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Everything posted by Spider
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Indeed! :D
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Does sound quite uniquely different. :) It does make the 'harsh' tones stand out more though but that's expected (not a negative thing) just they are more apparent now.
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[File] Manic Miner (Cheat Versions) BBC Micro
Spider replied to Spider's topic in Download Discussions
Welcome. :) The immunity version does not offer any options as such. The level select one as above does not offer anything other than a level select, entering during game load as indicated in this pic: Naturally, invalid values are not accepted.- 3 replies
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[File] Manic Miner (Cheat Versions) BBC Micro
Spider replied to Spider's topic in Download Discussions
The above was updated to include a much better description and also a newer, separate version which provides the ability to select a starting cavern very easily. :)- 3 replies
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Thank you. :) :) The information is appreciated and welcome.
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I'm sorry to hear that. I'll send you a quick PM about this rather than clutter up the topic, there's a few "choices" to prevent this happening.
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Good point! :) Please feel free to update the descriptor to reflect this, or I can do it later today if needed.
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I am pleased to post that an original tape image has been sourced and added into the .zip, along with the 'slightly hard to find' codesheet for this version which is required for the original tape. :) The game controls are: Z / X / RETURN = Left / Right / Jump S / Q = In-Game Tune On / Off DELETE / COPY = Pause / Continue ESCAPE = Abort Game Regarding the code entry itself for the tape version, use the following keys for each colour on the codesheet Blue = 1 Red = 2 Green = 3 Orange = 4 Note that orange will display as yellow on the machine itself during the code entry. As per other versions you have two attempts before a reload is required.
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[File] Manic Miner / JSW 1 / JSW2 Combi (BBC Micro)
Spider replied to Spider's topic in Download Discussions
A minor update was performed on the disc image (thank you to BillCarr2005 on the stardot forum for this) :) The small update was to both split JSW into its own sub-directory to avoid renaming the files within and also perhaps more importantly restore its loading screen shown briefly during load as this was not being rendered on JSW1: Should be noted that there was no issue with the JSW2 loading screens, these were correctly shown during load. Nothing else has changed 'code wise' it was merely a cosmetic fix. -
Thinking again, this would be 'more work' on MM than JSW if for instance the cavern had already both vertical and horizontal guardians in use as there would not be any easily available definition to use, but I can see how it would work in JSW easily enough...
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:D Yes. I think I've overlooked the obvious here of using a guardian for it, the thought never occured to me! :blush: Then again, the same as I almost did with the 'flagpole' in the (as yet unfinished) port for another platform variant, the one with the diagonal guardian ;)
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Or possibly for JSW as well ? I'm thinking Spectrum platform for adding this obviously... A few levels are different on the BBC Micro version, unfortunately the demo does not extend to show all the levels. To cut a long story short here: Manually altering the code on this to do that can cause a crash. A bit of tweaking (thanks billcarr2005 on their forum) with the debugger allowed me to change the cavern start to be able to view them properly without having to play though the entire game. Two video's are provided: The Meteor Storm (replaces Solar Power Generator) The Final Barrier (completely different layout to most other versions) The primary reason for this topic is in both of these caverns you can see what appears to be an 'electrical discharge' effect which turns on / off. Contact with it is fatal as expected. Although the "The Meteor Storm" has four of them, "The Final Barrier" uses two of them to better effect. Please take a moment to watch the short video's to demonstrate these, both are Final_Barrier.avi Meteor_Storm.avi Note these have sound but its slightly out of sync, so it may be prudent to turn the volume down or off temporarily. Any thoughts ? :)
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Amstrad CPC: POKE &713E , &00 = Fall Any Height POKE &79C1 , &00 + POKE &79C2 , &00 + POKE &79C3 , &00 = Portal Always Active!
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I had chance to play this Sunday evening, once I'd figured out the very strange way disk images are accepted in Steem (its not explained that well in the emulator readme, or I missed it!) and got a suitable TOS for it as the higher version one did not play nice. :) , none of that is related to the game however. The game plays quite nicely, it has the feel of the SamCoupe version to it in that the movement is more fluid than the Amstrad/Spectrum versions. I sent you a PM reply about the text (you have that already) The sound is very good and I like the effects of the Portal too. The air supply decrements quite slowly although this may or may not be a concern. There are some interesting novelties too such as Willy dancing on the title page with his erm 'partner' as well as the arcade style left/right to enter a name into a high score table. A+ for this addition! The cavern design particularly the 'pac man' wall effect is also excellent. The only real concern I had in my short playtesting time (so far) was the boot takes a while to initially start to descend on the Game Over page. :) Summary is this is so far an excellent piece of work imo. :thumbsup: I'm attaching a few screenshots too! Finally a few screenshots I took 'mid play' :) Proof in the pudding as they say with my Hi-Score, unfortunately emulation did not pause in Eugene so I lost a life taking a screenshot!
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The solution is so obvious when I saw it. :blush: I stayed on the righthand side of the wall and then tried various tricks to jump/land safely, with a vague idea of passing his head through a cell. Come to think of it I'm not quite sure how well those kind of 'quirks' are in JSW64 / JSW128 if at all... The extra fire cell is about where I would of placed it too, to prevent an 'unintended escape' :)
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Yes it by default removes four "units" of air: Any more than four is quite difficult, sometimes just two can be if the player is a bit slow to manoeuvre around
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That's quite good. The change is very easy to see. Regarding the small challenge: I was not able to survive the jump down after the wall had gone, despite trying! I suspect the correct method may involve a quirky manoeuvre, possibly by allowing his head to pass into a solid cell :unsure: However I managed to *ahem* cheat my way out ;) I don't (think) this was intended escape route as its possible in both versions ? , one extra fire cell could prevent this though. Attaching two very small .rzx's of the escape, the 'fixed version' one is slightly quicker... Unfixed_Escape.rzx Fixed_Escape.rzx
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I fixed the math results, although they did "pass" when I tried them, but I could see a potential problem especially for those for whom English is not their primary language. :) This time there's no doubt as its not shown. I registered correctly with a normal combination, FB and TW register can be slightly off sometimes but its due to external factors unfortunately, I might actually disable those. At least you're here now! :thumbsup: Downloaded. :) :) Will try it out later today all being well.
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I was thinking about this earlier, although not terribly practical (maybe?) , there may be little need to actually compress the caverns at all. Perhaps utilising the 128's extra memory via bank switching would allow plenty of caverns. I've not looked into how this could be done without moving a whole chunk though rather than just the cavern 'area data' Food for thought perhaps...
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That looks very good indeed! :) :) Will follow progress, thank you for sharing the information with us! Am sorry to hear you have had issues actually registering here, I do plan a change on this actually at some near point to hopefully simplify it a little bit.
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External reviews: http://www.indieretronews.com/2018/10/manic-mixup-remix-of-matthew-smiths.html http://idpixel.ru/games/manicmixup/ http://planetasinclair.blogspot.com/2018/10/manic-mixup-2018-manic-miner-remix.html Google Translate or similar may be needed for the latter two. It is (in Google's Cache at least) mentioned on http://www.elmundodelspectrum.com/index.php however I am not able to currently find their 'review' of it. Another > https://www.classic8bit.com/games/sinclairspectrum/842-manic-mixup Spectrum Computing > https://spectrumcomputing.co.uk/forums/viewtopic.php?t=1074 https://pulsaunatecla.blog/2018/10/28/manic-mixup/ YT video as well from ZXSpectrumUser: https://www.youtube.com/watch?v=-sRNliKMdns YT video from SabreMan: (download link on the video description is currently incorrect) https://www.youtube.com/watch?v=k1rFn2FQR5M
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Ian: Sorry. It was not really directly aimed at anyone apart from the first line about the items location. :)
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That's a very good point about the items. :) JSW went a bit screwy when I experimented briefly with this a few months ago (I did not really have time to look into it much then), although I think if you either have the 'moved rooms' to have no items you'd probably get away with it. Either that or not editing it at all in JSWED once the room data was moved. A different tool would have to be used, there are some Basic ones floating about that could be very easily modified to take advantage of the differing room start address, although in comparison to JSWED they are quite fiddly to use. Back to MM: Changing all the addresses in the main loop and other routines to move the code up to free that large space chunk is quite a bit of work! My logic tells me that in itself would provide space for two more caverns without any compression to them, given that each one is 1024 bytes and you'd free 2484 or so bytes up. :unsure: It does seem quite a lot of work for a small gain though.
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I have moved some of those items Norman mentions (Ian will be aware what I am on about here with 10CC) to occupy other space, easy enough to put them elsewhere and a couple of tweaks. The main one is the Final Barrier data really as that's a relatively large chunk to hide somewhere