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Spider

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Everything posted by Spider

  1. 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.
  2. I've always judged CALL as 'GOSUB' and 'JP' as 'GOTO' :) as there is no RET 'RETURN' from a 'GOTO/JP'
  3. 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.
  4. 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. :)
  5. They are 'treated' the same as Water cells usually :) At least as far as I read the code regarding "passing through things"
  6. 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. :)
  7. 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
  8. 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
  9. :) 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
  10. 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.
  11. 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)
  12. 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.
  13. 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:
  14. 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.
  15. 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.
  16. I'd suggest it was the 'exit to the ballroom' easter egg ? As that seems a sensible way to avoid certain screens.
  17. :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.
  18. 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.
  19. 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...
  20. 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. :)
  21. Ah I remember that one, I think there was another that would move Willy up walls but that never quite worked. Try this instead ;)
  22. 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. :)
  23. Thank you. Fixed. :) And 'Welcome' too.
  24. 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
  25. :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
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