Commander Keen 9.5 The Eight Accumulators...

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Bubbatom
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Post by Bubbatom »

Ceilick avoided this by problem by taking all hazards and enemies (apart from the dopefish) out of the level. And I don't think that my level would be very exciting without sprites and mines. I think I might scrap this underwater level and make another level that I had planned.

So if any one has any patches that could help the situation please post them. If not I'll post some images of this level so that you a least see what could have been playing.

EDIT: I also have the problem of when entering one of the levels which we've discussed before:

MM_ClearBlock: No purgable blocks!

I fixed this over the weekend but it seems to have come back. And this time it will crash the game on normal and hard instead of just hard.
No matter how many sprites I take out it will still come up with this message...
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lemm
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Post by lemm »

Try lowering the variety of your tiles.
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Bubbatom
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Post by Bubbatom »

Hey everyone. I've been hard at work with this lately and I'm glad to say that all I have to finish now is the end story pages.

But, as usual I have a problem. This time I'm looking for a patch to change the level number that the Oracle Janitor will say his text.
I have had a look for this and so far I havent found it.

Thanks in advance.
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Stealthy71088
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Post by Stealthy71088 »

If you're still having trouble with the underwater level:
For the underwater dead animation sprite cache problem, try:

Code: Select all

%patch $2FBAE $09DC176ERL #Dead sprawled
%patch $2FBCC $09DC176ERL #Dead clutched

This makes the game have keen simply die and not print a sprite. This might be useful if you just can't figure it out.

Also, try:

Code: Select all

%patch $306F8 $82 $00 #Dopefish Cache Start
%patch $30742 $BA $01 #Dopefish Cache End
This patch might be a little memory intensive for you, but it should solve your caching problems. Putting a dopefish in the level now should cause the game to cache all the sprites you're missing.

Edit: Oh wait the post about that problem was a long time ago... you probably fixed it by now.
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Bubbatom
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Post by Bubbatom »

Thanks for that Stealthy, but yeah I scrapped that level and finished off a different one.

I'm pleased to announce that The Eight Accumulators will be in the Release Forum in a matter of days if not hours. :birthday

But as per usual I have yet another problem. :foot I have made a foreground tile animation and when I try and start a new game I get this error:

RF_MarkTileGraphics: Unending foreground animation: 1119

It seems it doesnt like my animation because it loops making it unending. But I have done other foreground tile animations that loop without any problems.
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Ceilick
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Post by Ceilick »

Woooo, I've really been looking forward to this.

Wish I could help with the Oracle Janitor level patch, I couldn't locate it either.

The animation problem you're having sounds like either the animation timing is set to 0 for one of the frames, or the animation doesn't actually loop as you intended.
gerstrong
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Post by gerstrong »

Well, I have added this to the supported Mod List

Commander Genius 1.0 Beta 6 will support it !

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Keening_Product
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Post by Keening_Product »

Ah, excellent news!

This is one of my favourite mods (purely because it just feels like playing Keen 4 for the first time), so it's good to see it included.
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gerstrong
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Post by gerstrong »

Well, it is just a mod. CG has a patch system for mods. It always had. Chances are very high that other mods as well are already working...
Having fun developing stuff...
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Levellass
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Post by Levellass »

So where can I download this? I saw the speedrun and it looks brilliant.
What you really need, not what you think you ought to want.
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Post by Flaose »

Cerebral Cortex 314 - For All of your Commander Keen Needs.
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