Request: More Flower Power stuff

Request patches for Keen Dreams.
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troublesomekeen
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Request: More Flower Power stuff

Post by troublesomekeen » Mon Nov 26, 2012 9:47 pm

Dear cLassy,
Yesterday you dropped by and delivered this splendid patch:

Code: Select all

#Flower power move in straight lines
%patch $24642 $00A2W $00A2W $0001W $0000W $0000W $0006W $0040W $0040W
              $00000000L
%patch $24660 $00A3W $00A3W $0001W $0000W $0000W $0006W $0040W $0040W
              $00000000L
#Up
%patch $641A $10 $FFFFW #Vertical direction
%patch $641F $0E $0000W #Horizontal direction

#Right
%patch $642A $10 $0000W #Vertical direction
%patch $642F $0E $0001W #Horizontal direction

#Down
%patch $643A $10 $0001W #Vertical direction
%patch $643F $0E $0000W #Horizontal direction

#Left
%patch $644A $10 $0000W #Vertical direction
%patch $644F $0E $FFFFW #Horizontal direction

#Stop Keen throwing Flower Power...
%patch $7275 $11A8W #Upwards on a pole
%patch $6D29 $1130W #Upwards
As stated, the unwanted side effect is that Flower Power sticks to the ceiling and remains there forever. The Flower Power also sticks to walls, sometimes disappearing, sometimes not. Whatever FP that is stuck to a wall, can be picked up again.

I was wonder if it's possible to completely eliminate the ability to re-pick up FP once it has been thrown (or in my case, fired).

Also, the last part of the patch is quite essential

Code: Select all

#Stop Keen throwing Flower Power...
%patch $7275 $11A8W #Upwards on a pole
%patch $6D29 $1130W #Upwards
However, Keen can still throw upwards while in mid-air. Is it possible to stop Keen from doing that also?

levellass
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Location: Ngaruawahia New Zealand

Post by levellass » Tue Nov 27, 2012 9:01 am

My apologies, did forget a few things.

The flower power can be made 'un-reobtainable' by tweaking what they become when they hit solid tiles, so thhey,, like Keen's shot in Galaxy, vanish instantly. (To make it still blink when hitting walls but not be gettable is a little more complex.)

Code: Select all

#Stop Keen throwing Flower Power...
%patch $6D29 $1130W #Upwards
%patch $71B0 $152CW #Upwards while jumping
%patch $7275 $11A8W #Upwards on a pole

#Flower power move in straight lines
%patch $24642 $00A2W $00A2W $0001W $0000W $0000W $0006W $0040W $0040W
              $00000000L
%patch $24660 $00A3W $00A3W $0001W $0000W $0000W $0006W $0040W $0040W
              $00000000L

#Up
%patch $641A $10 $FFFFW
%patch $641F $0E $0000W

#Right
%patch $642A $10 $0000W
%patch $642F $0E $0001W

#Down
%patch $643A $10 $0001W
%patch $643F $0E $0000W

#Left
%patch $644A $10 $0000W
%patch $644F $0E $FFFFW

#Vanish when hitting solid tiles
%patch $6964 $0000W

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troublesomekeen
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Post by troublesomekeen » Tue Nov 27, 2012 9:33 am

Thank you! Have a screenshot for your troubles! Everything is working great! Cheers!

Image

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troublesomekeen
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Post by troublesomekeen » Sat Sep 21, 2013 9:47 am

Excuse me, Levellass. I just found a side-effect. Apparently this patch messes with the Boobus Bombs. I warped to Level 15 and tried to throw the bombs, but all they did was spawn behind Keen, as if he were laying mines. In other words, the bombs do not travel right or left when thrown. Throwing bombs downward seems to work fine. The particularly troublesome lines seem to be the following in bold:

#Right
%patch $642A $10 $0000W
%patch $642F $0E $0001W

#Left
%patch $644A $10 $0000W
%patch $644F $0E $FFFFW

This side-effect does not pose a big problem at the moment, since this is a Dreams mod for Robo Red, and I'm unsure what to do with Boobus Tuber and the Boobus Bombs. It may be that the bombs will not be necessary for the mod if a different ending condition can be patched, and if King Tuber can operate as a normal enemy instead of a boss (i.e. His weakness is the Flower Power also.) Or maybe the Boobus Bombs can be patched so that it also moves in a straight line?

Nospike
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Post by Nospike » Sat Sep 21, 2013 11:38 am

Can't help you fix it, but here's an idea - how about setting the boss' walking speed to higher than Keen's, therefore forcing the player to drop bombs (mines) at the correct times before escaping? Would involve a lot of movement and it could be a very interesting final fight. Definitely more fun than the original Boobus.

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troublesomekeen
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Post by troublesomekeen » Sat Sep 21, 2013 7:23 pm

The problem with "Boobus Mines" is as soon as you drop them, you pick them back up again. Here, let me show you:
http://youtu.be/FROXqo2Uc6c
It may be possible to patch Keen from picking up the bombs again, but as you can see in the video, Boobus Tuber is walking right through the Sitting bombs.

Nospike
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Post by Nospike » Sun Sep 22, 2013 7:00 am

He did get hurt by a few though. Might have something to do with hitboxes.

levellass
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Post by levellass » Thu Sep 26, 2013 12:00 am

This arises because bombs and flower power are essentially the same thing, they just look different and use a different counter in one level. http://www.shikadi.net/keenwiki/Patch:K ... t_(Dreams)

The bombs, unlike the Flower Power become harmless items again once they hit the ground. This can be avoided using this patch:

Code: Select all

#Boobus Bombs always dangerous
%patch $6939 $EB $3F

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