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Spider

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Everything posted by Spider

  1. As long as its working. Nopping out the last 768 bytes does work but you end up with odd effects, hence I tend to use that code above as its plain empty rooms undefined. :)
  2. If yuo've not used the last three for anything ( ! ) , you can try this. Note: Not really tested this. Use a copy of your file not the real one. Save the current JSWED one as a .tap if you've been using snapshots (.z80 / .sna) 1. Drop to Basic and issue a CLEAR 28000 2. Load in your JSW saved code : LOAD"" CODE 3. Load in this file (via LOAD"" CODE) last3fix.tap Note: Load your code first then that after. :) 4. Save it all in the emulator. Choose in the emulator to save (use a new tap file ideally) 5. SAVE "JSW" CODE 32768,32678 6. Fire up JSWED. Load in the 'new' saved .tap file. Any better ? I can automate this if you want, I just did this quickly. The 'last 3' rooms are now defined as completely blank, no guardians, no title and no exits (well no valid ones) Hopefully that may help. I can do a binary file or an automated version if you prefer, possibily just a Basic program to run. I thought about copying 47 to the last three actually instead but hmm.
  3. There's also another variation too. The 'Normal' loader some variants have line 30 as LOAD "Jetset2" instead of 30 LOAD "" The code block is completely identical however.
  4. Would need to see a screenshot (or partial screenshot) of before / after to figure this out. :)
  5. Moving items should not effect anything else as they have their own co-ordinates (well, kind of) One thing to watch is make sure you've not got a guardian selected as its quite easy to accidentally move its position (vertical ones especially) ... I tend to click on 'air' then on whatever object I want to do (earth / item etc) to be sure. :)
  6. Only if its sharing the same class. The way I see it is "instance" is just where they are used and "class" is the same but used multiple times. For instance the barrel is shared. If you change the saw it will change it in Out on a Limb as well in this case. I don't have a specific list although I can make one for you if you wanted, the dissasembly is OK but you have to look at it to see it (if that makes sense) whereas when 'designing' I work from a list.
  7. Turn off all horizontal guardians: Bug Byte version: POKE 36266,200 Software Projects, Ventamatic and MAD re-release versions: POKE 36277,200 Turn off all vertical guardians (except Eugene and Skylabs): Bug Byte version: POKE 36593,200 Software Projects, Ventamatic and MAD re-release versions: POKE 36604,200 These two pokes work a *lot* better than the existing 'remove guardian' ones that are floating about as they cause odd colour cycling and tend to not effect all the vertical guardians either. To 'restore' change the 200 to 253. Here are two . pok files for the above, one for the Bug Byte version and one for the others. Select/unselect what is required when applying it. MM Guardians (Bug Byte).pok MM Guardians (Software Projects MAD Ventamatic).pok Finish final barrier (Swordfish) when cheat mode enabled: Bug Byte version: POKE 36923,255 Software Projects, Ventamatic and MAD re-release versions: POKE 36934,255
  8. Ah yes have to be careful of that, catches me out sometimes too. You may find when you're 'modding' a list is helpful so you know what where as you change things. A simple text file will do.
  9. A couple of manual POKES can 'fix' it if the editor is not required, same as Watch Tower. As above if you move her (or the platform) down one block it messes the lower end of the screen up warranting much changes to make it look 'normal' :unsure: :)
  10. Further to this moving Esmerelda, its not as simple as it appears as the blocks are in the way (middle height far right one) so you have to either shorten them or move them. I did not save my experiments unfortunately. The half sensible solution was to move her one block left and the other bits as well as down one, this way Willy cannot "exit top" but he can still get to the platform. The issue is it look weird with the changed middle block area.
  11. Easy enough on an emulator. On a real machine well I guess you'd just have to not take too long "away" :) , assuming you've not got a multiface as pressing the magic button on that instantly stops the action.
  12. My other thought was to simply change the instruction (leave the inactivity count alone incase a third party tweak wants it) and simply change the instruction so it never enters the pause routine. Probably not a brilliant thought though. :unsure: :)
  13. There's plenty of scope here to change its shape then. For reference the 'UDG' bytes for The Hall are 59193 to 592200 (8 bytes) When doing the Bug Fixed 2015 version, I looked at the Conservatory Roof in JSW1 and JSW2 in the Spectrum, Amstrad, MSX, C64, BBC, C16, Electron, Atari (8bit) , Einstein and a few others as well to see how it was done in other versions. I came to the conclusion the 'official fix' was not the best and did a 2x / 2x thing. See pic: See this topic for my 'findings' although I'm 90% sure I did have more at that time http://jswmm.co.uk/topic/65-conservatory-roof-changes/ My thoughts are this was an accident, as the item table is a bit complex (to me at least) in the way it works. :) I'd personally go with the lowering of the top (roof) area as that's all its meant to be I think a 'roof' . I guess the conveyor could be turned off in there too, but its a bit like the Bedroom bed being a conveyor and the pillow a fire cell, simply making use of cell definitions. That's something I'd like to see. :) I did think about this a bit more, you could move it all down one row or two (her herself and the conveyor etc) but then you'd have to also move the Top of house blocks down one too (or trim them) so the exit holes lined up. It could be done. :) :) I've not really looked into it. It sort of checks if its 1 (hours) then if its am its game over. True. My personal thought is to simply do nothing or stop the inactivity counter then (as it does not effect anything else it seems) that way it will never auto pause. It does not pause if the in game tune is playing though, only when its turned off. Yes the 'sticky bed bug' , if you use O/P for left right you'll see it, likely to happen with Kempston control too. But the other key rows for left/right (Q/W , E/R , T/Y , U/I) do not seem effected so its not impossible to free him from this. Ian may have some more info on this. The easy fix is to turn the bright effect off on the guardians, the other way is to set the background to bright but then you'd have to also turn bright on onto the other guardians present too.
  14. The 'tune' issue was intended, I did have a version of the fixed one with and without (after complaints!) but its clearly intended to be like that. The W.T roof, after thought I think its just a 'roof' for the tower itself, best explanation. You can apply the pokes I supplied to move it down to prevent that if you want. The 'top of rope' thing you can do in Beach and On the roof are also bugs, Richard has added these (its one fix) to the disassembly actually in a recent revision. The top exit from Rescue Esmerelda I'd also say is a bug or more likely accidentally left in 'debug code' aka a short cut. The bottom exit from here to Emergency Generator is correct as it appears valid if you look at the map its more or less 'correctly' lined up. I should point out if I had to do this again (I was thinking about this a month ago) I'd also: 1. Not move that Beach object down as it was probably wrong and it should be a single item 2. Not move the First Landing object down to near the Monk and instead use the official poke to put it into The Hall and then apply that WestWing Roof shape to it. This way its got a correct shape for a 'floating' object and you've also not moved the item co-ord's either. 3.I have had odd issues with the various 'fix the pause bug' fixes. The easy fix is to simply NOP out the inactivity timer INC but that's technically a modification I guess :unsure: , it does not prevent pausing just stops it pausing by itself. It won't fix the bug so if you pause it on a real machine with an IF1 attached it still will be locked up. 4. Ensure it went to the Game Over page at timeout (ideally at mid-night not 1am! if possible) not just back to the title screen.
  15. Yes it can be a bit odd. In theory the second large value in the pok file is the original value (if its unchecked apply that one, if its checked apply the first one) but it does not work properly unfortunately. This is partly why my "walk through walls" JSW pok (let me know if you want it if its not within easy finding) works fine in Spectaculator but not in Spin. A closer look at the memory after applying shows in Spin it actually only applies the first of the list and ignores the rest. Its not the list size its the fact that the 'new value' is zero and it does not like that as a repeated pattern I guess. I will probably split a few posts off this later to a new topic to keep this original one tidy yes. :)
  16. One thing to watch is different emulators (seem) to handle .pok files slightly differently unfortunately. In particular Spin I think is not impressed with very large .pok files and Spectaculator can be very picky about invalid spaces in the file (the same file works with Spin!) , the latter is quite easy to fix though. The only other thing is that if you use a 'original' value with the intention of allowing it to be turned off, this again does not always work especially if the original default value was a zero...
  17. Most welcome. :) I was going to create / supply pokes to put a tiny (two blocks length)water cell platform so he could stand there but its not a simple 2 or 3 poke affair to do that as although most of the definition is empty some of it is not so I'd have to clear it then define a block. I've not looked into how much would need doing or the effects of not clearing it as it appears to have some random source code remnant in it.
  18. :) Welcome. You mean when you 'fall through' the bottom of Rescue Esmerelda you end up in Emergency Generator ? That is intentional as it matches up. At least as I see it. The top exit to The Ballroom I'm 99.9% sure that was accidentally left in. The [ room was probably (like the last three ones) intended for the tree. As I recall an interview or something with Matt saying something about the MegaTree was meant to be a lot bigger than it is, so its likely there was a plan for another room or three for the tree. Regarding the top exit for Esmerelda, we used that (same as JSW2) to create a 'Belfry' type room. Indeed I remember having a pic of that screen in JSW2, enlarging it substantially until I could manually copy the layout and cell graphics. :) To do what you're asking (I think??) Room ID 14 = Rescue Esmerelda Room ID 47 = [ POKE 52971, 47 . Set 'up exit' from "Rescue" to be room 47 POKE 61420, 14 . Set 'down exit' from "[" to be Rescue Trouble is you only see it for a fraction of a second, he needs something to 'stand on' really but I can expand on that if needed I guess.
  19. I never actually saw the youtube video :blush: I was referring (my post the other day) to the text and things present. Just watched the video now I see what you mean. :)
  20. This is what I actually did anyway. I used the West Wing Roof item as its one of the few that are 'floating' , I tried one of the wine glasses before but it looked odd floating and I did not want to move the item position as that's where Software Projects moved it to plus its less bytes than some objects too. POKE 52196,10 POKE 52197,13 POKE 52198,60 POKE 52199,242 POKE 52200,192 These bytes exist already at 63713 (well technically at 63716 as the first three are zero) and those pokes give the shape in The Hall the appropriate pattern too. You can do it with Basic too or assembler but I figured you wanted pokes ? Basic is simply: FOR N=52196 TO 52200 : POKE N,PEEK (N+11520) : NEXT N Already ahead of here, did this the other day ;) 52742,10 (original value 8) 52743,170 (original value 2) 35464-35466: JP Z,34762 ; Its 1am , end the game (but this jumps to the title screen!) POKE 35465,74 POKE 35466,140 This changes: 35464-35466: JP Z,35914 ; Its 1am , end the game (go to the barrel 'game over' screen) Might have some odd effects though such as not clearing the screen fully.
  21. Watch Tower fix (although its sort of debatable if its a bug, I consider it to be) , Willy can jump from the conveyor as its too high up and end up in (undefined) The Off Licence. This was fixed in the BugFixed Edition actually. To fix manually its quite easy: POKE 62167,171 (default value is 140) this changes the starting position of the conveyor from what would be in Basic "AT 4,12" to "AT 5,11" , its moved down one and left one POKE 62169,9 (default value is 8) this simply extends the length of the conveyor another block as its been shifted to the left it looks odd otherwise. POKE 62173,4 (default value is 5) this is the length of the ramp, reduced by one otherwise it extends above the conveyor. A nice combi before / after pic illustrates this better really: Made easy to match with the 'frozen in time' debug pokes hehe.
  22. There are a few more actually, including the ones I've quoted above. I normally do them via JSWED but rather than mention them here now I'll look at doing them 'manually' instead (like I did with The Beach object, three pokes to do it properly) for you over the weekend. :)
  23. Ah yes that's a point. :) Reminds me of when I was toying with controlling Maria as a movable sprite and my initial graphics I hand copied in were the wrong way around.
  24. POKE 41785,227 (Monk) The Chapel POKE 41849,227 (Saw) Cuckoo's Nest Do you need any help with giving the 'new object in Hall' a shape and / or adjusting the beach object down to one item via a POKE ? I think that will still have them facing the wrong way just using all the frames ? :unsure:
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