What Extra Keen At does

Completed patches for Keen1.
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levellass
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Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

What Extra Keen At does

Post by levellass »

Just a small part of a much larger and more complex patch I made for someone else, this control what the EKA adds to. By default it adds 1 to Keen's life counter, but it can be made to give a point bonus, pogo, ammunition, keycards, etc. This may be useful for someone who wants the player to do a certain amount of the mod before being able to exit.

A side effect is of course, no extra lives.

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#What EKA affects:
%patch $0DAC $C6 
And as a bonus, we can change what is actually looked for by EKA, usually this is the score:

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%patch $0D62 $CC             #What is looked at 1 (Score)
%patch $0D66 $CA
%patch $0D8E $CC             #What is looked at 2 (Score)
%patch $0D92 $CA
(If you want to change this to something OTHER than the score, you'll need to change the $CC entry to something that's not going to be used, I like $CF myself.)

As always the byte here is one of:

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$94: Joystick  $96: Vaccum      $98: Whiskey  $9A: Pogo       
$9C: Battery   $9E: Yellow card $A0; Red card $A2: Green card 
$A4: Blue card $A6: Level 1     $A8: Level 2  $AA: Level 3
$AC: Level 4   $AE: Level 5     $B0: Level 6  $B2: Level 7
$B4: Level 8   $B6: Level 9     $B8: Level 10 $BA: Level 11
$BC: Level 12  $BE: Level 13    $C0: Level 14 $C2: Level 15
$C4: Level 16  $C6: Lives       $C8: Ammo     $CA: Points
Stealthy71088
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Post by Stealthy71088 »

Now we can make a thievery mod! :) I have a question though. If we set it to points, how do we determine how many points are given?
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Tulip
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Post by Tulip »

Oh this looks very interesting, you could force the player to get a certain amount of points before getting a keycard... this reminds me of Prehistoric where you had to get a certain amount of food to finish a level. Maybe I'll do a mod where keen is stranded on some planet and has to find food...
Can we obtain these patches for Keen 2 and 3 also?
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shikadi
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Post by shikadi »

How much pogos do you get when you use the keen starts with pogo cheat(for keen1) ?
sprite 29 is becomes the done sign after colleting any point.
yes, this was my request.
levellass
Posts: 3001
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

If we set it to points, how do we determine how many points are given?
The EKA increments a value by 1, it adds ONE to any thing, if it is set to give points, it will give 1 point(!), so it is more useful as say, a card giver. In combination with the map-block patch, it can be used to make a block (Or level) on the map done on some condition.

If you're asking how many points, etc do we NEED, we already have the patches for the amount required for an extra Keen:

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%patch $0FB0 $20 $4E         #Score needed to get first extra Keen (20'000)
%patch $0D9C $20 $4E         #Increase after every Keen got (+20'000)
%patch $0D88 $20 $4E         #Increase 2 (Should be the same as above!)
%patch $0D78 $20 $4E         #Increase 3 (Same as above!)
For simplicity these should all have the same value (Complications set in otherwise, though they can be interesting, including only giving an extra Keen once.)

How much pogos do you get when you use the keen starts with pogo cheat(for keen1) ?
CTSpace SETS pogo to 1, if used at the game start, Keen will only need 9 pogo, if used during the game, he can never win (He will lose all his pogo but 1) So no CTSpacing in YOUR mod!
Can we obtain these patches for Keen 2 and 3 also?

Keen 2:

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#Extra Keen:
%patch $0D62 $E2     #What is looked at 1 (Score)
%patch $0D66 $E0
%patch $0D8E $E2     #What is looked at 2 (Score)
%patch $0D92 $E0

%patch $0F5E $20 $4E #Score needed for first EK (20'000)
%patch $0D78 $20 $4E #EKA increase 1
%patch $0D88 $20 $4E #EKA increase 2
%patch $0D9C $20 $4E #EKA increase 3
%patch $D052 $C3     #NO EXTRA LIVES. (No sound, score increase, etc)
%patch $0DAC $DC     #What EKA increases by 1 (Lives, see ITEMS for details)

#Don't add extra lives when bonus got
%patch $0DAA $90 $90 $90 $90


$AA: Joystick  $AC: Vaccum      $AE: Whiskey  $B0: Pogo
$B2: Battery   $B4: Yellow card $B6; Red card $B8: Green card 
$BA: Blue card $BC: Level 1     $BE: Level 2  $C0: Level 3
$C2: Level 4   $C4: Level 5     $C6: Level 6  $C8: Level 7
$CA: Level 8   $CC: Level 9     $CE: Level 10 $D0: Level 11
$D2: Level 12  $D4: Level 13    $D6: Level 14 $D8: Level 15
$DA: Level 16  $DC: Lives       $DE: Ammo     $E0: Points

Keen 3:

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#Extra Keens:
%patch $0DD5 $4C     #What is looked at 1 (Score)
%patch $0DD9 $4A
%patch $0E00 $4C     #What is looked at 2 (Score)
%patch $0E04 $4A
%patch $0FAC $20 $4E #Score needed to get first extra Keen (20'000)
%patch $0DEB $20 $4E #Increase after every Keen got (+20'000)
%patch $0DFA $20 $4E #Increase 2 (Should be the same as above!)
%patch $0E0E $20 $4E #Increase 3 (Same as above!)
%patch $0DF0 28      #Extra keen sound
%patch $0E1E $46     #What EKA increases by 1 (Lives, see KEEN for details)

$14: Joystick  $16: Vaccum      $18: Whiskey  $1A: Pogo
$1C: Battery   $1E: Yellow card $20; Red card $22: Green card 
$24: Blue card $26: Level 1     $28: Level 2  $2A: Level 3
$2C: Level 4   $2E: Level 5     $30: Level 6  $32: Level 7
$34: Level 8   $36: Level 9     $38: Level 10 $3A: Level 11
$3C: Level 12  $3E: Level 13    $40: Level 14 $42: Level 15
$44: Level 16  $46: Lives       $48: Ammo     $4A: Points

A notable side-effect is that if we change what is looked at (Say we make Keen collect 100 ammo) he will need to get points before EKA 'reads' his ammo count. This is because EKA is a vital part of the score code.
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