Spider Posted June 30, 2017 Author Report Share Posted June 30, 2017 Eugene not interested in 'guarding' the Portal when all the items are collected from his lair: Bug Byte version: POKE 36348,0 : POKE 34349,0 : POKE 36438,24 Software Projects, Ventamatic and MAD re-release versions: POKE 36359,0 : POKE 36360,0 : POKE 36449,24 The first two pokes prevent him noticing the items are all collected, the last one simply stops him colour cycling as its a slightly different part of the routine to switch that on/off. jetsetdanny 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted July 4, 2017 Author Report Share Posted July 4, 2017 Portal not required ;) (try it!) Bug-Byte version: POKE 36809,176 : POKE 36810,128 : POKE 36815,177 : POKE 36816,128 Software Projects, Ventamatic and MAD re-release versions: POKE 36820,176 : POKE 36821,128 : POKE 36826,177 : POKE 36827,128 jetsetdanny 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted August 19, 2017 Author Report Share Posted August 19, 2017 Skylabs harmless: Bug Byte version: POKE 36552,0Software Projects, Ventamatic and MAD re-release versions: POKE 36563,0 Eugene harmless: Bug Byte version: POKE 36408,0Software Projects, Ventamatic and MAD re-release versions: 36419,0 Running out of air moves to next cavern instead of losing a life: Bug Byte version: POKE 34799,40 POKE 34800,144Software Projects, Ventamatic and MAD re-release versions: POKE 34805,51 POKE 34806,144 Quote Link to comment Share on other sites More sharing options...
IRF Posted August 19, 2017 Report Share Posted August 19, 2017 Running out of air moves to next cavern instead of losing a life: Bug Byte version: POKE 34799,40 POKE 34800,144 Software Projects, Ventamatic and MAD re-release versions: POKE 34805,51 POKE 34806,144 I think that will cause stack build-up over time. It would be better to edit the jump address to #8FDB (Software Projects version; may be different for other versions), to clear the RET address. jetsetdanny and Spider 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted August 19, 2017 Author Report Share Posted August 19, 2017 I think that will cause stack build-up over time. It would be better to edit the jump address to #8FDB (Software Projects version; may be different for other versions), to clear the RET address. How many loops ? (just roughly) The reason being I've had this in another project for a while (with safe start positions) and let it loop all the screens twice without any noticeable issues. I do actually see why you said that now though, I think :unsure: :) jetsetdanny 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted August 19, 2017 Report Share Posted August 19, 2017 (edited) There's plenty of room on the stack, so it's only a hypothetical concern really. But it's good programming practice not to let the stack build up in that way. Edited August 19, 2017 by IRF Spider 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted August 19, 2017 Author Report Share Posted August 19, 2017 There's plenty of room on the stack, so it's only a hypothetical concern really. But it's good programming practice not to let the stasck build up in that way. :) I do agree. Similar effect (but not quite as fatal) letting Basic's GoSub get out of hand too; that eventually either complains with either "4: Out of memory" or "7: Return without GoSub" or more rarely "N: Statement Lost" Quote Link to comment Share on other sites More sharing options...
IRF Posted August 19, 2017 Report Share Posted August 19, 2017 My 12 POKE fix for the bug that occurs when the air supply runs out whilst Willy is inside a Solar Beam, could've been done in 10 POKES (SkoolKid's self-declared upper limit), if only I hadn't taken care to tidy up the stack! Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
IRF Posted September 5, 2017 Report Share Posted September 5, 2017 (edited) I've just noticed that the 'Willy is falling' sound effect in Manic Miner is somewhat different from the equivalent sound effect in JSW (in terms of how the pitch of the sound 'loops') - I don't know how this fact had escaped my attention for so long!! :blush: EDIT: In JSW2 it's different again (and different for jumping as well) - the pitch seems to be determined by Willy's current y-coordinate in JSW2. Edited September 5, 2017 by IRF jetsetdanny and Spider 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted September 5, 2017 Author Report Share Posted September 5, 2017 I'd not really noticed the difference between MM and JSW I'll admit although the sounds in general in JSW2 are quite different anyway and that's quite noticeable. :) IRF 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.