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[File] Maria vs. Some Bastards 2019 Bug-Fixed Edition
Spider replied to IRF's topic in Download Discussions
Top work! :thumbsup: -
Thank you for the update. I've not edited my post again to reflect this just yet as I've not digested what I need to update, unless its just the wording of "five" to "six" :) That would indeed be an interesting idea. :) Once a player has 'tried' the room out initially it then is obvious they should leave the nearest object till last in order to enter the Portal. From what I can very vaguely recall 'back then' I too would of been likely to not realise my mistake initially in object collection. Probably not relevant here but it maybe worth noting I had purchased JSW a good six months before I purchased (yes I did pay!) Manic Miner, so my initial platform playing techniques were slightly more honed I suppose towards JSW's game engine general behaviour. Back on topic it could be set to be an object further away perhaps. I did toy with the thought of having Eugene move more slowly on his "get to Portal!" routine but this would seem to be a bit of faffing about needlessly. :unsure:
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I've updated my original post to very slightly re-word it (I say slightly, it could be much improved I know!) and also more importantly to include #hex values of each change too, a 'best of both worlds' so to speak. :) I've also bolded the vast majority of the relevant address numericals too. EDIT... Although it is likely already well known it should be put as a minor ( miner? :D ) note regardless that the 'Re-Release' versions by Mastertronic (M.A.D) and VentaMatic (Spanish release) both use the Software Projects code, albeit with fractional differences but that is something for another topic.
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Regarding Eugene himself, I see two reasonably easy choices here: Method One: Have him 'angry' but not guarding the Portal. Upon collecting the last item, he will start to colour cycle but not stop at the Portal entrance. To do this just NOP out five bytes, in effect removing three instructions. It may not actually be necessary to remove all three however this does work. S.P. Version: The five bytes in question are located at 36355 to 36360 / #8E03 to #8E08 , both decimal and hexadecimal lists provided: 36355 LD A , (32884) 36358 OR A 36359 JR Z , 36378 #8E03 LD A , (#8074) #8E06 OR A #8E07 JR Z , #8E1A B.B. Version: In a slightly different place as you would expect and can be found at 36344 to 36349 / #8DF8 to #8DFD , again in both decimal and hexadecimal 36344 LD A , (32884) 36347 OR A 36348 JR Z , 36367 #8DF8 LD A , (#8074) #8DFB OR A #8DFC JR Z , #8E0F Method Two: Have him ignore the fact that all the objects have been collected. This means he will simply continue to move up and down as per normal. To do this three small pokes are needed. S.P. Version: NOP out the JR Z , 36378 / #8E1A instruction at 36359 / #8E07 (Two bytes) then change the single byte at 36449 / #8E61 from 32 / #20 to a 24 / #14 , this changes the instruction at 36449 / #8E61 from a JR NZ to a JR Original: 36449 JR NZ , 36458 Changed: 36449 JR 36458 Original: #8E61 JR NZ , #8E6A Changed: #8E61 JR , #8E6A B.B. Version: Again the same thing just in a slightly different place. NOP out the JR Z , 36367 / #8E5F instruction at 36348 / #8E56 (Two bytes) then change the single byte at 36438 / #8DFC from 32 / #20 to a 24 / #14 to effect a change from a JR NZ to a JR: Original: 36438 JR NZ , 36447 Changed: 36438 JR 36447 Original: #8E56 JR NZ , #8E5F Changed: #8E56 JR , #8E5F EDIT... Updated to include both #hex and decimal, and "bolded" most of the relevant numeral values.
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I've got to confess the differing hack levels for JSWED are a slight source of confusion :unsure: even though most (if not all ?) of their specifics are in the .pdf , same with a 64 vs 128 too.
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Yes I think something would have to be done with him to allow that cavern to play properly, possibly just have him 'angry' with colour cycling but not guarding as per 'another game' ;) where this can be seen I looked on Tipshop actually but there's only the one I submitted currently for 'Not interested in guarding' which is three pokes and simply causes him to ignore the fact all objects are collected (no colour cycling) and merely carry on as normal.
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This actually applies to JSW as well but in reverse. Let me explain as best as I can: Imagine Manic Miner where you do not have to recollect an item if you should lose a life, upon such life loss the air supply will be restored (otherwise you could end up in a loop) but the items remaining are just that, if there was only one before M.W had an 'accident' that is the only one left to collect to complete the cavern. This does pose a couple of difficulties however, Eugene immediately springs to mind here. ----- In reverse to this let us consider JSW: Lets say M.W had an 'accident' in The Off Licence. Upon restarting the room he would have to re-collect all the items in this room again. Obviously the item counter would of been decremented to match/reflect the real count beforehand. The latter item count might pose a problem in keeping track of it all too. Any thoughts on these slightly random ideas ? The former (Manic Miner) does seem slightly more logical. :unsure: :)
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Great to see/read about the changes, improvements and 'expansion' (if that's the correct word) on the site Danny. :)
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Super Spectrum World - JSW remake incorporating lots of games
Spider replied to SteveSmith's topic in Remakes
Welcome! :) That's perfectly fine to post here. I did see your screenshot on WOS and first thought they looked like Cybernoid graphics, however I have since played it and noted the huge variety (this is a good thing) of game graphics in use. :thumbsup: -
Thanks for the correction. :thumbsup:
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On another "jumping" related theme ;) Software Projects: 35604 , 44 or #8B14 , #2C 35604, 100 or #8B14, #64 Bug-Byte: 35598 , 44 or #8B0E , #44 35598, 87 or #8B0E, #57 Should be noted that it is probably best applied with 'safe falling' too (it is completely optional but recommended!) so I'll provide those ones here for convenience: Software Projects: 35815 , 255 or #8BE7 , #FF Bug-Byte: 35809 , 255 or #8BE1 , #FF EDIT... Given the slightly odd nature of this, after a little bit of thought the optional pokes listed immediately above should probably be set at 16 (#10) instead of 255 (#FF)
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Thanks Danny! :thumbsup: I'll just add a quick combi pic screenshot:
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Thanks for this. :thumbsup: I did actually purchase one of his CD's 'back then' not really knowing much better at the time. It was one of the very early ones I think as the later ones (iirc) were two discs not one. I did enjoy the fully expanded JSW game within games though. :) I don't recall that bug you mention. I think a Virtual environment (or DosBox) is needed to play these now given they are likely to not function on a 64 bit OS. I'm attaching a quick screengrab of the mentioned link too for convenience:
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I did wonder a while back if there was a better way of doing this, not the actual code more the way the 'data' for it is present. I vaguely recall trying a fully compressed full screen to expand and LDIR into screen memory although from what I remember there were no byte savings from this, given it had to live 'somewhere' anyway in its original format. Impressive stuff. :thumbsup:
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That's great many thanks. :) :) I recall reading with much interest your C16/C64 details on Manic Miner too a while back.
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Actually ignore that! Tested my disk version (without keypad entry as supplied) and it works: Tested V2 of the tape version on a 464 and that worked too. The only issue I have noted is some of the rooms, particularly if you look at the Cartography Room cheat page, try the two I have changed/highlighted in red in this pic for ease of location: Results in this 'room' being shown, its playable too although any exit results in a life loss or as happened once (in the slightly 'not right' release tape) a machine reset. The real tape/disk images result in a life loss however. The combi pic explains: By rights the lower red block should be 'drinking water' and the upper right red block part of 'secret passage' if memory serves correctly. :unsure: :)
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None of my versions appear to accept the code :unsure: , I find that slightly odd as V1 especially appears to be 'all there' as you'd expect it to be. I will obtain another copy from elsewhere. By "all there" I simply mean it retains the keypad code entry and also does not run on a 6128!
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Norman, I tried what I suspect was the 'original' versions of JSW2 via emulated Amstrad. I suspected it was reasonably intact as the game froze on V1 completely when trying to run on a 6128 so I was forced to use 464 mode, both V1 and V2 were loaded via emulated tape, complete with working keypad/code entry page. I did not bother with disk versions. I was unable to invoke the cheat despite several efforts on both the title screen, during play and then actually while being in the Cartography Room itself (not necessary I know) , I also tried with the COPY key held down and with and without shift too, just incase. I do think it may well be present in V1 at least still, however its activation I think there is a little bit more to it. I can recall reading something quite a while back about it I'll have to look into it a bit more. EDIT...
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Reply2. I missed your detailed reply above sorry. :) I'll skip the ZX versions out for now then, as I think I basically covered the 'full vs snapshot' save of them in a previous post and if necessary I can always have a new topic about that subject. The 'dual format' tape I have the Amstrad side of it is the 're-release' version of JSW2 minus colour code, or more accurately (if it was done the same way as the ZX) either a snapshot or a bypass.
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The SPL tape variant of JSW1 Amstrad on the T.S.A.M compilation does contain the "WHATS THIS THEN" text. That area appears identical to the 'correct' (so I am 99% sure) original disk based release of this title too. Regarding any cheat string, well the only ones I can immediately see assuming they are not obfuscated are: HIJKLMNO RSTUVG I've not yet had chance to look into the above any more as of yet. Regarding the ZX version of JSW2, as previous the loader code is slightly not what you would expect given its call to ROM loader (at not exactly the usual start location of said code) To cut a long story short a suitable breakpoint at 1506 enabled me to catch it at the RET of each 'chunk' of data (three: 1xHeader / 1xBasic data / 1xGame data) to see where it really was going to go to, as the loader if you look at it suggests whereas once it has loaded all the code in and then executes the RET it returns to 24317: 24317 DI 24321 LD SP , 24320 24324 JP 24384 The actual loader code in the Basic however says this (but the above is correct as its overwritten) DI XOR A OUT (254) , A LD HL 22528 LD DE 22529 LD BC 800 LD (HL) , A LDIR ^ Clear the screen to black etc no need to explain that LD SP 63796 , put the stack up the top end out the way DEC A SCF EX AF, AF LD IX,16384 LD DE, 47416 CALL 1378 (really this should usually read 1366) call the loader with in effect a LOAD "" CODE 16384,47416 JP NC,0 , reset if there was a loading error (if carry flag is set then something was amiss with the load) JP 36846 , except this never gets executed
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I wonder if one way of doing this might be to alter the starting room to 60 / #3C perhaps. I'd have to find it in the code first mind you although that should not be that difficult given the general similarities between the two versions. My handicap here is I know very little about the AMS 'generally'
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Thanks Norman. I've had that band effect too its more likely it seems in Manic Miner where the lower third can turn a shade of pink for some reason. WinApe is about the most sensible AMS one to use followed by CPE95 (it works OK on 64bit Windows7 at least) , the latter has much much better tape control if you're into your loaders etc. In regard to your comment about only two tape versions exist, did you mean for the Amstrad platform ? If so that is correct then as there is the V1 and V2 , the tape re-release was completely remastered to use Speedlock so it is very likely any cheat version that did exist on that no longer does. I'll try to find time to look into this a little bit more (the cheat on the Amstrad) in the coming few days however. :) EDIT... Just this week my 'free online time' is extremely limited.
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What I have, I'm excluding 'trained' or otherwise modified (or what I *know* to be modified) versions for the Amstrad: JSW1 disk - Does not appear to be protected (no keypad) although I think this was actually normal for JSW1 Amstrad. No immediate sign of the Cartography Room JSW1 tape - Only existed as part of the T.S.A.M compilation. Speedlock Protected rather than a standard AMS loader. No keypad again. I did actually rebuild this with some cheats and retained the loader but that's another story. JSW2 tapes - V1 and V2. V1 being the original SoftwareProjects release and V2 being the Budget Re-Release. The latter does not ask for a keypad code, the former does. The latter also asks if one is using a 464 or not to no doubt correct the 'issue' otherwise seen. Both use a standard AMS type loader. These are both in the link I posted in my reply in post two. JSW disk - There is afaik only one 'unaltered' image. This asks if you're using a 464 and has no keypad option. To compound matters a little bit more I have a Mastertronic/M.A.D tape here, this is a 'dual format' one in that it has Spectrum one side and Amstrad the other, both are Final Frontier aka JSW2, but I know the ZX version on this is the 'three file' version. I'd have to find time at this upcoming weekend to try the tape out on real hardware to see which actual erm 'version' the Amstrad side of the tape is. EDIT... The pic below shows what I belive to be original release tapes/disks, anything with any sign of tampering or otherwise (its not difficult to spot in most cases given they way they tend to 'sign' them) was excluded: