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Spider

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Everything posted by Spider

  1. 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.
  2. 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.
  3. 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. :)
  4. 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)
  5. 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')
  6. 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.
  7. 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.
  8. No they can start anywhere.
  9. I might be muddling it up. http://www.animatez.co.uk/computers/zx-spectrum/memory-map/ http://scratchpad.wikia.com/wiki/Contended_memory
  10. 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.
  11. 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.
  12. I think that was a 'quick fix' a bit like moving the 'invisible' object from First Landing to The Hall (as its still invisible)
  13. 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.
  14. 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 :)
  15. As they say "all good things come to those who wait" :)
  16. 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. :)
  17. 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:
  18. 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.
  19. 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. :)
  20. This is the 'fix' of the check for his head being in the way of an earth cell when moving/jumping yes ? :)
  21. It might not tested. :) 255 / #FF is very slow though I think ? :unsure:
  22. 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. :)
  23. 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:
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