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Member Since 11 Apr 2014
Offline Last Active Feb 23 2018 11:20 PM

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[File] Jet Set 40-40

26 January 2018 - 08:37 PM

Posted Image


File Name: Jet Set 40-40

File Submitter: Spider

File Submitted: 10 Jan 2018

File Category: JSWMM Releases

System: Sinclair
Original Author(s): Matthew Smith
Third Party Author(s): Andy Ford, Ian Rushforth, Daniel Gromann


'Jet Set 40-40' is a redesign of Matthew Smith's classic ZX Spectrum 48K game 'Jet Set Willy' with a few interesting and unique features!


The layout of 'Jet Set 40-40' is very similar to that of the original 'Jet Set Willy', so those who have played the original will feel 'at home' immediately.


The number of rooms has been reduced to 40 and there is only one item per room. However:


The player has to collect four complete sets of items; once the last item of one set has been collected, the items of the next set will appear. The difficulty of the game will increase with each consecutive set of items, as more and more guardians emerge to threaten Willy's progress through his mansion and its surroundings!


The player is offered a choice of rooms in which they can start the game. An option of playing without some of the most extreme challenges can also be chosen.


We hope you will enjoy this 'quadruple quadragesimal' challenge!


Click here to download this file

Manic Miner Font

24 January 2018 - 10:10 PM

A question.


I took a glance at about a dozen builds of Manic Miner games but none of the ones I saw had a different font/character set for some reason.


Given that its possible to change this via a simple poke anyway and the fact there's a large chunk (2480 / #9B0 bytes) of 'usable space' at 37708 / #934C , this seems quite odd.


Note the above is the Bug-Byte version, the S.P and MAD/Venta still have the space but its not got source code remains in, it should be a bit higher up probably 33719 / #83B7 in these versions, but lets ignore those and stick with the B-B one otherwise this will get too confusing. The SP version contains a repeating pattern of 0 / #00 , 255 / #FF to 'fill' this space up.


I did try quite a few months ago to implement this change but despite my efforts at the time I could not get it to sit within a permitted boundary, given how the print routine works. The routine is identical in both JSW and MM so the 'fix' should be the same. The effects usually resulted in corrupted font output (printing graphics or nothing) or in some cases the wrong character by quite a way such as say printing "G" instead of "4" for a random example. I cannot recall exactly what was printed or not. I do recall trying then to manually just insert the font data a few bytes up or down to 'test' it (ignoring any potential crashes) but still got stuck.


In JSW to erm 'redirect' it elsewhere it is simply POKE 38546 / #9692 , x , this instruction is merely LD H , 7 so its the 7 that we would change.


In MM the same code resides at 37579 / #92CB and the instruction is the same LD H , 7 , so the change is POKE 37580 / #92CC , x to replace the 7 with another value.


There is the slight chance of putting the 'font code' elsewhere such as buried in the top third of the graphic data or the middle section however given how the screen memory (and memory in general) it would take a lot of work to 'hide' it there without destroying what was present. The huge gap would be great *if* it could be used, the fact its a shade over 2K in size does make me think this is possible.


Any thoughts ? :)

Pokes (non ZX versions)

09 January 2018 - 02:41 PM

Amstrad CPC:


POKE &6FA9 , &00 - Infinite Lives


POKE &7977 , &C9 - Infinite Air



Commodore C64:


POKE 16423 , 5 = Infinite Time


POKE 16632 , 0 , + SYS 16384 = Immunity



Commodore Plus4 / C16:


POKE &2A89 , &EA = Infinite Lives


POKE &3171 , &AD + POKE &317A , &AD + &3832 , &60 = Immunity



Oric Atmos:


POKE #1259 , #EAEA = Infinite Lives

Pokes (non ZX versions)

09 January 2018 - 02:41 PM

Amstrad CPC (JSW1)


POKE &57B7 , &00 = Infinite Lives


POKE &6279 , & C9 = Less moving guardians



Amstrad CPC (JSW2)


POKE &82A8 , &00 = Infinite Lives


POKE &8D86 , &C9 = Less moving guardians


Commodore C64 (JSW1)


POKE 14711,165 + SYS 8192 = Infinite Lives

Commodore C64 (JSW2)


POKE 20980,56 + POKE 20981,234 = Infinite Lives



Commodore Plus4 / C16 (JSW1)


POKE &2A7A , &AD = Infinite Lives (C16 version)


POKE &2A6E , &24 = Immunity (C16 version)


POKE &327A , &AD = Infinite Lives (Plus4 version)


POKE &326E , & 24 = Immunity (Plus4 version)



Commodore Plus4 / C16 (JSW2)


POKE &2657 , &xx = xx Lives , default is 38 for 8 lives. Try higher numbers.

Just wrong...

01 December 2017 - 03:32 PM