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Everything posted by Spider
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It would be useful to gain a few bytes in the main loop yes without (for example) either sacrificing the 'screen flash' routine and / or calling other pieces of code temporarily from within the main loop. Possibly exception to this I guess is the pause control as that could in 99% of cases safely be binned as most will be using emulators where pause is a click away and failing that not too many variants do impose strict time limits.
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A total rewrite of JSW in 48k using Matthews core code
Spider replied to Norman Sword's topic in JSW
CTRL+Enter can cause it to think you want to submit, its always been like that though however it can vary between browsers. Its a CKE concern rather than the software directly but as CKE Editor is part of the software, I see what you're saying. Using a mobile device will vary in its behaviour too. I'm sorry you've had editor issues, I can honestly say I've not had any other complaints regarding it as such apart from the odd 'jumble' quote issue where multi-quoting has got out of hand. :) You will however hopefully be pleased to learn the newer version (coming soon here!) has more control on this: In particular 'Return' will either start a new paragraph or go to a new line and the 'paste' feature will still retain its 'pasted' format however there is a button on the toolbar to quickly and instantly kill all formatting in said insertion where needed which may restore a bit of sanity if it got out of hand... Post deletion has never been enabled per member control however there is no issue in having said posts removed, its more a case of 'member accident' with this as I have seen this happen before... I have removed the post. :) -
A total rewrite of JSW in 48k using Matthews core code
Spider replied to Norman Sword's topic in JSW
Thank you for the detailed explanation. :) Its interesting you mention more guardian movement as IRF has an article on Diagonal Guardians here in our Articles. During other project work I noted one variant (C+4) had what I could only describe as a near-trapezoidal movement pattern which was quite interesting to watch, probably not much fun to code in however... -
That looks quite good like that I think. :) A certain "chunkyness" to it without it being excessive. The ropes in the C64 version are slightly chunky as standard (lets not talk about the square stairs that are difficult to jump through though!) , similar for the C+4 / C16 versions actually...
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That's very unusual but I do quite like it. :D
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A total rewrite of JSW in 48k using Matthews core code
Spider replied to Norman Sword's topic in JSW
That's quite interesting. :) I like what I see. I do see the erm 'assistance' options although not the immediate method of activation however not a concern. There are some nice features present in this from just a cursory glance, I will have time later to play properly to examine it in more detail. -
The effects are brilliant. :D especially the collision and game over. I also appreciate the icons for various in game status such as the tune and keys, and cheats. I also like the fact the 'boot' must be enabled first to use some of these. EDIT... I do not see an immediate change with the keys however :unsure: , I do like the merge ink effect rather than overwrite when WIlly passes near a platform.
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:) Looks interesting. You are welcome to put this into the Downloads system if you wish, or I can do this for you if you want (or it can just stay 'as is' if you prefer) I'd not do it without asking obviously and it would be in your name anyway leaving you free to update if required. I have built several versions of this but these changes tend to be minor things like using a mixture of sprites from both versions to get the 'best of both worlds' and for example replacing the 'Razor blades' in The Warehouse with the JSW one, simply as the sprite is a nicer version of the same graphic. Other minor changes were saving the score upon pressing break and a few other things.
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That's brilliant. A very interesting twist on things too. :) I was looking a while back at the Skylabs as stated in the disassembly we do not know what the unused horizontal guardians would of looked like, although in that case their sprite instances were taken up by the 'disintegration' of the Skylab sprite itself, and unfortunately only one path/boundary was preset which was not ideal. I had a vague idea of using the horizontal ones from Solar Power as a kind of space-filler to see but given there were no paths set already it seemed a little bit moot to go further. :)
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Thank you for the detailed explanation, it is appreciated. :) I'm quite aware of the costs of hard drives "back then" , up until about three years ago I had a working Winchester for my BBC Micro, all 10MB of it and that was a lot of monies new to put it mildly... It is interesting to note how the Spectrum side of the interface was done, a 'home made' solution. I'm aware of the basic nature of the 74 series chips. I was actually looking for something "Spectrum hardware side" slightly related to this last week (a controller board) but that's completely another subject... Yes it seems likely as you say he purchased said drive between the development of the games otherwise Manic Miner may of had less caverns or perhaps a more efficient storage method to squeeze twenty in, leaving the 'top end' of memory empty for the third party code. Given the costs of said drives too that also makes some logical sense as well. Again, thank you for your insight into this. I posted about it initially as I'd never really seen it mentioned in any detail that I can recall other than 'here is the TRS code etc'
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I'd not really noticed the difference between MM and JSW I'll admit although the sounds in general in JSW2 are quite different anyway and that's quite noticeable. :)
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That's what I meant yes. :) The actual I/O could likely be serial anyway and simply simulated. The issue I think here (I've not looked nor researched this) is how the data actually gets "out or in" the Spectrum end of things... Sinclair Interface 1 would maybe be a likely candidate as these have RS232 serial port. I do have an IF1 although its working state is unknown. There were a fair few other interfaces available that offered serial or parallel (Disciple disk interface has one I think) although I'd skip parallel as I suspect they are going to be one way aka outbound for a printer typically.
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Welcome. :) The title screen music is Beethoven's Fur Elise and the in-game music is called Romance d'amour although I do not have a composer/author for said music.. EDIT... Likely Bach for the latter.
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I noted one of them (at least) uses that area of space yes. I did wonder if perhaps anyone had used the code to try to make it do something 'internally' to JSW perhaps by calling it from a different routine :unsure:
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View File La casa di Jack / La casa de Jack These are slightly modified Italian and Spanish versions of JSW with full Italian / Spanish text translations throughout. They were both released by Load 'n' Run. The Italian version, called 'La casa di Jack', was released on the Italian Load 'n' Run tape 11 in December 1984. There is no visible personal credit in this version. The Spanish version, called 'La casa de Jack', was released on the Spanish Load 'n' Run tape 1_02 in March 1985. It was created by Juancho Mart Submitter Spider Submitted 08/27/2017 Category Jet Set Willy [Patched]
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154 downloads
These are slightly modified Italian and Spanish versions of JSW with full Italian / Spanish text translations throughout. They were both released by Load 'n' Run. The Italian version, called 'La casa di Jack', was released on the Italian Load 'n' Run tape 11 in December 1984. There is no visible personal credit in this version. The Spanish version, called 'La casa de Jack', was released on the Spanish Load 'n' Run tape 1_02 in March 1985. It was created by Juancho Mart -
:) I do agree. Similar effect (but not quite as fatal) letting Basic's GoSub get out of hand too; that eventually either complains with either "4: Out of memory" or "7: Return without GoSub" or more rarely "N: Statement Lost"
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How many loops ? (just roughly) The reason being I've had this in another project for a while (with safe start positions) and let it loop all the screens twice without any noticeable issues. I do actually see why you said that now though, I think :unsure: :)
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Skylabs harmless: Bug Byte version: POKE 36552,0 Software Projects, Ventamatic and MAD re-release versions: POKE 36563,0 Eugene harmless: Bug Byte version: POKE 36408,0 Software Projects, Ventamatic and MAD re-release versions: 36419,0 Running out of air moves to next cavern instead of losing a life: Bug Byte version: POKE 34799,40 POKE 34800,144 Software Projects, Ventamatic and MAD re-release versions: POKE 34805,51 POKE 34806,144
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That makes sense now :D As per the other topic where you replied you can edit 'download submission' this as its listed in your name if you require.
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:) Thank you for the details, I'm sure Danny will soon see this and likely have something to add too.
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Yes :)
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- manicminer
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I see what you did there, on the version I had to hand it caused an IDS. Its a good thought though.
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- manicminer
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