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Everything posted by Spider
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Must confess I'd not noticed them either. The download system does support multiple files so if wished said .pdf could quite happily sit alongside the .zip or within it if preferred. :) Note: Editing the 'download' topic is safe provided the download itself is not updated as the 'content' of the download is written out to the topic's first post.
- 11 replies
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- 128 room
- norman sword
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(and 4 more)
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My thanks too. :) Does mean I can cross this off my (very eventual) list of projects too, although I'd planned on using a different tool to build it with. Will await to view your .rzx Danny :) Sure it will appear over the next day or so. EDIT... Said .rzx is already available!
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Yes I saw the post of S.C too. :) It was on my eventual todo list at a future point although I'm very pleased someone else has taken up the challenge as to be 100% realistic it would be a year at least before I could even think about it, and I'd probably do it multiplatform too if I had to. One thing I do remember (well, I think I do) B.I.T.D as such, I remember seeing the adverts for this game and wondered why there was no ZX version. Thinking back there were no screenshots either on the inlay! Having played it I was not that surprised. On a more positive note I looked briefly at the YT video of the remake and the graphical issues are much improved. I do think even 'back then' though a bit more could of possibly been done on the Vic with regard to the graphics, but I'm not sure on that.
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Just after general feedback on these please, nothing more hence this topic being in Chat. There are five samples, a very brief description of each: 1. Left/right/left/right pixels and attributes together 2. Pixels top/bottom then attributes backwards 3. Spiral outwards inwards pixels and attributes together 4. Pixels centre outwards up/down together then attributes two vertical blocks 5. Left/Right and top/bottom pixels and attributes together The standard picture is here, this is what it is going to 'draw' for each of these: The five example screen$ loading schemes (conventional .tap files, well kind of) are attached, again complete with Basic loaders. Note they might crash after loading but does not matter too much at this stage. Remember to turn off flash/edge loading to see the 'effects': 1.tap 2.tap 3.tap 4.tap 5.tap 😄 I prefer '5' although its the most difficult one, '4' would be my next choice followed by '1'
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Congrats! :) :)
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I'd take a wild guess perhaps people were not looking for one ? , Well maybe! Although a completely different "kettle o fish" that huge PC based multi-JSW/MM game that C.Rothwell released in about 96ish, that had a cheat mode too but it was very difficult to figure out or find despite clues. I do recall getting it to work once many moons ago. Good to see you here John! :) :)
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And the big hand should be pointed at ;) , if I am on the right track. But it will have to await a bit. :)
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It was something also on my "todo" list at some point although I highly suspect Danny will beat me to it given my schedule of late. :)
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Only applies to the 'Softricks' edited games to effect the life-loss routine a little bit: POKE 35846 , 0 / #8C06 , #00 POKE 35847 , 0 / #8C07 , #00 POKE 35848 , 0 / #8C08 , #00 This keeps the border and sound effect which is actually the built in one used on the title scrolly, but removes the call to display the title screen. Another small advantage of this is there's no ink corruption (yellow ink mainly) on the lower status area afterwards. Optional: To adjust the effect length a little bit, the default here is 50 / #32 : POKE 35855 , X / #8C0F , #X Sensible range (higher values = longer effect length) for 'X' is 30 / #1E to 70 / #46
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Small score update to "The Cold Room". :) No other 'new' results have been received lately.
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Welcome. :) :)
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Happy Fifth Anniversary! :)
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Huge congrats! :)
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Surprised no-one commented on that one above! :D I've not seen it fixed in that way before. Anyway the Swimming Pool self collection item, nearly all 'fixes' seem to fix this by changing the INK colour to cyan. This does appear quite acceptable, although I have iirc seen yellow applied once instead of cyan, cannot recall which variant. However I was thinking: Would green not be a fraction more suitable given the room above is 'plant based' ? POKE 57248 , 004 / #DFA0 , #004 It does not look too bad in green ? :unsure:
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Excellent to read the updates, thank you. :) I think regarding the sound the last time I did this I merely leapt out (called) of the existing 'collect the item being touched' routine into what was part of the 'dead space area' to make the JSW effect then returned back.
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Another twist on the Conservatory Roof fix, I did give serious consideration to fixing it the way its done in most other platform variants but that did not quite seem quite right somehow. However this seems reasonably fitting and graceful: POKE 60230 , 067 POKE 60231 , 004 Hex of the above two pokes: #EB46 , #43 #EB47 , #04 I'm not going to spoil it with a screenshot, but its slightly different and the fact there's two is intentional.
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Thank you again for the continued updates and progress :)
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In theory then it would not actually take "a lot" to do this. :) Thanks. I do feel it would be quite useful, perhaps as mentioned more in a third party game where you cannot see the room below unless you fall into it. Having said that tweaking the stock game to do this would also be good, applied along with the tiny adjustment to prevent an invalid "top exit" rope situation (The Beach and On The Roof) would be ideal as a 'combination fix'
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Well done Geoff! :) The score ranking for Central Cavern were updated in the download listing, which automatically updates the discussion topic for it. I could not decide if I should of used "and" twice actually, normally I would not but in this case although its not perfect grammatically, doing it with either a comma or another delimiting character did not look quite right! :huh: :thumbsup:
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It does make good sense to think about this in any future JSW projects though, as you could consider it to be 'lack of player judgement' or an unfair IDS. The latter would really only apply if depending on the map layout the player could not 'see' the room below with the rope at any point aside from 'dropping in' :)
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Thank you for the updates and detailed information. :)
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Maybe a PV maybe not. I don't have a lot of time to describe this idea in detail but the summary of it is quite easy, if Willy falls from a room and the room below has a rope, it should swing towards him. A good example here is on the default game falling from Orangery into Swimming Pool or Watch Tower and Quirkafleeg, pick the wrong side of the platform and its over! The change would simply ensure the rope swings in his favour, that being towards him. No attempt should be made to alter the rope length or swing limits, so if he falls near the far edge of the screen it won't catch him. I did wonder what effects that might have if it was applied globally, by that I mean if the rope routine detected M.W's entrance into the room and swung the rope that way even when entering near the lower part of the screen. It might be easier (but more work?) if the 'change' only took effect if he had entered the room from above perhaps. Just a thought. :) I have not looked into how practical this would be to do.
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I'd not checked! :) I simply saw a screenshot the other day and for some reason remembered it when I read this topic. Thanks for clarification. :thumbsup:
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Without even starting the game I immediately notice the improved piano key 'highlight' covering the full key as well as the 'Enter' colour cycling. :) Spoiler ahead (cheating!)
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I think its probably reasonable to say some of the relevant code is not listed on his site ? :) By that I mean not giving "it all away" I've not really looked into this, I did mean to a long time ago but what with one thing and another etc...