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Everything posted by Spider
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Although we have a topic covering JSW1 for the BBC Micro here and the electron version of JSW2 covered here I felt we needed a full selection of screenshots from this too. This is the 'cut down' version that is more or less identical to the Electron version but a lot more colourful. A *lot* of the original mansion is missing to enable the majority of the 'space' rooms to fit. As per the Electron version the time starts at 7:00pm too but it advances so slowly a time limit should not be a great concern. The 'full' version of JSW2 is here There is no 'secret passage' in the space section nor cartography room. The Wine Cellar does not have a conveyor and the TripSwitch does not have a 'switch'. Although I've named it 'tape' this is for simplicity to very easily distinguish between the two versions as the other one (the 'full' one) is really disc only unless you are able to load it all into sideways ram. Disc Content: Loading Title: Title Screen: The scrolling message reads as follows: It also contains the (deliberate?) typo as per the Electron version too: Game Over: Onwards with the screenshots:
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Although there is this topic and another here neither cover all of it so I wanted to expand on this with a bit more information and screenshots. This is the Amsoft branded version although its identical code-wise to the other, only the slight title screen change. I would speculate this was possibly bundled into one of the game packs with the CPC machines, the same way various packs were offered with new 'Amstrad' spectrums aka +2 / +3 / +2A/B The game plays very well. The title screen music is better than the Spectrum version but to be fair the CPC range has the AY38912 chip as found in the 128K Spectrum's so advantage was taken of that. The following 'in game' changes were noted: 1. There are extra sound effects in Skylabs (when they disintegrate upon hitting their platforms) and in Solar Power Generator when the beam hits Willy. 2. 'Eugene's Lair' was renamed to 'Eugene Was Here' 3. 'The Warehouse' uses the Software Projects rotating 'impossible triangle' logo as per the Spectrum S.P version of this game. 4. 'Amoebatron's Revenge' also uses the later Software Projects guardians 5. 'The Final Barrier' was renamed to 'This, folks, is the Last Cavern!' 6. As per (7) there is a 'top third' to this cavern now. 7. As far as I'm able to tell there is no 'ending' as per Spectrum version, it simply loops straight back to the first cavern as does the BBC version. Loading Screen: (Amsoft branded version) Loading Screen: (Software Projects version) Title: The Scrolling Message reads as follows: Game Over: Onwards with the cavern screen shots: Note I'm not 100% sure on the mixed background colouring on the lower third of the screen where the main cavern background is not black, not having access at the moment to a real CPC464/6128 machine to determine this or not and it persisted with different emulators and game versions. EDIT... The screenshot issue appeared to be emulator related it seems. A different one and all appeared well.
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JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
Actually once you've done that (if you do!) then aside from 'saving' the 24 bytes above the following would occur: 34463 to 34761 is free as this contained the keypad handling routines. 298 bytes free and available 39680 to 39999 is free as this contained the keypad 'graphics' and the its screen attributes. 319 bytes free and available 40448 to 40959 is free as this contained the keypad codes themselves. 511 bytes free and available I do have a build with these already done (and NOP'ed) out but no other changes so the unused routines such as the 'flash' are still present. There's a potential space available by removing the messages text for these dead routines too but its only 63 bytes (34187 to 34250) -
I wanted to summarise the cheat mode here too, although I've not checked all variants to see if its present in them all or not: Start the game and hold down the M A and X keys, the game should freeze. At this stage use the arrow keys to 'select' the room you want and his position in that room too (useful!)
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The cheat mode for this only works in one variant but that's fine. The instructions to enable (can) be a bit difficult to find so I wanted to summarise them here: Start the game as normal and press P to pause it. Press P again (as soon as you can) so in effect you are pressing P P Carefully type in E N G U I N , the traditional "boot" should appear to indicate the cheat mode is enabled. To cheat, press the break key and then press a key A to V to select that screen.
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JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
There's space for the routine either in where they keypad routines lived or their codes, or if you'd rather leave these present (but unused) you can substantially shorten the startup code at 33792 which will release a few bytes although if it will be enough I've not checked. The startup routine as default takes about 31 bytes (33792 to 33823) but it can be removed and replaced with just 7 bytes, and these could actually go elsewhere but that would then potentially cause issues if someone did not know where to USR to start the code. Summary: Original: 33792 DI ; Turn off interrupts 33793 LD HL,23551 33796 LD (HL),134 33798 DEC HL 33799 LD (HL),159 ; 34463 is now set as (134*256)+159 = 34463 33801 LD SP,23550 ; Set the stack pointer 33804 SUB A ; This bit is (imo) meant to cause confusion on purpose, but the end result is HL 34048 33805 LD L,A 33806 XOR 10 33808 LD B,A 33809 INC B 33810 LD H,B 33811 RRC H 33813 LD C,(HL) ; Redundant code (as per Richards disassembly) 33814 LD A,L ; Speculation was it would of originally perhaps decoded the game code if it 33815 XOR C ; ever was encoded originally. Currently it does nothing 33816 XOR H 33817 LD (HL),C 33818 INC HL 33819 BIT 7,H 33821 JR NZ,33813 33823 RET ; when we get down here and hit this "return" we are now taken to 34463 (keypad entry) as that's whats been dropped onto the stack (see 33793 to 33800) Replacement: 33792 DI ; Turn off interrupts 33793 LD SP,23550 ; Set the stack pointer 33796 JP 34762 ; Jump to the title screen 33799 to 33823 are now empty / freeThat's it. It can be done with just those few bytes. POKE 33792,243 (DI) POKE 33793,49 : POKE 33794,254 : POKE 33795,91 (LD SP 23550) POKE 33796,195 : POKE 33797,202 : POKE 33798,135 (JP 34762) -
Following on from the JSW1 for the Electron topic here, it is time for JSW2 Again this was played (no cheats only snapshots taken to allow this) to show every screen. It should be noted (at least as far as I'm aware) that JSW2 uses Mode4 which takes 10K , leaving 22K available but this is going to not all be free for the game. Its quite reasonable to cram so much into this. The mansion is very much cut down, although most of the 'space' rooms are present with the exceptions of Secret Passage. The mansion itself does not have any ballrooms or upper levels really, you may wish to examine the map posted here too. Other things I noted were the fact that Stardrive was very easy (its very very difficult on the Spectrum version) and the Wine Cellar does not have a conveyor exit, there's just an exit. One typo was noticed "dinkingvater" although to be fair I think this was intentional as on some versions its purposely labelled "DrinkingVater" 'Maria' sprite is used to replace quite a few others in the game and there are also some Acorn specific ones present too it seems along with Ethel The Aardvark (top exit Sewer, bottom exit Wine Cellar) and Fallout Shelter (top exit Rocket Room) Although the 'Trip Switch' is present in a fashion, there is no Beach or Yacht to take advantage of this. The 'Rigor Mortis' screen the guardians do not come to life / animate upon collecting the items present, the BBC version is the same in this regard from what I recall though. The Spectrum and Amstrad ones do, but I'm not 100% if the CBM version does or not, its possible this 'extra' was added to the Amstrad version which was ported 'back across' to the Spectrum which would explain why its not in other versions. I can say I think its the most difficult version to play, it plays very nicely but its very easy to get into an IDS due to what appears the sprites starting where they left off and Willy does not have a second of 'free movement' to do anything about it. The 'scrolly message' reads: Tape Content: Disc (ADFS) content: Disc (DFS) content: Loader Title: Loading Screen: (Only present on disc versions) Start Screen: DinkingVater: Potential Typo: Onwards with (all!) the game screens:
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JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
If I get any free time this weekend ( ! ) I'll try to take a look at the am/pm issue for you. -
JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
You might find that the debugger in Spin is a bit easier (yes I know) I do use Spectaculator but with Spin you can edit the code directly... -
JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
That looks good. :) Not too far "away" from the original. Have you play tested it to check its possible ? :) -
JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
When I did the 'bug fixed' version I studied this room layout in quite a few version of both JSW1 and JSW2 to see what was used the most. :) But I'm interested to see what you come up with when you're ready. -
Although there is a topic partly covering this I wanted to expand on it a bit more. :) Tape content: Disc (ADFS) content: Disc (DFS) content: Loader Title: Disc version the same but minus the tape progress Loading Screen: Only present on disc version as it would take an age to load from tape Start screen: The scrolly message reads: Game Over: Typo's in two rooms: It could be said one of them is actually a comment about memory shortage (nomem!) though. :) The following changes were noted: 1. There is no arrow in The Beach 2. Jumping up a 'no exit' rope results in you appearing at the bottom of that screen again 3. The 'exit to Ballroom' in Rescue is present and it works in Watch Tower too (this also happens on the BBC version) 4. The time starts at 7pm and advances very very slowly 5. Forgotten Abbey is a lot more difficult to get past as the bottom row of guardian movement patterns are different. 6. As can be seen, the game is monochrome although at least there is a decent choice of colour applied. 7. The Swimming Pool 'water' is invisible although as can be see from my screenshot you can walk on it, but you cannot jump up it you have to exit via the ramp on the right first. Onwards with (all!) the game screens:
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JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
I do not recall immediately seeing that, I've seen the G/Mode one where it is a counter in effect. :unsure: I did provide a method to fix that :) The nearest (suitable?) floating shape is the one in West Wing Roof and its only four bytes. Can either be copied via JSWED, Basic or Assembly or just apply four pokes. :) -
Great. :) You must let us know (in that topic) how you are getting on when (if?) you want to.
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- manic miner
- jet set willy
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I did have this quite a while ago but was not really able to get it to work properly. To cut a long story short one emulator would not run under 32bit and the other did not have a pause option. Neither would take screenshots either under anything after Win98 and I did not really appreciate trying to manually do a lot of screen grabs and then edit them all. :) There are two versions of Manic Miner although they are essentially the same in the 'game' the difference appears to be the title message (in French in one) and that version also has some sprite corruption present although that may fall down to the emulator itself. I ended up using MESS to do this in the end. I'm not sure how official each version was. One is credited to Matt Smith (this is the one in French with the bugs) and the other also mentions his name (and mentions © Software Projects too) but explains the conversion was done by N.Hawaworth. This is the 'bug free' version it seems. The game features 32 levels instead of the more usual 20. The "normal" screens are all present however. The game itself plays quite well, although there is a lack of a great number of colours and the items flicker on/off rather than colour cycle but it does play very well generally. On with the screenshots, please bear in mind the actual 'quality' of these is higher than it appears due to me having to enlarge them to a suitable size for viewing, the 'keep aspect ratio' did not quite work it seems: Keypad: Title screen: Game over: The levels:
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- manic miner
- atmos
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I'll (try) to get this finished as soon as I have a bit of time. it works fine as you can see though.
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That's great. :) I've always (wrongly?) called the two variants of JSW2 as 'tape' and 'disc' , my reasoning was that I'd assumed that the 'cut down' one was available on tape and disc but the full one was disc only. I see on the Master the 'disc' version is happy to load in one long long go, despite only having DFS and filling all the rest of the slots with ram (and chopping the Basic about) I was not able to force feed it into a Model B. No great issue though. I finished my compilation a couple of days ago I just need to whip up a quick menu and then I'll post it here and on startdot too.
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This is working well. Although care needs to be given to the design of the top half of the screen , moving the vertical guardian would solve a lot and as its intended for custom games this won't be an issue. My 'rough' screen$ complete I just spent about 2 minutes creating this from Kokotoni and a bit of random text: Applied to the code and here's the Final Barrier: And the title page: :)
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Any thoughts on this ? JSWED is good at attributes but not pixels. Its quite easy to create a screen file then split it and insert it into the appropriate locations though with a bit of care as the gaps on the right hand side need preserving unless the guardian has been moved. I have a very rough provisional tool to do this already but I'm wondering if there's any need for it ? :)
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JSW As Manufacturer (probably) intended .. kind of...
Spider replied to Metalmickey's topic in Remakes
I'd agree its very unlikely you would run out of time. :) I had a vague idea of starting the time at say 9am instead (which is still sensible) but that still does not pose that great a challenge. You do not want to end up in a 'Tech Ted'** type time situation though where its absolutely critical. *** The time on this means that the player must be fast and accurate all the way through, the sequel was not quite as demanding IIRC regarding time limits. -
Great stuff, thank you. :) As per my post on 'stardot' I need to check to see if it ran or not on a Compact. I wish I'd kept that machine actually instead of selling it cheaply as apart from no serial upgrade it was about "full" : DFS / Econet / Twin Drives (the correct drive too) , oh well. Probably worth a good few pennies now.
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What's the code at #BE09 ? Trying to execute what is non 'code' aka graphic data can have very odd effects, it may be safe depending on what instruction it tries to run though.
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Maps of JSW1 and 2. JSW1 Spectrum: 1. Credit to 'Pavero' from maps.speccy for this JSW2 Spectrum: 2. Credit to 'FishyFIsh' for this JSW1 BBC Micro / Electron. 1. This is the Electron map but the BBC version is the same but with more colour. 2. Credit to 'Dave Edwards' for this. JSW 2 BBC Micro / Electron. 1. This is the Electron map but the BBC version is the same but with more colour. 2. This is for the 'tape' cutdown version which is missing a lot of rooms. 3. Credit goes to 'Dave Edwards' for this I believe. JSW 2 BBC Micro. 1. This is the 'disk' based game (uses sideways ram if available too) each section is loaded as you play. It more or less mimics the Amstrad / Spectrum versions in its map. 2. Thanks go to Billcarr2005 on the stardot forum for creating this upon my request as we only had the 'tape' version previously 3. Its in two parts, a 'mansion' part and a 'space' part 4. I've assembled it from a html so its easier to view
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Following on from here , here's JSW - Willy's Holiday. This was more tricky than the other due to the extra code. The 'Basic Loader' present in the snapshot: The original loader appeared to load quite a few sections in heardlessly, I would speculate this was because the differing parts of the game were saved individually aka: rooms, sprites etc. It was however possible after a bit of digging around to preserve the 'block' effect by interrupting the code immediately it returned to Basic to execute the for/next loop. The game code also appears to be a bit compressed too. The following are provided: 1. As best as I can sensibly make it without resorting to compression and / or headerless loading of chunks of data, a conventional tape file of it including the 'effect' after loading. Note I've also used the original Basic loader for this too to preserve as much as sensibly possible. This is about as near to "original" as you're likely to get without splitting it into several headerless sections: JSW WH full.tap 2. A raw game file only, this is ready to be edited in JSWED etc as required JSW WH game file only.tap 3. Finally a 'new' loader , this is quite conventional incorporating the loading screen and codeblock. It does not however have the 'special' effect present but it does mean its more suited to editing. It is in effect just (file 2) with a screen and Basic loader added on. JSW WH new but no effects.tap