********** MISCELLANEOUS SPRITE PATCHES ********** This section is dedicated to patches that don't fit in anywhere else int he sprite sections. While most are trivial, some are of vital importance. If you do not find what you want in the other sections, take a look here, you may be surprised. ********** AIRBOARD ********** #'Cushion' height [Where Airboard won't fall down if pogoed on, and will fall at half speed #WARNING, won't check for blocks, so don't make this too large; 1 'safe' pogo bounce = $20 %patch $11976 $80 $00 #Invisible airbards: %patch $11756 $CB #Left flame isn't in front of airboard (Like other flames) %patch $117F4 $00 $00 #Ariboards don't have any flames %patch $11792 $E9 $3D $01 #Conditions for a flame appearing; #They are checked in this order. To always skip replace $75 with $EB #to never skip replace $75 with '$90 $90' %patch $11790 $0E $01 $75 #Draw if moving right (Right flame) %patch $117DB $0E $FF $75 #Draw if moving left (Left flame) %patch $11822 $10 $FF $75 #Draw if moving up (Up flames) %patch $11878 $10 $01 $75 #Draw if moving down (Down flames) #Board going down flames don't flicker %patch $1187C $90 $90 $90 $90 ********** BERKELOID ********** #Berkeloids can float across cliffs [they still go down and up hills, #but once off ground they can't get back onto it again.] %patch $10E7B $50 $00 ********** BIRD ********** #Birds will fly to attack Keen even if he's standing on a platform %patch $1022A $F8 $FF #Height above ground Bird must be before starting walking (8 pixels) %patch $10489 $80 $00 %patch $1038B $00 #This may need altering as well, clip check, add 8 for each +20 inc ********** BOUNDER ********** #What Bounder does when Keen is riding: %patch $111D1 $40 $00 #How far left Keen must be on Bounder to %patch $111DB $FF $FF #Make Bounder move left [-1] %patch $111E7 $40 $00 #How far right Keen must be on Bounder to %patch $111F1 $01 $00 #Make Bounder move right [+1] %patch $111F8 $00 $00 #Otherwise move u/d [0] #Don't change behavior when Keen rides %patch $111C0 $90 $90 #Bounder kills Keen, can be shot: %patch $11138 $55 $8B $EC $56 $57 $8B $76 $06 $8B $7E $08 $83 $3D $02 $75 $09 $9A $0B8013E9RL $5F $5E $5D $CB $83 $3D $03 $75 $18 $C7 $44 $16 $00 $00 $C7 $44 $06 $01 $00 $B8 $A8 $2F $50 $57 $56 $9A $09DC1695RL $83 $C4 $06 $5F $5E $5D $CB #Restart level when Keen shoots; %patch $31E14 $30 $1B #Bounder %patch $31E32 $30 $1B #Stunned bounder lands ********** BUBBLES ********** #Bubbles don't 'wiggle', they only move in one direction (right) %patch $123AB $90 $90 #This randomly reverses bubble r/l speed #Bubbles disappear if they're closer than this vertically to a dopefish: %patch $123C0 $00 $03 #3 tiles (Yeah, useless, but who cares?) ********** CLOUD ********** #Clouds will move all the way to the right before zapping if Keen is careful %patch $10AC6 $00 $01 #No matter where clouds are, the lightening they make is at the level top: %patch $10B5B $01 $00 ********** DOPEFISH ********** #Dopefish rise up offscreen when eating %patch $121AA $80 %patch $12411 $CE $36 #Kill Keen if eaten ********** INCHWORM ********** #Number needed for Foot [11 others] %patch $10FC1 $0B $00 #When making Foot, remove ALL sprites of this property [Inchworm] %patch $110C2 $10 ********** KEEN ********** #What to do when moving from water to land on map: #Values 0-8 ($08 kills Keen on map) %patch $302B6 $04 $00 #Tile type 0D (Water up, land down) [Walk down] $05 $00 #Unused [Walk down] $06 $00 #Tile type 0E (Water right, land left) [Walk left] $07 $00 #Unused [Walk left] $00 $00 #Tile type 0B (Water down land up) [Walk up] $01 $00 #Unused [Walk up] $02 $00 #Tile type 0C (Water left, land right) [Walk right] $03 $00 #Unused [Walk right] #What to do when moving from land to water on map: %patch $30456 $04 $00 #Tile type 0B (Water down land up) [Swim down] $06 $00 #Tile type 0C (Water left, land right) [Swim right] $00 $00 #Tile type 0D (Water up, land down) [Swim down] $02 $00 #Tile type 0E (Water right, land left) [Swim left] #Keen can die if he is touched by an enemy when he's entering a door %patch $90A5 $90 #Keen takes extra long to place a gem %patch $D19D $A8 $20 #Keen looks up, glares (Or moons) and reads books, each a certain #amount of time AFTER the other (Moving resets, $30 per second wait) %patch $BBFC $C8 $00 #Look up (Total time $C8, 4s) %patch $BC16 $2C $01 #Glare or moon (Total time $1F4, 10s) %patch $BC45 $BC $02 #Read book (Total time $4B0, 25s) #When bored anywhere, Keen will moon (Once, after that he shrugs) %patch $BC26 $00 ********** LICK ********** #Lick checks if he's within X pixels before flaming Keen %patch $1137D $00 $FE # -256 -> -512 %patch $11384 $00 $02 # +256 -> +512 #Lick checks his left-to-right facing %patch $1138F $E0 $FF # -032 -> -032 %patch $11395 $00 $03 # +384 -> +768 #Lick checks his right-to-left facing %patch $113A1 $20 # +032 -> +032 %patch $113A6 $00 $FD # -512 -> -768 #Distance check between short & long hops %patch $113C9 $80 $04 # +768 -> +1152 ********** MAD MUSHROOM ********** #High and low jumps: #1st value is xth jump is high; second resets x to 0 after high jump; #Y can be 0, less, equal or greater than X. If 0, we have normal behavior, #If X > Y we will have x low, 1 high, then x-y low, 1 high pattern of jumps. #If X = Y, then after x low jumps, ALL jumps will become high, and if X < Y #After x low jumps and 1 high, all jumps will be low %patch $FF90 $03 $00 #Xth jump is tall %patch $FF97 $00 $00 #Reset value #Mushrooms only bounce high when Keen is right of them %patch $FF8E $0E $3D $01 ********** MIMROCK ********** #Mimrocks always pursue Keen %patch $11EEB $90 $90 $90 $90 $90 $90 #Remove 'Is Keen looking at me?' checks %patch $11F05 $90 $90 $90 $90 $90 $90 %patch $11F3B $90 $90 $90 $90 $90 $90 $90 $90 #Don't make the Mimrock slam down if he spies Keen %patch $3237A $58 #Mimrock doesn't slam back down, once activated. ********** POISON SLUG ********** #Slugs don't move h/v when shot #[Remove 4 90s to make them move very little] %patch $FEB8 $90 $90 $90 $90 $90 $90 #The Slug's slime moves %patch $30F24 $40 $00 $00 $00 #Speed 1 %patch $30F42 $40 $00 $00 $00 #Speed 2 [Evaporate] %patch $30F34 $C6 $20 #Slug slime 1 %patch $30F52 $A8 $20 #Slug slime 2 [Evaporate] %patch $30F22 $04 $00 %patch $30F40 $04 $00 %patch $30F1E $01 $00 $01 $00 %patch $30F3C $01 $00 $01 $00 %patch $FE48 $0E $FF $FF ********** SKYPEST ********** #Keen can't squish landed Skypests %patch $10738 $90 $90 $90 #What can squish landed Sypests %patch $1073E #Squish Beh 1 [Keen start Pogo] %patch $10745 #Squish Beh 2 [Keen pogo 1] %patch $1074C #Squish Beh 3 [Keen pogo 2] ********** SMIRKY ********** #How much Smirky teleports (-ve to stop him, large +ve to make him teleport as soon as he's landed) %patch $11C55 $00 $00 #When teleporting seek sprites with this property: %patch $11C62 $04 #Items #If below a Sprite with this property, jump and get it %patch $11AB4 $04 #Item #How close item must be to be collectible: %patch $11AD6 $00 $03 #<3 tiles #Smirky doesn't jump to get item tiles: %patch $11AF9 $01 #Smirky stops hopping if next hop is more than this far over an edge: %patch $11BCD $00 $00 #Make -ve to mkae him jump off edges #Stop Smirky from taking point tiles *when jumping* %patch $11D64 $02