but the end user wouldn't need to unpack it, JSW 2 seems relatively bug-free running in it's compressed state ... when developing it you could just save it in stages or just emulate bigger memory ... if that's in any way possible.
Well I guess that's true. But you'd need some kind of 'on the fly' decompression to 'test' it as you'd not really be able to reliably edit a compressed file. Think of this as trying to edit say a .zip file "directly" with a hex editor. At least that's how I see it, I could be completely wrong.
Any idea why?
This saves quite a bit of loading time on a 'real' machine or emulated for 'tape emulation freaks' (such as me!)
Yes i'm trying to learn assembly language but my aging brain isn't quite able to take it in, i need to see if i can find something on YouTube or somewhere as i can't learn from reading books, i can see your point about making the existing code more efficient, from the info here it would seem that Matty really had to rush the game through .. i've always wondered what those missing 4 rooms would have looked like and where they would have been
From various bits of research ( ! ) they were going to be part of the MegaTree. There was something he said once (well, so I read) along the lines of the fact the tree was meant to be a lot bigger, so I'd assume that is where at least two if not more of them would of been.
The only use of this I can think would be where you need to climb up a rope to avoid say a row of floor nasties then climb down and exit the rope to run across some crumblies.
The rope would have to be not central in most cases, say starting at 4 to 8 blocks in from the left.
Its an interesting thought though, but I would think once he'd landed on the crumbly, the 'reduce the floor!' part would start it may just take another game tick or two before the main loop 'saw' where he was standing and started this.
Bear in mind part of the reason for those keys to control him was for the Sinclair joystick option (which used 67890 or 12345) but that's not of much practical value these days, emulation tends to use Kempston anyway
The only caveat would be someone on a real machine (a +2 / +2A / +3) using the built in joystick ports as these *are* those key combinations.
Safe start ? Best way to explain this. Head to the First Landing and climb down the stairs a little bit, now turn around and jump up, aim to hit the guardian in Top Landing when Willy 'appears' in the room above to cause an IDS. When the game finishes, restart it and you'll start in the room Willy died in, aka Top Landing.
Best way to show this one: Go to Ballroom West on the right hand side of the screen. Now jump right so you'd enter the screen mid-air and normally it would be an IDS as you'd repeatedly hit the vertical guardian. This time you lose one life (on hitting it) then you restart safely on the left of Ballroom East.
Finally here is the file, its a .z80 unfortunately I do not have tape files. Note from looking at it, even without any options selected its semi pre-patched to some degree. Does not display properly (basic listing) in Spin, OK in Spectaculator. Start it with GOTO 15 if needed (attached file is already running and is 'as found')
I'm aware 'safe start' is possible in JSWED though but the others are a bit of a mystery.
There was also an invisible and impossible to reach item in First Landing. The Software Projects fix relocated the item to The Hall — although some fixes relocated the object to The Bathroom where it became visible as another tap item, by poking value 33, instead of 11.
I can't say I've seen that 'fix it by moving it to The Bathroom' before...