The Crazy Komet

You can discuss anything about fan-made Commander Keen games here.
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Re: The Crazy Komet

Post by K1n9_Duk3 »

Here are the two modified patches for the 3-up:

Code: Select all

#3-up spawn code = $037D0526RL
%patch $3CF6 $55 $8B $EC $33 $C0 $50 $9A $06BD1E11RL     $83 $C4 $02 $8B $1E
             $D8 $A7 $C7 $07 $0001W  $C7 $47 $06 $0000W  $C7 $47 $20 $0000W
             $8B $46 $06 $B1 $08 $D3 $E0 $89 $47 $0A $8B $46 $08 $05 $FFFDW
             $D3 $E0 $89 $47 $0C $B8 $3908W  $50 $53 $9A $09DC118CRL     $83
             $C4 $04 $5D $CB

#3-up sprite collision (With Keen gives 3 lives, play 1-Up sound $11) = $037D056ARL
%patch $3D3A $55 $8B $EC $56 $57 $8B $76 $06 $8B $7E $08 $83 $3D $02 $75 $20
             $83 $06 $7A6AW  $03 $C7 $44 $20 $0003w  $C7 $44 $1C $011FW  $C7
             $44 $10 $FFFFW  $B8 $0011W  $50 $9A $187409F1RL     $83 $C4 $02
             $5F $5E $5D $CB
The 3-up is now spawned in noclip mode and it will now change to foreground priority when you pick it up.

I have made it into Struct1 in my test run and I found yet another thing to complain about: You are using the light/energy beam tiles in that level to create something similar to the zip paths in Atroxian Realm. I'm not a fan of this mechanic, since it's just exploiting a quirk in the engine's tile collision detection code. And as it turns out, this quirk depends on the frame rate (see this thread) and low frame rates tend to break the "intended" behavior. Using this quirk was fine in Atroxian Realm, since it only appeared in the optional levels. But in your game (or at least the current demo) they're not optional and therefore could make the level/game impossible to finish on some systems.

If your mod absolutely needs to use this "feature", you should limit the game's ability to adjust to low frame rates. That means the level will no longer depend too much on the CPU speed (which is good), but the game will run in slow motion if the CPU is not fast enough (but at least the levels are beatable). Use this patch:

Code: Select all

# -= for Keen 4 EGA v1.4 =-

#limit minimum frame rate to 23.333... fps instead of 14 fps:
%patch $17810 $03
%patch $17817 $0003w
%patch $17826 $0003w
You could also limit the frame rate to 35 fps by replacing the 3's with 2's if you want to make abolutely sure that there will be no variations in the game speed. But the demo still runs at 23.333 fps anyway, so I guess that value should be fine.
Hail to the K1n9, baby!

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Re: The Crazy Komet

Post by Awesome-Keener »

After taking a few months off working on this project, I have come back to it with
new eyes, and made a few graphics upgrades, here are a couple of them.

The Crazy Komet.

Whats being worked on currently.
A small graphics update.

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Re: The Crazy Komet

Post by Nisaba »

I'm drooling over these fancy graphics
"We have come to conquer you all and bring you lots of candy!" | about me | my current project: play Keen mods on a GameBoy |

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Re: The Crazy Komet

Post by DarkAle »

I played the demo version two times. In the second playthrough I found 10 levels with the W + F10 cheat. I'm looking forward a final version of the game. This mod is very exciting
Commander Keen 13 viewtopic.php?f=4&t=6802
The Armageddon Continues:viewtopic.php?f=4&t=6979
Commander Keen 14 in development viewtopic.php?f=2&t=6837
My Keen 5 Levelpack viewtopic.php?f=3&t=6256

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