I'd like Keen to go through his death1 -> death2 animation once (animating slowly, also just like enemy sprites), then freeze in the death2 frame (or even better - disappear after it) without flying up and off the screen.
Would that be possible? Didn't find any patches altering the Vorticons death animations anywhere...
Keen dies like other sprites (K1)
I can definitely have an invisible animation, that's no problem. It'd be the second frozen-Keen frame.
Another way to describe what I need is the death in Keen Dreams.
I'm in no rush to get this patch and it's not exactly of critical importance, was just an interesting idea to set my game apart. No need to worry if it takes a long time or if you have more important things to take care of. ;)
Another way to describe what I need is the death in Keen Dreams.
I'm in no rush to get this patch and it's not exactly of critical importance, was just an interesting idea to set my game apart. No need to worry if it takes a long time or if you have more important things to take care of. ;)
Right. This was trickier than expected so this is a basic patch kludge:
Keen should start in animation $16, go to $17, then $19 n(Blank) then vanish. The times taken for each step have been set here as $44 ticks each step. (They add so $0044 -> $0084 -> $00C4.) Adjusting those should let you adjust how long the death sequence lasts. Tell me how it grips you.
Code: Select all
#First pause behavior, swaps animation $17->$1D
%patch $41F8 $55 $8B $EC $C7 $06 $5DAAW $0001W $A1 $824AW $03 $06 $5B14W
$A3 $824AW $3D $0044W $7E $0C $C7 $06 $8248W $0017W $C7 $06
$8252W $421EW $5D $C3
%patch $421E $55 $8B $EC $A1 $824AW $03 $06 $5B14W $A3 $824AW $3D $0084W
$7E $0C $C7 $06 $8248W $001DW $C7 $06 $8252W $423EW $5D $C3
%patch $423E $55 $8B $EC $A1 $824AW $03 $06 $5B14W $A3 $824AW $3D $00C4W
$7E $06 $C7 $06 $8220W $0000W $5D $C3
Keen should start in animation $16, go to $17, then $19 n(Blank) then vanish. The times taken for each step have been set here as $44 ticks each step. (They add so $0044 -> $0084 -> $00C4.) Adjusting those should let you adjust how long the death sequence lasts. Tell me how it grips you.
This would ahve been easy, but when I tried to post the internet crashed. Go figure.
This should have the same notes as the previous patch. There's a new time here, again a multiple of the original time, $0104W.
Code: Select all
#First pause behavior, swaps animation $17->$1D
%patch $41F8 $55 $8B $EC $C7 $06 $5DAAW $0001W $A1 $824AW $03 $06 $5B14W
$A3 $824AW $3D $0044W $7E $0C $C7 $06 $8248W $0017W $C7 $06
$8252W $421EW $5D $C3
%patch $421E $55 $8B $EC $A1 $824AW $03 $06 $5B14W $A3 $824AW $3D $0084W
$7E $0C $C7 $06 $8248W $001DW $C7 $06 $8252W $423EW $5D $C3
%patch $423E $55 $8B $EC $A1 $824AW $03 $06 $5B14W $A3 $824AW $3D $00C4W
$7E $0C $C7 $06 $8248W $001EW $C7 $06 $8252W $0AF2W $5D $C3
%patch $0AF2 $55 $8B $EC $A1 $824AW $03 $06 $5B14W $A3 $824AW $3D $0104W
$7E $06 $C7 $06 $8220W $0000W $5D $C3
You are using a patch that lets Keen keep keycards when exiting the level, delete it, it has been combined with the above patch to make this hybrid:
Code: Select all
#Keen dies sequence and keeps keycards on level exit
%patch $41F8 $55 $8B $EC $C7 $06 $5DAAW $0001W $A1 $824AW $03 $06 $5B14W
$A3 $824AW $3D $0044W $7E $0C $C7 $06 $8248W $0017W $C7 $06
$8252W $421EW $5D $C3
%patch $421E $55 $8B $EC $A1 $824AW $03 $06 $5B14W $A3 $824AW $3D $0084W
$7E $0C $C7 $06 $8248W $001DW $C7 $06 $8252W $423EW $5D $C3
%patch $423E $55 $8B $EC $A1 $824AW $03 $06 $5B14W $A3 $824AW $3D $00C4W
$7E $0C $C7 $06 $8248W $001EW $C7 $06 $8252W $4F45W $5D $C3
%patch $4F43 $EB $1A $55 $8B $EC $A1 $824AW $03 $06 $5B14W $A3 $824AW $3D #Overwrites keycard patch!
$0104W $7E $06 $C7 $06 $8220W $0000W $5D $C3