Flying garg?

Request patches for Keens 1-3.
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8bit-herpetology
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Flying garg?

Post by 8bit-herpetology » Tue Jan 16, 2018 9:34 am

Hi there,

For the mod I am working on (mentioned in the previous topic), I would like to ask if it is possible to patch the garg to be flying?

I would like it to completely disregard gravity, moving freely left, right, up, and down, somewhat randomly, but still searching for Keen, and charging after him. In essence it should behave like a free-flying or -swimming creature, or one that crawls around on the background tiles.

I have tried the patch which makes the garg "floating", so it can walk off ledges for several steps before falling down - a bit like old-fashioned cartoon characters! :) The result is a creature still very much bound by gravity, though, as it will never move back up, so a real "flying garg patch" would be highly appreciated by me, and probably by others as well.

Best wishes, and thanks for your time!

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Re: Flying garg?

Post by levellass » Tue Jan 16, 2018 10:33 pm

Surprisingly tricky once again. So I assume that you DON'T want the Garg to look for and chase Keen anymore, instead it's going to float around more like a balloon? Or the Skypest in Keen 4?

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8bit-herpetology
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Re: Flying garg?

Post by 8bit-herpetology » Wed Jan 17, 2018 8:11 am

Yes, movements similar to the K4-Skypest would be nice, except for the "landing-on-the-ground"-part, that is not desirable.
If it could still move towards Keen part of the time, like the original Garg, it would be great. Retaining the "charge-at-Keen", where the speed is increased, would also be fine. Overall, the speed of the normal Garg is appropriate for this new enemy.
When shot, the dead sprite of this enemy should ideally drop to the ground.
Thanks for taking the time to look into this, highly appreciated!

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Re: Flying garg?

Post by KeenRush » Thu Jan 18, 2018 3:00 pm

I'll try something. It might take a few days because I'm so tired. But I'll try, despite all that, because I'm so glad to read that someone is making a Keen 1 mod, and I love seeing people appear out of nowhere with mod projects going on!

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Re: Flying garg?

Post by 8bit-herpetology » Fri Jan 19, 2018 10:14 am

Hi KeenRush,
Thanks for your interest in my mod. Even if it should turn out impossible to patch the garg to fly, your words are highly appreciated and motivating.

If anyone is interested, and can lend a little file hosting space, I should be able to have a reasonably polished 3-level demo prepared tomorrow. Just to show that the mod is well under way and that people's effort in producing new patches would not be wasted.

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Nisaba
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Re: Flying garg?

Post by Nisaba » Fri Jan 19, 2018 3:39 pm

sure...
Last edited by Nisaba on Sat Jan 20, 2018 1:02 pm, edited 3 times in total.

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8bit-herpetology
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Re: Flying garg?

Post by 8bit-herpetology » Sat Jan 20, 2018 10:53 am

Thanks Nisaba,
I have sent you the demo!

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Re: Flying garg?

Post by Nisaba » Sat Jan 20, 2018 1:07 pm

click the image to download 8bit-herpetology's 3 level demo:
Image
traffic limits? use this mirror link instead.
Last edited by Nisaba on Sat Jan 20, 2018 1:45 pm, edited 1 time in total.

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8bit-herpetology
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Re: Flying garg?

Post by 8bit-herpetology » Sat Jan 20, 2018 1:30 pm

Thanks Nisaba. Cool that you made a title screenshot!

This is an unoffical sequel to the game Starquake, in the form of a classic Commander Keen adventure.
It features glorious pseudo-CGA graphics! :)

I would be happy for some feedback.

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Re: Flying garg?

Post by KeenRush » Wed Jan 24, 2018 6:31 am

I have your garg done! It turned out pretty cool even if I say so myself. I realized that I can use the same code base (with some modifications and additional code) in my next project, so this thing benefitted me too. The speeds and animations can be adjusted if you want to. Presently the creature is slower than ordinary garg: I tried with the normal garg chasing speed but that made this enemy almost too difficult (unless that's what you want?) because of the different way of moving. Try it out.
Animations are (can be changed if you want to):
frame 60,61 - enemy moves left and does not chase Keen
frame 62,63 - enemy moves right and does not chase Keen
frame 64,65 - enemy moves left and chases Keen
frame 66,67 - enemy moves right and chases Keen
I think it's advisable that some visual cue shows when it's chasing Keen. Of course you can see it from the pattern of flight but nevertheless.
Currently the sprite speeds are: left -150, right 150, up -70, down 70.
The sprite alternates between "aimless" mode and "chase" mode. If aimless, it continues whatever direction it has, and bounces if hits a solid tile. If chasing, it moves towards Keen and doesn't bounce if hitting a solid tile (this can be changed, but it might be better this way). It spends 70 ticks chasing and 110 ticks in aimless mode, repeating these.

Copy everything in the box below into your patch file and remove the earlier garg patches, if any.

Code: Select all

%patch $1871 $A8 $1A
%patch $1AA8 $55 $89 $E5 $56 $80 $3E $46 $82 $00 $75 $1A $80 $3E $4C $82
%patch $1AB7 $00 $75 $10 $F6 $16 $46 $82 $C6 $06 $4C $82 $46 $C6 $06 $4D
%patch $1AC6 $82 $00 $EB $E2 $E9 $7A $00 $80 $3E $4C $82 $00 $75 $0B $F6
%patch $1AD5 $16 $46 $82 $C6 $06 $4C $82 $6E $EB $CD $80 $3E $4D $82 $00
%patch $1AE4 $75 $5D $C6 $06 $4D $82 $04 $A1 $E4 $6E $39 $44 $0A $7D $07
%patch $1AF3 $C6 $06 $51 $82 $FF $EB $1D $74 $07 $C6 $06 $51 $82 $00 $EB
%patch $1B02 $14 $A1 $E2 $6E $39 $44 $08 $73 $07 $C6 $06 $51 $82 $FF $EB
%patch $1B11 $05 $C6 $06 $51 $82 $00 $A1 $E0 $6E $39 $44 $06 $7D $07 $C6
%patch $1B20 $06 $50 $82 $FF $EB $1D $74 $07 $C6 $06 $50 $82 $00 $EB $14
%patch $1B2F $A1 $DE $6E $39 $44 $04 $73 $07 $C6 $06 $50 $82 $FF $EB $05
%patch $1B3E $C6 $06 $50 $82 $00 $FE $0E $4D $82 $FE $0E $4C $82 $80 $3E
%patch $1B4D $46 $82 $00 $75 $18 $81 $3E $42 $82 $00 $00 $75 $04 $F6 $16
%patch $1B5C $51 $82 $81 $3E $40 $82 $00 $00 $75 $04 $F6 $16 $50 $82 $80
%patch $1B6B $3E $51 $82 $00 $75 $08 $C7 $06 $42 $82 $BA $FF $EB $06 $C7
%patch $1B7A $06 $42 $82 $46 $00 $80 $3E $50 $82 $00 $75 $08 $C7 $06 $40
%patch $1B89 $82 $6A $FF $EB $06 $C7 $06 $40 $82 $96 $00 $BB $3C $00 $80
%patch $1B98 $3E $50 $82 $00 $74 $03 $80 $C3 $02 $80 $3E $46 $82 $00 $74
%patch $1BA7 $03 $80 $C3 $04 $A1 $35 $51 $B1 $04 $D3 $E8 $25 $01 $00 $01
%patch $1BB6 $D8 $A3 $48 $82 $E8 $B0 $10 $5E $5D $C3
If you want values changed, ask me. Or you can search the aforementioned values from that code, they're somewhere there in hex but I have no energy for locating them.

Btw, haven't tried that demo, I'll wait for the final product. :)

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8bit-herpetology
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Re: Flying garg?

Post by 8bit-herpetology » Wed Jan 24, 2018 6:34 pm

Thank you x10^6 KeenRush!
The flying garg you made is delightfully terrifying! It is everything I hoped for. Neat work indeed.
I will immediately do some levels with this formidable foe :)

With your hints I figured out how to change the horizontal speed from 150 to 100:
In line four from the bottom, change 6A to 9C and 96 to 64. It is still quite dangerous at speed 100...

I suppose this patch should be added to the Keen Wiki? Can you do that?
Thanks again, I, and the Flying Garg, will do our best to make an enjoyable mod! ;)

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Nisaba
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Re: Flying garg?

Post by Nisaba » Wed Jan 24, 2018 10:23 pm

if someone writes a clear description of what this patch does and what it is incompatible with, I'll supplement the wiki with this kind of info.

levellass
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Re: Flying garg?

Post by levellass » Sat Jan 27, 2018 6:19 am

I'll do it, I'll do it. I'm just glad I didn't have to patch anything, it's such a busy time of year.

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