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Everything posted by Spider
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Thanks Norman. I must admit I was exceptionally short of time when I typed my initial post in, and I'd not really considered any side-effects as such as you mention. I dare say it could be reworked to take account of those, in that if MW is falling or jumping the action continues until he lands, same with the crumbly floor perhaps or the conveyor. The crumbly I'm slightly 50/50 on as that could work either way as sometimes its beneficial to jump "on the spot" to provide correct timing. Horses for Courses I guess with that one. 🙂
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As per the slightly odd title! This was a thought I'd had a few months ago but dismissed it at the time. The basic premise is to freeze the game unless a movement key is pressed, however the air supply will continue to decrement during this state. Inbuilt pause perhaps should be disabled too. This may sound odd however consider the fact that as the guardians and conveyors etc are also frozen, time may be of the essence now as MW will have to either jiggle left/right or jump (wasting more air) to ensure that guardians etc are in suitable places for his manoeuvres. The main loop where guardian and other tasks are called could be bypassed into the free space area with something along the lines of: > Decrement the air supply and update the display for it etc > Are we pressing any key ? If so is it a movement key (left/right/jump) > If it is not a movement key, jump back and decrease the air supply > If we are pressing a bona-fide movement key for MW then provide that movement and call to animate/move guardians and conveyors > Jump back to the main loop I have not really explained this too well I suspect however if you pause (no pun) to consider the fact that air will be lost positioning MW in certain caverns it will make the game more tricky.
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I was thinking, I wonder if 128K models are going to be different in some way emulation wise or not and if doing a 48K mode selection (killing in effect all 128 extras) instead of a USR0 (leaving you at 48K mode with paging and sound available) would make any difference. I suspect not. Although probably not a huge concern, using 'cloned' emulations such as perhaps Scorpion 256 or more common Pentagon 128 could also perhaps effect this, but I suspect this may vary more on emulation program rather than machine type. ^ The above could be complete nonsense.
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Thanks Norman 🙂 Appreciate the updated tool. I've fixed the post issue. For some reason it had (upgrade quirk perhaps) reset the editing time limit to "525600 minutes" , its not really meant to be set that high if a site uses it anyway, typical things are usually a few hours to a few days in my experience if its limited at all. 365 days in effect as 52600 / 60 / 24 = 365 , if my sums are correct! , anyway I've rectified said concern. Apologies for the inconvenience.
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Thanks Norman. 🙂 I do remember reading a long time ago half the problem on emulation was due to the way the PC keyboard was connected, being legacy IBM standards (both AT/ATX types and PS2) , Apple might not be effected earlier ones using ADB for their keyboards before everyone moved to USB. To confuse the matter a bit more it is possible (but I've not checked) that different emulators could respond / cope in slightly different ways too. I do think there's something in emulation settings that may help as some have a choice of Iss2 or Iss3 keyboard. I'm not aware of the difference having not had time to research it, although I do suspect its an internal ULA change with regard to how the databus is dealt with (maybe) It should be noted that I've not researched the above, that is all "straight from the top of my head" , errors and omissions to be excused. For convenience, he topic regarding the key scan can be found here Back onto the main topic directly, I'm still highly impressed by this. I did have a vague thought the other day in perhaps a redesigned JSW or even in the original certain "below ground" rooms such as Wine Cellar / Abbey / Under The Drive" could facilitate the lighting effects.
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Thanks. I managed to read this actually at about 8.20pm that evening! So I was just about in time to grab a coffee then watch/listen.
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" All good things come to those who wait " ? 🙂
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... Just realised there's a potential pun in my last post. Someone could of said "as long as its before midnight" (or 1am!) 😉 😄
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I've got some prepatched Ted game files somewhere, they do not "appear" to be patched though, in that they look like the normal untouched loader (Basic and all etc) , along with some other games from time to time. I tend to call these PPG's , "Pre Patched Games" , as in not damaging the original loading scheme but adding or changing sane things. You mentioned Kokotoni Wilf, another good game all in all. An interesting twist on a platform variant instead of left/right/jump we've got left/right/fly If you're feeling brave with K.Wilf, try " POKE 28901 , 201 " , then just let go of the keyboard / joystick 😉
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Still scope for other creations at any time 😉
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Thank you re: Xmas wishes! Attached please find TT1 and TT2 maps Note, quite large! TT1 : 3168 x 1064 , Author Credit: Pavel PlÃva TT2 : 7056 x 4872 , Author Credit: Dinu Cristian Mircea I'm hoping they don't mind me reposting them here from maps.speccy site. 🙂 Enjoy ?
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I heartily concur with the above! 🙂
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Costa Capers very difficult 😞 Its almost impossible to figure out what to do (so I thought) never mind doing it 😄 One annoyance with TT2 (megamix, 128K only) compared to TT1 is if you go "out of screen" In TT1 you end up in the Sewerage screen/room from which there's no escape and almost immediate death as the floor and platforms are "fire cells (INK 6 PAPER2) " and its full of fast moving vertical guardians, not that you can stand anywhere anyway! 😄 All four exits link back to the same room. In TT2, the game jumps to the title screen if you jump out. This is actually possible by accident! Falling out of Beaker Store and jumping out of either Sky At Night , Conduit Tubing (iirc, its been a while since i played!) or Satellite control can do this. One thing that did amaze me with TT2 was the fact there was a teleporter routine hack written, and it actually exists in the game by default anyway (but its quite well hidden, see TipShop) , I don't recall it being in any mags until I posted about it either a few months/year ago. I don't think this debug feature exists in TT1, I could not find any signs of it anyway but that's not saying a huge deal. ^ That reminds me of JSW2 with the Cartography Room in some ways actually, it may be there already 😉 Amstrad version (untampered one) at least, there's a detailed topic on this here on this site about that actually.
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Updated again 🙂 Pgyuri has scored 1975 in the Cold Room, post on WOS here
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Thanks! As per usual for my area, its not a Snow White Christmas (that's quite rare!) however its certainly crispy cold enough!
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There may be a convoluted solution to this by running it inside a VM which itself -might- look better at full screen. In theory it would look just as good/bad as now but something tells me you can sometimes get things to appear differently (difficult to explain) That is quite a lot of work though I'll admit for potentially little gain.
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Its a fixed size window (iirc) but I've not looked into debugging for details. The question is not your "4K-ness" , well not directly but what is your screen resolution ? On my 1920x1280 monitor (its quite old now) it takes up about 3rd roughly if its centrally placed. Same size almost as ZXSpin on 200% If your display is double that or more ( ! ) its going to look quite small. It -might- be possible to force it to run full windowed or such but I think John Elliott is best placed to answer that.
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One thing that some may of overlooked (don't forget @ mentions though) is the ability to selectively and easily quote various parts of a post. See my screenshot, you can highlight the parts you wish and have them quoted in your reply: This then provides said highlighted texts into your post for you. Handy if you do not wish to repeat the whole post.
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This will be good I'm confident 🙂
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I did think about that point -after- posting but thought I'd just leave it. 😄
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MOD EDIT: The posts within this topic were split out of the original 'Download Discussion Topic' for Manic Panic, with hopefully a suitable title.
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@Norman Sword, I've tidied the topic and split the posts that were a bit too far off topic into a new topic of their own, in the 'Remakes' forum area. For reference said new topic can be found here as there is some interest in 'Seasonal' themed creations although I do confess upon viewing the whole original topic here in its entirety there were a few too many off topic posts present, and I'm guilty of posting just as much as anyone else. 🙂 I'd like to hope you will perhaps consider continuing to use this topic again now I've had my "sweeping brush" out to attend to it. I concur
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🙂 Popular with good reason. Although this version has only (at the time of writing this) been present for a week and a half, its already had 350+ downloads.
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Well done. 🙂 I've updated the score rankings as appropriate including the missing update from Pgyuri with Processing Plant. I've also taken the opportunity to fix the odd spacing (just in the rankings not the descriptor area) too for now.
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Top work! 🙂