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jetsetdanny

Member Since 07 Mar 2015
Offline Last Active Jun 30 2020 09:39 PM
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#12155 [File] Manic Miner - DarkLight Modification

Posted by Spider on 28 June 2020 - 09:16 PM

Noted two YouTube video's of this...

 

Manic Miner with Light Modification (2020) Walkthrough, ZX Spectrum

 

 

 

Let's Play Manic Miner Dark Light Modification & First Impressions - 2020 ZX Spectrum Game

 




#12149 [File] Manic Miner - DarkLight Modification

Posted by Richard Hallas on 24 June 2020 - 02:10 PM

I would argue that it's marginally more difficult than in the unmodified game, particularly if you're not very familiar with the cavern layouts, because:

 

- The distinction between solid and crumbly platforms is less easily observed until you are up close to the platform (and potentially standing on it with it crumbling away under your feet!) - I think that's particularly pronounced in The Endorian Forest;

- Items don't colour-cycle until you are close to them, potentially making them a bit harder to spot;

- You can't see that the portal is flashing until you are close to it, so it could be easier to miss an item and get to the portal before it's opened.

 

That's all true, but I was speaking as an experienced Manic Miner player who does know the layouts very well. Certainly, the mod would provide extra challenge if applied to one of the third party MM games with less familiar (or new to the player) layouts. But as someone who's been playing Manic Miner since 1983, I don't find the lack of normal colour attributes in the standard rooms to be a hindrance at all.

Also, don't forget that for players who grew up with the Dragon version of the game, there wasn't actually any colour in that one in the first place! :-)




#12147 [File] Manic Miner - DarkLight Modification

Posted by IRF on 24 June 2020 - 01:48 PM

I really like these mods!

Gloomy Cavern restores the difficulty to being the same as the unmodified Manic Miner… so the new lighting effect ends up being purely cosmetic. However, it looks really good, and I almost like the game better this way… it certainly refreshes it a bit, after nearly 40 years!

 

I would argue that it's marginally more difficult than in the unmodified game, particularly if you're not very familiar with the cavern layouts, because:

 

- The distinction between solid and crumbly platforms is less easily observed until you are up close to the platform (and potentially standing on it with it crumbling away under your feet!) - I think that's particularly pronounced in The Endorian Forest;

- Items don't colour-cycle until you are close to them, potentially making them a bit harder to spot;

- You can't see that the portal is flashing until you are close to it, so it could be easier to miss an item and get to the portal before it's opened.




#12144 [File] Manic Miner - DarkLight Modification

Posted by Richard Hallas on 24 June 2020 - 10:26 AM

I really like these mods!

Gloomy Cavern restores the difficulty to being the same as the unmodified Manic Miner… so the new lighting effect ends up being purely cosmetic. However, it looks really good, and I almost like the game better this way… it certainly refreshes it a bit, after nearly 40 years!

 

As for the original mod with just a small area around Willy visible… this is a really exciting and hard core mode for experienced players. I quite enjoyed it after I'd got used to it in the Central Cavern… but overall I felt that it would be better if Willy could see further ahead.

 

I wonder… how feasible would it be to extend the visible area by one or two character spaces both ahead and above? And/or make the last visible square above/ahead appear in blue on black, to give a sort of 'light fading away' effect? At the moment the full colour just stops; it would be nice if there could be an extra square in blue on black (either just ahead and above or even all around) to indicate the fading edge of the light.

 

Anyone up for the challenge?  ;)

 

A final thought… if anyone did fancy attempting the blue-on-black light-fading-away 'halo' around the visible area, it might be quite nice if the four corners of the visible area could be changed to blue on black and then the sides between them made into this colour scheme, but one character space further away. That would produce a more 'circular' effect for the lit area, which I think would look better. At present, the light is cast in a square, whereas in order to be authentic, it ought to be more of a circle, really.




#12119 [File] Manic Miner - DarkLight Modification

Posted by IRF on 18 June 2020 - 09:12 PM

Andy, please re-download the 'Gloomy Cavern' snapshot (from the post three above this one), as I've edited it again to fix a problem.




#12116 [File] Manic Miner - DarkLight Modification

Posted by IRF on 18 June 2020 - 07:59 PM

Good stuff Norman, although there is a quirky thing going on whereby the cells behind Willy are drawn in black INK, meaning that you can move around progressively 'erasing' the cavern as you go - see the attached recording.  By the time Willy reaches the portal at the end of the Central Cavern, the whole cavern has reverted back to how it is in the 'Dark Light Modification', and your initial 'gloomy blue cavern' effect has been erased!

 

One more POKEs seem to do the trick!  Try POKE #9378, #01 (or POKE 37752,1 in the antiquated decimal system).

 

Like Norman Sword's POKE, this should be applicable to both the Bug-Byte and Software Projects variants of the game.

 

If you only apply the above POKE, the cavern is revealed as you explore, but then the parts you have seen stay revealed.  In conjuction with Norman's POKE (#9365,#70 or 37733,112), the whole cavern is shown in black PAPER / blue INK throughout, except the cells in close proximity to Willy at any given time, which are revealed in their 'proper' colours whilst he is nearby.

 

EDIT: Both of the above POKES are applied in the attached snapshot.  Makes things a bit easier!

 

FURTHER EDIT: Following discovery of additional glitches, it turns out that eight more POKES are needed to completely implement the alternative 'gloomy cavern' effect (so that's ten in total):

 

POKE #9417, #01

POKE #941E, #01

POKE #9421, #01

POKE #9424, #01

POKE #9427, #01

POKE #942E, #01

POKE #9435, #01

POKE #943C, #01

 

I don't pretend to completely understand how this works!  :blush:  :D

Attached Files




#12111 [File] Manic Miner - DarkLight Modification

Posted by Spider on 18 June 2020 - 10:23 AM

Some good points. :)

 

Please bear in mind I'm not the author of this, my "work" was simply to build a tidy loading screen/loader and turn the instructions into two game files. The credit for the 'modification' and idea itself goes completely to Pgyuri.

 

In regard to teleport yes the TYPEWRITER does function just as well as 6031769 , I felt it prudent to build one for each main variant simply as instructions were provided for each. Should be noted the "patch code" block itself, the tzx file in the instructions zip is the same for both. The manual POKE's are obviously slightly different given the different addresses.




#12110 [File] Manic Miner - DarkLight Modification

Posted by IRF on 18 June 2020 - 10:17 AM

Once properly executed, Norman Sword's tweak to Pgyuri's original idea should give the right level of added difficulty without making the caverns pseudo-impossible.

 

e.g. With everything highlighted in blue INK on black PAPER, you'll be able to track the movements of guardians, but the distinction between solid and crumbly platforms will be less obvious until you are on top of them (with the crumbly ones crumbling away!)

 

****

 

I wonder how difficult would it be to make the Solar Power Generator a special case cavern, with the solar beam being visible throughout with a 'highlighted' zone either side of the solar beam similar to the lit up area in front of Willy?




#12109 [File] Manic Miner - DarkLight Modification

Posted by IRF on 18 June 2020 - 10:11 AM

I thank you for this version, but far too hard for me, couldn't even complete The Central Cavern. I like the effect, and it is a

good idea in theory, but in practice it ruins playability for me. How about once you have been to an area it remains lit? That would

help playability a bit.

 

Sorry, I hope you aren't upset with this.

 

I take it that comment was in response to the initial file by Pgyuri?  Norman Sword has attempted to create a more playable version (see attachments three posts above this one), which have a 'gloomy but still visible cavern' effect.  However, that effect doesn't sustain itself for the duration whilst you try to play through the cavern, so I think that it needs another tweak.  (I'm sure Norman will come up with something in about five minutes after he's read this.  :) ) 




#12108 [File] Manic Miner - DarkLight Modification

Posted by MtM on 18 June 2020 - 10:05 AM

I thank you for this version, but far too hard for me, couldn't even complete The Central Cavern. I like the effect, and it is a

good idea in theory, but in practice it ruins playability for me. How about once you have been to an area it remains lit? That would

help playability a bit.

 

Sorry, I hope you aren't upset with this.




#12106 [File] Manic Miner - DarkLight Modification

Posted by Norman Sword on 18 June 2020 - 09:22 AM

I ran one of the versions listed above. I modified the file by changing one instruction from LD (HL),L    to    LD (HL),B.     The original opcode is used to wipe the attributes, the changed opcode just sets them all to BLUE ink. This one byte change allows you to see the method used to draw the area illuminated by Willies head lamp.   (allows you to actually play the room- within the limits of what the change in code does)

Note no other change was undertaken by me... What you see is how this program does the illumination. 

 

 

dim version.szx has the cheat already activated

dim 2 version.szx does not have the cheat activated   ---- With the mods Note change from dim2 version.szx to dim 2 version .szx

 

 

ADDENDUM 

 

The poke is    Poke 37733,112  -  Changing the value from 117 to 112 - changing the opcode from LD (HL),L    to LD (HL),B
The poke is   Poke #9365,#70   - Changing the value from #75 to #70 - changing the opcode from LD (HL),L    to LD (HL),B


 

Attached Files




#12103 [File] Manic Miner - DarkLight Modification

Posted by IRF on 17 June 2020 - 11:18 PM

That's a cool effect, and very in keeping with the 'mining' theme!

 

It took me seven lives just to complete the Central Cavern!  I found that dropping off the centrally-placed brick wall onto the conveyor, and then pressing (and keeping) the Right movement key to hold Willy in place whilst waiting for the yellow robot to appear, gives you an extra cell of 'forward vision', and that helped to get the timing of the jump over the robot right.

 

Most of my lives were expended trying to remember exactly where the overhead stalactites, poisonous pansies and underfoot crumbly cells are on the top platform.

 

I'd say that without a good advance knowledge/mental map of where the hazards are located, this game would be extremely difficult!




#12101 [File] Manic Miner - DarkLight Modification

Posted by Spider on 17 June 2020 - 01:01 PM

Posted Image

 

File Name: Manic Miner - DarkLight Modification

File Submitter: Spider

File Submitted: 17 Jun 2020

File Category: JSWMM Releases

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

 

An interesting twist to a regular Manic Miner game!

 

Miner Willy can only 'see' what his lamp would conventionally light, making the game much much harder to play.

 

Both BB and SP variants are included in individual zip files (as .tzx tape format) as well as the authors instructions with patch file to allow this change to be applied to third party games too.

 

The .tzx's are 'ready to play' complete with loader. A small change to the original loading screen was applied too, in essence the attribution text present in the SP variant loading screen is applied to the BB version as well as the removal of the 'flash' effect from the screen itself.

 

Enjoy!

 

Click here to download this file




#12142 Playing around.

Posted by Norman Sword on 23 June 2020 - 07:29 PM

Post #112 now has an extra file     ---- Untried but apart from the Bonus on completion the same program . Accessable via This Link

 

 

 

 

Addendum

 

when I uploaded the file I was looking at the size of the file. Knowing the amount of code added was around 30 bytes. The original file was 36.93 K bytes and the revised was 36.98 k bytes. Seemed to be too big a change in the file.

So I went back to the assembled file. I had written two routines. the first awarding a fixed value in points, then I added a second routine which awards a sliding value. The second routine just jumps over the first when it has completed. The file I uploaded includes both routines, and only executes the second routine. The first routine just wastes some bytes of memory. (it will never be executed) 

 

 

More haste - less speed 




#12140 Playing around.

Posted by Norman Sword on 23 June 2020 - 04:35 PM

The only reason I will change the version I have uploaded, is if a bug comes to light. I would fix the bug and perhaps implement a sliding bonus routine (written). I do not want multiple versions. Once I start down that path, I can add new rooms, edit the rooms, change the sprites add new routines, change the scolling message, add new ....   etc