********** KEEN ACTIONS ********** Since Keen's actions are so complex, they are stored here for convenience. Here, like the previous section you can alter what Keen does, but unlike the previous section, Keen is far more complicated; he often waits for keys to be pressed, or collides with things or has to have seperate actions for lots of things. (Turning while wlaking down a hill for example.) There are about 20 unknown or poorly known actions, 17 of them belong to Keen. If you don't know what it does, experiemnt, if you find out, contact me. Some actions you'll find easy to edit, others will be more slippery and complex. It is not wise to make Keen turn into a sprite, he might not turn back, but you can use as many death actions as you like. (Making Keen die say if he gets bored.) There are many subrotuines and such that tell sprites how to act, thesea re hard to alter, but you can see simple patches for them in other sections, for example the speed patches in section 2.) However, the greatest part of what makes a sprite what it is is kept in a small 30 character long string that defines the sprite's animatiosn, animation speed, collision action and more. There are literally hundreds of these strings and they are all stored one after the other amongst text and error lists. Rather than have a lot of 'goto' instructions in game, sprites use simple references to these. The references start with $ as 'zero' Since the reference defines the string, and the string defines almost everything else, you can change how a sprite acts by changing these. There are two kinds used, first those used to change a sprite, such as when a Blooguard is spawned or wants to clobber; these are stored in the sprite action proper. They occur randonly or when certain things happpen. The second kind are stored in the strings later on in the program; each string has a reference at the end that tells the sprite what to do next. So for example, the Bloog is spawned with a action of the first kind, then cycles forever between two actions of the second kind (Walk 1 and walk 2) until something happens to it. (It gets shot.) You will thus notice in the lists following a lot of individual spawning actions, followed by long lists of 'looping' actions. All can be edited into anything you want, but try to remember to make sense; actions cycle on purpose and you don't want to have your Bloog suddenly become a gem and vannish now do you? Now on to editing these actions; for a list of what action does what, look at the previous section; it can get pretty complicated, but usually you can get a 'feel' for how things work; not all actions can be used everywhere, some can be used only on the map, or only with items or Keen. Others may cause the sprite to freeze If your game crashes because it's spawned an uncached sprite you'll need to add a sprite to your level. (For example if you make your Bloog turn into Molly when shot, all levels with Bloogs must also have Molly in them, or you must patch the cache.) There are two bits of shorthand you should know; any patch with 'spawn' in it means that the game uses this to create a sprite from nothing; it's where a sprite 'starts' Any patch with [Random] in it means that the game randomly changes a sprite to do this, like slug sliming. To change a action, simply find the entry on the action list you want and replace the default action with this. Remember to think things through though, for example, if you make a Bloog spawn a Fleex, all difficulties of Bloog will do this and will act *exactly* like a Fleex, if you patch the Fleex, the Bloogs will also be affected. Loops usually start somewhere, move on step by step, then at the last step go back to the beginning, and so on and so on... so be careful not to break a loop accidently or get yourself into troubble. You can 'steal' space from other sprites and give it to others; if you for example make the Orbatrix bounce only (This can be done by altering one of its actions) all of the floating strings can be used by another sprite, say, to add another two animation frames to the Babobba. (You will of course have to patch the animations, animation speeds, etc or your Babobba will become an Orbatrix!) You can erase actions easily enough (Replace 'Keen bored' with 'Keen stand' tos top him being bored say.) and use this elsewhere (To give him four pole animations say.) It takes a bit of skill, but once you get the hang of it you can shuffle actions with ease. Keen's actions are divided into several sections in this order: Map Keen, Standing and walking, Looking, Jumping and pogoing, Climbing and poles, Shooting, Swimming, and Misc. The final section, Move Screen is for patches that stop the screen moving whe Keen does something (Like grip a ledge or look up/down) ### #Map Keen ### %patch $CFD4 $130AW #Map Keen stand (Spawned) %patch $D0F7 $130AW #Map Keen stand (After moving) %patch $FB75 $130AW #Map Keen stand (After climbing rope) %patch $F992 $130AW #Map Keen stand (After leaving rocket) %patch $FE94 $130AW #Map Keen stand (After leaving satelite) ### #Standing and walking ### ### #Looking ### ### #Jumping and pogoing [In that order] ### ### #Climbing and poles [Pole shooing is under 'Shooting'] ### ### #Shooting [l/r then u/d; on ground, then in air, on poles then Keen's shot] ### %patch $D92E $15B6W #Keen's shot smash ### #Misc ### ### #Move Screen ### Using these patches will make the screen center on Keen during an action; for example when Keen looks up/down the screen doesn't center on him, but using the patches will mean he can't look up or down, because the screen will remain centered on him.