I'm looking for an Elevator Action without a glitch.

ZXNet echo conference «spbzxnet.games»

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 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 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