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Spider

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Everything posted by Spider

  1. I'm just waiting to get ahold of a micro SD card so I can test this to be sure what's going on. I have the keymap details.
  2. I'll see if I can whizz you up a quick config keymap file for it if needed when I get my hands on one to sort it.
  3. No there's no safe way down. :) Although there is no need to go onto the platform at all. In one way its a bit like West Bedroom where if you get on to the conveyor on the far right that's a fatal error too.
  4. That is true, well partly. If you get on the conveyor (either in the original or the fixed version) and do not jump you will lose a life. It should not go into an infinite death loop though unless you jump and miss the lower platforms of the Watch Tower itself, I mean by this if you fall off the ramp off the screen.
  5. I think it might be a red herring but you never know. I was thinking along the lines of the conveyor here that can lead to instant death if its used as its a sheer drop from it. :D
  6. I did add a Belfry to one test JSW48 game ages ago as an experiment. I just more or less used the platform positions for it from JSW2. :) The only issue I had was doing it in 48K mode as I'd not taken account of the guardian mapping so it corrupted another room (it moved those guardians a bit) although it could be done 'safely' with some care.
  7. The corruption will vary a bit depending on what rooms you visit and in some cases how long you stay in them. For 'best' effect hang around in 'Inside the MegaTrunk' and 'West of Kitchen' :)
  8. Hmm. I've not really looked into the Vega much although I have read a few others thoughts on Facebook about it. :) It seemed to have a mixed reception. Have you tried the 128K JSW2 ? Its the same game it just got some built in cheats, that might actually work better. The only reason its 128K only is simply as the 'menu' for the cheats (in game) could not go into the existing space (as there was none!) What format does the Vega accept on its memory cards ? http://www.worldofspectrum.org/infoseekid.cgi?id=0002595 You'll have to turn it into a .sna / .z80 or possibly a .tap , I'm assuming the Vega will accept a 128K file. I do not have a 'real' Kempston interface to check this though.
  9. Meanwhile... ;) Bit crude I know but it only took a minute or two. That's using '47' To keep the item count correct, the object on the far right of 'Tree Root' was removed and placed into 'Under The MegaTree'
  10. I would guess it was not defined or Matt had other thoughts maybe ?
  11. That's interesting, I'd not really noticed it (or I had forgotten) It does lend some thought to the idea of the 'Tree' being larger. Looking at the map layout it would appear to sit underneath 'Under The MegaTree'
  12. I'm not really aware of it having any use although even though the exit is defined as the Conservatory Roof I do remember reading that Matt did plan on making the MegaTree a bit larger, so its possible it could of been part of that at some stage possibly. Dr Broad may actually be able to shed a bit more light on this though I guess. :)
  13. Thanks. :) I did make a note to try to take a look at this but it slipped my mind. I guess the method you have chosen is probably what I would of tried anyway I guess, I suspect it may of been 'left in' rather than a way to directly access it though. Perhaps the same 'base' was used for several ? Might make sense as you can start with a preset 'blank' so to speak instead of the complete standard game.
  14. Spider

    Pc Version

    Thanks. :) Exactly. I looked at the page source too but could not really see anything relevant hmm. I remember looking at this at the time it was a 'live' page although I could not see anything then either :unsure: something tells me it maybe has something to do with the two screenshots on that page, the second one especially given the lives counter...
  15. Great. :D I'll watch them later today.
  16. I concur that does look quite good. :) If you take a look at the BBC versions of MM and then JSW, the 'engine' in JSW does not seem to suffer from the flicker at all (or very little) , I'm not sure if that is going to be any assistance though.
  17. Spider

    Pc Version

    Thanks. I never could work out the 'hint' for the cheat on that page even now. I took another look but I could not really figure it out.
  18. That's looking quite good. :) It actually seems to be a bit faster than the B version and there's no (or little) flicker something which seemed to plague the 'B version.
  19. Spider

    Dual Format Tape

    I've not done anything with the tape data as I do not at the moment possess a working tape player unfortunately. My trusty Sony unit needs a new drive-belt and surprisingly I cannot seem to find one.
  20. Not that I'm aware no. It may of been mentioned in one of the interviews but I do not recall the fact unfortunately. :)
  21. No, that does sound about right. :) I need to refresh my memory with this version I'll try to re-install an emulator and play it later in the week.
  22. Spider

    Dual Format Tape

    Pics (not brilliant quality I'm afraid) I may try scanning some of them when I can get to my scanner.
  23. Spider

    Dual Format Tape

    Have acquired a dual format tape (one side Spectrum, the other Amstrad) of JSW 'Final Frontier' The instructions are more or less straight from the Software Projects version of JSW1 however looking at the screenshots on the inlay it appears to be JSW2. I'll try to get some pics tomorrow of it and if I get chance over the weekend (assuming I can find a working tape player!) a sample.
  24. Following general feedback that's been received, it was suggested the only real concern was the 'fixing' of the 'deterioration of the in-game tune as lives are lost' , (item 8 above) this was an original feature after all so it has been restored for those who wish it. Below you can find the tape, microdrive and disk versions. Please note: There are *no* other changes to the files above with the exception of restoration of the 'deterioration' , the 'fix' for this is simply: POKE 35667,133 : POKE 35666,204 : POKE 35665,58 Jetset_2015_Bugfixed_Tape.zip Jetset_2015_Bugfixed_Microdrive.zip Jetset_2015_Bugfixed_Disk.zip I'm providing these as a simple 'alternative' for those who wished to retain this feature. http://1.1.1.5/bmi/jswmm.co.uk/public/style_emoticons/default/smile.png If you'd rather modify one of the files in the original post above this, you can simply add those POKES to the Basic loader at line 75.
  25. I sometimes use this quickly assembled .pok file to give Willy immunity while testing various bits and pieces. In essence it provides the following: Immunity to nasties Immunity to fire cells (they are treated as water) Immunity to arrows Fall any height Disable conveyors (Willy can walk freely on them) Infinite lives Infinite time Note it does *not* provide any bug fixes, this is on purpose so that any odd 'effects' can be seen. JSW_Immunity.zip
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