Request: Keen stays grounded while pogoing (Keen1)

Request patches for Keens 1-3.
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troublesomekeen
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Request: Keen stays grounded while pogoing (Keen1)

Post by troublesomekeen »

A few nights ago, I was doing a bit of daydreaming. And then the idea came to me. The Pogo is like Keen's special ability. When Keen activates the pogo, he switches to the pogoing-sprites, bouncing up and down. The replacement for Keen in my Keen1 project won't have a pogo. So I need to change that ability into something else.

The goal here is to set the bounce of the pogo to zero. I need Keen not to bounce at all when pogoing, whether it be the high or low bounces. I've tried to adjust the pogo height and thrust, but I can't manage to keep Keen grounded.

Why all this? Well! I came across a good illustration of this idea in none other than VVB's Bananasauros, third level, or thereabouts.
For instance, Bananasauros is trying to proceed to the left:

Image

In the pic above, there are two openings. A 1-tile space, and a 2-tile space beneath that. Trying to defy physics, Banana tries the upper entrance.

Image

But Banana can't fit through a space that small.
So Banana tries the route beneath:

Image

And behold! He's good to go! Now! What if Banana could crawl through that 1-tile hole by activating his "pogo" ability? It would instead be a "crawl ability." This would mean adjusting a few hitboxes, grounding the bounce of the pogo, and keeping the pogoing-sprites animating.

So. What do you think of this idea? Cool? Dumb? Is a patch like this possible? Vorticon patching is so new to me... Thank you for reading! And for any help you can provide!
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Post by levellass »

Would you prefer it if instead of doing that, the pogo was made into an actual crawl ability? The only problem I'm having with my test patch at the moment is Keen can stand up when crawling, you might need to make the solid tiles he crawls under have a deadly property (Or be spikes.) to discourage players from doing this.
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Post by troublesomekeen »

Great gravey, you're right! I thought of this problem but then totally forgot about it! (The problem being that Keen would be able to stand up while crawling under a low roof.) So it's either dangerous-ify-ing the tiles that Keen crawls under, or an actual crawl ability. What would an actual crawl ability be like? What would that entail?
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Post by troublesomekeen »

I suppose essentually what I'm going for is the Monster Bash crawl:

Image
levellass
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Post by levellass »

This would be much more difficult as it would involve changing Keen's state to something else that then relied on a button press to undo. It's possible, but probably in Lemm territory.
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Post by troublesomekeen »

Well... It's really just a matter of keeping the Pogo sprites from bouncing. I drew up and filmed a quick demo. Take a look, it's only a minute long: http://youtu.be/24LFLgXJ4oE
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Post by levellass »

It may be possible to replace the pogoing action with a new kind of walking, Keen could use shorter animations and move back and forth, it may even be possible to make him stay still in a crawling position, but this patch is very complex and will take some time to produce..

In the meantime this minimizes Keen's pogo height: (You may also want to remove the sound)

Code: Select all

#Normal pogo height
%patch $4085 $0000W
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Post by troublesomekeen »

Great trousers! Wonderful! Levellass! You did it again! You're a hero! What would I so without you!? I'd probably get 'the modder's madness' and quit! Actually I tried to quit modding altogether, but it only lasted for a night. I was modding the next morning. It got in my blood or something, I dunno. It's just so much fun, and it feels like I'm doing something worthwhile and important. But...it really isn't so important. I sure get awful worked up about it though, whining and crabbing and demanding patches. Thanks so much for taking the time to get me these patches. Sometimes I end up not using them. I know that you're really busy with the family, broken water pipes, levellass software, programming and coding, personal modding project as well as collaborations. You are invaluable!

Now about this patch. It works! The only problem is, the more Pogo-Keen travels horizontally, the faster and further he moves. Crawling-Keen gets no momentum or height, so he ends up crawling really slow. I'll have another Video Demo up shortly. Good news is, Crawling-Keen can actually crawl inside 1-tile-high passages. For now, those passages will have to be very short, with the ceiling of dangerous properties. Three cheers!

The other problem is the sound FX for...which one is that? The Jump Sound? I'll see if I can find it. You're quite right. It really needs to be turned off, like you said.

EDIT: Dodo Bird takes a trip in the land of Bananasauros: http://youtu.be/QHAnSoo61wI
Also, I'm having the dawndest time turning off the jumpy pogo sound. If I can't even do that much, I'm a bum failure at patching!
Some interesting observations here. If Dodo starts to Crawl from a Stand-Still, it'll take him forever to get going. Once momentum is built up in one direction, it is almost impossible to stop and turn around without Standing/turning off the Crawl. The Running momentum is tacked on to the Crawling momentum. So if Dodo is Running, then Crawls, the highest potential speed for the Crawl is already reached, without having to built it up from a Crawl-Still.

Also, a weird glitch occurs when Dodo exits the level while Crawling.
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Post by levellass »

The following patch makes Keen switch from sprites 0\4; 4 frames animation to sprites 24\26; 2 frames animation when he walks and presses the down key. If the new animations used are crawling animations, Keen will crawl when walking and pressing down. (He will still use the same standing animation, and will stand back up when he stops walking, this also affects slippery AND ice tiles.

Code: Select all

#More efficient Ice-normal slide-walk code
%patch $39E6 $08 $C7 $06 $48 $82 $0000W  $EB $06 $C7 $06 $48 $82 $0004W  $83
             $FF $03 $7D $2F $A1 $5135W  $B1 $04 $D3 $E8 $25 $0003W  $8B $16
             $48 $82 $03 $D0 $89 $16 $48 $82 $EB $19


#Keen ducks when he presses the down key
%patch $55EF $2E $A1 $46EEW  $8B $1E $CA $7F $D1 $E3 $2E $FF $A7 $4A48W  $2E
             $A1 $4A5CW  $2E $A3 $39EBW  $2E $A1 $4A60W  $2E $A3 $39F3W  $2E
             $A1 $4A64W  $2E $A3 $3A02W  $EB $23 $2E $A1 $4A5AW  $2E $A3 $39EBW
                 $2E $A1 $4A5EW  $2E $A3 $39F3W  $2E $A1 $4A62W  $2E $A3 $3A02W
                 $EB $09

#Jump table
%patch $4A45 $C3 $5618W  $5618W  $5618W  $5618W  $55FEW  $55FEW
                 $55FEW  $5618W  $5618W  $5618W  $0000W  $0018W
                 $0004W  $001AW  $0003W  $0001W
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Post by troublesomekeen »

Wholly smoking spotted cows! What a surprise! This is entirely excellent. It's a bit quirky, having the need to walk a little before being able to crawl. I love it! And when Yorps push Keen, he crawls even faster!
http://youtu.be/dPWfw5tz_to
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Post by levellass »

Given slightly more time it should be possible to make Keen duck\unduck when up and down are pressed, and hopefully to duck\unduck while standing, this should only take a day or so to work out.
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Post by levellass »

And here it is; Keen will use the ducking animation when standing as well when the down key is pressed. There are two options, in the first Keen will only duck when the down arrow is pressed; releasing the down arrow will result in him standing up. In the second option Keen will duck when down is pressed, and stay ducked until up is pressed, even if he jumps or falls or what have you.

To chose an option simply delete the jump table you *don't* want to use.

Code: Select all

#More efficient Ice-normal slide-walk code
%patch $39E6 $08 $C7 $06 $48 $82 $0000W  $EB $06 $C7 $06 $48 $82 $0004W  $83
             $FF $03 $7D $2F $A1 $5135W  $B1 $04 $D3 $E8 $25 $0003W  $8B $16
             $48 $82 $03 $D0 $89 $16 $48 $82 $EB $19

#Keen ducks when he presses the down key
%patch $55EF $2E $A1 $46EEW  $8B $1E $CA $7F $D1 $E3 $2E $FF $A7 $4A48W  $2E
             $A1 $4A5CW  $2E $A3 $39EBW  $2E $A3 $39D4W  $2E $A1 $4A60W  $2E
             $A3 $39F3W  $2E $A3 $39DCW  $2E $A1 $4A64W  $2E $A3 $3A02W  $EB $1B

#Unduck code
%patch $0AF2 $2E $A1 $4A5AW  $2E $A3 $39EBW  $2E $A3 $39D4W  $2E $A1 $4A5EW
             $2E $A3 $39F3W  $2E $A3 $39DCW  $2E $A1 $4A62W  $2E $A3 $3A02W
             $E9 $4B26W

#Jump table: Need to use up arrow to unduck
%patch $4A45 $C3 $0AF2W  $0AF2W  $0AF2W  $563BW  $55FEW  $55FEW
                 $55FEW  $563BW  $0AF2W  $563BW  $0000W  $0018W
                 $0004W  $001AW  $0003W  $0001W

#Jump table: Unduck whenever not pressing down arrow
%patch $4A45 $C3 $0AF2W  $0AF2W  $0AF2W  $0AF2W  $55FEW  $55FEW
                 $55FEW  $0AF2W  $0AF2W  $0AF2W  $0000W  $0018W
                 $0004W  $001AW  $0003W  $0001W
Nospike
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Post by Nospike »

Is it possible to slow down the animations with this patch? Both the walking and crawling? The regular patch for the walking animation speed gets overwritten by this one apparently.
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Post by levellass »

The walking and crawling speed is the $04 on line two of the patch. (See $FF $03 $7D $2F $A1 $5135W $B1 $04 ) Change this to say, $06 and see the walking and crawling slow down.
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Post by Nospike »

Oh, perfect. Thank you.
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