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Everything posted by Spider
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I had a very brief chat with Lee a few days ago. Unfortunately circumstances (and to some extent, resources but not all of them) limit what I can do to assist.
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:) That's quite a neat fix.
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As title ( ! ) I found this amongst my collection. Its actually dated 19th Jan 1995 in my files but that does not really mean a great deal. Offers some features it seems. note the game is not properly patched for safety (the four bugs) though. Example1. Keep Objects k_o..z80 This is very strange. :) Collect any objects you like (suggest you grab 3 or more) then kill Willy off by usual means. Now restart the game. you do not need to re-collect those objects you collected. Example2. Keep Room k_r.z80 Safe start ? Best way to explain this. Head to the First Landing and climb down the stairs a little bit, now turn around and jump up, aim to hit the guardian in Top Landing when Willy 'appears' in the room above to cause an IDS. When the game finishes, restart it and you'll start in the room Willy died in, aka Top Landing. Example3. No Instant Death no_i_d.z80 Best way to show this one: Go to Ballroom West on the right hand side of the screen. Now jump right so you'd enter the screen mid-air and normally it would be an IDS as you'd repeatedly hit the vertical guardian. This time you lose one life (on hitting it) then you restart safely on the left of Ballroom East. Example4. All ko_kr_nid.z80 This is just all three options above selected. Here is a 'menu' screenshot: Finally here is the file, its a .z80 unfortunately I do not have tape files. Note from looking at it, even without any options selected its semi pre-patched to some degree. Does not display properly (basic listing) in Spin, OK in Spectaculator. Start it with GOTO 15 if needed (attached file is already running and is 'as found') I'm aware 'safe start' is possible in JSWED though but the others are a bit of a mystery. :) JETSETHK.Z80
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YS "April Showers' version used room 47 for their 'addition' :)
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I think you could be right. An experiment is needed, moving the invisible object down to where it can be reached by simply walking over it (to be sure!) 79 'normal' objects but 83 present (2x Beach, 1x Swimming Pool, 1x Top Landing)
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Its still invisible. :) I don't (think?) its actually collected even with the 'auto collect' cheat. But you do not need all the items (otherwise it would not be possible!) :)
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I'd not tried moving into the wall, that would work I think but the problem is the object has no byte pattern so it may not be possible to collect it as its not 'seen' by the code unless you give it some 'form' as its by default blank. Its here ( as if you did not know! :) )
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I agree its nice to give it a bit of an 'airing' as such. :) The original 'builder' did not have a game at all, it was merely an almost empty tape file with just a small bit of assembly to print a message.
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Yes it can get very um 'wild' :D You can end up with things like the static chandelier moving about. Regarding the lockup: Once its started visit the Kitchen screens, either will do. Stay on it for about 30 seconds, enough time for the 'Chef's to move across and back. Now head to 'Under the MegaTree'. Climb the tree to 'Inside the MegaTrunk' This screen will really set it off. Watch the room description / time / item counter start to go a bit odd as it starts to get out of place and 'count' other characters. The in game tune will also fall apart around this time too. Quick method is just to go to 'Inside the MegaTrunk' and stay there for a minute but visiting the Kitchen first usually helps, also Quirkafleeg can do it, generally any room where the sprite pattern is now well out such as moving horizontally instead of vertically (Kitchen etc) can 'trigger' it. Once you've finished just move around a few more screens too.
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[File] Jet Set Willy: The Nightmare Edition
Spider replied to Spider's topic in Download Discussions
I seem to remember reading (in a magazine iirc) there was some kind of idea that if Willy completed the game successfully he would be dancing with Maria or something along those lines... :unsure: The 'out of time' is a big bugged anyway as its "out of time" at 1am not midnight. :) -
[File] Jet Set Willy: The Nightmare Edition
Spider replied to Spider's topic in Download Discussions
I've always consider that to be a bug personally. :) It should jump to the 'Game Over' if nothing else. A simple change fixes (in most cases) -
Ian, if you fire up ZXSpin and set the tape speed to normal and then load a .tap or .tzx you'll see the 'loader' as such. On flash or edge loading its so fast you are unlikely to see it at all. As said snapshots such as .z80 / .sna etc are a complete memory 'image' so it knows where to start (in reality, where to 'carry on from')
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You have to tell it with a tape file. With USR x (RANDOMIZE USR is the most common followed by PRINT USR) you can do other commands to do it but RAND is the most common 'start' This is more or less (in Basic) saying 'JP / JUMP x' CLEAR is needed before to reserve space and prevent problems, typically the 'start address - 1' is enough but I tend to do a 29999 for JSW, you could get away I think with 32767 for it as the codeblock is starting at 32768. 10 CLEAR 29999 20 LOAD "" CODE 32768 30 RANDOMIZE USR 33792 The address after the load is optional, mainly used to load something somewhere else but provided for an example.
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I think I overlooked Ian's obvious question as I was thinking interrupts not execution address. You could for instance Ian insert a JP at say 65000 (assuming last room is empty) to do JP 33792 Then you (could) start the game by doing a USR 65000 instead.
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No they can start anywhere.
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I might be muddling it up. http://www.animatez.co.uk/computers/zx-spectrum/memory-map/ http://scratchpad.wikia.com/wiki/Contended_memory
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Its the start of the higher memory area aka 32768 up (uncontended) but I don't really know the specifics other than lower memory timing is 'shared'. This is why things like special funky loaders have to live in higher (uncontended) memory so they can guarantee they will be 'active' when tape data is arriving.
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The idea I had of that was to simply move it down to where it was reachable :) rather than move it elsewhere. I remember a discussion about where it could live if the same co-ordinates were kept and there were not a lot of sensible places.
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I think that was a 'quick fix' a bit like moving the 'invisible' object from First Landing to The Hall (as its still invisible)
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That looks good. :) I spent quite a bit of time originally comparing various platforms 'layout' of this (in both JSW1 and JSW2) 'back then' to decide how / what to do with the 'Bug Fixed' version.
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Done. 'Contributors' should not have mod queue though :unsure: in that area. Its only 'checked' in advance as its mainly for external links, its only meant to effect regular 'members' not trusted groups. I'll take a look at that tomorrow. Fixed :)
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Great thank you! :D