********** 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. ### #Enemy shot ### #Directions shots are spawned: %patch $10FA1 $38 $16 #Up $43 $16 #Left $4E $16 #Down $59 $16 #Right ### #Keen ### #Keen's shot directions; both can move h AND v, #by default they usually have one direction 'blanked' #Up %patch $DCFD $00 $00 #No horizontal %patch $DD02 $FF $FF #Up #Right %patch $DD0D $00 $00 #Right %patch $DD12 $00 $00 #No vertical #Down %patch $DD1D $00 $00 #No horizontal %patch $DD22 $01 $00 #Down #Left %patch $DD2D $FF $FF #Left %patch $DD32 $00 $00 #No vertical ### #Lil Ampton ### #Ampton cannot move up poles (From pole bottoms) %patch $113B3 $FF $FF ### #Robo Red ### #RoboRed appears in front of all tiles %patch $125B4 $20 $03 #Number of shots %patch $12643 $0A $00 #When Keen lands near Red (10) %patch $12680 $0A $00 #When shot by Keen (10) #Shot pattern: %patch $126F1 $01 $00 #1 up, 1 down #Robo Red doesn't stop shooting the second time he shoots %patch $126AB $00 #Red doesn't shoot, but glides in the shooting direction forever whenn agitated %patch $126A8 $10 #Robo Red leaves a trail of still shots behind it when it shoots #instead of blasting them everywhere %patch $126DB $00 $00 #Instead of moving u/d Red shot's appear in front of all tiles %patch $126F7 $20 $03 %patch $12702 $20 $03 ### #Shelley ### #Shelley waits at ledges forever %patch $11B60 $90 $90 #Left %patch $11B79 $90 $90 #Right ### #Shikadi ### #Shikadi strength %patch $12EFA $04 $00 --------------------------------------------------------- POLEZAPS: #Check for poles (1) before polezapping, #$00 means they zap 'in air', etc %patch $1301D $01 #Shikadi zap anywhere, not just poles %patch $1301E $90 $90 #Pole sparks only work on this tile (Poles) %patch $1316A $01 #Sparks move on any tiles %patch $1316B $90 $90 #Shikadi will zap poles even when Keen is standing level with it #(By default it doesn't) %patch $12FA6 $75 #Pole zaps always move up %patch $130FD $90 $90 #Make the Shikadi Polezaps move horiziontally: %patch $13105 $0E #Make zaps horizontal %patch $13110 $0E %patch $331A4 $0001W #Make sparks animate %patch $331C2 $0001W %patch $331AA $00000000L #Remove default vertical speed stuff %patch $331C8 $00000000L %patch $331A6 $0020W #Actual speed is these two lines %patch $331C4 $0020W %patch $130FC $0E #Finally, randomize the shot direction a bit #Polezaps always appear in front of tiles %patch $130DE $20 $03 --------------------------------------------------------- ### #Shikadi Master ### #Number of shots Master shoots %patch $12AF6 $01 $00 #Shots when shooting randomly %patch $12BA5 $01 $00 #Shots when shot by Keen #Master doesn't shoot randomly (Only when Keen shoots him) %patch $12AE2 $90 $90 ### #Shikadi Mine ### #Only the Mine's eye appears %patch $12562 $75 #'Inactive' mine anim left after mine detonates %patch $12567 $00 #Remove Mine's eye %patch $12591 $90 $90 $90 $90 $90 #Stop Mine moving %patch $11D1B $90 $90 #Mine's eye remains after it explodes %patch $1218F $90 $90 $90 $90 $90 %patch $122AE $90 $90 $90 $90 $90 ### #Spindred ### #Number of roof bounces before going to floor: %patch $129E5 $03 #Number of floor bounces before going to roof: %patch $12A32 $03