********** 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, these are 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 animations, 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 $23A70 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 Keen is spawned or wants to shoot; 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 Keen is spawned with a action of the first kind, then cycles forever as 'standing' the second kind until something happens to him. (He moves, shoots, jumps...) 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 Keen suddenly become a pea 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. Others may cause the Keen to freeze. You shouldn't get uncached sprites with Keen, so long as you don't use 'enemy' actions for him. There are two bits of shorthand you should know; any patch with 'start' or 'spawn' in it means that the game uses this to create a start from nothing; it's where a action 'begins' Any patch with [Random] in it means that the game randomly does this, though this is rare. Some actions are marked [Minor] meaning that though they are used, it is only occasionally to surprise you. 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, 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 erase actions easily enough (Replace 'Keen bored' with 'Keen stand' to stop 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, and Misc. ### #Map Keen ### %patch $247C6 $0D58W #Wave 1 (Pause before waving) %patch $247E4 $0D76W #Wave 2 %patch $24802 $0D94W #Wave 3 %patch $24820 $0DB2W #Wave 4 %patch $2483E $0DD0W #Wave 5 %patch $2485C $0DEEW #Wave 6 (Goto nap) %patch $2487A $0E0CW #Nap 1 %patch $24898 $0E2AW #Nap 2 %patch $248B6 $0E2AW #Nap 3 (Keep napping) %patch $248D4 $0E48W #Nap 4 (Wake up) ### #Standing and walking ### %patch $24964 $0ED8W #Keen stand %patch $24E14 $13A6W #Keen walk 1 %patch $24E32 $13C4W #Keen walk 2 %patch $24E50 $13E2W #Keen walk 3 %patch $24E6E $1388W #Keen walk 4 (Goto 1) ### #Looking ### %patch $24BBC $1130W #Keen look up %patch $24BDA $114EW #Keen crouch ### #Jumping ### %patch $24F5E $14F0W #Keen fall 1 %patch $24F7C $150EW #Keen fall 2 %patch $24F9A $0ED8W #Keen fall 3 (Land, goto stand) %patch $24FB8 $154AW #Keen jump 1 %patch $24FD6 $1568W #Keen jump 2 %patch $24FF4 $0ED8W #Keen jump 3 (Land, goto stand) ### #Climbing and poles [Pole shooing is under 'Shooting'] ### %patch $24BF8 $150EW #Sit on pole (Goto jump?) %patch $24C16 $118AW #Climb up pole 1 %patch $24C34 $11C6W #Climb up pole 2 %patch $24C52 $11E4W #Climb up pole 3 %patch $24C70 $11A8W #Climb up pole 4 (Goto 2) %patch $24C8E $1220W #Keen climb down pole 1 %patch $24CAC $123EW #Keen climb down pole 2 %patch $24CCA $125CW #Keen climb down pole 3 %patch $24CE8 $1202W #Keen climb down pole 4 (Goto 1) ### #Shooting [l/r then u/d; on ground, then in air, then on poles] ### See also: 11.) Actions -> FLOWER POWER, BOOBUS BOMBS %patch $24E8C $141EW #Keen throw l/r 1 %patch $24EAA $143CW #Keen throw l/r 2 %patch $24EC8 $145AW #Keen throw l/r 3 %patch $24EE6 $0ED8W #Keen throw l/r 4 (Goto stand) %patch $24F04 $1496W #Keen throw u 1 %patch $24F22 $14B4W #Keen throw u 2 %patch $24F40 $0ED8W #Keen throw u 3 (Goto stand) %patch $25012 $15A4W #Keen jumpthrow l/r 1 %patch $25030 $15C2W #Keen jumpthrow l/r 2 %patch $2504E $150EW #Keen jumpthrow l/r 3 (Goto fall) %patch $2506C $15FEW #Keen jumpthrow u 1 %patch $2508A $161CW #Keen jumpthrow u 2 %patch $250A8 $150EW #Keen jumpthrow u 3 (Goto fall) %patch $250C6 $1658W #Keen jumpthrow d 1 %patch $250E4 $1676W #Keen jumpthrow d 2 %patch $25102 $150EW #Keen jumpthrow d 3 (Goto fall) %patch $24D06 $1298W #Keen polethrow l/r 1 %patch $24D24 $12B6W #Keen polethrow l/r 2 %patch $24D42 $118AW #Keen polethrow l/r 3 (Goto pole sit) %patch $24D60 $12F2W #Keen polethrow u 1 %patch $24D7E $1310W #Keen polethrow u 2 %patch $24D9C $118AW #Keen polethrow u 3 (Goto pole sit) %patch $24DBA $134CW #Keen polethrow d 1 %patch $24DD8 $136AW #Keen polethrow d 2 %patch $24DF6 $118AW #Keen polethrow d 3 (Goto pole sit) ### #Misc ### %patch $2490A $0E9CW #Keen's Zzzzz 1 %patch $24928 $0EBAW #Keen's Zzzzz 2 %patch $24946 $0E7EW #Keen's Zzzzz 3 %patch $24982 $0ED8W #Bored (Look up, goto stand) %patch $249A0 $0F32W #Bored (Yawn) 1 %patch $249BE $0F50W #Bored (Yawn) 2 %patch $249DC $0F6EW #Bored (Yawn) 3 %patch $249FA $0ED8W #Bored (Yawn, goto stand) 4 %patch $24A18 $0FAAW #Keen bored (Blink-shrug) 1 %patch $24A36 $0FC8W #Keen bored (Blink-shrug) 2 %patch $24A54 $0FE6W #Keen bored (Blink-shrug) 3 %patch $24A72 $1004W #Keen bored (Blink-shrug) 4 %patch $24A90 $1022W #Keen bored (Blink-shrug) 5 %patch $24AAE $0ED8W #Keen bored (Blink-shrug) 6 %patch $24ACC $105EW #Keen bored (Nap) %patch $24AEA $107CW #Keen bored (Nap) %patch $24B08 $109AW #Keen bored (Nap) %patch $24B26 $107CW #Keen bored (Nap) (Keep napping) %patch $24B44 $0ED8W #Keen wake up (Goto stand) %patch $24B62 $10F4W #Keen die 1 %patch $24B80 $1112W #Keen die 2 %patch $24B9E $1112W #Keen die 3 (Goto 2)