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Spider

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Everything posted by Spider

  1. 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 :)
  2. As they say "all good things come to those who wait" :)
  3. That's very useful to know. :) It also explains my thoughts about it only being even numbers, but I see now it has to be divisible properly its not just even. :)
  4. The carry flag is cleared I think. I could be wrong but something tells me this tend to work um 'better' if an even value instead of an odd (use say 192 or 194 instead of 193) one. http://z80-heaven.wikidot.com/instructions-set:and and also http://z80-heaven.wikidot.com/flags-and-bit-level-instructions#toc7 I think its operating on its actual 'binary' value ie the eight bits rather than the 'sum' itself. :unsure:
  5. I think ( ? ) that one was originally put as 'make walls act as a lift, sucked up walls' or suchlike. It was not terribly reliable though unfortunately and you could suddenly fall through a floor for instance too it seemed. Mine (I'm not blowing my own trumpet honest!) does seem to work reasonably well, it does not always work I'll admit for climbing at least but you can pass through walls and usually climb them, if you get stuck simply move a fraction left or right and re-try jumping.
  6. I don't want to derail the topic but there was the 'Rope Height' bug too IIRC. I was not sure if you'd decided on a suitable value for it (seemed the easy and least messy way of 'fixing') or something else. :)
  7. This is the 'fix' of the check for his head being in the way of an earth cell when moving/jumping yes ? :)
  8. It might not tested. :) 255 / #FF is very slow though I think ? :unsure:
  9. OK sorted this, not quite as I wanted but... 35680 LD BC,3 Init duration delay counter Change BC value to 255 As that screws the sound up a bit ( ! ) you need to disable it: 35683, 35684, both 0 to remove the OUT (254) , A instruction. Summary: POKE 35681,255 or #8B61,#FF POKE 35683,0 or #8B63,#00 POKE 35684,0 or #8B64,#00 Adjust 35681 / #8B61 to adjust the um, 'speed' Toggling in game music on / off will turn this effect on or off. It only slows down when the in game music is "playing" (although you cannot hear it) Jumping sound not effected. :)
  10. I tried a few methods, mainly a call at 35343 to 65000 so I could safely have enough space to put some code but I could not get it to work properly even when preserving the registers: org 65000 MAIN: ld c, 3 looper2: ld b, 127 looper: push bc ld hl, 0 ld de, 1 ld (hl), b ld bc, 767 ldir ld a, 5 loopy halt djnz loopy pop bc djnz looper dec c jr nz, looper2 ret hmm :unsure:
  11. Emulators will usually run at about 60% without issue, any slower and you get odd effects. The one sensible place I guess would be 35343 (remove the jump there) and then you have a few bytes available. Let me take a look at this later if you are not able to come up with anything.
  12. I've always judged CALL as 'GOSUB' and 'JP' as 'GOTO' :) as there is no RET 'RETURN' from a 'GOTO/JP'
  13. You can edit the title by clicking 'Use Full Editor' when you edit it. :) Ensure it is the first post in the topic you are editing if you want to change the title of it. Just tell me if you want any deleting or merging together, or click 'report' and tell me there.
  14. Spider

    Jsw2 Amstrad Version

    It should (in theory) although I've not tried it. It will *only* work if you can get an original unaltered version as the ones that were erm "modified" have this removed or overwritten afaik. :)
  15. They are 'treated' the same as Water cells usually :) At least as far as I read the code regarding "passing through things"
  16. Yes useful for non standard games. :) An alternative would be to make a few 'gaps' where appropriate. Screens such as 'The Vat' might need more work though. :)
  17. I've not checked, but it (could) cause problems for instance Central Cavern you'd not be able to get down from the top platform if nothing was crumbly :D
  18. Regarding Danny's post above, I'd agree. :) Congrats from me too. I think I can say if you enjoyed playing it half as much as we did constructing it we've done well. :D
  19. :) Not just yet. There will be soon though but I have slightly limited online time at the moment so it may be a couple of weeks (unfortunately) I use it quite a lot so I tend to fall from platforms (East Wall etc) quite a lot :( :D
  20. We've not had time to do much with this just yet unfortunately. I can tell you that the contributor group does now have a working 'beta' of our project of this however. It does have some issues* to be worked out before it can be released however. * The game is playable and completable 'as is' but the issues are potentially quite a concern.
  21. hmm I think eight rope would be a bit on the excessive side. Its JSW not JSHunchback after all ;) :) I'm kind of sat on the fence on this. :) I'd like to see it but it sort of falls outside the scope of the 'normal' game code, unless I have misunderstood ? (which is quite likely)
  22. I could not with it set at 14 but that's me and I'm not the best player but I do enjoy trying. I will admit I only tested it a couple of times though. I am now able to jump off and exit easily with it at its default of 12 however. :) I'm interested to see what Richard has to say about this. I'd count it as a bug but that is just a personal opinion nothing more.
  23. Richard as you probably may know its possible for Willy to exit a room via a rope in a room where a 'top exit' is not normally permitted. A good example is 'The Beach' although its quite fiddly to get him into the exact place (for me at least) and then jump I've seen it done and managed it myself now. This obviously causes a 'wrap around' effect. We had a discussion about various things and this was one thing that came up, so its not my 'credit' as such if anything its to be shared between myself, Ian and Danny really. The 'fix' appears quite simple: ... 37780 LD A,(HL) ; Pick up the rope status indicator at 34262 37781 CP 12 ; Is it 12 or greater? 37783 JR NC,37787 ; Jump if so 37785 LD (HL),12 ; Set the rope status indicator at 34262 to 12 (there is nowhere to go above this rope) 37787 LD A,(HL) ; Pick up the rope status indicator at 34262 ... Changing those two values highlighted in red to 14 should be enough I'd suspect and not too much to restrict genuine movement: POKE 37782,14 POKE 37786,14 If it is counted as a bug ? :) IDK what you'd call it though "Rope Exit" , "Rope Jump" , "Rope Wrap" :unsure:
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