Jump to content
Jet Set Willy & Manic Miner Community

Spider

Moderator
  • Posts

    5,166
  • Joined

  • Last visited

Everything posted by Spider

  1. Thank you for your positive feedback. :)
  2. 1,294 downloads

    Here's a jswmm special. :) A bug fixed edition of the original Spectrum version. The following changes were incorporated: 1. Black instead of blue initial loading page, the reason for this is (2) , it still retains the 'beeps' however they are played after the message not before. 2. New loading screen to replaced the 'loading' message present on the normal variants. It is compressed to save much time (down to 1485 bytes from 6912) 3. To further save loading time, the main code was also compressed (reduced from 32768 to 22459 bytes) 4. The decompress routine purposely returns to basic so it's easily savable as a standard 32768,32768 if desired. Also permits easy POKE entering too. Loader (used BlockEdit to display as it did not fit into one Spectrum screen) ignore odd spacing it looks fine in reality: 5. Built a ready-made Microdrive version and a +3 disk image as well. Identical to the tape version except a minor filename change for the disk due to +3DOS limitations. 6. The keypad entry was disabled as it seems superfluous these days. 7. Auto-pause has been disabled to prevent a lock-up when using an Interface 1. You can still pause the game via the usual keys but it will not 'auto pause' , also a patch was applied to prevent said lock-up if the user decides to pause the game for any reason. 8. The code that causes the in-game tune to deteriorate with each loss of life was disabled. Although intentional I've always considered it a bug in some way. I also noted (Thanks Skoolkid) that the length of each note slightly increases too with each life loss. 9. The otherwise invisible and unreachable object in the First Landing was given a form and simply moved down a few characters to enable it to be collected. This 'fix' replaces the official Software Projects fix of moving it to The Hall (where it would still be invisible) , this seems a better fix in some ways as the object is kept on the screen it was intended to be displayed on. 10. The official Software Projects 'fix' for The Banyan Tree was retained. This simply involves changing an earth cell to an air cell so the tree is climbable. 11. The official Software Projects 'fix' for The Attic was also retained with a minor alteration. The staring position of one arrow was altered slightly so that both arrows actually appear and function as was originally intended. Some 'fixes' for this it was noted remove one arrow completely. 12. The minor auto collect bug when Willy enters the Swimming Pool was fixed. There are a few ways of rectifying this however the simple method of simply changing the rope colour to cyan was used. The object form and placement remain unaltered where Matt placed it. 13. The 'double object' on The Beach was split into a single object and the 'extra' one was moved further down the beach into the 'waves'. The thought behind this is that way Willy is forced to use the conveyor to get that object. 14. The Conservatory Roof bug was fixed. The official Software Projects 'Fix' for this involves removing one fire cell so the object on the far right is just about reachable, however in practise is it almost impossible to collect them all without any life loss. After studying other variants of this screen, a different 'fix' was applied: The fire cells were moved into groups of two, followed by two objects, two more fire cells and finally two objects. 15. The issue where Willy can jump from the top of the Watch Tower (and ending up in The Off Licence as the 'Up' location is not defined) was fixed by simply shortening the ramp one block and moving the conveyor down one block. This fix is simple and it also means Willy cannot jump high enough to leave the screen via the top. 16. The concern where Willy can jump up from Dr Jones Will Never Believe This and end up hitting a fire cell in We Must Perform A Quirkafleeg was reduced by adding a fire cell to the top of the structure, making it very difficult for Willy to accidentally jump up and out of this screen in that manner and in addition the exit for 'up' from this screen was set to be the same screen so if Willy does manage to leave via the top, he will re-appear at the bottom of the screen. 17. The odd effect where Willy can jump through the top of Rescue Esmerelda and end up in The Ballroom was looked at. It's unclear if this was intentionally left in or an oversight however it did not make logical sense to allow Willy to 'teleport' in such a manner. The fix simply involves adding some earth cells to the top near the conveyor to prevent Willy from being able to exit the screen via jumping up. We gave some thought to using the empty room 47 here as The Belfry as per JSW2 but decided that would be an addition rather than a 'fix', something we wanted to avoid. The download offers the following files: Jetset_2015_Bugfixed_Tape.zip , containing both .tap and .tzx versions Jetset_2015_Bugfixed_Microdrive.zip , an .mdr image for microdrive users Jetset_2015_Bugfixed_Disk.zip , .dsk image of the tape file Jetset Willy_BugFixed2015Edition_Speedlock_Loader.tzx , Speedlock1 based loader for real machines. 48K Mode only Additional Files: JSW 2015 Bugfix.rzx , rzx recording of the game being played to completion courtesy of jetsetdanny Jetset Willy 2015 Bug Fixed Edition With Cheats_V1.tzx , Speedlock1 based loader with a selection of cheats pre-applied Enjoy!
  3. View File JSW 2015 Bug Fixed Edition Here's a jswmm special. :) A bug fixed edition of the original Spectrum version. The following changes were incorporated: 1. Black instead of blue initial loading page, the reason for this is (2) , it still retains the 'beeps' however they are played after the message not before. 2. New loading screen to replaced the 'loading' message present on the normal variants. It is compressed to save much time (down to 1485 bytes from 6912) 3. To further save loading time, the main code was also compressed (reduced from 32768 to 22459 bytes) 4. The decompress routine purposely returns to basic so it's easily savable as a standard 32768,32768 if desired. Also permits easy POKE entering too. Loader (used BlockEdit to display as it did not fit into one Spectrum screen) ignore odd spacing it looks fine in reality: 5. Built a ready-made Microdrive version and a +3 disk image as well. Identical to the tape version except a minor filename change for the disk due to +3DOS limitations. 6. The keypad entry was disabled as it seems superfluous these days. 7. Auto-pause has been disabled to prevent a lock-up when using an Interface 1. You can still pause the game via the usual keys but it will not 'auto pause' , also a patch was applied to prevent said lock-up if the user decides to pause the game for any reason. 8. The code that causes the in-game tune to deteriorate with each loss of life was disabled. Although intentional I've always considered it a bug in some way. I also noted (Thanks Skoolkid) that the length of each note slightly increases too with each life loss. 9. The otherwise invisible and unreachable object in the First Landing was given a form and simply moved down a few characters to enable it to be collected. This 'fix' replaces the official Software Projects fix of moving it to The Hall (where it would still be invisible) , this seems a better fix in some ways as the object is kept on the screen it was intended to be displayed on. 10. The official Software Projects 'fix' for The Banyan Tree was retained. This simply involves changing an earth cell to an air cell so the tree is climbable. 11. The official Software Projects 'fix' for The Attic was also retained with a minor alteration. The staring position of one arrow was altered slightly so that both arrows actually appear and function as was originally intended. Some 'fixes' for this it was noted remove one arrow completely. 12. The minor auto collect bug when Willy enters the Swimming Pool was fixed. There are a few ways of rectifying this however the simple method of simply changing the rope colour to cyan was used. The object form and placement remain unaltered where Matt placed it. 13. The 'double object' on The Beach was split into a single object and the 'extra' one was moved further down the beach into the 'waves'. The thought behind this is that way Willy is forced to use the conveyor to get that object. 14. The Conservatory Roof bug was fixed. The official Software Projects 'Fix' for this involves removing one fire cell so the object on the far right is just about reachable, however in practise is it almost impossible to collect them all without any life loss. After studying other variants of this screen, a different 'fix' was applied: The fire cells were moved into groups of two, followed by two objects, two more fire cells and finally two objects. 15. The issue where Willy can jump from the top of the Watch Tower (and ending up in The Off Licence as the 'Up' location is not defined) was fixed by simply shortening the ramp one block and moving the conveyor down one block. This fix is simple and it also means Willy cannot jump high enough to leave the screen via the top. 16. The concern where Willy can jump up from Dr Jones Will Never Believe This and end up hitting a fire cell in We Must Perform A Quirkafleeg was reduced by adding a fire cell to the top of the structure, making it very difficult for Willy to accidentally jump up and out of this screen in that manner and in addition the exit for 'up' from this screen was set to be the same screen so if Willy does manage to leave via the top, he will re-appear at the bottom of the screen. 17. The odd effect where Willy can jump through the top of Rescue Esmerelda and end up in The Ballroom was looked at. It's unclear if this was intentionally left in or an oversight however it did not make logical sense to allow Willy to 'teleport' in such a manner. The fix simply involves adding some earth cells to the top near the conveyor to prevent Willy from being able to exit the screen via jumping up. We gave some thought to using the empty room 47 here as The Belfry as per JSW2 but decided that would be an addition rather than a 'fix', something we wanted to avoid. The download offers the following files: Jetset_2015_Bugfixed_Tape.zip , containing both .tap and .tzx versions Jetset_2015_Bugfixed_Microdrive.zip , an .mdr image for microdrive users Jetset_2015_Bugfixed_Disk.zip , .dsk image of the tape file Jetset Willy_BugFixed2015Edition_Speedlock_Loader.tzx , Speedlock1 based loader for real machines. 48K Mode only Additional Files: JSW 2015 Bugfix.rzx , rzx recording of the game being played to completion courtesy of jetsetdanny Jetset Willy 2015 Bug Fixed Edition With Cheats_V1.tzx , Speedlock1 based loader with a selection of cheats pre-applied Enjoy! Submitter Spider Submitted 05/30/2015 Category JSWMM Releases  
  4. Yes. Download ZX Block Editor from here > http://www.zx-modules.de/ Its excellent, you can copy/paste bits of various tzx files together to assemble a new one. The 'tape structure' pic above is actually from ZX Block Editor. :)
  5. Something I put together a long time ago, just tarted it up a little bit to make it more usable, added few 'sample' screenshots and a quick readme. Its still quite useful as I prefer this method than using an emulators options to find said data. Char_Set_Finder.zip
  6. I've been following the topic on the Atari forum with interest, I'm not a member there yet though although it still is a very interesting read. :) :) :)
  7. I've started using this quick .pok file I made, its mainly for debugging and applies the following: Infinite Lives Immunity (a four part poke: to arrows, fire cells, nasties and long falls) Disable Conveyors Infinite Time JSW1_Immunity_POK.zip Note it does *not* provide keypad bypass, 'writetyper' or anything else such as 'auto collect'. The user must manually add / amend these extra's if required. :) It was simply created for debugging so Willy could wander the mansion in relative ( ! ) safety.
  8. I'll have to have a good think. Here's a couple: Which JSW game featured "The Object Shop" ? Which MM game was not in English ?
  9. This is a very simple 'loader' I sometimes use when working with original (with bugs) versions if required to quickly apply patches. It may be more use on a real machine or cases where you want to emulate the tape loader in full rather than apply (via an emulator) a .pok file. It was purposely made quite simple and is played before the main JSW tape as it uses that to still load the game rather than having its own loading routine. This did mean I had to number the lines a little bit oddly to 'fit in' however. :) The following POKES are applied via the patch: The four 'official' Software Projects POKES: 56876,4 = Change the earth cell in The Banyan Tree to water so Willy can climb the tree 59901,82 = Fix the invalid arrow data in The Attic aka "The Attic Bug" that caused game corruption 60231,0 = Remove one fire cell from The Conservatory Roof allowing Willy to collect all the items present there 42183,11 = Remove the invisible (and unreachable) object from The First Landing and move it to The Hall The codes to disable the keypad code entry page (as there seems little use in it these days) 33979,135 33800,202 34483,195 (This one changes it to accept any code so is probably not required) SkoolKid's Pause Mode bug fix (as this one seems to work very well) , this only tend to occur if an Interface 1 is present however on real hardware: 35615,62 35620,219 35621,254 My small contribution / addition towards the Pause Mode bug fix is this single poke which simply prevents the game auto pausing if the in-game tune is off (it does not pause if it is on anyway) 35518,0 Enjoy! :) JSW1_Patch_Loader.zip
  10. :) No problem. I have several B versions, the original 'tape' one (on a .dsk) which is more or less normal. The JSW 2 versions vary a bit, I concluded there are just two actually (even though most are .dsk images now) , in essence a 'tape' version and a 'disk' version. The tape version is massively cut down to fit, the 'In Space' section is about complete but the mansion has had a severe chop. The 'disk' version is about the same as the CPC/Spectrum/C64 version with all screens more or less there. It loads each section from disk as you progress so there's a slight delay. Some of these versions have cheats on but as far as I'm aware I have the only (working) copy of an immunity version of the 'full disk' version of JSW2 for the BBC, as the patched versions elsewhere ie stardot etc seem to be the cut down version. Regarding the 'updated' version you should now have access as I've moved you to the contributor group for your submissions (thank you!) :)
  11. Ah that yes. :) , I've always considered it a bug or something Matt left in by accident to be honest: i.e. more a 'teleporter' feature which does not make logical sense in the way the mansion layout. My custom version of JSW (only available currently to Contrib group until we're happy with it) does not have this 'feature' The other thing you may want to think about is the Watch Tower, the reason Willy ends up in Off Licence after jumping off the top is the room for 'up' is either undefined or set at 1 (Off Licence) again this was fixed in the 'custom' version. The fix was very easy actually, simply shorten the ramp by one block and then move the conveyor down by one block. This way willy cannot jump heigh enough to exit the screen via the top hehe. :D I can list the changes made to this version if you want as I tried very hard to not 'modify' the game in any way that was really noticeable but at the same time fix obvious (and some not so obvious) issues.
  12. The 'loop' effect is usually because room 1 is "The Off Licence" and undefined entries (or missing ones) will cause the player to appear at this screen. :) , if that makes sense.
  13. Here's a simple loading screen I've just put together. :) It combines the logo from the title page with a suitable copyright message (very similar to the Software Projects version of Manic Miner) The code is a simple basic loader, with a highly compressed screen (reduced to 1362 bytes from 6912) and a standard LOAD for the game code. The loader does *not* contain the game code. The loader is extremely simple, the Basic is called "Jetset", the screen is called "Jetset1" and it expects the game code to be called "Jetset2" I decided to move the 'beeps' to after the screen was shown, seems somehow better ( ? ) here. A small pause was introduced at the end to allow those using real disk hardware (if it was put onto disk) to allow the drive a couple of seconds to stop. Here is the tape structure: And here is what it looks like: Loader .tap file (Loader only, no game code) NewJetsetPic.zip
  14. Here's an 'alternative' loading screen I put together a while ago. It combines both the Software Projects copyright message (diplayed during loading) as well as part of the title screen and the 'flashing' blocks of the original loading screen. The only slightly tricky part was filling in the 'gaps' where it would be blank along the top third, nothing that a bit of careful use of ZX Paintbrush could not fix. The loader does *not* contain the game code. It expects a headerless block of 32768 bytes to be loaded after the screen has drawn. You can return to basic by doing a POKE 32798,201 before running the loader code if needed. The screen is compressed to save loading time, reduced from 6912 (plus say half a dozen bytes for the loader) to 2278 bytes. A significant saving. :) The loader basic and code is very simple: # Call the screen decompressor (this extracts and moves the screen data to the screen) 32768: CALL 32803 # Move the loader code (see further on) to 21280 so its out of the game's way: 32771: LD HL, 32785 32774: LD BC, 18 32777: LD DE, 21280 32780: LDIR # Call the loader now we've moved it to 21280: 32782: JP 21280 #LOAD "" CODE 32768,32768: 32785: LD IX, 32768 32789: LD DE, 32768 32792: LD A, 255 32794: SCF 32795: CALL 1366 # RANDOMIZE USR 33792: 32798: JP 33792 The screen looks like this: Tape structure: Loader .tzx (no game code, only loader) Manic_Miner_New_Loader.zip
  15. I was thinking about this earlier. :) 1. Allow easier scrolling when selecting a file to load, as you have to click for each 'movement' I've found. When you're browsing a large directory it can take time. I guess the 'user fix' for this is simply to save into a certain special directory though, so it may be self inflicted in some ways. 2. I was thinking more about the 'Attract Mode' , I think one great improvement here would be to remove Willy from each screen as it is displayed as this way he won't fall or land on a fire cell etc, falling in particular causes room changes and / or it tries to catch the 'life loss' by removing him. I was simply thinking of perhaps how JSW2 has an attract mode, just display objects and nasties etc not Willy himself.
  16. Excellent. :) I think it (might) be difficult to do it in less though. It is a small change but worthwhile I think as its how they should be as you say. The attributes on the one in The Nightmare Room make it difficult to see though, I had to look closely. :D Talking of conveyors I was thinking of doing "something" with the one in the Conservatory Roof as plain white does not inspire. I think perhaps just some black ink pixels to give it 'life' might do the trick. :unsure: , I had a quick look again to remind myself, see here and only the Amstrad CPC version has animation. The BBC/C64 etc follow the 'plain white block' affair for JSW1.
  17. I recall reading the Megatree was (apparently) supposed to be bigger too, it may be those unused screens were intended for that. I also recall very vaguely that the ending was not what was planned something about Willy dancing with Maria for an 'ending' hmm.
  18. Just realised new posts (rather than just new topics) were being held for queue too, fixed. :) Sorry for the minor inconvenience. It only effected this area anyway "Site Links"
  19. If you do the official 'Move' poke for it aka POKE 42183,11 it goes to The Hall (but as noted its still invisible) :) Here is where it 'appears' if you apply that poke, I gave it a temporary shape simply so you can see it. Its X/Y position has not altered though that I note, only its screen appearance. I would (guess) that perhaps it should of gone into Ballroom East instead simply as there is an item graphic already designed, then again there are several screens without objects that have item graphics already present.
  20. I wonder when the WOS forum will be 'back' as such. I have seen a 'in progress' preview of it however.
  21. It does not actually fit many screens, as either its "in the air", in an earth cell or in the path of a nasty. Disregarding screens where it is "in the air" really it only leaves two: Ballroom East and The Hall, so I placed it there: Its effectively "AT 13,22" so to speak. Interestingly the item graphic for Ballroom East was already defined, I quickly defined one for The Hall just to show its place.
  22. Very interesting, thank you. :) I do seem to recall one version (Possibly the C16 version, I'd have to check) does have an item in the First Landing just to the right of the ramp. I don't have much free time left this week (I'm not likely to be here tbh) however I will try each screen with an object at The Beach object co-ordinates to just see what it looks like and if it seems sensible or otherwise.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.