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Everything posted by Spider
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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
76 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 -
Merged your post @Gromphedyret into the existing topic for it. I was able to duplicate this on W10 x64 with a different error. Without Direct Play and with various settings. @Gyrominiac do we need an x86 system for this ? ๐
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Not able to check this directly (at the moment) can you right click the exe file and (with W11) more options > Compatibility > Try setting it for XP SP3 At the back of my mind I think its because it won't run directly on an x64 system vs an i386 (32bit) one but I might be mistaken. Will be able to look at this Monday all being well, unless someone else can test before. ๐
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Jet Set Willy PC (with many ports of JSW modifications)
Spider replied to Jet Set Willie's topic in JSW
Topic merged into the existing one as requested. ๐ -
And a quick demo, no player interaction needed other than to start the game: test_fall.tap Same 'base' as the other two test files, ie: OK for editing for testing not really recommended for building a whole game from. EDIT... Updated very slightly, now Willy has the choice of moving left to collect the single (wine bottle) item from Top Landing or go to rightwards to explore. A little care should be taken with when he grabs the item with regard to the descending razor blade guardian! However if he does lose a life, upon re-materialisation he'll clear it on his automated run.
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True, was mainly the realm of text/graphic+text adventures. I know the Magic Knight series did offer save/load (minus Finders Keepers iirc) however if again I am remembering correctly it was not a small save, it was a good couple of minutes. Incidentally there's only one person who managed to complete 'Ted' back then without cheating, somewhere I have a few more details. I suspect it is genuine. What's not often realised about that game is the time limit is exceptionally tight too. FWIW it was a pain with Multiface+tape system too, it is not the kind of thing I did very often, whereas modern things as you say its easy really.
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I'll have a look to see if I can find anything suitable over this weekend. ๐ We did many many moons ago have a specially crafted set of 'seasonal' smilies but since the upgrade they don't seem to want to play anymore. That also was on my todo list.
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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.
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Jet Set Willy PC (with many ports of JSW modifications)
Spider replied to Jet Set Willie's topic in JSW
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. ๐ -
Is there a copy of JSW II without the bright colours?
Spider replied to playingwithwilly's topic in JSW
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 -
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.
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If it persists let me know, but (afaik) my options are slightly limited in what I can do.
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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! ๐
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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! ๐ฎ
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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
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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 ๐ ๐
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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! ๐