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


Metalmickey

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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!

Edited by IRF
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Thankyou Sherlock... yes indeed that particular file was uploaded whilst i was playing JSW using letters Q and W with space to jump, but whether i play left or right handed depends on what i am playing it on, when using ol' rubber keys i tend to just use the cursors .. (5, 8 and 0) as the ageing keyboard membrane is a bit knackered and letters Q and P need extra heavy presses to get them to respond (33 years of defining keys as QAOP...), i use a laptop with a numerical keypad when playing it on an emulator and like Danny i am right handed yet play using QW for left and right movement and INS and DEL for rollback action...

 

by the way, later on i will upload the final release, no major changes, just the edits to the readme and some minor cosmetic changes to the new rooms, watch this space...

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Did you remove the hyphen from 'Jet-Set' in the scrolly (with a space character there instead)?  (I'm being picky now!)

 

By the way, I've just brought the Temporary Topic that you created back from the grave, in case it's of assistance...  (I'm not sure whether I've revived it for another month, or permanently?)

Edited by IRF
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had a long thought about this, reason being that my belief is that he intended to put the hyphen in, although perhaps in hindsight and with the benefit of a grammar dictionary he would have omitted it, but then at 17 grammar is perhaps not one's strongest point ... certainly isn't mine

 

question is do i change it to Jet Set or Jetset? .. i guess if spellchecker had it's way it would be Jet Set 

 

but then this would tempt me to start thinking about the end of the scrolly and possibly changing it so that it says 'allow him to get to his bed...

Edited by Metalmickey
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Did you remove the hyphen from 'Jet-Set' in the scrolly (with a space character there instead)?  (I'm being picky now!)

 

By the way, I've just brought the Temporary Topic that you created back from the grave, in case it's of assistance...  (I'm not sure whether I've revived it for another month, or permanently?)

 

That reminds me, as well as the aforementioned changes i have tidied up Willy's 'sticky bed' problem, will update the readme to add you to the credits for this

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I'm inclined to go with Jet Set as there is no change to the number of characters in the message ... 

 

That's consistent with the large flashing block letters on the Title Screen, which Matthew also created, and which has a space (but no hyphen) between 'Jet' and 'Set'.  It was also two separate words (unhyphenated) on the original cassette inlay (in graffiti-spray writing, representing Willy's trashed house!)

 

By the way, when you mention minor layout changes to the new rooms, I'm wondering if you have followed through with an idea you mooted in the readme, of having two ropes that allow access up to the Tree House...?

Edited by IRF
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 putting a second rope in 'One Flew Over The Cuckoo's Nest'? Did try that but it involved a lot of rework with the room and i ended up with something quite some way removed from the original flavour of the game, it just looked too far out of place. I am looking at creating multi-rope rooms in my new project which does not need to be tied to the original format of the game so no need to follow my self-imposed 'AMI' rules

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