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Pokes (Spectrum Version)


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#21 Spider

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Posted 28 September 2017 - 03:45 PM

Larger 'air bonus' upon cavern completion:

 

POKE 37051,45 (BugByte version) , this just uses a further left digit to 'add to the score' , it will not corrupt the game with "too many lives" until you get at least 1 complete round in, as well as a few more caverns.

 

The above poke for the Software Projects/Ventamatic/MAD releases:

 

POKE 37062,45

 

 

Less air reduction with Solar Power Generator:

 

POKE 36236,0 : POKE 36237 , 0 : POKE 36238 , 0 : POKE 36239 , 0 : POKE 36240 , 0 : POKE 36241 , 0 , these reduce by about roughly 50% the air reduction when Willy is in the path of the beam. These are for the BugByte version.

 

The above for the Software Projects/VentaMatic/MAD releases is as follows:

 

POKE 36247,0 : POKE 36248 , 0 : POKE 36249 , 0 : POKE 36250 , 0 : POKE 36251 , 0 : POKE 36252 , 0

 

 

Finally, cavern air grace period:

There are two listings. First one is a 'hand holding' one that will load the game code if it is not present and then ask you to choose between 30 seconds / 60 seconds / 2 minutes or max which is roughly 2 min 30 seconds. The second listing is commented and smaller but relies you choosing a suitable value aka 10 LET D= x (x being the value you want)

 

60 seconds is not unreasonable it seems from playtesting.

 

Attached File  mm_air.tap   446bytes   22 downloads Attached File  mm_air_2.tap   236bytes   22 downloads

 

Pics of listings:

 

mm_air_1.png mm_air_2.png

 

The line that does a zero to 40768-40799 is simply to hide the extension, if you omit this you can see the 'true length' of the extended bar.


Edited by Spider, 28 September 2017 - 04:55 PM.

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#22 Spider

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Posted 28 September 2017 - 04:56 PM

Pokes above updated as they were BugByte specific temporarily. :) There are now Software Projects/VentaMatic/Mad versions too of each. The tape files are the same for all versions.


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#23 Spider

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Posted 31 January 2018 - 03:02 PM

Fall any height:

 

Bug Byte version: POKE 35809 , 255
Software Projects, Ventamatic and MAD re-release versions: POKE 35815 , 255

 

 

Walk through earth cells: (This more or less makes 'earth' cells behave like 'water' cells)

 

Bug Byte version: Attached File  mm_BB_walk_through_walls.pok   273bytes   14 downloads
Software Projects, Ventamatic and MAD re-release versions: Attached File  mm_SP_walk_through_walls.pok   273bytes   13 downloads

 

Although not by any means essential, it is recommended to apply the 'Fall height' poke at the same time as this one.


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#24 IRF

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Posted 02 February 2018 - 01:09 AM

POKE #CE5E, #06.

 

There are some strange, indirect, perhaps unexpected side-effects from this one...



#25 Spider

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Posted 02 February 2018 - 03:44 PM

POKE #CE5E, #06.

 

There are some strange, indirect, perhaps unexpected side-effects from this one...

:D I did look to see what area it effected as it was obviously a cavern location (52830) but the effect was not quite what I expected it to be.


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#26 IRF

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Posted 02 February 2018 - 03:53 PM

Did you try to kill the Kong Beast?

#27 Spider

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Posted 02 February 2018 - 04:09 PM

Did you try to kill the Kong Beast?

I did now. :) Without much luck. :D


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#28 IRF

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Posted 02 February 2018 - 04:26 PM

It's interesting that the second switch doesn't work at all for dispatching Kong, but with the first switch, it's the exact opposite: you don't need to flip it at all, because the opening wall collapses as soon as Willy enters the cavern!

None of the above would happen if the Cell Graphics Bug was fixed! It's a rare case where the CGB has a side effect that isn't purely aesthetic!

#29 Spider

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Posted 03 February 2018 - 12:28 PM

Talking of Kong, play either of the Kong caverns as normal and flip the switch to drop him into the Portal after applying this:

 

Bug Byte version: POKE 37291 (#91AB) , 02

 

Software Projects, Ventamatic and MAD re-release versions: POKE 37302 (#91B6) , 02

 

Or try it at 1. Default is 4, a higher number is not recommended. :)

 

 

What it does:

Spoiler


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