Turn the icecubes into a simple new enemy?

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

Problem here, Lass. The new enemy doesn't move, just stands, animates and kills, so it's more like a hazard right now. I'm using the same patch you gave me without any modifications, only with 1 more animation frame as I figured they would actually look better when animated. The animation works but the walking behavior doesn't.
levellass
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Post by levellass »

Ok, does it walk without the animation? If so we may have a sprite bug. If not then it may relate to other patches in your patchfile and you may have to mail me a copy so I can check for interference.
Nospike
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Post by Nospike »

Nope, removing the animation doesn't work either. I sent you a PM with the patchfile on the pckf.
Nospike
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Post by Nospike »

Anything yet?
levellass
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Post by levellass »

Righty righty right, silly me, silly me. There is a small typo in the patch as given, it should be:

Code: Select all

#New sprite spawn code 
%patch $0AFD $55 $8B $EC $56 $E8 $1E31W  $8B $F0 $C7 $04 $0003W  $8B $46 $04 
             $99 $B1 $0C $E8 $D63EW  $89 $44 $04 $89 $54 $06 $8B $46 $06 $99 
             $B1 $0C $E8 $D62FW  $89 $44 $08 $89 $54 $0A $C7 $44 $32 $0B3AW 
             $C7 $44 $34 $1E94W  $C7 $44 $20 $0070W  $5E $5D $C3 

Notice the one byte difference? That $20 in the last row was posted as $28, which ruins everything. Make that tiny fix and it should move smoothly along!
Nospike
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Post by Nospike »

Thanks! It looked complex enough so I figured it would be just a typo or something.
levellass
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Post by levellass »

Such simple errors are the plague of my life, in everything from patch to program.
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troublesomekeen
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Post by troublesomekeen »

So... a man with still a head square on his shoulders should be able to figure this out. But I keep blowin' it!

I am particularly interested in this patch and will likely include it also. The Icecube acts like a dangerous butler bot, which is awesome. But because of the...organic nature of my mod, it must animate using two frames, not one. Could you help me make the icecube animate using two frames instead of one? levellass mentioned this:
levellass wrote:* $0070W is the animation used, the icecube here. $000W following it is the number of extra animation frames. (None here.)
but like I said... I'm too stupid to figure it out! Do we change the $000W to $0001W? Or to $0071W? Ooh I'm doomed! I keep freezing my mod! After all these months, I'm still not any better at tweaking patches!
Last edited by troublesomekeen on Thu Feb 21, 2013 6:31 pm, edited 1 time in total.
Nospike
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Post by Nospike »

Use $0001W. This will cause it to animate between the icecube and icecubette frames. The animating speed is alright, it stops animating when it reaches an edge like a normal butler bot too. You might want to tweak the turning speed, it's quite slow by default.
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troublesomekeen
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Post by troublesomekeen »

Nospike! Genius! Thanks a bunch!
Well well! I'll be dashed, so I'll be! Never thought I'd see another ledge crawler in this here mod of mine. I'll gunning it for a Keen Day release. I don't think I'll make it. It's gonna be close...nyeh nyeh nyeh..

Interesting thing... switching all three '$000W' in the patch makes the creature fall of edges, like Yorps.
Nospike
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Post by Nospike »

I usually avoid randomly editing patches, even if I eventually get it to do something interesting I'm scared of causing memory leaks which might not be detectable at first, but could cause some pretty nasty errors in the long run.
levellass
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Post by levellass »

This is why the Keenwiki has highlighted values for things you can easily tweak (Blue can be any value, brown must be one of a specific list of values.) If you look up this patch on the wiki it may be a bit clearer.
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