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Everything posted by Spider
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Following from the Speedrun topic here , I am submitting three scores to fill the empty '3rd place' for four caverns and attaching the .rzx's too. I did realise in Amoebatron's Reveng the far right hand jump halfway up the cavern you can miss the first platform out, as per my playback. I don't really expect to remain in 3rd place too long 😄 likely to be booted out the rankings. Eugenes_Lair_1559.rzx The_Bank_1668.rzx Amoebatrons_Revenge_1174.rzx Final_Barrier_1767.rzx
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Topic will auto update after a few hours, as long as file description is right its all good. 🙂 Bit annoying I know! I noted some gaps now since Danny updated the HighScore Challenge, so I'm going to attach them in the topic there for now and update the ranks. The gaps are simply an opening for 3rd place for Eugene's Lair / The Bank / Amoebatron's Revenge / The Final Barrier
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Thanks @jetsetdannyfor the page on the JSW Central site, appreciated. 🙂 I've updated the score chart here for this to reflect your result, you're in 1st place. This still leaves us two empty slots for 4th and 5th places. 😄 Also, I agree with the comment about 'Break' too, so I've changed the wording a fraction: " Pressing Break during play to abort the same will unlike the default Manic Miner update the highscore " Finally I removed some unintentional line-breaks that crept into the descriptor to make it slightly more readable.
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Other platforms, posting for the curious. I don't have other emulators to hand at the moment to do other variants (Oric / MSX etc) the choice of emulators were not always my best preference either but I had to pick ones that would record video. Amstrad CPC6128 : Emulator : CPCE 1.85 Score : 1096 Commodore C64 : Emulator : VICE 2.1 Score : 1814 BBC Micro B+128 : Emulator: Beeb-Em 4.15 Score : 1976 Can be improved. Note sound out of sync a bit due to using FFMPEG to make videos a sane format and size. C64 version bad collision detect, entering a file cell at all any part of the 8x8 grid with MW results in a collision, even if MW is a few pixels away! Interestingly with that version its very easy to jump from the conveyor to the middle platform as demonstrated in the video. The poor collision detect or emulator made me take a few attempts to complete the cavern. Enjoy ? (Vids in spoiler) All three are small 2-3mb each.
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Fair comment. 🙂 The official 'Move the First Landing object' is one that slightly stands out to me as a 'very quick fix' , given that unless you define (or copy) a shape*** its still invisible and potentially missed if you're jumping. The other pokes are perfectly fine however. I think I'm quite a few years too late to complain though! I'll not start a debate on that here though as that would lead onto other stuff (there's a topic somewhere iirc) about how other variants 'fixed' Conservatory Roof for instance. *** A few years back I did submit a tip to Tipshop about this using a minimal number of pokes to provide it a sane shape.
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I wonder if any thought has been given to doing this to Manic Miner. / ponders the idea Although slightly "off topic" in this topic , I wonder if you had given any random (no pun intended) thought Norman to perhaps using a similar routine in your excellent Manic Panic, perhaps on a higher difficulty level ?
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Attached is the above tape file listing, this is the loader only as listed (no game code) JetSet (loader only).tap As I mentioned, I'd not typically 'write' it like that for myself or for releases. But its done in a very easy to read/alter format. No trickery in it! I've also taken the opportunity to replace the screenshots in the first post with a slightly better combi one while I was at it.
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🙂 Sorry I should of been a bit clearer. The 'release' was the .tap and identical (code wise) .tzx file of this version. Do understand now there's no 'official' mono release as such, not sure who built those tape and snapshot files then. I'd slightly incorrectly assumed. Although not essential I have started to include the 'make the Swimming Pool object collectable' as a real bug fix too, but setting its value to 4 not 5 (5 is the most common) as that way it matches Orangery aka plant/vines rather than cyan. I can see why cyan was chosen to sort of fit in with the pool water perhaps. This is my standard (one of them!) JSW loader: Should be noted this is not how I would write this -for myself- (or likely for releases) , its done in the manner above to make it really "easy to digest" for anyone who is not that familiar with Basic. The REM's merely space the 'pokes' out to make them easier to read. I'd probably personally want to apply a couple more to give the 'moved object' a shape or remove it altogether and give thought to forcing the Beach object down to one not two. Trouble is once you start modifying you can't stop! 😄 , its highly debatable if The Chapel and Cuckoo's Nest are really bug fixes or not, they ought ot be but then as above you then start to think about stuff like 'Over The Drive' and 'Seen This Before' where there's bright guardians against non bright paper etc. I guess the 'sane' way is to use the above and remove lines 250 + 260 and possibly 240, leaving the four official fixes and a keypad bypass (that's not actually the way I'd change it either) 🙂 A random sidenote is this started as the standard original loader, and the embedded colour codes were replaced by Basic keywords, keeping the order in which they were originally applied too. Not that it matters I guess. 🙂
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Thanks both. 🙂 I've updated it again just now @JianYangwith your four new submissions you've posted above too. Yes I recognise the OSE rom 😄
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A small twist on the existing 'mono' option. If applied manually its as follows, the 'hexpat' executable file does not function on x864 machines : ORG 35339 LD A , 71 JR 35354 We can have a little fun with this by picking up the border value instead: ORG 35339 LD A , (32990) JR 35354 Potential here perhaps to use an existing unused byte value per room to individually set a room colour independently of border colour, however the above works OK. I did toy with a small release of this as the existing release of JSW Mono does not have any bug fixes applied at all. If your screen flash code is missing ( ! ) then the whole lot at 35354 should read (it then continues onwards anyway into valid code) ORG 35354 LD HL , 23552 LD DE , 23553 LD BC , 511 LD (HL) , A LDIR ^ That should not be necessary in most instances of JSW1, its possible some third party games may have modified or used it however. Manual POKE's for the above "multi mono" code: POKE 35339 , 058 POKE 35340 , 222 POKE 35341 , 128 POKE 35342 , 024 POKE 35343 , 010 Pic:
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Seems quite good. 🙂
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Does make it quite interesting, I noted you can't do the 'non stop walk left' through both Kitchen rooms as the sprite position changes, but that was expected. There is guardian collision in Forgotten Abbey. I did not note from a (to be fair very quick cursory glance) any other rooms with the same immediate issue but I'll test it out properly later. 🙂
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Excellent work! 🙂 I've updated the rankings for those four caverns to reflect this (and forced the immediate topic thread rebuild too) EDIT... I'll await jetsetdanny's feedback / input on this in regard to any missing newer scores as has been said its quite possible I may of missed something if it was posted on WOS or say SpecComputing*** *** Not sure if there is a topic on there for this actually other than the old original release announcement. I don't think there are many (any?) scores on there for it.
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Its fine, 🙂 I do not view it as negative at all. I hugely appreciate your thanks too. 🙂 For clarity: The download page should -always- be accurate as near the end it has a last updated section on the lower left. This is what is actually 'edited' The topic gets updated by the download application but the newer software does this as a task rather than immediately (as the older version did) to me this is actually a step back I think as a potential source of confusion. So in summary if anything is wrong with the download page listings then I can update that and manually force the update to the topic too. 🙂 If i neglected the update it would update itself over a few hours anyway. I'll have to await some input regarding missing scores from@jetsetdanny
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Its fine. 🙂 The topic is auto generated completely by the download when you submit or edit it), this is why you should submit then later edit your submission not edit the topic details merely the download ones and its copied from the download to the topic (but not the other way around!) as if for example you edited the topic then the next day edited the file itself, the changes in the topic would be lost and overwritten. Its a one way process ie "copy download description into topic" 🙂 I hope that makes sense. The newer software tends to cache this older data for a while, the downside is the topic shows the older information but this tends to rectify itself in a few hours. The older software would update them immediately in most cases. From the "official point of view" as such in what is 100% up to date it is the download description page. 🙂 I have forced an update now though for this. 😄 🙂
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Updated your new Processing Plant score, thank you. Should be noted the download 'rankings' appear immediately, the topic will update itself over a short time. In regard to 'missing scores' , I'm sorry about that 😞 I thought I'd kept up to date but I can't always be 100% sure. Having said that I'll tag @jetsetdanny to this post and hopefully the list of "things I've missed" can be provided for me, or he could if he wished edit the download descriptor himself to reflect the new rankings. I do greatly appreciate you bringing it to my attention @JianYang though. Please feel free to tell me if I do appear to miss anything 🙂 I say that with 100% sincerity. Its generally done on a trust basis to be honest. Ideally a screenshot if not an rzx or video, do realise the former is really easy to fake however! But ultimately with this mini fun challenge "cheating is only cheating yourself" as such. However please do not be discouraged from video entries as its always good to watch others play to see if there's a new hidden technique or suchlike. I think that's correct, I'm not immediately aware of any other ones! 🙂
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Well done! 🙂 I've updated the scoring, you're sharing first place for The Cold Room with Pgyuri 🙂
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I like that idea in principle. In theory the 'start position' could be likely placed to avoid M.W initial contact, perhaps say a choice of starting the guardian at any number of fixed blocks along its path, avoiding starting at the screen edges and/or near another entry point if MW can safely drop into / climb up into the screen too. The alternative 'fix' would be to give him a few seconds immunity after a life loss, to allow him to get himself out of the situation but that still means its cost a life to get this reward. Modded JSW2 offers this and makes a reasonable attempt at preventing an instant death situation by restarting the last position but this can actually cause an IDS to happen sometimes! (there are two 'base modded' versions of this 'few seconds immunity' version) one that fits in to the 48K machine with just that extra and one with cheats and a teleport that needs a 128K machine, merely because there was no sane space to fit it into the 48K, but this is off topic really as the JSW2 'engine' is not quite the same as the JSW one, the latter being much easier to 'play with' Back on topic, I do like the idea provided the starting positions are set within block limits. Some screens care would have to be taken to avoid guardian contact with each other, Forgotten Abbey would be a prime candidate for this as they do overlap each other quite a bit. It does not sound that difficult to code in theory however it would not really be for me to decide upon that, I have a vague idea on how to set / alter the positions at random but it would likely be a mess!
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More precisely, Ophoven in Belgium. 🙂 As its a YouTube video and these can annoy some (myself included, but I'm not a great Y.T fan anyway if I'm honest) if they auto-play in the browser I'll just provide a link. https://youtu.be/fYeU-cdawZA 😮 Text as provided: Translated via Google (in spoiler)
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I did not get chance (read: time) to do anything with this yesterday but I note its been "tested" now. Emulation issues, well if possible its always worth trying another one. Although I cannot recall offhand which emulator it was, with one of the rare 'custom' CPC versions of Manic Miner the lower third of the screen flickered with a purple effect. Original game not effected (odd coding of third party tweaks in game perhaps) however other emulators worked OK. All I'm saying is display issues may be emulator related possibly given what they are trying to do. The keyboard issue sounds very odd, I'm not sure if the Apple II has some kind of inbuilt keyboard buffer (Acorn style really) or such. There may be a post on an Apple 'retro' forum with even more details and perhaps some direct feedback from the author about any issues. 🙂
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I had similar issues getting an Atom emulator to work, it just would not behave properly. There may be a MESS variant of an Apple II emulator to try, although my (now a few years old) initial experience of MESS was not great, much preferring separate emulators for each platform where possible. I'll see if I can do anything with the above and with a spot of luck post something here too later today or tomorrow 🙂 EDIT... A cursory glance at the G.H shows it -might- be necessary to build the game from the sources. I can see the huge value in providing these and its a credit to the author however for those just "wanting to try it" a ready built snapshot / memory image / media image would be helpful. 🙂
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Top work and research Danny! 🙂 🙂
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Unsure if that's a typo or intentional. 🙂 "chop" (ie: Lamb Chop) or "shop" EDIT... Can't immediately think of any games with suitable 16x16 Lamb or similar sprites however there are bound to be some. Something tells me educational titles possibly if not games.
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Shame there's no "care" reaction to give for the above post. 🙂 Very true. The caverns do have a small air-grace period anyway. From a slightly tech point of view, you'll note that unlike the "regular pokes" that give infinite air tend to redraw the last block over and over again, this does not 😉 Shame I lost my notes on how I did that, it was just a couple of small changes though but that part of 'what to do' was not really well covered in the disassembly iirc, it took me a bit of figuring out to get it to work as I wanted.
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I have no idea why but the thought of checking the TS completely slipped my mind 😞 That's unusual as I'm a reasonable contributor to it (when I can) and usually check it quite a bit too. Oh well. 😄