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Spider

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Everything posted by Spider

  1. I do too. It was a bit different back then with real hardware. Yes I did have a multiface which could do snapshots however the time taken to save/load was about the same as the whole game if not more (if memory serves, it would take the whole lot of ram, with or without display file) , it was more for editing things for me. Having said that and its a different topic completely in a way, I do wonder how far we can now get on some games without -any- rollback or otherwise. I did try this with other machines (non ZX) versions with some success. Perhaps a Christmas idea.
  2. Thank you. I have seen the w11a on the (brought in about 96 or 97 I think?) CD 'Spectrum' from Craig Rothwell. It combines several games. There is some kind of cheat also (needed) but although at one point I did know what it was its escaped me at the moment. I'll have a look at these tomorrow. ๐Ÿ™‚
  3. Not that I am aware. You'll notice the colours used also are in some rooms less. This is because JSW2FF aka "JSWFF" started life on the Amstrad and the colour palette on that is a bit different. Theoretically, you could use JSWED to 'edit' them but: > It seems very hit/miss with JSW2 , I can't really recommend it for this > I have no idea if it would work
  4. Lives do not matter , if Willy hits anything dangerous (guardian / fire cell) on his run it will cost him a life. This is also why the cyan guardian in Top Landing won't catch him. Have a look at these: test_one_item.tap One item (bathroom tap) only needed. No other items in the game. test_one_different.tap Toilet moved a bit and Maria moved. Notice as soon as near her he starts his run. This is best viewed by ignoring the tap item initially, moving left to Top Landing, seeing where Maria is, then moving back. Note this second file, because the Bathroom ramp does not currently reach the floor , -if- Willy dies near the leftmost of Top Landing, he'll never make it as he re-appears on the right. AFAIK this is because the 'move room' code may of been in effect aka because Maria is the far left, he's moved to the right as if he's entered the screen. Its probably a bad example. It is possible to complete this by ensuring you either use the extended ramp or with care moving to the far left of Top Landing, make sure the Razor blade is on the way up not down, and he'll clear it. This is setup like this on purpose (sorry) to show how he can die on his way and never make it or he can with care. Note: The files likely contain all the original bugs plus possibly others as I used an old test file. It would be best to not use them for further editing (at your own risk etc) to create anything , other than experimentation. EDIT... Added a bit more as to why the second file is both completable and not completable depending on the players timing.
  5. If it persists let me know, but (afaik) my options are slightly limited in what I can do.
  6. No , guardians do not disappear. Collision detection is still active so if Willy collided with an arrow / fire tile cell / guardian on his run it would cost him a life. There's no user control input at this stage. Having said that you can in an emulator poke a value at #85DF ( 34271 ) at any time: 0 = Game is in progress , some items left etc 1 = All items are collected , remove Maria (normal user control still) 2 = WIlly has landed on the bed*** , and the code will make him move right (no user input for control aka left/right/jump accepted) 3 = Willy has reached the toilet , change the sprite here What I mean by this is, you can set this during play if you like, but setting it to 3 might make him invisible (not tried this) and 2 will make him run rightwards , also after completion you can set it back to 0 if you wish to roam around more. *** There is a slight bug where if using O+P to move , he can stick to the bed as its a conveyor. 9 times out of 10 pressing Q+W or 7+8 a few times (all the top row is left/right) will free him. There is a fix for this , set #E3D6 to #FE ( 58326 , 254 ) You could I suppose put Maria / Bed / Toilet in one room with one item! ๐Ÿ™‚
  7. What I might do is if I can find it send you (for your own thoughts) the 'almost finished' version. EDIT... Full complete 'ready' version recovered! ๐Ÿ˜ฎ
  8. Best guess , the check for between mode 2 and 3 does not realise you've reached the toilet. Try it again, enable 'writetyper' so you can jump a room perhaps. Does Bridge still exist ? Teleport there when he's stuck in the bathroom, he ought to run right into Off Licence and either get hit by a vertical guardian or reach the wall. Is Bathroom still room ID #21h / 33 ? If not... At #9588h / 38280 , change the byte there to match the new Bathroom ID number. The code for this is really simple, this is not executed unless 'mode2' is in operation , aka he is running rightwards after landing on the bed: 9584 LD A,($8420) Get the room number 9587 CP $21 Is it the Bathroom ? 9589 RET NZ Exit if not in Bathroom, we're done here 958A LD A,($85D3) Get Willy's co-ordinate 958D CP $BC Is he at the far right (minus the wall) yet ? 958F RET NZ Exit if not Beyond this the sprite would change to the Willy/Toilet one as he's reached it. My (as above) suspicion is Bathroom is not the right ID number as shown in #9588
  9. I did have a special (sort of) JSW game in the works since perhaps April / May / June this year but had a bitlocker accident and lost the later builds, I do have an earlier build but no notes to go with it. I had planned on (you've maybe seen on Spectrum Computing a year or so ago) the comparisions between platforms, I had thoughts of doing this with JSW too, only 'officially' released versions as such. There's still a bit of time ๐Ÿ˜‰ ๐Ÿ™‚
  10. I'm not 100% sure what you're asking sorry. Did you mean the rooms themselves or just their tile UDG's ? There is some kind of bug if you export rooms, it can either truncate the exported data or do other things. Its openable in a decent text editor, offhand its something like an extra or missing closing tag, as the exported room data is quite straightforward to read. The UDG's themselves can't be exported as such directly (as far as I know, I could be wrong) EDIT... See Jet Set Willie's reply above mine, we posted same time! ๐Ÿ™‚
  11. Welcome. For reference (someone might search for it) to do this in Manic Miner: The default value is the same of 0C , as above change it as required. It can be found at: 8BE7 - Software Projects version 8BE1 - Bug Byte version
  12. I can't test this at the moment don't have an emulator to hand however if you can change the value stored at 8EE2 (Default is 0C) to a higher one it might work, you probably need to go in steps and experiment with this. I did long ago manage to alter it to let him survive another couple of blocks it was not hard, try 0E or then 10 or 1B or 1D Untested. Assuming 48k JSW , if its MM say which version.
  13. I suppose its a case of necessity ๐Ÿค” as in "what might work" Cruder: INPUT A$ : LOAD A$ (just press enter don't enter a string)
  14. Spider

    Maps

    Another MSX JSW map, this one is quite similar but highlights where the objects are. I noted no wording on the water tiles in Hades, however that might be the map makers decision unless slight variations exist...
  15. Another vote from me. Only tried briefly at the moment (time is not in good supply) however what I did see was very good. ๐Ÿ™‚
  16. A little investigation and (as I had no idea really what was meant by 'card') to my mind that was a cartridge. I also noted (was mentioned about protection in another topic) JSW had a ten page long keycode inlay. I am assuming this was the tape version, given the 'difficulty' (not impossible, but expensive back then) of copying the hardware version.
  17. The 'code' code shouldn't effect it unless its done something silly perhaps such as moving things around. Its only a couple of bytes to change the 'starting' code to jump to the title screen or (better) remove it and replace it with three instructions, leaving some free space plus emptying out the codes area, the latter I tend to do just looks neater somehow. I've not used the 64/128 variants much sorry, however others here have so hopefully a better reply will be along shortly. ๐Ÿ™‚ For the immediate moment can you carefully verify you've not re-used a tile colour for a different cell type ? As in (a bad example) setting both 'air' and 'fire' to the same ink/paper. EDIT... Welcome too!
  18. It is alas no longer adjustable since version 4 of the software here, this uses php's 'sessions' function for this purpose. Previous versions had a bit of control over this. IIRC I used to set it to 60 minutes, so assuming session and other cookies were present it wouldn't matter. I don't have control over this new one (afaik) php.ini won't override. I'm assuming as Danny has said you're checking the option to remain logged in. I will make a note to look into this more however.
  19. LOAD INKEY$ ๐Ÿ˜ƒ๐Ÿ˜ฎ
  20. Over at Spectrum Computing: https://spectrumcomputing.co.uk/forums/viewtopic.php?p=155579 Must admit I knew most but not all of these methods, although it was not something I had really thought about doing or trying. It is interesting to see some variations however. Thought I'd share here. ๐Ÿ™‚
  21. Although a different game, with JSW it makes Forgotten Abbey a little bit more tricky (the bottom row jumps) In MM I did note that Skylabs , Warehouse and to some degree Amoebatrons Revenge were all slightly more difficult given the precise nature needed in these, the former two especially. I couldn't really say that Solar Power was any harder as it is all about 'player' speed in that cavern, too much hesitation as you know and there's no air left! ๐Ÿ™‚
  22. Those disassemblies don't cover the 64/128 variants. As far as I know (and its limited, as above) JSWED doesn't provide any inbuilt means to do much with the extra memory, by this I mean it uses it itself for the extra rooms/sprites/music. I've not looked at the documentation to see if its covered which pages (pages of memory) it uses. If you are just wanting extra guardians per room or suchlike, there is a quite a variance in the 64/128 versions as I recall, that is listed in the .pdf itself. I suspect its not quite that simple though. ๐Ÿ™‚
  23. It could go a LOT faster with rewriting the main loop and more importantly moving the buffer data areas out of contended memory. But I sort of think too fast could be annoying. The contention can be 'emulated' (as in disabled) in ZXSpin at least. Thank you I appreciate your kind reply. ๐Ÿ™‚ The 'extra' bonus stuff was really just boredom I think. The linked post shows the 'changes' which are very minor (no pun) aside bonus incrementation/air levels. V2 does not have these extra scoring elements.
  24. I've not really looked at the 64/128 variants sorry. The actual 'running code' is quite near the original 48K version, not quite the same but not miles away from it. I base this on the fact that some of the original game pokes do function on these variants, but not all. The actual extra memory will be paged in (and out again) as require, as 16K blocks into the upper memory area. The later black plus2 and plus3 are a bit different iirc but this is really about switching something into what was the rom area. I've very little (if any practical) knowledge of the 128 paging as I've never had need to use it myself. If you can say what you're trying to do / would like to , perhaps someone can provide further guidance. ๐Ÿ™‚
  25. Further to my post on page two here , I decided for no real reason to change the scoring and add a bit more air, as well as compress the code to reduce it's loading size. There is a lot more scope to optimise this, it is starting to 'click' now properly with me. For now , two identical versions with the increased bonus/air , one with a loading screen and one without. Without screen$ MM_SP_Faster V3_EXTRA_BONUS_WITHOUT_SCR.tap With screen$ MM_SP_Faster V3_EXTRA_BONUS_WITH_SCR.tap The game code is identical in each of these two. For reasons of sanity I've named it 'V3' as the one in the linked post is V2 And a quick playthrough: MM_SP_Faster V3_EXTRA_BONUS_WITH_SCR.rzx .rzx recorded with Spectaculator, it should play back fine in most other emulators I expect.
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