***************************************** 6.) Sprite animations ***************************************** These patches are considered by many to be the most useless found here. This is not true; as they allow incredible versitility. Sadly Keen will not accept more than one extra added sprite frame, but if you are not using some frames you can easily convert them into extra animation frames for your existing sprites. There are actually two unused sprites in Keen 2 and unused sprites can have their animationsadded to another sprite. Some notes on this behaviour: All sprties given are for the *start* of the animation sequence, and it is IMPORTANT to note the number of animating frames, [ is one *MORE* than the value given. So $01 $00 means two animation frames. Some sprites however are different, the value given is the *SAME* as the number of frames. Also, since they use behaviour $9D $48, Shot sprites need at least *TWO* animation frames or the game will crash, unless their behaviour is changed. Start sprites are usually not seen, but if you change the sprite properties, and in certain patches, you may need to change it. Also, if it is larger than the sprites you're using then the sprite will sinnk into the ground as it actually uses this sprite to locate itself in the level. Note that scrub ceiling sprites can be as tall as you want without problems. Animation speed is how fast a sprite changes animations as it does whatever it does. Default is 4 or 5, but play around, slow sprites cananimate slow, fast ones can be hyper, you decide. *** *Keen: *** %patch $6815 $00 $00 #Keen standing facing right [No animation] %patch $681E $04 $00 #Keen standing facing left [No animation] %patch $682D $00 $00 #Walking right %patch $683C $03 $00 #Frames used -1 %patch $6838 $04 #Animation speed %patch $6850 $04 $00 #Walking left %patch $685F $03 $00 #Frames used -1 %patch $685B $04 #Animation speed %patch $691C $08 $00 #Jumping right start [Will use next six frames] %patch $6924 $0E $00 #Jumping left start [Will use next six frames] %patch $6B6C $0D $00 #Falling/jumping right %patch $6B74 $13 $00 #Falling/jumping left %patch $69A3 $14 $00 #Shooting right %patch $69AB $15 $00 #Shooting left %patch $706C $16 $00 #Dying %patch $7069 $01 $00 #Frames used -1 %patch $7065 $04 #Animation speed %patch $6DB7 $18 $00 #pogoing right [Will use next sprite along for hitting ground] %patch $6DBF $1A $00 #pogoing left [Will use pogorightground for hitting ground] %patch $4A37 $1C $00 #Keen stunned %patch $4A34 $01 $00 #Frames used -1 %patch $4A30 $05 #Animation speed %patch $4A4E $1F $00 #Keen recovering %patch $A629 $20 $00 #Keen on map moving right %patch $A63A $24 $00 #Keen on map moving down left %patch $A646 $24 $00 #Keen on map moving down %patch $A657 $24 $00 #Keen on map moving down right %patch $A663 $28 $00 #Keen on map moving left %patch $A600 $2C $00 #Keen on map moving up left %patch $A60C $2C $00 #Keen on map moving up %patch $A61D $2C $00 #Keen on map moving up right %patch $A67A $03 $00 #Frames used -1 by all map sprites %patch $A676 $04 #Animation speed %patch $89E9 $90 $00 #Keens Left box sprite [Sprite number*4!] *** *Vortikids: *** %patch $3CA9 $30 $00 #Start sprite %patch $3FDB $34 $00 #Running right [and boncing right off walls] %patch $3FE3 $30 $00 #Running left [and boncing left off walls] %patch $3FED $03 $00 #Frames used -1 %patch $3FE9 $04 #Animation speed %patch $405B $37 $00 #Jumping right %patch $4063 $33 $00 #Jumping left %patch $406E $02 $00 #Frames used %patch $40BE $38 $00 #When shot %patch $40B9 $02 $00 #Frames used, not -1 *** *Earth explodes: *** %patch $50E9 $3C $00 #Earth explosions, uses next 4 frames %patch $4CA7 $02 $00 #Frames used [not -1] for Vortship bullet *** *Vorticons: *** %patch $3C47 $52 $00 #Start sprite %patch $3E30 $4A $00 #Walking left %patch $3E28 $4E $00 #Walking right %patch $3E3A $03 $00 #Frames used -1 for both %patch $3E36 $04 #Animation speed %patch $3EF5 $54 $00 #Jumping right %patch $3EFD $55 $00 #Jumping left %patch $3F47 $52 $00 #Looking around [Yes it uses jump sprites too!] %patch $3F44 $03 $00 #Frames used -1 %patch $3F40 $05 #Animation speed %patch $3FBC $56 $00 #Shot %patch $3FB7 $02 $00 #Frames used, not -1 *** *Vorticon Elite: *** %patch $3D0B $58 $00 #Start sprite %patch $40DD $5C $00 #Walking right %patch $40E5 $58 $00 #Walking left %patch $40EF $03 $00 #Frames used -1 %patch $40EB $04 #Animation speed %patch $41D1 $60 $00 #Shooting right %patch $41D9 $61 $00 #Shooting left %patch $424B $62 $00 #Walking right %patch $4253 $63 $00 #Walking left %patch $42B2 $64 $00 #Shot %patch $42AD $02 $00 #Frames used, not -1 *** *Scrubs: *** %patch $3D48 $66 $00 #Start sprite %patch $42D0 $66 $00 #Walking left %patch $42CD $01 $00 #Frames used -1 %patch $42C9 $05 #Animation speed %patch $445C $68 $00 #Walking up %patch $4459 $01 $00 #Frames used -1 %patch $4455 $05 #Animation speed %patch $43D8 $6A $00 #Walking ceiling [right] %patch $43D5 $01 $00 #Frames used -1 %patch $43D1 $05 #Animation speed %patch $4354 $6C $00 #Walking down %patch $4351 $01 $00 #Frames used -1 %patch $434D $05 #Animation speed %patch $4529 $6E $00 #When shot %patch $4524 $02 $00 #Frames used, not -1 *** *Robot: *** %patch $3D8F $78 $00 #Initial animation %patch $4548 $70 $00 #Moving right %patch $4550 $74 $00 #Moving left %patch $455A $03 $00 #Frames used -1 %patch $4556 $04 #Animation speed %patch $45BF $70 $00 #Shooting left %patch $45C7 $74 $00 #Shooting right %patch $45D1 $03 $00 #Frames used -1 %patch $45CD $04 #Animation speed %patch $4670 $78 $00 #Turning %patch $466D $01 $00 #Frames used -1 %patch $4669 $04 #Animation speed *** *Shots: *** %patch $7457 $7A $00 #Keen's shot %patch $767C $7B $00 #Enemy shot *** *Zaps/zots: *** [Not all sprites must be patched before a change is seen, however its better to patch all the unknown ones just in case] %patch $483C $7C $00 #Zap 1 sprite 1 [For Tantalus ray destruction Zap] %patch $4843 $7D $00 #Zap 1 sprite 2 [For Tantalus ray destruction Zot] %patch $74CA $7C $00 #Zap 2 sprite 1 %patch $74D1 $7D $00 #Zap 2 sprite 2 %patch $753B $7C $00 #Zap 3 sprite 1 %patch $7542 $7D $00 #Zap 3 sprite 2 %patch $759B $7C $00 #Zap 4 sprite 1 [For shot hitting walls] %patch $75A3 $7D $00 #Zap 4 sprite 2 [For shot hitting walls] %patch $75E0 $7C $00 #Zap 5 sprite 1 [For shot hitting sprites] %patch $75E7 $7D $00 #Zap 5 sprite 2 [For shot hitting sprites] %patch $76E7 $7C $00 #Zap 6 sprite 1 %patch $76EE $7D $00 #Zap 6 sprite 2 %patch $7753 $7C $00 #Zap 7 sprite 1 %patch $775A $7D $00 #Zap 7 sprite 2 %patch $779C $7C $00 #Zap 8 sprite 1 [For shots hitting Keen/zapzots/shots] %patch $77A3 $7D $00 #Zap 8 sprite 2 [For shots hitting Keen/zapzots/shots] *** *Horizontal Platform: *** %patch $3DD2 $7E $00 #Initial animation %patch $468B $7E $00 #Sprite %patch $4688 $01 $00 #Frames used -1 %patch $4684 $05 #Animation speed *** *Tantalus ray: *** %patch $3E14 $80 $00 #Initial animation %patch $46F0 $80 $00 #Sprite %patch $46ED $03 $00 #Frames used -1 *** *Ending sequence: *** %patch $51B6 $84 $00 #Rocket sprite used as 1st window text appears %patch $52C9 $84 $00 #Sprite used for rocket going to and landing on Earth %patch $5326 $48 $00 #Sprite used for vortiship while window text is appearing: %patch $53AA $48 $00 #Sprite used for vortiship limping back to Vorticon VI [AFTER window text]