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Everything posted by Spider
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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.
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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:
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: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:
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: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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hehe that's brilliant. :D The effect is interesting on a 'larger' guardian aka the "Chapel / Priest's Hole/ Entrance To Hades" guardian in that you eliminate half of it however to my mind this does not matter too much the 'game changing' effect is :thumbsup: EDIT... The 'extra arrows' in The Hall are a nice touch too, unsure if they were there in one of your previous builds.
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The description text is missing from Chrome and Firefox (latest FF v57) , although I'm not really up on the intricacies of fixing this. First thought is the text colours themselves. I can PM you the page source from Firefox's 'view' if you like though although it may or may not help you :unsure:
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I think you might of answered your own question here. :)
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Either its 'redruM' or 'All work and no play makes Jack a dull boy' :D
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JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
:) As per usual let us know if we can assist. -
The 'unused' bits usually fascinate me as its a case of 'what else could of been...' :)
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Got to admit I had not noticed it although they are a bit erm "out of the way" on the right hand side I guess :unsure:
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Tis very interesting to see the 'difference' between the two. :) Its almost as though (as daft as it sounds) I expected a collision somehow :D
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That's great, I appreciate the 'before' file too so you get an exact copy to see the same sprites 'in action' I was thinking the other day but I've not tried to look into it, the effects of either ink (or paper!) 8 or 9. 8 being 'transparent' = 'no change' and 9 being 'contrast' so its set to either black or white depending on what the other cell type aka ink or paper is set at. 9 might be more sensible if it works that is as its contrast, but IDK if its likely to work "outside Basic" I've never tried that I can recall. :unsure: :)
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:D , I did wonder if it would be something along that line as a single byte change could not usually do a great deal. Note to self: 35897 , 87 , just this way I have "both" to hand. :)
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I do note slight differences between emulators but I have always assumed most of the problem here on an emulator vs a real machine is the way the host is limited in how it reads the keyboard and which multiple keys it can cope with at once. I do not think there is any difference between a USB and a PS2 type, I'm assuming the concern is a legacy one in how the IBM-PC "architecture" (if that's the right word?) was designed It would be interesting to find out if there are actually any differences in this between a PC and a Mac too.
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I could probably write a large paragraph on my W7 > W8 > W81 > W10 adventures but I'll resist. Safe to say despite owning these versions fully licensed I'm currently on W7 for the time being.
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JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
Its a shame in a way that you cannot (as in very easily without work) have two types of fire cells as per MM in JSW. :unsure: Then it would be easy to design a 'cell' to fit the top area perhaps :unsure: Its interesting to note that Matt did place fire cells on the leftmost side to prevent a top exit although it could be said these are more cosmetic placements maybe. -
JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
That does look quite reasonable to me, the design of them makes them look like they are meant to be there, sort of 'hanging ornaments' -
JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
Yes I could not find a erm 'sensible' solution this way either... :) -
I was thinking about this just the other day again. With the exception of the C64 MM Editor (that I cannot get to work properly and its a guest editor rather than PC/Mac host) it is slightly odd there is nothing for the other platforms. I can possibly guess compression may rule it out of some variants but the MSX and CPC range in particular seem to be highly suitable candidates, at least for MM if not JSW1. JSW2 might be more tricky.
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It occurred to me that I should check the Amstrad and Commodore versions of the above games at some point to see if they also 'feature' him too, although I'd only expect that to be the case in Kokotoni I think.
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Did you manage to find him yet Bob ? :) I do not have any more information unfortunately although I do see a few replies to your same question on WOS so hopefully someone has helped.
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JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
I had a vague thought about some kind of hidden fire cell at the top of the screen, something invisible but that would spoil it. I then had a random thought (something I looked at once at least in principle) of moving the 'spears' up a bit in Quirkafleeg but to get this to work properly they have to move up a couple of rows and that then makes the Quirkafleeg screen look odd :huh: , not to mention the rope may need a trim too. A solution but a highly impractical one. I may actually go and try this tomorrow now to see how it (badly) works "in practise" :D -
One slightly interesting thing I have only really just noted is the 'sloped roof' in 'Halfway up the East Wall' is not set as an active ramp, he can freely stand and move on it without fear of being thrown off the end.