********** LEVELS ********** ------------------------------------------------------------------------------- #32 levels in Keen 1: #SIDE EFFECT: Fits 32 levels into a 16 level DONE space #Change things when checking if a level is done %patch $7D3A $90 $90 $80 $BF $A6 $AA $00 %patch $7FCA $90 $90 $80 $BF $A5 $AA $00 #When starting a new game, make all 32 levels not done %patch $9065 $90 $90 $C6 $87 $A6 $AA $00 $90 %patch $9070 $83 $7E $F8 $20 #Change things when marking a level as done %patch $8013 $90 $90 $C6 $87 $A5 $AA $01 $90 %patch $7E48 $83 $7E $FC $20 ------------------------------------------------------------------------------- #Number of levels needed to win (xx+1) #SIDE EFFECT: Parts don't matter %patch $8020 $83 $BF $A6 $AA $xx $75 $1E $E8 $62 $01 $EB $29 #Set pogo AND ammo to 0 when Keen dies\exits levels %patch $55EF $EB $4A %patch $55F1 $33 $C0 $A3 $C8 $AA $A3 $9A $AA $A3 $C0 $6E $C3 %patch $7D01 $E8 $ED $D8 $90 $90 $90 #Complete the game when level 16 is done: (See also ITEMS) %patch $8022 $C4 $AA $00 $74 #The byte C4 sets a win condition to level 16, level %patch $8029 $C4 $AA $00 $74 #15 is C2, etc. For the 32 levels patch use B5 with %patch $8030 $C4 $AA $00 $74 #level 15 as B4, etc. This patch means you can have %patch $8037 $C4 $AA $00 $74 #up to four levels as winning conditions ********** LIGHT SWITCH ********** #Change lightswitch tile [New tile must have lightswitch propery] %patch $36D6 $0F $01 ------------------------------------------------------------------------------- #Make a new palette and use it for... %patch $177C4 $1F $1F $1F $1F $1F $1F $1F $1F #New Palette $00 $00 $00 $00 $00 $00 $00 $00 $00 %patch $640B $44 $00 #...Lights off %patch $63EB $44 $00 #...Lights on ------------------------------------------------------------------------------- #Light palettes: %patch $35A9 $3B $25 #Lights on %patch $35C9 $19 $25 #Lights off #Speed of lightswitcing: (Level freezes for this long) %patch $359C $01 $00 #Off %patch $35BC $01 $00 #On #Stop lights... %patch $3722 $8D $FE #Turning off %patch $3728 $67 $FE #Turning on #Levels start with lights off: %patch $4C92 $E8 $B4 $1F $90 $90 $90 %patch $4CA1 $E8 $0E $E9 ********** LIVES ********** #Number of keens at start %patch $9002 $04 $00 ------------------------------------------------------------------------------- #NOTE: EKA counts two words when it looks for something, then multiplies the first #(Default $CC) by 65536 and adds it to the second. #Extra Keens: %patch $0D62 $CC #What is looked at 1 (Score) %patch $0D66 $CA %patch $0D8E $CC #What is looked at 2 (Score) %patch $0D92 $CA %patch $0FB0 $20 $4E #Score needed to get first extra Keen (20'000) %patch $0D9C $20 $4E #Increase after every Keen got (+20'000) %patch $0D88 $20 $4E #Increase 2 (Should be the same as above!) %patch $0D78 $20 $4E #Increase 3 (Same as above!) %patch $0D7D 28 #Extra keen sound %patch $D052 $C3 #NO EXTRA LIVES. (No sound, score increase, etc) %patch $0DAC $C6 #What EKA increases by 1 (Lives, see ITEMS for details) #Don't add extra lives when bonus got %patch $0DAA $90 $90 $90 $90 --------------------------------- #Make EXTRA KEEN AT count Keen's deaths #SIDE EFFECT: No extra lives #SIDE EFFECT: Keen doesn't lose a life on dying %patch $8041 $FF $06 $C2 $6E %patch $0FB0 $00 $00 --------------------------------- ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- #Lives left box: %patch $8F2E $04 $00 #Height %patch $8F32 $10 $00 #Width %patch $8F42 $88 $2E #Text read from %patch $8F5B $90 $00 #The sprite used for keens [Sprite number*4] %patch $8F68 $0B $00 #Keens y position [pixels] from top of box %patch $8F82 $29 $00 #Window appearance sound %patch $15ED8 "Keens left" $00 #Don't show Keen sprites %patch $8F4B $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 -------------------------------------------------------------------------------