Can Chain Spawn Yorp.
Can Chain Spawn Yorp.
what the title says, can a shot chain spawn an alive yorp and no block.
and can chain be killed be keen by touching it
and can chain be killed be keen by touching it
*Twiddles fingers* Let's see...
The things that kill are $01 (Keen) and $0B (Tank shot) in the1st and 2nd line, the behavior is $4F $19 (Yorp) and death is $68 $1A and the sprite type is $02 $00 (Yorp)
This also frees up a lot of space for new sprite deaths or behaviors we can add in to the falling block space. I can also make the Yorp have a collision sound (Like when a Yorp is shot.)
Code: Select all
#Chain spawns Yorp when touched by Keen (Or shot by Tank shots)
#No block formed or Vorts killed
#Totally customizable behavior, death and type
#Stop Keen's or Tank shots zapzotting on chain:
%patch $18EE $01 $00
#Set up Yorp-like death
%patch $22BB $55 $8B $EC $56 $57 $8B $76 $04 $8B $7E $06 $83 $3D $01 $74 $05
$83 $3D $0B $75 $27 $C7 $04 $02 $00 $90 $C7 $44 $2C $02 $00 $C7
$44 $28 $30 $00 $C7 $44 $32 $4F $19 $C7 $44 $34 $68 $1A $C7 $44
$22 $B0 $FF $B8 $22 $00 $50 $90 $90 $90 $44 $44 $5F $5E $5D $C3
This also frees up a lot of space for new sprite deaths or behaviors we can add in to the falling block space. I can also make the Yorp have a collision sound (Like when a Yorp is shot.)
dind't want to make another thread, so ask new question here.
for keen s, to acces exit yo uhad to collect 9 extra pogo's, but after playing it today, it requires less, it might us take 10 points instead
this was the patch levellass (probably the one who will solve this) give, i can't read patch language, does it say pogo or points? or is their something else wrong
and this patch doesn't give the result i want
i would like it if this patch ended the game when level 16 is complete, but i doesn't happen.
for keen s, to acces exit yo uhad to collect 9 extra pogo's, but after playing it today, it requires less, it might us take 10 points instead
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#First allow 32 levels (So we have spare level blocks)
%patch $7D3A $90 $90 $80 $BF $A6 $AA $00
%patch $7FCA $90 $90 $80 $BF $A5 $AA $00
%patch $9065 $90 $90 $C6 $87 $A6 $AA $00 $90
%patch $9070 $83 $7E $F8 $20
%patch $8013 $90 $90 $C6 $87 $A5 $AA $01 $90
%patch $7E48 $83 $7E $FC $20
#Next alter EKA to increase by 1
#SIDE EFFECT: No extra life when this happens, EKA score useless
%patch $0FB0 $0A $00 #Score needed to get first extra Keen (10 or more)
%patch $0D9C $0A $00 #Increase after every Keen got (+10)
%patch $D88 $0A $00 #Increase 2 (Should be the same as above!)
%patch $D78 $0A $00 #Increase 3 (Same as above!)
%patch $0DAC $C2 #What EKA increases by 1 (Level 29 block)
#Change what EKA looks for
#SIDE EFFECT: Can't ever do levels 31-2
%patch $0D62 $9A #Look for pogo count 1
%patch $0D66 $C4 #This is levels 31/32
%patch $0D8E $9A #Look for pogo count 2
%patch $0D92 $C4 #This is levels 31/32
#And some misc stuff to fit it all in:
%patch $44AB $90 $83 $06 $9A $AA $01 #Pogo ADDS:
%patch $8041 $FF $06 $C2 $6E #Keen has infinite lives
%patch $0FD6 $F9 #Don't show EKA score
and this patch doesn't give the result i want
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%patch $8022 $9A #pogo
%patch $8029 $9A #pogo
%patch $8030 $C4 #Level 16
%patch $8037 $9A #pogo
Then you want this:
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#Complete the game when level 16 is done: (See also ITEMS)
%patch $8022 $C4 $AA $00 $74 #The byte C4 sets a win condition to level 16, level
%patch $8029 $C4 $AA $00 $74 #15 is C2, etc. For the 32 levels patch use B5 with
%patch $8030 $C4 $AA $00 $74 #level 15 as B4, etc. This patch means you can have
%patch $8037 $C4 $AA $00 $74 #up to four levels as winning conditions
Aaah. Now I see. You want it so Keen must collect 10 pogo to be allowed to enter level 16, then, when he wins that level, he wins the game!
Well since the last patch didn't work I decided on a new method. This keeps the EKA stuff and just fiddles where the pogo is kept. You cannot play levels 20-21 and need 10 pogo to DONE the level 21 block (Just 1 pogo for the level 20 block)
If you are using the status box patch, you will need to alter it if you want the pogo to appear in the box. (The status line in the following patch will cause a crash if not removed too.)
EDIT: Removed ??? bug.
EDIT2: Added other patch compatibility
Well since the last patch didn't work I decided on a new method. This keeps the EKA stuff and just fiddles where the pogo is kept. You cannot play levels 20-21 and need 10 pogo to DONE the level 21 block (Just 1 pogo for the level 20 block)
If you are using the status box patch, you will need to alter it if you want the pogo to appear in the box. (The status line in the following patch will cause a crash if not removed too.)
Code: Select all
#Make a map level block for level 21 that disappears when Keen has 10+ pogo
#Make Keen win game when level 16 is finished
#SIDE EFFECT: 32 levels
#SIDE EFFECT: Level 20 block will disappear when 1 pogo got
#SIDE EFFECT: Winning level 21 also removes block
#First allow 32 levels (So we have spare level blocks)
%patch $7D3A $90 $90 $80 $BF $A6 $AA $00
%patch $7FCA $90 $90 $80 $BF $A5 $AA $00
%patch $9065 $90 $90 $C6 $87 $A6 $AA $00 $90
%patch $9070 $83 $7E $F8 $20
%patch $8013 $90 $90 $C6 $87 $A5 $AA $01 $90
%patch $7E48 $83 $7E $FC $20
#Make the pogo ADD +26 to level 20 slot
%patch $44AB $90 $83 $06 $B9 $AA $1A #Pogo ADDS:
#Change game settings to use relocated pogo slot at lev 20
#Note ??? may cause bugs. Cannot use status box patch withot alterations
%patch $0DFB $B9 #Remove this line to stop CTSpace resetting pogo to 1
%patch $11A1 $B9 #Status box show pogo
%patch $28D7 $B9 #???
%patch $3B18 $B9 #Keen pogo y/n
%patch $3DAE $B9 #Keen pogo y/n
#Include these lines if you want Keen to always have pogo:
%patch $3B1B $90 $90
%patch $3DB1 $90 $90
%patch $11A4 $90 $90 #(Show pogo on stat screen)
#Complete the game when level 16 is done: (See also ITEMS)
%patch $8022 $B4 $AA $00 $74 #The byte C4 sets a win condition to level 16, level
%patch $8029 $B4 $AA $00 $74 #15 is C2, etc. For the 32 levels patch use B5 with
%patch $8030 $B4 $AA $00 $74 #level 15 as B4, etc. This patch means you can have
%patch $8037 $B4 $AA $00 $74 #up to four levels as winning conditions
EDIT2: Added other patch compatibility
Last edited by levellass on Sat Mar 13, 2010 10:03 am, edited 3 times in total.