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Everything posted by Spider
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Before I tried it, I looked at the code section to see what it would do, my first thought was that it would allow him to fall through water (water not earth) cells, as in not be able to climb them. :unsure: Shows you how wrong I was! :lol:
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38435,0 You're effectively making it ignore the conditional to check its attribute. Colour Clash :D
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I thought I'd do a combi 'gridded' pic of MM/PGD/JSW just to have them side-by-side as such. I thought about Perils as well but given the resolution differences... :unsure:
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The speed increase is relatively substantial, moreso when compared directly between the first and third file. Concur with you its fast enough like that. I only wish JSW would run at that speed! , I tend to play it at about 120% to 130% usually as that I find is a sensible compromise with it not being too fast for tight manoeuvres but at the same time not being too sluggish.
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The stack version is a lot better I think. I do recall (unless I'm mistaken) there was at least one JSW and one MM 'fast' version where a lot of LDI's were replaced with other code, resulting in a speed increase.
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Interesting example. :) As mentioned I did have a very vague "plan" to do this at some future point but given the FaceBook detail (I only had the email I've not logged in) I decided I would wait to see how it turned out. I would like to use PGD to create some JSW/MM type games eventually, that is part of the reason I purchased it :) Along with SEUD last year although my JSW/MM plans for that are best forgotten!
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That was actually my plan. :) When time eventually (next year probably) permitted... I have not had chance yet to sit down with PGD to properly try it out. Problem is PGD is also 16 tiles in height. The conversion would not be an erm 'exact science' anyway I think given the factors you mentioned, more 'as near as sensibly and practically possible' to the original, hopefully without too many bugs being 'converted' either. As someone else has this is in progress, I'd assume perhaps PGD or Boriel maybe is being used, I can simply wait to see how their project progresses. :) EDIT... A "grid" pic from the example game "Space Hopper" during play to illustrate the screen:
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There was actually a post on Facebook a few days ago in the "Central Cavern" group: A Spectrum version of this is in progress by one of the groups members: Possibly using PGD (not sure, I'm speculating on this part) however I do not have any more details on it just yet aside from an 'in progress / so far' type screenshot: Viewing said group may yield more information for those interested in keeping up to date with progress on this potentially exciting project. It may well fix some of the small issues present in the original Vic version without destroying the original gameplay too. I'm relatively confident on what I have seen so far though it will be a good port/conversion. :)
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[File] JetSet Willy (Amstrad) Cheat versions
Spider replied to Spider's topic in Download Discussions
Update: This now includes a tape version (.tzx file) with infinite lives. The tape image I modified from a standard Speedlock protected tape of JSW1 whilst retaining the original loader and protection, you just get the benefit of infinite lives (no other cheats) while keeping the originality of the loader/protection intact. :thumbsup: Said new 'tape' version has been tested on a 464,664 and 6128 without any issues. -
Update: The 'slightly difficult to find' tape version of the above (as most 'tape' versions despite their branding are actually 'Final Frontier' aka JSW2) has been found and added as a new .zip alongside the original disk .zip too. :) The tape is original (SPL protection) from the compilation release version*. It is fully compatible with the CPC464 , 664 and 6128. * The release version does not have keypad entry, this is not a modification, it is by design.
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Jet Set Willy - Mildly Patched.rzx Two life losses (Conservatory Roof) otherwise OK. :) I did purposely take a leisurely route though.
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View File Jet Set Willy - Mildly Patched JSW1 for the Spectrum with a few mild patches present. Care was taken to avoid over-doing any fixes with a few exceptions. The intention being to try to retain reasonable originality but taking a mild twist on the regular '4 poke' fix: 1. The Basic loader was slightly altered (see screenshot) , the embedded codes for the flashing and colour blocks were replaced with their instruction counterparts. Care was taken to ensure the ordering was kept the same. The 'crash' poke was left intact but the real floating point value was changed from 23613 to 16384, thus ensuring the 'crash' poke did not have any effect as it was now just setting the first byte in the screen memory to 0 harmlessly. The combi-screenshot shows both original with 'exposed' embedded values and the 'replacement' one. Viewing them in 128K Basic they look about the same, the change is only really apparent in 48K Basic mode, however they function identically with the exception of not crashing if Break is pressed. 2. The keypad routine was left intact however rather than change the first JPZ or the second JPZ to just a JP (to always pass the keycode) the reset the machine instruction was changed to start the game instead by just changing 00000 to 34762. This way if both key code entries fail, the code falls though to the 'reset' line but its now going to jump to the title screen instead. This also preserves both calls to the keypad code too, so that both instruction strings are seen. 3. As per the official bug fix, the fire cell was removed from the Conservatory Roof. Viewing this screen on both JSW2 and on JSW1 and JSW2 on several other platforms, there is a mild variation in how it is fixed on those, generally it involves removal of one more fire cell but in this case, the single cell removal (although not perfect by any means) was felt sufficient. 4. As per the official bug fix, the earth cell in Banyan Tree was changed to a water cell. There are other fixes to this such as modifying the tree 'trunk' and/or the lower 'roots' area however these are a bit too much for a mild bug fix, so the official fix was felt best. 5. The self collecting item in Swimming pool, there are various ways to fix this however a fractionally different approach was taken. The most common one is to set the ink to 5 (cyan) however in this case it was set to 4 (green) as this may be a more suitable colour given Orangery is above, aka: a 'Vines' effect and that screen is mostly green too 6. The invisible object in First landing, although the official 'fix' moves it, unless further action is taken it is still invisible and it is quite possible to miss it if you are jumping to avoid an arrow. Rather than give it shape/form it was easier to simply remove it from the game. 7. The double object on the beach, there are two ways of looking at this. Previously splitting it into two and moving one further to the left so Willy is forced to use the water 'conveyor' seemed ideal however this file is meant to be a mild fix so the best approach here was merely to set it to be just one object not two. 8. The pause bug caused by the presence of an Interface1, as per Skoolkids bug fix this was rectified by changing the IN A © to IN A (254) , along with a single NOP for the inactivity counter as well. This does not prevent pause it merely means the game will not auto-pause, the same as if the in-game music is playing. 9. The ability for Willy to leap from the top of a rope where he is not intended to such as Beach , On The Roof were rectified by changing his height comparator from 12 up to 15. This usually prevents him climbing high enough to be able to 'jump top exit' while on a rope. 10. Thought was given to the guardian halo effect, as well as corrupted conveyors although their fixes involve potentially putting some code into the unused areas, the same as the bug that effects Under The Roof if you happen to fall off. The latter two quirks were ignored and the former 'halo' ones were fixed by simply turning off the bright effect on the few effected sprites. 11. The infamous 'attic bug' was rectified using the official method of setting its co-ordinates correctly as this is the most sensible and efficient fix. 12. The incorrect animation counter for the Monk/Priest in Chapel as well as the saw in Cuckoo's Nest were fixed by setting them from 03 to 07 and setting their correct starting frames so they animate as intended and do not move 'backwards' 13. Unlucky for some ? The slightly annoying effect of the time and item count temporarily flashing back to 000 and 07:00am was rectified by changing their initial display values to be a blank space, leaving the colon intact. This means that they temporarily flick out and back in again however this seems indefinitely preferable to having them appear to have the incorrect values displayed albeit temporarily. There is a small article in our Articles system describing this in detail. 14. Finally, the existing bugs/quirks such as jumping from the top of Dr Jones and Watch Tower as well as Esmerelda are left in, as they were in the original file, along with the TRS-Dos code at the end of the file. Enjoy! Submitter Spider Submitted 09/12/2018 Category Jet Set Willy [Patched]
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93 downloads
JSW1 for the Spectrum with a few mild patches present. Care was taken to avoid over-doing any fixes with a few exceptions. The intention being to try to retain reasonable originality but taking a mild twist on the regular '4 poke' fix: 1. The Basic loader was slightly altered (see screenshot) , the embedded codes for the flashing and colour blocks were replaced with their instruction counterparts. Care was taken to ensure the ordering was kept the same. The 'crash' poke was left intact but the real floating point value was changed from 23613 to 16384, thus ensuring the 'crash' poke did not have any effect as it was now just setting the first byte in the screen memory to 0 harmlessly. The combi-screenshot shows both original with 'exposed' embedded values and the 'replacement' one. Viewing them in 128K Basic they look about the same, the change is only really apparent in 48K Basic mode, however they function identically with the exception of not crashing if Break is pressed. 2. The keypad routine was left intact however rather than change the first JPZ or the second JPZ to just a JP (to always pass the keycode) the reset the machine instruction was changed to start the game instead by just changing 00000 to 34762. This way if both key code entries fail, the code falls though to the 'reset' line but its now going to jump to the title screen instead. This also preserves both calls to the keypad code too, so that both instruction strings are seen. 3. As per the official bug fix, the fire cell was removed from the Conservatory Roof. Viewing this screen on both JSW2 and on JSW1 and JSW2 on several other platforms, there is a mild variation in how it is fixed on those, generally it involves removal of one more fire cell but in this case, the single cell removal (although not perfect by any means) was felt sufficient. 4. As per the official bug fix, the earth cell in Banyan Tree was changed to a water cell. There are other fixes to this such as modifying the tree 'trunk' and/or the lower 'roots' area however these are a bit too much for a mild bug fix, so the official fix was felt best. 5. The self collecting item in Swimming pool, there are various ways to fix this however a fractionally different approach was taken. The most common one is to set the ink to 5 (cyan) however in this case it was set to 4 (green) as this may be a more suitable colour given Orangery is above, aka: a 'Vines' effect and that screen is mostly green too 6. The invisible object in First landing, although the official 'fix' moves it, unless further action is taken it is still invisible and it is quite possible to miss it if you are jumping to avoid an arrow. Rather than give it shape/form it was easier to simply remove it from the game. 7. The double object on the beach, there are two ways of looking at this. Previously splitting it into two and moving one further to the left so Willy is forced to use the water 'conveyor' seemed ideal however this file is meant to be a mild fix so the best approach here was merely to set it to be just one object not two. 8. The pause bug caused by the presence of an Interface1, as per Skoolkids bug fix this was rectified by changing the IN A © to IN A (254) , along with a single NOP for the inactivity counter as well. This does not prevent pause it merely means the game will not auto-pause, the same as if the in-game music is playing. 9. The ability for Willy to leap from the top of a rope where he is not intended to such as Beach , On The Roof were rectified by changing his height comparator from 12 up to 15. This usually prevents him climbing high enough to be able to 'jump top exit' while on a rope. 10. Thought was given to the guardian halo effect, as well as corrupted conveyors although their fixes involve potentially putting some code into the unused areas, the same as the bug that effects Under The Roof if you happen to fall off. The latter two quirks were ignored and the former 'halo' ones were fixed by simply turning off the bright effect on the few effected sprites. 11. The infamous 'attic bug' was rectified using the official method of setting its co-ordinates correctly as this is the most sensible and efficient fix. 12. The incorrect animation counter for the Monk/Priest in Chapel as well as the saw in Cuckoo's Nest were fixed by setting them from 03 to 07 and setting their correct starting frames so they animate as intended and do not move 'backwards' 13. Unlucky for some ? The slightly annoying effect of the time and item count temporarily flashing back to 000 and 07:00am was rectified by changing their initial display values to be a blank space, leaving the colon intact. This means that they temporarily flick out and back in again however this seems indefinitely preferable to having them appear to have the incorrect values displayed albeit temporarily. There is a small article in our Articles system describing this in detail. 14. Finally, the existing bugs/quirks such as jumping from the top of Dr Jones and Watch Tower as well as Esmerelda are left in, as they were in the original file, along with the TRS-Dos code at the end of the file. Enjoy! -
The 'cheat' version is attached. :) This provides options for: Infinite Lives , Infinite Time , Collision Detection (immunity more or less) as well as choosing the Starting Level: perils of willy cheat version.zip As an aside I used XVic to run this, as it would not behave in WinYape, but that is quite possibly normal, given that a C16 is not a Vic20. :)
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A rather interesting video showing a minute or so from each version: https://www.youtube.com/watch?v=5NDEWuju0o4 00m : 26s : Dragon 32/64 01m : 09s : ZX Spectrum 02m : 16s : Commodore C16 03m : 17s : Amstrad CPC 464/6128 04m : 27s : Acorn BBC Micro 05m : 48s : Commodore C64 06m : 55s : MSX 08m : 09s : Neo Geo Pocket 09m :12s : Oric 1 10m : 24s : MGT SAM Coup
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Thinking about this it is very likely more even just on the ZX platform, never mind the others! I've not gone out of my way to find any though (well not that much) but if I do happen to notice any more I shall post them up here for reference.
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Thanks John :)
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No problem at all Jason. I could see how it you read it that way, my mistake really in the way I phrased it. Still, no harm done. :) F1 'play' is neat. JSW would be good to do that, there are quite a few .rzx files of it being played (Spectrum) that you may want to watch. I think jetsetdanny (on here) has a different .rzx file to what is on the rzx archive site (if that makes sense) , I do recall seeing one he did, completed it at 7:59 iirc :o , an excellent achievement. Touching very briefly on the .rzx format I did enquire about this 'playback' for the Amstrad CPC range although they do have iirc a .snr format for the same its sadly not really widely used at least as I understand it, anyway I could not find any playbacks for this range of machines really.
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Thank you for the information Jason, greatly appreciated! :thumbsup: Updated my links in the first post to reflect the new link you posted. If you prefer I can remove the dropbox links completely and just leave your page link ? Not a problem. Regarding 'pay' I think you may of misunderstood me, I meant 'pay' as in trade a life to have the cavern completed, I did slightly revise the post to hopefully rectify this mistook (typo deliberate) however upon reflection as it reffered to the previous version it made more sense to remove that part as I'd mentioned the neat 'auto play' feature earlier in the post. The 'auto opening browser page' , I can reproduce this with the older version but upon closer inspection I found out why: It was trying to inform me of a newer version and opening the wonkypix page. To avoid complications and perhaps confusion, I have removed the older version links too. Its good to also read that there may soon be an iOS and Android version too as well as the fact you've created it with the idea to allow others to modify as they see fit, an excellent thought.
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Thanks Norman. They are appreciated. :) Regarding exe attachments: I'd never seen a need to have direct downloads of executable files (.exe / .com etc) I can permit this if its required however but generally as Ian has mentioned for an executable file that potentially works "with" the operating system it is best in a .zip if practical. :) For what it is worth (meaningless really) they are not actually registered attachment types by default anyway.
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I had seen this before although a previous build / version. This one actually appears very good (they all are though I guess) complete with cheat codes provided and the option of trading a life to complete a cavern you are stuck on (similar to .rzx as it plays for you) Description / Blog page > https://jasebrooks.wordpress.com/2015/06/07/manic-miner-reloaded-and-updated/ Download (Windows) > https://www.dropbox.com/s/vc4xsatvf2dvjfd/ManicMinerWindowsV14.zip?dl=0 Download (Mac OSX 10.7 or higher) > https://www.dropbox.com/s/22qmisz4a7gi59p/ManicMinerMacOSV14.zip?dl=0 EDIT... Edited/revised to include more up-to-date information and links (previous version links removed) thanks Jason. :)