From
Evgeny Muchkin
→
To
All
24 November 2005
Hello, All
subj.
I couldn't find a normal version of this funny toy anywhere. Everywhere here
this glitch. :(
Maybe someone has a bug-free version lying around?
File: elevator.GIF http://zx.pk.ru/attachment.php?attachmentid=1999
From
Alexander Yudin
→
To
All
25 November 2005
Hello, Evgeny Muchkin
Try these versions:
File: ELEVA48.ZIP http://zx.pk.ru/attachment.php?attachmentid=2000
File: ELEVA128.ZIP http://zx.pk.ru/attachment.php?attachmentid=2001
From
Demon Adramelek
→
To
All
25 November 2005
Hello, Evgeny Muchkin
Now I launched the game and played until GAME OVER. I didn't notice the glitch. Perhaps
is the problem with your emulator?
From
Evgeny Muchkin
→
To
All
25 November 2005
Hello, Adramelek
Adramelek,
What did you run the game on?
Which of the proposed versions did you run?
This glitch appears at the very bottom of the building, did you get there?
Please post a screenshot here.
From
Evgeny Muchkin
→
To
All
25 November 2005
Hello Costa
Thank you, of course, but these have the same glitch. :(
From
Evgeny Muchkin
→
To
All
26 November 2005
Hello Lethargeek
I downloaded everything from WorldofSpectrum, I didn’t notice a glitch-free version there
:(
From
Stanislav Yudin
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To
All
27 November 2005
Hello, Evgeny Muchkin
It’s strange, but “The .TZX Vault” also has a buggy version....
From
Evgeny Muchkin
→
To
All
28 November 2005
Hello, CityAceE
I’m also sitting here and thinking where to run now... where to find her normal... :(
From
Dmitry Malychev
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To
All
28 November 2005
Hello TomCaT
There's some garbage there that just needs to be cleared out.
Okay, next time I’ll post it if you don’t find it by then.
From
TomCaT
→
To
All
28 November 2005
Hello, Evgeny Muchkin
So, it's not a glitch - but a feature. The correct basement will be a glitch, because it is rare.
2Lethargeek: what exactly causes the glitch? What commands/exercises? codes in the data?
From
Evgeny Muchkin
→
To
All
29 November 2005
Hello Lethargeek
Are there really supposed to be zeros there?
From
Dmitry Malychev
→
To
All
29 November 2005
Hello, Evgeny Muchkin
Here it is bug-free (just in case, yesterday I tested it in SPIN and
UnrealSpeccy).
As far as I remember, it was downloaded from worldofspectrum. It's called "eleva48", but with
"128th"
there are no visible differences in the version, even the music plays, you just need to load from 48
mode.
I once corrected exactly “128th”, and when I found a normal one, I abandoned it
matter. Now
I dug up some corrected snapshots, I don’t even remember where and what’s in them
changed. Like
there was a curve loader (or unpacker), after which garbage remained. Yes
and don't care anymore,
Since there is a normal tap - in my opinion, all versions are the same, just “128th”
loaded in one
block, including the screen, which is why the sizes are different.
File: ELEVA48.ZIP http://zx.pk.ru/attachment.php?attachmentid=2021
From
Evgeny Muchkin
→
To
All
30 November 2005
Hello Lethargeek
And really without a glitch! Thanks a lot! :)
From
TomCaT
→
To
All
17 September 2006
Hello, Evgeny Muchkin
Let> Like
Let> there was a loader (or unpacker) of the curve, after which there was garbage
Let> remained.
Yes. I dug around and found those places. A corrected version is obtained if the game is immediately
is loaded onto its workplace, and in a bunch of versions it moves higher in front of
launch. Well, of course, it does not clear the beginning of the moved block. To receive
in the normal version it is enough to reduce the start address by 8 (941b instead of 9423 in
version from VIRT), lower piece 941b--9436 by the same amount, and into the vacated
place to enter
942f 210094 LD HL,9400
9432 010007 LD BC,700
9435 C36116 JP 1661 ; address of the end of the BASIC release procedure
; memory areas: LDDR and RET
The glitch disappears. For the version with VIRT, fixes:
start address --
sector 0D track 02, byte N 1B sectors change from 23 to 1B
moving procedure --
sector 03 track 06, rewrite the bytes from N 0D to N20 8 bytes earlier, i.e.
ND in N 5, NE in N6..., then from byte N19 we enter the nine bytes above. B
In this case, however, the ROM is used, but there is no other safe place
I haven’t found any dreary numerous changes yet... It would be nice to have a disk one too
save the correct version.
From
TomCaT
→
To
All
17 September 2006
Hello Lethargeek
Let> Like
Let> there was a loader (or unpacker) of the curve, after which there was garbage
Let> remained.
Yes. I dug around and found those places. A corrected version is obtained if the game is immediately
is loaded onto its workplace, and in a bunch of versions it moves higher in front of
launch. Well, of course, it does not clear the beginning of the moved block. To receive
in the normal version it is enough to reduce the start address by 8 (941b instead of 9423 in
version from VIRT), lower piece 941b--9436 by the same amount, and into the vacated
place to enter
942f 210094 LD HL,9400
9432 010007 LD BC,700
9435 C36116 JP 1661 ; address of the end of the BASIC release procedure
; memory areas: LDDR and RET
The glitch disappears. For the version with VIRT, fixes:
start address --
sector 0D track 02, byte N 1B sectors change from 23 to 1B
moving procedure --
sector 03 track 06, rewrite the bytes from N 0D to N20 8 bytes earlier, i.e.
ND in N 5, NE in N6..., then from byte N19 we enter the nine bytes above. B
In this case, however, the ROM is used, but there is no other safe place
I haven’t found any dreary numerous changes yet... It would be nice to have a disk one too
save the correct version.
From
TomCaT
→
To
All
18 September 2006
Hello TomCaT
Corrected version from VIRT... "...how can I download it back?" (c)
anecdote.
File: ELEVATOR.zip http://zx.pk.ru/attachment.php?attachmentid=3810