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| Tips | ||||||||
| Now for the joystick mod.
Having reset the Speccy, enter
the listing given and save it on
tape with LINE 1000 (don't
save it to Microdrive or you'll
get into all sorts of problems).
Then load Chuckie Egg in the
way described above and do
the POKE on its own if you
want it. Next, load the joystick
mod and, hey presto - a
joystick Chuckie Egg! As
before, if any error occurs
during the loading of the
second listing, the machine will
fall over and you'll have to start
from scratch. I also got a letter from someone who wishes to be known as 'ITR', who said that they knew the infinite lives POKE for Chuckie Egg but wouldn't condescend to tell me what it was - we don't need your type round here! Actually, ITR did come up with some interesting stuff on the way the screens are stored. Apparently they're stored from 46000 to 51372, each taking 672 bytes. The letter went on to supply a neat little program that fills in all the holes at the bottom of the screens: 500 FOR f=46000 TO 51372 STEP 672
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| Maps | ||||||||
| http://www.worldofspectrum.org/pub/sinclair/games-maps/c/ChuckieEgg.png (Pavel Pliva - brand new tip!) 12655 | ||||||||
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| As promised last month,
here's a bit of info about
Chuckie Egg which (by the
way) is probably the best game
A'n'F has ever produced. It's
quite old now and doesn't work
with the Kempston joystick.
Other joysticks (for example,
Interface 2) are OK as it uses
definable keys; it can, however,
be suitably modified. But
before that, let's reveal the
most important POKE ... for
infinite lives. When I originally
hacked Chuckie Egg (actually
before it was released) I didn't
even look for infinite lives -
which goes to show how long
ago it must have been! Luckily
I kept my notes and recently
had another go at it, with the
help of a letter from Graham Hutton. The first thing to do is to load the bytes, which is not very straightforward because of the protection method it uses. I don't want to step on anyone's toes, so I'm not going to supply a special loader; I'll use instead a modified version of the loader in the game. To begin with, enter the multiple line (do a NEW first if you have Interface 1 attached): MERGE "": POKE 24501,195: GO TO 1Then play the tape. It'll load as normal, but will return to Basic when finished. At this stage, if any error occurs, the machine will fall over - so be careful what you type. For infinite lives enter: POKE 42837,0: RANDOMIZE USR 42000And the game should start. It's not the most efficient way of doing the job, but it does work. Instead of removing a DEC(HL) or DEC(IX+n), it changes a jump instruction, and this has the effect of printing the 'Game Over' message a couple of times during the game ... but don't let that put you off. (Andrew Pennell in Your Spectrum issue 10 , Page 4) 1528
(Gerard Sweeney in Hack Attack III) 2029 Lives U Want Player 1 - 28400,xxx Lives U Want Player 2 - 28401,xxx Lives U Want Player 3 - 28402,xxx Lives U Want Player 4 - 28403,xxx Infinite Lives - 42837,190 No Sound after death - 42001,033: 42753,033 Pass level instead of dying - 42610,202 Very Slow Big Bird - 39164,000 Big Bird Doesn't Exist - 39165,024 xxx is a value you choose, usually from 0 to 255 (MadMan Chronicle - brand new tip!) 8062 POKE 28390,x - x=current eggs left to collect. Change to 1 during each level so that you can pass the level by grabbing just one egg. (Marco A.G.Pinto - brand new tip!) 13878 With the existing 'no sound after death' POKE, there's still quite a large delay (just no sound!). The following should be applied with the 'no sound after death' pokes: POKE 43365,0: POKE 43366,201 This will cut the annoying 'freeze' delay from a few seconds to about a second. POKE 39224,0 = slower hens POKE 37532,201 = no hens (bit boring, sorry) POKE 42527,x = starting lives = x (all players) (Andy Ford - brand new tip!) 19681 | ||||||||
| Type-in hacks | ||||||||
| This can be found in this issue of Pokemania. (Cover Tape in Sinclair User issue 125)
951
One thing Alan was wondering about was how to hack into A&F's Chuckie Egg - a tricky one this, mainly because you can't MERGE it and it's headerless to boot. Well, I hacked into it a while ago to make it work with my joystick and it's not too hard. The trick is to LOAD the Basic from machine code, then instead of doing a RET, force an error using RST 8. That should be enough for you to be getting on with for now. (Andrew Pennell in Your Spectrum issue 08 , Page 5) 1503 Type in MERGE"": POKE 24501,195: GOTO 1 When the game has finished loading type in as a direct command POKE 42837,0 and RANDOMIZE USR 42000 (Mark Le-May in Crash issue 14 , Page 59) 7717 MERGE "" the basic loader and type POKE24501,195: GO TO 1. When the game has finished loading type POKE 42837,0: RANDOMIZE USR 42000. You should now have infinite lives. (Uncredited in Crash issue 57 , Page 54) 9187 (Original by Andrew Pennell, Graham Hutton. Converted to TAP by Nigel Bland) 500 FOR f=46000 TO 51372 STEP 672 510 FOR g=0 TO 31 520 POKE f+g,5 530 NEXT g: NEXT f 560 RANDOMIZE USR 42000 Click HERE to download this hack (TAP format). (Andrew Pennell, Graham Hutton, Nigel Bland - brand new tip!) 10536 Type in hack (Archie Robins - brand new tip!) 19126 | ||||||||
| Complete solutions | ||||||||
| Click HERE to download a recording of this game being completed, viewable on an RZX-capable emulator. Courtesy of the RZX Archive. (Xmikex And Jamie Angus on the RZX Archive) 12549 |
Brought to you courtesy of Gerard Sweeney and Nick Humphries
plus various other good eggs.
TT: 0 NQ: 3