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Spider

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Everything posted by Spider

  1. 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:
  2. That does make logical sense to me. :)
  3. 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.
  4. 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'
  5. 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:
  6. 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.
  7. 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:
  8. 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:
  9. 35513,184 35514,144 Conveyor or item collection related (not checked at this moment) EDIT... No completely wrong. :) No what I was expecting...
  10. Spider

    jet set willy 3

    Hi, I'm attaching both a map and a 'walkthrough' (an .rzx file that should play back in most emulators) , played by our contributor Danny: jetsetwillyIII.rzx
  11. The main differences between the SP and BB versions (the Re-Release versions from MAD/Mastertronic and VentaMatic are based on the SP version btw) are: Guardians are different in Amoebatron's Revenge Guardians are different in The Warehouse Obviously the scrolly title screen message is a bit different as is the cheat code due to the fact that the joystick option changed a bit. In essence the 'BB' version used the Cursor / Protek (5/6/7/8/0) whereas the SP version used the IF1 joystick (6/7/8/9/0) ^ I think I need clarification on that, its my understanding on it. The code is slightly moved in that, to quote:
  12. Looks good fun. :thumbsup: Thank you for letting us know about this. Pic from initially starting the game: Its quite tricky though. :)
  13. Oh OK. Well it was I think well worth the experimentation. :thumbsup: It may well be highly useful for third party built games though. Talking of Forgotten Abbey if I recall correctly: The original release C64 version of JSW has a bug in here meaning you can't get the item or can't do it without a loss of life... Mind you (imo) the square ramps are enough to contend with :lol: EDIT... Found it:
  14. I wonder if maybe this could be issued as a patch tape file perhaps just a stand alone .tap to add after the main game code is loaded, or perhaps as a binary file so it can simply be 'imported' into the running game... :)
  15. I do find Watch Tower sometimes slightly tricky given you need to be perfectly positioned to jump to get the item without losing a life. If life loss is not a concern ( ! ) its easy to jump onto the item and subsequent fire cell although I do try to avoid that out of "good practise" :)
  16. JSW 16K ( J. Cauldwell's excellent version :) ) Partial* immunity: 24638 ,0 or if you prefer in hex: #603E , #00 * I say "partial" as its not been tested to any mass degree however it does seem to protect well against guardians and nasty falls.
  17. Sounds a promising idea/thought. :) As daft as it sounds (sorry!) always take and then work on a copy to make changes, the amount of 'issues' I've created for myself (not JSW just generally) with thinking ' its fine ' and then finding out its not after.. :lol: :unsure:
  18. The only other idea I had was to export each part of the data separately, ie: rooms , sprites etc then import them into a new 'empty' game of the same 'variant' although that seems a bit of a drastic step. :) Hopefully Danny will be able to assist you with a 'repair' if you take up his offer.
  19. Long shot but try loading it first with the 'Tape Loader' (so its 128K mode) , if it still crashes: Don't switch to 48K mode in the menu, instead enter 128K Basic and either type in SPECTRUM or USR 0 to reset it to 48K mode, this should still leave ( ! ) the 128K memory and facilities available. It should be recoverable though, were you manually using the hex editor ? :unsure:
  20. :lol: :) In some way that half reminds me of "Wanted Monty Mole" where the 'soul' rises but it does that at each life loss and takes ages (sent pokes ages ago to T.S to 'reduce it') as it was a bit too long winded in that game. I do like the effect here as its only at "game over" time and its not too long anyway. :thumbsup:
  21. Spider

    Just wrong...

    :wacko: :lol:
  22. :lol: the effect' here (I won't spoil it by saying what) is interesting. I must admit I half expected the 'fire' to work whilst mid-air although it is not a criticism as the fact you can do this at all is quite fun.
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