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Spider

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Everything posted by Spider

  1. 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.
  2. 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.
  3. 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.
  4. 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"
  5. 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.
  6. I wonder when the WOS forum will be 'back' as such. I have seen a 'in progress' preview of it however.
  7. 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.
  8. 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.
  9. @Zub, I was thinking about The Beach screen earlier. Where do you think the 'extra' object should go ? :) , Given that it should not be a single located double object. I thought about further down the beach but that did not seem quite right. I also thought about moving it to The Bow but again that did not seem correct.
  10. I was thinking about this earlier (the Spectrum Software Projects 'official' fix) and decided to compare a few versions to see. As a random off topic note, I also noted that the BBC version is the only one that appears to retain the 'auto collect' object in Swimming Pool too. Anyway, the Spectrum original, as you can see its got the four 'Fire' cells still: Here is the fixed version of the same, I actually just used the 'They Sold A Million' re-release (the one that's curiously Speedlocked) as the 'fix' is the same, one Fire cell gone: Now lets take a quick look at the Spectrum version of JSW2, this follows the Amstrad CPC version as expected as it was based on that from what I understand. There's just two Fire cells: Taking a look at the Amstrad CPC version of JSW1, we can see they changed it a little bit (possibly for the better?) with the four objects and only two Fire cells: The Amstrad CPC version of JSW2 follows the same pattern too: The C64 version of JSW1 follows the Spectrum 'fix' in this with just one Fire cell removed: The C64 version of JSW2 is rather more curious with an extended platform: The BBC version of JSW1. This again follows the Spectrum in just removing one Fire cell: Finally, the BBC version of JSW2. This breaks slightly with convention as its identical to the JSW1 version (I used the 'full' expanded disk version of this which contains nearly all the rooms including the full mansion)
  11. They are an excellent read. :)
  12. Thanks. :) Yes the Swimming Pool, I did toy with other screen colours but just chaning the rope 'ink' colour seemed the easy and safe method. That's a good point about the object on The Beach aka "waves" but I did not want to remove an object from the game. If you place it on the edge of the Beach, Willy can reach it without being 'forced' onto the conveyor, I did try it there. The First Landing object, I was in two minds what to do with it :lol: , I guess a quick + graphic and dropping it down a few blocks seemed the logical answer, some pokes floating around to add a platform and make it visible at the top seem a bit odd, I was not keen on those (pic of said attached) With a default Spectrum game the following pokes add the 'Platform': POKE 56347,0 POKE 56350,0 POKE 56357,170 POKE56358,170 Which results in this (note the object is still invisible as its not got any cells set) I'm not keen on that somehow. :unsure: :D
  13. Great. :) Thanks for the kind comment in the other topic about the site too, appreciated. I did have as you can see three pokes for the time (and some other stuff to blank out the time display itself that I've lost) but shorter is much better. One thing I did notice although it might not be related it could be something else I'd done, sometimes (just to make it more fun to track down) with out any time display the 'collected xyz' part of the text can turn yellow upon a loss of life.
  14. Correct. :) This challenge was taken to the FB group though but its still fun for those here who have not seen the 'answers' there.
  15. Thank you for the great useful additional information. :)
  16. Excellent and thank for the writeup. :)
  17. I'll take a look at this to see. Map is here
  18. Great. :) I like the 'trampoline' effect you can get on the bed to jump up higher.
  19. Here are some speccy loading screen$, with some pixel tweaking. All you have to do is guess what they are, some are obvious and some are not so obvious. :) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17.
  20. Here are some (more!) speccy loading screen$, with some pixel tweaking. All you have to do is guess what they are, some are obvious and some are not so obvious. :) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17.
  21. Fight ? :lol: There are more than I thought though.
  22. True. Spoke to a couple of people and hopefully there's a solution soon. You may recall when WOS had issues a few months ago I used my yellowspider domain to host a forum temporary, as that has expired I've redirected it to here so if anyone should remember and visit that URL they will be sent here.
  23. Fixed. :) I think you should of been able to edit it yourself if needed though, if not let me know.
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