%patch $48D6 $90

#Bottom left 
%patch $4905 $22 $02 
#Tile not replaced 
%patch $4904 $00
#Horizontal position
%patch $48F6 $FE

#Bottom middle 
%patch $491B $23 $02 
#Tile not replaced 
%patch $491A $00 
#Horizontal position
%patch $490F $FE

#Bottom right 
%patch $4934 $24 $02 
#Tile not replaced 
%patch $4933 $00 
#Horizontal position
%patch $4925 $FE

#Switch replacement 
%patch $4952 $FA $01 
#Tile not replaced 
%patch $4951 $00 
#Switch replacement vertical position 
%patch $4939 $04 $00
#Horizontal position of switch replacement
%patch $4946 $FD
You will note ALL tiles use $FE as their h position, so you'll have to take that into account when changing their position, $FC for the left tile is two tiles left of $FC for the right tile for example, a bit of trial and error will quickly fix this.

Also not the three upper dome tiles have two vertical position patches, this is because they don't have a v-position, rather a note that says 'For the next tile, go stay on this line' So, the first patch will lower all dome tiles including and after the patched tile one row, and ONLY one row. The second patch makes the upper dome tiles into 'lower' dome tiles by deleting the note, if you use the patch the tile simply won't be replaced, the lower dome tiles will overwrite them, however if you change it's h position then you will be able to see it. For example, using the 3 $90 patches and changing the $FE's to $FC, SIX tiles will appear on the same line as the bottom of the dome:

UUU
UUU BBB instead of BBB


Oh, and I found this:

Code: Select all

#Only TV screen replaced
%patch $4895 $FC

And now the rest of the tiles as best I can fiddle em; I think that the actual values are hidden in a subroutine somewhere else; I'll look for em after I've released a mod or two.

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#Left sparky thing
%patch $4958 $EC $01
#Not replaced
%patch $4962 $90
#Horizontal position [If changed enough will affect vertical position!]
%patch $4960 $FE $FF

#Right sparky thing
%patch $496D $EC $01
#Not replaced
%patch $4976 $90
#Move one tile left
%patch $4975 $3D

#1x3 purple anemba cell replacements
%patch $4981 $F9 $01
#Not replaced
%patch $4986 $01
#Appears 1 tile above tantalus, only one tile replaced [3 times]
%patch $4986 $03
#Move 3 tiles left
%patch $4990 $FC

#Rightmost orangy 4x3 block of things replacement
%patch $49A3 $25 $02
#Not replaced
%patch $499B $01
#Tiles down columns of replacement tiles begin
%patch $499C $03
#Tiles down columns of replacement tiles end
%patch $49BE $06 $00
#h position, if changed enough affect v-position!
%patch $49B1 $FC $FF
#Moves to beside City screen
%patch $49A9 $00
#Moves 4 tiles left
%patch $49AC $FC

#City screen replacement tile
%patch $49ED $15 $02
#Not replaced
%patch $49C8 $FB
#Tiles down screen ends
%patch $49F3 $05 $00
#Screen is 6 tiles wide [Extra on left side]
%patch $49C8 $FC
I hope these are useful in their way; please note that two of the h-position patches, if they're patched big [or small] enough, will cause the tiles to rise [or drop] several *vertical* lines. How many depends on how wide your level is. If it is 25 tiles wide, making the h-position 25 tiles less will make the tile move 1 row up.

Enjoy!

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Post by Ezjay » Sat Mar 18, 2006 2:18 pm

I havent tested them yet, but it looks very good. Thanks a bunch!

lookin forward to your mods too, its been a while since there was a new mod. (nothing for 3/14 :| )

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Post by levellord » Sun Mar 19, 2006 3:57 am

Goddamit! I did release something for that! And just because it wasn't Keen, there's no need to ignore it!

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Post by Ezjay » Sun Mar 19, 2006 11:13 am

hmm I must've missed that, sorry

Anaywayz, your patches work great. Thanks a lot!

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