Found the POKE to reveal the duplicate object on the beach. I think in all the years of playing i never spotted that one .. as for the hidden object in the First Landing, so far i've opted for using the POKEs just to reveal it and to create a path to it although at this stage it's just a rather uninteresting looking blob, though i could just stick with the official POKE and leave it in the hall .. maybe we could just use one of the unused graphics?
This is what I actually did anyway. I used the West Wing Roof item as its one of the few that are 'floating' , I tried one of the wine glasses before but it looked odd floating and I did not want to move the item position as that's where Software Projects moved it to plus its less bytes than some objects too.
These bytes exist already at 63713 (well technically at 63716 as the first three are zero) and those pokes give the shape in The Hall the appropriate pattern too.
You can do it with Basic too or assembler but I figured you wanted pokes ? Basic is simply: FOR N=52196 TO 52200 : POKE N,PEEK (N+11520) : NEXT N
Then there's the fix to prevent the illogical exit from 'Rescue Esmerelda' to 'Ballroom East'.
Already ahead of here, did this the other day
52742,10 (original value 8)
52743,170 (original value 2)
Also Skoolkid has commented on the clock not changing to PM at 12 noon and apparently the game doesn't end at 12 midnight, Mat Smith has perhaps unwittingly given Willy an extra hour to finish tidy the house as the game doesn't end until 1am but there's no suggestion on how to amend this... also i'd quite like to add a POKE or two to perhaps 'redirect' the program to the 'Game over' routine when time is up
35464-35466: JP Z,34762 ; Its 1am , end the game (but this jumps to the title screen!)
35464-35466: JP Z,35914 ; Its 1am , end the game (go to the barrel 'game over' screen)
Might have some odd effects though such as not clearing the screen fully.