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Everything posted by Spider
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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.
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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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495 downloads
'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.