CKPatch 0.10.0 UNOFFICIAL release

CKPatch is a set of patching tools for all Keen episodes.
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adurdin
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CKPatch 0.10.0 UNOFFICIAL release

Post by adurdin »

Since Admiral Bob appears to have disappeared from the net, or is otherwise not answering his last known email address, I have taken it on myself to release this update of CKPatch.

This is version 0.10.0 beta. It adds support for patching 16-bit and 32-bit values directly, and for patching segment-relative addresses, as previously described. The docs have also been updated with a description of the change as well.

Get it here:

ckpatch-0.10.0.zip DOS binaries and docs.

ckpatch-0.10.0-src.zip full source code and docs.
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Post by levellass »

Wonderful. As yet, there are no problems or errors with this at all. Will there be a Keen dreams release?
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Shadow Master
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Post by Shadow Master »

And you didn't integrate my hacks for compiling Patchers for Bio Menace, Dangerous Dave 2/3 and Shadow Knights. :|
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Post by levellass »

Ah yes, those too. (Hey, you can't please everyone.)
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Post by ckguy »

Shadow Master wrote:And you didn't integrate my hacks for compiling Patchers for Bio Menace, Dangerous Dave 2/3 and Shadow Knights. :|
Meh, I dunno if he's really obligated to do these.

Code: Select all

Bio Menace, Dangerous Dave 2/3 and Shadow Knights != Commander Keen
... and this is a K:M forum.

He's not obligated to do anything at all! Just enjoy what there is.

And Keen Dreams patching isn't too useful until we get it working with TED5 or have some other way to make levels for it.
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Post by Shadow Master »

It's just because they share the same base engine, mostly, except for a few tweaks and addons.
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Post by levellord »

And Keen Dreams patching isn't too useful until we get it working with TED5 or have some other way to make levels for it.
How are the levels compressed? Same as Keen 4-6 or differently?
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Post by MultiMania »

Dreams compresses levels differently (A huffman + RLE based scheme, as far as I can tell). I've got bits and pieced to decompress, but it'd require a fir bit of work to get everything working correctly.

When I get some more time I'll takie another look at it.
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Post by levellord »

That's a pity, it'd have been real easy otherwise.
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Post by levellass »

I tried figuring it out once, no luck (No surprise more like.) I'm still going to do a mod on it someday anyway, all I need is a few inventive patches. For one, I'd like to make the enemies totally destroyable.
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