Try this for a quirky manoeuvre:
- Open up a JSW file in a hex editor;
- Change the value of #8E2F to #18 (or do POKE 36399, 24);
- Place Willy at the bottom of the 'ladder' in Ballroom East;
- Hit jump. Try both short stabs at the jump key, and long presses.
EDIT: Then place Willy at the bottom of a long ramp (such as First Landing, or Back Stairway/West Wing/etc), on the 'outside' of the ramp, and keep both jump and the sideways movement key depressed - watch Willy shoot up the ramp!
By way of explanation, the above POKE means that a jump is terminated whenever a standonable block lies beneath Willy's sprite and he is cell-row-aligned.
A normal jump only comes to a premature end when the above circumstances hold true and Willy is in the descent phase of the jump.
With the above POKE in place, a jump can be terminated during the ascent phase, if a solid platform lies beneath Willy's sprite.
The above POKE also allows Willy to access a platform in cell-row 2 via a jump from below. (i.e. a platform which has two cell-rows of air between it and the top of the room.)
Normally, Willy couldn't jump up onto such a platform, because the jump would cause him to breach past the top of the room and into the room above. He could only access such a platform via another means (such as walking up a ramp or dropping onto it from the room above).
This quirky manoeuvre could form the basis of an interesting room design. e.g. an item which can only be collected in the manner described above. Please see the two attached test files; the only difference between the two is that one has the above POKE implemented, the other one doesn't.
Try to collect the item in 'Ballroom East' in the 'Item unreachable' file first. Then try to do the same in 'Item reachable'. (Note also the interesting 'climbing the ladder' effect of the POKE in the latter file.)
Edited by IRF, 28 September 2017 - 10:33 AM.