Some (mostly walking) patches

Completed patches for Keen3.
Post Reply
levellass
Posts: 2997
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Some (mostly walking) patches

Post by levellass »

Adis let me play around with her little coding program and I made some (kind of) patches by the simple method of deleting sections of code. so, barring my soul, here they are. (Feel free to delete this if there is no actual use for them)

Code: Select all

#Keen jogs on the spot all the time
%patch $7145 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90

#Keen is always animating walking left when standing or walking
%patch $7078 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90

#Keen always looks right, unanimating when walking or standing
%patch $705C $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90

#Keen always walks right in a level unless pogoing or jumping, he can pause to shoot.
%patch $703B $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90

#Same, but Keen always walks left
%patch $703B $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90

#How fast Keen moves when you *just* tap the left arrow
%patch $6FE5 $FE $FF

#Keen can't walk right [But can jump, etc]
%patch $6FCE $00

#Keen always pogoes [Can stop by pushing alt, but starts again when he hits the ground]
%patch $718A $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
Below are some random things I also found, mostly by randomly smashing stuff, perhaps I am a crazy patchess?

Code: Select all

#Number of 'cards' keycards are worth [Can take a card!]
%patch $7B3D $01 $00

#No keycard sound
%patch $7B44 $22

#While all points, etc behave normally, all keycard
#Tiles are replaced with tile 26 when got
%patch $7B4B $4A


#Don't show zap/zot sprites when MM parts destroyed
%patch $4F52 $68

#Nifty- $01 Sparks idesctructable, bullets go right through [MM arms destroyed it Keen shoots tho]
#$02 sparks indestrctable, bullets hit, 6 shots destroys arms tho
%patch $4E2D $00

#Don't stop MM arms after sparks shot
%patch $4E5A $1F

#don't replace tiles when sparks shot
%patch $4E89 $00

#Nothing happens when sparks/arms shot, but after heart shot Keen exits level [and wins]
%patch $4F45 $C3

#Nothing happens when sparks shot [?]
%patch $4FB6 $C3

#Shooting heart does nothing [Except remove all sprites from the level]
%patch $5063 $C3

I hope somebody finds some sort of use for these.

Stealthy71088
Posts: 583
Joined: Thu Mar 17, 2005 11:54 pm
Location: NY

Post by Stealthy71088 »

These are useful for me, at least some of them. The always walking keen and the keen walking speed patch will be very useful for a short little mod I've been thinking about making.

The keycard value- does that mean if you get two yellow keycards, you won't lose both when you go through a door?

levellass
Posts: 2997
Joined: Wed Oct 11, 2006 12:03 pm
Location: Ngaruawahia New Zealand

Post by levellass »

What it is is how many keycards Keen gets per card; this may be useful for example if you want to use the keycard variables for something else; like that yellow keycard patch thing I saw a while ago. I want a patch to make it so you start each level with all the keycards, but accidentally touching a keycard removes the card(s) you have, so you have to take a longer route around the level; for this you'd just set the keycard variable to $FF $FF, which I think means minus one.

Post Reply