I would do this myself, but I don't understand the patch. The patch index doesn't have any of the references or values in the ankh patch. What I need is instead of having keen die when the ankh runs out of time, I need it to act as if a heart were destroyed. Keen should get the points you would get from the heart, and wins the level. This is for a side mod- a hopefully quick and easy mod to program that should be a lot of fun to make and very different from typical keening.
I would also like a patch that makes it so that once keen starts walking in a level, he can't stop. This one isn't as important as the other.
REQUEST: A modification to the Xkykeen3 ankh patch
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Well, a brief breakdown of the Xky Keen 3 patch may be needed first: [And no, the patch index won't be crashing anymore, we finally got a reliable server]
Nothing mysterious here; this merely changes the amount of time things give.
This is more complex; a small bit of code is overwritten and a new command is put in its place, not really anything you can do to edit this one, though Andy may be able to help.
These are simple skips, they work by simply skipping over the code we don't want, in this case keen be stunned and Keen immortal
A lot of fun may be had with this; this skips some code too, but gets Keen to jump to a nice lil spot further along. If done right you can make the Ankh do weird things. I am working on *this* to try your request.
This affects the blocks rather than Ankh; 'nothing' is set to kill, so when Keen has no Ankh and is touching a nothing tile, he dies. Not really alterable.
Code: Select all
#Setting Ankh to give 28 seconds of time (28 * 144 = $0FC0)
%patch $7BA3 $C0 $0F
# Set single bullet to give 8 seconds of ankh time (8 * 144 = $0480)
%patch $7BD2 $81 $06 $46 $99 $80 $04 $EB $CB
Code: Select all
# Set Ankh time to 11 secs (11 * 144 = $0630) when entering level
# (side-effect: won't turn off God mode when entering level)
%patch $81CE $C7 $06 $46 $99 $30 $06
Code: Select all
# The ankh does not make Keen invincible
%patch $7918 $EB
# The ankh does not stop vortikids from knocking over Keen
%patch $7C8A $EB
Code: Select all
# The "invincibility sprite" is not shown until the "time running out"
# time is reached (even for God mode).
# SIDE EFFECT: with God mode on, once the timer is depleted,
# the "time running out" frames will continue to flash.
%patch $8502 $EB $74
Code: Select all
# Make Keen die when ankh time runs out (using black magic)
%patch $7A1C $E9 $4E $01
%patch $7B6D $83 $3E $46 $99 $00 $7F $03 $E9 $BB $FE $E9 $89 $00
%patch $7C45 $03 $7C
How do you mean?I would also like a patch that makes it so that once keen starts walking in a level, he can't stop. This one isn't as important as the other.
- Freeyorp101
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Hum. Are you saying that in XkyKeen3, if the player is hiding in one of the few "secret" areas (with foreground tiles, like Level05 with the Spadling nests) they'll be immune to running out of ShowTime? :O
Sorry to sidetrack. LevelLord, please document all of your various attempts at this patch... I'm curious what "interesting" stuff you've managed to make Keen do with the Ankh. :)
Sorry to sidetrack. LevelLord, please document all of your various attempts at this patch... I'm curious what "interesting" stuff you've managed to make Keen do with the Ankh. :)
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It occured to me during lunch that if someone could find the patch that says that keen walks when he walks, it should be possible to patch all the standing motions to walking ones, effectively skipping standing whatsoever. Walk Speed patches would be cool too- I want to make keen a little tougher to control.
This was my origional thought also; however Keen's walking is not that simple; while the standing frames belong to a behaviour, the walking frames are actually in three segments [hence Keen doesn't have one 'walking speed'] and are a keyboard-keen interaction. I think it may be possible to simply stop the 'stop Keen walking' code, but I'm not good enough to find it.