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Spider

Member Since 11 Apr 2014
Offline Last Active Feb 23 2018 11:20 PM
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#9028 Bbc Version

Posted by Spider on 21 February 2018 - 09:28 PM

Great work! It is nice to have them on one virtual disk! Good working versions, this is cool. When did you form this site? I have been a MM and JSW fan since 1983. Well worth having a community of their own. These games are legendary and must not be forgotten.

 

August 2014. :)

 

I had one planned for a few years before that but never quite got around to it until then.




#9018 Bbc Version

Posted by Spider on 21 February 2018 - 03:37 PM

No, I did not know it. I have seen Jet Set Willy only on C64.

 

You may be interested in this then perhaps. :)

 

 

This includes both the 'tape' and 'disk' version of JSW2 as they are different even though these days they are mostly disk based. Summary simply is the 'disk' version mirrors other versions and loads rooms from disk as you play, whereas the 'tape' version retains most of the 'space station' rooms but has very few mansion rooms.

 

You'll see what I mean about the flickering effect though, if you compare Manic Miner to JSW (either version)




#8992 Oric Version

Posted by Spider on 20 February 2018 - 05:03 PM

Hello Spider! I just wrote a small article about this nice ORIC Manic Miner. I do not know if you allow links but here it is:

 

http://kolttonen.fi/...er_on_oric.html

 

It illustrates two very small hacks to get infinite lives and to enable room selection. The POKEs I found on the web would not work for me.

 

Talking of collections / collecting, you may want to speak to Dasse actually as this topic may prove interesting. :)




#8982 Oric Version

Posted by Spider on 19 February 2018 - 06:57 PM

That's great thank you. :) :)

 

I did have an infinite live POKE here (scroll down a bit to the end of the first post) which from memory did work well for me but what with their being a couple of versions of this about its interesting to know that an alternative is available too.




#8977 Oric Version

Posted by Spider on 19 February 2018 - 02:20 PM

Thanks, the extra caves look fantastic. I have been looking for the original ORIC tape (or disk!) release for eight years. No luck so far, sadly!

You're welcome. :)

 

The download is linked to this topic although I do know what you mean the (relative) lack of original boxed Oric software...

 

I do have one (An Atmos) although I have yet to get any video output from it, the rest of it appears fine however as it responds to basic Sounds etc, so I suspect only the video output is still suspect now.




#8968 [File] Screen Compress

Posted by Spider on 16 February 2018 - 08:30 PM

You're welcome. :) I appreciate the 'feedback' too.

 

I tend to just use a 'new' tape file to save the output on, then simply copy/paste that into an existing tape file as required having written a loader or such already for it, but its use varies as you know.




#8964 [File] Screen Compress

Posted by Spider on 16 February 2018 - 12:26 PM

Great stuff. :) :)

 

It should behave the same in Spectaculator, the main difference with that emulator is you must choose New > (and a tape file format) then remember to press the 'REC' button on the tape deck window before running the Save command. :)




#8957 [File] Screen Compress

Posted by Spider on 15 February 2018 - 07:22 PM

You need to insert a tape. This is fractionally easier with Spin as you don't have to choose to record. Get back to where you were (so its asking you to press a key to save) , then go to the menu in Spin:

 

Recording > Tape Recording > Insert Tape For Saving (nb: Ensure 'Real Tape Mode' is not checked here) , choose a suitable location and filename for the 'tape file' now, choose either .tap or .tzx as the format. Type it in complete ie: mytesttape.tap

 

Now you've done that, press a key to save. There won't be any 'save output' this time, it will just save. Once its complete go back to the Recording menu and 'Eject' that saved tape. Now you can drag / drop it in to load it or edit it with BlockEdit if you wish to.

 

The default address tends to not need a CLEAR but its probably sensible to use something like this to load it in instead:

 

CLEAR 29999

LOAD "" CODE 30000

 

Then just USR it to call it, the execution / call address is the same as the loading address. You can load it anywhere within reason in memory.

 

Extra tip: See the small note in the last paragraph of the first post in this topic. :) , this if done correctly hides it until its displayed. Summary simply here being ensure the ink + paper are the same colour before USR'ing the code, in 99% of cases you'll want a CLS between the LOAD and the RANDOMIZE USR too, regardless of colour choice.




#8955 [File] Screen Compress

Posted by Spider on 15 February 2018 - 01:51 PM

When you press "L" to load a screen it expects a tape to be loaded (drag+drop into the emulator window) and it will load the first screen$ file on the tape, actually it will load probably any code file so it may be best to drag the tape there first then position it via the Tape Browser if needed to the screen$ part.

 

Its stopped 'waiting' as you describe as its more or less sat at a LOAD "" SCREEN$ command, so its expecting a screen$ file.

 

Once the screen has loaded in, it will then offer to save it for you and show you the savings.

 

The file is relocatable too if required, so you can load it at say 60000 if you want and run it via USR (load address) this being 60000. Don't forget a CLEAR first though. :)

 

Please let me know if you are struggling with this, as I rewrote quite a lot of it to make it easy to use. :)

 

 

 

EDIT... I do have a different version of this but its not quite been polished enough that simply asks for an .scr to be dragged into the emulator instead, then you just press a key to tell it you've "loaded" the .scr and it then compresses that.




#8889 Idea for a new cell type in Manic Miner

Posted by Spider on 07 February 2018 - 01:46 AM

That's quite an interesting idea. It does remind me of one platform game but its name escapes me, its similar to how in some games (again, names escape me!) you can stand on a crumbly platform without issue but jumping up and down a few times and it dissolves.

 

I see what you're saying though a reverse effect crumbly by hitting it from below it dissolves. :)

 

I'm slightly drawn towards FNS thinking about this as that game has 'ice' cells where the player once on them slides along although that's very similar to conveyors minus any jump ability, and 'slime' cells which are just like earth but the walking speed is approximately half that of normal so care must be taken if a nasty/guardian is travelling along the same path as they are not effected.




#8888 JSW Central

Posted by Spider on 07 February 2018 - 01:39 AM

Looks good to me. :) :)

 

There's a typo on this page with the spelling of the game title, otherwise all good.




#8847 Pokes (Spectrum Version)

Posted by Spider on 03 February 2018 - 12:28 PM

Talking of Kong, play either of the Kong caverns as normal and flip the switch to drop him into the Portal after applying this:

 

Bug Byte version: POKE 37291 (#91AB) , 02

 

Software Projects, Ventamatic and MAD re-release versions: POKE 37302 (#91B6) , 02

 

Or try it at 1. Default is 4, a higher number is not recommended. :)

 

 

What it does:

Spoiler




#8846 Temporary Issues

Posted by Spider on 03 February 2018 - 12:20 PM

Thanks. :) Temporary issue at the host's end of things, the nscd (name server) service seemed to have a couple of small issues. I do note some maintenance is planned / in progress over the next few days but it should not impact the site's availability.




#8838 'Manic Miner' port for the VIC-20

Posted by Spider on 02 February 2018 - 08:56 PM

:) I saw that too.

 

There is a C16 version of the same : http://jswmm.co.uk/t...58-c16-version/

 

I'm not greatly familiar either with the hardware differences between say the C16 / VIC-20 and the Plus/4

 

I quickly played it, its quite hard :D , I do like a few of the effects (I tried the first build as well as the latest too) , the air bar although ti decreases in blocks it neatly and slowly colour cycles for each 'block'

 

The sound seems quite good too all-in-all for the machine itself.

 

Attached File  1.png   2.32KB   3 downloads Attached File  2.png   3.04KB   3 downloads




#8790 Pokes (Spectrum Version)

Posted by Spider on 31 January 2018 - 03:02 PM

Fall any height:

 

Bug Byte version: POKE 35809 , 255
Software Projects, Ventamatic and MAD re-release versions: POKE 35815 , 255

 

 

Walk through earth cells: (This more or less makes 'earth' cells behave like 'water' cells)

 

Bug Byte version: Attached File  mm_BB_walk_through_walls.pok   273bytes   7 downloads
Software Projects, Ventamatic and MAD re-release versions: Attached File  mm_SP_walk_through_walls.pok   273bytes   6 downloads

 

Although not by any means essential, it is recommended to apply the 'Fall height' poke at the same time as this one.