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Spider

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Everything posted by Spider

  1. 107 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!
  2. 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. :)
  3. Spider

    Across the platforms!

    One thing the video cannot show though is how they actually 'feel' to play, and there is quite a bit of variation in that matter! :)
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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. :)
  10. Spider

    Willy HQ

    Thanks again Norman. :) I vaguely recall seeing that 'portable' with if I am remembering correctly a few lines LCD display , years back when we actually had a 'Tandy' shop in town, was quite handy actually for odd electronic parts I occasionally wanted. I think it was possibly also sold with 'Radio Shack' branding too, or a similar model at least, that and the more traditional units of the time (plug into your TV / Monitor etc) Going from the dates then its reasonable to assume the first pic was certainly post Manic Miner, although I suspect it may of been post JSW too if it was '85. Its still interesting to know anyway.
  11. Spider

    Willy HQ

    Thanks for the map pics Norman. :) I'm slightly curious about something else now. The few common pics we see of Matt at his 'workstation' , are there any approximate dates for these ? I'm only asking this as I wonder if what was being 'worked on' at that time the pic was taken was perhaps JSW or MM...
  12. A long time ago now I wrote that crude bit of Basic to display each room name from a standard 48K JSW game, I recall Richard (SkoolKid) mentioning at that time that SkoolKit could be used to do something similar. Reason for mentioning this again now is with your idea above I wonder if its theoretically possible to use SkoolKit to read multiple .sna's or suchlike and then compile the room names into a sensible format even if they were all just output as a text file it would then not take long to tweak said file to make it into what was needed, maybe. :unsure: :) If it won't accept concat input for multi games then a simple batch file could be used to simplify it I suspect.
  13. Spider

    J.S.Windu

    I did suspect a 'wind up' given the title but I was vaguely hoping that it may of been a cover tape (thinking along the lines of Y.S's 'April Showers' JSW) :unsure: Will check the links shortly. Thanks. :)
  14. That is quite tricky due to the conveyor floor :) It is something that I can manage myself (yes, really!) so I guess its not hard more as you say a question of careful timing.
  15. Spider

    Willy HQ

    Added to my 'to find' list, I do recall seeing it unless my memory is playing tricks and it was merely a trimmed version of the above...
  16. Spider

    J.S.Windu

    :unsure: http://worldofblackout.blogspot.com/2011/11/251-jet-set-windu.html http://worldofblackout.blogspot.com/2012/02/jet-set-windu-2-deeper-dungeons.html Not currently able to find more information on this (appears to be Amstrad CPC only) nor any files. I've made a mental note to 'research' this further as / when time allows however.
  17. Spider

    Willy HQ

    I was not able to find it, its in one of the magazines however. I did find this: :D
  18. Spider

    Willy HQ

    Ultimate / A.C.G were not 'too far' from me although I was not aware of this until a few years ago. I say not too far about 8-10 miles I think. Question is can you work out where the infamous 'lamp post' pic was taken and perhaps more interestingly is said post still there ? :)
  19. I concur thank you for the updates. :) The changelog is also an excellent read to see what relevant changes were made between each release too.
  20. Spider

    TileMap

    As per the discussion on WOS: https://www.worldofspectrum.org/forums/discussion/56365/tilemap-test-release That looks quite interesting, B) its a bit erm mesmerising to watch it as (if you cannot see it) its all the rooms 'live' at once.
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