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Everything posted by Spider
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There is, its called assembly ๐ For a "better than plain basic without too many issues" consider compiling. The downside of this is different compilers are happy/unhappy with various aspects of Basic, as in you may have to rewrite / amend some parts to get them accepted. That screen line routine I've not written it in assembly (I am capable I think) but compiled Basic it was a LOT faster, as expected.
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No, thank you for the code. ๐ I did not (yet) have time to look at it, I just ran it and took two pictures. To get a 'better' later view I increased emulation speed to 1000% for a few seconds, then back to normal. ๐ฎ
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[File] Manic Miner By S.P. And Bug Byte
Spider replied to Norman Sword's topic in Download Discussions
I thought the file was with a readme, obviously not. The text was in the original post elsewhere I expect. But anyway for now as I do recall these. ๐ To toggle between versions restart the game. The title screen will show next to the sunset a razor blade (Bug Byte) or triangle (Software Projects) , this is alternating. No key to switch between iirc, just quit and restart if needed till the title screen is showing the version you want to play next. FWIW: I usually play with the SP version as I prefer the changes. During play: H/K/L/Enter = Tune on / off , indicated by music note icon Press 1 = Toggle fast turn on / off , indicated by an icon on lower right with Miner Willie's legs and arrows 6031769 = Enable cheat mode. Usual 'boot' appears With cheat mode enabled: Hold down 9 and press either 1 or 2 to move forwards/backwards between the caverns Hold down 9 and 4 to enable first aid (immunity in effect) indicated by a green first aid kit , during 'accident's it will state the cause too Hold down 9 and 3 to enable toolkit (crumbly cells will rebuild after a short time) Pic of these enabled: Hopefully I've not missed any controls out...- 7 replies
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I'm sorry. I used a build/test version which enabled me to move between rooms (no play) to get the pictures. The 'connections' are correct however.
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True. ๐ I'll have a go at the MSX one soon if I can. Unless you wish to do it and post ?
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Its fine. ๐ I do sometimes shorten it but (like my example above) I wanted to make it readable. ๐ BBC Basic well the first GCOL number specifies AND/OR/XOR (not sure on order) so more fun can be had. Only issue is Mode2 = 20K = 32K total = 12K for everything else. Not great. Shadow Ram helps a lot so that 'page' won't move, aka you've still got the same amount of ram regardless of video mode.
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@Jet Set Willie I'm not familiar with writing Basic on the MSX range of machines. Yet anyway. Offhand I could not tell you how many colours and/or modes are available! ๐ BBC well funny you say that... These were done about 2011 as I recall, possibly a few years earlier than that. ๐ The program is over complex. Also it draws too much: That's about as simple as it can be really. Could be stuck into two lines I suppose but that makes for difficult reading. ๐ Results: Which goes to this quickly: Adding a single black line will space it out a bit, better adding more. To save duplication its then much easier to define a proceedure (defproc name) to do this, then we can draw as many or as few black lines as needed: Very simple! ๐ Now this is the results after a few seconds then after about a minute: Removing the FOR/NEXT loop or perhaps setting it at 0 TO 2 might be enough.
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.zip of two short video's of this "in action" , SE Basic is used. How the Speccy could of been without colour clash, although there would not be much (any?) memory left for much else as it stood initially. gfx.zip
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Thought I'd do this quickly*** *** Not quite as quickly as I hoped for. Ignore number on lower left. Portals not shown.
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I remember this with "Outrun" The original home market Japanese version had the tracks in a different order and I also think the game was slightly harder even with the dip switches set for easy. That version is not too easy to find but it is around, actually although off topic there's an improved version released a few years ago (denied you have to build it apparently, I did try it once it worked) which has a working demo mode (in freeplay) and various options such as mph/kph , score saving and (the reason for mentioning) the option to switch to the original track layout.
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Willy in the Islands of Mystery : part II : The Temple
Spider replied to Hervรฉ AST's topic in Remakes
Welcome and thank you! ๐ -
I was about to post a very short 'change' piece of text but I see I'm late, I might as well post it anyway:
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I have to think "if you were disappointed you didn't try to play for long enough"
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It is quite impressive. ๐ I am slightly reminded of either the C64 or Amiga loaders , pretty sure the former when they had turboloaders added (otherwise it would be a mass wait) they sometimes had full colour screen stripes , or the Amiga sometimes did this during boot but that might of been something like zerovirus testing.
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Not JSWMM related. As seen on Spectrum Computing here It starts around 2:10 as there's some chat before and the first one didn't work. Clever to think to have the whole screen mimic the border initially. I have no idea what the game is like , never tried it. ๐
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I don't suppose you know offhand the frame rates for JSW2FF and JSW2+ ? , I seem to think the latter was faster than the former but the former was (best guess) around 18 frames per sec.
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Sorry its "in game" time not "real time" ๐ It is around 15-16 seconds in "real time" for each "in game" minute , giving roughly 30-35 minutes "real time" to play. I tested this timing on Top Landing, it will likely be faster if there's less going on in the room and slower in rooms with more guardians.
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Forgot to add (I don't see a need to add it to the descriptor) the item counter decrements so you know how many you've got left. There was no particular reason for 150 , other than 200 seemed a bit too many for a 'normal' game and 100 was not quite enough to allow for the 'double bottle' items. Perhaps those who complete this will be willing to post their best times upon game completion. A screenshot at completion (at the toilet) would be an idea too, to add.
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View File JSW - 2024 2024 marked the 40th anniversary of Jet Set Willy. ๐ Initially I had planned on something a lot more elaborate to celebrate this however for various reasons I decided a standard game with a few simple changes would fit nicely. There is a time limit of two hours game playing time enforced. If Willy runs out of time (at 12:00AM), the game is over! This is indicated with the game freezing and the word 'time' flashing for a few seconds, leaving the player in no doubt what has happened. There are 150 items to collect. Care was taken to place these mostly sensibly without detracting from the original game feeling. Also, some item shapes per room have changed, the main reason being at least one item shape looks like two bottles, so if and when Willy collects one of these it will count as two in his collection. The main loop was modified (thanks N.S for your guidance) giving a reasonable speed boost during play. Other changes and small fixes include: The four original bug fixes were applied with the change of not having an invisible item in The Hall. The rope top height was altered to prevent Willy leaving via the top of the room when he is not intended to. Aborting the game displays the Game Over page before returning to the title screen. The pause bug was remedied by preventing the game auto-pausing By default on starting a new game, the in-game tune is switched off. Enabling it will be respected so that starting a new game will remember the players choice. The status area was altered slightly, namely the room descriptor was moved down one row, room names were centred and the lives remaining were moved along one block. The usual text flicker back to 000 objects / time on losing a life or entering a room was altered to prevent this being so visible. Some internal changes to sprite location, mainly concatenating them hence no gaps between. Title screen tune changed a little bit (in-game music used) and in-game music from re-release version (MM in game tune) There is one additional room that is accessible but its not necessary to visit it. This was done as a way of avoiding a 'teleport' effect , the alternative as seen in the 2015 bug fixed version required some earth tiles adding which I wanted to avoid. Lastly, it is quite possible within the time limit to complete the game. I have played a few times and averaged around 10 to 15 minutes game time remaining without really rushing around. I hope my small celebratory 2024 JSW version is welcomed! Submitter Spider Submitted 12/12/2024 Category JSWMM Releases
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Version 1.0.0
44 downloads
2024 marked the 40th anniversary of Jet Set Willy. ๐ Initially I had planned on something a lot more elaborate to celebrate this however for various reasons I decided a standard game with a few simple changes would fit nicely. There is a time limit of two hours game playing time enforced. If Willy runs out of time (at 12:00AM), the game is over! This is indicated with the game freezing and the word 'time' flashing for a few seconds, leaving the player in no doubt what has happened. There are 150 items to collect. Care was taken to place these mostly sensibly without detracting from the original game feeling. Also, some item shapes per room have changed, the main reason being at least one item shape looks like two bottles, so if and when Willy collects one of these it will count as two in his collection. The main loop was modified (thanks N.S for your guidance) giving a reasonable speed boost during play. Other changes and small fixes include: The four original bug fixes were applied with the change of not having an invisible item in The Hall. The rope top height was altered to prevent Willy leaving via the top of the room when he is not intended to. Aborting the game displays the Game Over page before returning to the title screen. The pause bug was remedied by preventing the game auto-pausing By default on starting a new game, the in-game tune is switched off. Enabling it will be respected so that starting a new game will remember the players choice. The status area was altered slightly, namely the room descriptor was moved down one row, room names were centred and the lives remaining were moved along one block. The usual text flicker back to 000 objects / time on losing a life or entering a room was altered to prevent this being so visible. Some internal changes to sprite location, mainly concatenating them hence no gaps between. Title screen tune changed a little bit (in-game music used) and in-game music from re-release version (MM in game tune) Upon reaching Master Bedroom and landing on the bed, the bug whereby Willy could get stuck has been rectified. There is one additional room that is accessible but its not necessary to visit it. This was done as a way of avoiding a 'teleport' effect , the alternative as seen in the 2015 bug fixed version required some earth tiles adding which I wanted to avoid. Lastly, it is quite possible within the time limit to complete the game. I have played a few times and averaged around 10 to 15 minutes game time remaining without really rushing around. I hope my small celebratory 2024 JSW version is welcomed! -
I think showing it after all keys collected is a sensible idea, that way the player is not jumping randomly into something that's invisible. ๐ Plus for the first time they play that cavern they'll not be able to judge the best routes to the Portal if its time or guardian critical.
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Jet Set Willy PC (with many ports of JSW modifications)
Spider replied to Jet Set Willie's topic in JSW
Some investigation. Its not (probably) an i386 vs x64 issue. Tested on the following: Windows 7 Professional 32bit Windows 7 Enterprise 64bit Windows XP Professional 64bit I cannot be sure due to issues with virtualisation if the graphic issues I encountered are caused by my test or the file itself. The options setup for graphics mode only appeared in XP which is helpful because at least you can see what to press for 1-6 mode. However I was not able to find an easy to manually edit config file to transfer to the other two to retry them. I should point out my virtualisation setup does have graphic issues anyway. With that said, it played 100% on XP64 , I didn't bother with XP32 as its going to work on that. As to why it refuses W10 and W11 at this moment I've not investigated that far. The varying screensizes are my doing not the game, the window is resizeable. Win 7 32: Win 7 64: Win XP 64: -
I considered as that item tile graphic does look like two bottles, making it worth two*** but decided against it. *** Something that was done elsewhere which will appear soon.
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[File] What a Wonderful World of Willie
Spider replied to Jet Set Willie's topic in Download Discussions
Must admit I thought it was too initially. ๐