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Pokes (Spectrum Version)


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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.

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  • 1 month later...

Skylabs harmless:

 

Bug Byte version: POKE  36552,0
Software Projects, Ventamatic and MAD re-release versions: POKE 36563,0

 

 

Eugene harmless:

 

Bug Byte version: POKE  36408,0
Software 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 34800,144
Software Projects, Ventamatic and MAD re-release versions: POKE 34805,51 POKE 34806,144

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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.

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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: :)

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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"

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  • 3 weeks later...

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 by IRF
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