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Spider

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Everything posted by Spider

  1. I think I've heard that before actually, that also may explain why just those ones (and a few smaller bits) were changed, to remove the erm "branding" from Bug-Byte. :)
  2. That's an excellent idea I think. :)
  3. Thanks Norman for all you've done! B) I concur please take a nice, decent and restful break. ... #(some address) HALT ; lets have a rest! :) I think the 6502 equivalent (ish) is BRK to the Z80's HALT but it works differently as you'd likely expect. I've kept away from 6502, I looked at it many years ago and it made no sense to my mind at least I could half read Z80. Likely me as its supposed to be not that difficult!
  4. Thank you again for the updates! :thumbsup: For anyone generally who cannot find an attachment in a topic, there is an easy way to do this: View the forum not the topic and click on the paperclip icon to bring up a small popup (with scrollbar) containing all that topic's attachments as well as a link to the post in question if required on the right hand side of it: Its not brilliantly styled however it "does the job" :) For your own attachments, a few months ago I added a "My Attachments" link to the usermenu (top right) to save having to go through the user control panel to get to that page.
  5. I think it might be a worthwhile addition when/if the game in question suits. :)
  6. I concur. Thank you for the latest version! :) I'm sorry I've not been able to participate (much) the past couple of week or so due to lack of online time, real life intrudes much lately.
  7. Can't get that link to load (as I write this, problem at my side) but as the original JSW and MM loaders are not protected you can MERGE them and add pokes as a new line before the USR statement. :) Depending on the game loader, if the final USR statement is on say line 40, you'd add a line 35 or if its on 30 you'd add a 25. I'm picking a 5 so you don't overwrite any existing lines. But for MM (both variants) you can simply use this crude one: 10 CLEAR 28E3 20 LOAD "" CODE 30 PRINT AT 0,0; 40 LOAD "" CODE 50 60 70 80 RANDOMIZE USR 33792 50 60 and 70 should be your poke lines as required. 10 Sets RamTop to a sane value to permit the code to be loaded 20 Loads in the 'loading pic' 30 Moves the print pointer back to the top of the screen out the way of the pic 40 Loads in the game code block 50 , 60 , 70 as written above ! 80 Calls the game code You therefore may be interested in this topic too > Pokes (Spectrum Version)
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