********** OF AN ********** See PRESENTING AN ID SOFTWARE... SEQUENCE ********** ORDERING INFO ********** See also ORDERING INFO under TEXT PATCHES #Blank O.I text [533 chars spare at $1CBEE] %patch $AE33 $C3 #Ordering info screen position in title level: %patch $AEC4 $01 #H position major [in 16 tiles] %patch $AEBD $70 #H position minor [in tiles] #Foob and Keen sequence: %patch $AB89 $00 #No Keen or Foob %patch $AB31 $00 #No Foob appears, thus Keen just stands there. %patch $ACD3 $01 #Foob runs off and never comes back %patch $ACBE $01 $00 #Exit O.I When Foob is scared %patch $ADEC $00 $00 #Exit O.I when Foob leaves screen %patch $ADCE $32 $00 #Pause after Foob leaves before it comes back #Keen position (First is v, next is h) %patch $AB8F $B0 #Standing about %patch $AB9F $08 %patch $ABC9 $B0 #Threaten Foob 1 %patch $ABD9 $08 %patch $ACFE $B0 #Threaten Foob 2 %patch $AD0E $08 %patch $AD5B $B0 #Threaten Foob 3 %patch $AD6B $08 %patch $ABF4 $B0 #After threatening %patch $AC04 $08 #Foob walk height: (Can be used to make Foob vannish) %patch $AC75 $B8 #Walking left %patch $AD28 $B8 #Scared 1 %patch $AD28 $B8 #Scared 2 %patch $AD85 $B8 #Scared 3 %patch $ACAD $B8 #Fleeing right #Animations %patch $AC68 $5D $00 #Walking toward Keen %patch $AC5F $02 $00 #Second frame is $xx after 1st %patch $ACA0 $5F $00 #Running from Keen %patch $AC97 $02 $00 #Second frame is $xx after 1st %patch $AD1B $61 $00 #Scared 1 %patch $AD78 $62 $00 #Scared 2 %patch $ACE6 $22 $00 #Sound of scared Foob %patch $ABBC $14 $00 #Keen shoot while Foob approaching %patch $ACF1 $14 $00 #Keen shoot after Foob flees %patch $AD4E $14 $00 #Yet another shot animation