Enable and fix minibosses: Difference between revisions

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Please note that this tutorial is a work-in-progress. If you find any errors, please edit the talk page for this article.
This page has been cleared because it was less of a tutorial and more of resource that you had to put together yourself. It contained some incorrect information as well. The BOSS4 section was done especially poorly. If you really want to see it, view this article's history.
 
This tutorial is for how to enable the actors BOSS1, BOSS2, BOSS3, and BOSS4 to become their miniboss counterparts without any bugs so you can put them in user maps and\or CON hacks.
 
__TOC__
== Intoduction ==
 
:'''FOREWARNING:''' From now on I will refer to the bosses as follows:
 
:*BOSS1 - Ep. 1 - Battlelord
:*BOSS2 - Ep. 3 - Cycloid Emperor
:*BOSS3 - Ep. 2 - Overlord (Yes, these two are mixed up. Do not try to switch them to what they should be.)
:*BOSS4 - Ep. 4 - Alien Queen
 
Have you ever wanted to put the Overlord, Cycloid Emperor, or even the Alien Queen in user maps without ending the episode and without any bugs? Have you seen this before and wanted to do something about it?
 
4.15.8 Making the Mini-Boss
        Map Name: NONE
        The mini-boss is simply the episode end boss, but when killed, his
        death doesn't start the end sequence.  Plus, he's a lot easier to
        beat in "mini-boss" status.  To change an end boss to a mini-boss,
        simply place the boss sprite where you want it, and give it a palette
        value of 21.  To spawn a mini-boss, place a Respawn sprite where you
        want it to spawn, give it a hitag value of 2630, a lotag value equal
        to the lotag of the switch or Touchplate that toggles it, and a
        palette value of 21.
        '''NOTE #1: The second and third episode bosses cannot be made into'''
        '''mini-bosses without hacking the con files.  3D Realms mistakenly'''
        '''gave them only 1 health point when their palette value is anything'''
        '''but 0.  If you do make them mini-bosses, realize that they will be'''
        '''extremely easy to kill.'''
 
<div align="center">Taken from Jonah Bishop's ''Duke Nukem 3D MapFAQ v2.1''. © 2000 Jonah Bishop</div>
 
You've come to the right place!
 
The Battlelord is programmed sufficently enough to allow its placement in maps, and the official levels do contain some mini Battlelords. If you have already played Duke Nukem 64, will probably have related that in the levels Hotel Hell (E3L8.map) and Freeway (E3L11.map) there are mini Overlords instead of some mini Battlelords.
 
When I say "Change it to this:", I want you to copy the text below it in the box and overwrite the text in the box above by pasting it when the old text is completely selected, but in your .CON files of course. There is not much point in changing the web page! [[Image:Wink.gif]]
 
Also, when I say "Open <insert name of .CON file here>.", I want you to open whatever .CON file the text in the box below is in. I am just stating the defaults.
 
Ready to begin?
 
== Definitions ==
 
Open DEFS.CON. Search for "define BOSS1 2630".
 
Look at this:
 
define BOSS1 2630
define BOSS1STAYPUT 2631
define BOSS1SHOOT 2660
define BOSS1LOB 2670
define BOSSTOP 2696
define BOSS2 2710
define BOSS3 2760
 
Change it to this:
 
define BOSS1 2630
define BOSS1STAYPUT 2631
define BOSS1SHOOT 2660
define BOSS1LOB 2670
define BOSSTOP 2696
define BOSS2 2710
'''define BOSS2STAYPUT 2711'''
define BOSS3 2760
'''define BOSS3STAYPUT 2761'''
 
These two new defines enable STAYPUT versions of the Overlord and Cycloid Emperor. STAYPUT versions of actors do not leave their original [[sector]].
 
== Strengths and Gamevars ==
 
Open USER.CON. Scroll down to here:
 
define BOSS1STRENGTH            4500
define BOSS1PALSTRENGTH        1000
define BOSS2STRENGTH            4500
define BOSS3STRENGTH            4500
define BOSS4STRENGTH            6000
 
Change it to this:
 
define BOSS1STRENGTH            4500
define BOSS1PALSTRENGTH        1000
define BOSS2STRENGTH            4500
'''define BOSS2PALSTRENGTH        1000'''
define BOSS3STRENGTH            4500
'''define BOSS3PALSTRENGTH        1000'''
define BOSS4STRENGTH            6000
'''define BOSS4PALSTRENGTH        1333'''
gamevar BOSSX 0 2
gamevar BOSSY 0 2
gamevar BOSSZ 0 2
gamevar BOSSSPRPAL 0 2
gamevar BOSSLOTAG 0 2
gamevar BOSSSECTOR 0 2
 
The strengths from mini BOSS2 and BOSS3 was put the same as BOSS1, oblivious because the big versions are the same. BOSS4 is proportional as 4500 - 1000 to 6000 - 1333. The [[gamevar|gamevars]] need to remain the exact same thing as what is shown here.
 
Note that the strengths do not have to be what is described here. All that matters is that these eight [[define|defines]] exist.
 
== BOSS1 ==
 
=== state checkboss1hitstate ===
 
Search for "state checkboss1hitstate" in GAME.CON. Scroll down to this:
 
  ifdead
  {
    ifspritepal 0
      globalsound DUKE_TALKTOBOSSFALL
    else
    {
      ifrnd 64
        globalsound DUKE_TALKTOBOSSFALL
      ifwasweapon FREEZEBLAST
      {
        sound SOMETHINGFROZE
        spritepal 1
        move 0
        action ABOSS1FROZEN
        strength 0
        break
      }
    }
    sound BOS1_DYING
    addkills 1
    ai AIBOSS1DYING
  }
 
Change it to this:
 
  ifdead
  {
    ifspritepal 0
      globalsound DUKE_TALKTOBOSSFALL
    else
    {
      ifwasweapon FREEZEBLAST
      {
        sound SOMETHINGFROZE
        spritepal 1
        move 0
        action ABOSS1FROZEN
        strength 0
        break
      }
    }
    sound BOS1_DYING
    addkills 1
    ai AIBOSS1DYING
  }
 
=== state boss1code ===
 
Search for "state boss1code" in GAME.CON.
 
==== ifaction ABOSS1FROZEN ====
 
Scroll down to this:
 
  ifaction ABOSS1FROZEN
  {
    ifcount THAWTIME
    {
      ai AIBOSS1SEEKENEMY
      spritepal 21
    }
    else
      ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }
 
Change it to this:
 
  ifaction ABOSS1FROZEN
  {
    ifcount THAWTIME
    {
      ai AIBOSS1SEEKENEMY
        getlastpal
    }
    else
      ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }
 
==== ifai 0 ====
 
Scroll down to this:
 
  ifai 0
  {
    ifspritepal 0
      ai AIBOSS1RUNENEMY
    else
    {
      strength BOSS1PALSTRENGTH
      ai AIBOSS1SHOOTENEMY
    }
  }
 
Change it to this:
 
    getsector[THISACTOR].lotag BOSSLOTAG // This prevents BOSS1 from going into water to prevent issues.
    ifvare BOSSLOTAG 1
    {
        setactor[THISACTOR].x BOSSX
        setactor[THISACTOR].y BOSSY
        setactor[THISACTOR].z BOSSZ
        updatesectorz monstx monsty monstz BOSSSECTOR
        changespritesect THISACTOR BOSSSECTOR
    }
    else
    {
        getactor[THISACTOR].x BOSSX
        getactor[THISACTOR].y BOSSY
        getactor[THISACTOR].z BOSSZ
    }
  ifai 0
  {
    ifspritepal 0
      ai AIBOSS1RUNENEMY
    else
    {
      strength BOSS1PALSTRENGTH
      stopallsounds
      sound BOS1_RECOG
      ai AIBOSS1SHOOTENEMY
      clipdist 16
    }
  }
 
=== actor BOSS1 ===
 
Search for "actor BOSS1" in GAME.CON.
 
Look at this:
 
actor BOSS1STAYPUT BOSS1STRENGTH cactor BOSS1 enda
actor BOSS1 BOSS1STRENGTH fall state boss1code enda
 
Change it to this:
 
actor BOSS1 BOSS1STRENGTH fall state boss1code enda
actor BOSS1STAYPUT BOSS1STRENGTH fall cactor BOSS1 enda
useractor enemy BOSS1SHOOT BOSS1STRENGTH fall cactor BOSS1 ai AIBOSS1SHOOTENEMY enda // This actor automatically shoots the player.
useractor enemy BOSS1LOB BOSS1STRENGTH fall cactor BOSS1 ai AIBOSS1LOBBED enda // This actor automatically lobs MORTERs at the player.
 
== BOSS2 ==
 
=== state checkboss2hitstate ===
 
Search for "state checkboss2hitstate" in GAME.CON. Scroll down to this:
 
  ifdead
  {
    ifspritepal 0
      globalsound DUKE_TALKTOBOSSFALL
    else
    {
      ifrnd 64
        globalsound DUKE_TALKTOBOSSFALL
      ifwasweapon FREEZEBLAST
      {
        sound SOMETHINGFROZE
        spritepal 1
        move 0
        action ABOSS2FROZEN
        strength 0
        break
      }
    }
    sound BOS2_DYING
    addkills 1
    ai AIBOSS2DYING
  }
 
Change it to this:
 
  ifdead
  {
    ifspritepal 0
      globalsound DUKE_TALKTOBOSSFALL
    else
    {
      ifwasweapon FREEZEBLAST
      {
        sound SOMETHINGFROZE
        spritepal 1
        move 0
        action ABOSS2FROZEN
        strength 0
        break
      }
    }
    sound BOS2_DYING
    addkills 1
    ai AIBOSS2DYING
  }
 
=== state boss2code ===
 
Search for "state boss2code" in GAME.CON.
 
==== ifaction ABOSS2FROZEN ====
 
Scroll down to this:
 
  ifaction ABOSS2FROZEN
  {
    ifcount THAWTIME
    {
      ai AIBOSS2SEEKENEMY
        spritepal 21
    }
    else
      ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }
 
Change it to this:
 
  ifaction ABOSS2FROZEN
  {
    ifcount THAWTIME
    {
      ai AIBOSS2SEEKENEMY
        getlastpal
    }
    else
      ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }
 
==== ifai 0 ====
 
Scroll down to this:
 
  ifai 0
  {
    ifspritepal 0
      ai AIBOSS2RUNENEMY
    else
    {
      strength 1
      sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY
    }
  }
 
Change it to this:
 
    getsector[THISACTOR].lotag BOSSLOTAG // This prevents BOSS2 from going into water to prevent issues.
    ifvare BOSSLOTAG 1
    {
        setactor[THISACTOR].x BOSSX
        setactor[THISACTOR].y BOSSY
        setactor[THISACTOR].z BOSSZ
        updatesectorz monstx monsty monstz BOSSSECTOR
        changespritesect THISACTOR BOSSSECTOR
    }
    else
    {
        getactor[THISACTOR].x BOSSX
        getactor[THISACTOR].y BOSSY
        getactor[THISACTOR].z BOSSZ
    }
  ifai 0
  {
    ifspritepal 0
      ai AIBOSS2RUNENEMY
    else
    {
      strength BOSS2PALSTRENGTH // This is the main bug fix. If you do not change this, the mini-bosses will only have 1 health.
      stopallsounds
      sound BOS2_RECOG
      ai AIBOSS2SHOOTENEMY
      clipdist 16 // This is here so that the RPGs fired from the bosses do not explode in their faces.
    }
  }
 
=== actor BOSS2 ===
 
Search for "actor BOSS2" in GAME.CON.
 
Look at this:
 
actor BOSS2 BOSS2STRENGTH fall state boss2code enda
 
Change it to this:
actor BOSS2 BOSS2STRENGTH fall state boss2code enda
useractor enemystayput BOSS2STAYPUT BOSS2STRENGTH fall cactor BOSS2 enda
 
== BOSS3 ==
 
=== Artificial Intelligence ===
 
Scroll down to this:
 
ai AIBOSS3SEEKENEMY ABOSS3WALK BOSS3WALKVELS seekplayer
ai AIBOSS3RUNENEMY ABOSS3RUN BOSS3RUNVELS faceplayerslow
ai AIBOSS3LOBENEMY ABOSS3LOB BOSS3STOPPED faceplayer
ai AIBOSS3DYING ABOSS3DYING BOSS3STOPPED faceplayer
ai AIBOSS3PALSHRINK ABOSS3WALK PALBOSS3SHRUNKRUNVELS faceplayer
 
Change it to this:
 
ai AIBOSS3SEEKENEMY ABOSS3WALK BOSS3WALKVELS seekplayer
ai AIBOSS3RUNENEMY ABOSS3RUN BOSS3RUNVELS faceplayerslow
ai AIBOSS3LOBENEMY ABOSS3LOB BOSS3STOPPED faceplayer
ai AIBOSS3DYING ABOSS3DYING BOSS3STOPPED faceplayer
ai AIBOSS3PALSHRINK ABOSS3WALK PALBOSS3SHRUNKRUNVELS '''furthestdir'''
 
That last bit is changed because otherwise BOSS3 would simply sit there while playing its walking animation.
 
=== state checkboss3hitstate ===
 
Search for "state checkboss3hitstate" in GAME.CON. Scroll down to this:
 
  ifdead
  {
    ifspritepal 0
      globalsound DUKE_TALKTOBOSSFALL
    else
    {
      ifrnd 64
        globalsound DUKE_TALKTOBOSSFALL
      ifwasweapon FREEZEBLAST
      {
        sound SOMETHINGFROZE
        spritepal 1
        move 0
        action ABOSS3FROZEN
        strength 0
        break
      }
    }
    addkills 1
    ai AIBOSS3DYING
    sound BOS3_DYING
    sound JIBBED_ACTOR9
  }
 
Change it to this:
 
  ifdead
  {
    ifspritepal 0
      globalsound DUKE_TALKTOBOSSFALL
    else
    {
      ifwasweapon FREEZEBLAST
      {
        sound SOMETHINGFROZE
        spritepal 1
        move 0
        action ABOSS3FROZEN
        strength 0
        break
      }
    }
    sound BOS3_DYING
    addkills 1
    ai AIBOSS3DYING
  }
 
=== state boss3code ===
 
Search for "state boss3code" in GAME.CON.
 
==== ifaction ABOSS3FROZEN ====
 
Scroll down to this:
 
  ifaction ABOSS3FROZEN
  {
    ifhitweapon
    {
      ifwasweapon FREEZEBLAST
      {
        strength 0
        break
      }
 
Change it to this:
 
  ifaction ABOSS3FROZEN
  {
    ifcount THAWTIME
    {
      ai AIBOSS3SEEKENEMY
        getlastpal
    }
    else
      ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }
 
==== ifai 0 ====
 
Scroll down to this:
 
  ifai 0
  {
    ifspritepal 0
      ai AIBOSS3RUNENEMY
    else
    {
      strength 1
      ai AIBOSS3LOBENEMY
    }
  }
 
Change it to this:
 
    getsector[THISACTOR].lotag BOSSLOTAG // This prevents BOSS3 from going into water to prevent issues.
    ifvare BOSSLOTAG 1
    {
        setactor[THISACTOR].x BOSSX
        setactor[THISACTOR].y BOSSY
        setactor[THISACTOR].z BOSSZ
        updatesectorz monstx monsty monstz BOSSSECTOR
        changespritesect THISACTOR BOSSSECTOR
    }
    else
    {
        getactor[THISACTOR].x BOSSX
        getactor[THISACTOR].y BOSSY
        getactor[THISACTOR].z BOSSZ
    }
  ifai 0
  {
    ifspritepal 0
      ai AIBOSS3RUNENEMY
    else
    {
      strength BOSS3PALSTRENGTH // This is the main bug fix. If you do not change this, the mini-bosses will only have 1 health.
      stopallsounds
      sound BOS3_RECOG
      ai AIBOSS3LOBENEMY
      clipdist 16 // This is here so that the RPGs fired from the bosses do not explode in their faces.
    }
  }
 
=== actor BOSS3 ===
 
Search for "actor BOSS3" in GAME.CON.
 
Look at this:
 
actor BOSS3 BOSS3STRENGTH fall state boss3code enda
 
Change it to this:
 
actor BOSS3 BOSS3STRENGTH fall state boss3code enda
useractor enemystayput BOSS3STAYPUT BOSS3STRENGTH fall cactor BOSS3 enda
 
== BOSS4 ==
 
BOSS4 is a bit more complicated because there is no programming at all for it to be a miniboss.
:'''''NOTE: Currently the BOSS4 section of this tutorial is incomplete, and it is something that has never been documented before. Follow the instructions below at your own risk. Instead, skip directly to the [[Enable_and_fix_minibosses#Conclusion|Conclusion]].'''''
 
=== Animations, Movements, and Artificial Intelligence ===
 
First, go to where it says:
 
action ABOSS4WALK          0 4  5  1  30
action ABOSS4DYING        40 9  1  1  20
action ABOSS4ABOUTTOSHOOT 20 1  5  1  40
action ABOSS4SHOOT        25 2  5  1  10
action ABOSS4LAYIT        50 3  5  1  120
action BOSS4FLINTCH      40 1  1  1  1
action ABOSS4DEAD        49
move BOSS4WALKVELS 128
move BOSS4STOPPED
ai AIBOSS4LAYEGGS ABOSS4WALK BOSS4WALKVELS randomangle geth
ai AIBOSS4SHOOT ABOSS4ABOUTTOSHOOT BOSS4STOPPED faceplayer
ai AIBOSS4DYING ABOSS4DYING BOSS4STOPPED faceplayer
 
Change it to this:
 
action ABOSS4WALK          0 4  5  1  30
action ABOSS4FROZEN      0  1  5
action ABOSS4DYING        40 9  1  1  20
action ABOSS4ABOUTTOSHOOT 20 1  5  1  40
action ABOSS4SHOOT        25 2  5  1  10
action ABOSS4LAYIT        50 3  5  1  120
action BOSS4FLINTCH      40 1  1  1  1
action ABOSS4DEAD        49
move PALBOSS4WALKVELS 48
move BOSS4WALKVELS 128
move BOSS4STOPPED
ai AIBOSS4SEEKENEMY ABOSS4WALK BOSS4WALKVELS seekplayer
ai AIBOSS4LAYEGGS ABOSS4WALK BOSS4WALKVELS randomangle geth
ai AIBOSS4SHOOT ABOSS4ABOUTTOSHOOT BOSS4STOPPED faceplayer
ai AIBOSS4DYING ABOSS4DYING BOSS4STOPPED faceplayer
ai AIBOSS4PALSHRINK ABOSS4WALK PALBOSS4WALKVELS furthestdir
state boss4palshrunkstate
      ifcount SHRUNKDONECOUNT { cstat 257 ai AIBOSS4SEEKENEMY }
  else ifcount SHRUNKCOUNT { sizeto 40 40 }
  else { state genericshrunkcode }
ends
 
state checkboss4seekstate
  ai AIBOSS4SEEKENEMY
  ifspritepal 0 nullop
  else  // a fake way of doing a ifspritepal NOT.
    move PALBOSS4RUNVELS seekplayer
ends
 
Note that "state boss4palshrunkstate" and "state checkpalboss4seekstate" are supposed to be there. You should put it there because that is a very convenient space for it.
 
=== state checkboss4hitstate ===
 
Next, go to this:
 
state checkboss4hitstate
  ifrnd 2
    spawn BLOODPOOL
  ifdead
  {
    globalsound DUKE_TALKTOBOSSFALL
    addkills 1
    ai AIBOSS4DYING
    sound BOS4_DYING
    sound BOSS4_DEADSPEECH
  }
  else
  {
    soundonce BOS4_PAIN
    debris SCRAP1 1
    guts JIBS6 1
    ifaction ABOSS4LAYIT
      break
    ifrnd 16
    {
      action BOSS4FLINTCH
      move 0
    }
 
  }
ends
 
Change it to this:
 
state checkboss4hitstate
  ifrnd 2
    spawn BLOODPOOL
  ifdead
  {
    ifvarn BOSSSPRPAL 0
      {
      ifwasweapon FREEZEBLAST
        {
          sound SOMETHINGFROZE
          spritepal 1
          move 0
          action ABOSS4FROZEN
          strength 0
          break
        }
      }
    globalsound DUKE_TALKTOBOSSFALL // Note that since the Alien Queen is female, this line is incorrect. She <nowiki>*is*</nowiki> a bitch.
    addkills 1
    ai AIBOSS4DYING
    sound BOS4_DYING
  }
  else
  {
    soundonce BOS4_PAIN
    debris SCRAP1 1
    guts JIBS6 1
    ifaction ABOSS4LAYIT
      break
    ifrnd 16
    {
      action BOSS4FLINTCH
      move 0
    }
  }
ends
 
=== state boss4code ===
 
After that, go to:
 
state boss4code
  ifai 0
    ai AIBOSS4LAYEGGS
  else
    ifaction BOSS4FLINTCH
    {
      ifactioncount 3
        ai AIBOSS4LAYEGGS
    }
  else
    ifai AIBOSS4LAYEGGS
      state boss4layeggs
  else
    ifai AIBOSS4SHOOT
      state boss4shootstate
  ifai AIBOSS4DYING
    state boss4dyingstate
  else
  {
    ifhitweapon
      state checkboss4hitstate
    else
      ifp palive
        ifpdistl 1280
      {
        addphealth -1000
        palfrom 63 63
      }
  }
ends
 
Change it to this:
 
state boss4code
  ifaction ABOSS4FROZEN
  {
    ifcount THAWTIME
    {
      ai AIBOSS4SHOOT
      getlastpal
    }
    else
      ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }
    ifhitweapon
    {
      ifwasweapon FREEZEBLAST
      {
        strength 0
        break
      }
      addkills 1
      lotsofglass 30
      sound GLASS_BREAKING
      ifrnd 84 spawn BLOODPOOL
      killit
    }
    ifp pfacing
      ifpdistl FROZENQUICKKICKDIST
        pkick
    break
  }
  ifai 0
  {
    ifvarn BOSSSPRPAL 0 { strength BOSS4PALSTRENGTH }
    ai AIBOSS4LAYEGGS
  }
  else
    ifaction BOSS4FLINTCH
    {
      ifactioncount 3
        ai AIBOSS4LAYEGGS
    }
  else
    ifai AIBOSS4LAYEGGS
      state boss4layeggs
  else
    ifai AIBOSS4SHOOT
      state boss4shootstate
  else
    ifai AIBOSS4PALSHRINK
      state boss4palshrunkstate
  ifai AIBOSS4DYING
    state boss4dyingstate
  else
  {
    ifhitweapon
      state checkboss4hitstate
    else
      ifp palive
        ifvare BOSSSPRPAL 0
        {
          ifpdistl 1280
        {
          addphealth -1000
          sound SQUISHED
          palfrom 64 64
          break
        }
        }
    }
ends
 
=== actor BOSS4 ===
 
Then, go to:
 
actor BOSS4STAYPUT BOSS4STRENGTH
  fall
  cactor BOSS4
  spritepal 6
  state boss4code
  getlastpal
enda
actor BOSS4 BOSS4STRENGTH
  fall
  cactor BOSS4
  spritepal 6
  state boss4code
  getlastpal
enda
 
Change it to this:
 
state boss4_init
  ifaction 0 { getactor[THISACTOR].pal BOSSSPRPAL }
  fall
  spritepal 6
  getlastpal
ends
useractor enemystayput BOSS4STAYPUT BOSS4STRENGTH
  state boss4_init
  cactor BOSS4
enda
useractor enemy BOSS4 BOSS4STRENGTH
  state boss4_init
  state boss4code
enda
 
== Conclusion ==
 
After that, you should be all set! [[Image:Smile.gif]]
 
To insert a miniboss in a user map, create the boss sprite you want, and then give it a palette of something other than 0. I recommend pal 3 because pal 21 makes some minor changes to the first three boss' sprites, while the Alien Queen looks red with pal 21. In the end, all that matters is that the spritepal is not 0. [[Image:Wink.gif]]
 
[[Category:Tutorials]]

Latest revision as of 23:37, 8 July 2012

This page has been cleared because it was less of a tutorial and more of resource that you had to put together yourself. It contained some incorrect information as well. The BOSS4 section was done especially poorly. If you really want to see it, view this article's history.