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Spider

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Everything posted by Spider

  1. 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.
  2. 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)
  3. 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.
  4. 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:
  5. I can't download the attachment as its not actually 'here' anymore. Can you edit / re-attach it please ? :) Just click 'attach files' and upload it. It looks like (guess) you are using the legacy non flash uploader and chose the file name but did not click upload itself. The flash uploader will auto upload if you click and select files. You do need new flash as your browser will block outdated versions. Regarding Spin from WOS: You just need to change ftp to http http://worldofspectrum.org/pub/sinclair/emulators/pc/windows/zxspin0.666.zip Will work fine. Just re-tested it myself.
  6. They look like Z88 files to me ? :) Typically a ZX81 tape file will just have a p extension, for instance: game.p Z88 files tend to be .app or ap0 and/or .62/.63 extensions. I do have MM/JSW for the Z88 although I cannot remember if I got it running properly or not as the emulator was a bit strange.
  7. I'd suggest it was the 'exit to the ballroom' easter egg ? As that seems a sensible way to avoid certain screens.
  8. :lol: Well I may have to agree. From what I can remember we used to realise it was "going funny" as The Chapel was empty.
  9. Thanks for the feedback. :) I do recall we had a few tiny issues with the border control (its not quite as easy to do as it seems to be) but the 'final' code was accepted by all. A minor quirk. :) I'm pleased you noticed it actually as its a small 'change' from the original a bit like the 'items' counter decrementing instead of counting up as well as a few other things.
  10. I thought (when writing this) to include removal of the 'dead' routine in-between the loops specifically 35345 to 35365 as this is never ran. Forcing to run by POKE 35343, 32 (this changes the JR Z to JR NZ) but I have not really tried it properly. It was left 'in place' as authors may either modify it so it is used (in which case the 'trimmer would 'eat' it) or use the space for something else although the primary reason was simply as it was not listed in the disassembly itself so I considered it not 100% 'safe' to remove. Having said that the 'trimmer' should only really be ran on a fresh file or one without any code modifications...
  11. I'll be honest I did not see that (at that time!) as a concern as it was more a cosmetic thing. Although looking back if I was doing it again I would fix the conveyors amongst a few other little bits too. :)
  12. Ah I remember that one, I think there was another that would move Willy up walls but that never quite worked. Try this instead ;)
  13. Welcome. :) From what I can remember we called the 'Attic Bug' the 'Bad Program' bug back then. We did not realise it was actually caused by visiting the Attic as such, just that after playing a few games it would do it 'at random' it seemed. The game 'engine' in JSW2 is quite different and relies on compression a lot. There are some other changes, one is quite annoying: If you stand on the edge of a platform (as far as you can) then hold jump and press left/right, Willy will fall he will not jump as per JSW1. This can make screens such as Priest's Hole a bit tricky as its a timing issue with said screen. We do have *something very interesting* JSW2 wise 'in the works' here within the contributor group however although its about 90% complete I need to disassemble JSW2 to fix a few small things before we can present it. I do think you will like it however. :)
  14. Thank you. Fixed. :) And 'Welcome' too.
  15. Please note I've not tested this to any extent (read that as tested at all) ;) :) This is a simple Basic program to 'trim' the unused addresses as per SkoolKids's disassembly of JSW: Listing and output: Last but not least, the file itself: jsw_trimmer.tap
  16. :D Probably best to avoid too much bright if its no on a black paper background then. :unsure: EDIT... Although as known it *can* cause some odd and interesting side effects sometimes :D
  17. It would not show if the air was 'BRIGHT' too. :) There are no 'bright' guardians on a non-black background that I can see. Some of the black background might be 'bright' but I'd have to double check that. I know what you mean the same as 'Up on the battlements' or 'I'm sure I've seen this before' the guardian there is bright on blue so you see it. I would speculate it was an oversight in JSW really as MM does not exhibit this. :)
  18. I would only (guess) its present as a 'left over' from Manic Miner the same way 'AIR' is present in JSW as well as the unused screen colour cycling effect in the middle of the main loop. Having said that, we could call this routine at some point to see the effects ;) :)
  19. Possibly although it may be a bit messy :lol: :unsure: It might be something to suggest for JSWED actually, just a straightforward .xml export / import (rather than a file choice) , I would like to suggest something along the lines of the following format for that: <id>0</id> <desc>The Off Licence</desc> <id>1</id> <desc>The Bridge</desc> I could not do that format however.
  20. I was actually looking for one of these but could not find one, although I'm about 95% sure there was one printed in a magazine "back in the day" so to speak, so I just quickly whipped one up. :) It simply (as the title indicates) lists the room names. To use, load the game code (don't forget to issue a CLEAR first!) then load and run this. jswlistrooms.tap
  21. Thanks Danny. This has been rectified now. The issue was caused by corruption from the SPL2 loader. I should point out this only effected the Speedlock2 version (the one with the blue/black loading border) not the normal speed or the higher speed Speedlock1 (normal border colours) as SPL2 data is encoded. Something was not quite right with putting it back 'in order' it seemed. I've withdrawn this version (normal and cheat) as there were very few downloads of this particular one and the SPL1 remains (tested all versions) no changes were needed to it. The download counter was incremented on the SPL version to include the newer one so it also remains correct. :)
  22. Yes that's probably a good idea. I'm about certain that is the cause. The 'easy' fix (at least to me) would be for JSWED to reject a JSW2 tape file as a source I guess ? Will be interested to hear John's thoughts on this though.
  23. OK the 'issue' here is you must *not* load JSW2 as a tap file, even though it is accepted and editable. Doing so (regardless of what save type you choose) results in an unsuitable file. To get this to work properly, only load in a snapshot of JSW2 then edit as needed and save (as a snapshot ideally) :) The bug I'm really reporting is I understand that AFAIK JSWED does not support .tap with JSW2 which I can understand given the compressed nature of it, however the bug is it should not really accept a .tap file of JSW2 ;)
  24. Thanks. I saw Gerard had quoted / reposted it was (might) of been a DDOS but that's all I know myself.
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