Jump to content


Photo

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


343 replies to this topic

#1 Metalmickey

Metalmickey

    Advanced Member

  • Contributor
  • 265 posts

Posted 06 December 2016 - 09:02 PM

As a novice who has been studying the game code for quite some time i have decided embark on a little project of my own, my aim is to keep as much of the layout as possible as the original whilst eradicating every single known bug and most if not all the anomalies that most consider to be bugs but not completely obvious (conveyors on stairs for example). There are 2 exits at the top of Willy's house where, in my opinion, there were supposed to have been rooms there so my intention here is to 'reclaim' the lost space taken up with the TRDOS code remnants and re-furnishing Room 47 [ and perhaps putting it next to Tree Root and having a go at extending the Mega-Tree. I don't want to create anything like TNE or Willy's New Mansion, my programming skills don't allow me to do anything as impressive or ambitious, I'm not even interested in altering the loading sequence at this stage. I'm hoping that the finished article will be something like the 2015 bug fixed version with even more bugfixes in place and something closer to what was intended to be released way back then. 

 

I may be some time, but when i've go to the latter stages i'll release it for play-testing.

 

Tips and suggested alterations welcome  :)


Edited by Metalmickey, 06 December 2016 - 09:03 PM.


#2 IRF

IRF

    Advanced Member

  • Contributor
  • 3,077 posts

Posted 06 December 2016 - 10:12 PM

I definitely think the conveyor-ramps were intended as a feature, rather than a bug.

Otherwise we might start questioning the use of multiple water-ramps in the likes of Out on a Limb, too.

#3 Metalmickey

Metalmickey

    Advanced Member

  • Contributor
  • 265 posts

Posted 06 December 2016 - 11:59 PM

Valid point, i'll probably leave those in then, it's not like it takes away any enjoyment of the game, even if they were bugs .. 

 

Also, some say the change in the key in which the in-game tune is played where Willy loses a life is a bug .. personally i think it was an accidental discovery and deliberately left in


Edited by Metalmickey, 07 December 2016 - 12:03 AM.


#4 IRF

IRF

    Advanced Member

  • Contributor
  • 3,077 posts

Posted 07 December 2016 - 12:28 AM

If you study the code that causes the tune deterioration, I don't think it could have been an accident...?


Edited by IRF, 07 December 2016 - 12:28 AM.


#5 Metalmickey

Metalmickey

    Advanced Member

  • Contributor
  • 265 posts

Posted 07 December 2016 - 08:22 PM

Fair enough .. i'll leave that unchanged how about the blank conveyor in the conservatory roof .. would you say that's a bug?



#6 IRF

IRF

    Advanced Member

  • Contributor
  • 3,077 posts

Posted 07 December 2016 - 08:27 PM

Yes I'd say it is a bug or perhaps an 'omission'!

#7 Metalmickey

Metalmickey

    Advanced Member

  • Contributor
  • 265 posts

Posted 07 December 2016 - 09:45 PM

What about the upwards exit from the Watch Tower? Initially i thought the conveyor was positioned too close to the top of the screen .. but why create the ramp and conveyor at all? There's no reason to venture up there, not like there's any items to collect so one tends to assume it was created as a path to a room above but maybe it was one of the rooms that fell foul of the TRDOS code...



#8 Spider

Spider

    DEC (HL)

  • Administrator
  • 2,648 posts

Posted 08 December 2016 - 08:00 AM

The 'tune' issue was intended, I did have a version of the fixed one with and without (after complaints!) but its clearly intended to be like that.

 

The W.T roof, after thought I think its just a 'roof' for the tower itself, best explanation. You can apply the pokes I supplied to move it down to prevent that if you want.

 

The 'top of rope' thing you can do in Beach and On the roof are also bugs, Richard has added these (its one fix) to the disassembly actually in a recent revision.

 

The top exit from Rescue Esmerelda I'd also say is a bug or more likely accidentally left in 'debug code' aka a short cut. The bottom exit from here to Emergency Generator is correct as it appears valid if you look at the map its more or less 'correctly' lined up.

 

I should point out if I had to do this again (I was thinking about this a month ago) I'd also:

 

1. Not move that Beach object down as it was probably wrong and it should be a single item

 

2. Not move the First Landing object down to near the Monk and instead use the official poke to put it into The Hall and then apply that WestWing Roof shape to it. This way its got a correct shape for a 'floating' object and you've also not moved the item co-ord's either.

 

3.I have had odd issues with the various 'fix the pause bug' fixes. The easy fix is to simply NOP out the inactivity timer INC but that's technically a modification I guess :unsure: , it does not prevent pausing just stops it pausing by itself. It won't fix the bug so if you pause it on a real machine with an IF1 attached it still will be locked up.

 

4. Ensure it went to the Game Over page at timeout (ideally at mid-night not 1am! if possible) not just back to the title screen.


Changing order to chaos since 1984

#9 Metalmickey

Metalmickey

    Advanced Member

  • Contributor
  • 265 posts

Posted 08 December 2016 - 11:55 PM

Yes i decided to stick with what is believed to be the original solution to the invisible object by moving it to the Hall, the item from the West Wing Roof does look appropriate although given that we've been given a blank canvas to work with I may well consider making something up!

 

The other official correction with the Banyan Tree will be added as well and if i can't think of an alternative i'll stick with the original idea of removing the nasty from the conservatory roof preventing the item from being collected, though i think it looks better with all four in there somewhere

 

So with the double item in The Beach do you think it was intended to have them both together?

 

With the Watch Tower, i had considered leaving it as is and maybe putting a room above it but I might just lower the ramp and conveyor using the supplied POKEs and extend the Megatree instead.

 

With regards to Rescue Esmerelda, i'm trying to resist temptation to add ceiling blocks as i don't want to modify any screens any more than i absolutely have to, certainly not in a way that makes it glaringly obvious although i was toying with the idea of removing the earth cell from underneath the conveyor, then moving the conveyor, guardian and the two items all down one row then replacing the earth cell directly above the items thereby making the exit out of reach .. i'll have to see how it looks first

 

Some of the more tricky parts are within the game engine .. I need to make sure the clock goes to PM in the afternoon and yes i will probably end up making it go to the Game Over foot sequence at 12 midnight .. 

 

Whilst i would want the end product to be playable on a 48K Spectrum i'm not going to spend much time worrying about the interface 1 bug, for the most part it's barely noticeable .. 

 

I've noticed at the end of the game Willy can get stuck at the end of the bed and you have to use other keys to move, something that was mentioned on Richard's websites, i dare say there's a way to stop that happening

 

Also, i wonder if there was a fix to remove guardian 'halo' in the blue rooms without making them non-bright



#10 IRF

IRF

    Advanced Member

  • Contributor
  • 3,077 posts

Posted 09 December 2016 - 12:34 AM

Also, i wonder if there was a fix to remove guardian 'halo' in the blue rooms without making them non-bright

 

See this thread:

 

http://jswmm.co.uk/t...n-aura-bug-fix/






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users