Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
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Message: 693
Author: sendy_baby
Date: 09/09/2000
Subject: Re: dynamic poke switching
" Now, I could just have told you the addresses
to change (POKE address at 85C6h, "off" value at
8916h, "on" value at 891Dh), but wasn't it more fun this
way? "
thanks john :), it was interesting....
but still a little over my head. i think it helped
though. i'm still a little confused as to the tools -
using an assembler etc but i'm sure it will come with
time. the actual logic i can cope with.
so, how
do i poke the 'no death by falling poke address'
into location 85c6 (and what's the h? hex?). i thought
you could only poke a value of up to 255 into one
location?
could i make a loader program to tack onto the
beginning of the .tap file to give me:
* a loader
screen/text
* the pokes mentioned here
* further pokes to
change the font colours in the room
titles
etc?
or is it best to do all this by editing a file (like
rtime or something?).. and if so... how do i edit it?
:)
thanks a lot
sendy
