Feedback on a couple mods

All discussion about the Commander Genius project (a Keen interpreter + more).
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Quillax
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Feedback on a couple mods

Post by Quillax »

With a little kid, we tried out The Morticore and The Sqeek Battle (which are both mods made by me) together on 2-Player mode, and we had quite some fun. :D I found the graphics to look kind of interesting with the HQ filter on, and some of the levels in the two mods looked neat to me with the 640x480 wide view set on. For most of the time, it worked pretty well. We managed to found quite a number of problems (a couple of which forced us to cheat in order to progress) that are only found when playing them with Commander Genius. One of them, which seems to be on both mods, was a bug where even if a player has lost of their lives, they can still go on, and they can even still lose lives (and get a negative amount of lives). I have a feeling you guys forgot to program something for that.

A lot of patches don't seem to work when playing The Morticore with Commander Genius. Since one of them couldn't work, we had to cheat in order to get a free red gem (which would've been dropped by Mortimer when he is defeated). Here's a list of patches that don't appear to work while playing on Commander Genius:

Code: Select all

#Remove the following images
%patch $A1FD $90         #An
%patch $A236 $90 $90 $90 #Of an
%patch $A248 $90 $90 $90 #Id software
%patch $A25A $90 $90 $90 #Production

#Pogo stick will give Keen an extra life
%patch $45AC $449AW $44A1W
%patch $449A $83 $06 $AAC8W  $05 $EB $10 $83 $06 $AAC6W  $01 $B8 $001CW  $50 $EB $09

#Keen won't lose the ship parts if he dies in a level
%patch $4F82 $90 $90 $90 $90 $90 $90 #Joystick
%patch $4F8A $90 $90 $90 $90 $90 $90 #Battery
%patch $4F92 $90 $90 $90 $90 $90 $90 #Vacum
%patch $4F9A $90 $90 $90 $90 $90 $90 #everclear

#Butler Robot KILLS Keen instead of pushing
%patch $1782 $03 $00

#Vorticon searches for Keen
%patch $1CF2 $0B86W

#Vorticon searching code
%patch $0B86 $55 $8B $EC $C7 $06 $40 $82 $0000W  $A1 $5135W  $B1 $05 $D3 $E8
             $25 $0003W  $05 $004EW  $A3 $8248W  $A1 $824AW  $03 $06 $14 $5B
             $A3 $824AW  $E8 $207EW  $E8 $20BEW  $83 $3E $824AW  $50 $7C $4B
             $A1 $822AW  $8B $16 $8228W  $81 $C2 $0000W  $15 $0000W  $3B $06
             $E4 $6E $75 $0E $3B $16 $E2 $6E $75 $08 $C7 $06 $8240W  $00DCW
             $EB $06 $C7 $06 $8240W  $003CW  $A1 $8226W  $8B $16 $8224W  $3B
             $06 $E0 $6E $7C $10 $7F $06 $3B $16 $DE $6E $76 $08 $A1 $8240W
             $F7 $D8 $A3 $8240W  $C7 $06 $8252W  $1C0EW  $5D $C3

#Dead Vorticon drops card sprite
%patch $1DAD $0AF2W #When shot
%patch $2363 $0AF2W #When falling-blocked

#Produce card sprite behavior
%patch $0AF2 $55 $8B $EC $FF $36 $2A $82 $FF $36 $28 $82 $FF $36 $26 $82 $FF
             $36 $24 $82 $E8 $000BW  $83 $C4 $08 $C7 $06 $52 $82 $489DW  $5D $C3

#Make card code -sets card properties (Animation used is chain sprite's, $72)
%patch $0B13 $55 $8B $EC $56 $E8 $1E1BW  $8B $F0 $C7 $04 $0001W  $8B $46 $06
             $8B $56 $04 $89 $54 $04 $89 $44 $06 $8B $46 $0A $8B $56 $08 $81
             $C2 $00 $09 $15 $0000W  $89 $54 $08 $89 $44 $0A $C7 $44 $32 $0B51W
                 $C7 $44 $34 $0B5CW  $C7 $44 $28 $0072W  $5E $5D $C3

#Card behavior: fall, clip
%patch $0B51 $55 $8B $EC $E8 $20D3W  $E8 $2113W  $5D $C3

#Card collision, if Keen give red card, play sound, vanish
%patch $0B5C $55 $8B $EC $56 $57 $8B $76 $04 $8B $7E $06 $83 $3D $01 $75 $16
             $C7 $04 $0000W  $C7 $44 $34 $3360W  $B8 $0020W  $50 $E8 $B377W
             $44 $44 $FF $06 $AAA0W  $5F $5E $5D $C3	
             
#Stop 3rd textbox appearing
%patch $8635 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90

#Stop 4th textbox appearing
%patch $867B $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90

#Stop 5th textbox appearing
%patch $86AF $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90

#Stop 6th textbox appearing
%patch $86EC $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90 $90 $90 $90 $90

#Stop 7th textbox appearing
%patch $8714 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90 $90
             $90 $90 $90 $90 $90 $90 $90
During our time playing through The Sqeek Battle with Commander Genius, we managed to found quite a few problems, one of which had us use the C+T+Space cheat in order to get a free red keycard at the Great Green Wall level. Here's a list of them:
  • On the level that had a school with a Magic Cheese (cheese with a rainbow look) inside, a Redfish Baby (which replaces the Jacks) managed to get out of the top area of the school, even though it wasn't really supposed to.
  • On the Great Green Wall level, there was a red keycard that we weren't able to get without falling into the Redfishes on the floor after getting the card, due to the physics.
  • After the Mortimer Capsule II (which replaces the Mangling Machine) was destroyed, it took quite a long time until the ending sequence pops up, longer than when the mod was ran the original way.
That's all of what we found in the two mods. I hope you'll be able to fix them.
Quillax Ship - Where you can download all of my cool, keen mods and super-marvelous fangames!
gerstrong
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Re: Feedback on a couple mods

Post by gerstrong »

Hi Quinton,

Thanks for reporting these issues. I really would like to go further and extend your mods with python scripts for better support and possible extendibility. Is it okay for you?

I still can support these patches and look into the binary (Exe file) and interpret the patterns, which I did for some mods, but it really is harder for me to program and more difficult for modders to understand.

What do you think?

Since the whole engine really does it's work, I want to get away of the requirements for supplying EXEs in future. Maybe that way we have better opportunities to release more mods which do not require any commercial Keen release.

The reason for that is that is all in all we have a good engine. We only require the Exe for some extra data, like Text or Action Chunks (Galaxy Games).
Having fun developing stuff...
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Quillax
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Re: Feedback on a couple mods

Post by Quillax »

You're welcome! I'm fine with having you use python scripts in order to make my mods work better with Commander Genius.
Quillax Ship - Where you can download all of my cool, keen mods and super-marvelous fangames!
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