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Member Since 23 Aug 2015
Offline Last Active Nov 19 2018 12:10 AM

Topics I've Started

Opening Walls in JSW64

10 November 2018 - 05:35 PM

I was looking at the code which implements opening walls in the JSW64 game engine.


The way the existing code works, the pixel-rows disappear from top to bottom, and then the attributes of the blocks are turned from Earth to Air.  However, if you have a opening wall which is several blocks high, none of the blocks get turned to Air until the whole wall has had its pixels cleared.  So you can temporarily have an INKless wall, several blocks high, before the whole lot turns to air.


Having scrutinised the pertinent code, and thinking out loud, I wonder if the original intention was for each block in turn (from the top one down) to turn to Air as the eight pixel-rows of each are cleared.  A simple single POKE can be used to achieve this - and it involves reversing the conditionality of a relative jump (so a simple mistake by John Elliott when writing the code might explain the way the feature ended up, if my hunch is right that they were intended to disappear one-by-one).


Have a look at the two test files attached.  They illustrate the difference between the two variants of opening wall mechanics.  The opening wall in the 'unfixed' file behaves exactly the same as in the unpatched JSW64 game engine.  In the 'fixed' file, I've changed the value of address #FFD9 from #20 (JR NZ) to #28 (JR Z).


Willy starts off in the Off Licence.  Collecting the single item in the room causes the wall to start opening.  I've come up with a little challenge based on the different behaviour of the opening wall - only in one of this pair of files is it possible for Willy to leave the room and access The Bridge.


EDIT: Both files have been updated, with the addition of an extra Fire cell to prevent an (unintended) loophole.

[File] Manic Mixup

26 October 2018 - 10:25 AM

Posted Image


File Name: Manic Mixup

File Submitter: IRF

File Submitted: 26 Oct 2018

File Category: JSWMM Releases

System: Sinclair
Original Author(s): Matthew Smith / Andrew Broad
Third Party Author(s): Ian Rushforth & Andy Ford


"Times are tough for poor old Willy. Decades of excessive partying have taken their toll on his finances. Despite already having downsized his mansion in 'Jet Set Mini', he is finding it increasingly difficult to afford the cost of maintaining his home, and keeping his formidable housekeeper Maria in the style to which she has become accustomed!


And so, after dusting down his trusty hard hat, Miner Willy descends back into the subterranean realm where he first made his fortune 35 years ago. Emerging into the Central Cavern, he soon notices that things have changed somewhat since the last time he ventured down here..."




'Manic Mixup' is a remix of Matthew Smith's classic ZX Spectrum 48K game 'Manic Miner', and is released in 2018, 35 years after the original game. It can be played on a real Spectrum, on the Sinclair ZX Spectrum Vega/Vega+ or on a computer, games console or another device using a ZX Spectrum emulator.


The starting point for 'Manic Mixup' was an amalgamation of two projects by Dr Andrew Broad: his laterally-inverted version of 'Manic Miner' ('reniM cinaM') and Andrew's 2008 remix of 'Manic Miner'. Into this melting pot was poured a cluster of newly-designed special features, making 'Manic Mixup' quite unique amongst games based on the MM game engine.


Thematically, 'Manic Mixup' is a sequel to the authors' previous game 'Jet Set Mini', which was a modified version of 'Jet Set Willy' - that in itself being Matthew Smith's sequel to 'Manic Miner'. What a mixup!


All of the original caverns (and their perilous occupants) have had an overhaul in 'Manic Mixup', and the in-game music has been significantly enhanced. Furthermore, nearly all of the routines in the 'Manic Miner' game engine have been rewritten or redesigned for this project, for various reasons: to provide additional functionality (such as new sound and visual effects, and additional gameplay elements - including putting Willy's hard hat to good use!); to increase the efficiency of the code; and to fix various bugs in the original game engine.


However, the essence of this 8-bit, 48K game will be very familiar to devotees of 'Manic Miner'. We hope it gives you 'unalloyed pleasure'!


Click here to download this file

Post number 10000!

03 October 2018 - 08:56 AM

Another significant milestone for the site!  (Unless you're a hexadecimaphile like myself!!)

Willy HQ

19 August 2018 - 07:53 AM

I knew that I was living in the same region as 'where it all began' i.e. the Merseyside area.  However, I recently discovered that I am located even more closer geographically to 'Willy HQ' than I thought.


It transpires that Software Projects were based at the old Bear Brands site in Woolton Village, which is less than half a mile away from my house (and is now the home of my local branch of Tesco's!)

Comprehensive rewrite of Willy's movement code

10 March 2018 - 12:59 AM

This 'mini-game' builds on earlier coding efforts by myself and Norman Sword (thanks for your unwitting contribution, Norman!)

Attached is a zip folder containing two game files. The layout of the playable area of each file is identical (including the guardian settings and item placements). There are four playable rooms, all located in the upper region of Willy's mansion. The game contains a grand total of 16 items (#10 in hex!). Maria and the toilet are present - once you've collected all the items, make your way to the bottom of the ramp in The Attic to set off the end sequence.

The 'Before' file is based on the original JSW game engine (with only a minor hack to allow the toilet dash to take place within the four rooms). i.e. the mechanics of Willy's movement are unchanged.

In the 'After' file, I have implemented significant changes to Willy's movement, in order to prevent him from being able to pass through Earth/wall blocks in any circumstances.

[The only exceptions to that rule are (a) if he enters a room at a position that happens to coincide with a wall, or (b) if he is swinging on a rope that passes through a wall - although I would add that neither of those scenarios pertains in the attached files].

All 16 items can be collected using different methods in the 'Before' and 'After' files, because of the differences in the mechanics of Willy's movement between the patched and unpatched variants.

For some items, using two different manoeuvres between the two files is essential. For other items, one method might allow it to be collected in both files, with the alternative method only possible in one of the files. So your mission, "should you choose to accept it", is to use different solutions for each of the 16 items, across both of the game files. Oh, and without 'kamikazeing' any items (sacrificing a life in the collection thereof).