Bunch of patch requests

Request patches for Keen Dreams.
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szemigi
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Bunch of patch requests

Post by szemigi » Wed Jul 22, 2015 12:48 pm

Requests:

If you pick up a boobus bomb, it gives you 10000 points, but if you pick up one (which is 10000 points), Keen cannot throw that away. Then, if you pick up a bomb, its sound is like you picked up a point item.

And now (no matter how long does it take, just remember these!).


Keen can look up diagonally in both directions (left, right) and can shoot diagonally in both directions (left, right):

* 7SPR0213.BMP -> I want to use it for Keen's look up-left sprite (I have to press 'Up+Left' buttons together at the same time.)
* 7SPR0214.BMP -> I want to use it for Keen's look up-right sprite (I have to press 'Up+Right' buttons together at the same time.)
* 7SPR0215.BMP -> I want to use it for Keen's throwing up-left sprite (I have to press Up+Left+Alt buttons together at the same time.)
* 7SPR0216.BMP -> I want to use it for Keen's throwing up-right sprite (I have to press Up+Right+Alt buttons together at the same time.)
* 7SPR0217.BMP -> I want to use it for Keen's throwing up-left sprite during jumping (I have to press Ctrl, then quickly Up+Left+Alt buttons together at the same time.)
* 7SPR0218.BMP -> I want to use it for Keen's throwing up-right sprite during jumping (I have to press Ctrl, then quickly Up+Right+Alt buttons together at the same time.)
* 7SPR0219.BMP -> I want to use it for Keen's throwing down-left sprite during jumping (I have to press Ctrl, then quickly Down+Left+Alt buttons together at the same time.)
* 7SPR0220.BMP -> I want to use it for Keen's throwing down-right sprite during jumping (I have to press Ctrl, then quickly Down+Right+Alt buttons together at the same time.)


Moreover, if I wait for so long, Keen doesn't get bored (aka no yawning, no shrugging, no slepping, etc.)


King Boobus has extended sprites:

7SPR0096.BMP -> King boobus' hit sprite from the left (hit collision: If the king hits Keen, Keen dies)
7SPR0097.BMP -> King boobus' hit sprite from the right
7SPR0098.BMP -> King boobus has a second jumping sprite that faces to right during jumping (unlike the 7SPR0367.BMP jumping sprite, which faces to left during jumping).
7SPR0089.BMP -> the King boobus has dead sprite (NOTE: if the boss dies, 7SPR0089.BMP sprite appears and no death smoke
7SPR0090.BMP -> King has shooting sprite from the left
7SPR0091.BMP -> King has shooting sprite from the right
7SPR0102.BMP -> King has shooting up sprite
7SPR0103.BMP -> the ammo the boss enemy will shoot
7SPR0104.BMP -> the second frame of the ammo the boss enemy will shoot


On the status screen don't draw the Boobus bomb and its counter. And that's why the key and its counter are aligned centered.

**If you enter or complete any level, you hear the level entering sound.
So if you complete a level by touching the edge of the level (aka the exit), instead of level exiting sound you will hear the level entering sound (as you enter a new level). And if you enter the first level (by starting a new game from the main menu), you will hear the level entering sound there as well. Level exiting sound is completely disabled. I'm using this patch code to remind you:
#Keen goes to the next level instead of the map
%patch $5DF9 $FF $06 $7124W $B8 $000DW $50 $9A $10BB1282RL $44 $44 $EB $22

**(That's why I requested this 'goes to the next level instead of the map' patch.)


After killing the boss you have to touch the boss' dead sprite (which will be 7SPR0089.BMP) to get to the ending.


You don't die if you touch the Frenchy. And if you try to throw flower power at him, he won't die.
The frenchy's chips (which he throws) don't kill you, but it can kill any other enemies.

The enemies (except the Frenchy, which will be immortal) have own dead sprites instead of the panting flower sprite.


7SPR0221.BMP -> The running broccoli's dead sprite
7SPR0222.BMP -> Tomatooth's dead sprite
7SPR0223.BMP -> Running carrot's dead sprite
7SPR0224.BMP -> Asparagusto's dead sprite
7SPR0225.BMP -> Sour grape's dead sprite
7SPR0226.BMP -> Tater Trooper's dead sprite
7SPR0227.BMP -> Squasher's dead sprite
7SPR0228.BMP -> Apple's dead sprite
7SPR0229.BMP -> Peapod's dead sprite
7SPR0230.BMP -> Pea Brain's dead sprite (In case if I let the peapod spit it out)
7SPR0231.BMP -> The melon lip's dead sprite

levellass
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Post by levellass » Thu Jul 23, 2015 8:48 am

So the BB is a 10K item? This patch does that. Note you'll have to kill the boss with ordinary Flower Powers.

Code: Select all

#Boobus Bombs is 10K point item
%patch $7787 $B8 $0007W  $50 $9A $10BB1282RL     $44 $44 $C7 $44 $20 $00D1W
             $B8 $2710W  $50 $9A $044D090ERL     $44 $44 $EB $1F

This eliminates all of Keen's bored stuff:

Code: Select all

#No bored Keens at all
%patch $6DC1 $5E $5D $CB


The Frenchy; he is already harmless is he not?

That's all for now, more patches soon!
Last edited by levellass on Thu Jul 23, 2015 8:51 am, edited 1 time in total.

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szemigi
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Post by szemigi » Thu Jul 23, 2015 8:49 am

Cool! Can't wait for the other patches. :)

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Post by szemigi » Thu Jul 23, 2015 8:55 am

Nope, if you touch the frenchy, you die. But with a patch (like I mentioned) I want it to be harmless.

levellass
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Post by levellass » Thu Jul 23, 2015 9:24 am

You might also want to change your profile picture, it is broken for me.

This makes the Frenchy's chip harmless to Keen and dangerous to enemies:

Code: Select all

#Frenchy Chip kills enemies
%patch $88CE  $02
%patch $65D2  $073EW
%patch $259E4 $05E806C7RL
%patch $25A02 $05E806C7RL

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szemigi
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Post by szemigi » Thu Jul 23, 2015 9:24 am

I use the two patches you sent me.

The problem is the enemies walk, then sink down, walk, then sink down.

Why? :/

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Post by szemigi » Thu Jul 23, 2015 9:24 am

I use the two patches you sent me.

The problem is the enemies walk, then sink down, walk. And this happens to the panting flower as well, which is kinda "pogoing" up,down,up,down.

Why? :/
Last edited by szemigi on Thu Jul 23, 2015 9:29 am, edited 1 time in total.

levellass
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Post by levellass » Thu Jul 23, 2015 9:25 am

Which enemies all of them? And not without the patches I have done here?

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szemigi
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Post by szemigi » Thu Jul 23, 2015 9:27 am

Kinda all of them (I think except the tomato).

I removed the patches, still happens. I put the patches in, still happens.

levellass
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Post by levellass » Thu Jul 23, 2015 9:31 am

This suggests that something else is wrong, not the patches.

In this clean copy of Keen Dreams I have the Frenchy does not kill me, only his chips. I can even create a video of him harmlessly walking by.

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szemigi
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Post by szemigi » Thu Jul 23, 2015 9:34 am

I found the problem!

LIST.TXT messed up everything. No the problem is fixed.

levellass
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Post by levellass » Thu Jul 23, 2015 11:04 am

This deals with the status window:

Code: Select all

#Don't disply Bombs
%patch $3D53 $EB $78

#Center key counter
%patch $3E4C $90 $90 $90

What kind of sprites do you want for the dead enemies? Where will they be got from? (This may be very difficult to do.)

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szemigi
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Post by szemigi » Thu Jul 23, 2015 11:47 am

How do you mean?

levellass
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Post by levellass » Thu Jul 23, 2015 11:52 am

What frames will they use? If they used the wilted flower and/or smoke animations that's easiest since they'll auto-cache. But what specific frames do you want each enemy to use.

Also, still not sure how easy that patch will be.

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szemigi
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Post by szemigi » Thu Jul 23, 2015 11:54 am

They all will have own dead sprites (so if you kill them, no panting flower, but own dead sprites for them instead). (Exception is the frenchy, which is immortal of course!)

So shortly: Just like the Keen 4-6 enemies, they have own dead sprites.
And their own dead sprites' will have only 1 frame. Why? (You will see below.)


What frames? Well...


(I changed my mind a bit...) -> 7SPR0089.BMP + 7SPR0113.BMP -> the King boobus' 2 (own + animated) dead sprite frames (NOTE: if the boss dies, that'll be a 2-frame animation - aka 0089 and 0113 sprites - and no death smoke) Moreover, the boss' death sound is like when Keen dies of an enemy. And as a reminder, you have to touch the boss' dead sprite to get to the game's ending.

7SPR0221.BMP -> The running broccoli's dead sprite
7SPR0222.BMP -> Tomatooth's dead sprite
7SPR0223.BMP -> Running carrot's dead sprite
7SPR0224.BMP -> Asparagusto's dead sprite
7SPR0225.BMP -> Sour grape's dead sprite
7SPR0226.BMP -> Tater Trooper's dead sprite
7SPR0227.BMP -> Squasher's dead sprite
7SPR0228.BMP -> Apple's dead sprite
7SPR0229.BMP -> Peapod's dead sprite
7SPR0230.BMP -> Pea Brain's dead sprite (In case if I let the peapod spit it out)
7SPR0231.BMP -> The melon lip's dead sprite

Oh, and 7SPR0232.BMP -> it would be the stars above their heads after dying. (Just like in Keen 4-6.)
7SPR0233.BMP -> the second frame of the stars above their heads after dying.

NOTE: no stars above the boss enemy's head!

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