Search found 96 matches

by Multimania
Tue Jan 27, 2026 7:47
Forum: Release Forum
Topic: Operation Station Infiltration
Replies: 61
Views: 105001

Re: Operation Station Infiltration


I just lost all of my progress because "Goplat moved to a bad spot" during Defense Tunnel Eblon, specifically the spot where the Robo Yellow is. Reloading the save gives me the same error, so I'll just start a new game, I guess. I've been having a great time with the mod otherwise.


Oh no! :O ...
by Multimania
Fri Jan 16, 2026 9:18
Forum: Official Keen Games
Topic: (un)known glitches and mechanics in keen
Replies: 24
Views: 58005

Re: (un)known glitches and mechanics in keen


Found another one! This involves Keen spontaneously becoming visible in places he should be obscured. It's apparently caused by Keen's ledge-grab getting cut short by the platform (around 10s in the video). After further investigation, I found that Keen stays visible regardless of the type of ...
by Multimania
Mon Jan 12, 2026 12:07
Forum: Official Keen Games
Topic: Best way to play the official Keen games?
Replies: 1
Views: 1174

Re: Best way to play the official Keen games?

Pretty much all of the tools/mods/engines/etc that exist should work with the versions included in the GOG and Steam packs (which are versions 1.31 for the Vorticons trilogy, and 1.4 for Goodbye Galaxy).

Commander Genius should support those versions, you'll just need to point it at the right files ...
by Multimania
Mon Jan 12, 2026 12:00
Forum: Release Forum
Topic: Dopefish Decoder
Replies: 4
Views: 1618

Re: Dopefish Decoder

Yeah, idgrab is mostly for generating headers containing the chunk numbers (for including in game mods, using with ModID and other tools, etc). The thought of supporting actually importing/exporting the graphics did occur to me, but there were other tools for that, so I didn't need it.

I see you've ...
by Multimania
Fri Dec 19, 2025 4:16
Forum: The Classics
Topic: Biomenace 2025 remastered version
Replies: 35
Views: 48384

Re: Biomenace 2025 remastered version

This is out now on Steam and GOG, with a 20% launch discount.
by Multimania
Tue Dec 16, 2025 9:07
Forum: Release Forum
Topic: Reconstructed Commander Keen 1-3 Source Code
Replies: 13
Views: 62408

Re: Reconstructed Commander Keen 1-3 Source Code

Very cool: I just built a copy of Keen 1 (albeit with Borland C++ 3.0, which was what I had lying around), and despite the issues you mentioned, managed to play it through to completion.

It's really neat to see the differences between versions, particularly with the beta version. Having the ...
by Multimania
Tue Dec 16, 2025 9:06
Forum: Release Forum
Topic: Dopefish Decoder
Replies: 4
Views: 1618

Re: Dopefish Decoder

Very cool. I've been trying to pick up some Rust myself (including a tool to create the graphics header files), so this is neat to see, and no doubt will be educational.

I'm also impressed by how you're auto-detecting the chunk types based on the sizes / differences in offsets.
by Multimania
Tue Dec 16, 2025 9:05
Forum: Release Forum
Topic: Keen 1 Randomiser levelpack: the lost martian cities
Replies: 6
Views: 2282

Re: Keen 1 Randomiser levelpack: the lost martian cities

Awesome — I've had a quick play through some of it, and am looking forward to putting it on my old DOS machines over Christmas ( :christmas ) and giving it a proper go.

I probably should do another release of the randomizer with some bugfixes, too. Is there anything the randomizer could do which ...
by Multimania
Mon Jun 09, 2025 9:57
Forum: Other Keen Stuff
Topic: Slope Designs
Replies: 9
Views: 13057

Re: Slope Designs

If you're curious, this is the "template" tileset originally used for slopes and other platforms:
Image
by Multimania
Mon Dec 16, 2024 4:40
Forum: Unofficial Keen Games
Topic: Modding with Omnispeak
Replies: 5
Views: 18967

Modding with Omnispeak

It's (roughly) 33 years since Goodbye Galaxy came out, so it's time to talk about Omnispeak again. Modding is a really important part of the Keen experience, so introducing some basic support for mods in Omnispeak has long been a goal.

To that end, let me present The Omnispeak Modding Preview Kit ...
by Multimania
Sun Jun 09, 2024 2:33
Forum: Release Forum
Topic: Recreated Keen 4-6 Source Code
Replies: 76
Views: 180513

Re: Recreated Keen 4-6 Source Code


1. in the first screen there is a memory overview and it says only 512KB is free to use. Is there any way to use more than 512KB in this Keen project? I might be able to make do, but ideally I would like to have at least 100MB.


Keen is a 16-bit program, so can access at most* 640k of memory ...
by Multimania
Wed May 29, 2024 6:43
Forum: Official Keen Games
Topic: Keen 1 early December version origin
Replies: 13
Views: 22576

Re: Keen 1 early December version origin

This is v1.0.

You can tell the version number from the file timestamps. They're always set to (version-number) PM on the 1st Jan 1991.
So, for this version, it's 1:00 PM (13:00) for v1.0:
43622 Stored 43622 0% 1991-01-01 13:00 f0cc0fee KEEN1.EXE

For v1.1, it's 1:10 PM (13:10):
51226 Defl:N ...
by Multimania
Mon Mar 11, 2024 12:54
Forum: Official Keen Games
Topic: Keen 6 Apogee Demo Version
Replies: 14
Views: 25875

Re: Keen 6 Apogee Demo Version

Mirror (with files already installed / extracted): https://davidgow.net/stuff/keen6e-1.0-demo-apogee.zip

The game is distributed as a self-extracting ARJ archive, KEEN-ASP.EXE, last modified 29-Feb-1992 18:32.

In that archive are:

ARJ32 v 3.10, Copyright (c) 1998-2004, ARJ Software Russia. [23 ...
by Multimania
Thu Jan 18, 2024 8:18
Forum: Unofficial Keen Games
Topic: Commander Keen: Galaxy Reimagined (Public Beta available)
Replies: 122
Views: 143367

Re: [WIP] Commander Keen: Galaxy Reimagined (Demo now available)

Very neat. I gave this a quick go, and love the levels so far!

A Linux version would be great, too — it worked fine under wine, but I did need to install .net 7 in the wine prefix. If you can get it working with FNA, that'd be great.

The thing that feels weirdest to me is the camera, which is ...
by Multimania
Tue Jan 09, 2024 13:56
Forum: Official Keen Games
Topic: Keen Dreams: dropped veggies
Replies: 13
Views: 27873

Re: Keen Dreams: dropped veggies

I had a quick look through the source code / assets to see if there was anything else left of these, and nope — they seem well and truly gone.

Interestingly, you can still see the 'gaps' in the spawning code and the TED icons to fit them in (celery lives between carrot and asparagus, turnipobj ...