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Everything posted by Spider
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:) I saw that too. There is a C16 version of the same : http://jswmm.co.uk/topic/58-c16-version/ I'm not greatly familiar either with the hardware differences between say the C16 / VIC-20 and the Plus/4 I quickly played it, its quite hard :D , I do like a few of the effects (I tried the first build as well as the latest too) , the air bar although ti decreases in blocks it neatly and slowly colour cycles for each 'block' The sound seems quite good too all-in-all for the machine itself.
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I did now. :) Without much luck. :D
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:D I did look to see what area it effected as it was obviously a cavern location (52830) but the effect was not quite what I expected it to be.
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Fall any height: Bug Byte version: POKE 35809 , 255 Software Projects, Ventamatic and MAD re-release versions: POKE 35815 , 255 Walk through earth cells: (This more or less makes 'earth' cells behave like 'water' cells) Bug Byte version: mm_BB_walk_through_walls.pok Software Projects, Ventamatic and MAD re-release versions: mm_SP_walk_through_walls.pok Although not by any means essential, it is recommended to apply the 'Fall height' poke at the same time as this one.
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I think he may of cheated and let the clock increase to the point of it jumping back to zero, then quietly stepping over the finish line. ;) :)
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View File Jet Set 40-40 'Jet Set 40-40' is a redesign of Matthew Smith's classic ZX Spectrum 48K game 'Jet Set Willy' with a few interesting and unique features! The layout of 'Jet Set 40-40' is very similar to that of the original 'Jet Set Willy', so those who have played the original will feel 'at home' immediately. The number of rooms has been reduced to 40 and there is only one item per room. However: The player has to collect four complete sets of items; once the last item of one set has been collected, the items of the next set will appear. The difficulty of the game will increase with each consecutive set of items, as more and more guardians emerge to threaten Willy's progress through his mansion and its surroundings! The player is offered a choice of rooms in which they can start the game. An option of playing without some of the most extreme challenges can also be chosen. We hope you will enjoy this 'quadruple quadragesimal' challenge! Submitter Spider Submitted 01/10/2018 Category JSWMM Releases
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Thanks Norman. :) I'll take a closer look at this in the morning. Yes I'd only use a standard 768 byte font, possibly less actually, as with other things I have (in some cases) merely restricted it to 0 to 9 , redefined a few of the symbols present between here and the upper case letters ; : Mind you having said that the full 768 sets do give more flexibility and saves messing about so much with minor things like remembering to say "move" the ? symbol from 127 to a 'otherwise unused' one such as @ for instance. I do have a mass erm 'collection' of font sets I need to tidy up before presenting them as some kind of tape file, there is a Basic one already I have written to do this but it wants tidying up as its not really in a sensible release state as such yet.
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A question. I took a glance at about a dozen builds of Manic Miner games but none of the ones I saw had a different font/character set for some reason. Given that its possible to change this via a simple poke anyway and the fact there's a large chunk (2480 / #9B0 bytes) of 'usable space' at 37708 / #934C , this seems quite odd. Note the above is the Bug-Byte version, the S.P and MAD/Venta still have the space but its not got source code remains in, it should be a bit higher up probably 33719 / #83B7 in these versions, but lets ignore those and stick with the B-B one otherwise this will get too confusing. The SP version contains a repeating pattern of 0 / #00 , 255 / #FF to 'fill' this space up. I did try quite a few months ago to implement this change but despite my efforts at the time I could not get it to sit within a permitted boundary, given how the print routine works. The routine is identical in both JSW and MM so the 'fix' should be the same. The effects usually resulted in corrupted font output (printing graphics or nothing) or in some cases the wrong character by quite a way such as say printing "G" instead of "4" for a random example. I cannot recall exactly what was printed or not. I do recall trying then to manually just insert the font data a few bytes up or down to 'test' it (ignoring any potential crashes) but still got stuck. In JSW to erm 'redirect' it elsewhere it is simply POKE 38546 / #9692 , x , this instruction is merely LD H , 7 so its the 7 that we would change. In MM the same code resides at 37579 / #92CB and the instruction is the same LD H , 7 , so the change is POKE 37580 / #92CC , x to replace the 7 with another value. There is the slight chance of putting the 'font code' elsewhere such as buried in the top third of the graphic data or the middle section however given how the screen memory (and memory in general) it would take a lot of work to 'hide' it there without destroying what was present. The huge gap would be great *if* it could be used, the fact its a shade over 2K in size does make me think this is possible. Any thoughts ? :)
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An excellent map is available on the Spectrum Maps site: https://maps.speccy.cz/map.php?id=JetSetMixup Author: Pavel Pl
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An excellent map is available on the Spectrum Maps site: https://maps.speccy.cz/map.php?id=JetSetMini Author: Pavel Pl
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I like that its very good. :) My only slight suggestion (and it is off topic somewhat) the attribute cycling does not seem to suit it. I'd suggest either just blue/black or perhaps none ? Blue/Black is quite easy to do, the 'C' projects both have this.
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I noted that too. :) In particular the 'asterisk' in 'Main Stairway' initially is erm 'in the way' then its not. I also noted that the extra platforms in First Landing were awol then returned. :)
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'Jet Set 40-40' is a redesign of Matthew Smith's classic ZX Spectrum 48K game 'Jet Set Willy' with a few interesting and unique features! The layout of 'Jet Set 40-40' is very similar to that of the original 'Jet Set Willy', so those who have played the original will feel 'at home' immediately. The number of rooms has been reduced to 40 and there is only one item per room. However: The player has to collect four complete sets of items; once the last item of one set has been collected, the items of the next set will appear. The difficulty of the game will increase with each consecutive set of items, as more and more guardians emerge to threaten Willy's progress through his mansion and its surroundings! The player is offered a choice of rooms in which they can start the game. An option of playing without some of the most extreme challenges can also be chosen. We hope you will enjoy this 'quadruple quadragesimal' challenge! -
I did wonder what effect adding the "missing" air blocks back would do, leaving the ramp in its new position but I've not yet tried it out.
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Amstrad CPC: POKE &6FA9 , &00 = Infinite Lives POKE &7977 , &C9 = Infinite Air Commodore C64: POKE 16423 , 5 = Infinite Time POKE 16632 , 0 , + SYS 16384 = Immunity Commodore Plus4 / C16: POKE &2A89 , &EA = Infinite Lives POKE &3171 , &AD + POKE &317A , &AD + &3832 , &60 = Immunity Oric Atmos: POKE #1259 , #EAEA = Infinite Lives
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Amstrad CPC (JSW1) POKE &57B7 , &00 = Infinite Lives POKE &6279 , & C9 = Less moving guardians Amstrad CPC (JSW2) POKE &82A8 , &00 = Infinite Lives POKE &8D86 , &C9 = Less moving guardians Commodore C64 (JSW1) POKE 14711,165 + SYS 8192 = Infinite Lives Commodore C64 (JSW2) POKE 20980,56 + POKE 20981,234 = Infinite Lives Commodore Plus4 / C16 (JSW1) POKE &2A7A , &AD = Infinite Lives (C16 version) POKE &2A6E , &24 = Immunity (C16 version) POKE &327A , &AD = Infinite Lives (Plus4 version) POKE &326E , & 24 = Immunity (Plus4 version) Commodore Plus4 / C16 (JSW2) POKE &2657 , &xx = xx Lives , default is 38 for 8 lives. Try higher numbers.
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POKE #F4DB , #E1 = POKE 62683 , 225 just posting that for easy adding via Emulation. :) Works fine and the effect is as you say. It is a bit surprising somehow that happens :unsure: There is a slight downside, climbing up Back Stairway, because of absent earth cells (I think that is the cause) due to the ramp being shifted leftwards, upon climbing he will initially 'fall back' from West Wing to Back Stairway, ending up next to the cells, a simple jump up is all that is required though, no issue. :thumbsup:
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That does make logical sense to me. :)
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There was something a bit odd in a MM variant I noted a while back but forgot about it, but I don't think its relevant here even though its a 'quirky' thing, I'll try to find out what/why and post a new topic about it over the next few days.
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Yes sorry by "Platform" or "Variant" I mean "Machine Type" sorry for any confusion! :D I think I'll try to just say AMS or CPC for the Amstrad versions where appropriate, otherwise best to assume I'm referring to the Spectrum version. :thumbsup: Incidentally a quick cursory look at the BBC Micro versions of JSW1 and JSW2 and he jumps as per the Spectrum JSW1 version, as in a 'full jump'
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I think a 'test room' of various block types positioned in both variants would be a way forward to really 'compare' the differences easily ? :unsure: :) I'm aware of the cell differences, well kind of differences, I downloaded both the Linux and Windows versions to check for any documentation changes or differences (accidental differences or updates between .pdfs maybe) but they are the same:
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I think there's partial dissasembly of the JSW2 engine but not a complete one, its quite complicated I think. I was aware of the 'turn around to jump' thing yes but erm 'old habits' die hard :lol: The behaviour control-wise in JSW2 matches the Amstrad versions of both JSW1 and JSW2 not surprisingly given JSW2 (ZX) was 'based' upon the Amstrad version, in other words the 'turn around and jump or fall' is needed in that platform. I'd seen the 'single step jumping' effect previously but not really considered it to any great degree. I just tried the Amstrad version of JSW2 out of interest to see this 'effect' (assuming it was there!) and it does not do that :huh: he jumps as you'd expect in that he turns around and jumps fully. Same with JSW1 on that platform.
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The 'jump' thing is something that I found made JSW2 more difficult. Here is a 'positioning' pic: Now, in both JSW1 (and also in MM but that's not too relevant here I guess) , hold 'jump' and then while he is airbourne (if you like, its how I do it!) press left. :) In JSW1 and MM he will land then jump forwards as expected and land on the appropriate platform. Repeat this with JSW2. He will nearly always just move forward and fall :ph34r: :) Its not an 'issue' as such but does demonstrate the slight difference in the control I guess, similar in a way to how he moves 'forward' a pixel or two when turning around as per your demo. :) I can only guess without looking the 'left/right' controls are read and acted upon before the jump control in JSW2 vs JSW1 hence the 'difference' ? I'm not sure if the fact he's up against a solid earth cell has a mass bearing on it in your case or if he is 'positioned' slightly differently when he turns around between the two variants. :unsure:
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Its the jump effecting his escape as if you go to the far right and turn around, he moves forward one pixel, preventing his subsequent jump forward to escape, as I see it anyway. :) Quick 'combi' pic: The jump control is different between JSW1 and JSW2, this is very obvious if you are say climbing East Wall (Priest's Hole is a better example actually) , as the way I play I tend to stand on the very edge of the platform and hold jump then press left or right, in JSW1 he will jump safely, in JSW2 he will just fall off. Best I can tell this is due to the way the keyboard is being read in JSW2 vs JSW1. It is slightly easier to do a 'last pixel stand on the edge' jump in JSW1 than JSW2. To be fair some other platform variants of JSW1 behave the same as JSW2 though. Mind you having said that some versions the Toilet is deadly to touch too, and the C64 version well that has some 'extra' screens as Willy can fall into it (no escape) :lol: