Games featuring... relevant bugs

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Comments

  • edited April 2013
    bugfixed version of Corsarios 128k - http://rghost.ru/45304621
  • edited April 2013
    Ivanzx wrote: »
    Strangely enough, the Erbe release of Sly Spy does not have 128k music when you load it on 128k models. I tried in my +2A and in the emulator, and the game is soundless!

    Yep, looks like it's a copy of the 48k version and not the dedicated 128k version hence no sound.
    Ivanzx wrote: »
    Apparently, the DRO Soft release of Alien Syndrome does not load in 128k mode, it has to be loaded in 48k.

    Strange cases this one and the Sly Spy for Spanish releases...

    Looks like the original tzx also doesn't load in 128 mode. There appears to be 2 problems. Firstly, one of the levels is loaded into ram bank 2. Unfortunately, as bank 2 resides at $8000-$bfff and the loading code is also in this area, the loading code gets overwritten causing a crash. Secondly, a problem with interrupts when decoding a level. Snaphots have been made of both original and dro soft versions after loading in 128k mode and are available here (inc. patch).

    Ivan has unearthed another bug though. If you look at the rzx recording there's a problem with the scroll routine after you reach the exit point insomuch that the scroll routine continues causing the glitch in the video.

    Another problem about Alien Syndrome was also mentioned earlier in the thread.
  • edited April 2013
    Thanks for your help, Bandit, its nicely appreciated ;)

    Amazing that Erbe did that mistake with Sly Spy, I will have to keep my british Hit Squad copy to have complete both 48 and 128k versions :)

    Same as with Alien Syndrome...how many times I did load the game, and thinking that the cassette was faulty...until recently tried to load it in 48k mode.

    Thanks! Have you gotten into Final Fight? :)
  • edited May 2013
    Fairlight 2 anyone? ;)
  • edited May 2013
    http://rghost.ru/45938075
    Fist 2
    If hero run right to edge of window (from .sna1 to .sna2) and return left then terrible bug will on :(
    P.S. In .sna2 hold A!!!
  • edited May 2013
    I have seen people refer to the "en garde" bug in Dark Sceptre several times, described here as follows:
    Two characters meet, want to duel, challenge each other but the fight never starts, then other character pass by, wants to duel but must wait for the ongoing duel to finish, then another character pass by, and another, and another?

    In the end what you got is similar to a week end family picnic

    This appears to occur when, in en garde mode, you press 'plan' to issue orders and the same area of memory is then being used for two different things giving rise to the 'picnic' described above :-

    ds_engarde_bug.gif

    Memory is at a premium, even the interrupt table is used for other stuff when not in use so, until somebody can be bothered to find some unused space, there's a few pokes below which should be entered at the main menu hopefully sorting the problem out. However, you will lose the 'quit' menu option which is no big loss if playing on an emulator.

    ;a new place (quit menu) for the 'plan' option so there's no clash.
    Poke 33862,81: Poke 33863,98
    Poke 34407,81: Poke 34408,98

    ;direct interrupt here (this is required as interrupt originally directed to place in quit menu code which we are now overwriting)
    Poke 34463,145: Poke 34464,145

    ;now tidy up the menu...

    ;do not print 'Quit' option initially
    Poke 65258,0

    ;do not print 'Quit' thereafter
    Poke 25665,3
  • edited May 2013
    Slider wrote: »
    http://rghost.ru/45938075
    Fist 2
    If hero run right to edge of window (from .sna1 to .sna2) and return left then terrible bug will on :(
    P.S. In .sna2 hold A!!!

    This is a problem caused by not allowing enough room in memory for graphics and it is the collectable scroll that is causing the problem in this instance. One thing that gets overwritten is a byte mirror table. If you walk right first and collect the (hidden) scroll before walking left, there won't be a problem. You can fix this problem by altering the bounds of the scroll on the RHS so it doesn't reach so high up in memory and gets deleted just a tad quicker before it crosses the right hand edge. You probably won't even notice the difference:-

    Poke 25717,192: Poke 25799,193

    I did notice other issues elsewhere.
  • edited May 2013
    Thank you!
    Anybody knows about another bugs in Fist 2?..
  • edited May 2013
    Why I can't read the Instruction in Abu Simbel Profanation?.. :(
  • edited May 2013
    Slider wrote: »
    Why I can't read the Instruction in Abu Simbel Profanation?.. :(
    If you refer to the keyboard control problems the game sometimes shows, you should read here.
  • edited June 2013
    Thank you, Alessandro!
  • edited July 2013
    Apparently Elite has a few bugs.

    The following quote refers to a bug in the 48K version, that was fixed in the 128K version:
    Sard wrote: »
    They got rid of lenslok though and sorted out the "no viper ships out of the station" bug the original had.

    Also this Elite FAQ mentions the following issues with the Spectrum version:
    Pausing then pressing a specific key then unpausing toggled forced
    witchspace mode (witchspace every jump). The key may have been F.

    And a cheat: If your hyperspace countdown finishes just as you get the
    docking tunnel, you will find yourself instantly docked in your
    destination system. So launch, trigger hyperspace, and re-dock at the
    station you just came to. Only tested on 48K version.

    Bug: If you destroy a ship you have fired a missile at, it will fly to
    the last known position then stop. It cannot be shot or ECM'ed and can
    be flown through.

    Second item in the list above (docking) is listed as a cheat, but it's certainly an unintentional bug. I'm just not sure if the first (witchspace) is an intentionally hidden feature or just a bug.
    Creator of ZXDB, BIFROST/NIRVANA, ZX7/RCS, etc. I don't frequent this forum anymore, please look for me elsewhere.
  • edited July 2013
    Apparently Vindicators also has a few bugs:
    Ralf wrote: »
    Another one - Vindicators ( http://www.worldofspectrum.org/infoseekid.cgi?id=0005581 ). Disk version has AY music, while cassette version hasn't.

    I have recorded this game recently, you can check it here: http://www.rzxarchive.co.uk/v/vindicators.zip . While doing it I discovered a few bugs and this hidden message :)
    Creator of ZXDB, BIFROST/NIRVANA, ZX7/RCS, etc. I don't frequent this forum anymore, please look for me elsewhere.
  • edited July 2013
    Well, it was some time ago with Vindicators:)

    But I remember that there was a problem with attribute for each level. The program used some flawed code to change it and at some later level it became black on black= dark screen and impossible to play.

    Maybe there were more but I frankly don't remember now.

    For my rzx recording (www.rzxarchive.co.uk/v/vindicators.zip) I used some poke which I don't have now unfortunately/

    I'm going too see the code now.
  • edited July 2013
    Oh, I actually cared to document the bugs in text file attached to the recording. In the recording I corrected attribute problem by pokes.

    I'll quote myself:
    Some notes on this recording:

    The game initially doesn't seem very hard but it is. Completing
    all the levels without cheating seemed impossible to me so I
    used infinite lives poke : POKE 38094,0


    The game is bugged, so I used several tricks to complete:

    At level 5.2 normally the screen goes dark and it's impossible to continue.
    That's because of a routine filling the screen with attribute which
    takes the level number into calculations. In level 5 the counted attribute is
    black on black, and that's the problem. You can correct it with POKE 50638,62;
    POKE 50639,n where n is your colour and n is from 1 to 7.

    You can't finish level 8.3 as the exit which should open doesn't open. I stopped
    my recording of this level there. But you can skip level 8 totally at the
    end of level 7 and go straight to level 9 (choose WARP).


    Another bug is present at level 12.2. There is a wall which blocks your way
    and you just cannot go any further. I used a little exploit - I died
    close to the wall and was reborn on the other side of it :)

    If watching the complete game is too much for you, there is an interesting
    final boss on level 14 and mid bosses on level 8 and 9.

    Are you here Bandit, maybe you would like to have a look on this game? My tricks are a bit lame :) And there is disk version to be checked too.
  • edited July 2013
    Ralf wrote: »
    Oh, I actually cared to document the bugs in text file attached to the recording.

    Thanks a lot!
    Creator of ZXDB, BIFROST/NIRVANA, ZX7/RCS, etc. I don't frequent this forum anymore, please look for me elsewhere.
  • edited July 2013
    Ralf wrote: »
    Are you here Bandit, maybe you would like to have a look on this game?.

    Not really no :) I much prefer reading what everybody is getting up to coupled with a leisurely snooze in my chair so please, if anybody feels like a tinker, please do so! I guess you must be busy writing a new game featuring more of Vanessa to be bothered with this Ralf considering the excellent notes? Firstly however I want to propose an update to the Cobra night slasher fix. The original does the job it is supposed to but has a flaw. You have to headbutt the slasher to kill him - touching him after eating the invincibility pill should be enough plus you should still receive 50 points for killing him.
    ;Cobra Night Slasher patch update
    
          org $9490	;38032      
          jp $aef0 	;195 240 174     
    
          org $aef0  ;44784      
          cp 7       ;254 7      
          jp z,$9566 ;202 102 149         
          jp $956a   ;195 106 149
    

    Some previous links:-
    http://www.worldofspectrum.org/forums/showpost.php?p=417012&postcount=97 (original fix)
    http://www.worldofspectrum.org/forums/showpost.php?p=544449&postcount=126 (Einar's list)
    http://www.worldofspectrum.org/forums/showpost.php?p=491146&postcount=18 (jp's patch bundle)

    There's a quick gif demo of how everything works here. Cobra 1 shows original nothing happens after killing slasher, 2 shows original headbutt patch and 3 the new patch.



    Vindicators
    ========

    Ralf's original post is worth linking to again as the message from the programmer is worth reading and gives some insight with regard to the time constraints placed upon him.
    Ralf wrote: »
    At level 5.2 normally the screen goes dark and it's impossible to continue. That's because of a routine filling the screen with attribute which takes the level number into calculations. In level 5 the counted attribute is black on black, and that's the problem. You can correct it with POKE 50638,62; POKE 50639,n where n is your colour and n is from 1 to 7.
    			;bad colour routine
    
    c5c9: ld c, $40		;bright
    c5cb: ld a, ($c5d4)	;current level
    c5ce: add a, $04	;add 4 to level (paper colour) 
    c5d0: jp $9eaa		;colour the screen
    
    
    			;good colour routine
    
    9112: ld hl, $c5d4
    9115: inc (hl)
    9116: ld a, (hl)
    9117: add a, $04
    9119: and $07
    911b: cp $03
    911d: jr nc, $9123
    911f: add a, $03
    9121: jr $9119
    9123: ld c, $40
    9125: call $9eaa
    

    The bad colour routine is doing only half a job. Once the level reaches 5 and thus the paper colour at the jump at $c5d0 reaches 8, problems will occur (8*8=64 bright black ink, black paper). The easy solution is to make use of the good colour routine thus:-
    ;vindicators attribute fix
    
    	org $c5d1  ;50641
    	defw $7940 ;64 121
    
    	org $7940   ;31040
    colour
    	and 7	    ;230 7
    	cp 3        ;254 3
    	jp nc,$9eaa ;210 170 158
    	add a,3     ;198 3
    	jr colour   ;24 245
    
    Ralf wrote: »
    You can't finish level 8.3 as the exit which should open doesn't open. I stopped my recording of this level there. But you can skip level 8 totally at the end of level 7 and go straight to level 9 (choose WARP).
    This should read can't finish 8.4. $d8f7 (55543) holds one of four values depending on the type of base for that level.

    0 transparent base
    1 top base (or mid level NME ship - bug)
    2 side base
    3 end bonus stage

    The code goes wrong when an enemy ship appears mid level:-
    bd87: ld a, $01
    bd89: ld ($d8f7), a	;stop tank attack  <--- setting this to 1 causes
                                                       ;the problem
    bd8c: ld ($9551), a	;stop scroll (you must stand and fight)
    
    ;tank attack
    
    c09b: ld a, ($d8f7)	;
    c09e: and a		;
    c09f: ret nz		;exit if not transparent base
    
    c0a0: ld a, ($9551)	;
    c0a3: and a		;
    c0a4: ret z		;exit if normal game scroll (not stand and fight)
    
    c0a5: start tank attack code
    

    Perhaps the programmer was thinking okay, I want to turn the tank attack code and scroll off here. Unfortunately, it's not a case of 0=on and 1=off as there are 2 other values to consider (2 and 3). So setting to a 1 causes the program to think we are now dealing with a top base whereas in fact on this particular level it is a side base and the routines are completely different hence nothing happens when trying to shoot your way in (Poke 55543,2 fixes the rzx). $d8f7 doesn't need to be changed at all as it always non zero at this point so the fix is as follows:-
    ;vindicators level 8.4 fix
    
    Poke $bd8b,$0 (48523,0)
    
    Ralf wrote: »
    Another bug is present at level 12.2. There is a wall which blocks your way and you just cannot go any further. I used a little exploit - I died close to the wall and was reborn on the other side of it

    The arcade version has the path going left and up at the start on this level. I was playing level 6.2 on the Speccy when things seemed a tad similar.

    Here's the level data for level 12:-
    ;level 12,2 data
    
    e940: defb $4c, $50, $5c, $5d, $50, $50, $50, $4c
    e948: defb $47, $12, $12, $12, $12, $12, $12, $45
    e950: defb $46, $12, $12, $12, $12, $12, $12, $49
    e958: defb $45, $12, $12, $12, $12, $12, $12, $48
    e960: defb $45, $12, $12, $12, $12, $12, $12, $47
    e968: defb $45, $61, $12, $12, $12, $12, $12, $47
    e970: defb $45, $42, $33, $36, $12, $12, $12, $47
    e978: defb $49, $12, $12, $3b, $12, $12, $12, $46
    e980: defb $48, $60, $60, $3b, $12, $12, $12, $46
    e988: defb $47, $12, $60, $3b, $12, $12, $12, $45
    e990: defb $46, $12, $12, $3b, $12, $12, $12, $45
    e998: defb $45, $12, $12, $3b, $12, $12, $12, $49
    e9a0: defb $45, $41, $35, $3b, $12, $12, $12, $48
    e9a8: defb $45, $3a, $60, $3b, $63, $12, $12, $47
    e9b0: defb $45, $3a, $60, $3d, $42, $12, $12, $46
    e9b8: defb $45, $3a, $12, $60, $3f, $12, $12, $46
    e9c0: defb $45, $44, $40, $12, $3a, $12, $12, $45
    e9c8: defb $49, $12, $3b, $60, $3a, $63, $12, $45
    e9d0: defb $48, $12, $3b, $60, $3c, $42, $12, $45
    e9d8: defb $47, $12, $3b, $60, $12, $3f, $12, $49
    e9e0: defb $47, $12, $3d  $42, $3e, $3a, $12, $48
    e9e8: defb $46, $12, $12, $12, $3b, $3a, $12, $47
    e9f0: defb $45, $12, $12, $12, $3b, $3a, $12, $47
    e9f8: defb $49, $12, $12, $12, $3b, $3a, $63, $46
    ea00: defb $48, $12, $12, $12, $3b, $3c, $3f, $45
    ea08: defb $47, $12, $12, $12, $3b, $60, $3a, $45
    ea10: defb $46, $12, $12, $12, $3b, $35, $44, $45
    ea18: defb $45, $12, $12, $12, $3b, $64, $12, $45
    ea20: defb $49, $12, $12, $12, $43, $41, $60, $49
    ea28: defb $48, $12, $12, $12, $12, $3a, $64, $48
    ea30: defb $45, $12, $12, $12, $12, $3a, $63, $47
    ea38: defb $49, $12, $12, $12, $12, $3c, $62, $47
    ea40: defb $5d, $30, $5b, $80, $53, $b0, $4b, $80
    ea48: defb $45, $20, $43, $c0, $3f, $50, $3b, $80
    ea50: defb $33, $b0, $1d, $a0, $1d, $20, $19, $d0
    ea58: defb $13, $50, $09, $20, $09, $50, $01, $60
    ea60: defb $ff, $ff, $ff, $ff, $ff, $ff, $ff, $ff
    ea68: defb $ff, $ff, $ff, $ff, $ff, $ff, $ff, $ff
    ea70: defb $ff, $ff, $ff, $ff, $ff, $ff, $ff, $ff
    ea78: defb $ff, $ff, $ff, $ff, $ff, $ff, $ff, $ff
    

    Level 6 is exactly the same as above bar the following differences.
    e990: defb $47, $12, $12, $3b, $12, $12, $12, $45 ;6,2
    e990: defb $46, $12, $12, $3b, $12, $12, $12, $45 ;12,2
    
    e998: defb $47, $12, $12, $3b, $12, $12, $12, $49 ;6,2
    e998: defb $45, $12, $12, $3b, $12, $12, $12, $49 ;12,2
    
    e9a0: defb $47, $41, $35, $3b, $12, $12, $12, $48 ;6,2
    e9a0: defb $45, $41, $35, $3b, $12, $12, $12, $48 ;12,2
    
    e9a8: defb $47, $3a, $60, $3b, $63, $12, $12, $47 ;6,2
    e9a8: defb $45, $3a, $60, $3b, $63, $12, $12, $47 ;12,2
    
    e9b0: defb $47, $3a, $60, $3d, $42, $12, $12, $46 ;6,2
    e9b0: defb $45, $3a, $60, $3d, $42, $12, $12, $46 ;12,2
    
    e9b8: defb $47, $3a, $12, $60, $3f, $12, $12, $46 ;6,2
    e9b8: defb $45, $3a, $12, $60, $3f, $12, $12, $46 ;12,2
    
    e9c0: defb $47, $44, $40, $12, $3a, $12, $12, $45 ;6,2
    e9c0: defb $45, $44, $40, $12, $3a, $12, $12, $45 ;12,2
    
    e9c8: defb $47, $12, $3b, $60, $3a, $63, $12, $45 ;6,2
    e9c8: defb $49, $12, $3b, $60, $3a, $63, $12, $45 ;12,2
    
    e9d0: defb $47, $12, $3b, $60, $3c, $42, $12, $45 ;6,2
    e9d0: defb $48, $12, $3b, $60, $3c, $42, $12, $45 ;12,2
    

    The fix is therefore:-
    ;vindicators level 12.2 fix (to be applied after loading level 12)
    
    Poke $e990,$47 (59792,71)
    Poke $e998,$47 (59800,71)
    Poke $e9a0,$47 (59808,71)
    Poke $e9a8,$47 (59816,71)
    Poke $e9b0,$47 (59824,71)
    Poke $e9b8,$47 (59832,71)	
    Poke $e9c0,$47 (59840,71)
    Poke $e9c8,$47 (59848,71)
    Poke $e9d0,$47 (59856,71)
    

    Hopefully Pavero will be compiling a map to in order to view the similarities. There are further bugs to discover, some that reset the Speccy. Other oddities in there too such as:-

    bdb7: ld hl, $a47d
    bdba: ld a, (hl)
    bdbb: ld ($0001), a
  • edited July 2013
    Great job Bandit ! It would take me ages to disassembly it myself :)
    It seems this game was delivered in a big rush and in a very buggy state.
  • edited July 2013
    I still think that Bandit must be a robot or a supercomputer :) :o
  • edited July 2013
    Bandit wrote: »
    Firstly however I want to propose an update to the Cobra night slasher fix.

    Thanks! I have just registered this new information here.
    Bandit wrote: »

    Ops! It seems jp (and zxbruno before him) identified the difference between Hit Squad and original release before I did, but I previously missed this information. This time I mentioned it properly in the bug description.

    I still need to update jp's patch (hopefully tomorrow?) and eventually restart organizing all the other games mentioned in this thread...
    Creator of ZXDB, BIFROST/NIRVANA, ZX7/RCS, etc. I don't frequent this forum anymore, please look for me elsewhere.
  • jpjp
    edited July 2013
    ...I still need to update jp's patch (hopefully tomorrow?)...

    Should be able to take a look at it tonight!
  • edited July 2013
    jp wrote: »
    Should be able to take a look at it tonight!

    Thanks!

    For some reason, file "Cobra(BUGFIX).tzx.zip" currently stored here is wrong. It contains the same TAP version instead of your patched TZX...
    Creator of ZXDB, BIFROST/NIRVANA, ZX7/RCS, etc. I don't frequent this forum anymore, please look for me elsewhere.
  • jpjp
    edited July 2013
    Thanks!

    For some reason, file "Cobra(BUGFIX).tzx.zip" currently stored here is wrong. It contains the same TAP version instead of your patched TZX...

    OK, never mind! The update is done - and is here
  • edited July 2013
    jp wrote: »
    OK, never mind! The update is done - and is here

    Thanks!

    There are 2 Alkatraz releases: "Cobra.tzx.zip" and "Cobra(different).tzx.zip". Which one did you use?
    Creator of ZXDB, BIFROST/NIRVANA, ZX7/RCS, etc. I don't frequent this forum anymore, please look for me elsewhere.
  • jpjp
    edited July 2013
    Thanks!

    There are 2 Alkatraz releases: "Cobra.tzx.zip" and "Cobra(different).tzx.zip". Which one did you use?

    The first one: Cobra.tzx.zip
  • edited July 2013
    jp wrote: »
    The first one: Cobra.tzx.zip

    Thanks!

    I updated this post to include it. For user's convenience, it's now available as patched TZX file, that includes both your patch and the original TZX.
    Creator of ZXDB, BIFROST/NIRVANA, ZX7/RCS, etc. I don't frequent this forum anymore, please look for me elsewhere.
  • jpjp
    edited July 2013
    Thanks!

    I updated this post to include it. For user's convenience, it's now available as patched TZX file, that includes both your patch and the original TZX.

    Cool!

    I've just taken a look at both the Alkatraz TZX images of Cobra in the archive and there are some subtle differences in pulse values and pauses, but the data blocks are exactly the same.

    All the patch does is gain control, i.e. decrypt the loader and put the bug fixes in place... as such, it works with both TZX images.

    I've neglected to provide source code for this updated patch, so I'll look to rectify this soon[ish] :D
  • edited July 2013
    Pausing then pressing a specific key then unpausing toggled forced witchspace mode (witchspace every jump). The key may have been F.
    I'm just not sure if the first (witchspace) is an intentionally hidden feature or just a bug.

    Definitely intentional Einar. You can toggle witchspace on/off as much as you like.
    ;48k
    
    72c5: cp $46        ;'F' key pressed whilst paused?
    72c7: call z, $7310 ;yes
    .
    7310: ld a, (hl) ;
    7311: xor $40    ;
    7313: ld (hl), a ;toggle bit 6 (witchspace on/off)
    
    7314: xor a      ;play beeper
    7315: ret
    
    And a cheat: If your hyperspace countdown finishes just as you get the docking tunnel, you will find yourself instantly docked in your destination system. So launch, trigger hyperspace, and re-dock at the station you just came to. Only tested on 48K version.

    It's enough to abort/cancel the current hyperspace to sort this (I hope!). However, if you activate the cheat whilst in witchspace then you will hyperspace to no man's land and be stuck without a present or hyperspace system and it's game over as you cannot launch! Thus, witchspace must also be turned off. There are some program examples (48k .z80 files) HERE.

    elitedocking1 - Contains no alterations. You are approaching Lave with Diso selected as your hyperspace system. Press 'H'yperspace just before docking commences to invoke the cheat.
    elitedocking2 - As above but with below patch applied.
    fix elite hyperspace cheat (sob)
    --------------------------------
    
    ;48k
    	org $71bd	;29117
    	jp $7fb2	;195 178 127 
    
    	org $7fb2	;32690
    	xor a		;175
    	ld ($dba1),a	;50 161 219  set hyperspace off
    	ld hl,$fc0e	;33 14 252
    	res 6,(hl)	;203 182     set witchspace off
    	jp $93ed	;195 237 147
    
    ;128k
    	org $7105	;28933
    	jp $fced	;195 237 252
    
    	org $fced	;64749
    	xor a		;175
    	ld ($d573),a	;50 115 213   set hyperspace off
    	ld hl,$fc14	;33 20 252
    	res 6,(hl)	;203 182      set witchspace off
    	jp $7af8	;195 248 122
    
    
    The above is issued 'for testing purposes'.
    The following quote refers to a bug in the 48K version, that was fixed in the 128K version:
    Sard wrote: »
    They got rid of lenslok though and sorted out the "no viper ships out of the station" bug the original had.

    This is an interesting one. I played this game back to 'deadly' status back in the day and I can't remember traffic not emerging from the space stations? There again, I can hardly remember yesterday so not that much of a surprise. From the program example files above, select elite48a. Nothing odd about it, it's a regular 48k snapshot looking at Lave. Watch/shoot the base and nothing will come out no matter what. Now add this poke:-
    Poke 24680,64
    

    Almost immediately you should see a ship emerge and plenty more in due course. You can also try shooting the base too ;) Again, issued for testing in the first instance.
    Bug: If you destroy a ship you have fired a missile at, it will fly to the last known position then stop. It cannot be shot or ECM'ed and can be flown through.
    I haven't been able to replicate this. Missiles appeared to behave as they should either burning out after time or self detonating when the enemy was destroyed. Anyone seen this?

    A couple of useful pokes for when you can't be bothered flying around. Use as often as required.
    48k: Poke 40090,1 128k: Poke 55829,1 Initiate docking sequence to nearest system
    
  • edited July 2013
    Thank you, that was impressive :)
    Creator of ZXDB, BIFROST/NIRVANA, ZX7/RCS, etc. I don't frequent this forum anymore, please look for me elsewhere.
  • jpjp
    edited July 2013
    jp wrote: »
    ...I've neglected to provide source code for this updated [Alkatraz] patch, so I'll look to rectify this soon[ish] :D


    I've not forgotten about this, just got a bit sidetracked with some patch loaders for the Speedlock 7 / Hit Squad re-releases of Cobra and Mikie
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