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Spider

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Everything posted by Spider

  1. @SedricAndCharlie The topic should have all the information in, hopefully. Its not written in a great manner though, more a case of "my notes I decided to post" I do recall now I think again the game title screen was changed at one stage using the 'Tech Ted' cyan slices, and also I experimented with a loading screen similar to that too, I may be wrong but I also think I tried just using lined text (from the built in Spectrum graphic blocks) for the title too. The 'with more caverns' versions don't exist unfortunately, only what is in that topic, being MT5 as the last one so far. I should perhaps update the download or remove it, as I say until you mentioned it I had completely forgotten about that, the idea really was simply collaborate working with revisions saved to prevent / undo any accidental changes, but we did discover it was actually easier to just upload a new version number into a topic with the list of changes then discuss them, the idea being only one person at one time would "take the file and work on it" 🙂 As you see its not really in a distributable state 🤣
  2. You're welcome. You may want to remove the file above in your post (I leave that to you if you want to) as its so old and an early build as a 'test' really as mentioned rather than anything decent, to prevent its escape from the Mine (or Factory) into the wild. I don't really mind either way other than its a bit broken as expected. As above the game was rebuilt at one stage with better caverns and if I recall correctly I did try to put some of those ideas back from memory. Yes its in the Contributor area while it was being erm "built" but progress stalled for a lot of reasons , unrelated to here or the game itself. 🙂 The idea has a lot of merit still I think.
  3. That's a very very old 'internal build' test version, a kind of "let's test the waters" rather than anything concrete. Strangely enough, I did actually update @jetsetdanny only a few days ago with details of it as such. I am assuming the file above came from the downloads here, the 'internal' projects one as that stands at MT2 as well currently (to be honest I had forgotten about that) As I can recall: The last update was done on May 6th 2020. However, the game itself was rebuilt afresh (at some unknown point) due losing some data. The 'old' version did have a slightly alterted title screen that was 'work in progress' and had a few more caverns sensibly set using 'ted' graphics / blocks and sane layouts (sort of) The last surviving build is MT5 You can see here, its probably worth reading through the entire topic. NB: Contributor access only to both those links, mentioning this so if anyone outside the group tries , they'll get an error. 🙂
  4. Spider

    Loading music

    Oh I saw that on Spectrum Computing but did not get around to mentioning it here. Thank you @JianYang 🙂
  5. Version 1.0.0

    32 downloads

    Following a discussion here about the JSW engine pausing after a life loss or other suitable delay to allow the player to re-adjust themselves, I decided just for fun to re-instate the key code protection request upon a life loss. It will accept any code as I'm not cruel enough to demand the player enter the correct code. The game was also much cut down to only a few rooms, 7 in total are present but only 6 of them are needed to complete the game and the other one is inaccessible without cheating. The .zip contains: The game file in regular .tap format, the game code is compressed slightly. A map file, not that it would really be needed! An .rzx playback although @jetsetdannyhas a much more efficient one, this was not included in the files as it was not part of the .zip released in the topic. A brief readme detailing the changes to the game itself.
  6. View File JSW KCE (Key Code Edition) Following a discussion here about the JSW engine pausing after a life loss or other suitable delay to allow the player to re-adjust themselves, I decided just for fun to re-instate the key code protection request upon a life loss. It will accept any code as I'm not cruel enough to demand the player enter the correct code. The game was also much cut down to only a few rooms, 7 in total are present but only 6 of them are needed to complete the game and the other one is inaccessible without cheating. The .zip contains: The game file in regular .tap format, the game code is compressed slightly. A map file, not that it would really be needed! An .rzx playback although @jetsetdannyhas a much more efficient one, this was not included in the files as it was not part of the .zip released in the topic. A brief readme detailing the changes to the game itself. Submitter Spider Submitted 08/19/2023 Category Mini Games  
  7. @jetsetdannyI've updated my post above after careful examination of the file and what I'd put into the post containing it. Initial release 24th March File Map Readme (with typo's) Next day "on second thoughts" release 25th March File (game code untouched) It is quite possible I'd compressed it here too but the actual content was the same) but loading screen added, which means the Basic loader would of been changed a little bit. Map (no change) Readme (with corrections) rzx playback
  8. It looks fine to me. 🙂 I cannot be 100% sure however I think (with a high degree of certainty as I no longer have the files saved) the original release was just the file and a text document and a map, and the 'next day thought' as such was the loading screen and the 'map' . I am sure I uploaded it to the Final Frontier or Central Cavern group(s) but I do not see it, I suspect if I did it would of been the 'revision' here. Its uncanny you mention that as I wanted to discuss something with you. I'll drop you a quick PM in a moment.
  9. Thank you 🙂 I'll have a good look through this over the weekend if I can.
  10. Spider

    Manic Miner 128

    I was sent this a coulpe of months ago , and played it a bit but then completely forgot about it as real life took over. 😞 🙂
  11. @DigitalDuck , taken me a bit to find some spare time to play this, and I'm impressed. I'm pleased you did not implement the graphics from some of those versions though! 🙂 I find its fun at the full 30fps, the same speed (possibly slight variance) in the ZX version of MJSW which is fast on full pelt. Although fractionally off topic, I did plan on 'converting' the SAM extra level sets to the ZX at some future point. I may not have a need now. I appreciate the extra humour note on the settings too. Reminded me immediately of the BBC version of JSW where 'Nomem Luni' was renamed 'Nomem Luni' possibly due to C.R's annoyance at squashing it all in, that's just my reasoning. I did have to use the openGL option to fire it up but otherwise all good. Attaching some random pictures in a spoiler...
  12. Spider

    Big ones ?

    And from a FB post (not the one above)
  13. Thank you! 🙂 (And welcome)
  14. I perhaps should of looked closer, sorry. My fault as I thought for a moment "I ought to look that up in the reference to be sure" , but I knew it would interefe with the Carry flag. I did ponder that, It is good practise to know their state upon entering, however setting them at random values aka LD BC , 65535 (B=255 + C=255) did not appear to break the sound. But I do agree.
  15. I typed up some notes without internet access (before I saw your reply) However, change the LD BC , 0 to something else (higher value so both B and C are set) such as LD BC , 32768 or LD BC , 65535 , then try your routine. May need to know if you're invoking it elsewhere
  16. I would say it is safe to do so. I checked and with a breakpoint before that instruction BC is or always appears to be zero and the only way without cheating to get to this section of code is at the end of Final Barrier minus 'teleporter' (which I usually NOP out) Its really as I see it more interested in making sure C is zero. As a test, insert a breakpoint at 36981 (#9075h) the LD (HL),0 instruction just before we get here. I tested it by first merely NOP'ing out the three bytes that make up the LD BC,0 instruction then as a further test I tried them at 255/#FF by a LD BC, 65535 The sound was not (or not to my hearing) effected in any way. It is a loop for the sound nothing more and the following on code will use BC for the LDIR instruction anyways. Also tested by setting the PC to the start of the 'congrats' sound effect, which produced the same. EDIT... They say a picture is worth a thousand (#3E8? 😄 ) words or bytes... I too am 'up to something' with this. It should of been done two weeks ago but what with this and that (real life) etc.
  17. Yes I realised as it did say on the page 😄 , I was expecting a game or maybe a cavern display though. Oh well. 🙂
  18. Just the 'musak" ? 🙂 There's no 'game' , I did try but CBM emulation via one of the two I have is not great.
  19. Not forgotten about this however I've been exceptionally busy lately so I've not been able to find sensible time for it. I did consider perhaps the 'mess' emulator might have something but I've found that quite difficult to use, to be fair its been a long time since I tried it so it likely is a lot better now.
  20. Its good the way all three are on one really. Also a 'saving' as you don't need to buy three of them! 😄
  21. I do recall the game itself however I also remember I was unable to get it to run, (or the Atom version actually) as the emulators are confusing. This coming from someone who had two dead A5000's and a working A7000 for a few months. I've never been able to get on with RiscOS unfortunately, the need to load plugins to extract files or do simple tasks was difficult. I do have that version or similar. 🙂 The trampoline block (not that far off Dynamite Dan) was also in the 'extra caverns' sets for the Sam Coupe version of Manic Miner. Its a bit like the Oric Atmos version of MM there's not a lot of erm 'coverage' on YouTube. As time allows I will look into this again though. 🙂 Manic Miner also exists on that platform, here's a pic: I think although that pic is from an old topic, I -might- of got this one to run. If I still had the A7000 I'd of likely transferred the JSW and MM images to floppy and tried them for real.
  22. Spider

    JSW 2 Amiga

    i'm pretty sure it is. I could be wrong, The author is here too.
  23. Thanks. The issue I had (I did not fully describe it sorry was in a hurry) , the Subway intro loader page does appear and I can alter the options values with the mouse buttons, however upon having the "Start Game" option zigzag no mouse button or keyboard key seems to work for it, I even changed the settings around. I do note I'm on 3.0.2 which does not help. I only yesterday realise I could press F12 to get at a few options too. I had a couple of saved configs for other games. Will upgrade and try again afresh. 🙂
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