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Pokes (Spectrum Version)


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#11 Spider

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Posted 30 June 2017 - 11:42 AM

Eugene not interested in 'guarding' the Portal when all the items are collected from his lair:

 

Bug Byte version: POKE 36348,0 : POKE 34349,0 : POKE 36438,24

Software Projects, Ventamatic and MAD re-release versions: POKE 36359,0 : POKE 36360,0 : POKE 36449,24

 

The first two pokes prevent him noticing the items are all collected, the last one simply stops him colour cycling as its a slightly different part of the routine to switch that on/off.


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#12 Spider

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Posted 04 July 2017 - 11:27 AM

Portal not required ;) (try it!)

 

Bug-Byte version: POKE 36809,176 : POKE 36810,128 : POKE 36815,177 : POKE 36816,128

Software Projects, Ventamatic and MAD re-release versions: POKE 36820,176 : POKE 36821,128 : POKE 36826,177 : POKE 36827,128


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#13 Spider

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Posted 19 August 2017 - 11:04 AM

Skylabs harmless:

 

Bug Byte version: POKE  36552,0
Software Projects, Ventamatic and MAD re-release versions: POKE 36563,0

 

 

Eugene harmless:

 

Bug Byte version: POKE  36408,0
Software Projects, Ventamatic and MAD re-release versions: 36419,0

 

 

Running out of air moves to next cavern instead of losing a life:

 

Bug Byte version: POKE  34799,40 POKE 34800,144
Software Projects, Ventamatic and MAD re-release versions: POKE 34805,51 POKE 34806,144


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#14 IRF

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Posted 19 August 2017 - 11:24 AM

Running out of air moves to next cavern instead of losing a life:

Bug Byte version: POKE 34799,40 POKE 34800,144
Software Projects, Ventamatic and MAD re-release versions: POKE 34805,51 POKE 34806,144


I think that will cause stack build-up over time. It would be better to edit the jump address to #8FDB (Software Projects version; may be different for other versions), to clear the RET address.

#15 Spider

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Posted 19 August 2017 - 11:42 AM

I think that will cause stack build-up over time. It would be better to edit the jump address to #8FDB (Software Projects version; may be different for other versions), to clear the RET address.

How many loops ? (just roughly)

 

The reason being I've had this in another project for a while (with safe start positions) and let it loop all the screens twice without any noticeable issues. I do actually see why you said that now though, I think :unsure: :)


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#16 IRF

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Posted 19 August 2017 - 03:23 PM

There's plenty of room on the stack, so it's only a hypothetical concern really. But it's good programming practice not to let the stack build up in that way.

Edited by IRF, 19 August 2017 - 06:06 PM.


#17 Spider

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Posted 19 August 2017 - 04:36 PM

There's plenty of room on the stack, so it's only a hypothetical concern really. But it's good programming practice not to let the stasck build up in that way.

:) I do agree.

 

Similar effect (but not quite as fatal) letting Basic's GoSub get out of hand too; that eventually either complains with either "4: Out of memory" or "7: Return without GoSub" or more rarely "N: Statement Lost"


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#18 IRF

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Posted 19 August 2017 - 06:08 PM

My 12 POKE fix for the bug that occurs when the air supply runs out whilst Willy is inside a Solar Beam, could've been done in 10 POKES (SkoolKid's self-declared upper limit), if only I hadn't taken care to tidy up the stack!

#19 IRF

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Posted 05 September 2017 - 01:55 PM

I've just noticed that the 'Willy is falling' sound effect in Manic Miner is somewhat different from the equivalent sound effect in JSW (in terms of how the pitch of the sound 'loops') - I don't know how this fact had escaped my attention for so long!! :blush:

 

EDIT: In JSW2 it's different again (and different for jumping as well) - the pitch seems to be determined by Willy's current y-coordinate in JSW2.


Edited by IRF, 05 September 2017 - 01:56 PM.


#20 Spider

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Posted 05 September 2017 - 03:12 PM

I'd not really noticed the difference between MM and JSW I'll admit although the sounds in general in JSW2 are quite different anyway and that's quite noticeable. :)


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