Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Request patches for Keens 4-6.
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szemigi
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Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by szemigi »

I tell these requests, but this time I tell you in segments clearly:


1. Oracle Janitor:

- you have to save the Oracle Janitor as well as a 9th 'Council Member' -> it means that if you save him as well, on the status window and on the high score table a 9th Council icon appears in all cases, which shows you saved 9 members (including the Janitor of course)
NOTE: I'm using the 'How many members have to be rescued' patch, which is changed to 9!
- costume text and window for the 'Keen-Janitor' chat:


Janitor: Oh thank you so much
for rescuing me!
The Shikadi must
pay for kidnapping us!

Keen: Ah, you are the janitor of the High Council.
Let's both go back quickly.

And then you win the game and get to the ending (since it's the 9th and the last you have to rescue).


2. Dort:

I've requested this and you have made this for me, but I changed my mind, so I want the following:

- the Dort has 4 frame:
4SPR0357.BMP - Dort running/facing to the left 1
4SPR0358.BMP - Dort running/facing to the left 2
4SPR0359.BMP - Dort running/facing to the right 1
4SPR0360.BMP - Dort running/facing to the right 2
- the Dort has the following abilites:
* harmless, doesn't kill you
* you can ride it (just like the Geek Keen 6)
* runs back and forth (its speed is similar to the Geek's speed
from Keen 6)
* immortal (so when you shoot, nothing happens, just like
at the Mad Mushroom)

NOTE: I'm using the "Council Member just stands" patch code along with the "Council Member doesn't stop to think" patch code, that's why I wanna use that 4 sprite (frame) files for the Dort sprite movements.

NOTE 2: The sprite size of my Dort frames are 80 x 23, so try to code it like this as I wanna avoid the 'stuck-in-the-air' problem completely!

3. Second Skypest

I also want a second Skypest character and I wanna use the following sprites for this:

4SPR0298.BMP - Skypest flying/facing to the left 1
4SPR0299.BMP - Skypest flying/facing to the left 2
4SPR0300.BMP - Skypest flying/facing to the right 1
4SPR0301.BMP - Skypest flying/facing to the right 2
4SPR0302.BMP - Skypest death sprite

The second Skypest has the following abilities:
* it kills you if you touch it and vice versa (aka if he touches you)
* it can only be killed by shooting it -> if you shoot it, it falls down!
* it never flies down, it only flies around the level (just like the normal Skypest)

NOTE: I'm using the 'no flipping flag' patch, that's why I wanna use those 5 sprite frames for the second Skypest character!

Tell me if I have to be careful of any sprite caching error!
Do these patches without disabling/removing ANY cheat (I mean ANY 'F10 + x' cheat!)


Where to code the Dort (easy, normal, hard) and the 2nd Skypest (easy, normal, hard)?
Here is a picture of this:

Image

4. Unused Keen sprite

4SPR0159.BMP is the Keen sprite when Keen watches his ComputerWrist.

With a patch I want the following variations in all cases (also, if it's possible, make them together, so I can decide which variation or variations I wanna use after you have finished this):

- when I press ESC during the game, Keen watches his ComputerWrist and then you go to the main menu
- when Keen is idling, he does the following: looks up, waits (just like in BioMenace 2 for example), shrugs, looks at his computerwrist, then sits down and reads the book

EDIT: 5. Council Page

I want the Council Page as a sprite in the game:

4SPR0303.BMP - Council Page standing sprite 1 (when his eyes are opened)
4SPR0304.BMP - Council Page standing sprite 2 (when his eyes are closed)

NOTE: The 2 sprites were flag (Keen K) sprites originally, but since I'm using the no flipping flag patch, that's why I use them for the Council Page.


Features of the Council Page:
- he is standing only (NOTE: The animation of the Council Page standing sprite/sprites are as fast as for example Keen's standing during idling)
- he acts like Lindsey -> it means if you touch the Council Page, similarly to Lindsey, a window appears with the following things:
* since I don't use Keen's angry face (from the Pyramid of the Forbidden of course as there is a costume text and window - I requested above - that would appear during saving the janitor, since he has to be rescued), that's why Keen's angry face appears on the left (just like Lindsey's face) in the same position and same size as Lindsey's face! (I'll change the angry face to the Council Page's portrait, that's why I'm saying it)
* costume window and text for the Council Page-Keen talking:
Council Page window + text:
The Council Page says:
The east side of the
Shadowlands is more
dangerous.

Keen's reply:
Thanks for the warning!
(And the Council Page disappears like Lindsey. NOTE: When Keen replies, he has the same portrait/portraits here, too, just like at Lindsey. You know, the thumbs-up and the other.)

NOTE: When the Council Page window appears, it has the same sound as Lindsey's window appearing sound!
NOTE 2: After the window disappeared, the Council Page disappears, too (like Lindsey).
NOTE 3: Evidently, there is no music when the Council Page window appears.
NOTE 4: Code the Council Page (besides the TOM Galaxy level editor) for me to $0059. It is the last sprite entry that is just a black/blank cube if you check it in the level editor.
NOTE 5: The Council Page can appear in any level (except underwater level/levels).

P.S.: Take your time to make these, but don't forget them, because these are (of course) important for me. Also, I don't rush you.
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by levellass »

At this point it would probably help to have a copy of your patch file so that I can fit everything together and make sure it all works.
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by szemigi »

Here's a copy of my patchfile. Feel free to tweak it.

https://www.mediafire.com/?3xt17fmidk1esvo

(Sorry if it's from mediafire.) EDIT: If you ask why I uploaded it to mediafire.com, the answer: I know it has many ads if you download a file, but after uploading I saw it downloads the patchfile quickly, because in the zip file there is only the patchfile. Just saying as a minor note.

Also, could you decrease the music number to 10? Because I'm using 10 musics instead of 12. I tried to reduce the music number myself, but I'm not really good at that as I failed several times.



NOTE: In my Keen4 mod everything is ready for the patches I requested in my first post here. So I prepared it.



EDIT: The second skypest flies FASTER than the original skypest. And like I said: The second skypest never flies down to have a rest. It only flies around the levels. If it touches the ground, it immediately bounces, so continues the flying-around movement.
EDIT 2: If you kill the second skypest, there are stars above its head (just like above any other shootable/killable enemy's head).
EDIT 3: If I press E+N+D, the Oracle Janitor's and Keen's costume window and text appears since the janitor is the 9, the last you have to rescue!!!
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by szemigi »

So? Which is possible to make?

Because I wanna move on with my mod. A lots of thing is done in it and I know what is left.


I know you have less time, etc., but some patches (at least 1-2) should be, which easier to make. I would appreciate that.
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by levellass »

Ok, this is the first computerwrist patch, the second one is being tricky:

Code: Select all

#Insert new 'check wrist' action in bored-2 sequence
%patch $BC3A  $0CD4W
%patch $2FB44 $009FW $009FW $0003W $0000W $0001W $003CW $0000W $0000W
              $0B800395RL   $0B8014A9RL   $0B801AA2RL   $09C8W

Now, you need to listen carefully to this about new enemies. I have been working on a special patch just for your mod. This would let you have ALL things on easy, medium and hard, even gems or items. It should also let you have more new enemies; as it is two new enemies (Dort and Skypest) are tricky, but this patch would make them easy to add.

The trick is that the usual medium and hard things won't work; to make something 'medium' you will need to put a 'M' icon before it, and an 'H' icon before hard stuff:

Code: Select all

	  OLD		  NEW
E	[THING]		[THING]
M	[THING2]	[M][THING]
H	[THING3]	[H][THING]

This is a bit of extra work since you will need to go over your levels again and add the [M]and [H] icons, but it will allow you to do a lot of interesting stuff. You can have gems that appear only on hard, so there are DOORS you can only open on hard, and whole parts of the level that are blocked off if you do easy. You can have platforms that don't appear on Easy, so there are places Keen can't be carried, you can have extra ammo appear only on hard, to take care of the extra monsters. It is a patch more advanced than anything I have used in any of my mods so far, even the unreleased ones.

So that is the choice I am asking of you, if you do not want it I will do things the 'usual' way, but it is a very interesting patch.
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by szemigi »

Do it the easy way (which is good for you). :)

In short: work on that special patch you mentioned.


EDIT:
"The trick is that the usual medium and hard things won't work; to make something 'medium' you will need to put a 'M' icon before it, and an 'H' icon before hard stuff"
Will there be places to put M,H or what in the TOM Galaxy tileset? If so, tell me after the patch is done.
And the Dort and second Skypest (as I told) will 100% possible to put in after all?
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by levellass »

Yes; right now I am using Keen's dad for M and the next one for H (I Keen is Dort, Keen's mom is the Skypest.) Using this patch the two new enemies are 100% possible and, as I said, even adding more if you have animations free.


This is the menu-watch patch, it is quite a big one as you can see. The only side effect is it's possible, if you tap Esc quickly, to get Keen to look at his computerwrist without going to the menu. As a side effect this patch allows you to add things like Ice or bounce tiles to the game, if you should so desire, since it makes space in Keen's walking code.

Code: Select all

#################
#Computerwrist	#
#################

#Insert new 'check wrist' action in bored-2 sequence
%patch $BC3A  $0CD4W
%patch $2FB44 $009FW $009FW $0003W $0000W $0001W $003CW $0000W $0000W
              $0B800395RL   $0B8014A9RL   $0B801AA2RL   $09C8W

#Disable EGAGRAPH check in Keen 4 (Frees 389 bytes at $3CF6)
%patch $3CE5 $90 $90

#Redirect to wrist-checking sub in tile interactions, normal and map
%patch $D0F4 $9A $037D0526RL     $90 $90
%patch $E1AB $011EW
%patch $E204 $C5
%patch $E244 $E9 $0084W
%patch $E2B8 $05 $B8 $15A0W  $EB $03 $B8 $14CEW  $50 $56 $9A $09DC120ARL
             $83 $C4 $04 $9A $037D0526RL     $5F $5E $8B $E5 $5D $CB

#Wrist-checking sub =$037D0526RL (ESC ONLY!)
%patch $3CF6 $55 $8B $EC $83 $3E $7A72W  $00 $75 $0D			#If not 0, skip next line
             $83 $3E $C649W  $01 $75 $06 $C7 $06 $7A72W $0001W		#If esc, set 1
             $83 $3E $7A72W  $02 $76 $04 $FF $0E $7A72W			#If >2, dec 1
             $83 $3E $7A72W  $02 $75 $06 $C7 $06 $7A72W $0000W  $5D $CB #If =2, set 0

#Menu can't be activated until demo mode =1, sets mode to 0 after
%patch $796E $7A72W $01 $74 $03 $E9 $0123W  $C7 $06 $7A72W $0000W  $EB $10

#Merge walking tcol with standing (Placed at end of W_Tcol seg for larger S_Tcol) -allows wristcheck
%patch $D40B $55 $8B $EC $56 $8B $76 $06 $83 $7C $38 $00 $74 $06 $83 $7C $0E $FF #Walls
             $74 $0C $83 $7C $3C $00 $74 $21 $83 $7C $0E $01 $75 $1B $C7 $44
             $1A $0000W  $C7 $44 $1C $098CW  $83 $7C $0E $01 $75 $05 $A1 $098EW
                 $EB $03 $A1 $098CW  $89 $44 $1E $E9 $FE61W

#Expand stand\walking tcol to wristcheck
%patch $D33F $C7 $06 $7A72W $0003W  $83 $3E $C649W  $01 $75 $05 $C7 $44 $1C $4099W
             $FF $74 $20
             $33 $C0 $50 $FF $74 $1E $FF $74 $0C $FF $74 $0A $8B $C6 $05 $46
             $00 $50 $9A $16541641RL     $83 $C4 $0C $5E $5D $CB

#Change walking refs to use new Tcol (Free $D35F-$D40A)
%patch $2FF1C $0B801C0BRL
%patch $2FF3A $0B801C0BRL
%patch $2FF58 $0B801C0BRL
%patch $2FF76 $0B801C0BRL

#Wristcheck action =$4099W
%patch $32F09 $009FW $009FW $0000W $0000W $0001W $0010W $0000W $0000W
              $0B800395RL   $0B8014A9RL   $09DC176ERL   $098CW
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by szemigi »

Well, as far as I remember, I have 2 free spaces (and it would be the last 2 free spaces as I don't have any more + I already have the ideas for my mod, so these 2 will be enough for me in-short):

4SPR0361.BMP -> could be used for something as I don't use it (anyway, one of the Oracle member's thinking sprite frame)
4SPR0241.BMP -> the unused CKD door

I have these free places.

As for the second Skypest, it has starts above its head. (Because according to my requests it's the only creature that has to be killed by shooting as it's the only harmful, the others are not shootable - aka harmless creatures - of course, if you get what I mean after all).


As for the idea for the 2 sprite frame space, well... I tell you when an idea comes to my mind. (Soon.) :)
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by szemigi »

In connection with the computerwrist patch I would tell you 2 things:

1. Keen's computerwrist sprite should happen after 4SPR0147.BMP and 4SPR0148.BMP, not before. Can you change it?
2. As for the second and tricky version of the patch: How comes that after Keen sits down you go to the demo and the main menu and Level 0? It's kinda like a little bit "annoying" (i'm not rude, just telling it as I checked it)
I requested that when I tap ESC, Keen looks at his computerwrist and he immediately goes to the main menu at the same time. Is it impossible to make? If so, I use the first easy version instead then (when Keen looks at his computerwrist that - like I told - happens after 4SPR0147.BMP and 4SPR0148.BMP, not before. So change it.)

After all, do we still have 1-2 free space for 2 more sprite sequence? As I want a 'second' mooning Keen sequence that can be used in all levels (except underwater levels). And this second mooning Keen would always happen (unlike the first one). (But wait, me silly, I'll need a second mooning tile property that employees the second mooning Keen sprite sequence. Is it impossible? Or I must find an empty tile place for it to make it possible? Tell me.).

Anyway, here is my idea:

4SPR0241.BMP -> Keen's second mooning sprite 1
4SPR0361.BMP -> Keen's second mooning sprite 2
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by levellass »

Right-o!

Thanks for pointing out those bugs. This is the v2 of the computerwrist patch; I hope it fixes the problems you had:

Code: Select all

#################
#Computerwrist	#
#################

#Insert new 'check wrist' action in bored-2 sequence
%patch $2F8CC $0CD4W
%patch $2FB44 $009FW $009FW $0003W $0000W $0001W $003CW $0000W $0000W
              $0B800395RL   $0B8014A9RL   $0B801AA2RL   $0A5EW

#Disable EGAGRAPH check in Keen 4 (Frees 389 bytes at $3CF6)
%patch $3CE5 $90 $90
%patch $2EF2E $0000W

#Redirect to wrist-checking sub in tile interactions, normal and map
%patch $D0F4 $9A $037D0526RL     $90 $90
%patch $E1AB $011EW
%patch $E204 $C5
%patch $E244 $E9 $0084W
%patch $E2B8 $05 $B8 $15A0W  $EB $03 $B8 $14CEW  $50 $56 $9A $09DC120ARL
             $83 $C4 $04 $9A $037D0526RL     $5F $5E $8B $E5 $5D $CB

#Wrist-checking sub =$037D0526RL (ESC ONLY!)
%patch $3CF6 $55 $8B $EC $83 $3E $00BEW  $00 $75 $0D			#If not 0, skip next line
             $83 $3E $C649W  $01 $75 $06 $C7 $06 $00BEW  $0001W		#If esc, set 1
             $83 $3E $00BEW  $02 $76 $04 $FF $0E $00BEW			#If >2, dec 1
             $83 $3E $00BEW  $02 $75 $06 $C7 $06 $00BEW  $0000W  $5D $CB #If =2, set 0

#Menu can't be activated until demo mode =1, sets mode to 0 after
%patch $796E $00BEW  $01 $74 $03 $E9 $0123W  $C7 $06 $00BEW  $0000W  $EB $10

#Merge walking tcol with standing (Placed at end of W_Tcol seg for larger S_Tcol) -allows wristcheck
%patch $D40B $55 $8B $EC $56 $8B $76 $06 $83 $7C $38 $00 $74 $06 $83 $7C $0E $FF #Walls
             $74 $0C $83 $7C $3C $00 $74 $21 $83 $7C $0E $01 $75 $1B $C7 $44
             $1A $0000W  $C7 $44 $1C $098CW  $83 $7C $0E $01 $75 $05 $A1 $098EW
                 $EB $03 $A1 $098CW  $89 $44 $1E $E9 $FE61W

#Expand stand\walking tcol to wristcheck
%patch $D33F $C7 $06 $00BEW  $0003W  $83 $3E $C649W  $01 $75 $05 $C7 $44 $1C $4099W
             $FF $74 $20
             $33 $C0 $50 $FF $74 $1E $FF $74 $0C $FF $74 $0A $8B $C6 $05 $46
             $00 $50 $9A $16541641RL     $83 $C4 $0C $5E $5D $CB

#Change walking refs to use new Tcol (Free $D35F-$D40A)
%patch $2FF1C $0B801C0BRL
%patch $2FF3A $0B801C0BRL
%patch $2FF58 $0B801C0BRL
%patch $2FF76 $0B801C0BRL

#Wristcheck action =$4099W
%patch $32F09 $009FW $009FW $0000W $0000W $0001W $0010W $0000W $0000W
              $0B800395RL   $0B8014A9RL   $09DC176ERL   $098CW

As it turns out this patch DOES let you have a second mooning type, I am not sure I mentioned this. You'll need a modified version of Galactile's text to put it in the game, but it's easy enough to do.


THIS is the special enemy patch; here it lacks the Dort and Skypest2, which can be added later (This is why I will be sending you a patch file). To be easy on you the old medium and hard things behave the same as the easy ones, so nothing will break. You will just have to stick a 'M' or 'H' block in front of them to make them medium and hard difficulty.

It also includes the 'Scuba Keen can collect drops patch' so that old patch SHOULD BE DELETED or it will cause crashes.

Code: Select all

#################
#Enemy spawning	#
#################

#Change pointersfor compaction
%patch $EE87 $0069W #Left Facing Keen (At $E959)
%patch $EE89 $0081W #Map Keen (At $E971)

#Compact Keen spawns
%patch $E954 $B8 $0001W  $EB $03 $B8 $FFFFW  $50 $FF $76 $FC $57 $9A $0B80000ERL
                     $83 $C4 $06 $C7 $06 $CB3DW  $0001W  $EB $12
%patch $E971 $FF $76 $FC $57 $9A $0D8F050ARL     $83 $C4 $04 $C7 $06 $CB4FW
             $0001W  $9A $0D8F0003RL     $B8 $2A3ARW $8A $16 $EC $7A $8E $C0
             $26 $08 $16 $00FDW  $E9 $0464W

#M&H code (Set comparison variable, reset to 1 after)
%patch $EDE7  $C7 $06 $00BCW $0002W  $EB $0E $C7 $06 $00BCW $0001W  $EB $06 $C7 $06 $00BCW $0000W 
%patch $2EF2C $0000W

#New init pointers
%patch $EE8B                             $00A9W $00C7W $00E5W $0103W $0121W
             $013FW $015DW $0195W $01A9W $01C7W $0202W $0220W $023EW $025CW
             $027AW $0298W $02B6W $02D4W $02F2W $025CW $025CW $0310W $0315W
             $0330W $0330W $0330W $0330W $050DW $0355W $036CW $0384W $03B3W
             $050DW $050DW $04FFW $04F7W $050DW $050DW $03D9W $02F2W $02F2W 
             $0121W $0121W $0202W $0202W $00C7W $00C7W $0103W $0103W $042BW
             $042BW $042BW $042BW $0450W $0450W $0450W $0450W $0450W $0450W
             $0450W $0450W $0450W $0450W $0450W $0450W $0480W $0480W $0480W 
             $0480W $02B6W $02B6W $04A4W $01E4W $01E4W $01E4W $0423W $0423W
             $0423W $0423W $041BW $041BW $041BW $041BW $0220W $0220W

#New init codes
%patch $E999 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $0FA80269RL     #Member
             $83 $C4 $04 $C7 $06 $CB5DW $0001W  $E9 $0440W
%patch $E9B7 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $1080039BRL     #Berkeloid
             $83 $C4 $04 $C7 $06 $CB75W  $0001W  $E9 $0422W
%patch $E9D5 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $11A20DB5RL     #Lindsey
             $83 $C4 $04 $C7 $06 $CB57W  $0001W  $E9 $0404W
%patch $E9F3 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $10800006RL     #Wormouth
             $83 $C4 $04 $C7 $06 $CB6BW  $0001W  $E9 $03E6W
%patch $EA11 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $0FA80B67RL     #Skypest
             $83 $C4 $04 $C7 $06 $CB69W  $0001W  $E9 $03C8W
%patch $EA2F $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $108001C2RL     #Cloud
             $83 $C4 $04 $C7 $06 $CB73W  $0001W  $E9 $03AAW
%patch $EA4D $A1 $7A6CW  $3B $06 $00BCW  $76 $2C $FF $76 $FC $57 $9A $1080072CRL     #Foot
             $83 $C4 $04 $C7 $06 $CB59W  $0001W  $BE $015EW  $EB $0F $B8 $3A $2A $8A
             $16 $EC $7A $8E $C0 $26 $08 $94 $00 $00 $46 $81 $FE $0161W  $76 $EB $E9
             $0372W
%patch $EA85 $A1 $7A6CW  $3B $06 $00BCW  $76 $F4 $FF $76 $FC $57 $9A $108006B2RL     #Inchworm (Connect-Foot)
             $EB $C6
%patch $EA99 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $108008EARL     #Bounder
             $83 $C4 $04 $C7 $06 $CB71W $0001W  $E9 $0340W
%patch $EAB7 $A1 $7A6CW  $3B $06 $00BCW  $76 $F4 $FF $76 $FC $57 $9A $0FA8055DRL     #Egg
             $83 $C4 $04 $C7 $06 $CB83W  $0001W  $EB $15
%patch $EAD4 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $0FA805B9RL     #Bird
             $83 $C4 $04 $C7 $06 $CB5FW  $0001W  $E9 $0304W
%patch $EAF2 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $10800AC8RL     #Lick
             $83 $C4 $04 $C7 $06 $CB6DW  $0001W  $E9 $02E6W
%patch $EB10 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $11A20690RL     #Dopefish
             $83 $C4 $04 $C7 $06 $CB63W  $0001W  $E9 $02C8W
%patch $EB2E $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $11A20AA7RL     #Schoolfish
             $83 $C4 $04 $C7 $06 $CB65W  $0001W  $E9 $02AAW
%patch $EB4C $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $11A20B5FRL     #Sprite
             $83 $C4 $04 $C7 $06 $CB7DW  $0001W  $E9 $028CW
%patch $EB6A $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $11A2000ERL     #Smirky
             $83 $C4 $04 $C7 $06 $CB5BW  $0001W  $E9 $026EW
%patch $EB88 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $11A20447RL     #Mimrocks
             $83 $C4 $04 $C7 $06 $CB61W  $0001W  $E9 $0250W
%patch $EBA6 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $0FA80A8ERL     #Arachnuts
             $83 $C4 $04 $C7 $06 $CB67W  $0001W  $E9 $0232W
%patch $EBC4 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $0FA80445RL     #Mushroom
             $83 $C4 $04 $C7 $06 $CB53W  $0001W  $E9 $0214W
%patch $EBE2 $A1 $7A6CW  $3B $06 $00BCW  $76 $12 $FF $76 $FC $57 $9A $0FA802FERL     #Slug
             $83 $C4 $04 $C7 $06 $CB51W  $0001W  $E9 $01F6W
%patch $EC00 $B8 $0001W  $EB $02 $33 $C0 $50 $A1 $7A6CW  $3B $06 $00BCW  $76 $0C     #Scrollbars
             $FF $76 $FC $57 $9A $16540B08RL     $83 $C4 $06 $E9 $01D6W
%patch $EC20 $A1 $7A6CW  $3B $06 $00BCW  $76 $19 $8B $46 $F8 $05 $FFE5W  $50 $FF $76 #HV Platforms
             $FC $57 $9A $10800CABRL     $83 $C4 $06 $C7 $06 $CB6FW  $0001W  $E9 $01B1W
%patch $EC45 $A1 $7A6CW  $3B $06 $00BCW  $76 $F4 $FF $76 $FC $57 $9A $108010FCRL     #Drop Plat
             $83 $C4 $04 $EB $E0
%patch $EC5C $A1 $7A6CW  $3B $06 $00BCW  $76 $0C $FF $76 $FC $57 $9A $0FA80000RL     #Miragia
             $83 $C4 $04 $E9 $0182W
%patch $EC74 $A1 $7A6CW  $3B $06 $00BCW  $76 $23 $83 $3E $7A58W  $0A $7D $1C         #IF ammo
             $B8 $000BW  $50 $FF $76 $FC $57 $9A $0FA801A3RL     $83 $C4 $06 $8B $1E
             $D2 $19 $D1 $E3 $C7 $87 $CB3BW  $0001W  $E9 $0153W
%patch $ECA3 $A1 $7A6CW  $3B $06 $00BCW  $76 $1A $FF $76 $FC $57 $9A $11A20FD1RL     #Wetsuit
             $83 $C4 $04 $B8 $2A3ARW $8A $16 $EC $7A $8E $C0 $26 $08 $16 $01AEW
             $E9 $012DW
%patch $ECC9 $FF $76 $FC $57 $9A $0E8F0CFERL     $83 $C4 $04 $9A $0D8F0003RL         #Swim Keen
                 $C7 $06 $CB7BW  $0001W  $BE $00D7W  $EB $0F $B8 $2A3ARW $8A         #Can get drops
             $16 $EC $7A $8E $C0 $26 $08 $94 $00 $00 $46 $81 $FE $00E2W  $76
             $EB $B8 $2A3ARW $8A $16 $EC $7A $8E $C0 $26 $08 $16 $00FDW  $E9
             $00F2W
%patch $ED0B $8B $46 $F8 $05 $FFADW  $EB $0E $8B $46 $F8 $05 $FFB1W  $EB $06         #Darts
             $8B $46 $F8 $05 $FFCBW  $50 $FF $76 $FC $57 $A1 $7A6CW  $3B $06
             $00BCW  $76 $05 $9A $11A20E3BRL     $83 $C4 $06 $C7 $06 $CB79W
             $0001W  $E9 $00B7W
%patch $ED40 $A1 $7A6CW  $3B $06 $00BCW  $76 $24 $8B $46 $F8 $05 $FFC7W  $50         #Items
             $FF $76 $FC $57 $9A $0FA801A3RL     $83 $C4 $06 $8B $5E $F8 $D1
             $E3 $8B $9F $4A $19 $D1 $E3 $C7 $87 $CB3BW  $0001W  $E9 $0087W
%patch $ED70 $A1 $7A6CW  $3B $06 $00BCW  $76 $7E $8B $46 $F8 $05 $FFBBW  $50 $FF $76 #Mines
             $FC $57 $9A $11A20CECRL     $83 $C4 $06 $C7 $06 $CB7FW  $0001W  $EB $63
%patch $ED94 $C7 $06 $CB81W  $0001W  $EB $61

This is an example level picture, the BWB. On easy only the Bounder appears. On medium the three jawbreakers and IF ammo appears. On hard the slug appears. So you can see the kind of tricks this patch allows.

https://www.dropbox.com/s/qkfsnqlbfibc0 ... v.png?dl=0
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szemigi
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by szemigi »

Cool. Will you send me the other patches like the Council Page, Dort and Skypest2 sprite patches in that patchfile?

In-short: Everything I requested (in my first post + the others below) will be in that patchfile, right?
EDIT: (Sorry for asking these, I just remind you to make all those patches, so you won't forget to make them).


EDIT 2: How can I solve that second mooning property? I have no modified Galactile.

EDIT 3: In the extra music patch I want 10 musics (as I have 10), but in the patch the number of songs are 12. Change it to 10.
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by levellass »

Yes, everything should be in there.

This is a modified galactile property file, if you put it in your mod folder it will let you add 'Moon 2' to tile's TOP PROPERTY. (NOT the 'special properties'.)It also lets you add conveyor belts, which work in Keen 4. https://www.dropbox.com/s/20inr3pkhcrua ... o.ini?dl=0

This patch makes Keen slide over the Moon 2 tiles, so you can test it. It fits in the 'wrist check' patch:

Code: Select all

#Expand stand\walking tcol to wristcheck
%patch $D33F $C7 $06 $00BEW  $0003W  $83 $3E $C649W  $01 $75 $05 $C7 $44 $1C $4099W

#New tile property: Moon 2
             $83 $7C $36 $39 $75 $05 $C7 $44 $1C $1094W
             $FF $74 $20
             $33 $C0 $50 $FF $74 $1E $FF $74 $0C $FF $74 $0A $8B $C6 $05 $46
             $00 $50 $9A $16541641RL     $83 $C4 $0C $5E $5D $CB

Or just use this patchfile: https://www.dropbox.com/s/fpybu4za9v4dr ... z.PAT?dl=0

You'll need to tell me what you want this new mooning sequence to do so I can properly put it in of course.
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by szemigi »

The second mooning sequence is re-doable, so when Keen touches the second mooning property tile, he can do it anytime.
And the animation is as fast as the original mooning sequence.


And as I saw, you haven't made some patch. The Council Page + text I wanted. And what about the TOM code of the new enemies? Like the Dort and second Skypest, the Council Page? You haven't done them? What about the Council Page text window I requested? Tell me in TOM (I mean in my tileset): Where to put M and H? I lack these informations.

In short: tell me the codes of the M and H, the new enemies (Council Page, Dort, second Skypest, etc.) besides the TOM editor.
In short for the missing patches, do these, too:

*
'1. Oracle Janitor:

- you have to save the Oracle Janitor as well as a 9th 'Council Member' -> it means that if you save him as well, on the status window and on the high score table a 9th Council icon appears in all cases, which shows you saved 9 members (including the Janitor of course)
NOTE: I'm using the 'How many members have to be rescued' patch, which is changed to 9!
- costume text and window for the 'Keen-Janitor' chat:


Janitor: Oh thank you so much
for rescuing me!
The Shikadi must
pay for kidnapping us!

Keen: Ah, you are the janitor of the High Council.
Let's both go back quickly.

And then you win the game and get to the ending (since it's the 9th and the last you have to rescue).'

*
'3. Second Skypest

I also want a second Skypest character and I wanna use the following sprites for this:

4SPR0298.BMP - Skypest flying/facing to the left 1
4SPR0299.BMP - Skypest flying/facing to the left 2
4SPR0300.BMP - Skypest flying/facing to the right 1
4SPR0301.BMP - Skypest flying/facing to the right 2
4SPR0302.BMP - Skypest death sprite

The second Skypest has the following abilities:
* it kills you if you touch it and vice versa (aka if he touches you)
* it can only be killed by shooting it -> if you shoot it, it falls down!
* it never flies down, it only flies around the level (just like the normal Skypest)

NOTE: I'm using the 'no flipping flag' patch, that's why I wanna use those 5 sprite frames for the second Skypest character!

Tell me if I have to be careful of any sprite caching error!
Do these patches without disabling/removing ANY cheat (I mean ANY 'F10 + x' cheat!)'

*
'5. Council Page

I want the Council Page as a sprite in the game:

4SPR0303.BMP - Council Page standing sprite 1 (when his eyes are opened)
4SPR0304.BMP - Council Page standing sprite 2 (when his eyes are closed)

NOTE: The 2 sprites were flag (Keen K) sprites originally, but since I'm using the no flipping flag patch, that's why I use them for the Council Page.


Features of the Council Page:
- he is standing only (NOTE: The animation of the Council Page standing sprite/sprites are as fast as for example Keen's standing during idling)
- he acts like Lindsey -> it means if you touch the Council Page, similarly to Lindsey, a window appears with the following things:
* since I don't use Keen's angry face (from the Pyramid of the Forbidden of course as there is a costume text and window - I requested above - that would appear during saving the janitor, since he has to be rescued), that's why Keen's angry face appears on the left (just like Lindsey's face) in the same position and same size as Lindsey's face! (I'll change the angry face to the Council Page's portrait, that's why I'm saying it)
* costume window and text for the Council Page-Keen talking:
Council Page window + text:
The Council Page says:
The east side of the
Shadowlands is more
dangerous.

Keen's reply:
Thanks for the warning!
(And the Council Page disappears like Lindsey. NOTE: When Keen replies, he has the same portrait/portraits here, too, just like at Lindsey. You know, the thumbs-up and the other.)

NOTE: When the Council Page window appears, it has the same sound as Lindsey's window appearing sound!
NOTE 2: After the window disappeared, the Council Page disappears, too (like Lindsey).
NOTE 3: Evidently, there is no music when the Council Page window appears.
NOTE 4: Code the Council Page (besides the TOM Galaxy level editor) for me to $0059. It is the last sprite entry that is just a black/blank cube if you check it in the level editor.
NOTE 5: The Council Page can appear in any level (except underwater level/levels).'
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by szemigi »

I have some MORE problems:

1. Also, when Keen is bored and when the computerwrist checking would happen, the game quits with a 'nice' error message:

Placed an uncached sprite: 320.

What to do? Because - and sorry for saying that - I have been 'working on' (actually sucking due to the lots of error message I cannot handle) my Keen4 mod for a couple of weeks (almost a month).
EDIT: Worse -> Instead of checking the computewrist a 'spinning slug' appeared, which was uncontrollable.

2. Another annoying and 'nice' bug: When I run into the Poison Slug in the first level (at the house), Keen turns into a 'spinning Slug' instead of dying normally. What's news with it?

3. As I saw you used the Slug sprites for the Dort. But I told you what sprites must be used in my first post. And same goes for everything I told in the first post. Because if you don't remember or cannot do something, tell me here, so I'll be calmed down and I can move on with what I can at the moment. But unfortunately I cannot move on due to the several strange/odd uncached sprite, etc. errors and like I said, I've been working on my mod for a couple of weeks (almost 1 month) and I wanna get over it as I wanna do other mod(s) (in the future sometimes).

And some problem happen randomly. Don't ask me why, these are random. That's all I can say.


P.S. Absoultely no fault in you, but read everything carefully. (I also know you don't have time always, I'm aware of that.)
And in-short: Please, read everything carefully again in the first post (if you did something wrong in any of my requested patch in the first post.)
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Re: Keen 4 - Oracle Janitor, Dort patch (updating), second skypest, unused Keen sprite, Council Page

Post by levellass »

Yes, this is a lot to be done, it is going slow. Everything should be done, eventually. Have patience.

This is the tile bitmap I am using, you can see the M and H on it: https://www.dropbox.com/s/y7qpsli8iowo0 ... D.BMP?dl=0

This patch file has the Dort and Skypest2 added, Dort being I Keen and Skypest2 being Mom. To stop uncached sprite errors I had to change the 100 point item into a flag. This means you will need to copy the 100 point item sprite to images 302 and 303. This should have solved a lot of the bugs you were talking about: https://www.dropbox.com/s/fpybu4za9v4dr ... z.PAT?dl=0


QUESTION: The original Janitor windows are not needed yes? The Janitor will be just like the other council members? This is important for the council page stuff.
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