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Unusual Pokes (Spectrum Version)


Spider

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Although I've submitted these (hopefully all of them) to the tipshop, I thought I'd post them here.

Not the "usual" run of the mill pokes, more unusual but potentially useful ones:

Stop in-game tune deteriorating as lives are lost:
POKE 35665,62
POKE 35666,8
POKE 35667,0

Prevent Game Auto-Pausing: You can still pause it manually but it won't 'Auto-Pause' if you play without the in-game tune:
POKE 35518,0

Unlimited attempts at keypad code: (well, someone *may* find it helpful)
POKE 34497,182
POKE 34498,134

 

Disable Conveyors:

POKE 36601,0

 

Infinite Time:
POKE 35414,0
POKE 35415,0
POKE 35416,0

Stop screeching noise on title screen while instructions are scrolling:
POKE 38636,0
POKE 38637,0

Stop screen colour cycling while intro message is scrolling: (Note: does not stop border or noise!) This best combined with the "Stop screeching noise on title screen while instructions are scrolling" pokes above if required.
POKE 35010,70
POKE 34997,0
POKE 34998,0
POKE 34999,0

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  • 7 months later...

There is a single POKE (equivalent to your three) that stops the clock and gives Willy infinite time:

 

POKE 35408,24

 

You can also stop the screeching noise on the title screen with a single POKE:

 

POKE 38635,0

 

And to stop the screen colour cycling while the intro message is scrolling with a single POKE:

 

POKE 34997,1

 

(What can I say? I like single POKEs. :) )

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Great. :)

 

Thanks for the kind comment in the other topic about the site too, appreciated.

 

I did have as you can see three pokes for the time (and some other stuff to blank out the time display itself that I've lost) but shorter is much better.

 

One thing I did notice although it might not be related it could be something else I'd done, sometimes (just to make it more fun to track down) with out any time display the 'collected xyz' part of the text can turn yellow upon a loss of life.

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  • 2 weeks later...

Leaving single POKE mode for a moment, here's my first attempt at fixing the bug that misdraws the conveyors in West of Kitchen, The Nightmare Room, The Wine Cellar, and Tool Shed:

 

POKE 36178,151
POKE 36181,9
POKE 36183,205
POKE 36184,38
POKE 36185,255
POKE 65318,9
POKE 65319,190
POKE 65322,75
POKE 65323,35
POKE 65324,201
 
That's ten (10!) POKEs in total, which is a disgustingly large amount. Does anyone know of a smaller set of POKEs that achieve the same result?
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Excellent. :)

 

I think it (might) be difficult to do it in less though.

 

It is a small change but worthwhile I think as its how they should be as you say. The attributes on the one in The Nightmare Room make it difficult to see though, I had to look closely. :D

 

convey_fix_west_of_kitchen.png

 

convey_fix_nightmare_room.png

 

convey_fixed_wine_cellar.png

 

convey_fix_tool_shed.png

 

Talking of conveyors I was thinking of doing "something" with the one in the Conservatory Roof as plain white does not inspire. I think perhaps just some black ink pixels to give it 'life' might do the trick. :unsure: , I had a quick look again to remind myself, see here and only the Amstrad CPC version has animation. The BBC/C64 etc follow the 'plain white block' affair for JSW1.

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  • 8 months later...

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