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


Metalmickey

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Its a shame in a way that you cannot (as in very easily without work) have two types of fire cells as per MM in JSW. :unsure: Then it would be easy to design a 'cell' to fit the top area perhaps :unsure:

 

Its interesting to note that Matt did place fire cells on the leftmost side to prevent a top exit although it could be said these are more cosmetic placements maybe.

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  • 3 weeks later...

However, she is tapping her foot... The yellow Maria on the right isn't animated at all - but if you made her animate, I fear that would also cause the Foot guardian to start flicking to the Barrel sprite and back again? (Since it shares the same Guardian Class).

 

I've just realised that it would be possible to make the yellow Maria in The Nightmare Room animate through two, or indeed all four of her sprite-frames, if you wanted her to, without causing the yellow foot guardian (which shares the same guardian class number) to deviate from the foot sprite - but only if you swapped around the position of the foot and the barrel on their sprite page (i.e. Page #9C - put the barrel at #9C40 and the foot at #9C60).

 

Of course, you would then have to adjust other instances of a foot or a barrel guardian elsewhere in the game, and also amend the pertinent addresses in the 'Game Over' routine accordingly.

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  • 3 months later...

See i think this is another type of bug, i guess if i was to resolve it, i would use the alternate frames where Willy's legs are completely together and fully apart, might make him look a bit like Mr Benn but i still think it would be an improvement .. i'm going to try an experiment...

 

Mickey, I don't know if you ever managed to implement a fix for the above, but I've just managed it - please see the attached file, collect the single item in the Master Bedroom and see what happens!

 

I think it looks more 'realistic' - I wonder if this is indeed "as manufacturer intended"?  ;)

 

(In the attached, I've also prevented the anomalous behaviour of the 'P' key during the toilet run, and I've also fixed the 'Jagged Finger' display problem, because it was even more prominent when Willy was changing animation-frames whilst running at double speed.)

Proper Toilet Run.z80

Edited by IRF
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  • 1 year later...
  • 10 months later...

I believe the way to get [Willy to run to the toilet properly] would be to relocate #8A00-#8A0A to sit in between the commands at #89D6 and #89D9 in the Main Loop. i.e. after Willy has been moved, but before he is drawn.

UPDATE: It's just occurred to me that if you were to implement the above, and then instigate the toilet run in The Nightmare Room, the pig sprite would run with its little legs without flapping its wings!

 

If you load up the 'Proper Toilet Run' test file which I attached four posts above this one, start the game & navigate to The Nightmare Room (preferably the left-hand side of that room to see the effect in full), and then apply Mickey's POKE 34271,2 then you can see what I mean.

 

From that position, you should be able to complete the game too (possibly with some judicious use of the 'P' key to dodge the Nightmare Room guardians), as once you leave that room and revert back to the Willy sprite, there's just a straight run up the full length of the ramp in First Landing and on to The Bathroom!

Edited by IRF
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UPDATE: It's just occurred to me that if you were to implement the above, and then instigate the toilet run in The Nightmare Room, the pig sprite would run with its little legs without flapping its wings!

 

If you load up the 'Proper Toilet Run' test file which I attached four posts above this one, start the game & navigate to The Nightmare Room (preferably the left-hand side of that room to see the effect in full), and then apply Mickey's POKE 34271,2 then you can see what I mean.

 

From that position, you should be able to complete the game too (possibly with some judicious use of the 'P' key to dodge the Nightmare Room guardians), as once you leave that room and revert back to the Willy sprite, there's just a straight run up the full length of the ramp in First Landing and on to The Bathroom!

 

Further to the above, I've made a short recording (see attached) to demonstrate a 'proper toilet run' incorporating The Nightmare Room.  Look at his little trotters go!

 

As it turned out, no use of the 'P' key bug to pause* Willy in order to avoid guardians was actually necessary - though it was a close-run thing with the red Maria!  That's just as well, because in the test file that I previously prepared to demonstrate the alternative toilet run - upon which I based the recording - I had 'fixed' the 'P' key bug so it no longer functions to pause the toilet run.  (Incidentally, I also fixed the 'jagged finger' visual flaw identified by Norman Sword, since it was particularly prominent during the toilet dash what with the sprite moving so fast.)

 

In the recording I also started off the toilet run in The Banyan Tree, to extend the run as much as possible, and as an added bonus I hit the Jump and Right keys just before applying the POKE to commence the sequence, so that it starts off with a nice 'Superjump' over the yellow saw guardian.  B)

 

 

(* 'P' for 'Pause'? Hmmm..... maybe it was a feature not a bug all along!?)

Proper Toilet Run through Nightmare Room.rzx

Edited by IRF
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