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Everything posted by Spider
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- manicminer
- bbcmicro
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I think I've heard that before actually, that also may explain why just those ones (and a few smaller bits) were changed, to remove the erm "branding" from Bug-Byte. :)
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That's an excellent idea I think. :)
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Thanks Norman for all you've done! B) I concur please take a nice, decent and restful break. ... #(some address) HALT ; lets have a rest! :) I think the 6502 equivalent (ish) is BRK to the Z80's HALT but it works differently as you'd likely expect. I've kept away from 6502, I looked at it many years ago and it made no sense to my mind at least I could half read Z80. Likely me as its supposed to be not that difficult!
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Thank you again for the updates! :thumbsup: For anyone generally who cannot find an attachment in a topic, there is an easy way to do this: View the forum not the topic and click on the paperclip icon to bring up a small popup (with scrollbar) containing all that topic's attachments as well as a link to the post in question if required on the right hand side of it: Its not brilliantly styled however it "does the job" :) For your own attachments, a few months ago I added a "My Attachments" link to the usermenu (top right) to save having to go through the user control panel to get to that page.
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I think it might be a worthwhile addition when/if the game in question suits. :)
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I concur. Thank you for the latest version! :) I'm sorry I've not been able to participate (much) the past couple of week or so due to lack of online time, real life intrudes much lately.
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Can't get that link to load (as I write this, problem at my side) but as the original JSW and MM loaders are not protected you can MERGE them and add pokes as a new line before the USR statement. :) Depending on the game loader, if the final USR statement is on say line 40, you'd add a line 35 or if its on 30 you'd add a 25. I'm picking a 5 so you don't overwrite any existing lines. But for MM (both variants) you can simply use this crude one: 10 CLEAR 28E3 20 LOAD "" CODE 30 PRINT AT 0,0; 40 LOAD "" CODE 50 60 70 80 RANDOMIZE USR 33792 50 60 and 70 should be your poke lines as required. 10 Sets RamTop to a sane value to permit the code to be loaded 20 Loads in the 'loading pic' 30 Moves the print pointer back to the top of the screen out the way of the pic 40 Loads in the game code block 50 , 60 , 70 as written above ! 80 Calls the game code You therefore may be interested in this topic too > Pokes (Spectrum Version)
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The only time I've seen that happen I think is when by accident or design someone sets the lives decrement to be an increment instead ( :D ) , once its made a mess of the lower screen area it starts to mess the top of the screen too. Only problem is with all the extra animation at that stage the game is virtually at a standstill. EDIT... Its not too slow, I was wrong. See pic as I may of explained the above badly! ^ That erm 'effect' anyway. Pic from the SP version but the effect is the same in the BB one. Not 100% on the screen exit Dr Broad ? I did not think that was easily possible without some minor cheating involved, the easy way I think to cause that is to remove the check for earth cells allowing M.W to walk through walls! That's really helpful sometimes with JSW as you can then climb them (seem to be treated as water cells in effect) but not quite so helpful in a 'fixed room' scenario such as MM. There's a .pok file to do that posted in the pokes section I think.
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Thanks Norman! :) The newer modes are quite nice. I also appreciate the difference in Latern vs Candle and the fact you've applied appropriate icons to the title screen when one is chosen. For some JSW variants we borrowed the 'Wanted: Monty Mole' candle as its was ideal, yours reminds me of that in a way even though I can clearly see its not that sprite.
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Welcome. :) If you're able and want to (if you've not done this before be mega careful of the very delicate keyboard 'tails') it may be worth checking any socketed IC's are firmly seated but I suspect its not that somehow but its relatively easy to check. You could perhaps run the diagnostic tests in this to see if anything crops up: https://worldofspectrum.org/archive/software/utilities/test-program-sinclair-research-ltd/ Easy to use: In particular test 6 (ULA) and test 7 (Memory) are the area's of likely interest. There are a few more similar programs available offering more but that one will hopefully grab anything major.
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Just to be sure, apply one of these depending on what version you're using: Software Projects / Mastertronic releases : POKE 34804 , 1 Bug Byte Version : 34798 , 1 Note : Don't apply both ( :D ) or the wrong one.
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Did see your FB post on this in 'Wonderful World' but unless its a bizarre ram fault effecting the airbourne status flag and setting it to 255 / #FF , I'm not sure what to initially suggest. :) We do have a few real 'experts' who may be able to shed further light on this however.
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Welcome! Not that I'm aware of no. You've not run out of 'air' have you ? :unsure: , when that bar expires = loss of a life :) They are original games I take, I mean not highly modified with different level designs etc ?
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Thanks Norman! :thumbsup: I was actually looking at what was left of (about 1/3rd) of the Sinclair Programs magazine from March 85 I purchased "back then". The charts section in particular. Both MM and JSW are listed. (removed the duplicate topic) :) Am attaching a pic of the relevant page of that magazine from a .pdf rather than a photograph of the sadly tatty magazine remnants: Hopefully they won't mind and this falls under 'fair use' as its not really of any real commercial value as I see it.
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One thing perhaps worthy of mention the sequel "Tech Ted - The MegaMix" is 128K only, does feature improved music although in some instances I do prefer the beeper tune of the 48K version. Much expanded with more rooms/horrors to contend with. Tasks are numbered! So there's little doubt in what order things need doing. Difficulty I'd say is possibly just possibly a fraction less, but not by any real noticeable degree. To be completely fair you can at least navigate a few screens without struggling unlike the original where you more or less had to struggle with Cloakroom to get anywhere initially. Its worth mentioning the Ted sequel here, "Costa Capers" with Ted on holiday. This is insanely difficult I think, imo I consider Ted easy in comparison! There are objects to collect / use and its not obvious what to do with what (think Ted's tasks) , there are some brilliant innovations though with sprite movement patterns changing and the like and the title screen tune is excellent for a 48K machine.
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That effect is quite useful :) It did spin quite a lot faster than I thought it would for some reason though. Don't get me wrong I'm not saying slow it down! :D
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The rooms are almost 'built' with a LOGO type of instruction. If you make an invalid exit then you end up in "Down in the sewerage" , from which there's no escape! The room as far as I can tell only has air and fire cells defined, the yellow ink/red paper platforms are fire and the air cells are red paper. All exits from this lead back here. T-Ted2 incidentally does not feature this room, it sadly without warning just goes to the title screen. Final word on TT2, there was 'back in the day' a large hack to add a teleporter, unfortunately (a bit like JSW2 actually!) there -is- already one present built in but it was not well known about... Problem is on both (TT2 especially) it is not impossible or by being really silly to end up making an invalid exit. Cheats such as 'walk through walls' make this even easier! The most memorable 'extra platforms once you progress' are a ladder added to Reception and platforms in Beaker Store, I think one appears after Task3 and one after Task5 , or vice-versa. A single poke enables them all as does another single poke to permit tasks in any order you like. I really don't want to talk about the loader at the moment, its a bit complex! :lol: , if you wanted to know try here OK back to the TT time concern. ;) 43191 DEFM "08:30" ( 48 , 56 , 58 , 51 , 48 ) 43196 DEFM "17:00" ( 49 , 55 , 58 , 48 , 48 ) ^ They are ascii as indicated, you can alter them. The time check routine works like this: I should point out, I did have help with this as you can guess its not my work as such aside from the 'newer' comments. Thanks Richie! :) EDIT... There's no check as such for 24 hours so if you alter it, it will happily carry on regardless ie: 25:00 etc. Easy 'extended' time is probably to just change the game end time to 07:00 as its never going get reset down again (infinite time) or if practicality is needed then set the start time to say 6:30 (one poke) and the end time to 19:00 (one poke) , that then gives ted an extra two hours in the morning and an extra two hours in the late afternoon. :)
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That looks really good. :) Thanks for the continued updates. Its interesting you've posted that today as I was thinking earlier about doing a couple of mockups with the 'darklight' version and posting them as screenshots as the author was open to changes. I have a "plan of action" for that I'll discuss in the appropriate topic once I've clarified (to myself at least) what I'd like to suggest etc.
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The time is stored as ascii and the 'end check' is also read as "17:00" so its quite easy to modify that and/or the start time to allow the timer to progress rather than have infinite time, but allow Ted a sane deal. :) must submit that to Tipshop actually. The loader is very (imo) complicated, not the animated Ted's which is a work of art in itself and I think unique back then (think the baud rate is fracionally below normal too, to allow for the time needed for this) but the way the code is loaded in and decrypted, still makes my head spin just thinking about that lol :lol: Kokotoni Wilf is worth a mention as this is a simple platform game too, more 'Manic Miner in several screens' in several 'time zones' , but although its really showing its age now unlike MM and JSW which appear timeless, it still quite good fun to play. Bear in mind there's no jump key, its replaced with 'fly' instead.