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Everything posted by Spider
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Wondering if there are any other miner (pun intentional) differences that were not previously noted :unsure: but I do not see anything else that has not been mentioned already. :)
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@Mysterion , despite my efforts I was not really able to find any more relevant information about these 'fast' versions. :( :) Not as of the moment at least.
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Oh my mistake I thought the cavern you were stuck on was called "Channel Tunnel" :) That's all. Well done on your progress, would love to see the video / screenshots if you feel like uploading them. If the video is too large to upload "as is" you can always .zip it or perhaps put it on YouTube or similar. One advantage of doing the YT thing is it will then 'auto play' here if you put it in [ MEDIA ] [ / MEDIA ][ tags, if you wanted it that is. Yes I struggle to get on with Oricutron, and unfortunately the alternative being Euphoric does not like modern operating systems it seems, 64 bit ones at least. I guess there may be a Mame/Mess solution to this but I've never really been very happy with that outside of using it for arcade games. It would be neat to see a new, emulator for the Oric or a big update for Oricutron/Euphoric to bring them "up to date" a bit more. I can't find any real relevance to House of Usher, the was an adventure type game of the same/similar name for the CBM64 here ? I do see Mind Figher by Activision and/or Abstract Concepts also here . Both are denied anyway. I don't think those are relevant given their game type. Going assume its a 'console' or PC/Mac game ? :unsure:
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Well done! :D 'Channel Tunnel' screen/room/cavern ? :)
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Well spotted. I'd not noticed! :o
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I thought I'd take a quick look at how some third party builds fix this, although as of yet I have not examined many. :) One of the interesting ones I've noted so far at least is Rob Mosley's variant. Although the Conservatory Roof only contains three items instead of the more usual/default of four, the placement of the third item is both different and sensible too.
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:) It was actually the fire cell that first drew my attention to it, 'Pac-Man' vs ' Plant' cell, then I saw the item graphics.
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Yes they are not listed that I see. Do you see both 'differences' ? :)
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Well two differences really. This is not something I've really noted mentioned before :unsure: Left is Bug Byte version , right is Software Projects version. Bear in mind the re-releases by VentaMatic and M.A.D were almost exclusively based on the Software Projects version as that was the later edition as such and as such will be identical to that version. I've got to admit though it was the not the "most obvious difference" that I spotted first...
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Kind of reminds me (of what you're saying) of Meteor Storm (or Meteor Shower as its sometimes called) in the BBC Micro Version here, that can be a bit tricky sometimes: Regarding the actual Skylabs itself, I've compared the two caverns and they appear near-identical if not identical. :) I've had to make a combi-pic due to the differing resolutions so it looks a bit disjointed, however you can see when they are at the same resolution (well kind of) they are the same as such:
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Well done! :) I have an image of the codecard floating about, but originals are nice to have to hand too. Is the falling pattern in Skylabs random in that version ( I forget :unsure: ) generally in other versions there *is* a pattern / sequence / cycle (pick which you prefer to call it) that is followed. The best way really is to simply stay on the floor area out of the way if you can and watch it a few times.
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You're welcome. :) I don't *think* it patches the attribute buffers but I'll be honest I'm not 100% sure. My coding standards are not quite where they should (probably) be unfortunately. :blush:
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Fresh updates from WOS, particularly from "mzx" :)
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Super Crap Invaders. The 'spaceship' (if you like) is Willy. You have controls for left/right/jump and fire. Jumping is needed to avoid arrows (kind of) that move from left to right. Its quite a fun game all in all and for those who like "invader" type clones its an interesting twist on a regular theme.
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Sorry for the delay I had a bit of trouble finding the relevant information it seems. :) Credit to Mark Woodmass for said versions. To quote from Dr Broad's archived page a little bit: The content's readme in the zip: Zip of said files: fast.zip :) Interestingly the code is in the Basic loader and a second interesting point (one I appreciate too as its not that common) is the 'base' for the MM version is the Software Projects version.
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Yes I'd noted this the other day as well as the older (but still excellent) previous one too. :) Here is Andy Green's loading pic: And here is one by Mick Farrow: While I'm at it, here are two of mine from ages ago although they are not terribly exciting and in no way compare to the quality of thet two above. This is merely the 'top part' of the title screen as you can see with some attribution to M.Smith applied. The 'flash' effect is unfortunately lost despite saving as a gif but you can visualise how it should be: This one is a non-flash version where I separated out the two words into two: Some more small variations of the second one of mine here
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An accidental find too. I'm (on and off) searching for games that almost exactly have this 'engine' or 'design' in that you have: Left / Right / Enter / Leave controls as well as either collecting / swapping objects by pressing a key or walking over them, the same as the Wally Week** series. Despite my efforts I'm not really able to find any others at the moment. I'm excluding 'near' things like Jack The Nipper etc as you have 'depth' in that and up/down as well which does not count. ** Excluding Automania which is a two-screen affair.
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Happiest Days Of Your Life. This is very similar in playing to the Wally Week series of games in that you have left/right/jump/enter and collect / drop two objects as required to complete puzzles. Anyway there's an 'object' as seen in the following two screenshots, once on the floor and once when carried:
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Updated again, thanks to some more (excellent!) scores arriving in the topic we have on the WOS forum about this challenge. :)
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Yes the 64768 section. :)
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[File] Jet Set Willy 2 (Spectrum) Cheat Versions
Spider replied to Spider's topic in Download Discussions
Sorry Danny, I missed your post somehow! :unsure: , You're welcome. :) Hopefully, It should be "all good" now with regard to object collection. The only 'caveat' really is to avoid falling into water such as jumping of The Bow or jumping down into 'Well' , as their 'down' exits are set to the same room so it will result in a permanent loop. It seemed a sensible compromise as if you do POKE 'walk on water' you can sometimes find some objects remain non-collectable as per my post above. Thanks extended to Philip on our community here too for initially pointing out the concern. :D -
Updated again to reflect some newer scores. :)
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I find your versions much improved over the previous 'fast' versions available, can't remember offhand how that was done I think it involved much code sitting in what was the 'empty' room area at the top of the memory that contained the transfer code.
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:) I'm torn between some of the guardian sprite differences although I think the Bug Byte Warehouse 'blades' look a bit better than the SP Logo ones, mind you the 'Blade' from JSW when applied looks even better than the BB version 'Blade' as it is I think a slightly nicer sprite design. Similar to the Cold Room guardians, the JSW Cold Store 'Penguin' applied here looks a fraction nicer too but there's not a lot of difference between them at first glance. Amoebatrons both versions looks reasonable although the SP 'face' ones in Amoebatron's Revenge look reasonable all in all.
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I'm starting to wonder if its possible (I've not had chance to see this game however, so it may contain sections or code that mean this is not possible) to convert it so it can be used in a Spectrum emulator or a real machine...