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Spider

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Everything posted by Spider

  1. :) 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.
  2. 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. :)
  3. Spider

    The TRS Code

    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'
  4. 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. :)
  5. Spider

    The TRS Code

    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.
  6. Spider

    Jsw2 C64 Version

    The SID variants (Commodore range mainly) are available although I'm not sure what player would be used for them, at least the last time I looked anyway. :)
  7. Spider

    Jsw2 C64 Version

    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.
  8. Spider

    The TRS Code

    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:
  9. Spider

    The TRS Code

    I wonder if anyone has tried to either make any sense of this or use it for some purpose ? :) The output from ZX-Assembler looks like this:
  10. 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]  
  11. 153 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
  12. :) 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"
  13. 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: :)
  14. 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
  15. 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.
  16. :) Thank you for the details, I'm sure Danny will soon see this and likely have something to add too.
  17. Spider

    Bug: Wrong Way

    Yes :)
  18. Spider

    Bug: Wrong Way

    I see what you did there, on the version I had to hand it caused an IDS. Its a good thought though.
  19. Spider

    Bug: Wrong Way

    Thanks. :) I'd agree your changes are a bit more suitable to fix the frame too. I did it in my head to start with figuring that it was simply a case of 01=left and 00=right and nothing more to do (until I saw it) but I'd already (call my lazy if you like!) started doing the pics by then. I'd consider it a bug personally though somehow as I can't see any logical reason for him to be facing the wrong way in just those three caverns, its not as though there's anything in his immediate path on those either (such as for instance Kong Beast or Eugene) where you need to move asap...
  20. Spider

    Bug: Wrong Way

    Well you could title it "Wrong way" or "Face the wall" , both seem suitable. In Ore Refinery, Skylab Landing Bay and The Warehouse Miner Willy is facing the wrong way upon entry to the cavern, specifically in the first two he is facing right when he should be facing left and in the latter he's facing left when he should be facing right. Take a look at the these caverns as they are presented initially: Confused ? Read on. The fix is quite simple for this. It is the same for the Bug-Byte and Software Projects versions as well as the M.A.D and VentaMatic Re-releases (as these last two are based on the Software Projects version anyway) Ore Refinery: POKE 57962 , 1 (#E26A , #01) The original value here was 00 (right) . Willy now faces left. (01) Skylabs: POKE 58986 , 1 (#E66A , #01) Again, the original value here was 00 (right) . Willy now faces left. (01) Warehouse: POKE 62058 , 0 (#F26A , #00) The original value here was 01 (left) . Willy now faces right. (00) Now lets take a look at the 'fixed screenshots' of said caverns: That looks much more as though it was intended. :) The value could be changed a bit to alter the animation frame too, but at least he is now initially facing the correct way...
  21. Most welcome. :) I felt it worth climbing this topic a bit (pun intentional!) at the time,
  22. Spider

    Sources

    I'll have to try that myself. Last time I wanted an .asm file I simply opened the file in ZXBlock Editor then sent the data to ZX Assembler and finally saved it out. Bit of a "long way around" I know.
  23. Actually a question, something I noticed when I built a tape file for it. Cavern #15 (well 16 in reality aka what was "The sixteenth cavern") does not have a name, its descriptor is empty. Was this intentional ? :unsure: :)
  24. Have just watched the .rzx, top work. :thumbsup:
  25. Good call on Jumping Jack. :) I thought about New Zealand Story and / or Rainbow Islands and suchlike but those are a bit difficult sometimes. Frogger is a good idea too. Plenty of clones of it. Bat/Ball games, aka "breakout" type clones, yes. I did include Arkanoid and Batty although both are a bit difficult but not too bad to get a couple of levels in. Most seem to call PB as "PaperBoy" despite it being "Paper Boy" at least as far as I know. :) Remakes are a good call too, although the only slight downside with some of these is the inability to add a quick tweak or two if needed to make it a bit easier, faithful remakes may be a bit too difficult. :unsure: for those used to forgiving games and save points.
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