Spindred kills the Shockhund

Request patches for Keens 4-6.
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Dr.Colossus
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Joined: Thu Aug 02, 2012 8:41 pm
Location: Germany

Spindred kills the Shockhund

Post by Dr.Colossus »

I tried to make these patches by my own but they didn't work well. I hope you guys can help me with my "Marooned on Mars" mod.
First of all:
Shockshund=Vorticon Commander
Spindred= Falling Rock
Slicestar=Ship Part
Volte Face=Ship Part

If Keen shoots Spindred it falls down. It doesn't kill Keen and he can also stand on it. (Bonus: it pushes Keen so he can't go through it)
Shockshound has 99 strenghts and vanishes when touching Spindred.

Slicestar and Voliface have a 2 frame animation and they become a "Vitalin got" when Keen touches them. Keen gets +1 Vitalin.

If you collect 4 Vitalins you win the game.

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

Post by levellass »

Well now, that's a lot to work through. I'm going to assume here you haven't used the EGA check patch.

First up the Spindred. I am assuming it's not going to animate, as rocks aren't very active. It will fall to the ground when shot and then just sit there. As a Platform type with a pushing collision it'll block Keen left, right and up, but not from underneath.

Code: Select all

#Spindred sprite type -Platform
%patch $128B1 $06

#Spindred sits
%patch $32DD8 $2A7CW
%patch $32DCC $00000000L
%patch $32DD0 $11C40CA6RL

#New collision, when shot goto falling, push Keen =$11C40CA6RL
%patch $128E6 $55 $8B $EC $56 $57 $8B $76 $06 $8B $7E $08 $83 $3D $02 $75 $0E
              $56 $57 $9A $090B0CD2RL     $83 $C4 $04 $5F $5E $5D $CB
              $83 $3D $03 $75 $0E $B8 $2A9AW  $50 $57 $56 $9A $090B16CDRL
              $83 $C4 $06 $5F $5E $5D $CB

#Falling Spindred
%patch $32DDA $01A9W $01A9W $0002W $0000W $0000W $0000W $0000W $0000W
              $090B1710RL   $00000000L    $090B17B5RL   $0000W

Next up we give the Shocksund a new collision and set its health to 99. It will kill Keen, lose 1 health when shot by Keen's shot and die when hit by the falling Spindred action. This assumes default Shocksund behavior, if you've altered its actions there may be interference.

For some unknown reason you may get an uncached sprite error, including Map Keen in the level (At the top where it won't mess anything.) will fix this at the cost of memory. if this becomes a big issue do mention it and I;ll investigate further.

Code: Select all

#Shocksund strength -99
%patch $1328A $0063W

#Shocksund's collision -now includes Spindred =$11C40CDBRL
%patch $1291B $55 $8B $EC $56 $57 $8B $76 $06 $8B $7E $08 $83 $3D $02 $75 $05
              $9A $0AAF1517RL

                                  $83 $3D $03 $75 $38 $FF $4C $40 $75 $1C $C7
              $44 $16 $0000W  $C7 $44 $18 $0000W  $B8 $301CW  $50 $57 $56 $9A
              $090B16CDRL     $83 $C4 $06 $5F $5E $5D $CB
                                                          $C7 $44 $42 $0002W
              $C7 $44 $04 $0001W  $57 $9A $0CCB10B3RL     $83 $C4 $02 $5F $5E
              $5D $CB

                      $81 $7D $1C $2A9AW  $75 $0F $C7 $44 $16 $0000W  $C7 $44
              $18 $0000W  $C7 $44 $1C $301CW  $5F $5E $5D $CB

#Shocsund use new collision -sit
%patch $331EA $11C40CDBRL
%patch $33208 $11C40CDBRL

#Bark
%patch $33226 $11C40CDBRL
%patch $33244 $11C40CDBRL

#Walk
%patch $33262 $11C40CDBRL
%patch $33280 $11C40CDBRL
%patch $3329E $11C40CDBRL
%patch $332BC $11C40CDBRL

#Jump
%patch $332DA $11C40CDBRL
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

Now Vitalin, are you talking Keg of Vitalin or single Vitalin? It would be easiest to turn the Kegs from 1UP items to ship parts then make the Volte face and Slicestars Kegs. (Which Slicestar? Both kinds?)

It should also be possible to make the Volte Face itself alone several different ship parts, as many as four if we can get our caches in a row.

This sample patch turns the Volte Face into a keg item:

Code: Select all

#Volte-face sprite type
%patch $10AF0 $05

#Volte face has 2 actions
%patch $32046 $1CCCW

#Volte face sits there, harmless
%patch $3201C $00000000L
%patch $3203A $00000000L
%patch $32020 $00000000L
%patch $3203E $00000000L

#Set item type for Volte-Face: 1UP
%patch $10B56 $000AW
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Dr.Colossus
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Joined: Thu Aug 02, 2012 8:41 pm
Location: Germany

Post by Dr.Colossus »

Thank you very much for your work.

The shokshund patch works great. I solved the cache problem with a "draw nothing" tile-interaction when stunned.

Code: Select all

%patch $33374 $00000000L #Stunned
The Spindread patch works well, as long it is not getting shot. Once it got shot and lands, Keen cannot walk on it and it doesn't push anymore.
levellass wrote:Now Vitalin, are you talking Keg of Vitalin or single Vitalin?
I'm talking about a single Vitalin. The Vitalin-counter is the ship-part-counter. Once it reaches 4 Vitalins, the game is won.
levellass wrote:It should also be possible to make the Volte Face itself alone several different ship parts, as many as four if we can get our caches in a row.
This is a great idea. But unfortunately your patch doesn't work. Keen gets the yellow gem when he touches Volteface. Even when I change the item type.

But if it helps, the Keg of Vitalin gives already a single Vitalin.

Code: Select all

#What Kegs increase
%patch $C102 $6F58W #KoV increase 1Vitalin
But I don't know how to make several ship parts out of it.

If it helps, there are several other unused things: Shikadi master, Sphereful, Sugar Stoopies Cereal, Tart Stix (only the sprite, not the tile one)

If it's too complicated I will downsize the images and make Vitalin-Tiles of it.
levellass
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Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

Curious that Volte-Face thing.


It should be possible to build 4 ship parts out of the keg, you'd be limited to one ship part type per level. There would be a 'switch' sprite like the Keen mooning thing that switches the Keg's animations (And probably caches 'em too.) that you'd put in the various levels you wanted different parts in. If that works for you it shouldn't be a problem at all. I take it you're not using any of the icons on the bottom row of the infoplane before the Korath?
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Dr.Colossus
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Joined: Thu Aug 02, 2012 8:41 pm
Location: Germany

Post by Dr.Colossus »

If you mean the icons with the yellow/red lines. No, I don't need them.
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