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Spider

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Everything posted by Spider

  1. Spider

    Moving the air bar

    No not tried the sound effects yet. :) Yes understood as its the 'supply' for the room: The next byte is copied to 32956 and specifies the initial air supply in the cavern. 45756 DEFB 63 That's from the Central Cavern but I see exactly what to do with those anyway :thumbsup: In decimal I'm changing the 'supply' byte to 95. Simples (famous last words!)
  2. Spider

    Moving the air bar

    Very quick test and it worked :D Thank you. I 'forgot' the cavern supply one first which resulted in a near full lower third of air bar, but once I'd applied that and reset it was straightforward. Quick pic: More about why I wanted to do this over the next few days. Its not what you may think though. :)
  3. Spider

    Moving the air bar

    Thanks. I'll have a play with this later. Its more complex that it first appeared though as the MSB for the display is set at 34517 LDA,82 and there's some minor sub going on. I really should just put a few breakpoints into that routine and the one around 35388 to determine exactly what is going on. I'll try your code shortly to see. I have a 'quick test' file which simply has all the lower screen area set to black paper / white ink on all of it so its very easy to see where exactly its 'drawing' I did have it drawing attribute blocks on the playing area at one point due to too high an MSB which then caused some concerns. :D
  4. Spider

    Moving the air bar

    Are there any MM variants with the 'air' bar in a different location ? :unsure: It does not (at first glance) appear that simple to move it as its using the game clock to set the LSB and / or the MSB The MSB is set at 34517 to 82 I did do this once quite a long time ago but I can't quite remember how exactly. Just wondered if there are any games with it in a slightly different place. I need to shift it down one row as such. I've not spent a lot of time looking** however as there may be a game already with it done to look at **apart from a few tweaks as if you attempt to adjust the values without care you can cause a crash too but that's partly expected as it will attempt to 'draw' where it should not.
  5. Portal not required ;) (try it!) Bug-Byte version: POKE 36809,176 : POKE 36810,128 : POKE 36815,177 : POKE 36816,128 Software Projects, Ventamatic and MAD re-release versions: POKE 36820,176 : POKE 36821,128 : POKE 36826,177 : POKE 36827,128
  6. Eugene not interested in 'guarding' the Portal when all the items are collected from his lair: Bug Byte version: POKE 36348,0 : POKE 34349,0 : POKE 36438,24 Software Projects, Ventamatic and MAD re-release versions: POKE 36359,0 : POKE 36360,0 : POKE 36449,24 The first two pokes prevent him noticing the items are all collected, the last one simply stops him colour cycling as its a slightly different part of the routine to switch that on/off.
  7. 14 downloads

    A large selection (more than 60**) of various character sets for the Spectrum. The file includes a quick 'viewer / loader / saver' I put together to make it very easy to pick out the set you require. Please examine the small random selection included in the screenshots for examples. Simply load and run the program then following the onscreen instructions press 'L' to load the next set or 'S' to save the current set. An option to change the background colours was also added (press 'C' to do this) as sometimes it is best to view a set in a variety of different paper colours as some work best on lighter background and some are more suited to darker colours. Enjoy! ** Note: There is a slight possibility of a duplicate or two however similar 'designed' sets do look quite similar with just minor variations.
  8. View File Char Set Collection A large selection (more than 60**) of various character sets for the Spectrum. The file includes a quick 'viewer / loader / saver' I put together to make it very easy to pick out the set you require. Please examine the small random selection included in the screenshots for examples. Simply load and run the program then following the onscreen instructions press 'L' to load the next set or 'S' to save the current set. An option to change the background colours was also added (press 'C' to do this) as sometimes it is best to view a set in a variety of different paper colours as some work best on lighter background and some are more suited to darker colours. Enjoy! ** There is a slight possibility of a duplicate or two however similar 'designed' sets do look quite similar with just minor variations. Submitter Spider Submitted 06/26/2017 Category Graphics, styling and enhancements  
  9. I'd consider this 'final' now. Its reliable and relatively stable. Enjoy. :)
  10. Most welcome and thank you for the clarification. :) Its not always easy (as you know) to research information with games to determine exactly what is correct and what is not.
  11. 67 downloads

    This is a port of the ZX81 version of Manic Miner back to the Spectrum, written by Russell Marks in 2003. The 'original' ZX81 version was authored by Alex Martinik around 1984 and is available here as per the 'original' the actual in-game language is Czechoslovakian. Note this does actually require a 128K Spectrum to run. The authors notes and documentation read as follows:
  12. View File Manic Miner ZX81 This is a port of the ZX81 version of Manic Miner back to the Spectrum, written by Russell Marks in 2003. The 'original' ZX81 version was authored by Alex Martinik around 1984 and is available here as per the 'original' the actual in-game language is Czechoslovakian. Note this does actually require a 128K Spectrum to run. The authors notes and documentation read as follows: Submitter Spider Submitted 06/16/2017 Category Manic Miner [Remakes]  
  13. One interesting 'feature' I have noted with this and its 'smaller brother' the C16 version here, both appear to have (due to screen and design differences) items such as earth and water cells occasionally in a guardian's path. This does not effect the guardian and it simply passes through it as though nothing had happened. Quite a different collision detection routine compared to other major versions then, in that it only really "takes much notice" if it is Willy who has collided with something he should not of done.
  14. Spider

    WOS ?

    Noted (but forgot to reply here at the time, sorry!) I'm just going to call it "a glitch in the matrix" rather than anything else. :)
  15. Pokes ;) Apply these as required in the emulator debugger window. Starting lives: Items left to collect: Restart: (if you get stuck!) saves reloading:
  16. 136 downloads

    JetSet Willy 2 'Final Frontier' for the Commodore C16 and Plus/4. Written by Ian Davison and published by Tynesoft in 1986 under licence from Software Projects. The game is very unusual in that it actually consists of four separate games, each is a 'section' of Willy's mansion and the space station areas. The idea being (with the tape file version at least) you complete one section and you are prompted to load in the next. There is however nothing to stop you loading in for example section 3 to play just that. Most of the mansion is present with the exception of the "top row" such as "On the roof" and beyond. The Attic and Emergency Generator are present as is Holt Road, The Sewer and The Beach area. Regarding the 'space station' area most of the rooms are present however the Teleporters are non functional as you would expect. Both tape and disc versions are provided, the disc version has been purposely split into four files one for each section to make it easy on an emulator to load in the required one without having to resort to entering disc commands manually. There was a map available however I decided to split this into four individual slightly larger maps, once again one for each section. This makes it far easier on the eye to examine the area of interest. I have also included the original map by Reuben Cornwall. The same as the C16 and Plus/4 versions of JSW1 there are no ropes and no arrows. Given the slightly odd behaviour of ropes in the C64 version of JSW1 and JSW2, this may not actually be a bad thing although the lack of arrows is slightly disappointing. The game plays very well indeed. There is no scrolling message on the title screen simply the game title and author name. The room layouts do closely mimic the other major versions as do most of the sprite choices. The 'stairs' are a traditional line instead of 'squares' too. The lower screen area with the status has a border around it almost mimicking the Amstrad version in this respect. A final point of interest is the object count: It counts down with "Items to collect: x" as far as I am aware this is the only original commercial release of a JSW game that does this. Enjoy!
  17. View File JetSet Willy 2 (C16) JetSet Willy 2 'Final Frontier' for the Commodore C16 and Plus/4. Written by Ian Davison and published by Tynesoft in 1986 under licence from Software Projects. The game is very unusual in that it actually consists of four separate games, each is a 'section' of Willy's mansion and the space station areas. The idea being (with the tape file version at least) you complete one section and you are prompted to load in the next. There is however nothing to stop you loading in for example section 3 to play just that. Most of the mansion is present with the exception of the "top row" such as "On the roof" and beyond. The Attic and Emergency Generator are present as is Holt Road, The Sewer and The Beach area. Regarding the 'space station' area most of the rooms are present however the Teleporters are non functional as you would expect. Both tape and disc versions are provided, the disc version has been purposely split into four files one for each section to make it easy on an emulator to load in the required one without having to resort to entering disc commands manually. There was a map available however I decided to split this into four individual slightly larger maps, once again one for each section. This makes it far easier on the eye to examine the area of interest. I have also included the original map by Reuben Cornwall. The same as the C16 and Plus/4 versions of JSW1 there are no ropes and no arrows. Given the slightly odd behaviour of ropes in the C64 version of JSW1 and JSW2, this may not actually be a bad thing although the lack of arrows is slightly disappointing. The game plays very well indeed. There is no scrolling message on the title screen simply the game title and author name. The room layouts do closely mimic the other major versions as do most of the sprite choices. The 'stairs' are a traditional line instead of 'squares' too. The lower screen area with the status has a border around it almost mimicking the Amstrad version in this respect. A final point of interest is the object count: It counts down with "Items to collect: x" as far as I am aware this is the only original commercial release of a JSW game that does this. Enjoy! Submitter Spider Submitted 06/10/2017 Category Jet Set Willy [Originals]  
  18. There is currently no map available for this version, although there are generic JSW maps and one or two for the C16 specific variant an exhaustive search did not turn up one for this Plus/4 version of the game however one is in progress and should be available within a few days... :)
  19. Pokes ;) Apply these as required in the emulator debugger window. Infinite Lives: Immunity: Restart: (if you get stuck!) saves reloading:
  20. 19 downloads

    JetSet Willy for the Commodore Plus/4, written by Ian Davison and published by Tynesoft This in effect an 'enhanced' update of the C16 version with approximately thirty-nine rooms instead of the C16's nineteen. That 'cut down' version can be found here It too features the 'square stairs' as per the C64 version although they seem slightly easier to negotiate and it is easy to jump through them when appropriate. The choice of rooms included is generally quite sensible and the sprites and colour choices are a good match for the Spectrum/C64/Amstrad/BBC versions given the difference in platforms. There are very few in-game sound effects but the general 'feel' and play of the game is good. Most of the interior rooms of Willy's mansion are present. The object placement reasonably matches the other main variants however there are more objects to collect given the fact there are less rooms. There are no 'upper' screens beyond the Conservatory roof area although on the other side of the mansion the East Wall Base is present however there is no upper access beyond East Wall (so no Priest's Hole) and no Beach or West Bedroom. The Banyan Tree, Wine Cellar and Tool Shed are present however there is no access beyond the right hand side of the Forgotten Abbey. To compensate for this the platforms in the Wine Cellar are slightly re-arranged to allow Willy to climb back out to escape, however an interesting "twist" on this is he cannot then simply jump out to the Back Stairway, the only escape is he must then negotiate the Tool Shed. Another interesting feature is there is no Swimming Pool although Orangery is present there is no downwards exit. The MegaTree is present too, complete with 'all branches' Please see the screenshots for specifics, there is a screenshot of every room included. The title screen is simply a mid-centred 'JET SET WILLY' line of text and a scrolling message which reads as follows: As per the message it can be reasonably assumed this was 'built on' the C16 version even though as I understand it, it was released as a separate version. Enjoy!
  21. View File JetSet Willy (Plus/4) JetSet Willy for the Commodore Plus/4, written by Ian Davison and published by Tynesoft This in effect an 'enhanced' update of the C16 version with approximately thirty-nine rooms instead of the C16's nineteen. That 'cut down' version can be found here It too features the 'square stairs' as per the C64 version although they seem slightly easier to negotiate and it is easy to jump through them when appropriate. The choice of rooms included is generally quite sensible and the sprites and colour choices are a good match for the Spectrum/C64/Amstrad/BBC versions given the difference in platforms. There are very few in-game sound effects but the general 'feel' and play of the game is good. Most of the interior rooms of Willy's mansion are present. The object placement reasonably matches the other main variants however there are more objects to collect given the fact there are less rooms. There are no 'upper' screens beyond the Conservatory roof area although on the other side of the mansion the East Wall Base is present however there is no upper access beyond East Wall (so no Priest's Hole) and no Beach or West Bedroom. The Banyan Tree, Wine Cellar and Tool Shed are present however there is no access beyond the right hand side of the Forgotten Abbey. To compensate for this the platforms in the Wine Cellar are slightly re-arranged to allow Willy to climb back out to escape, however an interesting "twist" on this is he cannot then simply jump out to the Back Stairway, the only escape is he must then negotiate the Tool Shed. Another interesting feature is there is no Swimming Pool although Orangery is present there is no downwards exit. The MegaTree is present too, complete with 'all branches' Please see the screenshots for specifics, there is a screenshot of every room included. The title screen is simply a mid-centred 'JET SET WILLY' line of text and a scrolling message which reads as follows: As per the message it can be reasonably assumed this was 'built on' the C16 version even though as I understand it, it was released as a separate version. Enjoy! Submitter Spider Submitted 06/10/2017 Category Jet Set Willy [Originals]  
  22. Spider

    Maps

    JSW2 C16, I split out the four maps from the original 'combi' one as its a bit easier to digest this way: Part One: Part Two: Part Three: Part Four:
  23. Spider

    Maps

    JSW1 Amstrad: JSW2 Amstrad: JSW1 CBM C16: EDIT... New improved, higher quality JSW1 map added. Thank you to the author (Bruno at cpcsoft) for permission to use it here.
  24. Spider

    WOS ?

    Erm :unsure: I just went to visit at The Tipshop as I wanted to look at one of my old Manic Miner submissions as I could not find the notes here on my desktop. Upon viewing: WOS is the same too, hmm :( , their temporary ProBoards one is off too I see. I can't view FB at the moment to check things on the link provided there. Well, if required we can certainly accommodate general WOS banter (again as we did once before) in our General Chat area
  25. Pokes ;) Apply these (they are in hex format) in the emulator debugger window. Infinite Lives: Immunity:
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