I did try an inverted cavern earlier this morning but the results were quite poor even after I'd inverted the guardians so they worked correctly (and looked half decent) upside down, I even tried with the platforms as \ / instead of / \ but it was not really any better so I did not keep the results.
That's a weird one that - the upshot is that it checks if the fall counter equals #FF, and if it does, then the fall counter is 'updated' with the same value that it already holds (#FF)!
Potentially a new quirk/bug ? My leaning is towards a quirk with it though
That one WILL allow him to fall forever (in the file which I created last night, where there is nothing to break his fall)!
I think that last POKE should be 36476, 1 / #8E7C, #01 ??
I'm not sure as the one I posted (36477) is the one that's been used for years, its still implanted in my head! I can see that would change the LD A , 12 to LD A , 1 (preserving the sound) however a quick test showed that Willy still died from a reasonable fall from the Bathroom ramp ?
EDIT... Replied to a PM with an .rzx regarding the last point, something slightly amiss is going on.
*Except that he doesn't keep falling forever! Leave it running for a while, and eventually (after approximately sixteen descents of the whole cavern), Willy's airborne status indicator will be incremented to a value of #FF - signifying death!!
I did notice that as it does eventually call the death routine, I suspected as the AirBourne indicator had reached its final value. I did note yesterday actually with one of the Fall variants at least even if you set the infinite falls via:
35809 , 255 / #8BE1, #FF
M.W will eventually die as he's gone too far. To be fair that poke is intended to prevent a cavern 'accident' not really a wrap around I suspect. There is at least one other poke for it as well, that one is from the Disassembly. The alternative one is:
35682 , 0 / #8B62 , #00
But that removes the INC A instruction to increase the AirBourne counter, you can easily tell if that one is applied as the fall sound is static rather than the regular decremental blips. That reminds me actually of the two erm choices for JSW for the same thing thinking about this: