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	<title>Keen: Modding</title>
	<link>http://www.keenmodding.org//</link>
	<description>All the modding info you'll ever need</description>
	<managingEditor>andy@durdin.net</managingEditor>
	<webMaster>andy@durdin.net</webMaster>
	<lastBuildDate>Sat, 31 Jul 2010 19:09:03 GMT</lastBuildDate>
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	<title>Keen Community Mod :: re: Sprite Behaviours in C</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1331&amp;p=15616#15616</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=271&quot; target=&quot;_blank&quot;&gt;gerstrong&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 31, 2010 4:23 pm (GMT 0)&lt;br /&gt;
Topic Replies: 8&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;This code seems to me quite similar in Commander Genius. Well it has to be... Interesting in fact
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Mysterious C++/SDL error</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1304&amp;p=15615#15615</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=271&quot; target=&quot;_blank&quot;&gt;gerstrong&lt;/a&gt;&lt;br /&gt;
Subject: Re: Mysterious C++/SDL error&lt;br /&gt;
Posted: Sat Jul 31, 2010 4:17 pm (GMT 0)&lt;br /&gt;
Topic Replies: 7&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:dd62d207da=&amp;#38;quot;Draik&amp;#38;quot;]Right, so I'm writing a Crystal Caves level editor, and it's written in C++ using SDL (Win32 with MinGW, in case it helps). And for some reason it won't compile this perfectly reasonable line of code:&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;screen = SDL_SetVideoMode&amp;#38;amp;#40;SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE&amp;#38;amp;#41;&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;I'm using the latest version of SDL. It comes out with&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;D&amp;#38;amp;#58;\Stuff\ccleved\main.cpp&amp;#38;amp;#58;17&amp;#38;amp;#58; error&amp;#38;amp;#58; expected primary-expression before '=' token&amp;#13;&amp;#10;D&amp;#38;amp;#58;\Stuff\ccleved\main.cpp&amp;#38;amp;#58;17&amp;#38;amp;#58; error&amp;#38;amp;#58; expected primary-expression before ',' token&amp;#13;&amp;#10;&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;about 3 times, finishing with&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;D&amp;#38;amp;#58;\Stuff\ccleved\main.cpp&amp;#38;amp;#58;17&amp;#38;amp;#58; error&amp;#38;amp;#58; expected `;' before '&amp;#38;amp;#41;' token&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;That's the offending line of code above. I haven't missed any closing brackets or semicolons on previous lines, and screen is a pointer to an SDL_Surface. What the heck is wrong?&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;Guess I come too late with that, but if you ask me, it's the missing semicolon at the end. Maybe you can show me the source code. I have good knowledge about SDL.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: KeenWave 0.5</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1388&amp;p=15614#15614</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=244&quot; target=&quot;_blank&quot;&gt;Mink&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 31, 2010 4:08 pm (GMT 0)&lt;br /&gt;
Topic Replies: 2&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Excellent, hopefully this means I will be able to move away from the rather horrid WDC which I've used in my previous modding endeavors.  Is it really necessary to include all the sounds already extracted, though?  Can't the program extract them already? (And it would cut down on the bandwidth, too, although I guess that's not really an issue thanks to Malv).  It looks to work fairly well now, but I may have some suggestions later after I actually put it through its paces.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: KeenWave 0.5</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1388&amp;p=15613#15613</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=64&quot; target=&quot;_blank&quot;&gt;Malvineous&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 31, 2010 1:39 pm (GMT 0)&lt;br /&gt;
Topic Replies: 2&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;a href=&quot;http://www.shikadi.net/pckf/IDWAVE.zip&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Mirror to help out&lt;/a&gt; then since I have unlimited bandwidth.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: KeenWave 0.5</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1388&amp;p=15610#15610</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;
Subject: KeenWave 0.5&lt;br /&gt;
Posted: Sat Jul 31, 2010 12:43 pm (GMT 0)&lt;br /&gt;
Topic Replies: 2&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Decided to release a beta of the program, since my injured hand is slowing my progress. Get it here: &lt;a href=&quot;http://levellord.rewound.net/IDWAVE.zip&quot; target=&quot;_blank&quot;&gt;http://levellord.rewound.net/IDWAVE.zip&lt;/a&gt; (Careful now, it's over a MB which uses up my bandwidth quickly!)&amp;#13;&amp;#10;&amp;#13;&amp;#10;* Comes with a Keen 4 setup allowing you to replace sounds&amp;#13;&amp;#10;* Comes with an adlib sound player and folder of sounds from various games&amp;#13;&amp;#10;* Here's a tutorial for it!: &lt;a href=&quot;http://www.shikadi.net/keenwiki/KeenWave&amp;#13;&amp;#10;&amp;#13;&amp;#10;&quot; target=&quot;_blank&quot;&gt;http://www.shikadi.net/keenwiki/KeenWave&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;/a&gt;* Does not yet support all games I want it to.&amp;#13;&amp;#10;* Does not work well with wave files&amp;#13;&amp;#10;* At present for 4-6 works only with raw data files.&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#13;&amp;#10;I reccommend reading the tutorial. This is only a beta, but it should suffice for our Keen 4-6 modders. Also, I need tips on what to add\delete\explain on that tutorial page, it's a beta too.
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: How to create IMF files</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1389&amp;p=15612#15612</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=64&quot; target=&quot;_blank&quot;&gt;Malvineous&lt;/a&gt;&lt;br /&gt;
Subject: How to create IMF files&lt;br /&gt;
Posted: Sat Jul 31, 2010 1:09 pm (GMT 0)&lt;br /&gt;
Topic Replies: 0&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Hi all,&amp;#13;&amp;#10;&amp;#13;&amp;#10;I've just released a utility called &lt;a href=&quot;http://www.shikadi.net/utils/cmf2imf/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;CMF2IMF&lt;/a&gt; which will create IMF files out of CMFs (which themselves can be created from MIDI files) and while it still needs a bit of work (including a Windows .exe, source only at the moment), I decided to start writing a start-to-finish tutorial on the ModdingWiki explaining just &lt;a href=&quot;http://www.shikadi.net/moddingwiki/How_to_create_an_IMF_file&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;how to create an IMF file from scratch&lt;/a&gt;.&amp;#13;&amp;#10;&amp;#13;&amp;#10;It's pretty basic at the moment and only covers the MID -&amp;#38;amp;gt; CMF -&amp;#38;amp;gt; IMF method, so contributions explaining other methods would be appreciated!  (Particularly non-MIDI sources as I gather a few people here prefer using trackers instead.)
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Help Getting Started Modding Keen 4</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1379&amp;p=15611#15611</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 31, 2010 12:48 pm (GMT 0)&lt;br /&gt;
Topic Replies: 52&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;My hand was fractured, ok?&amp;#13;&amp;#10;&amp;#13;&amp;#10;http://keenmodding.org/viewtopic.php?p=15610#15610&amp;#13;&amp;#10;&amp;#13;&amp;#10;Comes with Keen 4 all set up for you, hundreds of sample sounds for you to swap around and there's an online tutorial on it.
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Help Getting Started Modding Keen 4</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1379&amp;p=15605#15605</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=305&quot; target=&quot;_blank&quot;&gt;Paramultart&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 31, 2010 2:42 am (GMT 0)&lt;br /&gt;
Topic Replies: 52&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Thanks. I've got a lot more done now, including Keen's house. &amp;#13;&amp;#10;I'm still waiting to hear how to get music imported, though. :(&amp;#13;&amp;#10;&amp;#13;&amp;#10;I still can't get Keenwav or WDC to work. &amp;#13;&amp;#10;&amp;#13;&amp;#10;Thank you.
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Help Getting Started Modding Keen 4</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1379&amp;p=15600#15600</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=6&quot; target=&quot;_blank&quot;&gt;KeenRush&lt;/a&gt;&lt;br /&gt;

Posted: Fri Jul 30, 2010 8:12 pm (GMT 0)&lt;br /&gt;
Topic Replies: 52&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Wow! This mod looks amazing, love the city theme. Neat ideas there -- I especially like the gaps in the fence making enterable areas. You've progressed fast. :O
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Help Getting Started Modding Keen 4</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1379&amp;p=15566#15566</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=305&quot; target=&quot;_blank&quot;&gt;Paramultart&lt;/a&gt;&lt;br /&gt;

Posted: Thu Jul 22, 2010 8:18 am (GMT 0)&lt;br /&gt;
Topic Replies: 52&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:7d8e9dccd7=&amp;#38;quot;Grimson&amp;#38;quot;]If you want any help with story developing or just coming up with ideas, I'm your man. &lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;Actually, I DO need help with the story. :)&amp;#13;&amp;#10;I have the basic plot, but if you want to e-mail me (above) and toss around ideas, maybe come up with some cutscene dialog, that'd be great.
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Help Getting Started Modding Keen 4</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1379&amp;p=15549#15549</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=305&quot; target=&quot;_blank&quot;&gt;Paramultart&lt;/a&gt;&lt;br /&gt;

Posted: Wed Jul 21, 2010 1:00 am (GMT 0)&lt;br /&gt;
Topic Replies: 52&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:4bec7e75f4=&amp;#38;quot;levellass&amp;#38;quot;]Strange, did you patch the audiohed and audiodct? (Keenwave should make a patchfile containing the right patches.)&amp;#13;&amp;#10;&amp;#13;&amp;#10;I could always email you a setup with working import.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;Please do.&amp;#13;&amp;#10;My e-mail address is &lt;a href=&quot;mailto:Paramultart@gmail.com&quot;&gt;Paramultart@gmail.com&lt;/a&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;I'm thinking I should just e-mail you the whole mod and you can see what I'm doing wrong, because now I'm getting a &amp;#38;amp;quot;Map Too Tall&amp;#38;amp;quot; error, even though I carmacized them. :(&amp;#13;&amp;#10;&amp;#13;&amp;#10;EDIT: I seemed to have fixed the &amp;#38;amp;quot;Map Too Tall&amp;#38;amp;quot; error. I think it has something to do with a temp file that instantcarma.exe had left behind, and might have prevented the map from carmacizing.
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Help Getting Started Modding Keen 4</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1379&amp;p=15548#15548</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Wed Jul 21, 2010 12:51 am (GMT 0)&lt;br /&gt;
Topic Replies: 52&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Strange, did you patch the audiohed and audiodct? (Keenwave should make a patchfile containing the right patches.)&amp;#13;&amp;#10;&amp;#13;&amp;#10;I could always email you a setup with working import.
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Help Getting Started Modding Keen 4</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1379&amp;p=15543#15543</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=305&quot; target=&quot;_blank&quot;&gt;Paramultart&lt;/a&gt;&lt;br /&gt;

Posted: Tue Jul 20, 2010 6:47 pm (GMT 0)&lt;br /&gt;
Topic Replies: 52&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I cannot get WDC to work. It keeps saying &amp;#38;amp;quot;No Game Data Files Found&amp;#38;amp;quot; or something. This is very frustrating, because KeenWave, even if I don't modify any of the sounds, doesn't work. Whenever I import freshly exported unmodified sounds, the game freezes at the title screen. :(
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Help Getting Started Modding Keen 4</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1379&amp;p=15521#15521</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=299&quot; target=&quot;_blank&quot;&gt;Grimson&lt;/a&gt;&lt;br /&gt;

Posted: Mon Jul 19, 2010 6:15 pm (GMT 0)&lt;br /&gt;
Topic Replies: 52&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;Here's another screenshot showing the fixed sewage and a new enemy, which as you can see, are actually cats and dogs that got transformed, so you use a special &amp;#38;amp;quot;stunner&amp;#38;amp;quot; to turn them, and a whole city of people, back into their original form. :) &lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;Wow, that's a great idea! &amp;#13;&amp;#10;&amp;#13;&amp;#10;Btw if you want any any help with story developing or just coming up with ideas, I'm your man. &amp;#13;&amp;#10;&amp;#13;&amp;#10;The dog/cat monster looks really menacing nontheless. Good job with the sewage fix too!
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Help Getting Started Modding Keen 4</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1379&amp;p=15514#15514</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Mon Jul 19, 2010 7:02 am (GMT 0)&lt;br /&gt;
Topic Replies: 52&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;Hmm... I seem to be running into a lot of problems. Currently, there is not enough memory for Keen to play my music. :( &lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;A+2+Entr, enable debug&amp;#13;&amp;#10;&amp;#13;&amp;#10;F10+M will show memory remaining as level is being played. If this is exceeded songs will not play. Memory is taken up by:&amp;#13;&amp;#10;&amp;#13;&amp;#10;* Tiles used in level (More different tiles used, more memory. I beliee it's something like 1KB memory for 4-5 tiles.)&amp;#13;&amp;#10;* Level size. Bigger level, less memory.&amp;#13;&amp;#10;* Music (Song takes up as much memory as the filesize you see on your computer.)&amp;#13;&amp;#10;* Sprite graphics. More and larger sprites use more memory.&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#13;&amp;#10;Best to aim for music less than 32KB, unless it's used in small or simple levels, or for things like the Council Member messages (Which cut out most level memory.)&amp;#13;&amp;#10;&amp;#13;&amp;#10;Check your levels often, memory can sneak up on you oh so quickly. How are you making your music?&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;I was using the KeenWave beta, so perhaps I'll try one more time with WDC. (Which I am quite familiar with. Adam Biser was the programmer for my Wolf3D mod called Monster Bash 3D, which I have still yet to release. I actually used to be credited in earlier versions of WDC for reporting bugs. :D )&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;I like WDC, but I keep having problems with it. It won't change the file size though, if your levels don't play music, they won't play music.
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Help Getting Started Modding Keen 4</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1379&amp;p=15504#15504</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=305&quot; target=&quot;_blank&quot;&gt;Paramultart&lt;/a&gt;&lt;br /&gt;

Posted: Sun Jul 18, 2010 4:23 am (GMT 0)&lt;br /&gt;
Topic Replies: 52&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Hmm... I seem to be running into a lot of problems. Currently, there is not enough memory for Keen to play my music. :(&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#13;&amp;#10;Here's another screenshot showing the fixed sewage and a new enemy, which as you can see, are actually cats and dogs that got transformed, so you use a special &amp;#38;amp;quot;stunner&amp;#38;amp;quot; to turn them, and a whole city of people, back into their original form. :) &amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;img src=&quot;http://www.paramultart.comyr.com/trasharchive/mods/ck4/town/towny10.png&quot; border=&quot;0&quot; /&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;I utilized both the slugs 2 stunned sprites to make both a cat and a dog. &amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#13;&amp;#10;I wound up just removing my changes to the music and using a backup AUDIO.CK4, since I couldn't get it to work. &amp;#13;&amp;#10;&amp;#13;&amp;#10;I was using the KeenWave beta, so perhaps I'll try one more time with WDC. (Which I am quite familiar with. Adam Biser was the programmer for my Wolf3D mod called Monster Bash 3D, which I have still yet to release. I actually used to be credited in earlier versions of WDC for reporting bugs. :D )&amp;#13;&amp;#10;&amp;#13;&amp;#10;It doesn't make sense, because I made sure that the replacement music was the same filesize as the old music. :( &amp;#13;&amp;#10;&amp;#13;&amp;#10;Once again, thank you all for your help and support, it is greatly appreciated and I'll be sure to credit you all for your help in the mod's text file. :D
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Help Getting Started Modding Keen 4</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1379&amp;p=15502#15502</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=305&quot; target=&quot;_blank&quot;&gt;Paramultart&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 17, 2010 10:53 pm (GMT 0)&lt;br /&gt;
Topic Replies: 52&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Geez, that would mean I have until tomorrow to finish it. &amp;#13;&amp;#10;I still can't figure out how to correctly use TileInfo on the main map to let you enter the levels.&amp;#13;&amp;#10;&amp;#13;&amp;#10;Edit: Just figured it out... You guys should add something like this to the modding tutorial: &amp;#13;&amp;#10;&amp;#13;&amp;#10;C0## - Enters designated level&amp;#13;&amp;#10;D0## - Blocked until designated level has been beaten&amp;#13;&amp;#10;F0## - Flag for designated level
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: It's quiet around here.</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1356&amp;p=15609#15609</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 31, 2010 12:32 pm (GMT 0)&lt;br /&gt;
Topic Replies: 13&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;You Lemm must also detail how you make these screens.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: It's quiet around here.</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1356&amp;p=15608#15608</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=278&quot; target=&quot;_blank&quot;&gt;lemm&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 31, 2010 6:30 am (GMT 0)&lt;br /&gt;
Topic Replies: 13&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;As far as programming goes, the keen hand hang is done (you can hand hang the green fringe in the test level).  With the exception of keen crawling and the firefly, the sprites are done.  They will need touchups but that can only happen once they can be tested in real levels.&amp;#13;&amp;#10;&amp;#13;&amp;#10;Two major things need doing.:&amp;#13;&amp;#10;&amp;#13;&amp;#10;1) The organization of graphics into tiles.  There are a bunch of tiles graphics sitting in the dropbox, but they have not been put into 16-colour bitmaps of 13x70 tiles, which the Tileset Tool can handle.  What needs doing on this front is: Define how many different tilesets there are in the game, and assign each level a tileset.  Cut up existing images and place them into tilesets. Start making levels, and suggest additional tiles to fill up the tilesets.  I imagine there will be roughly six themes: slug vllage, lick castle, forest, arch site, canyon, meadows + swamp.  &amp;#13;&amp;#10;&amp;#13;&amp;#10;2)  The macro-level vision of the game.  As you may know, I had to yank the menu stuff, ordering info stuff, previews, and other game screens for the purposes of re doing the world map.  Need to redefine which screens are going to be in the menu, what they say, and so forth.  Probably story, contributors/about ckcm, high scores are three screens to start with.  &lt;span style=&quot;font-weight: bold&quot;&gt;Need to lay out what the screens should look like and say, all in exacting detail.&lt;/span&gt;  Screens can use any number of popup boxes, scrolling help dialogs, previews type screenshots, bitmaps, sprites and tiles.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: It's quiet around here.</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1356&amp;p=15607#15607</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=5&quot; target=&quot;_blank&quot;&gt;CommanderSpleen&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 31, 2010 5:59 am (GMT 0)&lt;br /&gt;
Topic Replies: 13&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Pretty sure the next step will be setting up the tilesets. I'll start tackling this in the coming veek.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: It's quiet around here.</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1356&amp;p=15604#15604</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 31, 2010 1:27 am (GMT 0)&lt;br /&gt;
Topic Replies: 13&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;A music TSR is being made, as is a text and sound editor. The actual mod hasn't undergone too much change. I'm waiting until tiles are all set up before doing any tileset stuff.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: It's quiet around here.</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1356&amp;p=15601#15601</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=292&quot; target=&quot;_blank&quot;&gt;Deltamatic&lt;/a&gt;&lt;br /&gt;

Posted: Fri Jul 30, 2010 11:46 pm (GMT 0)&lt;br /&gt;
Topic Replies: 13&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;No posts on here in the past few days, is anything happening?
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15606#15606</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=244&quot; target=&quot;_blank&quot;&gt;Mink&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 31, 2010 2:56 am (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:636dea0e81=&amp;#38;quot;levellass&amp;#38;quot;]What is slowing it down so much?&amp;#13;&amp;#10;&amp;#13;&amp;#10;Basically? Decarmackizing levels. This is be why TED5 keeps a maptemp file.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;Yeah, pretty much this.  I know a maptemp-esque file would be quick, but that's a rather less-than-ideal solution.  I can definitely see areas where the current approach can be optimized - I had foolishly been trying to decarmackize the gamemaps files saved through TOM, even though TOM only saves with RLEW, and there are also a couple ways to cut down on a few seconds in the level-drawing routine (which would help reduce the wait when switching levels).&amp;#13;&amp;#10;[quote:636dea0e81=&amp;#38;quot;Draik&amp;#38;quot;]YET AGAIN MINK DECIEVES US ALL WITH HIS RELEASE NUMBERING&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;:-0
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15603#15603</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 31, 2010 1:25 am (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;What is slowing it down so much?&amp;#13;&amp;#10;&amp;#13;&amp;#10;Basically? Decarmackizing levels. This  is be why TED5 keeps a maptemp file.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15602#15602</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=260&quot; target=&quot;_blank&quot;&gt;Draik&lt;/a&gt;&lt;br /&gt;

Posted: Sat Jul 31, 2010 12:40 am (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:06ca463d56=&amp;#38;quot;Mink&amp;#38;quot;]reuploaded to the &lt;a href=&quot;http://files.commanderkeen.org/users/mink/tomv05.zip&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;same spot&lt;/a&gt; - I don't think that even warrants a minor version change.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;YET AGAIN MINK DECIEVES US ALL WITH HIS RELEASE NUMBERING
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15599#15599</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=278&quot; target=&quot;_blank&quot;&gt;lemm&lt;/a&gt;&lt;br /&gt;

Posted: Fri Jul 30, 2010 7:39 pm (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:f369a3ea8b=&amp;#38;quot;Mink&amp;#38;quot;]Haha, yeah, but I'd much rather have it actually &lt;span style=&quot;font-style: italic&quot;&gt;be&lt;/span&gt; faster. :-P&amp;#13;&amp;#10;&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#13;&amp;#10;What is slowing it down so much?
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15598#15598</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=244&quot; target=&quot;_blank&quot;&gt;Mink&lt;/a&gt;&lt;br /&gt;

Posted: Fri Jul 30, 2010 3:24 pm (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Haha, yeah, but I'd much rather have it actually &lt;span style=&quot;font-style: italic&quot;&gt;be&lt;/span&gt; faster. :-P&amp;#13;&amp;#10;&amp;#13;&amp;#10;And no, I'd say this isn't even close to being done with all the features you guys have suggested/I'm hoping to add.  This release was mainly for the docs so that people unfamiliar with TED5/TPT3 will be able to understand its maybe-initially-confusing interface.&amp;#13;&amp;#10;&amp;#13;&amp;#10;Edit (didn't see your post there, Tulip): Hrm, I can't seem to reproduce that visibility bug - are you sure you're not in view active layers only mode?  The activity-toggles change visibility too when that's on.&amp;#13;&amp;#10;&amp;#13;&amp;#10;And re that whole no transparency thing: I had disabled it to test something and... kind of just forgot to re-enable it. *embarrassed emotikeen*  Fixed that, and reuploaded to the &lt;a href=&quot;http://files.commanderkeen.org/users/mink/tomv05.zip&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;same spot&lt;/a&gt; - I don't think that even warrants a minor version change.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15597#15597</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=258&quot; target=&quot;_blank&quot;&gt;Tulip&lt;/a&gt;&lt;br /&gt;

Posted: Fri Jul 30, 2010 2:37 pm (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Ok maybe it's just me but I run into several problems:&amp;#13;&amp;#10;&amp;#13;&amp;#10;- numbers 1,2,3 are to toggle planes 1,2,3 activity, numbers 4,5,6 visibility if I got that right, however, once the 4,5,6 visibility was used once, the 1,2 and 3 buttons seem to change their function to visibility too.&amp;#13;&amp;#10;&amp;#13;&amp;#10;- Why did the earlier versions display the foreground tiles according to their mask, and the new one looks like in K:N with all the ugly black borders?
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15596#15596</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Fri Jul 30, 2010 5:41 am (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;So it's about done now?&amp;#13;&amp;#10;&amp;#13;&amp;#10;Also, you could always have a 'decompressing tiles into memory' countdown like TED5 uses, it's mostly there just to distract the user while everything's being loaded.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15595#15595</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=244&quot; target=&quot;_blank&quot;&gt;Mink&lt;/a&gt;&lt;br /&gt;

Posted: Fri Jul 30, 2010 3:59 am (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;a href=&quot;http://files.commanderkeen.org/users/mink/tomv05.zip&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Release Five&lt;/a&gt; is done.  This now has the 'view only active planes' mode you mentioned, Tulip, but not much else is new - this is mostly just polishing it up - fixing bugs, adding the help file and the spiffy icon (thanks to Herry Jerry for making it).
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15593#15593</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=244&quot; target=&quot;_blank&quot;&gt;Mink&lt;/a&gt;&lt;br /&gt;

Posted: Thu Jul 29, 2010 3:26 pm (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Wait what, Tulip.  All the planes are already handled separately just like in TED5/TPT3 - use [1], [2], [3] to toggle the activity of back/fore/info respectively to toggle their activity. Same goes for visibility (this uses [4], [5], [6] though).  And as for copy/paste, I've already implemented those, and it works quite nicely (or at least I think so) based on which planes are active.  That show active plane option does sound nifty; it shall be added in short order.&amp;#13;&amp;#10;&amp;#13;&amp;#10;And yeah, Lemm, that's TOM's fault, not WINE's (glad to here it runs fine under that, though).  I'm still trying to figure out ways to optimize the decompression of the gamemaps file, so hopefully the start up time can be cut down by a couple more seconds (and hey, it's a &lt;span style=&quot;font-style: italic&quot;&gt;lot&lt;/span&gt; faster now than it was before).&amp;#13;&amp;#10;&amp;#13;&amp;#10;Edit: Oh, and re undo, that would indeed be awesome, but I imagine it'll be fairly complex, so we'll see.
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15591#15591</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=278&quot; target=&quot;_blank&quot;&gt;lemm&lt;/a&gt;&lt;br /&gt;

Posted: Thu Jul 29, 2010 1:28 pm (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I guess my biggest complaint is that it still takes a good ten seconds to load when I open a gamemaps file, and a few seconds to switch between levels.  Granted, I am running it under WINE, so this could be the reason.&amp;#13;&amp;#10;&amp;#13;&amp;#10;An undo button would be nice as well, even if it's only the last action.  &amp;#13;&amp;#10;&amp;#13;&amp;#10;I like the Mindbelt-style interface.  I have not run into any obvious bugs yet, but I haven't used it to make any levels.  I'll guess I'll give it a more serious critique later (and perhaps make a mini level pack or something :p)
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15590#15590</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=258&quot; target=&quot;_blank&quot;&gt;Tulip&lt;/a&gt;&lt;br /&gt;

Posted: Thu Jul 29, 2010 9:18 am (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;So the different planes (fore/back/info) aren't handled separately yet, right?&amp;#13;&amp;#10;I wonder how you'll handle copy/paste with the 3 planes. Mindbelt never copied both tiles &amp;#38;amp;amp; sprites at once, so maybe tom should also copy only one plane at a time.&amp;#13;&amp;#10;&amp;#13;&amp;#10;If you do a plane visibility feature you could make an &amp;#38;amp;quot;show only active plane&amp;#38;amp;quot; option, which shows the plane you're working in only, which you can switch like in mindbelt via SPACE.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15589#15589</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=244&quot; target=&quot;_blank&quot;&gt;Mink&lt;/a&gt;&lt;br /&gt;

Posted: Thu Jul 29, 2010 2:23 am (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;So &lt;a href=&quot;http://files.commanderkeen.org/users/mink/tomv04.zip&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;here's the next release&lt;/a&gt; - it now has a fair bit more of the Mindbelt tools, the most exciting of which is the show links option which is amazingly helpful for doors/switches.  And there's also a bunch of behind-the-scenes optimizing so now the load times should be comparable to TPT3's (Oh, and a nice side-effect: now toggling a plane's visibility shouldn't take forever).&amp;#13;&amp;#10;&amp;#13;&amp;#10;Edit: And hopefully that queue idea will be added in the near future, Lemm (Lol, I know I keep saying this, but soon, I promise).&amp;#13;&amp;#10;&amp;#13;&amp;#10;Edit again: And maybe this lack of bug-reports means you guys think this is really-well tested (hint: it's not).  Come on people, if you try it, at least tell me whether or not you encounter any problems!
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15560#15560</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Wed Jul 21, 2010 5:25 am (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;F1-F8.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15550#15550</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=244&quot; target=&quot;_blank&quot;&gt;Mink&lt;/a&gt;&lt;br /&gt;

Posted: Wed Jul 21, 2010 1:05 am (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Alrighty, &lt;a href=&quot;http://files.commanderkeen.org/users/mink/tomv03.zip&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;the third release is ready.&lt;/a&gt; New stuff: finally being able to specify your own infotile values by pressing [Enter], a new level function, and the same tools as in TPT3 (plus paste preview!).  Coming soon are the ever-important copy from tile palette, resizing/-naming levels, and hopefully those tasty saving/loading options you wanted, Lass.&amp;#13;&amp;#10;&amp;#13;&amp;#10;And man, Lemm, that actually does sound pretty neat.  It might be tricky to ultimately decide on good hotkeys since 1-3 are currently for toggling active planes and 4-6 are for visibility, but we'll work something out for next release hopefully.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15511#15511</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=278&quot; target=&quot;_blank&quot;&gt;lemm&lt;/a&gt;&lt;br /&gt;

Posted: Mon Jul 19, 2010 2:19 am (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Request:&amp;#13;&amp;#10;&amp;#13;&amp;#10;You know the 5 tile reservoirs in mindbelt?  I was wondering if you could add something similar.  HOWEVER, the reservoir is arranged more like a queue than five independent wells.  If you pick up one tile on the map by right clicking, it is put into the top of the queue, the current tiles in the queue shift down one spot, and the one at the bottom is pushed out.  (You can still access any tile in the queue by pressing 1 thru 5 or clicking on it though).
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Keen: Galaxy editor - it's here</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1380&amp;p=15505#15505</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=271&quot; target=&quot;_blank&quot;&gt;gerstrong&lt;/a&gt;&lt;br /&gt;

Posted: Sun Jul 18, 2010 6:15 am (GMT 0)&lt;br /&gt;
Topic Replies: 23&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:a542cb3b2a=&amp;#38;quot;levellass&amp;#38;quot;]&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;As of now, it can only read external maphead files, as I don't really see any need to extract them since I included the originals (already manually extracted) in there. &lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;For one it would allow you to support more games, for two it shouldn't be too hard to extract, all you need to keep in mind is the location and size of the maphead file or, if you want to be really thorough, scan the exe for the $ABCDW signature of mapheads. It may be something to add later on.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;You can also find more information in CG as it already extracts that information from the exe file.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Tileset Tool (read first post for updates)</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1309&amp;p=15594#15594</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=298&quot; target=&quot;_blank&quot;&gt;Dr. Kylstein&lt;/a&gt;&lt;br /&gt;

Posted: Thu Jul 29, 2010 5:36 pm (GMT 0)&lt;br /&gt;
Topic Replies: 36&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Fixed.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Tileset Tool (read first post for updates)</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1309&amp;p=15592#15592</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=258&quot; target=&quot;_blank&quot;&gt;Tulip&lt;/a&gt;&lt;br /&gt;

Posted: Thu Jul 29, 2010 2:33 pm (GMT 0)&lt;br /&gt;
Topic Replies: 36&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;There's still a bug with saving the slippery/frictionless behaviours
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Tileset Tool (read first post for updates)</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1309&amp;p=15574#15574</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=298&quot; target=&quot;_blank&quot;&gt;Dr. Kylstein&lt;/a&gt;&lt;br /&gt;

Posted: Fri Jul 23, 2010 5:31 pm (GMT 0)&lt;br /&gt;
Topic Replies: 36&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;span style=&quot;font-weight: bold&quot;&gt;There was a serious bug saving tile behaviors. I have updated the files with the fix, and I recommend that everybody re-download/build.&lt;/span&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;Spleen - I hadn't thought of that. I'll add that to the to-do list for the next version.
&lt;/span&gt;&lt;br /&gt;
</description>
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	<title>Keen:Coding :: re: Tileset Tool (read first post for updates)</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1309&amp;p=15573#15573</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=5&quot; target=&quot;_blank&quot;&gt;CommanderSpleen&lt;/a&gt;&lt;br /&gt;

Posted: Fri Jul 23, 2010 7:55 am (GMT 0)&lt;br /&gt;
Topic Replies: 36&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;A tile number indicator would be handy. It would save counting the rows and columns when patching absolute tile references.&amp;#13;&amp;#10;&amp;#13;&amp;#10;Also, I'm running Ubuntu 9.04 still. lemm's build segfaults for me, so I built my own:&amp;#13;&amp;#10;&lt;a href=&quot;http://dl.dropbox.com/u/3700644/keen/util/tilesettool-0.3.3-ubuntu-9.04-i386.tar.gz&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;http://dl.dropbox.com/u/3700644/keen/util/tilesettool-0.3.3-ubuntu-9.04-i386.tar.gz&lt;/a&gt;
&lt;/span&gt;&lt;br /&gt;
</description>
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	<title>Keen:Coding :: re: Tileset Tool (read first post for updates)</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1309&amp;p=15570#15570</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=298&quot; target=&quot;_blank&quot;&gt;Dr. Kylstein&lt;/a&gt;&lt;br /&gt;

Posted: Thu Jul 22, 2010 8:26 pm (GMT 0)&lt;br /&gt;
Topic Replies: 36&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;The exe's are handled the same way as tli's. I have updated the files to fix the import problem. Animations from the old format will need some manual fix-ups.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen:Coding :: re: Tileset Tool (read first post for updates)</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1309&amp;p=15569#15569</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=258&quot; target=&quot;_blank&quot;&gt;Tulip&lt;/a&gt;&lt;br /&gt;

Posted: Thu Jul 22, 2010 5:57 pm (GMT 0)&lt;br /&gt;
Topic Replies: 36&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;excellent.&amp;#13;&amp;#10;&amp;#13;&amp;#10;The slope editor looks great.&amp;#13;&amp;#10;&amp;#13;&amp;#10;I only have a problem with opening *.tli files: everything is set to kill and the placement of all tile properties seems to be messed up.&amp;#13;&amp;#10;&amp;#13;&amp;#10;And is there an 'import from exe' option planned, as it were in tileinfo. That would be great, I'd rather not have to add the properties to every single tile myself.
&lt;/span&gt;&lt;br /&gt;
</description>
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	<title>Keen:Coding :: re: Tileset Tool (read first post for updates)</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1309&amp;p=15568#15568</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=298&quot; target=&quot;_blank&quot;&gt;Dr. Kylstein&lt;/a&gt;&lt;br /&gt;

Posted: Thu Jul 22, 2010 4:37 pm (GMT 0)&lt;br /&gt;
Topic Replies: 36&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:a344afeb86=&amp;#38;quot;Tulip&amp;#38;quot;]Alright, an update. Sadly this one doesn't work, it crashes right away.&amp;#13;&amp;#10;&amp;#13;&amp;#10;I'm using vista, german sadly so the exact error message probably won't help you, it says something about the QtCore4.dll about the line _Z21qRegisterResourceDataiPKhS0_S0_&amp;#13;&amp;#10;&amp;#13;&amp;#10;I hope that helps.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;Re-download, there was a dll problem.
&lt;/span&gt;&lt;br /&gt;
</description>
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	<title>Keen:Coding :: re: Tileset Tool (read first post for updates)</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1309&amp;p=15567#15567</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=258&quot; target=&quot;_blank&quot;&gt;Tulip&lt;/a&gt;&lt;br /&gt;

Posted: Thu Jul 22, 2010 4:12 pm (GMT 0)&lt;br /&gt;
Topic Replies: 36&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Alright, an update. Sadly this one doesn't work, it crashes right away.&amp;#13;&amp;#10;&amp;#13;&amp;#10;I'm using vista, german sadly so the exact error message probably won't help you, it says something about the QtCore4.dll about the line _Z21qRegisterResourceDataiPKhS0_S0_&amp;#13;&amp;#10;&amp;#13;&amp;#10;I hope that helps.
&lt;/span&gt;&lt;br /&gt;
</description>
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	<title>Keen:Coding :: re: Tileset Tool (read first post for updates)</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1309&amp;p=15564#15564</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=298&quot; target=&quot;_blank&quot;&gt;Dr. Kylstein&lt;/a&gt;&lt;br /&gt;

Posted: Wed Jul 21, 2010 9:50 pm (GMT 0)&lt;br /&gt;
Topic Replies: 36&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:15396cefb8=&amp;#38;quot;levellass&amp;#38;quot;]What this really, really needs is a copy\paste functionality for tiles, like in CK456tli, which saves a lot of 'YES, make all four sides blocking on this tile too...' pointless clicking., especially if you have 910 tiles...&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;I don't know how to implement copy and paste yet, but I have added hotkeys similar to Commander Spleen's TilePhile in the latest version. Select &amp;#38;amp;quot;Hotkeys...&amp;#38;amp;quot; from the help menu to see the full list.&amp;#13;&amp;#10;&amp;#13;&amp;#10;Also in the new version:&amp;#13;&amp;#10; - a graphical slope editor so that you don't have to calculate the values yourself. &amp;#13;&amp;#10; - The program will now remember the last directory you used and the position and configuration of the program window.&amp;#13;&amp;#10;- The tile editor pane is a movable dock&amp;#13;&amp;#10;- the collision properties have been split into multiple fields. Hopefully this makes some operations simpler.&amp;#13;&amp;#10;- Palettes are no longer automatically corrected for 4 or 8 bit images. &lt;span style=&quot;font-weight: bold&quot;&gt;If the tileset does not display the right colors in-game or after re-opening, re-import and try &amp;#38;amp;quot;Fix Palette&amp;#38;amp;quot; under the edit menu!&lt;/span&gt; This change was needed for basic support of the palette patch.
&lt;/span&gt;&lt;br /&gt;
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	<title>Vorticons Requests and Discussion :: re: Hey, look!</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1387&amp;p=15588#15588</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Thu Jul 29, 2010 12:45 am (GMT 0)&lt;br /&gt;
Topic Replies: 1&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Did you take a dump of the executable to see what the data was like at the patch location? That can help.&amp;#13;&amp;#10;&amp;#13;&amp;#10;By the looks of it your text was too tall for the window and tried to print outside the window bottom, which leads to it printing at the top of the screen. You may also have written into several text pointers, so the same text is read and printed from several different points in one window. It's hard to be sure without more details as to what Keen this is for and where.&amp;#13;&amp;#10;&amp;#13;&amp;#10;ADs shouldn't be possible with CKPatch, if this is true it will be an incredible discovery.
&lt;/span&gt;&lt;br /&gt;
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	<title>Vorticons Requests and Discussion :: Hey, look!</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1387&amp;p=15587#15587</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=268&quot; target=&quot;_blank&quot;&gt;Fleexy&lt;/a&gt;&lt;br /&gt;
Subject: Hey, look!&lt;br /&gt;
Posted: Wed Jul 28, 2010 9:49 pm (GMT 0)&lt;br /&gt;
Topic Replies: 1&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I think I messed up with this patch:&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;%patch $1A1A1 &amp;#38;amp;quot;After Keen destroyed all the&amp;#38;amp;quot; $0A&amp;#13;&amp;#10;&amp;#9; &amp;#38;amp;quot;nuclear bombs that were on the&amp;#38;amp;quot; $0A&amp;#13;&amp;#10;&amp;#9; &amp;#38;amp;quot;planet, he jumps in his BWB&amp;#38;amp;quot; $0A&amp;#13;&amp;#10;&amp;#9; &amp;#38;amp;quot;Megarocket and flies over&amp;#38;amp;quot; $0A&amp;#13;&amp;#10;&amp;#9; &amp;#38;amp;quot;to the other side of the&amp;#38;amp;quot; $0D $0A&amp;#13;&amp;#10;&amp;#9; &amp;#38;amp;quot;planet.&amp;#38;amp;quot;&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;But it does do something possibly useful!  At the end it starts printing that text over itself and at the top of the screen.  But, some of the text THAT I PATCHED OVER (with that very patch) was shown!  So maybe we can have ADSs (alternate data streams) in Keen!  The text printed looked kind of like this:&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;flies over the other side of the planet.After Keen destroyedhorde of violBWB Megarocket.&amp;nbsp; BWB.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;Yeah.  Garbage.  But if we modify the executable itself, patch over what we modified, and get it to do what I accidentally did and call the EXE's code sometimes, but the patch code other times, we gain space for all kids of patches!.&amp;#13;&amp;#10;&amp;#13;&amp;#10;I still don't know what's wrong...
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>Marooned on Mars: Patches :: re: Complete menu modification!</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1372&amp;p=15586#15586</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=298&quot; target=&quot;_blank&quot;&gt;Dr. Kylstein&lt;/a&gt;&lt;br /&gt;

Posted: Wed Jul 28, 2010 6:51 pm (GMT 0)&lt;br /&gt;
Topic Replies: 2&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I actually haven't been able to track down the pointer table, which would be the ideal way to do it. I just insert a jump at the destination to change the function and modify the return value to make it start a new game.&amp;#13;&amp;#10;&amp;#13;&amp;#10;Edit: Breaking news! I have found the jump table! The reason this was so hard to find was that it was addressed with a negative value:&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;&amp;#13;&amp;#10;jmp&amp;nbsp; near word cs&amp;#38;amp;#58;&amp;#38;amp;#91;bx-6A13&amp;#38;amp;#93;&amp;#13;&amp;#10;&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;bx is the current menu item times two, so item 0 makes the pointer equal to -6A13, which is not a valid address. However, in two's compliment that is equal to 95ED, which turns out to be the actual address of the table. Here's the patch, just swap the values around to re-arrange things:&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;&amp;#13;&amp;#10;%patch $95ED &amp;#13;&amp;#10;&amp;nbsp; $9570W # New Game&amp;#13;&amp;#10;&amp;nbsp; $9577W # Continue Game&amp;#13;&amp;#10;&amp;nbsp; $957FW # Story&amp;#13;&amp;#10;&amp;nbsp; $9589W # About ID...&amp;#13;&amp;#10;&amp;nbsp; $9596W # High Scores&amp;#13;&amp;#10;&amp;nbsp; $95A3W # Ordering Info&amp;#13;&amp;#10;&amp;nbsp; $95B5W # Previews!&amp;#13;&amp;#10;&amp;nbsp; $95C2W # Restart Demo&amp;#13;&amp;#10;&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;/span&gt;&lt;br /&gt;
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