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Spider

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Everything posted by Spider

  1. I wonder if I should of altered the code, its only changed iirc for cavern choice on startup*** so it didn't gain more lives, however as you've found ( well done 🙂 ) eventually the lives will spill over into the playing area preventing further progress. *** I could of I suppose with some work done the level select in the code, ideal world being it asked upon game start which cavern you'd like rather than at the moment a bit of Basic to alter it then fire the code up. EDIT... Good choice of Sam version music , 99% sure its that. 🙂
  2. I did remove (merely out of curiosity) two halt instructions I noted and the speed was insane however that was not the point , I wanted to see it like that, then I put them back. 🙂
  3. This looks very good. 🙂 Although a small (relatively) change the font is excellent too especially on the cavern name area.
  4. I'm interested to see this too. 🙂 I found a reasonable speed increase by a more efficient method of the four main copy routines and combined with (in my case) storing the source screen data outside contended ram also made a good increase*** *** To do the latter, I cheated as a test by disabling contention in emulation, but it gave me a good approximation of what it would do. Must admit I'd not read that thread other than maybe a couple of posts when it first appeared as I'd assumed it was only about sprite designs nothing else. 🙂
  5. No problems at all, it had to be really I think , unless his site was having some odd issues. Great. 🙂 Looking forward to you hopefully sharing some of your work when you're ready to.
  6. Works fine on W10 (and W7 too, I can't recall if there were any issues with W11 and I don't have a 'box' to check that at the moment) I'm not sure why you can't actually download it, that sounds more like a browser issue ? Perhaps either wait a short time and try again or if you can and have one installed try another browser ? 🙂
  7. No, it is normally reliable. Are you 100% you entered the correct code ? This might sound odd but try it again, if it persists, when on the code entry page itself being asked for a code, what is the byte value at 24965 ? It should be 2 The instruction itself is at 24964... 24964 JR NZ , 24968 ; jump if the code is wrong to ask again (or crash if its the second wrong attempt) If 24965 = 0 it reads like this 24964: JR NZ, 24966 ; jump if the code is wrong to accept it anyway: 24966: POP HL ; throw away the current return address from the stack 24967 RET ; Now the next one one will take us to the Title screen Enter something other than the correct code aka 1246 or 1111 etc Random: I think the codesheet for the AMS version is different (colouring aside) but I've not actually compared them, never saw the need.
  8. Here. 😉 Comparison. https://spectrumcomputing.co.uk/forums/viewtopic.php?p=90487 Back on topic, as said please feel free to ask here, we can only try to help. 🙂
  9. There are a couple of other disassembles too, with various levels of comments. Can I ask which platform you were considering ? It has been ported to quite a few (MM too) , just curious. 🙂 However (unlikely) we are 'missing' a Sam Coupe JSW and both MM and JSW for the Amstrad PCW256/512*** (the greenscreen wordprocessor) *** Don't laugh, there's some interesting titles on that machine, including Head Over Heels.
  10. Thank you for the updated descriptor. 🙂 Always nice to have these up-to-date. I see the topic here now has decided*** to update itself to reflect that. *** Ongoing concern about it either updating immediately , a day later or in some cases never.
  11. Yes 🙂 That was partly the idea too. But I want to leave certain places in the code empty (3 bytes) where someone can easily CALL their own routine upon certain conditions in the game.
  12. Made a couple of adjustments for now to see how it goes. I do see one small issue still.
  13. I think the 'standard' MM and JSW run a bit too slow (honest thought) as with emulation I used to run them a bit faster. I do agree the third party edited ones are a lot harder and take into account (perhaps subconsciously) the erm "pace" ? I've seen myself with my own attempt at it, how fast MM and JSW can run with just a simple modification to the main loop , aka no actual detailed optimisation of the code in itself and also the next gain -if- the 'game buffer' was moved out of contended memory (easy with some emulators) I suppose when new on a real Speccy "back then" they seemed fast enough but these days we are spoiled a bit I suppose. 😕 I'm not sure. 🙂
  14. Small update to my post with file, detailed in the description. I've not uploaded the txt notes on how as I'm not happy with the way I've written (and re-written) them yet.
  15. Ah yes I saw this on Spectrum Computing the other day, its AGD based if I recall. I did have a quick go at the first two screens. 🙂
  16. I -think- I provided those pokes 'as is' in both SP and BB versions as a "quickfix" to a request on Spectrum Computing, without thinking too much about how to make it better. Having said that I can also recall one of Andrew Broad's games (At least one) having the item collect sound added too. EDIT... Ah, yes it was here > https://spectrumcomputing.co.uk/forums/viewtopic.php?p=115680#p115680 Considered adding it to the 'slightly faster' MM version but as that was only to 'demo' the speed increase I did not really want to do anything other than bugfix with that.
  17. I see the topic here was updated to include the 'new' version too. Thank you.
  18. Yes (as I write this) that's correct. 🙂 I'm slightly pushed towards having them as one submission rather than two however I'll reply to the submitters PM in a moment regarding this, along with some other information too. The first .rzx was not published , the second one was in the topic as you've seen. I did not play to my best it was more a case of I wanted to explore and share. I can attempt the other version (the DS one) over the weekend I should think.
  19. Was on my 'todo' list as well which still grows , but its one to remove now. Signup = Will investigate in a few days when I am able to. I -think- I can guess the likely causes.
  20. Hi. Thank you again for the game! 🙂 The AMS and BBC levels were appreciated, the last AMS one being quite hard and I'm thankful that in BBC Meteor Storm the 'gates' were not electric. Oddly enough, I have (before I saw this message) just had a playthough again , this time (as I should of done first time) with your standard game as provided , so this one I -can- attach here: I did not rush hugely so its not a massively efficient way and I merely looked at what was going on in the cavern, then took a 'best guess' , I did lose one life probably shown in the playback and had about 4 rollbacks in total. Lost_Levels_Spider_1st_May_23.rzx Recorded in Spectaculator, should play back in that and Spin/Fuse/Zero.
  21. I think that's it really , in that it does not matter how far MW falls if he hits one of these, he's safe (and bounces back up a bit) very similar to Dynamite Dan This just sort of makes him fall a lot faster , I can't recall -if- there's anything else to prevent a fatality with the fall as I do remember one cavern had this near the top, so he'd fall say 2/3rds the way down. Sorry the above is a bit vague.
  22. Have just played it through, excellent as I found it not difficult for me. I can't put the .rzx here*** but I can do a video if needed. *** Only reason is I'd premodified the 'core' a little bit as an experiment before playing. Does -not- effect anything you did afaik.
  23. @The-Red-Bayron Thank you for the submission and I've approved it. Files automatically generate their own topic to go along with the file itself (its linked to it) 🙂 https://jswmm.co.uk/files/file/172-manic-miner-the-lost-levels/ https://jswmm.co.uk/topic/773-file-manic-miner-the-lost-levels/
  24. I'm similar but reversed 😉 I use Spin 99% of the time as I like the way it works plus the ease of 'small code edits' directly. To record .rzx's I use Spectaculator as Spin likes to pause it on each save (hugely annoying) plus I find it easier with the INS/DEL of Spectaculator. I do have Zero and Fuse installed but they are (probably) out of date and I only use them if I have a specific need. In particular Zero has an absolutely fantastic debugger, you can break on a memory location being read -or- (or not and) being written or when it contains a specific value and only that value. Also you can break on registers containing specific values (say "Break if HL is set to 34567) etc. It is not hugely friendly I found as the 'continue/start' ignores the settings you have to use the actual debug window to restart but in the past I have found it hugely helpful for backtracing, where for instance someone has provided a poke for infinite lives or such but then I want to backtrace to where they are actually initially set instead. Does save time looking 😉 🙂 I do remember ZX32 for Windows 9x and also X128. The latter 'full version' (or was it the former?) was released free I think eventually. I do recall one of these, the demo trial version after 10 minutes would not expire but set it to full speed.
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