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Everything posted by Spider
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A few pics were (sort of) requested elsewhere so I thought I'd attach them here rather than into the file itself, its just a single 'combi-pic'
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Its quite an interesting question, thank you @MtMfor posing it and to @Norman Swordfor your reply too. The only thing I can really add is there -might- of been some slight confusion somewhere along the lines as Matt wrote a sprite tool, I've not looked if this was a 'released file' or an 'internal tool' ie: written by coders for coders (you should see the state of my screen splitter for instance!) ^ Typo fixed, there's a 'g' in 'alongside' Source here : Having said that the screenshot itself indicates the game itself was also by the same. I suspect that the mention of the tool was intended to mean 'Matt wrote this'
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🙂 Brief answer for now. I've not read your honest feedback as negative (honest!) I appreciate good/bad/other input at all times. I did not want to 'mod' the game core code (by this i mean machine code block) too much. The shortened startup routine was something I have a home-made .pok file for so it was a moment to apply that. The reason for not offering cyan or red , I must of not explained properly sorry. The primary choice of 'green' was simply because there were (and are) green screen monitors around, and to a less popular extent, amber and in some cases white (as in paper white) 🙂 Joke: I don't think there's such a thing as a mono cyan or red monitor 😄 , however it would not be difficult to do a red one with a colour CRT by disconnecting the G and B from the amplifier stage (don't try this at home folks! 30kV not pleasant at the final anode and the red/green/blue electron guns can run at up to 3kV in some cases) , this is not a DIY proposition! I also did not really have the ability without much time taken to write the routine in assembly either, I could just about do it however but this then leads onto "we've done that so how about offering xyz too" , I resisted the difficult temptation to tweak it as I'd wanted to reduce the beach item to one and either give the 'moved item' a shape or remove it altogether. There is a small solution to those who would perhaps prefer a bit of chaos. Apply the following poke after the game is 'running' , ie at title screen stage or at a minimum after the 'menu' has applied or been prevented from applying its change: POKE 35339 , 058 POKE 35340 , 222 POKE 35341 , 128 POKE 35342 , 024 POKE 35343 , 010 On a slightly different note, the 'cheat' does work (its limited I was going to add more to that too) and the mono JSW1 style loading title I think suits quite well. EDIT... I did look into the 'monochromatic' term/definition but was not really sure if it suited or not, ie: Monochromatic Edition. I'd not heard of 'duochromatic' before, although my understanding of 'mono' simply means (rightly or wrongly) a single colour combined with black or two colours one being the background and one being the foreground.
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Very small update to fix a typo in the menu and update the description text a little bit.
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74 downloads
JSW Mono Plus A small expansion on the existing 'JSW Mono' variant offering a choice of colours! The download consists of a .tap tape file and a small 'tech notes' text file covering a few details of interest. Although the patch to set 'JSW Mono' is readily available from John Elliott's site (home of the brilliant JSWED tool) and it is indeed quite possible to find a prebuilt game file with it applied from other sites, both with and without bug fixes it is by it's nature slightly limited in what colours are permitted. Monochrome does not always have to mean white text on black paper! Upon loading the player is presented with a neat and tidy menu offering a range of suggested presets, selectable by a letter key: White ink with black paper White ink with black paper and bright enabled (This is the original 'JSW Mono patch' effect output when applied to the game engine) The above options are also offered in inverse! That being white paper with black ink, again available with or without bright. A basic 'green screen' choice is available, limited to green ink on black paper but with the option of bright enabled or not. Thought was given to offering an 'amber' choice too as 'back in the day' there were amber 'mono' monitors around as well as the more common green-screen and black-white ones. Unfortunately it was felt that the Spectrum's yellow was not really quite adequate enough to pass itself off as an amber mono display, so the option of a preset for this is not initially offered however, read on about choices... To allow further visual entertainment, the player may select their own preference for desired ink , paper , bright and (if they insist!) flash options. A basic sanity check is applied to prevent the player choosing the same value for paper and ink and a further check to confirm they really do want flash enabled. Upon completion of picking the colour options the text for the custom option is displayed in those colours. Please refer to screenshots of the menu, it was written to be self-explanatory as far as sensibly possible. The player may at this stage change their mind and pick a default value or re-enter a choice of custom values. When happy pressing the 'R' key will execute the game code, this is necessary even if one of the pre-defined choices is selected. A basic check is present to ensure an option has been chosen before the 'R' key will function as no option is selected by default. The currently "active choice" is shown by the menu letter control key being set to flash. Again please take a look at the screenshots. We hope you enjoy this small expansion tweak to the existing 'JSW Mono' ! -
View File Jet Set Willy Mono Plus JSW Mono Plus A small expansion on the existing 'JSW Mono' variant offering a choice of colours! The download consists of a .tap tape file and a small 'tech notes' text file covering a few details of interest. Although the patch to set 'JSW Mono' is readily available from John Elliott's site (home of the brilliant JSWED tool) and it is indeed quite possible to find a prebuilt game file with it applied from other sites, both with and without bug fixes it is by it's nature slightly limited in what colours are permitted. Monochrome does not always have to mean white text on black paper! Upon loading the player is presented with a neat and tidy menu offering a range of suggested presets, selectable by a letter key: White ink with black paper White ink with black paper and bright enabled (This is the original 'JSW Mono patch' effect output when applied to the game engine) The above options are also offered in inverse! That being white paper with black ink, again available with or without bright. A basic 'green screen' choice is available, limited to green ink on black paper but with the option of bright enabled or not. Thought was given to offering an 'amber' choice too as 'back in the day' there were amber 'mono' monitors around as well as the more common green-screen and black-white ones. Unfortunately it was felt that the Spectrum's yellow was not really quite adequate enough to pass itself off as an amber mono display, so the option of a preset for this is not initially offered however, read on about choices... To allow further visual entertainment, the player may select their own preference for desired ink , paper , bright and (if they insist!) flash options. A basic sanity check is applied to prevent the player choosing the same value for paper and ink and a further check to confirm they really do want flash enabled. Upon completion of picking the colour options the text for the custom option is displayed in those colours. Please refer to screenshots of the menu, it was written to be self-explanatory as far as sensibly possible. The player may at this stage change their mind and pick a default value or re-enter a choice of custom values. When happy pressing the 'R' key will execute the game code, this is necessary even if one of the pre-defined choices is selected. A basic check is present to ensure an option has been chosen before the 'R' key will function as no option is selected by default. The currently "active choice" is shown by the menu letter control key being set to flash. Again please take a look at the screenshots. We hope you enjoy this small expansion tweak to the existing 'JSW Mono' ! Submitter Spider Submitted 03/20/2021 Category Jet Set Willy [Patched]
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Just looked and its OK now. Keyword here I guess is " yet " , I will admit it is annoying it not being immediately updated like the previous version, seems a step back. I will attempt to look at that. Top work with the scoring/playing! 😄 , even the erm "A.I Bot" 😉 😄
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Thanks. 🙂 I think the rankings need a quick recheck over given the newer submissions in the 'Automated Generation" topic too. I'm aware @jetsetdannyhas updated them yesterday and I did the same a few hours later to add four missing ones (I just quickly did four caverns)
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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 🙂