Patch Request: Keen can walk through border, and others

Request patches for Keens 1-3.
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Stealthy71088
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Joined: Thu Mar 17, 2005 11:54 pm
Location: NY

Patch Request: Keen can walk through border, and others

Post by Stealthy71088 »

I've put Draggin Days to the side for now. It's proven an ambitious project, possibly too ambitous. Instead I'm making a cooler mod that centers around the patch I've been secretive about.

I would like a patch that allows Keen to walk off the side of the screen, assuming there are no bricks in the way. I think this should be possible, as the other sprites can do it, and Keen can fall through the bottom of the screen.

Could a patch be made to make doors block other sprites other than Keen?

I've played around trying to make a killy, shootable sprite that just sits there and doesn't do anything, without eliminating a particularily active sprite. I've been experimenting with a few different things, and I discovered that the vortikid has at least one additional speed, possibly two not listed in the patch index. You can see it if you patch all the sprite speeds in the patch index to $FF $FF, or tell the vortikid to behave like a dead sprite. One of these speeds is a horizontal speed that I believe is only used when the vortikid is jumping, and the other is a jump speed.

These two are big ifys, but could a patch be made that allows kill blocks to kill foobs, and a patch that allows both foobs and keen to open doors?

This all may seem really weird, but it'll be worth it. Thank you for your help.
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

The border patch will need some kind of genius to make work, Keen is wired to not exit the level. (Note that Keen is the only sprite to be kept track of when he falls of the level, he dies, he doesn't just dissapear.)

The door one will be difficult too as the sprites each use a different collision code but I'll see what I can do.

Why not make the purple sparks killy? That seems to solve your problem. If yu really need it, I could create a custom sprite behaviour to replace one of the sprites...

(Also, do tell about these new Vortikid jump speeds...)
Stealthy71088
Posts: 583
Joined: Thu Mar 17, 2005 11:54 pm
Location: NY

Post by Stealthy71088 »

I don't have the speeds myself, but if you put this into your patchfile, and look at a vortikid, you'll see them.

Code: Select all

#Initial [right] speed IF vortikid is spawned above/left of Keen
%patch $3CDA $FF $FF
#Initial [left] speed IF vortikid is spawned below right of Keen
%patch $3CD3 $FF $FF 
#Kid hits left wall while running\sliding [Goes right]
%patch $43D4 $FF $FF
#Kid hits left wall while jumping [goes right]
%patch $438C $FF $FF 
#Kid hits right wall while jumping [goes left]
%patch $4380 $FF $FF 
#Kid hits right wall when running/sliding [goes left]
%patch $43C8 $FF $FF
Take that patch out, and then use this one, and you'll see why I think there are two different speeds, one horizontal, the other vertical. The horizontal is pretty slow, so be patient.

Code: Select all

#Vortikid plays dead
%patch $3CB0 $C0 $7E
Also, Keen can die when he exits the border, I don't care about that. I just want Keen to be able to walk around in the border side borders, like he can in the bottom border.

I'll try again with the purple sparks. I tried it once before, but it didn't work. I think I was making it more complicated than it needed to be. Let me try again.

Thanks again
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

Just set the property to kill, and the number you need to shoot to destroy the MM arms to 'very high'
Stealthy71088
Posts: 583
Joined: Thu Mar 17, 2005 11:54 pm
Location: NY

Post by Stealthy71088 »

It still won't kill. It's shootable, but no killy.
Stealthy71088
Posts: 583
Joined: Thu Mar 17, 2005 11:54 pm
Location: NY

Post by Stealthy71088 »

*bump*

Sorry to be annoying, but i seems that the game ignores patches that change the property of the sparks and elevator. I would really like this patch, because otherwise, I can't use vortikids in my mod.
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

As it so happens I'm trying to solve a similar problem; it appars to be something to do with the sprite start register, I'll try and take a whack at it today if I can solve *my* problem first.
Stealthy71088
Posts: 583
Joined: Thu Mar 17, 2005 11:54 pm
Location: NY

Post by Stealthy71088 »

Could someone make a vortimom height patch? I'm surprised I can't find it on the forum.
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

Height? You mean shooting height?
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

Easy enough then, it's just inside the bullet spawning code:

Code: Select all

#Votimom shooting height [Bigger->lower]
%patch $4560 $0D

And these alter the keen-sprite interaction of the sparks and elevators for me, I don't know why they wouldn't work for you.

Code: Select all

#Stuff kills:
%patch $4071 $02 $00 #Purple sparks
%patch $3F81 $02 $00 #H plat
%patch $3FC9 $02 $00 #V plat

And thirdly, $FF $FF = -1; try this patch Stealthy:

Code: Select all

#Initial [right] speed IF vortikid is spawned above/left of Keen
%patch $3CDA 0
#Initial [left] speed IF vortikid is spawned below right of Keen
%patch $3CD3 0
#Kid hits left wall while running\sliding [Goes right]
%patch $43D4 0
#Kid hits left wall while jumping [goes right]
%patch $438C 0
#Kid hits right wall while jumping [goes left]
%patch $4380 0
#Kid hits right wall when running/sliding [goes left]
%patch $43C8 0
Stealthy71088
Posts: 583
Joined: Thu Mar 17, 2005 11:54 pm
Location: NY

Post by Stealthy71088 »

Wow! Thanks Levellass! 3 in 1!
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