New, in-level Boobus Bomb message

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szemigi
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New, in-level Boobus Bomb message

Post by szemigi » Wed Oct 02, 2019 1:35 am

Yes, you read the title clear.

I want a new second Boobus Bomb message in Keen Dreams along with the original, but let's see what I want for this new second Boobus Bomb message:

- map sprite is level 16's map sprite (since in my Keen Dreams mod I'm working on I won't use level 16 map sprite entrance at all on the map, so I sacrifice it for you honestly)
- the new Boobus Bomb message only appears when I place it in a normal (!) level, not the map
- when this Boobus Bomb message appears, it sounds like Keen got a Boobus Bomb
- this message doesn't appear again after reading it (so kinda like Princess Lindsey. moreover, when the player is done reading this new message, the player presses any key, just like in case of the ending sequence of course and then the player can continue the game)
- text: the 3rd page of the ending sequence would be sacrificed for the text of the new Boobus message, that's why the new Boobus Bomb message is exactly as long as the 3rd page of the ending



I hope it can be done.

levellass
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Re: New, in-level Boobus Bomb message

Post by levellass » Wed Oct 02, 2019 7:14 am

I'll need some more information.

This message, does it play when Keen enters a level (Like the 'Boobus Bombs Near!' message) or IN the level? If it IS in the level does the player have to get something to trigger the message, or does it appear at the level start?

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Re: New, in-level Boobus Bomb message

Post by szemigi » Wed Oct 02, 2019 8:54 am

It plays when Keen is IN the level. And yes, player has to TOUCH something to trigger the message. This would be level 16's map sprite as I said, i won't use level 16's map entrance on the map. That's why it would trigger the new message in the level.

So: In TOM, I place level 16's map sprite in the level (not the map level), Keen touches it and the text window appears. Then press any key if you are done with reading it. Then you can continue the game. (Kinda Princess Lindsey rules, if you get what I mean).


(I hope these infos are enough.)

Edit: When you create this patch, in the patch include the height and width of the window that appears, so that I can change whether I want the new message window shorter or longer (you get what I mean; in case I want longer or shorter).

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Re: New, in-level Boobus Bomb message

Post by levellass » Sat Oct 05, 2019 9:21 pm

Hmmmn, that will be tricky. A whole new enemy, even one that just makes a message needs a lot of space to fit in. I will try my best; are you using the Pea enemy (Not the Pea POD that makes peas, but the tiny pea enemy by itself.) That would be easier to convert into your messenger.

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Re: New, in-level Boobus Bomb message

Post by szemigi » Sat Oct 05, 2019 9:34 pm

levellass wrote:
Sat Oct 05, 2019 9:21 pm
are you using the Pea enemy (Not the Pea POD that makes peas, but the tiny pea enemy by itself.) That would be easier to convert into your messenger.
I'm exactly using that. BUT: if it's easier for you to convert, I say: Yes, your suggestion will be good, so do it as you want.


So in short again: Your suggestion is accepted.

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Re: New, in-level Boobus Bomb message

Post by levellass » Tue Oct 15, 2019 8:53 am

I would advise you to ask for last patches far in advance, my old approach to this could have taken a month or more, it was very tricky. But I am sure you know already how long it can take me to do some patches.

Your talk about the deadly tile property gave me an idea for a new version of this patch which is even better than the old one I was working on. I threw out two week's worth of work to try this new approach, that I finished in just a few hours while making cupcakes..

Here we now have a new tile property 'Notepaper' This is in fact the 'Top of fire' property found in the game that used to do nothing. (BECAUSE OF THIS YOU WILL NEED TO MAKE SURE THAT YOUR TILESET FIRE DOES NOT HAVE ANY 'TOP OF FIRE' TILES IN IT.)

Give the tile the 'top of fire' property and put it in the level. If it is by Keen's head, if he presses the up key he will read the note. (If it is by his feet he can press the DOWN key.) A sound will play, there will be a pause, then the message will appear.

This needs no new sprite at all, just the right type of tile. It can be put in any level, Keen can even read notes floating in the air. (It is sort of like a second pole tile.)

The sound played is $0004W (Second section), here it's just Keen's Boobus Bomb throwing code, you will probably want something different. The pause before the note window appears is $0040W (First section.) The window's size is $0009Wx$001CW (Fourth section.)

Code: Select all

#Note reading action
%patch $24BDC $0063W $0063W $0000W $0000W $0000W $0040W $0000W $0000W
              $05E81D64RL   $05E817FCRL   $05E81AE2RL   $0ED8W

#Modify Keen's code to trigger note (+2)
%patch $6C6C $74 $04 $7D $05 $EB $25 $E9 $0F3EW $C7 $44 $1E $116CW  $B8 $0004W
             $50 $9A $10BB1282RL     $44 $44 $B8 $0001W  $5F $5E $8B $E5 $5D $CB

#Move pole grip to here
%patch $7BB3 $8B $C7 $D3 $E0 $05 $FF80W  $2B $44 $0A $89 $44 $12 $A1 $7020W
             $B1 $05 $D3 $E0 $89 $44 $14 $89 $7C $44 $C7 $44 $06 $0000W  $C7
             $44 $1E $118AW  $B8 $0001W  $EB $02 $33 $C0 $5F $5E $8B $E5 $5D $CB

#Message window =$05E81D64RL
%patch $7BE4 $55 $8B $EC $4C $4C $56 $B8 $0009W  $50 $B8 $001CW  $50 $9A
         $11FA1C64RL     $83 $C4 $04 $B8 $012EW  $50 $9A $11FA1ABBRL
             $44 $44 $9A $0CA508C0RL     $9A $0FE40C8ERL     $9A $0E450A00RL
             $5E $8B $E5 $5D $CB

#Text
%patch $23B9E $0A "There's a hidden dark cave on" $0A
              "the south-east." $0A $0A
              "You'll almost need everything" $0A
              "to visit it." $00
This went 2'000% better than I expected it to and was done far earlier than I thought it would be. The only possible flaw is that it overwrites some 'Keen napping' code, that I don't think is used. I haven't been able to make the game crash or the window appear when I don't want it to but keep this in mind when testing.

Tell me what you think.

levellass
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Re: New, in-level Boobus Bomb message

Post by levellass » Tue Oct 15, 2019 8:56 am

As a side note, it is also possible for the note to have a different message the second time it is read.

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Re: New, in-level Boobus Bomb message

Post by szemigi » Tue Oct 15, 2019 9:09 am

I tested the patch you made for me.

When I put the paper (by Keen's head - as you said) and pressed up to read it, the window appeared. Then I pressed any key and the window (accidentally) appeared again, so it appear twice. It doesn't happen always, but you must do something to fix it. But once again, if you don't understand:

I pressed the up key at the paper by Keen's head, the window appeared. Then, I pressed any key and accidentally the window appeared again, even if I didn't want that. Fix it, like I said.


But no crash at all, so good job, Levellass.



As for the second note, it would be good:


Second text that would appear:

"There's a creature, which is neither a vegetable nor a fruit."

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Re: New, in-level Boobus Bomb message

Post by levellass » Wed Oct 16, 2019 6:36 am

Very curious. Is there a pause between the two notes appearing, or does the window just instantly appear? I haven't had this problem myself, how rare is it and do you know of any way to make it worse?

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Re: New, in-level Boobus Bomb message

Post by szemigi » Wed Oct 16, 2019 8:35 am

levellass wrote:
Wed Oct 16, 2019 6:36 am
Very curious. Is there a pause between the two notes appearing, or does the window just instantly appear?
I checked the problem: I changed the pause value from $0040 to $0005, that's why the problem happened (maybe). So this problem is solved.

Whatever, my request (as the patch is a little bit unrealistic) is that sound played ONLY WHEN THE WINDOW APPEARS. Not before appearing, only when it appears. (Like in Princess Lindsey's case, if you get what I mean).



And make the second message if it's possible then.
(Text: "There's a creature, which is neither a vegetable nor a fruit.")

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