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Member Since 07 Mar 2015
Offline Last Active Jun 30 2020 09:39 PM

#12093 The AND, OR and XOR instructions

Posted by jetsetdanny on 14 June 2020 - 12:24 AM

A cunning use of the OR command, indeed! :)

#12019 Playing around.

Posted by jetsetdanny on 02 June 2020 - 02:04 PM

Don't wait until then, start it now! 


I'll second that!  :thumbsup:

#12002 Playing around.

Posted by jetsetdanny on 30 May 2020 - 07:07 AM

My replies are in green below.


Is the JSWII engine more difficult to work with than the original MM & JSW engines?


It would think it is, but it really depends on how one wants to work on it. If you use John Elliott's JSWED, you can load any type of game it works with (which includes, among others, both the original JSW48 engine and the JSWII engine) and edit the game using JSWED's GUI. In this sense, editing a JSW48 game or a JSWII game is pretty much the same, I would think. The differences are in the way one edits the rooms, e.g., to quote from JSWED's manual,


"19.5.2 Editing cells

Rather than editing individual cell graphics, you have to choose the graphic for each cell type from the list of all possible cell graphics. JSW2 supports 9 elements rather than the four in JSW48. These are:
• Air
• Water
• Earth
• Fire
• Ramps (both directions)
• Conveyors (both directions)
• Collectable items. You can have up to 16 items per room; there is no separate global limit."
So there are these differences. Whether they make editing a JSW game more difficult (or easier) than editing a JSW48 game, I'm not sure - I've never worked on editing a JSWII game seriously.



I have read that the room data is not compressed/encrypted in JSW so it is easy to edit etc., but from what I have read about JSWII, particularly on




it looks like the author of JSWII is still an active and very able programmer, and maybe JSWII reflects this, making it harder to edit or use the engine? 


Well, the engine of the original JSWII hasn't changed since it was designed 35 years ago, so whatever the author is doing these days doesn't matter one way or another, I guess.


However, perhaps you were referring to his updated version known as Jet Set Willy II+. Now that one, as I understand, uses a totally rewritten game engine, which JSWED does not work with at all. So any editing would have to be done by manual hacking, and since this rewritten game engine is not documented anywhere (TTBOMK), it would probably be a very difficult task to modify the game, because you would have to pretty much disassembly the game engine to know how it works before you were able to introduce meaningful changes.



Are there possible copyright issues?


"Jet Set Willy II" was released by Software Projects, so whoever is the legal owner of Software Projects these days probably owns the copyright of "JSWII". As I understand, there are some people around who claim they do.



Just wondered, mainly because so far as I can tell JSWII is the biggest of all the JSW games room wise, or am I wrong about that too? I would love to see something on that scale again anyway, with mainly easy screens (!) Or skill levels like Manic Panic.


The largest JSW games ever made are some of the ones using John Elliott's JSW128 game engine, which allows up to 256 rooms.


Sendy's "where's woody?" was the first game ever to have 256 edited rooms; however, the player does not have to visit them all to complete the game. You can omit the whole "love" sequence of 9 rooms which has no items, several rooms to the right of the "entrance hall" if you use the invisible teleporter, the whole sequence starting with "up the garden path" and some other rooms.


"Jet Set Willy: The 2010 Megamix"  is the largest JSW game ever made in terms of the number of rooms you *have to* pass through (or visit) to complete it. The game has 256 edited rooms. You have to pass through / visit 248 rooms to complete the game successfully. If you pass through 251 rooms, you have completed the game, but you have failed...

#11998 Playing around.

Posted by jetsetdanny on 29 May 2020 - 12:39 AM

The only released mod of JSWII - if you can call it that - is John Elliott's "Jet Set Willy 2: Super Pre-School Edition". The room "Shouldn't this be the Attic?" [039] was the first completely edited new room in a game using the JSW2 game engine since the original JSWII. 

#11915 JSW As Manufacturer (probably) intended .. kind of...

Posted by jetsetdanny on 23 April 2020 - 08:48 PM

It looks cool :). And the jumps during the toilet run are one of my favourite features of the game!

#11873 Title-screen tunes for Andrew Broad's JSW->MM and MM->JSW convers...

Posted by jetsetdanny on 13 April 2020 - 04:27 PM

Interesting experiments, Ian, thanks for them!  :)

#11864 Willy versus the Coronavirus

Posted by jetsetdanny on 02 April 2020 - 02:24 AM

It is sad to know that JSW continues to be second to tennis in your heart and spare time, Andrew  :( .


And good to know it might profit from this otherwise depressing situation  :lol: .

#11863 "Jet Set Jason: In Roddënwald" (Alpha)

Posted by jetsetdanny on 02 April 2020 - 02:20 AM

Danny, did you think of a way that I haven't tried in the recording?


No, I've tried it as well (using your file), but I don't think it's possible. These Fire cells are too close to each other to make a safe jump.

#11846 "Jet Set Jason: In Roddënwald" (Alpha)

Posted by jetsetdanny on 27 March 2020 - 02:23 PM

Congratulations, Ian!  :thumbsup:


I was wrong on both accounts, then. Errare humanum est...  :)

  • IRF likes this

#11843 "Jet Set Jason: In Roddënwald" (Alpha)

Posted by jetsetdanny on 26 March 2020 - 08:28 PM

I just managed it by both methods (i.e. via the 'low route' and the 'high route').  Simples!   B)


The biggest problem I encountered was that the emulator crashed as soon as I loaded up the game file!  (That was in QAOP - but I then managed to get it working in SPIN.)


Do you mean you collected both items after entering the room from the left?


Can you make an RZX of it?

#11837 "Jet Set Jason: In Roddënwald" (Alpha)

Posted by jetsetdanny on 26 March 2020 - 06:03 PM

The tree trunk is just made of Water cells (not Earth), so no difficulty passing through it, surely?


Yes, but you've got Fire cells (leaves) placed so that you cannot make any meaningful jumps.


Oh, perhaps you think it's possible to jump up vertically inside the tree and then just walk along the branch, below the Fire cell.


Well, no, because if you jump up vertically starting from the ground level, the jumps will take you one row too high (or too low) to be able to walk on that branch.


And you can't adjust the height - by jumping from a distance to be only one row up at the bottom, and then do the regular vertical jumps - because there is not enough distance to jump from at the bottom.


Again - without trying it again - but I did spend a few minutes trying to do it when playtesting - I don't think it's possible to collect either item or cross the room after you have entered on the left. It's impossible to reach the right side of the tree (beyond the trunk) AFAICT.


Which makes it such a brilliant design - it seems that it should be possible, and yet it's not!  :o


If I'm right in what I'm saying, I would highly recommend leaving this design as it, it's really cunning!  :thumbsup:

#11834 "Jet Set Jason: In Roddënwald" (Alpha)

Posted by jetsetdanny on 26 March 2020 - 04:10 PM

From my point of view - *if* I am right that the items cannot be collected after you've entered the room from the left - I think it's fantastic design (of the left side of the room) and I would strongly suggest leaving it in place as is. The items are tantalisingly close - not being able to collect them is delightfully frustrating!  :thumbsup:


*If* the room is impossible to cross from right to left, this could also be left in place, as the player could either collect the items and exit to the right again, or exit upwards, if there is a room above.

#11831 "Jet Set Jason: In Roddënwald" (Alpha)

Posted by jetsetdanny on 26 March 2020 - 03:56 PM

Without looking back at my playtest or trying to play the room again, I confirm that I did mean from left to right, just as I wrote. I entered this screen on the left, exiting from the building, and could see no way to move to the right of the tree trunk, so to speak.


Looking at it right now in JSWED, I must admit the room is probably not passable from right to left, either. However, the items can surely be collected after entering from the right. 

#11822 "Jet Set Jason: In Roddënwald" (Alpha)

Posted by jetsetdanny on 26 March 2020 - 03:48 AM

Thanks for your comments on my comments, Fabián! I read them with interest. My replies are in green.



“The French Classroom” (094)

I guess I wanted to say that there is only an Eiffel Tower (the item) and many imitations (the Fire cells).


That makes sense!  :thumbsup: 



“Chapel of the Ladies of Sorrow” (100)


Above it? A classic "Promised land" (I think that's Andrew Broad's term for it).


I believe it will be "The Forbidden Holy Ground" in Andrew's terminology. "The Promised Land" would be if the player couldn't reach this area, which they can see of course, at this point in the game, but could reach it later e.g. coming into the room from another direction. I don't think this is the case here, I think this area is unreachable for the player, which would make it "The Forbidden Holy Ground"  :) .


Quite a lot of religious terminology there, come to think about it. That's probably because of our devotion for JSW  :lol: .


Did I miss any rooms in my playtest?


I did load the game into JSWED to see the room numbers, but I didn't use the editor to browse through the rooms or anything like this, so I wouldn't know if I missed something.

#11821 "Willy's New Mansion" Special Edition

Posted by jetsetdanny on 26 March 2020 - 03:37 AM

Thanks for playing the game, Fabián!  :)


I would recommend using Rollback or saving and reloading snapshots if something seems very difficult and IDS scenarios happen. It helps a lot and makes the experience pleasant rather than frustrating  ;) .