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Spider

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Everything posted by Spider

  1. I remember some of my thoughts to 'fix' the pause routine were to either not have it auto-pause (very easy) or remove the pause routine completely :blush:
  2. I did have a very basic checker in Basic but it simply added values up (sort of) and gave a total sum but you can use ZXEditor to see the CRC of the block to 'compare' which is quicker, however it does not show the differences. I'm struggling to think of a way to do this easily to be honest. You could fire up two assemblers (ZX Assembler) but you'd have to manually compare them. An alternative I have used (warning: messy) is to use HXED to do a file compare but ideally you just need to copy the .tap / .tzx and only have that present not the loader (to just save time) and then it will show each difference. You can then see how "far" into the block of data it is and roughly work out where it is in the code block. It works but its quite messy and not easy to do this. I do know exactly what you're looking for though... Tapir can compare tapes but does not appear to show the difference, it will simply say its identical or not.
  3. 8 downloads

    This is just a simple Basic program with the four bug fixes** in it as well as the keypad bypass. Its longer than it really should be by quite a way to make it easy to follow and edit if required. Simply load and run it and play in the original JSW tape. If you wished to save a 'modified' copy of the code block, simply delete line 440 or change it to include a STOP ** The 'Move invisible object from "Landing" to "Hall" fix' was very slightly tweaked to give the 'new' object a tiny square shape.
  4. View File JSW 4-Bug Fixer This is just a simple Basic program with the four bug fixes** in it as well as the keypad bypass. Its longer than it really should be by quite a way to make it easy to follow and edit if required. Simply load and run it and play in the original JSW tape. If you wished to save a 'modified' copy of the code block, simply delete line 440 or change it to include a STOP ** The 'Move invisible object from "Landing" to "Hall" fix' was very slightly tweaked to give the 'new' object a tiny square shape. Submitter Spider Submitted 03/31/2017 Category Tools and Patches  
  5. Is the file OK ? Its a headerless block however the timing of it is not quite right, I can't open it with Taper to examine the actual sync / pulse data actually. :unsure:
  6. That does make sense, thank you Norman. :) My knowledge has improved a bit since I initially wrote that, (thankfully!) , the Call would probably work as JP actually (to the loader) given its got "never to return" as such. I have seen this in other loading schemes were there's no CALL just a JP which made me think. Inserting a b.p at either the end of the memory or using Zero (which allows decent b.p's for things like memory read/write) would be possible to insert one into the rom loader so when it finished it would stop at the RET point and you could examine the SP and other data to see what was really going on. I do agree I see why the re-releases were snaps though as such. The same with my 'immunity' as the codeblock was compressed a bit so I could directly alter the bytes I needed. The exception being the 'any key keypad' as that part thankfully was intact when I searched the tape file binary directly for sequences of bytes.
  7. 250 downloads

    Jet Set Willy 2 for the Spectrum, note these are patched versions. For the original files please see here The download offers two versions: An original Software Projects release with the 'keypad' modified to accept any code (but no game cheats at all) as well as a modified 'fully immunity' version.. The loader for the 'any keypad code' version was very slightly tweaked from the original in that you get to see the screen (INK 7 vs INK 0) otherwise it is the same apart from a minor attribute swap on the 'picture hanger', this is not visible in the original due to black ink but stuck out when it was INK 7. The 'full immunity' version varies a bit here with both a colourful 'what's included' page as well as the loading screen. A unique feature I added to this was to 'draw' the screen data after the attributes, giving the impression they are being added at the same time. This effect is really only visible at normal tape loading speed however. The 'full immunity' version is just that, along with a minor tweak to ensure the 'Trip Switch' is always active too meaning Willy does not have to take a long route around the house to take a quick voyage on his Yacht if needed. Be aware of falling into the water though! In summary the 'immunity' cheat comprises of: Fall any height Infinite lives Immunity to fire cells Immunity to guardians Trip switch is always on Enjoy!
  8. View File Jet Set Willy 2 (Spectrum) Cheat Versions Jet Set Willy 2 for the Spectrum, note these are patched versions. For the original files please see here The download offers two versions: An original Software Projects release with the 'keypad' modified to accept any code (but no game cheats at all) as well as a modified 'fully immunity' version.. The loader for the 'any keypad code' version was very slightly tweaked from the original in that you get to see the screen (INK 7 vs INK 0) otherwise it is the same apart from a minor attribute swap on the 'picture hanger', this is not visible in the original due to black ink but stuck out when it was INK 7. The 'full immunity' version varies a bit here with both a colourful 'what's included' page as well as the loading screen. A unique feature I added to this was to 'draw' the screen data after the attributes, giving the impression they are being added at the same time. This effect is really only visible at normal tape loading speed however. The 'full immunity' version is just that, along with a minor tweak to ensure the 'Trip Switch' is always active too meaning Willy does not have to take a long route around the house to take a quick voyage on his Yacht if needed. Be aware of falling into the water though! In summary the 'immunity' cheat comprises of: Fall any height Infinite lives Immunity to fire cells Immunity to guardians Trip switch is always on Enjoy! Submitter Spider Submitted 03/29/2017 Category Jet Set Willy [Patched]  
  9. 161 downloads

    Jet Set Willy 2 for the Spectrum. The download offers the original Software Projects release as well as the two re-releases by Richochet (Mastertronic) and DroSoft The Software Projects version requires the keycard which is included in the download. The re-releases do not have this. These are the original tape files and are not modified in any way.
  10. View File Jet Set Willy 2 (Spectrum) Jet Set Willy 2 for the Spectrum. The download offers the original Software Projects release as well as the two re-releases by Richochet (Mastertronic) and DroSoft The Software Projects version requires the keycard which is included in the download. The re-releases do not have this. These are the original tape files and are not modified in any way. Submitter Spider Submitted 03/29/2017 Category Jet Set Willy [Originals]  
  11. 525 downloads

    These are simply pre-built cheat versions of the Spectrum releases of Manic Miner. For original releases please see here The download offers not one but two choices of cheating and these are additionally available in both the more common Bug Byte version as well as the Software Projects version too. The game loading Basic has been preserved to as near original as possible but the code block itself is compressed to reduce loading time. In summary the cheat choices are: 1. Infinite lives, fall any height and infinite air 2. Infinite lives, fall any height, infinite air, harmless guardians and harmless fire cells (full immunity in effect) As indicated above both of these variants are available in BB and SP formats, making a total choice of four tape files which are clearly marked as to which is which. Regarding the loader and code compression: I purposely ensured that the decompresser code returns to Basic after running rather than executing the game code immediately. This makes it very easy to alter or save the game code if required for further editing or suchlike. To do this simply "STOP" the Basic at line 20 for the Software Projects version and line 40 for the Bug Byte version. At this stage you can then "SAVE" the game code as usual 32768,32768 for loading into an editor or whatever you wish. Note that the call to 33280 is calling the decompression code, so if you are adding any pokes to the loader itself, do not add them before this has ran, simply add your pokes in the usual place ie: just before the USR 33792 statement. Enjoy.
  12. View File Manic Miner (Spectrum) Cheat Versions These are simply pre-built cheat versions of the Spectrum releases of Manic Miner. For original releases please see here The download offers not one but two choices of cheating and these are additionally available in both the more common Bug Byte version as well as the Software Projects version too. The game loading Basic has been preserved to as near original as possible but the code block itself is compressed to reduce loading time. In summary the cheat choices are: 1. Infinite lives, fall any height and infinite air 2. Infinite lives, fall any height, infinite air, harmless guardians and harmless fire cells (full immunity in effect) As indicated above both of these variants are available in BB and SP formats, making a total choice of four tape files which are clearly marked as to which is which. Regarding the loader and code compression: I purposely ensured that the decompresser code returns to Basic after running rather than executing the game code immediately. This makes it very easy to alter or save the game code if required for further editing or suchlike. To do this simply "STOP" the Basic at line 20 for the Software Projects version and line 40 for the Bug Byte version. At this stage you can then "SAVE" the game code as usual 32768,32768 for loading into an editor or whatever you wish. Note that the call to 33280 is calling the decompression code, so if you are adding any pokes to the loader itself, do not add them before this has ran, simply add your pokes in the usual place ie: just before the USR 33792 statement. Enjoy. Submitter Spider Submitted 03/29/2017 Category Manic Miner [Patched]  
  13. 191 downloads

    Manic Miner for the Sinclair Spectrum. The download includes the following 'officially released' versions: [*]Bug Byte Ltd - The original first release [*]Software Projects - The 'later' original release [*]Ventamatic - Spanish language re-release [*]M.A.D - Mastertronic Added Dimension (Mastertronic
  14. View File Manic Miner (Spectrum) Manic Miner for the Sinclair Spectrum. The download includes the following 'officially released' versions: [*]Bug Byte Ltd - The original first release [*]Software Projects - The 'later' original release [*]Ventamatic - Spanish language re-release [*]M.A.D - Mastertronic Added Dimension (Mastertronic Submitter Spider Submitted 03/28/2017 Category Manic Miner [Originals]  
  15. Additional information: Cheat:
  16. Updated. Working now (properly) :)
  17. Although not quite what was asked for, if the keypad is set to accept any code then usually POKE 34646,32 (This changes the JR Z , 34693 to a JR NZ, 34693) which means you do not need to enter a code at all as you can just press ENTER on the keypad page if you do not feel like pressing 1-4. :D Be aware if this is applied on its own without the 'any code' then it will just crash as it will more or less just 'step through' the second change and then go to the reset (JP 0) instruction.
  18. I did think about that but decided not to have too many pokes. :D Again, another choice to turn the bright off instead. Actually what I said in the initial about 'contrast' is not quite correct as there's no '9' for that for 'bright' only 0/1/8 , 8 being transparent aka 'leave as is' so it appears it was purposely set to bright / non bright or an omission. :)
  19. Well, maybe. I did wonder if this was intentional due to perhaps 'contrast' (chr 9) but it does not seem that likely. The attributes for the code entry screen are loaded from 39808 to 22784, this means that the attributes 'appear' AT 8,0; initially and 128 bytes is 4 lines 'length' so that's 8,9,10 and 11. Seen in 'raw' form they look like this: If you look key graphics 3 (magenta) and 4 (green) are non-bright whereas 1 and 2 are bright. This is quite easily seen with the above screenshot. :) Unfortunately, setting just the top right attribute to be bright for those two which would of been just two POKES's made them stick out like, well a sore thumb. It was necessary to set all eight attribute blocks to be bright to fix this. Here is the same picture with them 'fixed' Finally here is it 'in action' where you can see. It may be better to compare this with an original screenshot though for comparison: To fix this: Change key 3 gfx to BRIGHT 1: POKE 39880,67 : POKE 39881,123 : POKE 39912,67 : POKE 39913,67 Change key 4 gfx to BRIGHT 1: POKE 39883,68 : POKE 39884,124 : POKE 39915,68 : POKE 39916,68 For reference purposes, the above pokes are in the usual left to right order: "A" Top left block (magenta or green ink with black paper) "B" Top right block (magenta or green ink with white paper) "C" Lower left block (magenta or green ink with black paper) "D" Lower right block (magenta or green ink with black paper) AB CD Attribute values: 003 = Magenta INK / Black PAPER / Bright OFF (default) 067 = Magenta INK / Black PAPER / Bright ON (new) 004 = Green INK / Black PAPER / Bright OFF (default) 068 = Green INK / Black PAPER / Bright ON (new) 059 = Magenta INK / White PAPER / Bright OFF (default) 123 = Magenta INK / White PAPER / Bright ON (new) 060 = Green INK / White PAPER / Bright OFF (default) 124 = Green INK / White PAPER / Bright ON (new)
  20. That looks very interesting. :D I will try to keep an eye on it.
  21. Unfortunately the text corruption was not something I could easily work around although its not a great issue and obviously does not effect play. :)
  22. 44 downloads

    Manic Miner for the Commodore Amiga The submission contains two variants as they tend to work on different hardware configurations. They are both (unfortunately) not quite untouched original versions however the 'trainers' can be ignored if required. The 'Mayhem' variant seems slightly more compatible with differing hardware configurations. I recommend the following initial configuration on an emulator for best results: OCS or ECS (Full) chipset , 512KB Chip Ram , 512KB Slow Ram , 0 Z2 Fast Ram , Extra chipset either 'Generic' or 'A500'
  23. View File Manic Miner Amiga Manic Miner for the Commodore Amiga The submission contains two variants as they tend to work on different hardware configurations. They are both (unfortunately) not quite untouched original versions however the 'trainers' can be ignored if required. The 'Mayhem' variant seems slightly more compatible with differing hardware configurations. I recommend the following initial configuration on an emulator for best results: OCS or ECS (Full) chipset , 512KB Chip Ram , 512KB Slow Ram , 0 Z2 Fast Ram , Extra chipset either 'Generic' or 'A500' Submitter Spider Submitted 03/16/2017 Category Manic Miner [Patched]  
  24. I thought about cheating a bit with this but its a limit of the number of characters displayed rather than a limit of characters to enter otherwise you could manually insert chr$ 222 which is "over" . I've not tried that to see if it would parse or not as its going to either truncate the display or make a mess as its over length. :)
  25. I had visions of some of the leaves appearing in the top of the Security Guard screen with an object precariously positioned within... That's both difficult (as its a new water cell) and off topic as its more an idea for future... :unsure: :D
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