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Everything posted by Spider
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Did you mean if he uses the Portal to hide ? :) In theory he could be walking left with jump enabled under the earth cell so should jump the gap and not touch the Portal. As otherwise he'd only enter it when it was flashing at cavern completion ? :unsure:
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Thanks all. What I'd thought of (and just thought not tried that method) was just after the checks for if M.W is in the Portal or not and if its flashing or not, there's code to just draw it. Replacing that with the "Kill" routine might of worked, except the JR is a bit out of range. This would of needed two small jump address changes to ensure the routine jumped after the 'modified section' I see I do not need to do this now, thanks. :D
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I did have an idea the other day and today thought I'd try it. Although I'd made a mistake in my code and it did not work (plus something else, namely I think needing to shuffle a bit of code about) , the idea I thought may of had merit. Two ways of doing it, either set the airbourne counter to #FF and jump back into the main loop or drop into the collision detection "kill" routine. It does seem slightly confusing as to if a POP is needed here to zap the last return address off the stack however. Simply put the idea was : The Portal is fatal on contact unless its active. :) The Kong caverns might be possible if jump and left is held down (not tested!) as M.W will not be in contact with it if he walks left under the earth wall with jump held down, causing him to leap up as soon as possible. Just a passing thought...
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Its probably worth mentioning the following small points too: The font used is the neat and tidy JSW128 one There is no inbuilt pause mode The game engine uses the later SP rather than the BB core It may be worth watching the loader (screen at least) at normal speed, as in no flash/edge load to see the small effect :)
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View File MM2020 Special Edition Manic Miner 2020 - Special Edition This small eight cavern mini game is dedicated to all essential workers in any industry or sector who are continuing to keep things moving during these highly unprecedented times of the 2020 lockdown. We say "Thank You" The game engine itself is slightly modified from standard, the main changes of note being: The caverns themselves are identical in layout of guardians and cells to the original except they are mirrored versions! There is approximately a 30 seconds air grace period upon entering each cavern If the air supply should for some reason actually run out during play the game will continue without loss of a life The bonus for making Kong fall into the Portal is increased Pressing Break during play to abort the same will unlike the default Manic Miner update the highscore The caverns to play are as follows: Eugene's Lair Miner Willy meets the Kong Beast Wacky Amoebatrons Attack of the Mutant Telephones Ore Refinery Skylab Landing Bay The Warehouse Solar Power Generator Should perhaps also be noted that both Kong and Amoebatron's screens in the original game are used twice, here the versions used are the second appearance of each as these variants are a fraction more difficult. We will keep a top-x record of players scores too: :1st: - 41842 - jetsetdanny :2nd: - 40173 - Spider :3rd: - 36281 - MtM 4th - 5th - Thank you , and enjoy! 🙂 Submitter Spider Submitted 04/29/2020 Category JSWMM Releases
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Manic Miner 2020 - Special Edition This small eight cavern mini game is dedicated to all essential workers in any industry or sector who are continuing to keep things moving during these highly unprecedented times of the 2020 lockdown. We say "Thank You" The game engine itself is slightly modified from standard, the main changes of note being: The caverns themselves are identical in layout of guardians and cells to the original except they are mirrored versions! There is approximately a 30 seconds air grace period upon entering each cavern If the air supply should for some reason actually run out during play the game will continue without loss of a life The bonus for making Kong fall into the Portal is increased Pressing Break during play to abort the same will unlike the default Manic Miner update the highscore The caverns to play are as follows: Eugene's Lair Miner Willy meets the Kong Beast Wacky Amoebatrons Attack of the Mutant Telephones Ore Refinery Skylab Landing Bay The Warehouse Solar Power Generator Should perhaps also be noted that both Kong and Amoebatron's screens in the original game are used twice, here the versions used are the second appearance of each as these variants are a fraction more difficult. We will keep a top-x record of players scores too: :1st: - 41842 - jetsetdanny :2nd: - 40173 - Spider :3rd: - 36281 - MtM 4th - 5th - Thank you , and enjoy! 🙂 -
JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
:) That's quite impressive. also he does look 'correct' to be animated (was going to say walking but its running!) on his way. :thumbsup: -
Multiface , provided you could stand the (long) re-load times from that snapshot. To be honest I don't really remember using the 'snapshot' more than a handful of times, if that many! :lol: Mind you, no 'rollback' aka rzx style so not really ideal. Only suited I suppose to "if I do x..." I had an MF1 for a while, also later 'back then' an MF3 for my +3 that never worked properly, used to just crash the machine when you pressed the button. Sent it back , never heard from the company again (not R.Robot, was a third party place) :( Oh well. I should of saved more for a +D I suppose :unsure: , that may of fixed most of the issues in one fell swoop! :D
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Just something I quickly whipped up: Thank You.tap Goes without saying that non-NHS workers either in/out the care sector who are "helping" are also fully included in my thanks! :)
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Forcing an error to be displayed (use 23610,x) reveals the unused and "not present in released rom" error message , with letter code "S" Thought it might be interesting or not to see how it behaves when an IF1 is attached although I suspect there's too much missing for that to work properly, indeed trying to RUN with the microdrive just causes an immediate reset rather than the usual (only happens with an IF1 attached) message of "Program Finished" message with the released ROM... Trying other Mdrive commands usually cause it to freeze.
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There is a bit of an issue with Ramtop with that ROM image but I did not expect it to behave 100% anyway. Perhaps slightly interestingly if you force the machine into 16K only mode the startup reset enters a loop, unable to deal with that properly. Although again issues were expected this suggests to me that there were immediate plans for the machine to be 48K or more perhaps (up to say the 64K limit 'in one chunk' for the Z80) as otherwise I'd of guessed it would spring into life at 16K. What did surprise me fractionally: I half thought I'd see NineTiles copyright at that stage rather than Sinclair Research. :) The prototype pics remind me of the Sam Coupe first prototype, built on a huge breadboard!
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Although the Y.T video has been around for a while now as well as some text here is a more up to date article: http://www.computinghistory.org.uk/det/51620/Sinclair-ZX-Spectrum-Prototype/ Now includes ROM image, credit to chop983 over on WOS for the topic itself. Regarding the ROM code, I have not attached it here:
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:lol: :) Nothing wrong with design that means an item is only collectable via entry to the screen in one direction, even if it appears to be 'possible' from another way! Reminds me of that item in one mini JSW 'kitchen' screen that looked difficult to get but was not. Now, having an item placed on or within 'forbidden ground' is something else (Ted springs to mind here!) except said ground is not permanently forbidden ;) Food for thought with a future JSW Patch Vector maybe... ;)
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Just out of interest (please: there is absolutely no need to answer - I'm really only curious) are you: Just running out of lives Getting caught in an IDS such as falling too far and/or landing repeatedly on a nasty General 'negotiation' avoiding guardians and fire cells etc I have enjoyed what small portion (sorry) I've managed to play so far but I'm far from the best player, mind you I enjoy it so that's the main thing! :)
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On a more positive note (btw: I did not read the whole topic on S.C either, just the last three or so posts was enough) , the positive point is the game may be updated I hope to rectify a few small issues. It is a very good conversion in itself however there's no doubt in that. :)
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:( Lots I could write but I think I'll just stick to that smilie.
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:) Although "free time" may be lacking, I for sure (and I strongly suspect others too!) would still highly value any input (as and when or if you can) even if its just a passing comment on an ongoing project/thoughts etc.
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That looks quite good to me! :) :)
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Thanks Danny! :)
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Thoughts also just turned to the "hypodermic syringe" guardian in 'Ted too, its in "Prehistoric Caves" at least, quite difficult screen to get to.
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Ah those ones, yes I did glance but for some reason ( ! ) decided they were more like bacteria , although on reflection your choice is probably a better sprite as its not got the face on it. :) EDIT... And the animation is appropriate too. For completeness sake, attaching a pic of the S.P version of 'Revenge'
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I don't know why exactly but my thoughts turned to vertical guardian from Amoebatron's Revenge in the Software Projects version of M.M , as it has a 'bug' design to it, compared to the B.B version anyway. :unsure: ?