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Spider

Member Since 11 Apr 2014
Online Last Active May 31 2020 03:22 PM
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Topics I've Started

Portal Change Idea

08 May 2020 - 04:12 PM

I did have an idea the other day and today thought I'd try it. Although I'd made a mistake in my code and it did not work (plus something else, namely I think needing to shuffle a bit of code about) , the idea I thought may of had merit.

 

Two ways of doing it, either set the airbourne counter to #FF and jump back into the main loop or drop into the collision detection "kill" routine. It does seem slightly confusing as to if a POP is needed here to zap the last return address off the stack however.

 

Simply put the idea was : The Portal is fatal on contact unless its active. :)

 

The Kong caverns might be possible if jump and left is held down (not tested!) as M.W will not be in contact with it if he walks left under the earth wall with jump held down, causing him to leap up as soon as possible.

 

Just a passing thought...


[File] MM2020 Special Edition

29 April 2020 - 04:44 PM

index.php?app=downloads&module=display&s

 

 

 

File Name: MM2020 Special Edition

File Submitter: Spider

File Submitted: 29 Apr 2020

File Category: JSWMM Releases

System: Sinclair
Original Author(s): M.Smith
Third Party Author(s): Spider


 

 

 

 

 

Manic Miner 2020 - Special Edition

 

This small eight cavern mini game is dedicated to all essential workers in any industry or sector who are continuing to keep things moving during these highly unprecedented times of the 2020 lockdown. We say "Thank You"

 

The game engine itself is slightly modified from standard, the main changes of note being:

 

The caverns themselves are identical in layout of guardians and cells to the original except they are mirrored versions!

 

There is approximately a 30 seconds air grace period upon entering each cavern

 

If the air supply should for some reason actually run out during play the game will continue without loss of a life

 

The bonus for making Kong fall into the Portal is increased

 

Pressing Break during play will save the highscore

 

The caverns to play are as follows:

 

Eugene's Lair
Miner Willy meets the Kong Beast
Wacky Amoebatrons
Attack of the Mutant Telephones
Ore Refinery
Skylab Landing Bay
The Warehouse
Solar Power Generator

 

Should perhaps also be noted that both Kong and Amoebatron's screens in the original game are used twice, here the versions used are the second appearance of each as these variants are a fraction more difficult.

 

We will keep a top-x record of players scores too:

 

:1st: - 40173 - Spider

 

:2nd: -

 

:3rd: -

 

Thank you , and enjoy! :)

 

 

 

 

 

Click here to download this file


NHS / Care Workers Thank You

16 April 2020 - 09:00 AM

Just something I quickly whipped up:

 

[attachment=7106:Thank You.tap]

 

[attachment=7104:ty.jpg]

 

Goes without saying that non-NHS workers either in/out the care sector who are "helping" are also fully included in my thanks! :)


Spectrum Prototype

02 April 2020 - 07:04 PM

Although the Y.T video has been around for a while now as well as some text here is a more up to date article:

 

http://www.computing...trum-Prototype/

 

Now includes ROM image, credit to chop983 over on WOS for the topic itself. Regarding the ROM code, I have not attached it here:

 

This file is provided for research purposes only and may not be used for any commercial projects.

Special thanks to Kate and John Grant for allowing this file to be made publically available.

© John Grant
Distribution of the file is prohibited.

The Centre for Computing History Ltd
www.ComputingHistory.org.uk

Screen$ Loader Sample Schemes

11 March 2020 - 12:14 PM

Just after general feedback on these please, nothing more hence this topic being in Chat.

 

There are five samples, a very brief description of each:

 

1. Left/right/left/right pixels and attributes together

2. Pixels top/bottom then attributes backwards

3. Spiral outwards inwards pixels and attributes together

4. Pixels centre outwards up/down together then attributes two vertical blocks

5.  Left/Right and top/bottom pixels and attributes together

 

The standard picture is here with a Basic loader, the pic is purely for example purposes:

 

[attachment=7050:loader_sample.gif]

 

[attachment=7049:example_screen.tap]

 

The five example screen$ loading schemes (conventional .tap files, well kind of) are attached, again complete with Basic loaders. Note they might crash after loading but does not matter too much at this stage. Remember to turn off flash/edge loading to see the 'effects':

 

[attachment=7051:1.tap]

[attachment=7052:2.tap]

[attachment=7053:3.tap]

[attachment=7054:4.tap]

[attachment=7055:5.tap]

 

Thanks in advance for any feedback. :)

 

I prefer '5' although its the most difficult one, '4' would be my next choice followed by '1'