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Spider

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  1. View File JetSet Willy Acorn Electron JSW 1 for the Acorn Electron. The conversion itself was written by Chris Robson. This contains three files: The tape (.uef) as well as both types of disc image (DFS .ssd and ADFS .adf) The game code is identical however the disc versions include a loading screen too. All screens appear present matching the Spectrum/BBC/Amstrad versions. Submitter Spider Submitted 02/04/2017 Category Jet Set Willy [Originals]  
  2. 25 downloads

    JSW 2 for the Acorn Electron. The conversion itself was written by Chris Robson. This contains three files: The tape (.uef) as well as both types of disc image (DFS .ssd and ADFS .adf) The game code is identical however the disc versions include a loading screen too. Given the Electrons memory this version is in effect based on the 'tape' BBC Micro version, which is quite cut down. In summary most of the 'Space' screens are present but very few of the Mansion screens.
  3. View File JetSet Willy 2 Acorn Electron JSW 2 for the Acorn Electron. The conversion itself was written by Chris Robson. This contains three files: The tape (.uef) as well as both types of disc image (DFS .ssd and ADFS .adf) The game code is identical however the disc versions include a loading screen too. Given the Electrons memory this version is in effect based on the 'tape' BBC Micro version, which is quite cut down. In summary most of the 'Space' screens are present but very few of the Mansion screens. Submitter Spider Submitted 02/04/2017 Category Jet Set Willy [Originals]  
  4. 54 downloads

    JSW 1 for the Acorn Electron. The conversion itself was written by Chris Robson. This contains three files: The tape (.uef) as well as both types of disc image (DFS .ssd and ADFS .adf) The game code is identical however the disc versions include a loading screen too. All screens appear present matching the Spectrum/BBC/Amstrad versions.
  5. 117 downloads

    Manic Miner for the Oric Atmos. Possibly *might* be compatible with the Oric 1 (if it has a memory/rom addon) There are actually two versions of this present generally on the Internet. One is credited to Matt Smith (this is the one in French with the bugs) and the other also mentions his name (and mentions
  6. View File Manic Miner Oric Atmos Manic Miner for the Oric Atmos. Possibly *might* be compatible with the Oric 1 (if it has a memory/rom addon) There are actually two versions of this present generally on the Internet. One is credited to Matt Smith (this is the one in French with the bugs) and the other also mentions his name (and mentions Submitter Spider Submitted 02/04/2017 Category Manic Miner [Remakes]  
  7. 399 downloads

    This is the third party ZX81 version of Manic Miner, written in 1984. It is a standard ".p" ZX81 tape file. It is not (given the limited memory available) identical to other platforms, however there are eleven of the familiar caverns present although its a fantastic achievement and credit to the author for being able to do this at all. You do start with five lives instead of three however but the game is quite difficult so that is a very sensible compromise. The game language is Czechoslovakian A third party review of it can be found here (external link) The scrolling message reads:
  8. View File Manic Miner ZX81 This is the third party ZX81 version of Manic Miner, written in 1984. It is a standard ".p" ZX81 tape file. It is not (given the limited memory available) identical to other platforms, however there are eleven of the familiar caverns present although its a fantastic achievement and credit to the author for being able to do this at all. You do start with five lives instead of three however but the game is quite difficult so that is a very sensible compromise. The game language is Czechoslovakian A third party review of it can be found here (external link) The scrolling message reads: Submitter Spider Submitted 02/04/2017 Category Manic Miner [Remakes]  
  9. 55 downloads

    A compilation disc for the BBC Micro combining: Manic Miner Jetset Willy Jetset Willy 2 (both the 'cut down' and the 'full disc' versions) Note that none of these have any cheats applied, I've merely combined four disc images from the stardot archive, renamed a couple of files (to avoid conflicts) and created a simple selection menu to build this compilation. I hope you will enjoy it. :)
  10. View File Manic Miner / JSW 1 / JSW2 Combi (BBC Micro) A compilation disc for the BBC Micro combining: Manic Miner Jetset Willy Jetset Willy 2 (both the 'cut down' and the 'full disc' versions) Note that none of these have any cheats applied, I've merely combined four disc images from the stardot archive, renamed a couple of files (to avoid conflicts) and created a simple selection menu to build this compilation. I hope you will enjoy it. :) Submitter Spider Submitted 02/04/2017 Category JSWMM Releases  
  11. 11 downloads

    A simple Basic program to allow convenient calculation of the starting position of Willy. This is really more suited to games that offer multiple start positions as otherwise it is far simpler to move the position in JSWED or another editor. Games offering multi starts however this will assist as the default starting co-ordinates of one room may not be suitable for another. It should be borne in mind this is a simple tool to assist rather than a 'solution' it simply makes working out a calculation a lot quicker than either calculating it yourself or inputting X and Y co-ordinates manually and looking at the result. Although the calculations are provided in the excellent disassembly thus: This is convenient if you know the exact "AT Y,X" spot otherwise it can become a bit annoying to re-run the calculation, especially if you accidentally mix up your X's and Y's. A simple input X,Y program would suffice however I felt the need for something a bit more friendly than "INPUT Y,X and display a result" The 'Positioner' is intended to be very easy to use indeed. :) The program is reasonably well error trapped and you are not able to position him on the extremities of the screen which could cause potential issues. Simply use the Q,A,O,P keys to move Willy to the correct location on the blank screen and the POKES (excluding the room #ID POKE which is 34795,#ID) are displayed in real time. This is a great boon as you can have JSWED open alongside to view the room layout to verify you have chosen the correct spot. The file is a straightforward .tap , just load it into your emulator and away you go. There is no need (or point) in loading any game data, just load the positioner afresh.
  12. View File JSW Positioner A simple Basic program to allow convenient calculation of the starting position of Willy. This is really more suited to games that offer multiple start positions as otherwise it is far simpler to move the position in JSWED or another editor. Games offering multi starts however this will assist as the default starting co-ordinates of one room may not be suitable for another. It should be borne in mind this is a simple tool to assist rather than a 'solution' it simply makes working out a calculation a lot quicker than either calculating it yourself or inputting X and Y co-ordinates manually and looking at the result. Although the calculations are provided in the excellent disassembly thus: This is convenient if you know the exact "AT Y,X" spot otherwise it can become a bit annoying to re-run the calculation, especially if you accidentally mix up your X's and Y's. A simple input X,Y program would suffice however I felt the need for something a bit more friendly than "INPUT Y,X and display a result" The 'Positioner' is intended to be very easy to use indeed. :) The program is reasonably well error trapped and you are not able to position him on the extremities of the screen which could cause potential issues. Simply use the Q,A,O,P keys to move Willy to the correct location on the blank screen and the POKES (excluding the room #ID POKE which is 34795,#ID) are displayed in real time. This is a great boon as you can have JSWED open alongside to view the room layout to verify you have chosen the correct spot. The file is a straightforward .tap , just load it into your emulator and away you go. There is no need (or point) in loading any game data, just load the positioner afresh. Submitter Spider Submitted 02/02/2017 Category Tools and Patches  
  13. Yes that's normal. :) In mode3 he's reached the toilet. If you set it to mode2 he will run right until he reaches it, this obviously does not quite work if he's not on that level (if you set it on say Kitchen) as he'd just run right until he collided with something or could not move further right. 34271,0 = Game in progress 34271,1 = Game in progress but he has collected all the items (used to remove Maria and determine what to do when he reaches the bed) 34271,2 = He has touched the bed. At this point he's made to run right until he reaches it (it checks to see if he's in the Bathroom and if he's at pos 28, aka 'the toilet) 34272,3 = He is in the toilet (animate the legs)
  14. Welcome back. :) Great news, appreciated. I'll fire up an Atom emulator later and check it out. :D
  15. Excellent. I like what I see so far. :) I have had a sneaky look at the rooms as well as playing. My initial thoughts: 1. I like your 'lower platform' method of fixing Rescue Esmerelda 2. Its good to see you did the (imo, the quick and easy fix while not spoiling the layout) for the Watch Tower 'top exit' 3. Excellent use of #47 :) Although the right exit is not yet defined (set to self) 4. There was a potential use for 47 if it was not used elsewhere, without giving much away left from Out on a limb, led to you to "Without a limb" in JSW2, a completely empty room resulting in a fatal fall. 5. I'm not 100% sure the 3rd or 4th item in Conservatory can be collected safely :unsure: but I'm not a brilliant player 6. I appreciate the retention of the keypad. If you would rather it passed on the first attempt instead of the second POKE 34483,195 (just that) 7. The Basic loader, I would recommend removing or REM'ing out the 23613 POKE personally: Either: 11 INK 1 : PAPER 1 Or (more original?) 11 INK 1 : PAPER 1 : REM POKE 23613,0 8. Talking of Basic loaders, here is the normal Basic loader but the (embedded) codes are changed to statements to make it easier to read, this also means it does not mess the display up a bit when viewing the Basic in 48K mode either: Original: No embedded: Tape of said loader, not auto start (no LINE x) so you can see it l_no_embed.tap
  16. Although yes we have a topic with this partly covered, I did play though this completely with just infinite lives to assist and saving a snapshot every now and then when I had an 'accident' Unfortunately I did not think to take a screenshot repeatedly so you only see each screen as I initially enter it not on my return. I did have a rather convoluted way around the house but it was quite fun to do this... I noted the following: 1. Jumping off The Watch Tower takes you to the Off Licence (half expected that) 2. Jumping out of the top of Rescue Esmerelda also takes you to the Off Licence 3. As as aside to (2) in the BBC Micro version jumping out of the top of either of these rooms takes you to the Ballroom 4. Jumping from the top of Dr Jones as expected takes you to Quirkafleeg however the Amstrad version has what could be described as 'safe start' so you are put back in Dr Jones after the 'accident' with the fire cells at the bottom of Quirkafleeg. 5. There is a high score table built in showing the number of objects collected (see below for a pic) 6. Falling (safely) from Rescue Esmerelda takes you to the Emergency Generator which is correct and follows the house layout logically. 7. There is no object in The Swimming Pool. As another aside the BBC Micro version 'auto collects' this the same as the Spectrum version but that appears to be purposely coded in rather than related to air colours. 8. The Beach object is a single object. The scrolling message in this version reads: Time for some pics... Loading Screen: Title Screen: Hi-Score Table: Game Over: The ending sequence: Rooms as I progressed:
  17. Is this still a concern or have you had chance to progress ? :) :D
  18. It does seem a bit better without the loading 'in game' if possible. I'd not really looked at it at all apart from forcing it to try to load into a B but it obviously was not having any of it. I've not tried on a B+ 128 yet though. I suspect its going to detect that as "not a Master" however.
  19. Ah I see that now. If its being caused by the 'change Willy's sprite to a flying pig' then I guess that could be chopped out, not ideal but it potentially could be an easier fix maybe. :unsure:
  20. It is a bit tricky and easy to get caught out with it, my suggestion would be the water cell for this as that room is quite difficult enough (sometimes!) :)
  21. In JSW2 if you jump left from "Out On A Limb" you go to "Without A Limb" a completely empty screen and you then fall to the Front Door. :D No. :) I've done this. Its possible to switch game modes too when he's reached his um "target" and resume play too. POKE 34271,0 (resume play!) POKE 34271,2 , (make him 'run')
  22. Screenshot post updated to fix the odd screenshot effects. :) I've also added the Software Projects loading screen to go alongside the Amsoft branded one, although the game code is identical its merely the loading screen that is different.
  23. I think its an emulation or video issue. I may be able to check this soon however to be sure. :) I'm not too versed on the display format(s) for the CPC range of machines.
  24. Although we have a topic covering JSW1 for the BBC Micro here and the electron 'cut down' version of JSW2 covered here I felt we needed a full selection of screenshots from this too. This is the 'full' disc version that closely mimics the Amstrad and Spectrum versions. The 'cut down' version is here On some machines it will try to load it all into sideways ram, on others each 'section' of the mansion is loaded in as you play. As far as I can determine the 'full load in one go' only works on the Master series as there's a deliberate check to determine machine type. I'm unable to at the moment "force feed" it into the Model B despite having a lot of sideways ram so I'd suspect its 'where' is being loaded that is the reason why its Master only for this. It may work on the B+ machine but I have not determined that yet. The time starts at 7:00pm and advances very slowly. The vast majority of the rooms found in the Spectrum and Amstrad version are present here with the noted exceptions of the cartography room and the 'Secret Passage' rooms. Disc Content: Loading Title: Title Screen: The scrolling message (identical between 'cut down' and 'full' versions) reads as follows: The typo's present in the 'cut down' and Electron version are also present where said rooms are present in those versions too: Coservatory Roof: Dinking Vater: Nomem Luni: Onwards with the screenshots:
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