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Xtraverse
Stranded Fish
Posts: 827
(12/11/02 9:55 pm)
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Versatile Patches/Bridge Help
Two key things I'm wondering about that would make mods much more versatile:

1. Changing enemy behavior: This one my guess wouldn't even be possible, but it would be cool if we could change it.

2. Changing writover tiles: What I mean by this is such situations as when you get a point, it changes that tile to a certain other one. Or when you destroy the Space Amoebas in Keen2, it writes over a lot of specific tiles in the machine. Would it be possible to change what it writes over?

And as a side-note, how do I go about making bridges in Keen2? I've seen sprites over the switches such as 508, 250, and -1532. I'm pretty sure is has something to do with the coordinates, but I have no clue what to do so I can make my own.

Also, is it hard-coded into the exe for how you accidently blow up earth in Keen2? I have exact set-up of the machine correct and the right tile for the switch, but it's not blowing up earth when I flip it. It just switches to the bridge tile for some odd reason. I've checked the original levels and there's no sprite on it, so I'm at a loss of what to do, help anyone?

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Edited by: Xtraverse at: 12/11/02 11:08:51 pm
Killspy
Vorticon Elite
Posts: 348
(12/11/02 11:14 pm)
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Re: Versatile Patches/Bridge Help
Sorry, I wish I could help you out.

XkyRauh2001 
Mortimer's Right Hand Man
Posts: 461
(12/12/02 6:47 am)
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oh!
hey... i'm pretty sure the switch's numbers on the sprite are coordinates of some sort, if i remember correctly--probably coordinates of where the bridge starts/stops?

i think the blow-up-the-earth thing is based on the level number, much like in Keen1 the vorticon commander is invincible on Level16.ck1.

ADurdin can help more ^_^

--Xky

adurdin
Wormouth
Posts: 670
(12/12/02 9:28 am)
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Re: oh!
To make bridges in Keen 2 (it might also work in 1 or 3, try it): you take the X and Y position of the left- or right-hand edge of the bridge, convert each to a two-digit hexadecimal* number, getting XXh and YYh (h indicates hex). then join those to get XXYYh, and enter this as a custom sprite number &HXXYY. When I wrote the editor, I hadn't worked out switches, so showing the X and Y only in decimal was also a poor decision as it turned out.

*use Windows Calculator (calc.exe) in Scientific mode.

I'm not sure at the moment about the blow-up-the-world switches... As for editing enemy behaviour or the "writeover tiles", it would be (just barely) possible, if you wanted to spend months getting it to work.

KeenRush 
Garg
Posts: 1546
(12/12/02 2:58 pm)
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Re: oh!
If I remember correct there was once a topic about those bridges. I tried to find it but I couldn't find it.

The universe is not toast!

Xtraverse
Stranded Fish
Posts: 841
(12/12/02 8:02 pm)
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Re: oh!
Thanks andy, but it didn't appear to have worked.

The left-hand coordinates are 51,11. I tried entering &H330B, &H33B, and &H13F7, but none of them worked :(
Any suggestions?

missing image (strobesoftware.homestead.com/files/xtravis.gif)

Edited by: Xtraverse at: 12/12/02 8:27:17 pm
ChargingMoose 
Vortininja
Posts: 141
(12/12/02 10:07 pm)
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Re: oh!
How about entering those without the leading H, such as &330b

John  missing image (classickeen.virtualave.net/icon.gif)
Vortininja
Posts: 84
(12/12/02 11:29 pm)
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Re: oh!
Better yet, try entering them without the & and the h - neither are hex digits (hex is from 0 to F)

John, a.k.a. Twilight Dragon
joeubank@hotmail.com
classickeen.virtualave.net

Xtraverse
Stranded Fish
Posts: 843
(12/12/02 11:55 pm)
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missing image (strobesoftware.homestead.com/files/xtraico.gif)
Re: oh!
This is in KeenEdit, which won't understand those..The &H tells KeenEdit that it is going to be in hex.

missing image (strobesoftware.homestead.com/files/xtravis.gif)

Edited by: Xtraverse at: 12/13/02 12:13:55 am
Xtraverse
Stranded Fish
Posts: 845
(12/13/02 12:40 am)
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Re: oh!
By accident, I found that the hex code 0ACD which translates to the sprite 2765 (not quite sure how that works) gives me a bridge from coordinates 55,11 to 75,11 and that works for me :) . Still, I'm wondering how the hell that works, because I'm not seeing any pattern.

By the way andy, about your tool Fin2Bmp. I made my own bitmap for Keen2 and when that actually shows in the ending there are three message boxes that appear, each smaller than the first. When they disappear and the next message box comes, it leaves white space where they were. Any known way to get rid of that?

missing image (strobesoftware.homestead.com/files/xtravis.gif)

Edited by: Xtraverse at: 12/13/02 2:17:42 am
XkyRauh2001 
Mortimer's Right Hand Man
Posts: 463
(12/13/02 6:19 am)
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fin2bmp
Xtraverse--just build your end picture to work around that... in my mod, i had a box with Keen's pet yorp peeking around it. my original file had more stuff scattered on the floor of the workshop. -_-; just do what you can to make the bmp work as-is.

that's how i handled it, anyway.

good luck getting the bridges figured out!!

--Xky

Xtraverse
Stranded Fish
Posts: 849
(12/13/02 12:34 pm)
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..
:furious
There's no white in my picture as it is in space..

Xtraverse
Stranded Fish
Posts: 852
(12/14/02 1:39 am)
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Re: ..
Well, my mod is complete, except for the problem with the switches to blow up the world..I tried putting one of them at the exact same coordinates that it was at in the original game, but it still didn't work... :(

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Forge315  missing image (www.commanderkeen.net/images/dfl.gif)
Grand Intellect
Posts: 1122
(12/14/02 2:50 am)
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.
Quote:
I tried putting one of them at the exact same coordinates that it was at in the original game, but it still didn't work...
Try KMO2, if it doesn't mess-up.

Xtraverse
Stranded Fish
Posts: 858
(12/14/02 3:35 am)
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Re: .
Thanks for the tip, but the one level I was actually able to open w/o a runtime error and then KMO2 closing, I couldn't resave. (I even tried the "subtract 1 from the first number in the sprite list" thing).

I figure I'll just release it, if anyone comes up with a solution, I'll make a version 1.1

missing image (strobesoftware.homestead.com/files/xtravis.gif)

Edited by: Xtraverse at: 12/14/02 3:50:37 am
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