Keen 3 requests

Request patches for Keens 1-3.
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Fleexy
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Post by Fleexy »

Wow!! But you can't ride the yorp and if you remove the keycards the yorp freezes. But is quite amazing! In Keen 3, could you use the four ship parts? The tileinfo is still there for it, however the code is not, you could use their codespace.
lemm
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Post by lemm »

I ended up using the tile number (keycards 190-193) and keycards just because it was easy to demonstrate, but you could just give all tracks background property.


Hopefully, the collision function for the platform won't need to be modified.
levellass
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Post by levellass »

Cool patch lemm. (Note everyone, he's using tile number, this means it's not tile properties, he can use and 4 tiles he wants, background, solid, whatever.)

The Vortimom jives well, but the problem is in jumping: she shows a Vort animation while frozen, then jumps a few pixels, shoots, and falls. Also, could the mom kill on touch?
I thought you'd know these patches. The first, we simply change the jumping Vort's animations to that of the Mom, the second, we change the Mom's property. *Sigh*

Code: Select all

#Vortimom kills
%patch $3CEF $02 $00

Code: Select all

#Vorticon moving looks like Vortimom:
%patch $4162 $55 $00 #Walking left
%patch $415A $57 $00 #Walking right
%patch $416C $01 $00 #Frames used
lemm
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Post by lemm »

http://files.commanderkeen.org/users/omp/cg3.zip
Well here is the keen 3 version. I included a demo level. For now, all platforms require a track, or else they will just sit there. Use only the horizontal platforms.

.asm files included in case you want to modify them yourself.
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Fleexy
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Post by Fleexy »

WOAH!!

Before, lemm, you were amazing, but now... YOU'RE MINDBLOWING!! Bwahahahaha! Now I can make really confusing tracks and super platforms! What tile numbers should I use?
lemm
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Post by lemm »

http://files.commanderkeen.org/users/omp/plat3.bin First of all, use this updated file.


Default tiles are 400, 401, 402, 413 for down, up, right, left respectively.
Default speed is +/- 200, but that's too fast.

Tiles:

Code: Select all

%patch $65D6 $90 $01 #Down
%patch $65E0 $91 $01 #Up
%patch $65EA $92 $01 #Right
%patch $65F4 $9D $01 #Left

Speed:

Code: Select all

%patch $65DC $80 $00 #Down
%patch $65E6 $80 $FF #Up
%patch $65F0 $80 $00 #Right
%patch $65FA $80 $FF #Left
Last edited by lemm on Sun Sep 13, 2009 4:25 am, edited 2 times in total.
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CommanderSpleen
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Post by CommanderSpleen »

Which is the demo level? It's too complicated for me to check at the moment.
Mink
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Post by Mink »

Amazing patch, Lemm! I hope you'll figure out some more great patches.
CommanderSpleen wrote:Which is the demo level? It's too complicated for me to check at the moment.
It's about midway through level01.
levellass
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Post by levellass »

Hmmmn, these will be a bit harder to add tot he patch index, but not that bad.

And NOTE: You left the speeds out of your reply!
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Post by lemm »

Right. +/- 80 should be about average.
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Post by levellass »

It's notable that at the end of an 'up' path, Keen is bounced off the platform if the speed is high enough.
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