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Some shooting patches

 
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levellass



Joined: 11 Oct 2006
Posts: 1404
Location: Ngaruawahia New Zealand

PostPosted: Sun May 02, 2010 10:02 am    Post subject: Some shooting patches Reply with quote

Found while trying to make a machine gun patch (Unsuccessfully)

I can transfer these to Keen 5&6 too if anyone wants them.


Code:
#Stop keen shooting:
%patch $BA9F  $EB   #Standing
%patch $BEAE  $EB   #Walking
%patch $C99F  $8C $09   #Unknown shooting
%patch $C462  $EB   #Jumping
%patch $C5DE  $EB   #Pogoing


#Keen always has 'no ammo'
%patch $E56B $58 $7A $00 $90 $90


#Shoot if Keen:
#(Default $58 = shots, $00 = 0, $75 = not equal)
%patch $E56B $58 $7A $00 $75

#Shoot even if Keen has no shots (Causes negative shots!)
%patch $E56B $58 $7A $00 $EB

#What to decrement when Keen shoots
#(Default $58 = ammo, by 1)
%patch $E580 $58 $7A $B8 $0001W

#Keen uses drops as shots too:
%patch $E56B $5A   #Don't shoot if no drops
%patch $E580 $5A   #Lose a drop when shooting
%patch $DB69 $5A   #Show drops in scorebox ammo space
%patch $7FA2 $5A   #Show drops in stat window



The whole $58\$5A thing is related to locations in memory as follows:


Code:
The type byte (First in the above patches) are as follows:
$50: Score (Low) $52: Score (High) $54: EKA score (Low) $56: EKA score (High)
$58: Ammo        $5A: Drops        $5C: Wetsuit         $5E: Members saved
$60: Red gems    $62: Blue gems    $64: Yellow gems     $66: Green gems
$68: INVALID     $6A: Lives
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