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Pokes (Spectrum Version)


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  • 1 month later...

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 by IRF
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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 by IRF
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  • 2 years later...

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 by IRF
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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. 🙂

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  • 3 months later...

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.

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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 by Norman Sword
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