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Spider

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  1. 214 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
  2. 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]  
  3. Additional information: Cheat:
  4. Updated. Working now (properly) :)
  5. 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.
  6. 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. :)
  7. 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)
  8. That looks very interesting. :D I will try to keep an eye on it.
  9. Unfortunately the text corruption was not something I could easily work around although its not a great issue and obviously does not effect play. :)
  10. 51 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'
  11. 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]  
  12. 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. :)
  13. 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
  14. @Norman , welcome. :) Great info. I've approved your submission, thank you. Download > http://jswmm.co.uk/files/file/55-jsw-ve22-rv1/ Auto generated topic that goes with it > http://jswmm.co.uk/topic/284-file-jsw-ve22-rv1/
  15. I'd say 'C' , I think 'B' is pushing it a bit too much as there's a lot to get around... :)
  16. Well done on the loader :D , easy once you've done one.
  17. Regarding speedlock, if you have any issues with the article just either stick a comment in the article (under the listing itself) or grab me if its something you'd not want to post. :) I'll assist you with this if I can.
  18. I thought about adding a poke or three to use that other one or a for/next loop but its just as quick to copy/paste inside JSWED unless there's a need or a requirement to do it "externally" , its not an issue to dig out and create said POKES for this though.
  19. That was the idea I had in my mind really to find one that was already "floating" so did not look too out of place. :)
  20. I can confirm that. The rev3a and rev3b are identical in the codeblock. A CRC check confirms this they both have the same value.
  21. That works. :) I did wonder why it was like that then realised the 'continued jump effect' can easily cause an IDS, a good example is jumping up into Top Landing, its easy to get caught out by the guardian. Works well for "To the Kitchens..." / "First Landing" though. :D
  22. I thought that was the XOR to reset the airborne indicator (see routine at 38064 in disassembly "Move to room above") specifically 38090, but if you NOP that out you end up with an IDS. :) I've not looked further at this yet...
  23. Let me know if you need any help or have any issues. There is a SPLock "builder" I kind of assembled (you can find it in the articles system) with details on how to use it. I tried to make the article as easy to follow as possible, well I hope I did :D As an alternative can also build a higher speed loader too (as I did with MMFast Load) but that's not something I've written an article for yet as its potentially complicated as you need to in some cases manually alter bits of the code (its not 100% essential but it makes it more professional looking and tidy) :)
  24. I might rustle up a quick loading screen$ or something for this if you want. :) If you have any thoughts on this (what you'd like really) just let me know. A vague idea would be to keep the title screen blocks (with or without the S.P triangle) and the "flashing" block from the original Basic underneath and finally add a line or two of your credits. Just a random thought...
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