IRF Posted January 25, 2019 Report Share Posted January 25, 2019 POKES for JSW2-style jumping (with more dynamic turns): POKE #840C, #03 POKE #840E, #03 POKE #8411, #02 POKE #8413, #02 Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted March 22, 2019 Author Report Share Posted March 22, 2019 (edited) On another "jumping" related theme ;) Software Projects: 35604 , 44 or #8B14 , #2C 35604, 100 or #8B14, #64 Bug-Byte: 35598 , 44 or #8B0E , #44 35598, 87 or #8B0E, #57 Should be noted that it is probably best applied with 'safe falling' too (it is completely optional but recommended!) so I'll provide those ones here for convenience: Software Projects: 35815 , 255 or #8BE7 , #FF Bug-Byte: 35809 , 255 or #8BE1 , #FF EDIT... Given the slightly odd nature of this, after a little bit of thought the optional pokes listed immediately above should probably be set at 16 (#10) instead of 255 (#FF) Edited March 23, 2019 by IRF Quote Link to comment Share on other sites More sharing options...
IRF Posted March 23, 2019 Report Share Posted March 23, 2019 (edited) On another "jumping" related theme This is meant to be an analogous POKE to the Jet Set Willy Superjump? As I explained in the post in the following link, that POKE is flawed: http://jswmm.co.uk/topic/57-pokes-spectrum-version/?p=7146 The equivalent POKE for Manic Miner should take the program to #8C57, so the POKE should be: POKE #8B0E, #57 or POKE 35598, 87 in decimal [bug-Byte Edition] POKE #8B14, #64 or POKE 35604, 100 in decimal [software Projects Edition] EDIT: I've taken the liberty of editing Andy's previous post to reflect this. Edited March 23, 2019 by IRF jetsetdanny and Spider 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted March 23, 2019 Author Report Share Posted March 23, 2019 Thanks for the correction. :thumbsup: jetsetdanny 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted April 5, 2021 Report Share Posted April 5, 2021 (edited) There don't seem to be any POKEs here to protect Willy from being killed by Fire cells in the Bug-Byte edition of Manic Miner (unless I've missed it?) There are two POKEs provided in the first post of this thread for the Software Projects version which apparently do the trick, so based on those, the following two POKEs should have the same effect for BB-MM (although I haven't tried them out yet): POKE 37492, 58 and POKE 37499, 58 Edited April 5, 2021 by IRF jetsetdanny and Spider 1 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted April 5, 2021 Author Report Share Posted April 5, 2021 Well noted. 🙂 Not sure how that escaped me. Your suggested POKE's do work OK for the Bug-Byte variant. The short one I prefer is (BB version) 37488 , 201 to make the routine exit a tad early 🙂 SP equivalent of that is 37499 , 201 IRF 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted April 5, 2021 Report Share Posted April 5, 2021 Or POKE 37495, 201 (in Bug-Byte) turns off the second Fire cells for each cavern, but not the first. Spider and andrewbroad 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted April 5, 2021 Author Report Share Posted April 5, 2021 You know, upon thinking about that a bit more there's a lot more value (no pun intended) in that, than may first appear. Consider the ability now if you disable 'death upon contact with fire cell type 2' , you are then free to use said UDG graphic for another purpose, such as cavern decoration to brighten things up a bit more. Do realise it means M.W may fall through said 'previously nasty nasties' however there is a great potential here, I think. 🙂 IRF 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted July 12, 2021 Author Report Share Posted July 12, 2021 I kept thinking about the Eugune 'removal or harmless' cheats I wrote but they sort of spoil it a bit. What I could do with is something to either: > Slow his descent down to about half its current rate or > If he is moving upwards when the last object is collected, do not make him move down until he's reached the top. This has both advantages and disadvantages. I'm thinking more along the lines of the first option, if there's no sane space a quick JR out into a bit of dead area would do just fine. Quote Link to comment Share on other sites More sharing options...
Norman Sword Posted July 12, 2021 Report Share Posted July 12, 2021 (edited) Half speed.... ;eugene slow org #8df8 move_eugene ld hl,#80dc ; Y POS LD DE,#80DB ; DIRECTION ld a,(#8074) ; last item attribute or a jr z,descend_slow ld a,(DE) ; the direction or a jr z,descend ld a,(hl) dec a ; move eugene up jr z,change_dir dec (hl) jr draw_eugene nop ; my code is smaller - so pad out nop nop nop descend_slow ld a,(#80bd) ; game clock - steps in 4 bit 2,a jr z,draw_eugene ; slow to half speed descend ld a,(hl) cp #58 ; PORTAL POSITION jr z,change_dir inc (hl) jr draw_eugene change_dir ld A,(DE) XOR 1 LD (DE),A draw_eugene ld a,(hl) ; from here #8e27 the same as the old code ; FROM HERE ---- THE OLD CODE and #7f ; as old code end move_eugene Edited July 12, 2021 by Norman Sword JianYang and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
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