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Member Since 07 Mar 2015
Offline Last Active Feb 18 2018 09:37 PM

#8966 [File] Screen Compress

Posted by jetsetdanny on 16 February 2018 - 03:22 PM

I tried Spectaculator. It seems to work in the same way as far as loading is concerned, i.e. I need to have a TAP file with the screen (my picture) data following the Screen Compressor data immediately within the structure of the TAP file, so that it loads and gets processed correctly. Otherwise, if I use a regular Screen Compressor build and try to drag and drop a screen file onto it to load it, nothing happens.


Anyway, I have been able to process a couple of my loading screens (for micro-projects which will be made public in the near future) successfully. So thanks for Screen Compressor, Andy, it's a very useful tool!  :thumbsup:

#8963 [File] Screen Compress

Posted by jetsetdanny on 15 February 2018 - 09:47 PM

Andy, I've devised a successful workaround to solve the problem :D . It allows me to achieve exactly what I need, although it's not optimal in the sense of general usage of "Screen Compressor".


I did this:


Using ZX-Blockeditor, I created a new TAP file, which was your "Screen Compressor" with my picture attached after the last block of "Screen Compressor" data in the TAP file structure (my picture as BYTES ""SCREEN$ header plus Screen Data, 6912 bytes in length, starting at 16384).


I ran this file in SPIN. Immediately after pressing "L" to load the screen, it loaded my picture and processed it, compressing it correctly. Then I was able to repeat the steps I had previously succeeded in doing, i.e. I saved the compressed screen, inserted it into a custom BASIC loader, and then loaded the whole game to see if it worked. It worked like a charm! :)


So at this point I am able to use "Sreen Compressor" efficiently by creating new, individual TAP files of it for each project, by inserting my picture blocks into the "Screen Compressor" TAP file structure right after the last data block of the Compressor.


This is perfectly enough for me, but it's not exactly the right way to use this otherwise excellent program; certainly not the normal way. 


I'll try using it the proper way in Spectaculator tomorrow (I don't have Spectaculator on this computer), just out of curiosity what Spectaculator will do.


Anyway, thanks *a lot* for your help, I am very glad I am now able to use this whole technology of compressing pictures and loading them (used as loading screens) without the loading lines  :D .

#8962 [File] Screen Compress

Posted by jetsetdanny on 15 February 2018 - 09:16 PM

The version supplied only accepts a tape file to load from not .scr :)


Do you have a tape file with the screen code on it ? Typically it will start at 28350 and be of a variable length.


The compressor only provides a code file output not any Basic loader as such. The one in the 'demo' above however is a semi sensible base to use if you need a quick "loader" to test it.


Andy - I am totally at a loss here.


The "demo" file you uploaded looks like a final product *after* the compression and turning a picture from a 6912-byte-long SCREEN$ into a piece of code which gets loaded and then decompressed.


I don't have a problem now with this whole part - I've managed to do it.


My problem is that I cannot *load* a 6912-byte-long picture into Screen Compressor so that it processes it correctly.


When I load a .scr picture, Screen Compressordoesn't process it correctly. The picture is displayed on the screen of the emulator and nothing happens. When I press the "Start or stop the virtual tape drive" button, something gets loaded, visibly corrupting my screen (the upper part of it only) and then - without my doing anything else - the Screen Compressor shows its screen with the results of the compression (from this point on, I was able to save the file successfully and put it into a working BASIC loader - hence I say that I don't have a problem with this whole part).


I know that I wrote previously that I had solved Part 1 - loading the uncompressed picture into Screen Compressor - but I take it back. I did *not* solve this part yet. When I said I had solved it, I didn't realise that the corruption of the picture would perdure beyond the compression.


So my problem now is how to load the file into Screen Compressor so that it processes it correctly.


Now I know it should be a TAP file, not a .scr. So my question is about what structure this TAP file should have and what the BASIC loader should say.


Obviously it cannot be a kind of file like the "demo" you uploaded above, because this demo is already processed by Screen Compressor, it's *after* the compression. And I need to know what a TAP file should look like *before* the compression - the file which I need to load into the Compressor.



#8960 [File] Screen Compress

Posted by jetsetdanny on 15 February 2018 - 07:42 PM

Andy, thanks a lot for your help! :)


I got Part 2 right, so to speak. I was able to save a compressed screen, then insert it into a "full" TAP file (with a loader, etc.) and run the whole thing. It works like a charm :) .


However, I've still got a problem with Part 1.



When I drag and drop a .scr file onto Spin, it shows my screen in SPIN's screen, but then nothing happens.


So I tried pressing the "Start or stop the virtual tape drive" button in SPIN (at the lower left). When I do that, SPIN loads something (with the stripes and the sound) - I suspect it may be the "Screen Compressor" code itself - which corrupts the upper part of my screen. It is only after it has stopped loading that Screen Compressor shows the screen with the results of the compression (compressed size and savings). The compression works OK, I guess, but my screen had been corrupted because something was loaded onto its upper part.


Any ideas?


As for the SPIN's Tape browser, after my screen has been dragged and dropped and shows in SPIN's screen (and nothing happens), when I go to the Tape browser, the only tape it sees is the Screen Compressor itself.

#8956 [File] Screen Compress

Posted by jetsetdanny on 15 February 2018 - 07:03 PM



OK, I've got the file loaded into Screen Compressor and processed. Now I've got the screen where it shows the total compressed size and the saving (how many bytes were saved).


So now I want to save my compressed screen to the PC. How do I do it? This time I cannot drag and drop anything. When I press "S" it asks me for the file name, then, when I have input the name, it shows me a screen with info that "The screen is relocatable...", etc. and it says, "Start tape, then press any key". When I press a key, the program does what it would do on a real Spectrum - it shows the moving border stripes and makes the sound typical of data transmission. However... it doesn't save any file on the PC, AFAICT, it only saves whatever it does save virtually "within the emulator".


So how do I save the processed (compressed) screen, please? :)

#8954 [File] Screen Compress

Posted by jetsetdanny on 15 February 2018 - 01:37 PM



I've had a go at it, but I'm missing a key piece of information here, and so I'm unable to use this tool. How do I load and save files "within the emulation" on an emulator?


Here's what I mean:


I open an emulator. It is either ZX Spin or Spectaculator in my case.


I load Screen Compressor. I see the menu, like in the screenshot on top of this page.


I press "L" and I see the message "Load in your screen now...". And the program is waiting for my input.


What should I do at this stage, either in Spin or Spectaculator? How do I load something into the emulated program? I can't figure it out.


Your help on this will be appreciated :).

#8925 Pokes (Spectrum Version)

Posted by jetsetdanny on 08 February 2018 - 12:19 PM

The official Software Projects POKEs in Hex:



#8898 JSW Central

Posted by jetsetdanny on 07 February 2018 - 02:56 PM

Thanks, Andy!


I have corrected the typo.

#8855 J. G. Harston's version of "JSW"

Posted by jetsetdanny on 04 February 2018 - 04:33 PM

A further thought:


The game allows the player to choose the starting room (among other things). It happens after the game has loaded; the selection cannot be modified after losing all lives or aborting the game.


It occured to me that a solution to the problem described above would be to start in "I'm sure I've seen this before.." (room 15), collect the item there and then continue the game (without being able to return to this particular room) to complete it. However, when the starting point is set to that room, Willy emerges at the same coordinates as in "The Bathroom", i.e. at the floor level. In "I'm sure I've seen this before.." this effectively means he is trapped at the bottom, without being able to do anything meaningful and / or get out of this room...

#8854 J. G. Harston's version of "JSW"

Posted by jetsetdanny on 04 February 2018 - 03:16 PM

I have tried to complete J. G. Harston's version of "JSW", which has some extra rooms, new technical features and minor edits of the original rooms and sprites.


Sadly, I have found out that this version is impossible to complete in its current shape  :( .


There are 90 items to collect within the game. 89 can be collected. One item, though, is in the room "I'm sure I've seen this before..". This item cannot be collected, because the room is inaccessible.


In the original "JSW", this room is located between "We must perform a Quirkafleeg" and "Rescue Esmerelda". However, in J. G. Harston's version the right exit from "We must perform a Quirkafleeg" leads straight to "Rescue Esmerelda", and, similarly, the left exit from "Rescue Esmerelda" leads straight to  "We must perform a Quirkafleeg". So there is nothing between them, where "I'm sure I've seen this before.." should be.


From what I can see by looking at the game in JSWED, the only room from which there is an exit leading to "I'm sure I've seen this before.." is "Up on the Battlements". However, it is the downwards exit - you would have to exit this room downwards in order to enter "I'm sure I've seen this before..", which is, of course, impossible. Therefore, the room "I'm sure I've seen this before.." cannot be reached (except for using the Writetyper cheat, I presume), the item located therein cannot be collected and hence the game cannot be completed without cheating.


A question to Jonathan, then: Would you kindly release a bug-fix of your version of "JSW" and update your website accordingly? It would probably be a few minutes' job :) . 


In fact, modifying the value of these four addresses:


#D0EA - should be changed from #0E to #0F (to change the rightward exit from "We must perform a Quirkafleeg" so that it leads to "I'm sure I've seen this before..");


#CEE9 - should be changed from #10 to #0F (to change the leftward exit from "Rescue Esmerelda" so that it leads to "I'm sure I've seen this before..");


#CFE9 - should be changed from #29 to #10 (to change the leftward exit of the currently inaccessible "I'm sure I've seen this before.." from leading to "The Attic" to lead to "We must perform a Quirkafleeg");


#CFEA - should be changed from #28 to #0E (to change the rightward exit of the currently inaccessible "I'm sure I've seen this before.." from leading to "Dr Jones will never believe this" to lead to "Rescue Esmerelda")


will do the trick, I believe, and make the game completable.


It would be nice if you could spare a few moments to do this  :) .

#8853 JSW Central

Posted by jetsetdanny on 04 February 2018 - 10:41 AM

Thanks, Ian!


I have corrected the text by removing the comment about Willy being killed upon entry.

#8850 JSW Central

Posted by jetsetdanny on 03 February 2018 - 08:48 PM

I am pleased to announce that JSW Central has been updated. The changes are:


Chronology has been updated. Please let me know if you think anything is missing.


The section of the main list of games which lists games using the JSW48 game engine has been divided into two subsections: "New games" and "Advanced modifications of the original JSW".


"Jet Set Mini" has been included at No. 48 in the list of "New games". I had my reservations about it, but I decided to give it the status of a "new game", given the overall amount of changes which have been applied, including special effects (my reservations were due to the fact that visually it is not as radically different from the original as most of the "new games").


Three games have been listed as "Advanced modifications of the original JSW": "Jet Set Willy: The Nigthmare Edition", "Jet Set Mixup" and "Jet Set 40-40". 


Individual pages have been created for the four above-mentioned games. The first three feature full-blown screenshot galleries. In the case of "Jet Set 40-40", only a stub picture gallery is presented so as not to give spoilers (I intend to publish a full gallery once a year has passed since the release).


A placeholder for a new section has been added in the main menu: "Minor mods of the original JSW". This section will list a selection of mods of the original "Jet Set Willy" which are not "modified enough" to be considered new games or "advanced modifications", but which are interesting for various reasons: because they feature new individual rooms, new sprites, new technical features, etc. Work on it will be my JSW priority in the near future.


The "Scope and principles" section has been updated to reflect the recent changes.


Please let me know if you have any comments or come across any problems with the website  :).



#8844 Temporary Issues

Posted by jetsetdanny on 03 February 2018 - 10:32 AM

Just as a curiosity:


When I entered the site a few minutes ago I saw this sign:


Attached File  temperror.png   30.44KB   0 downloads


When I refreshed the page after taking the screenshot it worked fine, though, so everything's OK :)

#8834 'Manic Miner' port for the VIC-20

Posted by jetsetdanny on 02 February 2018 - 08:35 PM

Kweepa has announced the completion of a port of "Manic Miner" to the 16K VIC-20. The topic is on WoS, along with a video of the game being played.


I am not familiar with the VIC-20, but it looks like he did a great job!  :thumbsup: 

#8804 [File] Jet Set Mini

Posted by jetsetdanny on 01 February 2018 - 06:43 PM

Well, let's see.


If I were to work on making an efficient RZX recording of "Mini" at this time, I would be doing it with the intention of submitting it to the RZX Archive, not just for the fun of it. My action would be result-oriented, and the desired result would be to have the recording hosted on the Archive.


I wouldn't do it if you asked me not to submit it to the Archive yet, the release being too recent (less than a year ago).


However, if I make the recording and let you know the completion time and you beat it (making a recording of your own), then it won't make sense to submit my recording to the RZX Archive any more, but rather yours. And I take it as a very serious possibility that you will beat my time :) .


So, from this perspective, it doesn't make sense for me to make the recording now  :o .


Which is OK, I have plenty of other JSW-things to do, updating and expanding JSW Central being my top priority at the moment :).