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Spider

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Everything posted by Spider

  1. I concur, thanks. Appreciate the time/efforts gone into this. Regarding JSW2 specific rooms, yes that could be fun! 🙂 As they are "less well known" and some are a bit more obscure in their descriptors too.
  2. I've not re-read the whole topic (sorry) however I did find with a regular but modified 48K game 'engine' there was one instance that said "unused" or similar and using it turned it into a mutlicolour guardian. I've not tried to duplicate this again. EDIT... I see now from the file in the earlier post in the topic, it shows colour cycling in the editor but not in the game. Clarified that.
  3. Ah OK. Yes "each to their own" I'd probably not use it for direct mapping myself but it is nice to have it there. What I tend to do is for smaller games, apply immunity completely and freeze the guardians in their initial places with a couple of code changes, then take a screenshot, moving from room to room. Once I have them all I edit out MW/JSW from the pictures and assemble them that way. It is tedious and Pavero has a better tool for this but for the few occasions I've needed to do it, its "good enough for me"
  4. Sorry. 🙂 The "take a picture of each room" one.
  5. Danny beat me to it, however I was going to say (I thought about it when I was away from the computer) if perhaps you had JSWED in Program Files it may not have permission to write there, unless the program executable itself has permission to run as an admin (in general, I tend to say only do this if its needed by the program to actually run). I'm assuming you're using a Windows version. For me I have the JSWED folder on the desktop itself, where it can write into its own folder without issue. @jetsetdanny Were you aware of this "feature" ? 🙂
  6. Not sure I follow what you're saying sorry. 🙂 It will just export what (was) in JSW 49152 to 65535 as created room images or 45056 to 65535 in MM I meant if you move the room data up a bit (lower address) it won't export them. To be fair it won't edit them either. Last time I did that as a test I got them "right" first then moved it all. A check with one of the easily tweaked JSWED Basic programs confirmed all was OK.
  7. I've not seen it mentioned in the documentation but if you view the room/cavern editor screen and press F8*** , you get a full set of room 256x128 .png's generated. It will only generate them from the standard room addresses, so you get 63 of them. ***Noted by accident when wanting to tweak a start frame of a guardian, pressed F8 rather than 8 along with ALT , but the latter not needed for this 'feature'
  8. Are there any left of this (and the MM one) ? I'm a bit confused now.
  9. Spider

    Manic Miner (ROM)

    No you're not the only one! I do that automatically! 😄
  10. Spider

    Manic Miner (ROM)

    Its a bug in the ROM itself it seems. The code for controlling Miner Willy on the conveyor is slightly different to standard, an AND/OR is missing with it set to INC BC however it does make a call into the lower (what was rom) code too. I've not looked into a fix for this yet, just had a cursory glance. I was hoping the toggle was the wrong way around and enabling "no conveyors" would restore it but alas no. Well spotted! 🙂
  11. Spider

    The big fall

    I seem to think there's a couple of games if not more that actually set this on/off per room. I'd have to have a look or think about it. Not 'Dynamite Dan' trampoline style, but more "you can land on this from a great height"
  12. Spider

    Manic Miner (ROM)

    Thanks. 😄 I think I did try that but in Spectaculator and Spin, I'll try again. Its not a good gameplay and the game is as you'd expect identical. 🙂 Was really just a "for the sake of it while I am here..." thing.
  13. Spider

    Manic Miner (ROM)

    The ROM or the .rzx ? 🙂 I could not get the .rzx to play back unfortunately.
  14. Spider

    The big fall

    I did recently read up on the changes between Mini and Mini SE although they were mostly confined to small tweaks and bug fixes iirc. 🙂
  15. Spider

    Manic Miner (ROM)

    Couple of pics from the "menu" , this runs in the lower memory area < 16384 / < #4000h EDIT... Quick .rzx of this being completed, keyboard control, Turbo mode Spanish Language and using the following cheats: Fall any height One object only Harmless fire cells Turbo Mode (uses LDI to do this, sits in 'rom' space) MM_Rom.rzx May have issues playing it back , recorded in Specuatulator. Only one rollback and I left an accidental life loss 'as it was'
  16. Spider

    Manic Miner (ROM)

    There was a slightly cut down version of this on a Brazilian ZX forum a few years back but I never really paid much attention to it due to both having to register to download it and a huge page or two of instructions on building it. Someone has taken this idea and expanded on it. Note it will NOT run on a 16K machine! The code is more or less where it should be for the Bug-Byte version, although the caverns and sprites are this variant, the title screen uses the later release with the fixed windscreen frame. Some quite aggressive compression was needed to get it into 16K, it "loads" at #0000 then expands out into the correct place but the menu options sit in what was the 'rom' area. For reference the Mastertronic re-release (not mentioned and not specific to this) is the Software Projects version and the Ventamatic release is also the Software Projects one with some language tweaks. From the 'readme' Game improvements 1) Includes Spanish language option (from Ventamatic release) 2) Turbo mode - game plays faster! 3) Customise game from a selection of 9 built-in POKEs 4) Supports Sinclair, Fuller and Timex joysticks I think "Jimmy" on Spectrum Computing forums built this ROM itself. The full topic on there is here and Paul's site of game conversions is here Manic Miner ROM.zip Use: Read the readme first! Then try to drag the .rom file into the emulator window. Depending on what you're using this may or may not work. If not you can either choose via the emulators options to load a binary file and have it load/execute at #0000 or change the options to use a custom ROM and select this one instead. Alternatively, you could burn an eprom with this and either place into your Interface 2 or RamTurbo interface, or mod your speccy (tiny mod needed) and replace the Sinclair rom with this one 😉
  17. Spider

    The big fall

    @IRFIt was indeed Jet Set Mini , you can safely fall from most of the Orangery to the Swimming Pool (apart from extreme edges) and the rope will catch him. Spoiler contains animated .gifs of a left and right hand fall. Screenflash in effect in Swimming Pool.
  18. Spider

    The big fall

    FALL_TEST.TAP Note this file only has a few basic rooms and the cell colours are not always set properly. There's not meant to be any exit left/right its only a 5 minute 'build' demonstration. 🙂 Willy can pass through earth cells but I did not really pay a lot of attention to the ropes, other than trying an invisible (black/black) one! Exits may or may not be valid, I recall I forgot to set 'same room' for one of them. Basic premise simply catch him either way in a different part of a game... EDIT... The game 'core' was altered a bit as I used a starting base project to do this, so there's no clock / central display of lives etc. Not the best 'base file' to use but it serves the purpose here well enough.
  19. Spider

    The big fall

    Now that is something useful! Provided Willy falls near enough to be caught. Indeed this gives me a new thought @IRF Lets say he falls 3 or 4 rooms down and on room 5 the rope is swinging left and he catches is provided he fell near enough it allowing him a passage safely to the left of that screen (think like Back stairway layout for half the screen) ... but ... if he misses is then he falls a couple more screens and is caught by a rope swinging rightwards this time. Although he is now in a different area. Possibly only accessible via this method unless a tortuous route is followed. Your wish is my command 😉 (I did make the guardians a bit harmless to save time!) To match the others I've again used the Amstrad version. It plays just as nicely in obviously a different palette: I've seen that happen a few times yes! 😄
  20. Spider

    The big fall

    Thanks both. 🙂 @Ligan , I'll have to check either waybackmachine or perhaps elsewhere to see if I can find something. @jetsetdanny Thanks. I do not immediately recall that 'long fall' but its certainly a long one! 😮
  21. Occured to me to do Mick Farrow's Manic Miner screen, although this is just a split with inverted pixels/attributes for the second 'set' , a 'work in progress' really: Test.tap
  22. Topic updated slightly, well the loaders were. They now all have the multicoloured loader, something I planned on doing anyway. Bear in mind they may crash as the Basic is only intended to view them.
  23. Spider

    The big fall

    I was thinking about the fall Willy has if he is silly enough to jump from 'On top of the house' and I thought of the fall in JSW2 from 'Drinking Water' too. A quick comparison, these are Amstrad screenshots however the playing area block size is the same: I purposely excluded "Down 'T Pit' as you're already on the floor of that screen and with the 'Top of house' you've got a choice of a higher jump. Its not about the actual total blocks, its the number of rooms you pass through. Are any third party games 'taller' in the maximum possible fall ? I cannot immediately think of one... I'll also post this on the Central Cavern FB group too, to see if they have any thoughts. EDIT... To clarify, it is not the total 'max blocks' fallen, its only the 'maximum rooms' count.
  24. My guesses for three four of them: "B" "D" "E" "F"
  25. Where are we up to with the guesses now then ? 🙂
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