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#855 Willy in 3D

Posted by ZedEighty on 22 November 2015 - 12:28 PM

Hallo Everyone! 

 

I was directed here by Stuart Brady on the Spectrum 4 Ever Facebook group. I've been dabbling with 3D printed models and have designed a few based on characters from Matthew Smiths' classics. After I posted some pics on FB Stuart suggested that you folks here may also like to see what I've made:

 

2015-11-18%2000.26.37_e1_zpslr04sezx.jpg

 

2015-11-18%2000.06.29_e1_zpsvmhd7pdu.jpg

 

2015-11-19%2020.35.25_e1_zpsrf4bthex.jpg

 

2015-11-19%2001.45.42_e1_zpsmwamcsuv.jpg

 

2015-11-19%2001.53.00_e1_zps6jgiepk3.jpg

 

The models are printed in laser-sintered nylon, and are about 4 cm tall. The non-white model parts have been dyed. I designed the 3D models myself, and had them printed by Shapeways.

 

David :-)




#6857 Some Manic Miner Remake

Posted by Ligan on 06 August 2017 - 10:18 PM

I'm just gonna drop this here. It's an edited version of the original MM, like MM3 and MM5, the graphics and enemies haven't been modified. Attached File  MMHARD.z80   24.16KB   17 downloads

 

Cavern Names :

1. The Pyramid Entrance

2. The Melting Iceberg

3. The Collapsed Plains

4. The Dried-Up Aquifer

5. The Plumbing Store

6. The Cloning Facility

7. The VAT

8. United Kongdom Customs

9. The Germopharmacy

10. The Apple Orchard

11. Finding the Perfect Insurance

12. The Pronce's Palace

13. And Down the Trash Chute...

14. Space Game Tutorial Level

15. The Art Gallery

16. 

17. The Factory

18. Ameobological Site

19. Localizing Ray Deflector

20. The Pharaoh Gravestone




#5402 JSW As Manufacturer (probably) intended .. kind of...

Posted by IRF on 10 December 2016 - 12:06 AM

Looks good!

 

Regarding moving Esmerelda, that shouldn't pose any problems in this specific case, as it's the only instance of a guardian of the same class in the game.  :)

 

However, in general, if you're changing the parameters of guardians then you have to be careful as it can affect other guardians of the same class elsewhere within the mansion.  :ph34r:




#5299 The AND instruction

Posted by SkoolKid on 12 November 2016 - 03:01 PM

Is there any good reason (e.g. in terms of the effect on the Flags, perhaps?) why the original game engine uses an XOR command at #91F9 (37369), instead of an OR?

 

http://skoolkid.gith...y/asm/91BE.html

 

It's the instruction which merges a guardian's INK colour and BRIGHT value (Bits 0-2 and 6) with the PAPER colour (Bits 3-5) of its host cells.

 

No, there's particular reason to use XOR instead of OR here. As you've noted, there's no difference in the resulting value in the A register, and there's also no difference in the effect on the flags (which are not checked anyway).




#5007 Atari ST ( JSW )

Posted by SedricAndCharlie on 14 August 2016 - 10:22 AM

I wonder at what point Software Projects changed their mind and commissioned the Stephen McMaster MM/JSW games for the Amiga? Also this led me to reading about Boing! on the C64, the rejected Chris Lancaster conversion of JSW that was passed onto Bubble Bus Software and reworked to avoid copyright. Seems like Software Projects had a lot of odd stuff happening behind the scenes




#4947 Free space and code optimisation in "JSW"

Posted by IRF on 04 August 2016 - 10:35 AM

I'm probably missing the point here but why not just compress the entire code? I know people here are not a big fan of compression as it makes the code harder to read like with JSW2 for example but is that not because there is no decompressor available making editing a lot harder?

but what if you was the one doing all the compressing? might it be easier to edit the code then compress and decompress at will .. imagine the extra rooms and nasties you could cram in using the original JSW engine...

just a thought that's all


I suppose that's one option.

However, I've considered it a nice challenge to find 'efficiencies' in the existing code and therefore try and pack as much into the available space as possible, without compression.

And if nothing else, taking on the task has helped me get my head around how the Z80 machine code works. (I was clueless just a few months ago!!) :wacko:


#4751 JSW and MM Editors for other platforms

Posted by SedricAndCharlie on 02 July 2016 - 05:18 PM

I always wanted an editor either for the C64 version of JSWII (which for me was Jet Set Willy, as it was the one I grew up with) or for the Amiga version (which was the version I consoled myself with long after our C64 had died inside). To my knowledge neither exists, however




#4706 Free space and code optimisation in "JSW"

Posted by JohnElliott on 20 June 2016 - 06:41 PM

However, I've just had a look in JSWED, in the Game tab, and it looks like both of these boxes (as well as *all* of the other ones *except* for "Black Willy") *cannot* be either ticked or unticked - they are filled with blue, sort of. I'm not quite sure how to interpret this...

 

It means that at least one byte in a location touched by the patch is neither the original one from JSW, nor the modified one from the patch. So JSWED cannot safely apply or deapply the patch.




#4654 Complete List of bugs, quirks and anomalies

Posted by IRF on 13 June 2016 - 09:39 PM

Willy enters the 'toilet dash' as soon as he reaches the foot of the bed, regardless of whether he walks or jumps to reach that point.

His getting stuck on the bed is caused by the bed's Conveyor action 'cancelling out' Willy's automatic urge to run rightwards (there's an XOR command involved).  The fact that the 'P' key doesn't release him from this predicament is probably a 'bug' (although Danny might disagree!).

I guess the pillow is a Fire cell because there were no other cell types available when Matt Smith designed the room!




#4605 Complete List of bugs, quirks and anomalies

Posted by Metalmickey on 08 June 2016 - 12:15 AM

Firstly, apologies if a similar topic like this has already been created elsewhere feel free to delete it if there is a better one, i did have a look around and couldn't really find anything like it so i thought i'd create a thread where everyone can contribute to the list of all known oddities found in the game.

 

Secondly this is not a request for help in working around these bugs, more really a point of reference and maybe a source of information for newcomers and those who didn't play the game so much and don't already know about them all and one single place where they can be looked up

 

I thought i might start with the most obvious and well documented ones the first four of which prevent the game from being completed:

 

'The Attic' - The most famous and destructive of them all which of course is triggered when Willy ventures into the attic. A rogue arrow causes all manner of destruction around his house and ultimately renders the game unplayable.

 

'Conservatory Roof' which features the booby-trapped item, or maybe it's just a little too closely guarded by a 'fire-cell' 

 

'The Banyan Tree' with what looks like an out of place earth-cell right of the trunk meaning that Willy cannot make his way upwards to the Bit Of Tree above

 

'First Landing' with the phantom object which is neither seen nor collectible.

 

The rest of these are comparatively harmless or can be avoided

such as...

 

'The Nightmare Room' featuring the ugly green blob which, when i first encountered it i thought it was a fire-cell and so i spent many a long afternoon trying to work out how to collect the object without hitting it... turns out that it was just a conveyor belt ... who knew?

 

'Cuckoo's Nest' with the somewhat disorientated saw that doesn't change direction when it comes back the other way

 

'Under The Roof' with the phantom 'fire-cells' that prevent Willy from dropping out of the bottom of the screen to the right of the tree trunk, interestingly enough this one was even left in the 'Nightmare Edition' ... maybe Mr Smith deliberately left it there... who knows?

 

'The Beach' and 'The Roof' both feature a rope that Willy can jump from and reappear at the bottom of the screen

 

'Rescue Esmeralda' has, in all probability, an unintentional secret passage to 'Ballroom East' when jumping from the conveyor belt at the top right of the screen

 

'The Watchtower' also has one which takes Willy all the way to the 'Off Licence'

 

'The Swimming Pool' has an object which Willy needs to make no effort whatsoever to collect, he merely needs to enter the room and it's his

 

'The Orangery' Here Willy has been endowed with a magnetic head when jumping up and hitting the ledge from the stairs at the bottom left of the screen - not so much a bug, more of a quirk

Apparently i never knew this but there is also a bug which means that the conveyors in rooms such as the West of Kitchen and Tool Shed are not drawn properly .. and the one in the Wine Cellar is not supposed to be there at all.

 

Finally there's that 'halo' effect where a nasty as a 'bright' blue background following it around, this is evident in 'I'm sure I've Seen This Before', the Emergency Generator and On A Branch Over The Drive

 

There's probably a few that i have missed, feel free to contribute!




#3557 'Guardian Aura' Bug Fix

Posted by IRF on 02 April 2016 - 12:30 PM

Update: for an optimised solution, see this post on page 3 of this thread:
http://jswmm.co.uk/t...-fix/#entry5587

 

******

Here is a patch for the bug that is seen in Jet Set Willy in non-Black rooms, if a Guardian is present that has a different Brightness setting to the Air cells in that room. e.g. The Flying Pig in Emergency Generator.

The following 'new' code should be added - I suggest you locate it between #96f4 and #970b:

7e e6 38 c2 f1 91 dd 7e 01 e6 0f c6 38 e6 47 4f 7e e6 38 a9 4f c3 fd 91

Then the existing code at #91ee to #91fc should be edited as follows (this is based on the suggested starting address for the new code listed above):

c3 f4 96 dd 7e 01 e6 07 4f 7e e6 78 a9 4f 00

(The last byte is a NOPped out spare byte in the guardian-drawing routine.)

The above patch is an amalgamation of two routines in the original Jet Set Willy code (one of which was previously unused, except in Manic Miner). It eliminates the 'Guardian Halo/Shadow' bug in non-Black rooms, whilst allowing a wider range of guardian colours (Bright and non-Bright) in rooms with Black screens).

N.B. There is a simpler fix for the Guardian Halo/Shadow Bug that uses fewer bytes, but it would limit the colour palette of guardians throughout the game. i.e. with the simpler fix in place, all guardians on a given screen must be either Bright or non-Bright - even on Black screens where the Guardian Halo/Shadow Bug doesn't manifest itself. So for example, you would no longer see a Bright Red AND a non-Bright Red Monk in The Forgotten Abbey.

Note also that the way the alternative guardian-drawing routine (a remnant from the Manic Miner code) is implemented, avoids the following bug from occurring:

http://skoolkit.ca/d...#attributeCrash

So the above fix really provides the 'best of both worlds'!




#3137 Pokes for Fixing the Cell Graphics Bug in JSW

Posted by IRF on 25 February 2016 - 11:51 AM

I thought it would be good to have a standalone topic for easy reference, containing the Pokes in Hex (EDIT: and in Decimal) that fix the Cell Graphics Bug.  The credit for most of these goes to Stuart Brady (AKA Zub), although I had a bit of input into fixing the ramp/conveyor pixel patterns and conveyor attribute byte in The Nightmare Room.

 

I'm not sure if this should be in the 'Remakes' section of the forum or elsewhere; I can relocated it if necessary.  However, I thought this might be the best place as it is highly advisable for anyone developing a game/remake using the JSW game engine to apply these Pokes, to prevent their intended cell graphics from being corrupted in an erratic manner!

 

The Cell Graphics Bug fix (a generic patch to the game engine) is achieved using the following sixteen Pokes:

 

POKE 8d54, 06

POKE 8d55, 06

POKE 8d56, cd

POKE 8d57, bb

POKE 8d58, 93

POKE 8d59, 59

 

POKE 93bb, 11

POKE 93bc, 08

POKE 93bd, 00

POKE 93be, be

POKE 93bf, 23

POKE 93c0, c8

POKE 93c1, 19

POKE 93c2, 10

POKE 93c3, fa

POKE 93c4, c9

 

EDIT: The above, in decimal:

 

POKE 36180, 6

POKE 36181, 6

POKE 36182, 205

POKE 36183, 187

POKE 36184, 147

POKE 36185, 89

 

POKE 37819, 17

POKE 37820, 8

POKE 37821, 0

POKE 37822, 190

POKE 37823, 35

POKE 37824, 200

POKE 37825, 25

POKE 37826, 16

POKE 37827, 250

POKE 37828, 201

 

An additional fix, specific to The Nightmare Room (where we believe Matthew Smith's intended attribute byte for the conveyor was misplaced in the code, as the bottom pixel row of the ramp cells; this had a knock-on effect on the colour scheme and pixel pattern of the conveyor, even with the Cell Graphics Bug fix in place), can be achieved using the following five Pokes:

 

POKE ddcc, ff

POKE ddcd, 02

POKE ddce, a5

POKE ddcf, ff

POKE ddd0, 5a

 

EDIT: The above, in decimal:

 

POKE 56780, 255

POKE 56781, 2

POKE 56782, 165

POKE 56783, 255

POKE 56784, 90




#6892 Some Manic Miner Remake

Posted by Ligan on 18 August 2017 - 11:00 PM

Hello, I'd like to thank you all for the support, I am relieved to hear that you like this edit :)

 

I also wanted to confirm that I did "make" the variant. I edited it on JSWED, which I think caused the glitch where the lighthouse's wheels disappear in last cavern. 

 

(...)

Some modifications to sprites and item shapes (and the title screen tune) are also good.

(...)

- Is it OK to quote the name of the game as "Manic Miner Hard" (which would be my preference), or should it be just "MM Hard" (or perhaps "MMHard", as in the name of the Z80 file you uploaded)?

(...)

 

I'm a little confused about that part in parentheses, as I haven't changed the tune.

 - I've never really though of the name of the game so "Manic Miner Hard" is fine, although I find it a little boring. How about "Manic Miner : Tales of the Perils of an Alternate LSD 2" ? :P.

 

(...)

- Could you please kindly confirm that you are the author of "Manic Miner Hard"? If so, would you like to be credited with anything else other than "Ligan"? (such as your real name or whatever else you prefer). If not, could you please let us know who the author is?

(...)

 

 - As for credits, I'd prefer to be credited as "LiganTM" (not a trademark, it's just my username on some other websites).

 

(...)

- I believe that in Chronology I should mention 6th August 2017 as the date of the gamma-release of the game. Is this correct? Has the game been released somewhere else before here by any chance?

 

I guess that would be all as far as JSW Central is concerned. I just want to say once again that I really enjoyed playing your game, that it was a lovely surprise to see this game appear out of the blue, and that I look forward to any further MM or JSW redesigns you may create. Is there any chance this will actually happen? :)

 

 

 - This is the first (and only) place where I've shown the game, however before calling it a gamma-release, I'd like to tweak some things in it (nothing gameplay changing, so your walkthrough will still be 100% accurate)

 

Lastly, to answer the last question, I have tried making a few remakes in the past, but most of them have nothing worthy in them. :/




#6623 Useful Links

Posted by Metalmickey on 05 June 2017 - 08:41 PM

Some video links here,  hope i'm not repeating anything already mentioned

 

Interview with Matthew Smith, how he got started:

 

this video shows how he designed the original game engine in Manic Miner




#6620 The Attic Bug Seen In Action

Posted by Metalmickey on 05 June 2017 - 08:25 PM

By that, do you mean that as soon as Willy enters a room with a rope, he is automatically teleported to the room above?

Yes, in fact if you were to look into the RZX and stop it as the Cold Store is accessed you'll see that the bug has the effect of then changing to the Swimming Pool and then to the Orangery even though Willy isn't even in the rooms .. if you were to use WRITETYPER to go back down the room below you tend to find even more devastation and carnage than there was when you accessed it first time around

 

...i have created an RZX where i go through all the rooms even 61-63 repeatedly until the game completely falls apart, got as far as round 3 and the Cold Store then it did a USR 0 on me  :blink:




#6583 JSW As Manufacturer (probably) intended .. kind of...

Posted by IRF on 02 June 2017 - 11:05 PM

So you would favour Q-W for Left-Right over O-P, as I deduced? Elementary!

I'll explain at a later date how I came to that conclusion.

For now, I'll just point out that I think I have opened up a whole new field of study: Forensic Willy-ology!

 

By way of an explanation for the above:

 

Earlier on, I think I established that the 'As Manufacturer Intended' game file was built upon a snapshot file - this conclusion was based on the fact that some of the addresses which store the variables that are used in the game (#85CB-#85E4), hold non-default (i.e. non-zero) values when you examine the game file's code in a hex editor.

 

(Another example which I've just noticed - the range of variable addresses #8000-#813F [representing the buffer for the current room and its guardians] don't all hold zero values in 'AMI', as they do in an original JSW game file.)

 

Anyway, one of those game variables is the WRITETYPER key counter at #85E3.  Its default value (as per the SkoolKit disassembly) is 00, but in the 'AMI' game file, it holds a value of 01.

 

To recap what you probably already know, the way that the WRITETYPER counter works, is that it is only updated when Willy is in First Landing and he is located on the floor of that room.  It is incremented each time a correct letter key is pressed, but is reset to zero if an incorrect number key is pressed (see 'Main Loop(2)' in the disassembly).  Once #85E3 reaches a value of 10 (by pressing each of the letters WRITETYPER in the correct order), then the Cheat Mode is activated.

 

The value of 01 at #85E3 in 'AMI' suggests that the 'W' key was pressed whilst Willy was on the bottom of First Landing, but that this wasn't then followed by 'R', etc (which would have incremented the variable further).  And the only way that I can think of in which the variable avoided being reset to zero by any key other than 'R' being pressed, is because Willy was then moved out of the zone (bottom level of First Landing) in which keypresses can influence the value of #85E3.

 

Of course, 'W' is one of the Move Right keys, so if it was pressed for that purpose whilst Willy happened to be walking along the bottom of First Landing, then that would explain why #85E3 was incremented to 01.  Willy presumably then proceeded rightwards because 'W' was continually pressed - either up the First Landing ramp (so that he was no longer at the correct y-coordinate for the WRITETYPER activation code), or else he walked rightwards under the ramp and then dropped through the bottom exit into To the Kitchens...Main Stairway (the wrong room for the check for WRITETYPER keys) - prior to the snapshot file being created.

 

From this analysis, I deduced that Metalmickey (who presumably created the snapshot file upon which 'AMI' is based) is a left-handed player, who uses 'Q' and 'W' for Left and Right movement respectively.  (In contrast, a right-handed 'O' and 'P' player would not cause the WRITETYPER variable to be 'accidentally' incremented as they passed along the bottom level of First Landing.)

 

So to summarise, by studying the game code I was able to - correctly as it turned out - deduce that Mickey is a left-handed Willy player.  Elementary, my dear Watson!




#6480 JSW As Manufacturer (probably) intended .. kind of...

Posted by Metalmickey on 10 May 2017 - 09:20 PM

Thanks for pointing those out Danny .. dead giveaway that i never ran it thru a spellcheck before posting!  :blush:

 

I agree it's Easter egg as Easter is an entity in itself, by the same token one would write Christmas tree, only the event is capitalised as whatever follows it is usually a noun (except Easter Sunday) or something like that...




#6468 Pokes for Fixing the Cell Graphics Bug in JSW

Posted by jgharston on 09 May 2017 - 02:12 PM

You're right, the branch offset should be FC. I think I had the ADD somewhere else initially starting at BACKGROUND instead of BACKGROUND-9. I edited the bytes in manually and it worked correctly, I obviously missed the disassembly then saying JR 8D55 instead of JR 8556. I'll tweek my patch on my site.




#6457 JSW As Manufacturer (probably) intended .. kind of...

Posted by IRF on 08 May 2017 - 03:58 PM

One more tiny suggestion for a tweak to the game file - in the scrolling message on the Title Screen, the use of the hyphen in the word 'Jet-Set' is inconsistent with the lettering on the Title Screen, and general usage.

 

I believe that for consistency, it would be best to use 'Jet Set' (with a space character replacing the hyphen).

 

Incidentally Andy, I would make the same recommendation for the banner at the top of this website (in that case, 'Jet Set' instead of 'JetSet'), although that's probably too much of a faff to change, so it's probably not worth worrying about too much. :)




#6252 JSW As Manufacturer (probably) intended .. kind of...

Posted by jetsetdanny on 21 April 2017 - 02:32 PM

Congratulations, Metalmickey, on completing (I assume?) the project!  :)

 

I have playtested it to completion and did not find any problems. The game is completable without loss of life. I have managed to reach the toilet at 9.16 am, which would correspond to 8.08 am if the clock was not accelerated.

 

I like the new rooms (I've certainly said it before) and I think they fit in well with the original ones :) . I also like the flash effect after the last item has been collected, and the new special effect at the very end of the game :), whose nature I will not reveal here in order not to spoil it for the others, because I think it hasn't been revealed yet.

 

I haven't had a look at the Readme yet, I'll do it tonight.

 

And here's my RZX recording of the playtest:

 

Attached File  JSW AMI REV5.rzx   179.11KB   34 downloads