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		<id>https://keenwiki.shikadi.net/w/index.php?title=Patch:Keen_shooting_(Vorticons)&amp;diff=25471</id>
		<title>Patch:Keen shooting (Vorticons)</title>
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		<updated>2014-02-11T03:32:53Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: Replaced outdated andy.durdin.net link with current keenmodding.org URL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains patches that cover Keen shooting and his firing rate, as well as his shots in Keen Vorticons. Some patches will overlap other game actions, such as patches relating to Keen shooting while jumping. Since the three Vorticons games are so similar patches for all three are treated together on this page. Patches for individual episodes that relate to the player can be found at [[Patch:Keen (Keen 1)]], [[Patch:Keen (Keen 2)]] and [[Patch:Keen (Keen 3)]]. Unlike Keen galaxy, there is not a separate page for Keen&#039;s shots, since they behave in a very basic manner. Closely related patches, especially regarding the destruction of shots can be found at [[Patch:Zap and zot]].&lt;br /&gt;
&lt;br /&gt;
Due to the sheer number of patches relating to Keen and his shots this page is divided into two sections. The first deals with Keen&#039;s shot and shot production, the second deals with Keen&#039;s shooting behavior. (Which &#039;&#039;uses&#039;&#039; the shot production code.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Keen&#039;s shooting behavior =&lt;br /&gt;
&lt;br /&gt;
This section of the page deals with the behavior of Keen when shooting. Animations, behavior, what happens next and so on. This includes the conditions under which a shot is created. (Such as not having ammunition.) and the shooting sound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Change shooting controls ==&lt;br /&gt;
&lt;br /&gt;
This changes the controls of the game to be more like Keen Galaxy. Spacebar shoots, enter brings up the [[Patch:Status Window (Vorticons)|status screen.]] See http://keenmodding.org/viewtopic.php?t=433 for the original topic. Note that the first two lines alter the status window key and the remaining lines Keen&#039;s shot key (In various situations.) To change the key simply alter the blue highlighted values. (Consulting [[Patch:Scancodes]] will be informative.)&lt;br /&gt;
&lt;br /&gt;
In this patch the status box lines are included since the shooting key is now the spacebar. This patch also causes the shooting key to be one key, not two (Both ctrl and alt by default.) This can cause some issues with things like keyboard setup and joystick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Change the controls to Space, shoot; Enter, status. &lt;br /&gt;
%patch $1251  [$5048W]&lt;br /&gt;
%patch $7FA3  [$5048W]&lt;br /&gt;
%patch $3B23  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5065W] $00 &lt;br /&gt;
%patch $3C4E  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5065W] $00 &lt;br /&gt;
%patch $3DB9  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5065W] $00 &lt;br /&gt;
%patch $3DCC  $90 $90 &lt;br /&gt;
%patch $3E6D  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5065W] $00 &lt;br /&gt;
%patch $3FFC  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5065W] $00 &lt;br /&gt;
%patch $40AA  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5065W] $00&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 2&amp;quot;&amp;gt;&lt;br /&gt;
#Change the controls to: Space, shoot; Enter, status.&lt;br /&gt;
%patch $120B  [$5024W]&lt;br /&gt;
%patch $83A2  [$5024W]&lt;br /&gt;
%patch $6965  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5041W]  $00&lt;br /&gt;
%patch $6A90  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5041W]  $00&lt;br /&gt;
%patch $6BFB  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5041W]  $00&lt;br /&gt;
%patch $6C0E  $90 $90 &lt;br /&gt;
%patch $6CAF  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5041W]  $00&lt;br /&gt;
%patch $6E3E  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5041W]  $00&lt;br /&gt;
%patch $6EEC  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5041W]  $00&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#Change the controls to: Space, shoot; Enter, status.&lt;br /&gt;
%patch $11AF  [$5274W]&lt;br /&gt;
%patch $8D6E  [$5274W]&lt;br /&gt;
%patch $71C9  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5291W]  $00&lt;br /&gt;
%patch $72FA  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5291W]  $00&lt;br /&gt;
%patch $7461  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5291W]  $00&lt;br /&gt;
%patch $7474  $90 $90 &lt;br /&gt;
%patch $7515  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5291W]  $00&lt;br /&gt;
%patch $76A1  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5291W]  $00&lt;br /&gt;
%patch $7750  $90 $90 $90 $90 $90 $90 $90 $80 $3E [$5291W]  $00&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Keen reloads when out of ammo ==&lt;br /&gt;
&lt;br /&gt;
This patch causes Keen to &#039;reload&#039; his raygun when he has 0 ammo and tries to shoot. This has a number of side effects. The first is that the [[Patch:C T Space Cheat|C T Space cheat]] is disabled for code space. The second side effect is Keen will have infinite ammunition, gaining more when he is out.&lt;br /&gt;
&lt;br /&gt;
The first line calls the extra code. The second ad start of the third line [[Patch:Vorticons Sprite Parameters|sets Keen&#039;s shooting animations.]] (This overrides all of Keen&#039;s other shooting animations.) which are $0014 and the next frame in this example. The rest of the third line performs a check of Keen&#039;s ammunition; if it is above zero then the code will be exited and a shot spawned as usual.&lt;br /&gt;
&lt;br /&gt;
If Keen has zero ammo then on the fourth line his &#039;reloading&#039; animation will be set ($0076 in this example.) and Keen&#039;s ammo is reset. (To $0004W in this example.) The code is then exited and the &#039;out of ammo&#039; sound is played.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen reloads when out of ammo&amp;quot;&amp;gt;&lt;br /&gt;
#Keen reloads when out of ammo - Keen 3&lt;br /&gt;
%patch $74D5 $E9 $994BW&lt;br /&gt;
%patch $0E22 $C3 $C7 $06 {$9938W}  [$0014W]  $81 $3E $78 $62 $0000W  $7F $04 #Set shooting sprite&lt;br /&gt;
%patch $0E31 $FF $06 {$9938W}  $81 $3E {$9D48W}  [$0000W]  $74 $03 $E9 $669CW #Ammo check; Goto normal shot creation&lt;br /&gt;
%patch $0E40 $81 $06 {$9938W}  [$0076W]  $C7 $06 {$9D48W}  [$0004W]  $E9 $66B1W #Sprite 118; ammo=4, Goto no ammo&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keen&#039;s shooting rate ==&lt;br /&gt;
&lt;br /&gt;
There is a maximum rate at which the player can produce shots; this is controlled in part by how long Keen holds his shooting animation for. If this is made smaller the player can shoot faster, if it is made larger they must wait longer. There are two limits to this patch; firstly, even a value of 0 will still result in a significant pause between shots; secondly, the maximum pause is $7F ticks, any higher and the game treats it as a value of 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen&#039;s shooting rate&amp;quot;&amp;gt;&lt;br /&gt;
#Keen 1 Keen&#039;s shooting rate&lt;br /&gt;
%patch $3E6A [$1E]&lt;br /&gt;
&lt;br /&gt;
#Keen 2 Keen&#039;s shooting rate&lt;br /&gt;
%patch $6CAC [$1E]&lt;br /&gt;
&lt;br /&gt;
#Keen 3 Keen&#039;s shooting rate&lt;br /&gt;
%patch $7512 [$1E]&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Patch:Sprite Sounds|Keen&#039;s shooting and out-of-ammo sounds]] ==&lt;br /&gt;
&lt;br /&gt;
There are two sounds relevant to Keen shooting. The first is that played when Keen successfully shoots; the second is played when he tries to shoot but does not have any ammunition. (See section below.) Both sounds can be disabled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1 shooting sounds&amp;quot;&amp;gt;&lt;br /&gt;
#Keen has no ammo sound&lt;br /&gt;
%patch $3E58 $24     #Keen has no ammo sound&lt;br /&gt;
%patch $3E57 $EB $07 #Keen has no ammo sound disabled&lt;br /&gt;
&lt;br /&gt;
#Keen shoot sound&lt;br /&gt;
%patch $3E33 $0B     #Keen shoot sound&lt;br /&gt;
%patch $3E32 $EB $07 #Keen shoot sound disabled&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 2 shooting sounds&amp;quot;&amp;gt;&lt;br /&gt;
#Keen has no ammo sound&lt;br /&gt;
%patch $6C9A $24     #Keen Keen has no ammo sound&lt;br /&gt;
%patch $6C99 $EB $07 #Keen Keen has no ammo sound disabled&lt;br /&gt;
&lt;br /&gt;
#Keen shoot sound&lt;br /&gt;
%patch $6C75 $0C     #Keen shoot sound&lt;br /&gt;
%patch $6C74 $EB $07 #Keen shoot sound disabled&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3 shooting sounds&amp;quot;&amp;gt;&lt;br /&gt;
#Keen has no ammo sound&lt;br /&gt;
%patch $7501 $24     #Keen has no ammo sound&lt;br /&gt;
%patch $7500 $EB $06 #Keen has no ammo disabled&lt;br /&gt;
&lt;br /&gt;
#Keen shoot sound&lt;br /&gt;
%patch $74DD $0C     #Keen shoot sound&lt;br /&gt;
%patch $74DC $EB $06 #Keen shoot sound disabled&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keen&#039;s shooting height ==&lt;br /&gt;
&lt;br /&gt;
This controls the height at which Keen&#039;s shots are spawned. It is divided into two values, the first in a &#039;fine-tuner&#039;, the number of pixels down from the player&#039;s sprite&#039;s top the bullet appears. The second value is much rougher and is worth 256 pixels when +-1 It is really only useful when making the shot appear a negative number of pixels below (That is &#039;&#039;above&#039;&#039;) the sprite, when it will be changed to $FFFFW.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Robot shot height (Default $000009, if zero then no shot appears)&lt;br /&gt;
%patch $46DC    [$09]&lt;br /&gt;
%patch $46DE [$0000W]&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 2&amp;quot;&amp;gt;&lt;br /&gt;
#Robot shot height (Default $000009, if zero then no shot appears)&lt;br /&gt;
%patch $743B    [$09]&lt;br /&gt;
%patch $743D [$0000W]&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#Robot shot height (Default $000009, if zero then no shot appears)&lt;br /&gt;
%patch $7CFA    [$09]&lt;br /&gt;
%patch $7CFC [$0000W]&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keen can shoot up and down ==&lt;br /&gt;
&lt;br /&gt;
This patch allows Keen to shoot up by pressing up and shoot, and down by pressing down and shoot. (He can shoot down while standing, which is a big waste of a shot.) Keen will use the same shooting animation when shooting in any direction and can still shoot left and right. This patch overwrites the code that checks for pg up, pg down, end and insert, so these keys will be unavailable. Another side effect is the border flash when a [[Patch:Vorticon (Keen 1)|Vorticon]] is shot is disabled.&lt;br /&gt;
&lt;br /&gt;
This patch works by setting Keen&#039;s horizontal and vertical shot speeds to one of three values in the patch, marked in blue; $0190W, $FE70W and $0000W. For example, when the player presses the up key Keen&#039;s shot&#039;s vertical speed is set to $FE70W (up) and its left and right speeds are set to 0. When the player shoots right Keen&#039;s shot&#039;s vertical speed is set to 0 and its left and right speeds set to $0190W and $FE70W. Therefore changing the three blue values will change how fast Keen&#039;s shot moves.&lt;br /&gt;
&lt;br /&gt;
This means that this default patch will make Keen&#039;s shot&#039;s vertical speeds the same as its horizontal speeds, but if this is not desired it can easily be changed so that horizontal\vertical speeds are different.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Keen can shoot up and down using the ^v keys&lt;br /&gt;
%patch $55EF $90 $90 $2E $A1 $46EEW  $8B $1E $CA $7F $D1 $E3 $2E $FF $A7 $4A48W&lt;br /&gt;
                 $2E $A1 $4A5CW  $2E $A3 $46EEW  $EB $08 $2E $A1 $4A5AW  $2E&lt;br /&gt;
             $A3 $46EEW  $2E $A1 $4A5EW  $2E $A3 $4704W  $2E $A3 $4779W  $EB&lt;br /&gt;
             $1B $2E $A1 $4A5EW  $2E $A3 $46EEW  $2E $A1 $4A5AW  $2E $A3 $4704W&lt;br /&gt;
             $2E $A1 $4A5CW  $2E $A3 $4779W  $90 $90 $90&lt;br /&gt;
&lt;br /&gt;
#Jump table&lt;br /&gt;
%patch $4A45 $C3 $5600W  $5600W  $5600W  $5620W  $560AW  $560AW&lt;br /&gt;
                 $560AW  $5620W  $5600W  $5620W  [$0190W  $FE70W]&lt;br /&gt;
                 [$0000W]&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#Keen can shoot up and down using the ^v keys&lt;br /&gt;
%patch $1B4A $90 $90 $2E $A1 $7D0CW  $8B $1E $BA $96 $D1 $E3 $2E $FF $A7 $804BW&lt;br /&gt;
                 $2E $A1 $805FW  $2E $A3 $7D0CW  $EB $08 $2E $A1 $805DW  $2E&lt;br /&gt;
             $A3 $7D0CW  $2E $A1 $8061W  $2E $A3 $7D22W  $2E $A3 $7D95W  $EB&lt;br /&gt;
             $1B $2E $A1 $8061W  $2E $A3 $7D0CW  $2E $A1 $805DW  $2E $A3 $7D22W&lt;br /&gt;
             $2E $A1 $805FW  $2E $A3 $7D95W  $90 $90 $90&lt;br /&gt;
&lt;br /&gt;
#Jump table&lt;br /&gt;
%patch $8048 $C3 $1B5BW  $1B5BW  $1B5BW  $1B7BW  $1B65W  $1B65W&lt;br /&gt;
                 $1B65W  $1B7BW  $1B5BW  $1B7BW  [$0190W  $FE70W]&lt;br /&gt;
                 [$0000W]&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Control Keen&#039;s shot angle with up and down arrow keys ===&lt;br /&gt;
&lt;br /&gt;
This patch allows keen to &amp;quot;tune&amp;quot; his shot angle by pressing up or down. When up or down is released, the variable returns to its default value. This patch overwrites the code that checks for pg up, pg down, end and insert, so these keys will be unavailable. Another side effect is the border flash when a [[Patch:Vorticon (Keen 1)|Vorticon]] is shot is disabled. This patch works best with the control change patch above that let&#039;s Keen shoot with the spacebar. (Since pressing three keys to shoot is tricky.)&lt;br /&gt;
&lt;br /&gt;
The jump table section of the patch can be completely ignored. (It is technical.) The variable being changed, (Keen&#039;s shot&#039;s vertical speed.) is highlighted in brown.&lt;br /&gt;
&lt;br /&gt;
Note the five blue values; the first is the maximum upwards angle, the second the rate of upwards change per keypress, the third the maximum upwards angle, the fourth the rate of downwards change per keypress and the fifth is the &#039;neutral value&#039; (The value when no keys are being pressed.) The second and fourth values &#039;&#039;must&#039;&#039; be a simple fraction of the first and fourth (E.g one half, one third, one quarter...) and must &#039;&#039;not&#039;&#039; be larger than them, or problems will occur.&lt;br /&gt;
&lt;br /&gt;
In this patch Keen can fire only straight ahead (no keys pressed) up 15 degrees (up key pressed) or down 15 degrees (down key pressed.) If the rate changes are made smaller then Keen has more leeway. If for example they are half of the maximum rate Keen can shoot across, up at 8 degrees, up at 15 degrees and so on. (However getting the exact angle can be tricky.)&lt;br /&gt;
&lt;br /&gt;
If intending to stick with this basic setup the exact angle of Keen&#039;s shot can be determined by taking the max up/down value, multiplying by $2D and dividing by $190 (Keen&#039;s horizontal shot speed.) So in this patch $40 * $2D / $190 = $0E (14 degrees). Altering the min\max values will alter this angle.&lt;br /&gt;
&lt;br /&gt;
The original page discussing this patch is here: #http://keenmodding.org/viewtopic.php?t=1229 Note that the [[Keen 1]] patch will be incompatible with any other patches that use the &amp;lt;tt&amp;gt;$55EF&amp;lt;/tt&amp;gt; line to free up space, such as the [[Patch:Levels_(Vorticons)#Everything_in_levels_is_pulled_sideways|&#039;breeze patch&#039;]], so check your patchfile before adding this patch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Change Keen&#039;s firing angle by using ^v keys in-game.&lt;br /&gt;
%patch $55EF $90 $90 $2E $A1 {$46EEW}  $8B $1E $CA $7F $D1 $E3 $2E $FF $A7 $4A48W&lt;br /&gt;
                 $3D [$FFC0W]  $7C $16 $05 [$FFC0W]  $EB $0D $3D [$0040W]  $7F $0C&lt;br /&gt;
             $05 [$0040W]  $EB $03 $B8 [$0000W]  $2E $A3 {$46EEW}  $E9 $001DW&lt;br /&gt;
&lt;br /&gt;
#Jump table&lt;br /&gt;
%patch $4A45 $C3 $5600W  $5600W  $5600W  $5614W  $560AW  $560AW&lt;br /&gt;
                 $560AW  $5614W  $5600W  $5614W&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#Change Keen&#039;s firing angle by using ^v keys in-game.&lt;br /&gt;
%patch $1B4A $90 $90 $2E $A1 {$7D0CW}  $8B $1E $BA $96 $D1 $E3 $2E $FF $A7 $804BW&lt;br /&gt;
                 $3D [$FFC0W]  $7C $16 $05 [$FFC0W]  $EB $0D $3D [$0040W]  $7F $0C&lt;br /&gt;
             $05 [$0040W]  $EB $03 $B8 [$0000W]  $2E $A3 {$7D0CW}  $E9 $001DW&lt;br /&gt;
&lt;br /&gt;
#Jump table&lt;br /&gt;
%patch $8048 $C3 $1B5BW  $1B5BW  $1B5BW  $1B6FW  $1B65W  $1B65W&lt;br /&gt;
                 $1B65W  $1B6FW  $1B5BW  $1B6FW&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ammo ==&lt;br /&gt;
&lt;br /&gt;
These patches relate to what Keen uses as ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== What Keen needs to shoot ===&lt;br /&gt;
&lt;br /&gt;
By default Keen needs raygun shots to shoot (See [[Patch:Game stats]].), without them he cannot shoot. But it is possible to make him use other things instead. Keen can also shoot if he has negative ammo. In the patch below the game stat is marked in brown and the number in blue. (The second brown value is a [[Patch:Jump conditions|jump condition,]] changing it to &#039;$90 $90&#039; will mean Keen doesn&#039;t need ammo at all to shoot.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#What Keen needs to shoot&lt;br /&gt;
%patch $3E2D  {$AAC8W}  [$00] {$74}&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 2&amp;quot;&amp;gt;&lt;br /&gt;
#What Keen needs to shoot&lt;br /&gt;
%patch $6C6F  {$9ADEW}  [$00] {$74}&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#What Keen needs to shoot&lt;br /&gt;
%patch $74D7  {$9D48W}  [$00] {$74}&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Infinite ammo ===&lt;br /&gt;
&lt;br /&gt;
This patch skips the &#039;ammo check&#039;; this means that Keen can shoot as many times as he wants no matter how many shots he has. It is also combined on the second line with the &#039;don&#039;t lose a shot&#039; patch below so that Keen doesn&#039;t loose a shot each time he shoots (This is optional but prevents Keen getting a negative number of shots which can look odd.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Infinite ammo&lt;br /&gt;
%patch $3E2B  $EB $05&lt;br /&gt;
%patch $3E3B  $90 $90 $90 $90&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 2&amp;quot;&amp;gt;&lt;br /&gt;
#Infinite ammo&lt;br /&gt;
%patch $6C6D $EB $05&lt;br /&gt;
%patch $6C7D $90 $90 $90 $90&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#Infinite ammo&lt;br /&gt;
%patch $74D5 $EB $05&lt;br /&gt;
%patch $74E4 $90 $90 $90 $90&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Infinite ammo IF Keen has a raygun ====&lt;br /&gt;
&lt;br /&gt;
This patch has a slightly different effect than the one above. Keen can shoot as much as he likes, IF he has a raygun. It works by stopping Keen losing a shot when he shoots, meaning that while he can&#039;t shoot when he has 0 shots, as soon as he gets even a single raygun he can shoot as much as he wants without it running out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Infinite ammo IF Keen has a raygun&lt;br /&gt;
%patch $3E3B  $90 $90 $90 $90&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 2&amp;quot;&amp;gt;&lt;br /&gt;
#Infinite ammo IF Keen has a raygun&lt;br /&gt;
%patch $6C7D $90 $90 $90 $90&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#Infinite ammo IF Keen has a raygun&lt;br /&gt;
%patch $74E4 $90 $90 $90 $90&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== What decreases when Keen shoots ===&lt;br /&gt;
&lt;br /&gt;
By default Keen loses 1 ammo each time he shoots. It is possible to make something increase when Keen shoots, or change what is decreased. (See [[Patch:Game stats]].)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#What Keen needs to shoot&lt;br /&gt;
%patch $3E3D  {$AAC8W}&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 2&amp;quot;&amp;gt;&lt;br /&gt;
#What Keen needs to shoot&lt;br /&gt;
%patch $6C7F  {$9ADEW}&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#What Keen needs to shoot&lt;br /&gt;
%patch $74E6  {$9D48W}&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Keen has an ammo limit ===&lt;br /&gt;
&lt;br /&gt;
This patch sets a limit as to how many shots Keen can have. It is [[Patch:Incompatible patches|incompatible with all other $0AF2 using patches without modification.]]&lt;br /&gt;
&lt;br /&gt;
If Keen has equal or more ammo than the limit then the raygun tile will be taken, but no ammo added to Keen. The first blue value is the limit, the second how many shots are given per  raygun tile. Note that using this patch means that there is no need to use the above patches altering what the raygun gives (They will in fact break this patch.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Keen has ammo limit of 100&lt;br /&gt;
#If ammo tile, go to new ammo code&lt;br /&gt;
%patch $44A0 $E9 $C650W&lt;br /&gt;
&lt;br /&gt;
#New ammo code&lt;br /&gt;
%patch $0AF2 $C3 $83 $3E {$AAC8W}  [$64] $7D $05 $83 $06 {$AAC8W}  [$05] $E9 $39A3W&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ammo limit and unique sound ====&lt;br /&gt;
&lt;br /&gt;
This patch is similar to the above. However getting the raygun can have a different sound from the pogo (see sound section.) and the raygun will not make a sound if Keen is above the ammo limit. (To make the raygun make a sound even when not giving Keen ammo change $7D $0E to $7D $05.) The unique sound is the third blue value and in this patch is unchanged from the default sound (same as the pogo.)&lt;br /&gt;
&lt;br /&gt;
Note that using this patch means that there is no need to use the above patches altering what the raygun gives (They will in fact break this patch.) It is also [[Patch:Incompatible patches|incompatible with all other $0AF2 using patches without modification.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Keen has ammo limit of 100&lt;br /&gt;
#If ammo tile, go to new ammo code&lt;br /&gt;
%patch $44A0 $E9 $C650W&lt;br /&gt;
&lt;br /&gt;
%patch $0AF2 $C3 $83 $3E {$AAC8W}  [$64] $7D $0E $83 $06 {$AAC8W}  [$05] $B8 [$000AW]&lt;br /&gt;
             $50 $E8 $B3EDW  $44 $44 $E9 $39AFW&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Machine gun shooting patch ==&lt;br /&gt;
&lt;br /&gt;
This patch lets Keen spawn a constant stream of shots. It makes his shot count meaningless.  Removing the last line results in a &#039;flamethrower&#039; effect where bullets will destroy each other, limiting their range. (But this can look a bit odd, shots can &#039;escape&#039; and behave like normal shots.)&lt;br /&gt;
&lt;br /&gt;
The first line increases Keen&#039;s shot rate, the second line stops Keen losing shots and the third stops the &#039;out of ammo&#039; sound being played. Any line can be removed at the patcher&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Keen has a Machine Gun!&lt;br /&gt;
%patch $3E24 $90 $90&lt;br /&gt;
%patch $3E3B $90 $90 $90 $90&lt;br /&gt;
%patch $3E5B $90 $90 $90&lt;br /&gt;
%patch $46F3 [$3360W] #Optional last line&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 2&amp;quot;&amp;gt;&lt;br /&gt;
#Keen has a machine gun&lt;br /&gt;
%patch $6C66 $90 $90&lt;br /&gt;
%patch $6C7D $90 $90 $90 $90&lt;br /&gt;
%patch $6C9D $90 $90 $90&lt;br /&gt;
%patch $7452 [$61A2W] #Optional last line&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#Keen has a machine gun&lt;br /&gt;
%patch $74CC $90 $90&lt;br /&gt;
%patch $74E4 $90 $90 $90 $90&lt;br /&gt;
%patch $7503 $90 $90 $90&lt;br /&gt;
%patch $7D11 [$6A00W] #Optional last line&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keen&#039;s gun has recoil ==&lt;br /&gt;
&lt;br /&gt;
This patch makes Keen slide backwards whenever he shoots (recoil.) Note that the [[Keen 1]] patch will be incompatible with any other patches that use the &amp;lt;tt&amp;gt;$55EF&amp;lt;/tt&amp;gt; line to free up space, such as the [[Patch:Levels_(Vorticons)#Everything_in_levels_is_pulled_sideways|&#039;breeze patch&#039;]], so check your patchfile before adding this patch.&lt;br /&gt;
&lt;br /&gt;
There are two variables controlling the recoil; the first is the &#039;wait after shooting time&#039; that controls how long Keen uses his shooting animation for (How long before he can shoot again.); if this is too small or the recoil too large the recoil will be &#039;cut short&#039;, so this variable will need to be increased. The second is the actual recoil, making this larger or smaller will alter how much Keenis pushed back. Both values are marked in blue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Give Keen&#039;s gun recoil:&lt;br /&gt;
%patch $3E6A [$1E]         #Wait time after shot&lt;br /&gt;
%patch $3E52 $E9 $179CW&lt;br /&gt;
%patch $55EF $EB $4A $56 $57 $BE [$0030W]  $BF $00 $02 &lt;br /&gt;
             $A1 $4C $60 $3D $00 $00 $7E $04 $F7 $DE $F7 $DF $89 $36&lt;br /&gt;
             $40 $82 $89 $3E $3C $82 $5F $5E $83 $C4 $08 $E9 $E840W&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stop Keen shooting ==&lt;br /&gt;
&lt;br /&gt;
This patch stops Keen from shooting entirely, though he wills till use the shooting animation when he presses the shoot keys. (This can also be easily patched.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Remove shooting entirely:&lt;br /&gt;
%patch $3E24 $EB&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#Remove shooting entirely:&lt;br /&gt;
%patch $74CC $EB&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stop Keen making shots ===&lt;br /&gt;
&lt;br /&gt;
This patch prevents Keen from producing shots. He will still lose one ammo, make the shooting sound and use the shooting animation, but no shot will appear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#Stop Keen making bullets (Frees $7CD8-$7D)&lt;br /&gt;
%patch $74F8 $90 $90 $90&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keen&#039;s shooting animations ==&lt;br /&gt;
&lt;br /&gt;
Keen does not have one single shooting animation, but rather several depending on what keys are pressed and in what order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Keen shooting animations&lt;br /&gt;
%patch $3B61 [$0014W]  #Shooting right (ctrl + alt: normal)&lt;br /&gt;
%patch $3B69 [$0015W]  #Shooting left (ctrl + alt: normal)&lt;br /&gt;
&lt;br /&gt;
%patch $3C7E [$0014W]  #Shooting right (ctrl -&amp;gt; alt)&lt;br /&gt;
%patch $3C86 [$0015W]  #Shooting left (ctrl -&amp;gt; alt)&lt;br /&gt;
&lt;br /&gt;
%patch $3DF7 [$0014W]  #Shooting right (ctrl -&amp;gt; alt while jumping)&lt;br /&gt;
%patch $3DFF [$0015W]  #Shooting left (ctrl -&amp;gt; alt while jumping)&lt;br /&gt;
&lt;br /&gt;
%patch $402C [$0014W]  #Shooting right (alt -&amp;gt; ctrl while pogoing)&lt;br /&gt;
%patch $4034 [$0015W]  #Shooting left (alt -&amp;gt; ctrl while pogoing)&lt;br /&gt;
&lt;br /&gt;
%patch $40DA [$0014W]  #Shooting right (alt\ctrl at same time)&lt;br /&gt;
%patch $40E2 [$0015W]  #Shooting left (alt\ctrl at same time)&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#Keen shooting animations&lt;br /&gt;
%patch $720F [$0015W] #Keen presses ctrl and alt at same time&lt;br /&gt;
%patch $7207 [$0014W] #Keen presses ctrl and alt at same time&lt;br /&gt;
&lt;br /&gt;
%patch $732A [$0015W] #Keen moves then presses ctrl and alt&lt;br /&gt;
%patch $7332 [$0014W] #Keen moves then presses ctrl and alt&lt;br /&gt;
&lt;br /&gt;
%patch $749F [$0015W] #Keen jumping left and shooting together (Ctrl pressed Then alt)&lt;br /&gt;
%patch $74A7 [$0014W] #Keen jumping right and shooting together (Ctrl pressed Then alt)&lt;br /&gt;
&lt;br /&gt;
%patch $76D9 [$0015W] #Keen pogoing left and shooting (alt pressed first, then ctrl)&lt;br /&gt;
%patch $76D1 [$0014W] #Keen pogoing right and shooting (alt pressed first, then ctrl)&lt;br /&gt;
&lt;br /&gt;
%patch $7788 [$0015W] #Keen presses alt then ctrl quickly, but not at same time &lt;br /&gt;
%patch $7780 [$0014W] #Keen presses alt then ctrl quickly, but not at same time &amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Keen&#039;s shot =&lt;br /&gt;
&lt;br /&gt;
This section deals with patches that affect Keen&#039;s shot and its properties. This includes things like its speed, animation and direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keen&#039;s shot properties ==&lt;br /&gt;
&lt;br /&gt;
There are five basic properties of Keen&#039;s shot that can be altered, its [[Patch:Sprite animations|animation,]] [[Patch:Sprite type|sprite type,]] [[Patch:Sprite speed|vertical speed and its left/right speeds.]]&lt;br /&gt;
&lt;br /&gt;
Keen&#039;s shot uses only one animation by default,t he same no matter what direction it moves in. Changing it should often be unnecessary. Likewise the shot&#039;s sprite type is a special one that kills enemies, if changed it becomes harmless to them so shouldn&#039;t be tinkered with. The most useful things to alter are the horizontal speeds, making the shot faster or slower. (Or even sit still!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1 shot properties&amp;quot;&amp;gt;&lt;br /&gt;
#Keen&#039;s shot properties&lt;br /&gt;
%patch $46C5 [$000AW] #Sprite type&lt;br /&gt;
%patch $46EE [$0000W] #Vertical speed&lt;br /&gt;
%patch $46F8 [$006CW] #Animation&lt;br /&gt;
%patch $4704 [$0190W] #Right speed&lt;br /&gt;
%patch $4779 [$FE70W] #Left speed&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 2 shot properties&amp;quot;&amp;gt;&lt;br /&gt;
#Keen&#039;s shot properties&lt;br /&gt;
%patch $7424 [$000AW] #Sprite type&lt;br /&gt;
%patch $744D [$0000W] #Vertical speed&lt;br /&gt;
%patch $7457 [$007AW] #Animation&lt;br /&gt;
%patch $7463 [$0190W] #Right speed&lt;br /&gt;
%patch $74D8 [$FE70W] #Left speed&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3 shot properties&amp;quot;&amp;gt;&lt;br /&gt;
#Keen&#039;s shot properties&lt;br /&gt;
%patch $7CE3 [$000FW] #Sprite type&lt;br /&gt;
%patch $7D0C [$0000W] #Vertical speed&lt;br /&gt;
%patch $7D16 [$0066W] #Animation&lt;br /&gt;
%patch $7D22 [$0190W] #Right speed&lt;br /&gt;
%patch $7D95 [$FE70W] #Left speed&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Complete shot creation code ==&lt;br /&gt;
&lt;br /&gt;
This is the complete shot creation code that results in the production of a single shot. It is quite complex.&lt;br /&gt;
&lt;br /&gt;
On the first line the shot is created and its sprite type set. ($000FW, changing this makes Keen&#039;s shots harmless to enemies.) On the third line the vertical position (9 pixels down from the top of Keen) is set and the shot&#039;s behavior.&lt;br /&gt;
&lt;br /&gt;
On the fourth line the vertical speed is set (no vertical speed.), as well as the shot collision and animation.&lt;br /&gt;
&lt;br /&gt;
Until this point all code was for both left and right moving shots. Line 5 checks the player&#039;s direction and splits the code into that for right moving and left moving shots. (This is marked in brown, replacing the two bytes with $90 $90 will make Keen always shoot right.) At the end of the first line of the right shot code the right shot&#039;s horizontal speed is set.&lt;br /&gt;
&lt;br /&gt;
The code for the right shot takes up the next seven lines. On lines 2-4 the game checks to see if Keen is firing against a wall. If he is then a shot will &#039;&#039;not&#039;&#039; be created, instead a special [[Patch:Zap and zot|zap\zot]] sprite is created.&lt;br /&gt;
&lt;br /&gt;
The first thing to happen is sound $0025 is played, in line 4. In line 5 the shot&#039;s type s changed to $0012W and its behavior to that of a zap\zot. (Pause then vanish.) On the next line the animation timer is set to 0 and a random check is performed and a zap or zot animation assigned depending on the result.&lt;br /&gt;
&lt;br /&gt;
The first line of the left moving shot code sets its horizontal speed, the next three lines check again to see if Keen is shooting against a wall, if so another zap\zot sprite is created instead of a shot. The variables here work exactly the same as for the right moving shot. This leads to the end of the code.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Keen make shot code - all shot properties&lt;br /&gt;
%patch $46BA $55 $8B $EC $56 $E8 $E274W  $8B $F0 $C7 $04 [$000AW]  $8B $46 $06    #Set shot sprite type&lt;br /&gt;
             $8B $56 $04 $89 $54 $04 $89 $44 $06 $8B $46 $0A $8B $56 $08 $81&lt;br /&gt;
             $C2 $00 [$09] $15 [$0000W]  $89 $54 $08 $89 $44 $0A $C7 $44 $32 {$4808W} #Set shot behavior, vertical position&lt;br /&gt;
                 $C7 $44 $22 [$0000W]  $C7 $44 $34 {$4849W}  $C7 $44 $28 [$006CW]     #Set vertical speed, collision and animation&lt;br /&gt;
             $83 $3E $4C $60 $00 {$7C $75}&lt;br /&gt;
&lt;br /&gt;
#Right moving shot&lt;br /&gt;
%patch $4701                             $C7 $44 $20 [$0190W]  $8B $56 $06 $8B    #Set right shot&#039;s speed&lt;br /&gt;
             $46 $04 $B1 $0C $E8 $9A61W  $8B $56 $0A $50 $8B $46 $08 $B1 $0C&lt;br /&gt;
             $E8 $9A55W  $05 $0001W  $83 $D2 $00 $50 $A1 $6C08W  $52 $99 $59&lt;br /&gt;
             $5B $E8 $9E35W  $5A $03 $D0 $42 $D1 $E2 $C4 $1E $48 $6C $03 $DA&lt;br /&gt;
             $26 $8B $1F $D1 $E3 $83 $BF $FA $0E $00 $75 $03 $E9 $009CW  $B8&lt;br /&gt;
             [$0025W]  $50 $E8 $77A3W  $44 $44 $C7 $04 [$000DW]  $C7 $44 $32        #Shooting wall, play sound; Zap\zot type&lt;br /&gt;
         {$47E8W}  $C7 $44 $2A [$0000W]  $E8 $796BW  $3D [$0080W]  $7E $07 $C7 $44    #Zap\zot behavior, Timer = 0, random animation assignment&lt;br /&gt;
             $28 [$006EW]  $EB $76 $C7 $44 $28 [$006FW]  $EB $6F&lt;br /&gt;
&lt;br /&gt;
#Left moving shot&lt;br /&gt;
%patch $4776                                                 $C7 $44 $20 [$FE70W] #Set left shot&#039;s speed&lt;br /&gt;
                 $8B $56 $0A $8B $46 $08 $B1 $0C $E8 $99ECW  $05 $0001W  $83&lt;br /&gt;
             $D2 $00 $50 $A1 $6C08W  $52 $99 $59 $5B $E8 $9DCCW  $8B $56 $06&lt;br /&gt;
             $50 $8B $46 $04 $B1 $0C $E8 $99CFW  $5A $03 $D0 $D1 $E2 $C4 $1E&lt;br /&gt;
             $48 $6C $03 $DA $26 $8B $1F $D1 $E3 $83 $BF $86 $18 $00 $74 $2B&lt;br /&gt;
             $B8 [$0025W]  $50 $E8 $7732W  $44 $44 $C7 $04 [$000DW]  $C7 $44 $32    #Shooting wall, play sound; Zap\zot type&lt;br /&gt;
             {$47E8W}  $C7 $44 $2A [$0000W]  $E8 $78FAW  $3D [$0080W]  $7E $07 $C7    #Zap\zot behavior, Timer = 0, random animation assignment&lt;br /&gt;
             $44 $28 [$006EW]  $EB $05 $C7 $44 $28 [$006FW]  $5E $5D $C3&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 2&amp;quot;&amp;gt;&lt;br /&gt;
#Keen make shot code - all shot properties&lt;br /&gt;
%patch $7419 $55 $8B $EC $56 $E8 $E357W  $8B $F0 $C7 $04 [$000AW]  $8B $46 $06    #Set shot sprite type&lt;br /&gt;
             $8B $56 $04 $89 $54 $04 $89 $44 $06 $8B $46 $0A $8B $56 $08 $81&lt;br /&gt;
             $C2 $00 [$09] $15 [$0000W]  $89 $54 $08 $89 $44 $0A $C7 $44 $32 {$7567W} #Set shot behavior, vertical position&lt;br /&gt;
                 $C7 $44 $22 [$0000W]  $C7 $44 $34 {$75A8W}  $C7 $44 $28 [$007AW]     #Set vertical speed, collision and animation&lt;br /&gt;
             $83 $3E $28 $60 $00 {$7C $75}&lt;br /&gt;
&lt;br /&gt;
#Right moving shot&lt;br /&gt;
%patch $7460                             $C7 $44 $20 [$0190W]  $8B $56 $06 $8B    #Set right shot&#039;s speed&lt;br /&gt;
             $46 $04 $B1 $0C $E8 $6432W  $8B $56 $0A $50 $8B $46 $08 $B1 $0C&lt;br /&gt;
             $E8 $6426W  $05 $0001W  $83 $D2 $00 $50 $A1 $6BE4W  $52 $99 $59&lt;br /&gt;
             $5B $E8 $67D6W  $5A $03 $D0 $42 $D1 $E2 $C4 $1E $24 $6C $03 $DA&lt;br /&gt;
             $26 $8B $1F $D1 $E3 $83 $BF $CE $10 $00 $75 $03 $E9 $009CW  $B8&lt;br /&gt;
             [$0025W]  $50 $E8 $415CW  $44 $44 $C7 $04 [$000CW]  $C7 $44 $32 {$7547W} #Shooting wall, play sound; Zap\zot type&lt;br /&gt;
                 $C7 $44 $2A [$0000W]  $E8 $4324W  $3D [$0080W]  $7E $07 $C7 $44    #Zap\zot behavior, Timer = 0, random animation assignment&lt;br /&gt;
             $28 $[$007CW]  $EB $76 $C7 $44 $28 [$007DW]  $EB $6F&lt;br /&gt;
&lt;br /&gt;
#Left moving shot&lt;br /&gt;
                                                             $C7 $44 $20 [$FE70W] #Set left shot&#039;s speed&lt;br /&gt;
%patch $74D5     $8B $56 $0A $8B $46 $08 $B1 $0C $E8 $63BDW  $05 $0001W  $83&lt;br /&gt;
             $D2 $00 $50 $A1 $6BE4W  $52 $99 $59 $5B $E8 $676DW  $8B $56 $06&lt;br /&gt;
             $50 $8B $46 $04 $B1 $0C $E8 $63A0W  $5A $03 $D0 $D1 $E2 $C4 $1E&lt;br /&gt;
             $24 $6C $03 $DA $26 $8B $1F $D1 $E3 $83 $BF $92 $1B $00 $74 $2B&lt;br /&gt;
             $B8 [$0025W]  $50 $E8 $40EBW  $44 $44 $C7 $04 [$000CW]  $C7 $44 $32    #Shooting wall, play sound; Zap\zot type&lt;br /&gt;
             {$7547W}  $C7 $44 $2A [$0000W]  $E8 $42B3W  $3D [$0080W]  $7E $07 $C7    #Zap\zot behavior, Timer = 0, random animation assignment&lt;br /&gt;
             $44 $28 [$007CW]  $EB $05 $C7 $44 $28 [$007DW]  $5E $5D $C3&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#Keen make shot code - all shot properties&lt;br /&gt;
%patch $7CD8 $55 $8B $EC $56 $E8 $E2DEW  $8B $F0 $C7 $04 [$000FW]  $8B $46 $06    #Set shot sprite type&lt;br /&gt;
             $8B $56 $04 $89 $54 $04 $89 $44 $06 $8B $46 $0A $8B $56 $08 $81&lt;br /&gt;
             $C2 $00 [$09] $15 [$0000W]  $89 $54 $08 $89 $44 $0A $C7 $44 $32 {$7E29W} #Set shot behavior, vertical position&lt;br /&gt;
                 $C7 $44 $22 [$0000W]  $C7 $44 $34 {$7E6BW}  $C7 $44 $28 [$0066W]     #Set vertical speed, collision and animation&lt;br /&gt;
             $83 $3E $78 $62 $00 {$7C $73}&lt;br /&gt;
&lt;br /&gt;
#Right moving shot&lt;br /&gt;
%patch $7D1F                             $C7 $44 $20 [$0190W]  $8B $56 $06 $8B    #Set right shot&#039;s speed&lt;br /&gt;
             $46 $04 $B1 $0C $E8 $6EB3W  $8B $56 $0A $50 $8B $46 $08 $B1 $0C&lt;br /&gt;
             $E8 $6EA7W  $05 $0001W  $83 $D2 $00 $50 $A1 $6E34W  $52 $99 $59 &lt;br /&gt;
             $5B $E8 $7257W  $5A $03 $D0 $42 $D1 $E2 $C4 $1E $74 $6E $03 $DA&lt;br /&gt;
             $26 $8B $1F $D1 $E3 $83 $BF $6A $11 $00 $74 $2C $B8 [$0025W]  $50    #Shooting wall, play sound&lt;br /&gt;
             $E8 $FE4BW  $59 $C7 $04 [$0012W]  $C7 $44 $32 {$7E05W}  $C7 $44 $2A    #Zap\zot type, behavior&lt;br /&gt;
             [$0000W]  $E8 $4DC7W  $3D [$0080W]  $7E $07 $C7 $44 $28 [$0069W]  $EB    #Timer = 0, random animation assignment&lt;br /&gt;
             $05 $C7 $44 $28 [$006AW]  $EB $72 $EB $70&lt;br /&gt;
&lt;br /&gt;
#Left moving shot&lt;br /&gt;
%patch $7D92                                         $C7 $44 $20 [$FE70W]  $8B    #Set left shot&#039;s speed&lt;br /&gt;
             $56 $0A $8B $46 $08 $B1 $0C $E8 $6E40W  $05 $0001W  $83 $D2 $00&lt;br /&gt;
             $50 $A1 $6E34W  $52 $99 $59 $5B $E8 $71F0W  $8B $56 $06 $50 $8B&lt;br /&gt;
             $46 $04 $B1 $0C $E8 $6E23W  $5A $03 $D0 $D1 $E2 $C4 $1E $74 $6E&lt;br /&gt;
             $03 $DA $26 $8B $1F $D1 $E3 $83 $BF $96 $1C $00 $74 $2C $B8 [$0025W] #Shooting wall, play sound&lt;br /&gt;
                 $50 $E8 $4B8CW  $59 $C7 $04 [$0012W]  $C7 $44 $32 {$7E05W}  $C7    #Zap\zot type, behavior&lt;br /&gt;
             $44 $2A [$0000W]  $E8 $4D55W  $3D [$0080W]  $7E $07 $C7 $44 $28 [$0069W] #Timer = 0, random animation assignment&lt;br /&gt;
                 $EB $05 $C7 $44 $28 [$006AW]  $EB $00 $5E $5D $C3&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Complete shot behavior ==&lt;br /&gt;
&lt;br /&gt;
This is the behavior code used by Keen&#039;s shots. It is reasonably simple and is more a tile check. On the first line the &#039;detect tiles&#039; code is called and if the shot is touching any tile that blocks in &#039;&#039;any&#039;&#039; direction the shot will zap\zot.&lt;br /&gt;
&lt;br /&gt;
At the end of line 1 [[Patch:Sprite Sounds|sound]] 25 is played; on line 2 the shot&#039;s [[Patch:Sprite type|sprite type]] is set to that of a Zap/zot, on line 3 its behavior is set to that of a Zap\zot and its collision is set to &#039;nothing&#039;. Finally on the fourth line a random check is made and the sprite&#039;s animation is changed to one of the two Zap\zot animations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Keen 1 shot behavior&lt;br /&gt;
%patch $4808 $55 $8B $EC $56 $E8 $E45EW  $8B $F0 $0B $C0 $74 $31 $B8 [$0025W] &lt;br /&gt;
             $50 $E8 $76D7W  $44 $44 $C7 $06 $20 $82 [$000DW]  $C7 $06 $52 $82&lt;br /&gt;
             {$47E8W}  $C7 $06 $4A $82 {$0000W}  $E8 $789BW  $3D [$0080W]  $7E $08&lt;br /&gt;
             $C7 $06 $48 $82 [$006EW]  $EB $06 $C7 $06 $48 $82 [$006FW]  $5E $5D&lt;br /&gt;
             $C3&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 3&amp;quot;&amp;gt;&lt;br /&gt;
#Keen 3 shot behavior&lt;br /&gt;
%patch $7E29 $55 $8B $EC $56 $E8 $E4C7W  $8B $F0 $0B $F6 $74 $32 $B8 [$0025W] &lt;br /&gt;
             $50 $E8 $4B2CW  $59 $C7 $06 $10 $99 [$0012W]  $C7 $06 $42 $99 {$7E05W}&lt;br /&gt;
                 $C7 $06 $3A $99 {$0000W}  $E8 $4CF1W  $3D [$0080W]  $7E $08 $C7&lt;br /&gt;
             $06 $38 $99 [$0069W]  $EB $06 $C7 $06 $38 $99 [$006AW]  $EB $00 $5E&lt;br /&gt;
             $5D $C3&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Keen&#039;s shot falls under gravity ===&lt;br /&gt;
&lt;br /&gt;
This patch alters Keen&#039;s shot behavior so that his shot will fall instead of moving in a straight line. Notably, if Keen&#039;s shot is given an upwards speed it will move in an arc. All other marked properties in this behavior work identically to those in the default behavior in the above section.&lt;br /&gt;
&lt;br /&gt;
A side effect of this patch is that the Zap\zot also falls and doesn&#039;t have its animation timer reset. This doesn&#039;t affect the default Zap\zots much. A more notable side effect is that the [[Patch:Tank Robot|Tank Robot&#039;s]] shots also fall under gravity also.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Keen&#039;s shot obeys gravity&lt;br /&gt;
%patch $4808 $55 $8B $EC $56 $E8 $E45EW  $8B $F0 $0B $C0 $74 $2B $B8 [$0025W] &lt;br /&gt;
             $50 $E8 $76D7W  $44 $44 $C7 $06 $20 $82 [$000DW]  $C7 $06 $52 $82&lt;br /&gt;
             {$47E8W}  $E8 $78A1W  $3D [$0080W]  $7E $08 $C7 $06 $48 $82 [$006EW]&lt;br /&gt;
             $EB $06 $C7 $06 $48 $82 [$006FW]  $E8 $E3E7W $5E $5D $C3&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Keen&#039;s shot hangs in the air after moving a short time ===&lt;br /&gt;
&lt;br /&gt;
This patch causes Keen&#039;s shots to freeze in the air, but only after moving for a short time. Depending on the shot&#039;s speed and direction they can act as landmines or traps. This is almost identical to simply removing Keen&#039;s shot&#039;s speed, but the shot does in fact move for about a second.&lt;br /&gt;
&lt;br /&gt;
Again all other marked properties in this behavior work identically to those in the default behavior in the above section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;patch title=&amp;quot;Keen 1&amp;quot;&amp;gt;&lt;br /&gt;
#Keen&#039;s shot hangs in the air after moving a short time&lt;br /&gt;
%patch $4808 $55 $8B $EC $56 $E8 $E45EW  $8B $F0 $0B $C0 $74 $2B $B8 [$0025W] &lt;br /&gt;
             $50 $E8 $76D7W  $44 $44 $C7 $06 $20 $82 [$000DW]  $C7 $06 $52 $82&lt;br /&gt;
             {$47E8W}  $E8 $78A1W  $3D [$0080W]  $7E $08 $C7 $06 $48 $82 [$006EW]&lt;br /&gt;
             $EB $06 $C7 $06 $48 $82 [$006FW]  $E8 $E42AW $5E $5D  $C3&amp;lt;/patch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PatchCategories|Incompatible|}}&lt;br /&gt;
{{PatchCategories|Keen 1|}}&lt;br /&gt;
{{PatchCategories|Keen 2|}}&lt;br /&gt;
{{PatchCategories|Keen 3|}}&lt;br /&gt;
{{PatchCategories|Gameplay|}}&lt;br /&gt;
{{PatchCategories|Player|}}&lt;br /&gt;
{{PatchCategories|Sprite|}}&lt;br /&gt;
{{PatchCategories|Keen 1|gameplay}}&lt;br /&gt;
{{PatchCategories|Keen 2|gameplay}}&lt;br /&gt;
{{PatchCategories|Keen 3|gameplay}}&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=KeenFX&amp;diff=16054</id>
		<title>KeenFX</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=KeenFX&amp;diff=16054"/>
		<updated>2010-09-05T13:28:44Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: unstub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:keenfx_splash.png|320px|thumb|&#039;&#039;KeenFX&#039;&#039; splash screen]]&lt;br /&gt;
[[Image:keenfx_interface.png|320px|thumb|&#039;&#039;KeenFX&#039;&#039; interface]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KeenFX&#039;&#039;&#039; is a Keen 1-3 PC Speaker sound editor written by [[User:Commander Spleen|Commander Spleen]].&lt;br /&gt;
&lt;br /&gt;
The utility is designed to work with an external sound file. This means it is only directly usable with Keen 1. However, it is possible to extract the sound effects data from the Keen 2 and 3 executable files, save them in an external file, edit them with KeenFX, and then use [[CKPatch]]&#039;s %patchfile feature to load the sounds into a mod.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding Tools (Vorticons)]]&lt;br /&gt;
[[Category:Audio Modding Tools (Vorticons)]]&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
* [http://www.planetkeen.com/files/keenfx.zip Download KeenFX]&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=KeenFX&amp;diff=16053</id>
		<title>KeenFX</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=KeenFX&amp;diff=16053"/>
		<updated>2010-09-05T13:28:09Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: Expanded description and added download link and images.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:keenfx_splash.png|320px|thumb|&#039;&#039;KeenFX&#039;&#039; splash screen]]&lt;br /&gt;
[[Image:keenfx_interface.png|320px|thumb|&#039;&#039;KeenFX&#039;&#039; interface]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KeenFX&#039;&#039;&#039; is a Keen 1-3 PC Speaker sound editor written by [[User:Commander Spleen|Commander Spleen]].&lt;br /&gt;
&lt;br /&gt;
The utility is designed to work with an external sound file. This means it is only directly usable with Keen 1. However, it is possible to extract the sound effects data from the Keen 2 and 3 executable files, save them in an external file, edit them with KeenFX, and then use [[CKPatch]]&#039;s %patchfile feature to load the sounds into a mod.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding Tools (Vorticons)]]&lt;br /&gt;
[[Category:Audio Modding Tools (Vorticons)]]&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
* [http://www.planetkeen.com/files/keenfx.zip Download KeenFX]&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:KeenFX.png&amp;diff=16051</id>
		<title>File:KeenFX.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:KeenFX.png&amp;diff=16051"/>
		<updated>2010-09-05T13:25:03Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: KeenFX splash screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[KeenFX]] splash screen&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Keenfx_interface.png&amp;diff=16050</id>
		<title>File:Keenfx interface.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Keenfx_interface.png&amp;diff=16050"/>
		<updated>2010-09-05T13:24:19Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[KeenFX]] interface&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=File:Keenfx_interface.png&amp;diff=16049</id>
		<title>File:Keenfx interface.png</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=File:Keenfx_interface.png&amp;diff=16049"/>
		<updated>2010-09-05T13:23:28Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Category:Gameplay_patches&amp;diff=15706</id>
		<title>Category:Gameplay patches</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Category:Gameplay_patches&amp;diff=15706"/>
		<updated>2010-07-14T06:20:00Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: added to Patches category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Patches that patch gameplay of the games.&lt;br /&gt;
&lt;br /&gt;
[[Category: Patches]]&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Category:Keen_1_gameplay_patches&amp;diff=15704</id>
		<title>Category:Keen 1 gameplay patches</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Category:Keen_1_gameplay_patches&amp;diff=15704"/>
		<updated>2010-07-14T06:14:55Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: added to Gameplay_patches category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wooo Keen 1 gameplay patches!&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay_patches]]&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Category:Keen_1_gameplay_patches&amp;diff=15703</id>
		<title>Category:Keen 1 gameplay patches</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Category:Keen_1_gameplay_patches&amp;diff=15703"/>
		<updated>2010-07-14T06:09:52Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: temporary desecription text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wooo Keen 1 gameplay patches!&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Stupendous_Sandwich_of_Chungella_IV&amp;diff=10623</id>
		<title>Stupendous Sandwich of Chungella IV</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Stupendous_Sandwich_of_Chungella_IV&amp;diff=10623"/>
		<updated>2009-02-20T08:52:09Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: Removed detail from spoiler regarding the Keen 6 ending, which is completely irrelevant to the sandwich.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Item Infobox&lt;br /&gt;
| Image = Stupendous_sandwich.png&lt;br /&gt;
| Appears = [[Keen 6]]&lt;br /&gt;
| Collectible = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stupendous Sandwich of Chungella IV&#039;&#039;&#039; was renowned as the largest sandwich in the galaxy until its consumption. It was bought (or possibly stolen) by the [[Bloog]]s of [[Fribbulus Xax]] in [[Keen 6]]. They were told its whereabouts in exchange for kidnapping [[Molly McMire]], the babysitter of [[Commander Keen]], in order to distract him from a plot to blow up the universe.&lt;br /&gt;
&lt;br /&gt;
Keen, once seeing it, mentions that it&#039;s the second biggest sandwich he has ever seen. Where he has seen a larger one remains untold.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|The sandwich is hidden in the top right corner of [[Bloogfoods, Inc.]], and when obtained, can be fed to the [[Grabbiter]] in exchange for a secret.  The secret is that the Grabbiter will fall asleep after a big meal, thus allowing Keen to pass.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Keen 6 items]]&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Yorphius_II&amp;diff=4907</id>
		<title>Yorphius II</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Yorphius_II&amp;diff=4907"/>
		<updated>2007-02-12T12:40:56Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Title_yorphius.png|thumb|320px|&amp;quot;Yorphius II&amp;quot; title screen.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yorphius II&#039;&#039;&#039; is a [[Keen 1]] mod created by [[KeenRush]], and the first Keen mod ever created. The plot involves Keen rescuing his pet Yorp from the planet Yorphius II. Unfortunately the story text included with the mod is very short and does not explain several details. This mod, despite being before the time of many utilities and patches, has a stamp of great quality and is one of the most well-respected mods. A multi-page thread on [[http://andy.durdin.net/keen/modding Keen:Modding]] is at present underway, discussing the level design of the mod. The levels are typically concise, well-planned scenarios and puzzles. KeenRush&#039;s style changed somewhat between this mod and [[Keen Smile | Episode Smile]].&lt;br /&gt;
&lt;br /&gt;
== Sound confusion ==&lt;br /&gt;
&lt;br /&gt;
Many have wondered the strange sounds they have heard when they have been playing the mod. The mod requires the original SOUNDS.CK1 file from the original Keen 1, and many have not noticed that (even if it is pointed out in the readme), and that has created slight confusion. The mod does not have modified (nor corrupted) sound data.&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
&lt;br /&gt;
* Levels: 16 levels&lt;br /&gt;
* Tools used: [[ModKeen]] 1.0, [[Keen Make-Over]] 2, Paint Shop Pro 7, MSPaint&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Yorphius II is the only place you&#039;re ever likely to discover KeenRush&#039;s real name, under the entry called &#039;Read&#039; in the main menu.&lt;br /&gt;
&lt;br /&gt;
[[Category:Keen 1 mods]]&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=Dopefish&amp;diff=4761</id>
		<title>Dopefish</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=Dopefish&amp;diff=4761"/>
		<updated>2007-02-04T23:19:39Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: Left-aligned GBC image, modified some text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Dopefish.png|frame|The Dopefish in [[Keen 4]]]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Dopefish_face.png|left]]&lt;br /&gt;
&lt;br /&gt;
Probably the most well-known creature in all of the Commander Keen universe, the [[Dopefish]] has spawned a cult following and made numerous appearances in many other games.  For a full list of guest appearances, visit the Dopefish&#039;s homepage - http://www.dopefish.com&lt;br /&gt;
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The only level in Commander Keen that the Dopefish appears in is the [[Well of Wishes]], the underwater level in [[Keen 4]].&lt;br /&gt;
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The in-game helptext states that the Dopefish won&#039;t mess with a [[Sprite]], however it is possible to lure a Dopefish into contact with a Sprite - unfortunately, nothing happens - the Sprite will fire at Keen, but its shots are harmless to the Dopefish.&lt;br /&gt;
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The official help text says of the Dopefish:&lt;br /&gt;
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{{Box|The second-dumbest creature in the universe, this creature&#039;s thought patterns go &amp;quot;swim swim hungry, swim swim hungry.&amp;quot;  They&#039;ll eat anything alive and moving near them, though they prefer heroes.}}&lt;br /&gt;
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This is a reference to Douglas Adams&#039; &#039;&#039;Hitchiker&#039;s Guide to the Galaxy&#039;&#039; which describes the dumbest  creature in the universe as the Ravenous Bugblatter Beast of Traal. Obviously, the &#039;Dope&#039; part of the name is a reference to its low intelligence, and has nothing do do with drugs.&lt;br /&gt;
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See also [[Schoolfish]].&lt;br /&gt;
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=== Appearance in Keen GBC ===&lt;br /&gt;
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[[Image:Dopefish.gif|left]]&lt;br /&gt;
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The Dopefish appears in [[Keen GBC]] as decoration on some tiles and as a real enemy. The tile art was directly taken over from the [[Keen 4]] sprite. The new enemy version looks a lot like the first one and can be found in [[Blooglet Lake]] on [[Fribbulus Xax]]. In contradiction to Keen 4 the Dopefish is now much smaller and more fragile, being easily defeatable when they are out of water. They spend their time jumping in and out of the water, hoping to snap up [[Keen]].&lt;br /&gt;
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== External links ==&lt;br /&gt;
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http://www.dopefish.com - The official Dopefish homepage&lt;br /&gt;
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[[Category:Keen 4 enemies]]&lt;br /&gt;
[[Category:Invincible creatures]]&lt;br /&gt;
[[Category:Enemies]]&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=OrbKeen&amp;diff=4370</id>
		<title>OrbKeen</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=OrbKeen&amp;diff=4370"/>
		<updated>2007-02-01T13:18:49Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: &lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
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[[Image:Title_OrbKeen1.png|thumb|320px|&amp;quot;Monky Business&amp;quot; beta title screen.]]&lt;br /&gt;
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&#039;&#039;&#039;Monky Business: An Essence of Mayhem&#039;&#039;&#039;, also known by its production name, &#039;&#039;&#039;OrbKeen&#039;&#039;&#039;, is a [[Keen 1]] mod by [[Commander Spleen]] that has been in production since August 2003. Its first beta was released about a year later in August 2004. The final release date has not been publicly announced, but it is rumored that it will be released in the year 2007.&lt;br /&gt;
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== External links ==&lt;br /&gt;
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* [http://dosclassics.com/download/121 Download &#039;Monky Business: An Essence Of Mayhem beta&#039;]&lt;br /&gt;
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[[Category:Mods]]&lt;br /&gt;
[[Category:Keen 1 mods]]&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
	<entry>
		<id>https://keenwiki.shikadi.net/w/index.php?title=The_Perilous_Pursuit&amp;diff=4369</id>
		<title>The Perilous Pursuit</title>
		<link rel="alternate" type="text/html" href="https://keenwiki.shikadi.net/w/index.php?title=The_Perilous_Pursuit&amp;diff=4369"/>
		<updated>2007-02-01T13:15:04Z</updated>

		<summary type="html">&lt;p&gt;Commander Spleen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
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[[Image:Ppursuit1.gif|frame|&#039;The Perilous Pursuit&#039; title screen.]]&lt;br /&gt;
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[[The Perilous Pursuit]] is a Keen 1 mod created by Ceilick in 2005. Commander Spleen helped out with various details, such as patching, sound effects and minor graphical/level tweaks.&lt;br /&gt;
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One of the key features of the mod is its &amp;quot;Keen4ish&amp;quot; 2.5D graphical style.&lt;br /&gt;
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== External links ==&lt;br /&gt;
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* [http://dosclassics.com/download/120 Download &#039;The Perilous Pursuit&#039;]&lt;br /&gt;
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[[Category:Keen 1 mods]]&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Commander Spleen</name></author>
	</entry>
</feed>