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Everything posted by Spider
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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'
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I would guess it was not defined or Matt had other thoughts maybe ?
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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'
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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. :)
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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.
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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...
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Great. :D I'll watch them later today.
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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.
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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.
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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.
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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.
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Not that I'm aware no. It may of been mentioned in one of the interviews but I do not recall the fact unfortunately. :)
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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.
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Pics (not brilliant quality I'm afraid) I may try scanning some of them when I can get to my scanner.
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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.
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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.
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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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Thank you for your positive feedback. :)
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Thank you. :)
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1,533 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! -
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
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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. :)
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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
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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. :) :) :)
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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.