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Everything posted by Spider
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I know what you mean. :) It does play nice but now you mention it the collision detection does not seem as tolerant as the Spectrum version. In particular in the Central Cavern is very easy to hit one of the nasties on the top of the screen when you're collecting the top items. :unsure: , not really sure how else to describe it. I could not get the 'cheat' to work. I (think) there are two versions floating about, a 'demo' version that lacks the cheat and the 'full' one that has it. The demo contains the normal levels though. I need to look into this if no one else wants to at some point.
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I have. :) It does play OK. Its meant to have 60 screens instead of 20 IIRC. Those being two extra 'sets' of levels. However the cheat to activate them does not appear to work on emulation. :unsure: I'm not sure if this is the way the emulator (more accurately the PC keyboard I guess) is read or something else. :)
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That's great. I'd not recalled seeing that versions before. :) "Welcome" too. :D I've not covered the Amiga (or ST if there is one) versions as they are sort of 'remakes' in effect although at some point I would like to. Its very interesting to see another 8 bit version however. I do have the Z88 version but unable to get it to work properly in an emulator.
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I think its pretty good. I would consider the following: 1. Which game features "The On Licence" 2. Which game features the otherwise unused JSW48 sprites (periscope and tophat) * * Note: I've not checked apart from JSW2 (official) if they are used elsewhere but something tells me one game does use them.
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I was not really sure on a name, I'd not given it a mass amount of thought. :) My MegaMix thought came from Tech Ted I think, I do recall there being a JSW Mega game already. Hmm. 'The MegaMax' ? :D I did have one 'change' in mind but I'm not really sure how easy it would be to do but I think it would be really neat. That's something I wanted to discuss away from the public topic however ;) not for any reason other than not 'letting the cat out of the bag' with this idea early.
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:D That was the idea. Its not far away and I wanted to keep the same (well kind of) vertical position. The idea was so that if you were not paying attention you'd be dragged into the 'flag' ;)
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I'd not actually noticed that. The Spectrum JSW2 version is more or less a port of the Amstrad CPC version however.
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JSWMM 'The MegaMix Edition' ? :D
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its fine. I know what you meant. :)
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I remember I looked a while ago for a suitable location for the beach 'double' (using the same co-ordinates) but there were not that many suitable places surprisingly. :) As you've just re-mentioned I think the Y is likely off one block. I'm assuming by this one 'square' ie 8x8 pixels rather than 8 blocks (that would probably leave very few choices) :)
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I was going to say I did not recall that. He's not been active for a while though it seems :( Lets quote it anyway as some have 'email me when someone quotes my posts' enabled...
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Thank you for the clarification. :) OK take a quick look at this following your suggestion, I've positioned Willy out of the way for extra clarity: This does make perfect sense and I can see what you mean, to coin a phrase "a picture says a thousand words" Also you're 100% correct you *can* escape the conveyor without dying if you time your jump right you can (once you're aware of it) relatively easily escape via a jump. Now, there's a slight issue with positioning this object here. Willy cannot climb down again without losing a life. See pics: Willy in place to collect object after climbing: The only way 'down' is right, moving left will result in an infinite death as you'll fall through the screen to the Back Door. Willy moves right to land on the platform below: All looks OK, but the 'issue' here is a jump to the left is certain death, a jump to the right results in him exiting the screen at the top, and when he falls, he falls straight onto the razor blade nasty as its start position is too high. For necessity in the pics I've had to immunize him so you can see: The conclusion I guess is its quite possible but you must then jump right onto the roof ramp/slope and not attempt to climb down again. :)
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I'll have to retry this. I'm staring to wonder if its worth trying it on a few versions actually...
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Interesting thoughts. :) The ladder climb is a thought although have you noticed you can lose a life if you hit your head on the 'ramp' sometimes ? (If climbing the ladder) It would make sense to put an object in ATWB (on the platform) but that would in effect null the point of having the object that's already there. Hmm.
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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.
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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.
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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.
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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.
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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
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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.
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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' :)
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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.