Metalmickey Posted January 13, 2017 Author Report Share Posted January 13, 2017 (edited) That looks good. :) Not too far "away" from the original. Have you play tested it to check its possible ? :) I did playtest it, also did a version where i didn't touch the 'floor' of the room, the room was fully playable but had issues approaching it from the 'Orangery' as Willy approaches the top of the room and enters the Conservatory he would need to jump out of the ceiling into the Conservatory Roof so as to avoid falling through the stairs into an infinite death loop which is why i decided not to explore this idea any further. See attached.. conroofv2a.z80 Edited January 13, 2017 by Metalmickey Spider 1 Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted January 13, 2017 Author Report Share Posted January 13, 2017 Did you have any luck with this one in the end? I can provide a few pointers if necessary. :) (I've just realised that the area of code which I previously suggested for this fix, overlaps with the addresses that I put forward last night for the head-height Earth cell patch! :blush: ) EDIT: This might help: http://jswmm.co.uk/topic/184-guardian-aura-bug-fix/?do=findComment&comment=5587 I did successfully manage to apply one of your patches which resolved this issue .. with a slightly increased level of knowledge i can now work with Spectaculator's Debugger so making good progress, not yet attempted to apply the 'Head through Earth Cell' patch .. that's on my to-do list ^_^ IRF 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted January 13, 2017 Report Share Posted January 13, 2017 (edited) By the way, I came up with a 'proper' fix for the 'Sticky Bed Bug', involving swapping around some of the chunks of code in the 'Move Willy (2)' routine. (Off the top of my head: place #8F05-#8F0C before #8EFA-#8F04.) However, turning the Conveyor action of the bed to 'Off' does the trick more simply, and since Willy can't really access the bed anyway, it's probably not worth the hassle of shifting code around. In any case, it's a matter of debate whether it's a 'bug' or a 'quirky feature'! (I can perhaps imagine a teenage Matt Smith thinking: "If you play with Willy for too long, you end up with a sticky bed!!" ) Edited January 13, 2017 by IRF Metalmickey 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted January 13, 2017 Report Share Posted January 13, 2017 Another bug that may be best left unfixed is the one where a Fire cell at the top of the room can kill Willy if he falls off the bottom of the screen directly below it. That can be quite usefully applied to prevent falls into 'Infinite Death Scenarios'! Metalmickey 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted January 13, 2017 Report Share Posted January 13, 2017 You might find that the debugger in Spin is a bit easier (yes I know) I do use Spectaculator but with Spin you can edit the code directly... Metalmickey 1 Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted January 13, 2017 Author Report Share Posted January 13, 2017 In my humble opinion, the bed in the Master Bedroom is only a conveyor object as Smith didn't want it to look like an earth or water graphic, which is probably why the pillow ended up as a fire cell. It was just a simple way of furnishing the room without having to break his own conventions, although in his interview he comments that the game was never properly play-tested he obviously had an idea as to what would happen at the end which is probably why he made it impossible for WIlly to get right onto the bed, so my thinking is that it would probably not hurt to deactivate the conveyor effect .. but it really is such a minor issue IRF 1 Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted January 13, 2017 Author Report Share Posted January 13, 2017 Another bug that may be best left unfixed is the one where a Fire cell at the top of the room can kill Willy if he falls off the bottom of the screen directly below it. That can be quite usefully applied to prevent falls into 'Infinite Death Scenarios'! I guess since this is the only room where this happens and patching the bug would bring no benefit to any other room in the game i think i would need to question as to whether it's worth spending any significant amount of time worrying about it although i might just put it in since you've gone to the trouble of creating a patch :) Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted January 13, 2017 Author Report Share Posted January 13, 2017 Of course the holy grail here is the patch for the am/pm bug Quote Link to comment Share on other sites More sharing options...
IRF Posted January 13, 2017 Report Share Posted January 13, 2017 I guess since this is the only room where this happens and patching the bug would bring no benefit to any other room in the game i think i would need to question as to whether it's worth spending any significant amount of time worrying about it although i might just put it in since you've gone to the trouble of creating a patch :) SkoolKid has a more efficient patch for that one (see the Bugs section of the SkoolKit disassembly). Quote Link to comment Share on other sites More sharing options...
IRF Posted January 13, 2017 Report Share Posted January 13, 2017 SkoolKid has a more efficient patch for that one (see the Bugs section of the SkoolKit disassembly). Although the SkoolKid fix jumps to the location of Room 61-63. So you'd have to amend it to jump elsewhere. Also, the location SkoolKid chose was immediately followed by a Return command (he did that to minimise the number of POKES). So if you are inserting the fix but putting it elsewhere, make sure to add a C9 at the end of the 'remote' part of the code! Quote Link to comment Share on other sites More sharing options...
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