Can Chain Spawn Yorp.

Request patches for Keens 1-3.
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shikadi
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Can Chain Spawn Yorp.

Post by shikadi »

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
levellass
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Post by levellass »

*Twiddles fingers* Let's see...

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
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.)
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shikadi
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Post by shikadi »

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

Code: Select all

#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
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

Code: Select all

%patch $8022 $9A #pogo      
%patch $8029 $9A #pogo
%patch $8030 $C4 #Level 16  
%patch $8037 $9A #pogo
i would like it if this patch ended the game when level 16 is complete, but i doesn't happen.
Mink
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Post by Mink »

That ending patch works fine with a clean copy of Keen 1. Perhaps another of the patches you're using is interfering with it.
levellass
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Post by levellass »

So what is it exactly you're after? Win the game when level x is completed? Or get x of something to win game?
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shikadi
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Post by shikadi »

when lvl16 is complete, you win the game.
levellass
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Post by levellass »

Then you want this:


Code: Select all

#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
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shikadi
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Post by shikadi »

and now the other patch?

which gives permission to enter level 16 (i hope you remember making it.)

somehow patch doesn't work...
levellass
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Post by levellass »

I'm sorry? 'Permission to enter level 16'?

I do not know what you are talking about.
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shikadi
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Post by shikadi »

X <- this is x

x is a blocking tile
x changes into a "done" tile when you have 10 pogos
x is sprite number 29
x changes into a "done" tile when i have points
x should change into "done" tile when i have 10 pogos

... (yes i had problems how to explain)
levellass
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Post by levellass »

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.)

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
EDIT: Removed ??? bug.
EDIT2: Added other patch compatibility
Last edited by levellass on Sat Mar 13, 2010 10:03 am, edited 3 times in total.
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shikadi
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Post by shikadi »

i get a very strange error: doors won't open (yes, i checked i used ctrl+space, so yes, i had keycards).
levellass
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Post by levellass »

There! I *knew* one of those ??? lines looked suspect. Fixed door problem. Tell me if any others occur (If they do, try #ing out that other ??? line.)

So yeah, try the patch now. (It's one line shorter.)
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shikadi
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Post by shikadi »

After collecting 10 pogos, sprite 21 didn't change, when having 15 pogos, i won the game, i just collected the pogo of level 15 and exited the level.
levellass
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Post by levellass »

Well that definitely shouldn't happen; there's no way that should work anything like that at all. Can you send me your patch file? Perhaps there is some sort of interference.
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