***************************************** 6.) Sprite animations: ***************************************** These patches are considered by many to be the most useless found here. This is not true; as they allow incredible versitility. Sadly Keen will not accept more than one extra added sprite frame, but if you are not using some frames you can easily convert them into extra animation frames for your existing sprites. If you don't want the sparks to animate you can tack the unsed frames onto say the vortikid's dying animation. All sprties given are for the *start* of the animation sequence, and it is IMPORTANT to note the number of animating frames, [ is one *MORE* than the value given. So $01 $00 means two animation frames. Some sprites however are different, the value given is the *SAME* as the number of frames. Also, since they use behaviour $9D $48, Shot sprites need at least *TWO* animation frames or the game will crash, unless their behaviour is changed. Start sprites are usually not seen, but if you change the sprite properties, and in certain patches, you may need to change it. Also, if it is larger than the sprites you're using then the sprite will sinnk into the ground as it actually uses this sprite to locate itself in the level. Thus, if your sprite is too small, causing it to fall onto the ground, patch a larger sprite into the start position, and it will be fine [Or, if you don't patch the start, your sprite may fall through the floor] Be careful in replacing bullet sprites, too large a sprite will collide with its shooter before it gets anywhere. *** *Keen: *** %patch $708B $00 $00 #Walking right %patch $709A $03 $00 #Frames used %patch $70B2 $04 $00 #Walking left %patch $70C1 $03 $00 #Frames used %patch $707C $04 $00 #Facing left %patch $7074 $00 $00 #Facing right %patch $7180 $08 $00 #Jumping right [Will use next six frames] %patch $7188 $0E $00 #Jumping left [Will use next six frames] %patch $73D3 $0D $00 #Jumping/falling right %patch $7D3B $13 $00 #Jumping/falling left #Shooting; there are 5 types of shot, depending on what you press O.o %patch $720F $15 $00 #Keen presses ctrl and alt at same time [left] %patch $7207 $14 $00 #Keen presses ctrl and alt at same time [right] %patch $732A $15 $00 #Keen moves then presses ctrl and alt [left] %patch $7332 $14 $00 #Keen moves then presses ctrl and alt [right] %patch $749F $15 $00 #Keen jumping left and shooting together [Ctrl pressed Then alt] %patch $74A7 $14 $00 #Keen jumping right and shooting together [Ctrl pressed Then alt] %patch $76D9 $15 $00 #Keen pogoing left and shooting [alt pressed first, then ctrl] %patch $76D1 $14 $00 #Keen pogoing right and shooting [alt pressed first, then ctrl] %patch $7788 $15 $00 #Keen presses alt then ctrl quickly, but not at same time [left] %patch $7780 $14 $00 #Keen presses alt then ctrl quickly, but not at same time [right] %patch $78D3 $16 $00 #Keen dies %patch $78D0 $01 $00 #Frames used %patch $761A $18 $00 #Keen pogoing right [Uses next frame when hitting ground] %patch $7622 $1A $00 #Keen pogoing left [Uses next frame when hitting ground] %patch $5561 $1C $00 #Keen stunned %patch $555E $01 $00 #Frames used %patch $557B $1E $00 #Keen recovering %patch $7D16 $66 $00 #Keen's shot %patch $B4E6 $2B $00 #Keen on map moving up left %patch $B4F2 $2B $00 #Keen on map moving up %patch $B503 $2B $00 #Keen on map moving up right %patch $B50F $1F $00 #Keen on map moving right %patch $B520 $23 $00 #Keen on map moving down left %patch $B52C $23 $00 #Keen on map moving down %patch $B53D $23 $00 #Keen on map moving down right %patch $B549 $27 $00 #Keen on map moving left %patch $B562 $03 $00 #Frames used by all map sprites MUST be an ODD number Or zero!] %patch $983E $8C $00 #Lives left box sprite [spr number*16] *** *Vortikid: *** %patch $3CDF $2F $00 #Start %patch $4328 $2F $00 #Running left %patch $4320 $33 $00 #Running right %patch $4332 $03 $00 #Frames used %patch $43A8 $32 $00 #Jumping left [Note, often changes direction in mid air!] %patch $43A0 $36 $00 #Jumping right [Note, often changes direction in mid air!] %patch $43FD $37 $00 #Dying %patch $43F8 $02 $00 #Frames used [NOT -1, cannot be less than $01] *** *Ankh shield: *** %patch $850D $3D $00 #Plenty of time shield [Used also if you have ankh with Godmode] %patch $850A $01 $00 #Frames used %patch $854F $3D $00 #Fashing running out of time shield [also used for god mode] %patch $854C $01 $00 #Frames used *** *Vorticon: *** %patch $3C7D $47 $00 #Start %patch $4162 $3F $00 #Walking left %patch $415A $43 $00 #Walking right %patch $416C $03 $00 #Frames used %patch $4289 $47 $00 #Standing %patch $4286 $03 $00 #Frames used %patch $4236 $49 $00 #Jumping right %patch $423E $4A $00 #Jumping left %patch $4301 $4B $00 #Dies %patch $42FC $02 $00 #Frames used. [NOT -1, cannot be less than $01] *** *Vortninja: *** %patch $3E0B $4D $00 #Start %patch $492A $4D $00 #Standing left %patch $491C $4F $00 #Standing right %patch $4934 $01 $00 #Frames used %patch $49B4 $51 $00 #Jumping left %patch $49AC $52 $00 #Jumping right %patch $49FD $53 $00 #Dying %patch $49F8 $02 $00 #Frames used [NOT -1, cannot be less than $01] *** *Vortimom: *** %patch $3D41 $55 $00 #Start %patch $4426 $55 $00 #Walking left %patch $441E $57 $00 #Walking right %patch $4430 $01 $00 #Frames used %patch $44C8 $59 $00 #Shooting left %patch $44D0 $5A $00 #Shooting right %patch $4737 $5B $00 #Dying %patch $4732 $02 $00 #Frames used [NOT -1, cannot be lower than $01] %patch $45F8 $39 $00 #Bullet right [Uses two frames] %patch $4581 $3B $00 #Bullet left [Uses two frames] *** *Foob: *** %patch $3E6D $5D $00 #Start %patch $4A26 $5D $00 #Walking left %patch $4A1E $5F $00 #Walking right %patch $4A30 $01 $00 #Frames used %patch $4AEF $5D $00 #Running left %patch $4AE7 $5F $00 #Running right %patch $4AFB $01 $00 #Frames used %patch $4B3D $61 $00 #Scared %patch $4B3A $01 $00 #Frames used %patch $4BAD $63 $00 #Dies %patch $4BA8 $03 $00 #Frames used +1 [CANNOT to be less than $02!] *** *Gun shots: *** %patch $4D64 $67 $00 #Horizontal shot bullet %patch $4DCB $68 $00 #Vertical shot bullet %patch $7D16 $66 $00 #Keen's shot *** *Platforms: *** %patch $3FB9 $6B $00 #Horizontal start %patch $3FF6 $6B $00 #Vertical start [Both not really seen] %patch $4C56 $6B $00 #BOTH platforms %patch $4C53 $01 $00 #Frames used *** *Red ball: *** %patch $3EEF $6D $00 #Ball *** *Jack: *** %patch $3F71 $6E $00 #Start [Not seen] %patch $4BCE $6E $00 #Jack %patch $4BCB $03 $00 #Frames used *** *Meep: *** %patch $4755 $76 $00 #Walking right %patch $475D $78 $00 #Walking left %patch $4767 $01 $00 #Frames used %patch $47EA $7A $00 #Shooting left %patch $47E2 $7B $00 #Shooting right %patch $48C3 $7C $00 #Shot %patch $48BE $02 $00 #Frames used %patch $482F $80 $00 #Left bullet [Both use two frames] %patch $4858 $7E $00 #Right bullet *** *Messie: *** %patch $89B7 $82 #Start sprite [Not seen] %patch $1C619 $82 $00 #Moving left [All use two frames to animate] %patch $1C61F $82 $00 #Moving down left %patch $1C61D $84 $00 #Moving right %patch $1C621 $84 $00 #Moving down %patch $1C623 $84 $00 #Moving down right %patch $1C629 $86 $00 #Moving up left %patch $1C617 $88 $00 #Moving up right %patch $1C615 $88 $00 #Moving up %patch $1C62B $8A $00 #Moving left-carrying Keen %patch $1C631 $8A $00 #Moving down left-carrying Keen %patch $1C62F $8C $00 #Moving right-carrying Keen %patch $1C633 $8C $00 #Moving down-carrying Keen %patch $1C635 $8C $00 #Moving down right-carrying Keen %patch $1C629 $8E $00 #Moving up left-carrying Keen %patch $1C625 $90 $00 #Moving up right-carrying Keen %patch $1C627 $90 $00 #Moving up-carrying Keen *** *Mangling machine: *** %patch $409E $72 $00 #Spark start [not really seen] %patch $4E12 $72 $00 #Spark %patch $4E0F $03 $00 #Frames used %patch $4EB7 $92 $00 #Heart %patch $4EB4 $01 $00 #Frames used *** *Ending sequence [Where the Vort king congrats Keen: *** #Vorticon sprite used %patch $5A74 $43 $00 *** *Zaps/zots: *** Not all the sprites have been assigned to the zap/zotts, however they *do* all serve a purpose and it would be best to patch the unknown ones anyway. The large number of different sprites mean that the Vortiomom's bullet may have a different zap than Keen's shot, be inventive! Those that say 'wall and...' are for when the sprite [or Keen] is standing right up against a wall [or is trapped in a wall] and shoots, the Zap produced is thus touching the wall AND sprite at the same time, this could be used for example to make Keen spawn a Vortikid when he shoots against a wall. %patch $45EA $69 $00 #1st Zap/zot Zap [Vortimom's shot hits right wall and Vortimom] %patch $45F1 $6A $00 #1st Zap/zot Zot [Vortimom's shot hits right wall and Vortimom] %patch $4667 $6A $00 #2nd Zap/zot Zap [Vortimom's shot hits left wall and Vortimom] %patch $4660 $69 $00 #2nd Zap/zot Zot [Vortimom's shot hits left wall and Vortimom] %patch $46B7 $69 $00 #3rd Zap/zot Zap [When Vortimom's bullet hits tiles] %patch $46BF $6A $00 #3rd Zap/zot Zot [When Vortimom's bullet hits tiles] %patch $46FF $69 $00 #4th Zap/zot Zap [When Vortimom's bullet hits sprites] %patch $4706 $6A $00 #4th Zap/zot Zot [When Vortimom's bullet hits sprites] %patch $4D25 $69 $00 #5th Zap/zot Zap [When *enemy* gun bullets hit] %patch $4D2D $6A $00 #5th Zap/zot Zot [When *enemy* gun bullets hit] %patch $4F92 $69 $00 #6th Zap/zot Zap [When mangling machine bits are destroyed] %patch $4F99 $6A $00 #6th Zap/zot Zot [When mangling machine bits are destroyed] %patch $7D85 $69 $00 #7th Zap/zot Zap [Keen's shot hits right wall and Keen] %patch $7D8C $6A $00 #7th Zap/zot Zot [Keen's shot hits right wall and Keen] %patch $7DF7 $69 $00 #8th Zap/zot Zap [Keen's shot hits left wall and Keen] %patch $7DFE $6A $00 #8th Zap/zot Zot [Keen's shot hits left wall and Keen] %patch $7E5C $69 $00 #9th Zap/zot Zap [Keen's shot hits wall] %patch $7E64 $6A $00 #9th Zap/zot Zot [Keen's shot hits wall] %patch $7EA4 $69 $00 #10th Zap/zot Zap [Keen's shot hits Sprites] %patch $7EAB $6A $00 #10th Zap/zot Zot [Keen's shot hits Sprites] %patch $7F98 $10 $00 #11th Zap/zot Zap [Unknown] %patch $7F9F $10 $00 #11th Zap/zot Zot [Unknown] %patch $8005 $10 $00 #12th Zap/zot Zap [Unknown] %patch $800C $10 $00 #12th Zap/zot Zot [Unknown] %patch $803C $69 $00 #13th Zap/zot Zap [$13 $80 death behaviour zapzot, unused] %patch $8043 $6A $00 #13th Zap/zot Zot [$13 $80 death behaviour zapzot, unused] *** *Misc: *** %patch $983E $8C $00 #Lives left box sprite [Spr number*16]