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Flyingmouse
Joined: 05 Aug 2009 Posts: 49
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Posted: Tue Sep 22, 2009 10:46 pm Post subject: Shockshund |
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I need five patches for the shockshund:
-Strength patch for shockshund.
-Horizontal jump speed for shockshund.
-Make the shockshund spawn a mine on death without crashing the game.
-Make the standing behavior for the shockshund the Shikidai Master's teleport, and then turn back into a shockshund.
Edit: I found this already.
-Shockshund randomness of stopping. |
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levellass
Joined: 11 Oct 2006 Posts: 1404 Location: Ngaruawahia New Zealand
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Posted: Thu Sep 24, 2009 8:08 pm Post subject: |
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*Rubs hands together*
Well, these are mostly easy:
| Code: | #Shocksund strength
%patch $1328A $02 $00 |
Simple enough to get, strength is set when a sprite is spawned.
| Code: | #Shocksund jump speeds:
%patch $132FA $28 $00 #Right speed (On flat ground)
%patch $13301 $D8 $FF #Left speed (On flat ground)
%patch $13306 $D8 $FF #Upwards speed (On flat ground)
%patch $13489 $28 $00 #Right speed (At platform's edges)
%patch $13490 $D8 $FF #Left speed (At platform's edges)
%patch $13495 $D8 $FF #Upwards speed (At platform's edges) |
Both h and v speeds for the TWO types of jump the Shocksund uses.
| Code: | #Shocksund produces a mine when shot
#NOTE: Needs an 'e' mine in-level or game will crash!
%patch $133B7 $2608W #Shikadi mine sit |
Remember, there must be an EASY difficulty mine already in the level, otherwise you get a cache error. Being too close to the Hound when it's shot is interesting, as is the Mine's eye when it first appears.
| Code: | #Shocksund becomes a Shik Master teleport when standing
#SIDE EFFECT: Master can't use teleport anymore
#SIDE EFFECT: Teleport anims should be as big as the Shocksund
#SIDE EFFECT: Hound doesn't teleport either!
%patch $132D6 $2BA8W #Shikadi master teleport (Random when Hound walking)
%patch $12AE7 $2F0EW #Shocksund walk (After Shikadi teleports) |
The problem you have here is that the teleporting code is complex. Here instead of standing, the Hound produces the Master's teleport sparks and sounds. To actually get the hound to teleport will be more difficult. Also, like the mine patch, it will need an easy-difficulty Master in the level to work.
| Code: | #Bark frequency
%patch $1330E $80 |
Enjoy! |
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Flyingmouse
Joined: 05 Aug 2009 Posts: 49
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Posted: Sat Nov 14, 2009 5:45 pm Post subject: |
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I can't get the mine to stop moving, even with this patch:
| Code: | #Stop Mine moving
%patch $11D1B $90 $90 |
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levellass
Joined: 11 Oct 2006 Posts: 1404 Location: Ngaruawahia New Zealand
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Posted: Tue Nov 17, 2009 11:16 pm Post subject: |
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| Interesting, it *should* work. Can you send me a copy of your patchfile? Perhaps there is some sort of interference. |
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Flyingmouse
Joined: 05 Aug 2009 Posts: 49
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Posted: Wed Nov 18, 2009 11:00 pm Post subject: |
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| The regular mines don't move and produce the endgame sequence; it seems only the created mine messes up. Maybe shockshunds and mines don't mix behaviors well. |
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levellass
Joined: 11 Oct 2006 Posts: 1404 Location: Ngaruawahia New Zealand
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Posted: Thu Nov 19, 2009 6:56 am Post subject: |
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| Aaaah, NOW we're making progress. So you're saying that only the Mines produced by Shocksund move and such? That would make more sense. |
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Flyingmouse
Joined: 05 Aug 2009 Posts: 49
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Posted: Tue Dec 22, 2009 6:18 pm Post subject: |
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Yes, that is true.
However, would it be possible to use the explosion immediately after the shockshund dies? That would save a lot of trouble of using the mine to spawn the explosion. |
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levellass
Joined: 11 Oct 2006 Posts: 1404 Location: Ngaruawahia New Zealand
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Posted: Tue Jan 05, 2010 10:45 pm Post subject: |
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So you want a Shocksund, when shot, to produce a Mine explosion and fragments? This should do it:
| Code: | #Shocksund becomes exploding Mine when shot:
%patch $133B7 $2662W #Mine detonate |
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Flyingmouse
Joined: 05 Aug 2009 Posts: 49
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Posted: Sat Jan 09, 2010 1:58 am Post subject: |
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| Thanks! It works! |
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