********** LEVELS ********** ------------------------------------------------------------------------------- #32 levels in Keen 3: #SIDE EFFECT: Fits 32 levels into a 16 level DONE space #Change things when checking if a level is done (1st dones, 2nd marks) %patch $8AE2 $90 $90 $80 $BF $26 $9D $00 %patch $8D9A $90 $90 $80 $BF $25 $9D $00 #When starting a new game, make all 32 levels not done %patch $9944 $90 $90 $C6 $87 $26 $9D $00 $90 %patch $994F $20 #Change things when marking a level as done %patch $8DE1 $90 $90 $C6 $87 $25 $9D $01 $90 %patch $8BF9 $20 ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- When Keen exits a level four variables are set to zero. By default these are the four keycards. It is possible to change most of this. %patch $8625 $1E #What is removed (Yellow keycard and next 3) %patch $862F $04 #Number of items to affect (4 = all 4 cards) %patch $8627 $00 $00 #Set to this (0 takes, 1 gives) #What first byte is: $14: Joystick $16: Vaccum $18: Whiskey $1A: Pogo $1C: Battery $1E: Yellow card $20; Red card $22: Green card $24: Blue card $26: Level 1 $28: Level 2 $2A: Level 3 $2C: Level 4 $2E: Level 5 $30: Level 6 $32: Level 7 $34: Level 8 $36: Level 9 $38: Level 10 $3A: Level 11 $3C: Level 12 $3E: Level 13 $40: Level 14 $42: Level 15 $44: Level 16 $46: Lives $48: Ammo $4A: Points ------------------------------------------------------------------------------- #Don't remove anything at level exit %patch $8625 $14 #Don't mark levels as done (Infinite repalys) #If 32 levels must be AFTER patch: %patch $8DE7 $00 #Only levels xx and below get marked as done, others are infinite replay #If 32 levels must be AFTER patch: %patch $8BF9 $xx %patch $8DA1 $90 $90 ********** LIGHT SWITCH ********** #Change lightswitch tile [New tile must have lightswitch propery] %patch $6D76 $0F $01 #Make a new palette and use it for... %patch $19824 $1F $1F $1F $1F $1F $1F $1F $1F #New Palette $00 $00 $00 $00 $00 $00 $00 $00 $00 %patch $6C6C $04 $00 #Lights off %patch $6C4D $04 $00 #Lights on #Light palettes: %patch $6C4D $97 $25 #Lights on %patch $6C6C $19 $25 #Lights off #Speed of lightswitcing: (Level freezes for this long) %patch $6C60 $01 $00 #Off %patch $6C41 $01 $00 #On #Stop lights... %patch $6DC2 $91 $FE #Turning off %patch $6DC7 $6E $FE #Turning on ********** LIVES ********** ------------------------------------------------------------------------------- #Extra Keens: %patch $0DD5 $4C #What is looked at 1 (Score) %patch $0DD9 $4A %patch $0E00 $4C #What is looked at 2 (Score) %patch $0E04 $4A %patch $0FAC $20 $4E #Score needed to get first extra Keen (20'000) %patch $0DEB $20 $4E #Increase after every Keen got (+20'000) %patch $0DFA $20 $4E #Increase 2 (Should be the same as above!) %patch $0E0E $20 $4E #Increase 3 (Same as above!) %patch $0DF0 28 #Extra keen sound %patch $0E1E $46 #What EKA increases by 1 (Lives, see ITEMS for details) $14: Joystick $16: Vaccum $18: Whiskey $1A: Pogo $1C: Battery $1E: Yellow card $20; Red card $22: Green card $24: Blue card $26: Level 1 $28: Level 2 $2A: Level 3 $2C: Level 4 $2E: Level 5 $30: Level 6 $32: Level 7 $34: Level 8 $36: Level 9 $38: Level 10 $3A: Level 11 $3C: Level 12 $3E: Level 13 $40: Level 14 $42: Level 15 $44: Level 16 $46: Lives $48: Ammo $4A: Points ------------------------------------------------------------------------------- ********** LIVES LEFT BOX ********** #Lives left box height %patch $9813 $04 $00 #Lives left box width %patch $9817 $10 $00 #Where the Keens left text is called from %patch $9826 $A7 $2F #Keens in box aren't shown %patch $9820 $17 #The sprite used for keens*16 %patch $983E $8C $00 #Keens y position [pixels] from top of box %patch $984B $0B $00