Search found 120 matches

by Dr. Kylstein
Fri Aug 02, 2013 5:51 am
Forum: Coding
Topic: Vorticons Levels: RLEW on the header?
Replies: 5
Views: 14584

FleexCore doesn't support RLEW in the header and it's handled every level I've thrown at it, so I'm going to say that the header is always uncompressed. My current code unRLEW's the header, and it also works with all the existing levels I've tried. If no repeated values or 0xFEFE's occur, the data ...
by Dr. Kylstein
Fri Aug 02, 2013 4:55 am
Forum: Coding
Topic: Vorticons Levels: RLEW on the header?
Replies: 5
Views: 14584

Vorticons Levels: RLEW on the header?

Does the RLEW apply to the entire file after the size, or is the header always uncompressed? Is there a definitive answer?
by Dr. Kylstein
Sat Jul 20, 2013 1:55 am
Forum: The Mods
Topic: Pirate Keen
Replies: 11
Views: 26408

Programs reacting to the presence of debuggers is not without precedent, but reacting to things outside of the emulator they are running on has got be a bug in Dosbox. I get the occasional kill screen too, if it's any help (probably not). I'd try it on one of my real DOS machines, but I'm afraid the...
by Dr. Kylstein
Tue May 14, 2013 1:22 am
Forum: Vorticons Requests and Discussion
Topic: A few Keen 1 patches
Replies: 13
Views: 15723

What have you tried so far?
by Dr. Kylstein
Fri Feb 08, 2013 2:38 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 171938

You could still change the story if you can fit it in to the same line lengths. It would be a challenge, but it may be worth doing if nobody drops a commented disassembly on our doorstep.
by Dr. Kylstein
Wed Jan 30, 2013 5:05 am
Forum: Vorticons Requests and Discussion
Topic: Patch request: No pre-jump pause
Replies: 17
Views: 20512

Sorry, I don't have it anymore. Also, it was in assembly.
by Dr. Kylstein
Tue Jan 29, 2013 11:12 pm
Forum: Vorticons Requests and Discussion
Topic: Patch request: No pre-jump pause
Replies: 17
Views: 20512

It's sad to see that this won't happen. Lemm would probably be able to do it but he's surely busy making some awesome other patches and having a life. :p Wouldn't it be just a matter of skipping the code that makes Keen crouch and just instantly making him jump up though? I tried that before, it di...
by Dr. Kylstein
Tue Jan 29, 2013 11:03 pm
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 171938

levellass wrote:I bow to your superior knowledge. This is the guy you're after.
I just looked at the relevant section in a hex-editor and know how C-strings work. I'm afraid I may not be of much more help.
by Dr. Kylstein
Tue Jan 29, 2013 4:36 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 171938

Ok, it looks like the lines are separated by 0x00s. This suggests that each line is handled as a separate string, and the pointers to those strings may be hardcoded, which means you can't change the line lengths without knowing where those pointers are. The spacing is probably also hardcoded, so we ...
by Dr. Kylstein
Sun Jan 27, 2013 2:16 am
Forum: General
Topic: Cosmo's Cosmic Adventure II: The Humanizer Thread
Replies: 203
Views: 171938

I haven't looked at it, but usually 0x0D 0x0A starts a new line.
by Dr. Kylstein
Mon Jan 21, 2013 6:03 pm
Forum: Vorticons Requests and Discussion
Topic: Turn the icecubes into a simple new enemy?
Replies: 26
Views: 23574

Well, if levellass thinks she can do it with the classic design/animation I won't stop anyone. My patch was intended for some different uses and is maybe a bit cumbersome for just bridges. I just felt I needed to say something... I'm not sure what.
by Dr. Kylstein
Mon Jan 21, 2013 5:45 pm
Forum: Vorticons Requests and Discussion
Topic: Turn the icecubes into a simple new enemy?
Replies: 26
Views: 23574

If you must have vertical bridges, I have patch for that for my mod. I was hoping I would have the exclusive debut, but I will be changing a lot of other things anyway. The patch as it stands doesn't animate, but it can do bridges in either direction and uses Galaxy-style switch coordinates along wi...
by Dr. Kylstein
Sun Dec 30, 2012 12:41 am
Forum: Vorticons Tile Property Tools
Topic: Tileset Tool - The V2 Tileset Editor (Updated 2012-12-29)
Replies: 74
Views: 157898

New release! Bad news: Undo/redo and paint-mode have been removed because they were very buggy. Good news: hotkeys work again. Changes: -Added hotkey for partial auto-mapping. -Re-arranged menus by domain. -Added status tips and more helpful labels. Added another FAQ. -Re-wrote documentation. -Made ...
by Dr. Kylstein
Mon Dec 24, 2012 4:55 pm
Forum: Vorticons Tile Property Tools
Topic: Tileset Tool - The V2 Tileset Editor (Updated 2012-12-29)
Replies: 74
Views: 157898

For custom animations, you double-click on frames in the animation editor. What you may want to do is to apply the 4-frame cycle first, then just fix the frames that are off. Edit: levellass: I'm working on it. I've re-written the built-in help around an overview of V2 and a FAQ. The next release wi...
by Dr. Kylstein
Mon Dec 24, 2012 2:48 am
Forum: Vorticons Tile Property Tools
Topic: Tileset Tool - The V2 Tileset Editor (Updated 2012-12-29)
Replies: 74
Views: 157898

Once again, this is normal. Each tile has its own animation, so there's none of that strange linking that standard K:V likes to do. If you want to have all those variations, you'll have to set them up individually.