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Everything posted by Spider
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Wow that is excellent 😮 😮 top class work. I can't say anything more other than the in-game tune is excellent too, I was not sure when I was reading the description quite how it was extended and enhanced but I hear now 😉 😄 EDIT... You have a PM about two things too 😉
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Actually as you mention the CPC version and you mentioned JSW2 as well, you may (or not) be interested in this topic: https://jswmm.co.uk/topic/470-cheat-table-in-cpc-amstrad-version-of-jsw2/
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You're very welcome Obsy 🙂
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Welcome @obsy🙂 Well done with JSW1 on the Amstrad CPC, I've played that version myself a few times. It was (iirc) only available as a compilation release in tape form at least, there is a disc variant as a stand-alone. I have a patched tape version too with some onboard cheats if required. It does play differently to JSW1 Spectrum in that the left/right vs jump seem to be detected the other way around, in that in ZX JSW1 you can jump and not fall but with JSW1 (CPC) and JSW2 (both ZX and CPC) its different, same with MM for the Amstrad too, but that's not relevant here. One slight issue I had with the CPC version is there is not a "standard" recording method as such, with the ZX we have .rzx files, but upon some research there was not an equivalent for the CPC which is a shame. I'm not immediately aware of any 'modified' CPC versions except a version of MM that only has iiirc a couple of modified caverns. In answer to your question, although given its summertime here it means the forum is a bit quieter than it would be, and there are a huge number of 'modified' versions. In "blowing our own trumpet" I think you should perhaps take a look at our own JSWMM releases category in the downloads, you can find that in the header or just click here instead. 😄 I'm hoping if you're patient others will respond to this topic soon however as mentioned it is relatively quiet lately due to summer and light nights etc. The JSW Central site ( run by the co-admin here @jetsetdanny) has substantial background information on nearly everything reference wise with JSW and MM. For convenience here is a link to the "List of MM and JSW games for the Spectrum" , some are based on the 48K 'engine' and some on the JSWED64 or 128 'engine' instead. There are few JSW2 'edited' games due to it being a bit tricky to edit, well sort of. Moving topic from MM to JSW forum area
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Thanks Norman. The 'quick fix' I had a few years ago was to simply make him either completely harmless (he would still make a beeline for the Portal) or have him completely ignore the fact all the objects were collected and carry on with his vertical travels, the later case he was still fatal upon contact but not 'guarding' the Portal as such.
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I kept thinking about the Eugune 'removal or harmless' cheats I wrote but they sort of spoil it a bit. What I could do with is something to either: > Slow his descent down to about half its current rate or > If he is moving upwards when the last object is collected, do not make him move down until he's reached the top. This has both advantages and disadvantages. I'm thinking more along the lines of the first option, if there's no sane space a quick JR out into a bit of dead area would do just fine.
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Recently, I was starting to wonder if the BBC version of JSW2 (the 'full' version that loads rooms in chunks as you progress, not the much cut-down and trimmed 'tape'*** version) had something similar added. Because they seem to have done a reasonable job with it all in all, and it plays decently. Norman, (or anyone else here) I'm not sure if you've used 6502 ? I can't for sure, I did try it a bit 'way back' but it was a bit too fiddly compared to Z80 to use 😞 , if yourself or anyone else has any input on this perhaps... No issues at all if not though. 😄 *** Unfortunately, most 'copies' of this are disc based as its easy to transfer. The reason why there are two JSW2 variants is simply because the machine could not hold it all in one go (there is a vague attempt in the loader to use sideways ram with the 'full disc' version if present to preload things) hence the 'tape' version (which could be tape or disc) is 90% of the Space Station and Planet 'rooms' and about 25% of the Mansion only. The 'disc' version is the whole game almost identical to the AMS and ZX versions of JSW2 in its rooms.
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Further details on the machine can be found here (a link on the left side will switch the text to English language) Very briefly the was designed and built in Hungary. It uses a Z80 processor and has a display of 256x192 the same as the Spectrum. The link also contains a page of emulators too. For the purpose of testing I used the " Ultimo " version.
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As I have since been able to source and submit this properly sooner than I had anticipated, I'll close this temporary topic. The download can be found here and its associated discussion topic here 🙂
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Version 1.0.0
24 downloads
A port of Manic Miner for the Primo computer. The game very closely follows the original Spectrum version albeit in monochrome, all caverns are present and it looks and plays very closely to the original in general. The code appears to be based on the Bug-Byte version and the original authors attribution remains intact too. The two game files are inside a .zip for convenience. They are identical aside from their format, being a .ptp and a .pri file respectively. Thank you to @pgyuri for bringing this variant to our attention. 🙂 -
View File Manic Miner - Primo A port of Manic Miner for the Primo computer. The game very closely follows the original Spectrum version albeit in monochrome, all caverns are present and it looks and plays very closely to the original in general. The code appears to be based on the Bug-Byte version and the original authors attribution remains intact too. The two game files are inside a .zip for convenience. They are identical aside from their format, being a .ptp and a .pri file respectively. Thank you to @pgyuri for bringing this variant to our attention. 🙂 Submitter Spider Submitted 07/12/2021 Category Manic Miner [Remakes]
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Thanks. 🙂 A quick (and reasonably good for me!) blast and I scored 1740. No rollbacks either, "first go" , so I'm happy with that for the moment. .rzx attached: Endorian_Forest_Andy_1740.rzx
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A relatively unknown (and unofficial?) version for the Primo computer. Its is a Z80 based machine from Hungary and some information can be found here , nb: A link on the far left will switch the text from Hungarian to English language. Although several different versions exist with differing hardware, they all have the Z80 and 16/32 or 48KB of ram along with a 16K ROM containing (as you'd expect) the Operating System itself. The display is monochrome only and the resolution matches the Spectrum in that it is 256x192 pixels. Further details can be found in link above. A version of Manic Miner is available for this machine! Although at the time of writing I have -not- used an emulator to try it out, it seems from a cursory inspection of the image file it is based on the BB version, as I can clearly see the source code remains within as well as the BB 'scrolly message intact' too: "MANIC MINER . . . BUG-BYTE ltd. 1983 . . By Matthew Smith . . . Q to P = Left & Right . . Bottom row = Jump . . A to G = Pause . . H to L = Tune On/Off . . . Guide Miner Willy through 20 lethal caverns" It is pleasing to see that because it means the conversion authors have not taken the original attribution away. 🙂 Attached are two screenshots from the site in question: Thanks to @Pgyuri for the information on this (previously unknown to me!) version 🙂
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Its not that different to me to be honest, minus the cardboard cutout thought! 🙂
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Thanks. I can confirm that works in JSW but not in MM (this was the game I was trying it in originally) 🙂 I can manually set the location though no issue I expect.
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One thing that was posted in the FB group: I could not see a way to do this with JSWED (I did it manually) , allow multiple object placements in the same position. I think it either already supports this and did not know how to do it (tried CTRL etc) or its not available. The code does seem there at least to me because if you view Beach in JSW then JSWED correctly identifies there are two objects in the same x/y co-ordinates with a "2"
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As third place was absent from The Cold Room, I had a quick blast at it. Just one attempt without any gameplay rollback: .rzx attached too: ColdRoom_Andy_1953.rzx NB: Recorded in Spectaculator. For me at least it won't play back in Spin (v0.7) but does in Spectaculator then complains after the cavern ends. But its enough 😉 The rankings were updated again to include this new 'third place' entry.
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@Pgyuri was kind enough to email me a correction to the rankings for the The Cold Room. Thank you! 😄 I have updated the listing to reflect this. For clarity it is the ordering of 1st place, rather than the score itself which remains unchanged. Old: " JianYang, Pgyuri, crem's algorithm & jetsetdanny " New: " Pgyuri, JianYang, crem's algorithm & jetsetdanny " 🙂 Third place is still currently open for the moment. 😉
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I'd not be too worried at this stage. The thoughts of it are hugely appreciated.😊 🙂 If you wanted me to take a "wild guess" aside from it being a few months away in normal times perhaps peeps would plan ahead but with the constantly*** changing Covid situation it has thrown things into a bit of disarray perhaps... *** 10 LET POLICY = RND 20 IF WEEK = NEW THEN GOTO 10 ELSE PRINT "No change yet!" : GOTO 20
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I can confirm this does indeed work but not on the 'demo' limited version, only the full release. It is quite easy to activate despite my long winded instructions! 🙂 On the main title page itself hold down these three keys: T A Z While holding them down, press and release (keep those three keys pressed) RETURN Release the three keys. Start the game as normal. Now press and hold these three keys when the game is playing: L F C Keep them pressed for a second or two. Then release those keys. Do not press Return again during this second key sequence. Cheat is now enabled but inactive. 🙂 Press F7 to enable or disable cheat mode. The lives 'men' will toggle green when enabled and back to default pink when disabled. Provides infinite lives and also some immunity in the cavern as well as infinite air (the game continues when the air supply is exhausted) Press F8 to move / advance forward one cavern. Press F9 to move / advance forward five caverns. Press the NMI button to enable 'Test Mode' (not fully tested) , when enabled 'Test Mode' will flash under the lives counter. You may need to reload the game to disable this. Its actual effects may vary depending if cheat mode was active or not. Pic of 'enabled' ie: Green Men: Enjoy 🙂
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That's good 🙂 Thanks Norman. An interesting variety of blocks. I'm attaching three small screenshots as further examples for others: Although it is quite fun to just watch it 🙂
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Random pixels, ink cycled 0 to 7. Press SPACE during 'plotting' to cycle background (border/paper) colours 0 to 7 Basic + Compiler + Code Relocation + Compression... 16K Spectrum Friendly! 🙂 random_pixels.tap
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BBC Micro, just some random lines. Similar to the Spectrum version I put a video of with and without colour clash a few pages back. This one increases the colour value by .1 hence it draws 10 lines of each colour. In between each colour it then also draws a black line too, to ensure the screen is not filled too quickly. Listing: Short 40s (3mb) video, not great quality. Not going to do similar on the Amstrad / CBM / MSX etc as its all a bit "samey" 🙂 for this type of output of lines.
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I think perhaps this is open to other machines too 😉 If required.