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Pokes (Spectrum Version)


Spider

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Some slightly less common ones, I've submitted them to The Tipshop anyway.

 

Very slow air drain. Note there is a slight graphical corruption on air bar:

35398,1 (Software Projects and VentaMatic)
35392,1 (Bug Byte)

 

Immunity (Software Projects and Ventamatic releases only) seems there was not one for this only the BB version and that did not always kill skylabs off properly:

35688,0: 36116,58: 36345,33: 36423,33: 36681,33: 37396,33: 37503,58: 37510,58

Kill Solar Generator:

34721,255 (Software Projects)
34715,255 (Bug Byte)

Kill Eugene:

34681,255 (Software Projects)
34675,255 (Bug Byte)

Auto Collect Objects: (Sorry!)

36747,0 (Software Projects Version)
36735,0 (Bug Byte Version)

Note you must apply 'Kill Eugene' as well for this to work properly otherwise its impossible (or almost) to complete his screen

 

Portal Open:

 

36826,0 (Bug Byte Version)

36837,0 (Software Projects Version)

 

Some random ones: (SP version) Although you can easily step a few bytes to do this for the BugByte one if needed:

 

34835 34836 = 0 kill pause

 

35834,0 = Disable conveyors

34810 34811 = 0 prevent break/space to quit game

34856 34857 = prevent tune on / off

 

34904,0 34905,0 no in game tune

 

The 'prevent tune on / off' is best applied with 'no ingame tune' as this way willy's lives remain animated.

 

35011 / 35012 / 35040 / 35041 kill cheat mode availability (only if not already enabled or manually switched on)

 

34408 , X scrolling message speed, does seem a bit fast in some cases.

SP: 37114,43 / BB: 37103,43 , Extra life per 1000 instead of 10,000

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  • 6 months later...
  • 1 year later...

Turn off all horizontal guardians:

Bug Byte version: POKE 36266,200
Software Projects, Ventamatic and MAD re-release versions: POKE 36277,200

Turn off all vertical guardians (except Eugene and Skylabs):

Bug Byte version: POKE 36593,200
Software Projects, Ventamatic and MAD re-release versions: POKE 36604,200

 

These two pokes work a *lot* better than the existing 'remove guardian' ones that are floating about as they cause odd colour cycling and tend to not effect all the vertical guardians either. To 'restore' change the 200 to 253.

 

Here are two . pok files for the above, one for the Bug Byte version and one for the others. Select/unselect what is required when applying it.

 

MM Guardians (Bug Byte).pok

MM Guardians (Software Projects MAD Ventamatic).pok


Finish final barrier (Swordfish) when cheat mode enabled:

Bug Byte version: POKE 36923,255
Software Projects, Ventamatic and MAD re-release versions: POKE 36934,255

 

 

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  • 2 weeks later...

Andy (or whoever wishes to) - try this in Manic Miner:

 

POKE 35502, 201

 

Then visit The Final Barrier (use Boot Cheat mode for ease of access).

 

Observe!  (and post a screenshot here if you get a chance?  I haven't tried this yet and I don't currently have access to SPIN to be able to try it out.  But I would predict that the results might be 'interesting'!)

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I was just curious as to what it would draw up there!  I'm pleased to report that it's pretty much what I expected.  :)  In the normal course of the game, this stuff is drawn 'behind the scenes' before the picture from the Title Screen is superimposed.

 

The black background is present and correct towards the upper-right (where the Blinking Eye passes through, and two items and the portal are located).  That's because the attribute byte for Air is located there, and of course Air cells are Inkless.

 

In contrast, the 'grassy' parts of the top third of the screen have been assigned with the attribute bytes of Earth cells, and so the pixel pattern of Earth cells have been drawn in those locations by the 'Draw the current cavern' routine, instead of the Inkless grass which you normally see in the final product.

 

There are a few instances akin to the 'Cell-Graphics Bug', where the attribute byte in the top third of the screen matches one of the graphic bytes within the room element data (#FE20-#FE67).  If you look at the 'foliage' of the tree, it is drawn using most of the Earth cell graphics.  But the top pixel-row of the 'bricks' is missing (that was the one which matched the defined attribute byte at those locations), and the lowest pixel-row is a graphical interpretation of the attribute byte for Conveyor cells.

 

Also, the window of Willy's house is drawn using the bottom half of the Fire cells which are used in The Final Barrier (i.e. the green 'spiders', although they're black and white in this case), and these are followed by the attribute byte and then the top three pixel rows of the 'unused' Fire cells for this cavern (which are defined at #FE56-#FE5E as stalactites with the same form as the ones in the Kong Beast rooms, but with red INK on blue PAPER assigned as the attributes if only they had been used in the layout - although again, the part that is drawn where the house windows should be retains the proper colours for the windows: black and white).

 

Finally, for the majority of the top third of the screen, the defined attributes don't match any of the bytes within the room element data (neither attributes nor graphic bytes).  Therefore, by default - after the CPIR loop has searched through the range #FE20 to #FE67 and failed to find a match - the 'Draw the current cavern' routine picks up the next eight bytes that follow on after the room element data.

 

If you look carefully at the apparently random pixel pattern that fills much of the top of the screen - such as the blue [technically, cyan] sky, or the tree trunk, or the rest of Willy's house, or his car - you can make out the following binary pattern in each cell:

 

11010000

00000000

00000001

00000000

10111011

01011101

00000000

00000001

 

Which in hexadecimal is:

 

D0 00 01 00 BB 5D 00 01

 

And that happens to match the eight bytes from #FE68 to #FE6F:

 

The next seven bytes are copied to 8068-806E and specify Miner Willy's initial location and appearance in the cavern.
  FE68 DEFB $D0 Pixel y-coordinate * 2 (see 8068)   FE69 DEFB $00 Animation frame (see 8069)   FE6A DEFB $01 Direction and movement flags: facing left (see 806A)   FE6B DEFB $00 Airborne status indicator (see 806B)   FE6C DEFW $5DBB Location in the attribute buffer at 5C00: (13,27) (see 806C)   FE6E DEFB $00 Jumping animation counter (see 806E)
The next four bytes are copied to 806F and specify the direction, location and length of the conveyor.
  FE6F DEFB $01 Direction (right)
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Interesting effect although even with the poke applied it results in instant death for Willy in the real Final Barrier.

 

Guardians should mostly be OK given they are defined in the screen layout code as such not separate as per JSW. :)

 

I copied Final Barrier into Menagerie and then copied Central Cavern into Final Barrier... :)

 

Title screen now:

mmcopy1.png

 

Menagerie using the layout from Final Barrier, note the missing vertical guardian but there's code to not check for them until cavern X from what I remember, as this is now cavern 3 as such, well 2 really I guess.

mmcopy2_menag.png

 

Note the sword fish for the 'boot' too.

 

FInal Barrier (instant death)

mmcopy_final.png

 

Game over (using swordfish!)

mmcopy_gameover.png

 

In game tune is messed too, although title screen seems OK.

 

Not tested extensively to see if I've messed anything up accidentally. I simply copied:

 

1024 bytes from 64512 (Final Barrier) to 47104 (Menagerie)

 

and

 

1024 bytes from 45046 (Central Cavern) to 64512 (Final Barrier)

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  • 1 month later...

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