********** SAVED GAMES ********** #Text %patch $1A92E "You can SAVE the game" %patch $1A945 "ONLY on the World Map!" %patch $1A95D " press a key:" %patch $1A96E "Which game position" %patch $1A983 "do you want to save?" %patch $1A999 " 1-9 or ESC:" %patch $1A9A9 "That game position" %patch $1A9BD "already exists!" %patch $1A9CE "Overwrite it?:" %patch $1A9DD "You can continue this game" %patch $1A9F9 "from the Main Menu next time" %patch $1AA17 "you play." %patch $1AA21 "Press a key:" %patch $1AA30 "Continue Which Game?" %patch $1AA46 " 1-9 or ESC:" %patch $1AA59 " That game hasn't" %patch $1AA6E " been saved yet!:" See also FILES AND FILENAMES ********** SCRUBS ********** For patches affecting the Scrub's behaviour speed and such, see the directory SPRITE PATCHES in this folder. ********** SHOOTING ********** #Shots keen starts with %patch $8AA2 $05 $00 #Keen has a machine gun! %patch $6C66 $90 $90 #Don't lose a shot %patch $6C7D $90 $90 $90 $90 #don't play the 'click-out-of-ammo' sound %patch $6C9D $90 $90 $90 #Keen's shot height %patch $743B $09 See also RAYGUN ********** SOUNDS ********** Each patch is the three characters used by each sound. To swap a sound, copy the three character of the sound you want to the sound you want to change. For example, to make the sound Keen uses when entering a level the same as the sound of Keen walking you'd have: *** %patch $12760 $08 $05 $80 *** You can of course also edit sound directly with Commander Spleens wonderful Keen 1-3 sound editing utility. #sounds %patch $12740 $00 $04 $80 #Keen walk on map %patch $12750 $1A $04 $C8 #Keen blocked on map %patch $12760 $2A $04 $FF #Keen enters a level %patch $12770 $08 $05 $80 #Keen walking %patch $12780 $0E $05 $C8 #Keen blocked by wall %patch $12790 $22 $05 $80 #Keen jump %patch $127A0 $4E $05 $80 #Keen lands on ground %patch $127B0 $72 $05 $FF #Keen dies %patch $127C0 $30 $07 $BE #Keen get points %patch $127D0 $7E $07 $BE #Keen gets an item %patch $127E0 $22 $08 $FF #Keen gets a spaceship part %patch $127F0 $E0 $09 $C8 #Keen shoots %patch $12800 $58 $0A $A0 #Keen pogo %patch $12810 $8E $0A $B4 #Keen pogo high %patch $12820 $CC $0A $FF #Exit sound %patch $12830 $B0 $0C $FF #Game over! %patch $12840 $E2 $0E $FF #Hiscore sound %patch $12850 $8C $0F $FA #Teleport %patch $12860 $48 $11 $C8 #Icecube smash %patch $12870 $A2 $12 $FA #Open door sound? %patch $12880 $3C $13 $96 #Bump head %patch $12890 $5A $13 $FA #Use key sound %patch $128A0 $4C $14 $80 #Ice cannon fires %patch $128B0 $D2 $14 $FA #Slam? %patch $128C0 $4C $15 $FA #Click [switch] %patch $128D0 $64 $15 $FF #Crystal? %patch $128E0 $90 $16 $80 #Keen 'plummets' %patch $128F0 $7E $17 $FF #Extra Keen %patch $12900 $B8 $19 $FA #Yorp/robot bumps Keen %patch $12910 $D0 $19 $80 #Second Keen walking sound %patch $12920 $D8 $19 $C8 #Yorp stunned %patch $12930 $72 $1A $F0 #get a keycard %patch $12940 $9C $1B $E6 #Door opens %patch $12950 $AE $1C $FA #Yorp dies %patch $12960 $44 $1D $FA #Garg dies %patch $12970 $08 $1E $C8 #Out of ammo %patch $12980 $20 $1E $C8 #Keens shot hits a wall %patch $12990 $52 $1E $C8 #Robot shoots %patch $129A0 $B0 $1E $FF #Vorticon dies %patch $129B0 $36 $20 $C8 #Keen icicle? %patch $129C0 $66 $21 $FF #Keens Left sound [after dying] %patch $129D0 $6A $22 $FF #The earth explodes %patch $129E0 $6E $22 $01 #Unamed ********** STATUS SCREEN ********** #Text (Squares seperating text are seperate) %patch $1991C " SCORE EXTRA KEEN AT " $0A $00 %patch $1993A " " $0A $00 %patch $1993D " KEENS PISTOL " $0A $00 %patch $1995B " " $0A $00 %patch $1995E " " $0A $00 %patch $19961 " " $0A $00 %patch $19964 " TARGETS SAVED KEYS " $0A $00 %patch $19982 " " $0A $00 %patch $19985 " " $0A $00 %patch $19988 " " $0A $00 %patch $1998B " " $0A $00 %patch $1998E " PLEASE PRESS A KEY " $0A $00 %patch $199AB "London" %patch $199B2 "Cario" %patch $199B8 "Sydney" %patch $199BF "New York" %patch $199C8 "Paris" %patch $199CE "Rome" %patch $199D3 "Moscow" %patch $199DA "Wash D.C." #Size %patch $0E53 $0C $00 #Height %patch $0E57 $1C $00 #Width Text read from %patch $0E69 $9C $21 #First line (SCORE...EXTRA KEEN AT) %patch $0E7A $BA $21 #Second line %patch $0E83 $BD $21 #Third line (KEENS...PISTOL) %patch $0E94 $DB $21 #Fourth line %patch $0EA5 $DE $21 #Fifth line %patch $0EB6 $E1 $21 #Sixth line %patch $0EBF $E1 $21 #Seventh line (TARGETS...KEYS) %patch $0ED0 $02 $22 #Eighth line %patch $0EE1 $05 $22 #Ninth line %patch $0EF2 $08 $22 #Tenth line %patch $0F03 $0B $22 #Eleventh line %patch $0F0C $0E $22 #Twelveth line (PRESS A KEY) %patch $10A4 $2B $22 #London %patch $10C0 $32 $22 #Cario %patch $10DC $38 $22 #Sydney %patch $10F8 $3F $22 #New York %patch $1118 $48 $22 #Paris %patch $1138 $4E $22 #Rome %patch $1158 $53 $22 #Moscow %patch $1178 $5A $22 #Washinton #These are the seperating squares, they divide the box into sections and are placed OVER #The text lines at a certain h position. %patch $0E74 $0A $00 #SCORE-EXTRA square %patch $0E8E $13 $00 #KEENS-PISTOL seperator 1 %patch $0E9F $13 $00 #KEENS-PISTOL seperator 2 %patch $0EB0 $13 $00 #KEENS-PISTOL seperator 3 %patch $0ECA $13 $00 #TARGETS-KEYS seperator 1 %patch $0ED8 $13 $00 #TARGETS-KEYS seperator 2 %patch $0EEC $13 $00 #TARGETS-KEYS seperator 3 %patch $0EFD $13 $00 #TARGETS-KEYS seperator 4 #Extra Keen score %patch $0F81 $90 #Don't show Extra Keen at score %patch $0F4E $0A #Base to show Extra Keens score in; $0A = 10, $01 = binary, etc. %patch $0F4E $10 #Show Extra Keens score in hex %patch $0F52 $90 #Make 'Extra Keen at' score the same as Keens current score #Score %patch $0F45 $90 #Don't show Keens' score %patch $0F15 $0A #Base to show Extra Keens score in; $0A = 10, $01 = binary, etc. %patch $0F15 $10 #Show Keens score in hex #Lives %patch $0F8B $90 #Don't show Lives %patch $0FB5 $90 #Always show maximum number of Keens no matter how many lives Keen has %patch $0F98 $90 #Increase sensitivity of vertical position patch %patch $0F95 $1E $00 #Vertical position %patch $0FA5 $03 $00 #Maximum number of lives to show -1 %patch $0F8B $00 $00 #Hide x lives from START of lives (None hidden) #Raygun tile %patch $0FC1 $9E $01 #Tile %patch $0FC7 $03 $00 #V position, squares %patch $0FD0 $04 $00 #V position, pixels %patch $0FD6 $15 $00 #H position #Shots %patch $0FE2 $18 $00 #H position %patch $0FEA $04 $00 #V position #Keycards %patch $0FFB $15 $00 #Keycard A,B,C,D horizontal position center %patch $1003 $07 $00 #Keycard A,B,C,D vertical position center %patch $1010 $A8 $01 #Got keycard A tile %patch $102F $A9 $01 #Got keycard B tile %patch $1051 $AA $01 #Got keycard C tile %patch $1073 $AB $01 #Got keycard D tile %patch $1032 $90 #Don't show keycard B %patch $1054 $90 #Don't show keycard C %patch $1076 $90 #Don't show keycard D %patch $1040 $03 $00 #Keycard B offset, pixels %patch $105E $10 $00 #Keycard C vertical position %patch $1080 $10 $00 #Keycard D vertical position %patch $1087 $03 $00 #Keycard D offset, pixels ********** STORY ********** #Change the story, max file length 3'232 bytes %patchfile $16AC0 'STORYTXT.CK2" ********** SWITCHES ********** See also BRIDGES AND SWITCHES #Animating switch tile %patch $651D $E0 $01 #This tile when flipped becomes... %patch $6522 $ED $01 #This tile and... %patch $653E $ED $01 #This tile when flipped becomes... %patch $6558 $E0 $01 #This tile. #Tile required 3 tiles right and 5 tiles down from switch in order to make it an #'end the world' switch %patch $6443 $DF $01 #Severity of shakes when switch is flicked [in tiles] #Left-right %patch $646D $40 $00 #Up-down %patch $6490 $40 $00