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Spider

Member Since 11 Apr 2014
Offline Last Active Oct 17 2018 08:13 PM
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#10200 Useful Links

Posted by Spider on 14 October 2018 - 10:46 AM

http://clrhome.org/table/

 

Z80. Quite useful, shows what registers are effected by each instruction as well as a very brief description of what the instruction does. Simply hover over the one in question. :)




#10196 [File] JSW 128 VL5

Posted by Spider on 13 October 2018 - 01:51 PM

This looks very interesting, thanks Norman. :)


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#10165 Falling variants

Posted by Spider on 08 October 2018 - 02:46 PM

*Except that he doesn't keep falling forever!  Leave it running for a while, and eventually (after approximately sixteen descents of the whole cavern), Willy's airborne status indicator will be incremented to a value of #FF - signifying death!!

I did notice that as it does eventually call the death routine, I suspected as the AirBourne indicator had reached its final value. I did note yesterday actually with one of the Fall variants at least even if you set the infinite falls via:

 

35809 , 255 /  #8BE1, #FF

 

M.W will eventually die as he's gone too far. :D To be fair that poke is intended to prevent a cavern 'accident' not really a wrap around I suspect. There is at least one other poke for it as well, that one is from the Disassembly. The alternative one is:

 

35682 , 0 / #8B62 , #00

 

But that removes the INC A instruction to increase the AirBourne counter, you can easily tell if that one is applied as the fall sound is static rather than the regular decremental blips. That reminds me actually of the two erm choices for JSW for the same thing thinking about this:

 

JSW: 36578 , 16 / #8EE2 , #10 , Falling sound preserved!

JSW: 36477 , 1 / #8E7D , #01 , Falling sound ruined! , this one is the more common one that's been around a longer time iirc


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#10150 Falling variants

Posted by Spider on 06 October 2018 - 06:39 PM

Attached are two test files, built from the Bug-Byte version:

 

Attached File  MM Fall Test One.Tap   32.73KB   7 downloads

 

Attached File  MM Fall Test Two.Tap   32.73KB   6 downloads

 

There are slight differences between the two, as illustrated by the combi screenshot...

 

Attached File  fall_tests.png   14.08KB   1 downloads

 

... In essence, the gap is larger in 'two' compared to 'one' , the portal and items immediately above are a block higher.

 

The reason for this second file is if M.W falls in 'one' he can land and walk on the floor area underneath the portal. The extra file was needed to confirm if the small gap at the top between the water platforms or the portal was the immediate cause.

 

The use of the conveyor and gaps left to right along with the conveyor being further down was to test out the effects of left/right exit with regard to M.W's position when he emerged on the other side of the screen. The 'saw' guardians are set to slow and mainly there as 'filler' along with the roof nasty fire cells, easily avoidable.

 

They were built mainly to test the effects as indicated above, falling and jumping through left/right nearby or onto cell types. The layout of the cavern was picked to be relatively simple to quickly tweak to do 'other things'

 

It should be noted this is a cut down game file, no cavern data exists beyond the first one! Attempting to teleport into the next cavern will result in a lockup! The INC A instruction to increase the cavern number at 36907 / #902B was NOP'ed out to prevent a crash when completing the cavern or running demo mode.

 

The files provided are the full 32K ones with a mildly tweaked loading pic (simply as I had it to hand as an executable file rather than screen data) but are JSWED editable (at the loss of the non-standard loader but that's not a concern, again I had that 'to hand'). It would be quite easy to provide a much truncated file but this would then preclude ease of editing.

 

Enjoy ? :unsure: :)




#10143 [File] JSW Fixer

Posted by Spider on 03 October 2018 - 09:38 AM

To expand on this:

 

( 1 ) , The JP 0 instruction to reset the machine was changed to JP 34762 rather than change the previous JPZ to a JP

( 2 ) , The standard fix of 59901,82 was used

( 3 ) , The standard fix of 60231,0 was used

( 4 ) , The standard fix of 56876,4 was used

( 5 ) , The Air Ink was changed via 57248,5 to set it to cyan

( 6 ) , The distance checks at 37782 and 37786 were changed from 12 to 15

( 7 ) , The instruction at 35620 which by default reads IN A , © was changed to IN A , (254)

( 8 ) , The standard fix of 42183,11 was used with the addition of reading the item bytes from 63716-63721 (only 5 bytes) and copied to 52196

 

( A ) , The pause fix was tested on real hardware to confirm it worked properly as it also slightly alters an instruction around the IN as well.

 

( Β ) , The line numbers in the Basic are purposely chosen to allow the main original Basic loader to be safely MERGE'd in without any other alteration.

 

( C ) , The Basic was written to try to make it efficient (smaller) in size rather than make it readable hence the large use of the VAL instruction.

 

 

Finally, much credit is due to "SkoolKid's" excellent disassembly for making my life much easier in assembling this simple file.




#10142 [File] JSW Fixer

Posted by Spider on 03 October 2018 - 09:27 AM

Posted Image

 

File Name: JSW Fixer

File Submitter: Spider

File Submitted: 03 Oct 2018

File Category: Other resources

System: Sinclair
Original Author(s): Andy Ford
Third Party Author(s): Richard Dymond

 

A simple small file to load before the main JSW tape. It provides the following fixes to the standard game:

 

1. The second keypad code is always accepted
2. The invalid arrow in The Attic is rectified
3. The impossible Fire Cell in the Conservatory Roof is removed
4. The single Earth Cell in Banyan's Tree's trunk is replaced with an Air Cell
5. The air ink for Swimming Pool is changed to allow Willy to collect the item by himself
6. The top distance on ropes was reduced preventing Willy from accidentally jumping up where it was not intended
7. The interface1 pause lockup is fixed
8. The hidden First Landing item was moved to The Hall and given a shape borrowed from West Wing Roof

 

It should be noted this is intended for a standard game, its effects on third party variants of JSW is unpredictable.

 

Click here to download this file




#10140 Post number 10000!

Posted by Spider on 03 October 2018 - 09:10 AM

Another significant milestone for the site!  (Unless you're a hexadecimaphile like myself!!)

:1st:


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#10132 Unusual Pokes (Spectrum Version)

Posted by Spider on 02 October 2018 - 04:51 PM

Unless they're overhead ones (like in the Wine Cellar) - I presume he can jump up and hit them (because his jump doesn't take him high enough to be 'above' the Fire cells)?

Yes. :) The one in 'To the Kitchen' because as you know he can jump and land on top of it = not good! But you're completely correct regarding jumping up/across. See pic "in action" The Wine Cellar while I jump to avoid the floor guardian:

 

Attached File  wine_cellar.gif   4.11KB   0 downloads




#10130 Unusual Pokes (Spectrum Version)

Posted by Spider on 02 October 2018 - 04:29 PM

I was expecting that Willy could walk on Water cells (e.g. the floor of The Bathroom), but if he jumped up through them (e.g. the head-height platform at the bottom of the ramp in The Bathroom), then he would fall through (because they would turn to Air and then remain as Air) - but that is NOT the case (because it's only a 'secondary buffer' effect).

 

I did anticipate that he could safely walk through Fire cells (in either direction?) - although he is still killed if he steps onto a Fire cell!

Yes :) , he can walk through them but not either jump from below or above and hit them, as in if he jumps all the way through it, he will die.


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#10128 Unusual Pokes (Spectrum Version)

Posted by Spider on 02 October 2018 - 03:25 PM

There is a side-effect from this actually I just noted. Willy can pass though fire cells in some instances, with a bit of care.

 

The asterix on 'To the Kitchens...' he can pass through it from left to right if he jumps from underneath, with care, he must not land on top of any fire cell however. Passing right to left is a case of just walking through it! :)

 

Attached File  asterix.gif   3.93KB   0 downloads

 

Standard un bug fixed (complete with keypad and attic bug etc) game engine, no other pokes applied except the one you indicated.




#10127 Unusual Pokes (Spectrum Version)

Posted by Spider on 02 October 2018 - 03:18 PM

Before I tried it, I looked at the code section to see what it would do, my first thought was that it would allow him to fall through water (water not earth) cells, as in not be able to climb them. :unsure:  Shows you how wrong I was! :lol:


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#10125 Unusual Pokes (Spectrum Version)

Posted by Spider on 02 October 2018 - 03:11 PM

Attached File  cc1.gif   3.81KB   0 downloads Attached File  cc2.gif   3.23KB   0 downloads




#10124 Unusual Pokes (Spectrum Version)

Posted by Spider on 02 October 2018 - 03:07 PM

38435,0

 

You're effectively making it ignore the conditional to check its attribute. Colour Clash :D


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#10116 Vic20 Version - Perils

Posted by Spider on 30 September 2018 - 03:24 PM

I thought I'd do a combi 'gridded' pic of MM/PGD/JSW just to have them side-by-side as such. I thought about Perils as well but given the resolution differences... :unsure:

 

Attached File  play_area_comparison.png   34.74KB   0 downloads




#10115 Vic20 Version - Perils

Posted by Spider on 29 September 2018 - 01:38 PM

The speed increase is relatively substantial, moreso when compared directly between the first and third file. Concur with you its fast enough like that.

 

I only wish JSW would run at that speed! , I tend to play it at about 120% to 130% usually as that I find is a sensible compromise with it not being too fast for tight manoeuvres but at the same time not being too sluggish.