Jump to content


Spider

Member Since 11 Apr 2014
Offline Last Active Aug 20 2017 12:19 AM
-----

#6897 Pokes (Spectrum Version)

Posted by Spider on 19 August 2017 - 11:42 AM

I think that will cause stack build-up over time. It would be better to edit the jump address to #8FDB (Software Projects version; may be different for other versions), to clear the RET address.

How many loops ? (just roughly)

 

The reason being I've had this in another project for a while (with safe start positions) and let it loop all the screens twice without any noticeable issues. I do actually see why you said that now though, I think :unsure: :)




#6890 Bug: Wrong Way

Posted by Spider on 18 August 2017 - 07:16 PM

So 'ASAP' is actually a bit too soon in the circumstances then!

Yes :)


  • IRF likes this


#6887 Bug: Wrong Way

Posted by Spider on 18 August 2017 - 12:24 PM

I see what you did there, on the version I had to hand it caused an IDS. Its a good thought though.


  • IRF likes this


#6885 Bug: Wrong Way

Posted by Spider on 17 August 2017 - 10:44 PM

Thanks. :)

 

I'd agree your changes are a bit more suitable to fix the frame too. I did it in my head to start with figuring that it was simply a case of 01=left and 00=right and nothing more to do (until I saw it) but I'd already (call my lazy if you like!) started doing the pics by then.

 

I'd consider it a bug personally though somehow as I can't see any logical reason for him to be facing the wrong way in just those three caverns, its not as though there's anything in his immediate path on those either (such as for instance Kong Beast or Eugene) where you need to move asap...




#6883 Bug: Wrong Way

Posted by Spider on 17 August 2017 - 12:57 PM

Well you could title it "Wrong way" or "Face the wall" , both seem suitable.

 

In Ore Refinery, Skylab Landing Bay and The Warehouse Miner Willy is facing the wrong way upon entry to the cavern, specifically in the first two he is facing right when he should be facing left and in the latter he's facing left when he should be facing right. Take a look at the these caverns as they are presented initially:

 

ore_refinery.png.png skylabs.png warehouse.png

 

Confused ? Read on.

 

The fix is quite simple for this. It is the same for the Bug-Byte and Software Projects versions as well as the M.A.D and VentaMatic Re-releases (as these last two are based on the Software Projects version anyway)

 

Ore Refinery: POKE 57962 , 1  (#E26A , #01) The original value here was 00 (right) . Willy now faces left. (01)

Skylabs: POKE 58986 , 1 (#E66A , #01) Again, the original value here was 00 (right) . Willy now faces left. (01)

Warehouse: POKE 62058 , 0  (#F26A , #00) The original value here was 01 (left) . Willy now faces right. (00)

 

Now lets take a look at the 'fixed screenshots' of said caverns:

 

ore_refinery_fixed.png skylabs_fixed.png warehouse_fixed.png

 

That looks much more as though it was intended. :) The value could be changed a bit to alter the animation frame too, but at least he is now initially facing the correct way...




#6882 Banyan Tree - A closer look

Posted by Spider on 16 August 2017 - 02:46 PM

Thanks for an interesting analysis and pictures, Andy! :)

Most welcome. :)

 

I felt it worth climbing this topic a bit (pun intentional!) at the time,




#6875 Some Manic Miner Remake

Posted by Spider on 14 August 2017 - 05:54 PM

Have just watched the .rzx, top work. :thumbsup:




#6872 Good Games for Today's Kids?

Posted by Spider on 12 August 2017 - 02:29 PM

Good call on Jumping Jack. :) I thought about New Zealand Story and / or Rainbow Islands and suchlike but those are a bit difficult sometimes.

 

Frogger is a good idea too. Plenty of clones of it. Bat/Ball games, aka "breakout" type clones, yes. I did include Arkanoid and Batty although both are a bit difficult but not too bad to get a couple of levels in.

 

Most seem to call PB as "PaperBoy" despite it being "Paper Boy" at least as far as I know. :)

 

Remakes are a good call too, although the only slight downside with some of these is the inability to add a quick tweak or two if needed to make it a bit easier, faithful remakes may be a bit too difficult. :unsure: for those used to forgiving games and save points.




#6866 Some Manic Miner Remake

Posted by Spider on 10 August 2017 - 04:58 PM

Meant to ask you Ligan, is this your creation or someone elses ? :) Simply as I do not recall seeing this "variant" before that's all. Would be nice to put an authors name to it if practical.




#6865 Good Games for Today's Kids?

Posted by Spider on 09 August 2017 - 03:37 PM

Difficult. I have a few suggestions but I think I may refer to you several lists actually if you don't mind glancing at a few of the linked submissions within. Some are not going to be brilliantly suitable (diffuclt isometric 3D for instance) or 'race' games (as they will appear too crude by todays standards)

 

'Your Sinclair' Top 100 of 'all time (Static list)

 

WOS Best Games (updated relatively frequenty as its visitor voted)

 

WOS Frequently Played (this is not always ideal as above some may not be suitable given their type)

 

And just to add a bit of spice into the mix (sorry!) > Top 100 Worst Games (Again, visitor voted for these)

 

If you really wanted a couple of suggestions then here but this is in no particular order as such. I've excluded text adventures and some isometric games and hopefully all these are available and not 'denied' although to be blunt Google would turn up any such things anyway. :)

 

Chuckie Egg (not CH 2)

Arkanoid

Motos

Tapper

Bomb Jack (or BJ2)

Spiky Harold

Stop The Express

Uridium

Skool Daze (this or Back To Skool) , although SD is smaller its less involved than BTS

Jack The Nipper 2

Bruce Lee

Kokotoni Wilf (one of my favourites!)

Cybernoid 2

Saboteur (possibly too difficult)

Mikie

Ant Attack

Space Raiders

Horace Goes Skiing

Boulder Dash

Thrust

Pheenix

Batty




#6863 Some Manic Miner Remake

Posted by Spider on 09 August 2017 - 12:42 PM

Great stuff Ligan. :D

 

Thank you for this submission.

 

I hope you don't mind but I've added it to the downloads system:

 

Manic Miner Hard

 

I've built a tape file version with a (semi) custom loading screen too for it to go along with the said game tape file, so now there's the  supplied .z80 and the .tap tape file too which makes it convenient. I've also collected screenshots and added those too. :)

 

The submission is in your username so this means you're free to edit or update it if required. It generates an automatic topic here however if you did wish to edit anything edit the download itself, not the topic as the topic will be automatically updated to reflect the download description. :)

 

I'm not aware of the author of it at this moment in time either. Its possible one of our knowledgeable members will recognise this variant however.




#6847 [File] Manic Miner Updated

Posted by Spider on 04 August 2017 - 01:21 PM

:) Yes the pokes would silence the 'in game' tune permanently although they would not turn off the other in game effects such as 'falling' or 'fatal accident' effects.

 

I'd not say "rubbish old game" though personally ;) It was really one of the best early platform games around which launched a whole host of other games...

 

There was a school of thought on this I read a few months ago about what was termed if I remember correctly "Manic Miner Syndrome" in that the 'small people' who were only used to modern consoles and save points etc, could not deal with MM, they would for instance walk into a fatal fire cell such as a green plant, and then do it again. Fair enough the first time but then surely you'd 'remember' not to do it again ? :unsure: I'm unable to find said article at the moment although it was only a paragraph or two. I think it points out how forgiving (relatively) modern games are in some ways.

 

Having said that its far far easier to modify or alter an older game in most cases to fix things or change/amend anything compared to a newer game where there is no editor available, depends on how said new game was constructed though I guess partly. :)




#6846 Sources

Posted by Spider on 04 August 2017 - 01:17 PM

I've not used that assembler. :)

 

I'm not sure (as above) if you can generate it in an easily extractable form with skoolkit, however I can generate an .asm file for you via ZXBlockEditor and then ZXAssasembler if needed, or you could download and use these yourself if you prefer a more DIY method.

 

ZXBE will allow you to export the data block as a binary file (so will lots of other tools to be fair) however you have the option if ZXA is present of sending it straight to that, and then from there you can edit *or* just export as a straightforward conventional .asm file.

 

If you want to save a bit of time etc I'll create the .asm for you but I'd need to know exactly which file you want it made from as such as there are variations, for instance the pre-release vs the normal release and then the later compilation release. To be fair the main difference here is the in-game tune as the pre-release uses "In the hall of the Mountain King" (Manic Miner in-game tune) and the normal release uses "If I was a rich man"  although strangely the compilation release (the one that's speedlock protected) uses the earlier tune, and has a keypad bypass of sorts plus the 'official' bug fixes.

 

Summary being if you want a quick ready to use .asm I'll get one but I need to know the exact file (link if possible) you'd want it creating from. Ideally it needs to be a tape file, .tap , .tzx etc although I can work from a snapshot such as .z80 or .sna if needed.




#6840 Text bugs

Posted by Spider on 03 August 2017 - 01:16 PM

I think the 'c' should be lower case, or else the 'G' and 'L' from 'Grid Location' should be upper case for consistency.

I've added the POKES to change 'code' vs 'Code' now either way. :)




#6838 Text bugs

Posted by Spider on 03 August 2017 - 12:32 PM

Well if you would call them that. :)
 
First of all let us ignore room names that are not centred properly aka "Halfway up the East Wall" and "A bit of tree" amongst a few others are both too far leftwards. A few are too far rightwards too.
 
Of room names though:
 
1. Room 51 / #33 "Tool  Shed" has two spaces between the words instead of one.
2. Room 54 / #36 "West  Wing" has two spaces between the words instead of one.
 
When I looked again at the keypad 'bright vs not bright' issue (see here if needed) for something unrelated it brought my attention to the code wording itself. Lets take a closer look, ignore the fact the code is showing "--" this is simply so the same one is shown for each screenshot to keep it simple:
 
"Enter Code at grid location"
 
Attached File  key1.png   18.07KB   1 downloads
 
"Sorry, try code at location"
 
Attached File  key2.png   17.83KB   1 downloads
 
Notice "code" is capitalised on the first but not the second. I'm not 100% sure which is grammatically correct though.

 

Not shown in screenshots however to 'fix' this either way:

 

POKE 34193 , 99 (#8591#63) to change the "C" in the first message to a lower-case "c" or to go the other way instead POKE 34230 , 67 (#85B6 , #43) to change the "c" in the second message to an upper-case "C"

 
Also, look at the screenshots here, there is a potential spacing issue too. :) Note that the code entry ID requested has a space between itself and the end of the screen but the text is set to the far left. Either something like a colon needs adding...
 
Attached File  key1_colon.png   18.17KB   1 downloads Attached File  key2_colon.png   17.94KB   1 downloads
 
To do this: POKE 34214 , 58 (#85A6 , #3A) for the first message and POKE 34246 , 58 (#85C6 , #3A) for the second.
 
... perhaps a simpler, tidier fix is to just move the text along one character instead to make it sit 'neatly' instead. I think I prefer this method:
 
Attached File  key1_moved.png   18.05KB   1 downloads Attached File  key2_moved.png   17.81KB   1 downloads
 
To do this: POKE 34500 , 1 (#86C4 , #01)
 
This changes the LD DE, 18432 to LD DE, 18433 (#4800 to #4801) which the display file address to display the message, in Basic its "PRINT AT 8,0 vs PRINT AT 8,1"
 
In theory the length specified that follows that: LD C,32 (#20) reducing down to 31 (#1F) to prevent overspill onto the next line however this is not essential as its not 'seen' and the last few characters are blank in the message so you are only printing a blank character (ascii 32 / #20) onto a blank space aka: no effect. The length could be reduced by a few characters even with no other changes as the last character blocks on that line are overwritten by the code specified to input anyway.