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Everything posted by Spider
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Great stuff! Won't be long before its 10K :thumbsup:
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I'd not seen it before, not that I can recall although I sometimes have a memory like Swiss cheese :blush: I'd agree tis worth seeing about a link or suchlike as there is still interest. :)
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Looks like an excellent read. :) Thank you! I've bookmarked it for reading later today. It is interesting to note, well as a 'sidenote' really as its copy protection: Most (non Spectrum) variants of Manic Miner actually *had* the padlock copy protection too. Certainly the MSX , Dragon and BBC Micro versions did as I have them to hand.
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The updates and greatly detailed information is appreciated, the more comprehensive information we have available for everyone the better. :) I have updated the screenshots slightly to include some from the Italian version so its a nice balance now.
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Thanks for the updated information. :) The 'constant jump' can happen with any JSW (or sometimes MM but I'm not 100% on that) it is due to Kempston being enabled in the snapshot file and not in the emulator or vice-versa. A break/restart fixes in most cases as you've noted. This is because the 'check for joystick' check has already been done when the snapshot was taken. A sensible 'fix' for this really is to put a breakpoint at 33792 just after the DI then take the snapshot when it drops out to the debugger. This way you "cover all bases" so to speak. :) , alternative would be to move the PC back a bit I guess. Have fixed authors name in both descriptor and files and added the bug-fixed version too. Thanks! :) The text was also adjusted to add your input, thanks again.
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Although not a JSW subject as such, this area does cover other 'items of potential interest' It seems that the Oliver Twins games are now freely available rather than being denied still, a positive by any accounts. I'm sure it will be appreciated by the Spectrum community. :) Quote Source: spectrum-computing-gets-present
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That's brilliant. :) It does slightly remind me in a way of how some guardians in T.Ted can behave (this is a positive comment) too. It certainly is an interesting twist on things. :thumbsup:
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August 2014. :) I had one planned for a few years before that but never quite got around to it until then.
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You're welcome. :) That particular compilation is only available here, I built it using stardot's game files, with a few filename changes to make them sit nicely onto one disk properly (and work!) , this is why there's the 'credit line' for stardot as well as here. Pleased to know you've enjoyed it though. :thumbsup:
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You may be interested in this then perhaps. :) http://devserver.com/jswmm_ips45/files/file/44-%7B%3F%7D/ This includes both the 'tape' and 'disk' version of JSW2 as they are different even though these days they are mostly disk based. Summary simply is the 'disk' version mirrors other versions and loads rooms from disk as you play, whereas the 'tape' version retains most of the 'space station' rooms but has very few mansion rooms. You'll see what I mean about the flickering effect though, if you compare Manic Miner to JSW (either version)
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Thanks. :D I'll have a go at this later. :thumbsup: Have you noticed that the 'game engine' is different between MM and JSW on this platform ? Compared to other platforms at least. By this I mean generally MM on the BBC is quite slow and the Miner sprite especially is very flickery, at least compared to JSW. Not quite sure why its like the BBC version of MM 'needs' the JSW 'core' in it, to control/print sprites. :unsure:
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Talking of collections / collecting, you may want to speak to Dasse actually as this topic may prove interesting. :)
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That's great thank you. :) :) I did have an infinite live POKE here (scroll down a bit to the end of the first post) which from memory did work well for me but what with their being a couple of versions of this about its interesting to know that an alternative is available too.
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You're welcome. :) The download is linked to this topic although I do know what you mean the (relative) lack of original boxed Oric software... I do have one (An Atmos) although I have yet to get any video output from it, the rest of it appears fine however as it responds to basic Sounds etc, so I suspect only the video output is still suspect now.
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You're welcome. :) I appreciate the 'feedback' too. I tend to just use a 'new' tape file to save the output on, then simply copy/paste that into an existing tape file as required having written a loader or such already for it, but its use varies as you know.
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Great stuff. :) :) It should behave the same in Spectaculator, the main difference with that emulator is you must choose New > (and a tape file format) then remember to press the 'REC' button on the tape deck window before running the Save command. :)
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The version supplied only accepts a tape file to load from not .scr :) Do you have a tape file with the screen code on it ? Typically it will start at 28350 and be of a variable length. The compressor only provides a code file output not any Basic loader as such. The one in the 'demo' above however is a semi sensible base to use if you need a quick "loader" to test it.
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Demo: Just a modified full MM loading screen I made ages ago, so I just quickly whipped this up with it: demo.tap Basic loader might be useful so you can see by a (not brilliant!) example. :)
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You need to insert a tape. This is fractionally easier with Spin as you don't have to choose to record. Get back to where you were (so its asking you to press a key to save) , then go to the menu in Spin: Recording > Tape Recording > Insert Tape For Saving (nb: Ensure 'Real Tape Mode' is not checked here) , choose a suitable location and filename for the 'tape file' now, choose either .tap or .tzx as the format. Type it in complete ie: mytesttape.tap Now you've done that, press a key to save. There won't be any 'save output' this time, it will just save. Once its complete go back to the Recording menu and 'Eject' that saved tape. Now you can drag / drop it in to load it or edit it with BlockEdit if you wish to. The default address tends to not need a CLEAR but its probably sensible to use something like this to load it in instead: CLEAR 29999 LOAD "" CODE 30000 Then just USR it to call it, the execution / call address is the same as the loading address. You can load it anywhere within reason in memory. Extra tip: See the small note in the last paragraph of the first post in this topic. :) , this if done correctly hides it until its displayed. Summary simply here being ensure the ink + paper are the same colour before USR'ing the code, in 99% of cases you'll want a CLS between the LOAD and the RANDOMIZE USR too, regardless of colour choice.
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When you press "L" to load a screen it expects a tape to be loaded (drag+drop into the emulator window) and it will load the first screen$ file on the tape, actually it will load probably any code file so it may be best to drag the tape there first then position it via the Tape Browser if needed to the screen$ part. Its stopped 'waiting' as you describe as its more or less sat at a LOAD "" SCREEN$ command, so its expecting a screen$ file. Once the screen has loaded in, it will then offer to save it for you and show you the savings. The file is relocatable too if required, so you can load it at say 60000 if you want and run it via USR (load address) this being 60000. Don't forget a CLEAR first though. :) Please let me know if you are struggling with this, as I rewrote quite a lot of it to make it easy to use. :) EDIT... I do have a different version of this but its not quite been polished enough that simply asks for an .scr to be dragged into the emulator instead, then you just press a key to tell it you've "loaded" the .scr and it then compresses that.
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That's quite an interesting idea. It does remind me of one platform game but its name escapes me, its similar to how in some games (again, names escape me!) you can stand on a crumbly platform without issue but jumping up and down a few times and it dissolves. I see what you're saying though a reverse effect crumbly by hitting it from below it dissolves. :) I'm slightly drawn towards FNS thinking about this as that game has 'ice' cells where the player once on them slides along although that's very similar to conveyors minus any jump ability, and 'slime' cells which are just like earth but the walking speed is approximately half that of normal so care must be taken if a nasty/guardian is travelling along the same path as they are not effected.
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Looks good to me. :) :) There's a typo on this page with the spelling of the game title, otherwise all good.
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Talking of Kong, play either of the Kong caverns as normal and flip the switch to drop him into the Portal after applying this: Bug Byte version: POKE 37291 (#91AB) , 02 Software Projects, Ventamatic and MAD re-release versions: POKE 37302 (#91B6) , 02 Or try it at 1. Default is 4, a higher number is not recommended. :) What it does:
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Thanks. :) Temporary issue at the host's end of things, the nscd (name server) service seemed to have a couple of small issues. I do note some maintenance is planned / in progress over the next few days but it should not impact the site's availability.