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Everything posted by Spider
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It would be in theory quite easy to "turn it back on" although in TNE bear in mind some of the code has been moved to make space. This does work but the effects are highly unpredictable. If you wanted to try this, apply the following in an emulator: 59900,69 59901,213 The second one is not completely necessary I think but that will switch it 'on' if the arrow descriptor is in the correct place. Next, lets start him in The Attic so he's got less travelling to do to get there: 34795,41 Some immunity is really going to be needed to help here too: Lastly, stay still in the Attic until you hear both arrows fire. You'll only see one though. Now its time to explore. Best plan: Head left (you can walk through fire cells now!) and down. Aim for Back Stairway > Cold Store > Kitchen > Then expect chaos. Given this destroys the game, I've not assembled a tape file for it. Erm, enjoy ? :D
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I have heard of it, the same as the Amiga and Archimedes versions too as in I've heard of them. I'm not sure if they were 'official' or not though :unsure: It is likely (hopefully!) the 'unfinished' one is floating about somewhere.
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I do like that idea. I seem to remember that given the way (on a PC at least, a Mac might be a bit different) it can be difficult to get all the codes into the keyboard as the way the PC reads multiple keys being depressed is a bit different. I could be wrong... :unsure:
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This is JSW1. It does work. But you have to uncompress it before running the code. The compression in this case is just to reduce the 'saved' file size down. :)
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Well I guess that's true. But you'd need some kind of 'on the fly' decompression to 'test' it as you'd not really be able to reliably edit a compressed file. Think of this as trying to edit say a .zip file "directly" with a hex editor. At least that's how I see it, I could be completely wrong. :) This saves quite a bit of loading time on a 'real' machine or emulated for 'tape emulation freaks' (such as me!) From various bits of research ( ! ) they were going to be part of the MegaTree. There was something he said once (well, so I read) along the lines of the fact the tree was meant to be a lot bigger, so I'd assume that is where at least two if not more of them would of been.
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Oh in the path of the rope ? :o :) Would that not cause an IDS ? :unsure:
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The only use of this I can think would be where you need to climb up a rope to avoid say a row of floor nasties then climb down and exit the rope to run across some crumblies. The rope would have to be not central in most cases, say starting at 4 to 8 blocks in from the left. :unsure: Its an interesting thought though, but I would think once he'd landed on the crumbly, the 'reduce the floor!' part would start it may just take another game tick or two before the main loop 'saw' where he was standing and started this.
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The issue with compression is when its unpacked it takes the same size as the original did, unless I'm missing something ? :) I can compress JSW down to about 18K in some cases ( ! ) but it won't run in that state. :D
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Slightly off topic but I like the ROM Disassembly. :) Having read the book about it, the info you've provided (from what bits I've looked at so far) are very helpful.
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To clarify this a bit: Sinclair Joystick on Interface2 (left socket) 1=left 2=right 3=down 4=up 5=fire Sinclair Joystick on Interface2 (right socket) this is the one most used: 6=left 7=right 8=down 9=up 0=fire 'Cursor' interface Joystick: I don't think these were too common 5=left 6=down 7=up 8=right 0=fire Kempston: Not 'directly' mapped to any keys so its popular. Can be read from Basic too with IN 31 such as: 10 PRINT AT 0,0;" " 20 PRINT AT 0,0;IN 31 30 GOTO 10
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I do not use them either. Bear in mind part of the reason for those keys to control him was for the Sinclair joystick option (which used 67890 or 12345) but that's not of much practical value these days, emulation tends to use Kempston anyway The only caveat would be someone on a real machine (a +2 / +2A / +3) using the built in joystick ports as these *are* those key combinations. :)
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:lol: well that's true. Oh I see sorry. :) , I thought it was in a PM for some reason.
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POKE 35681,255 / #8B61,#FF POKE 35682,255 / #8B62,#FF POKE 35683,0 / #8B63,#00 POKE 35684,0 / #8B64,#00 Tested. That is very slow :) Its about a frame a second. I was not sure why you were bumping the topic. :) Hence the post above this one with a 'retest' of the values, all four.
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Is #FF not slow enough ? :) One way would be to do a jump out of the main loop to higher memory to a 'delay' routine, the jump back again. This could be a bit messy though. :unsure:
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The appropriate topics were moved. :)
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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! :) )