Hovering Berkeloids

Request patches for Keens 4-6.
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troublesomekeen
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Hovering Berkeloids

Post by troublesomekeen »

Hello! I've been trying to find a patch that removes the Berkeloid's hover (for my mod). I found this:

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#How much Berkeloids hover
%patch $10DE7 $00 $FF #Float level [1 tile up]
%patch $10DEC $08 $00 #Hover up/down range [8]
%patch $10DD4 $00 $00 #Min hover bound     [0]
%patch $10DD9 $F8 $FF #Max hover bound    [-8]
I know absolutely nothing about these percent and dollar signs, letters and numbers. But I supposed that if I lower everything down to 0, I might be able to remove the Berkeloid's hover. So I did this:

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#How much Berkeloids hover
%patch $10DE7 $00 $00 #Float level [1 tile up]
%patch $10DEC $08 $00 #Hover up/down range [8]
%patch $10DD4 $00 $00 #Min hover bound     [0]
%patch $10DD9 $00 $00 #Max hover bound    [-8]
This caused the Berkeloid to be stuck halfway into the ground. So I opened up the 4SPRITES file in my graphics folder and played around with the set of numbers in the X/Y brackets:

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379: [2, 3, 26, 42], [0, 10], 2
380: [2, 3, 26, 41], [0, 10], 2
381: [2, 3, 26, 41], [0, 10], 2
382: [2, 3, 26, 41], [0, 10], 2
383: [5, 3, 29, 42], [0, 10], 2
384: [5, 3, 29, 41], [0, 10], 2
385: [5, 3, 29, 41], [0, 10], 2
386: [5, 3, 29, 41], [0, 10], 2
387: [2, 3, 26, 43], [0, 10], 2
388: [2, 3, 34, 43], [0, 10], 2
389: [4, 3, 29, 43], [0, 10], 2
390: [5, 3, 37, 43], [0, 10], 2
The original Berkeloid coordinates:

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379: [8, 8, 23, 47], [0, 0], 2
380: [8, 6, 23, 45], [0, 2], 2
381: [8, 8, 23, 47], [0, 0], 2
382: [8, 4, 23, 43], [0, 4], 2
383: [8, 8, 23, 47], [0, 0], 2
384: [8, 6, 23, 45], [0, 2], 2
385: [8, 8, 23, 47], [0, 0], 2
386: [8, 4, 23, 43], [0, 4], 2
387: [8, 8, 23, 47], [0, 0], 2
388: [16, 8, 31, 47], [-8, 0], 2
389: [8, 8, 23, 47], [0, 0], 2
390: [8, 8, 23, 47], [0, 0], 2
So the magic number for me seems to be 10. Again, I have no idea what I'm up to but it seems to work fairly well. The bottom row of pixels of 4SPR0385 and 4SPR0384 disappear into the ground, but whenever I try to change my lucky number 10 into something like 8 or 12, the Berkeloid gets stuck. Um...could someone or sometwo tell me what the garg I'm doing?
Last edited by troublesomekeen on Tue Mar 27, 2012 7:09 pm, edited 1 time in total.
Stealthy71088
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Post by Stealthy71088 »

This might be a silly question, but why can't you just edit the sprite's graphical information? You could easily redraw it so that it doesn't look like its hovering. You don't have to worry about the hitbox, unless you need the berkeloid to interact with something that is less than a tile high. If you're worried about Keen's shot, just make sure that the hitbox for Keen's shot is 1 pixel taller than the height of a tile. Currently I think the shot is about the size of a tile, so it shouldn't make much of a difference. Doing this would probably have been a lot easier than what you are trying.
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troublesomekeen
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Post by troublesomekeen »

I suppose I could have done that. I'm not sure if it would work though. Such a method is impossible to do for the Underwater Sprite. One sprite is used for the hover in both directions, up and down, which means it will hover no matter how I redraw it or mess with the graphical info. A single sprite from the Berkeloid set might move up or down before it animates to the next sprite.

Then again, I'm not even sure if I understand you correctly. Small wonder since I don't even understand myself! ^_^' Oh well! It's no big deal.

It's just that I was wondering if there was a neat patch for this. My Berkeloid still gets stuck on hills occasionally, and it's probably because of my sloppy method.
levellass
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Post by levellass »

Do you wish for the hovering to be eliminated entirely and replaced with walking on the ground like normal sprites do?
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troublesomekeen
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Post by troublesomekeen »

levellass wrote:Do you wish for the hovering to be eliminated entirely and replaced with walking on the ground like normal sprites do?
Yes, that's exactly it. Essentially what I was trying to do was simply flatten the Berkeloid's hover, making it level with the ground. The reason for this is... Spoiler! Dun dun dun!
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levellass
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Post by levellass »

Here y' go:

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#Berkeloids don't hover:
%patch $10DE2 $90 $90
%patch $10DE7 $00 $00

I'm pretty sure this removes all the hovering, tell me what effect it has for your setup.
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troublesomekeen
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Post by troublesomekeen »

Okay, so here I have the two patches. Yours:

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#Berkeloids don't hover:
%patch $10DE2 $90 $90
%patch $10DE7 $00 $00
and "mine"

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#How much Berkeloids hover
%patch $10DE7 $00 $00 #Float level [1 tile up]
%patch $10DEC $08 $00 #Hover up/down range [8]
%patch $10DD4 $00 $00 #Min hover bound     [0]
%patch $10DD9 $00 $00 #Max hover bound    [-8]
Without both these patches, the Berkeloid hovers. With only "my" patch, the Berkeloid does not hover. Using only your patch, the Berkeloid still does not hover. With both the patches, the Berkeloid does not hover.

So the two patches seem to be equivalent. I'll just remove "mine" and use yours. It look neater that way ;)

However, with either of these patches, my Berkeloid sometimes gets stuck walking up a hill from the left side. On very rare occasion, I've seen the Berkeloid get itself unstuck and proceed as regular. I've also seen my Bounder hop right on top and through the Berkeloid, nudging it free.

So yeah, all hovering is gone. Just what I needed. Cheers! Rats...my internet died. My Keen pet peeve is my internet dying, or when I get an Error 500 when trying to access this site or pckf. And...yay! Internet's back! I will trade my internet service for yours, levellass. just keedding!

Edit: Maybe my Berkeloid/TroubleTree gets stuck on hills because...the hitbox is too wide? Well...since it's the first sprite I made, I'll go in and investigate. I love keening!!!
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