*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. 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:
... 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.
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.
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:
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.
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!
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. Shows you how wrong I was!
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.