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Spider

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  1. Thanks
    Spider reacted to Norman Sword in [File] Manic 40 Miner   
    The wording 

    This means this version contains 40 caverns, starting with the original 20 caverns, then continuing on with another 20 caverns originally desisigned by Ligan. (of those 20 caverns, some have been redesigned by me)

    was added to the main description
  2. Like
    Spider got a reaction from jetsetdanny in Manic Miner: The Lost Levels   
    Made a couple of adjustments for now to see how it goes. I do see one small issue still.
  3. Like
    Spider got a reaction from jetsetdanny in Why was Manic Miner never properly optimised?   
    Yes 🙂 That was partly the idea too. But I want to leave certain places in the code empty (3 bytes) where someone can easily CALL their own routine upon certain conditions in the game.
  4. Like
    Spider got a reaction from jetsetdanny in Why was Manic Miner never properly optimised?   
    I think the 'standard' MM and JSW run a bit too slow (honest thought) as with emulation I used to run them a bit faster. I do agree the third party edited ones are a lot harder and take into account (perhaps subconsciously) the erm "pace" ?
    I've seen myself with my own attempt at it, how fast MM and JSW can run with just a simple modification to the main loop , aka no actual detailed optimisation of the code in itself and also the next gain -if- the 'game buffer' was moved out of contended memory (easy with some emulators)
    I suppose when new on a real Speccy "back then" they seemed fast enough but these days we are spoiled a bit I suppose. 😕 I'm not sure. 🙂 
  5. Like
    Spider reacted to The-Red-Bayron in [File] Manic Miner: The Lost Levels   
    Just wanted to say a big
     Thank You 
    To everyone in the community as there has been over 250 downloads of the game.
    I am amazed to have got more than 10 as it started as a "what if" idea with a bit of tinkering.
    All the best,
    B
  6. Thanks
    Spider reacted to MtM in Why was Manic Miner never properly optimised?   
    Very nice that Andy version 2, just playing it now thank you.
     
    Would this version be editable with JSWED etc if you were going to use it as a base for a mod?
  7. Like
    Spider got a reaction from JianYang in Jet Set Steamboat Willie   
    Ah yes I saw this on Spectrum Computing the other day, its AGD based if I recall.
    I did have a quick go at the first two screens. 🙂 
  8. Thanks
    Spider reacted to JianYang in Jet Set Steamboat Willie   
    Not really a JSW game by any purist's standards, but it's fun.
    https://sloanysoft.itch.io/willie
    Review (not mine): 
     
  9. Thanks
    Spider reacted to Norman Sword in Manic Miner: The Lost Levels   
    The above pokes - demystified into actual Z80 code
     

    opcode                    address                 address                  comment
                                    hex #8F85             decimal 36741    ; note:- listed one byte earlier
    call #90fe               ;#cd,#fe,#90                                      ; the original call to the score routine
    changed to
    call #9352              ;#cd,#52,#93         ;205,82,147         ; note:- the call opcode is included here

    this routine is a copy of the Item collect sound in Jet Set Willy
    opcodes                ;address              ;address
    ;                             ; hex                     ; decimal
    ;                             ;#9352                 ;37714

    ld a,(#8073)          ;#3a,#73,#80      ;58,115,128              ; get border colour
    ld c,#80                 ;#0e,#80              ;14,128                   ; set loop counter (duration)
    sfx:
    out (#fe),a             ;#d3,#fe              ;211,254                  ; set border + ear + mic
    xor #18                  ;#ee,#18              ;238,24                   ; toggle ear + mic bits
    ld e,a                      ;#5f                     ;95                          ; save the border + ear + mic state in {e}
    ld a,#90                 ;#3e,#90             ;62,144                    ; calculate a pitch
    sub c                      ;#91                    ;145
    ld b,a                      ;#47                   ;71                            ; the calculated pitch to {b}
    ld a,e                      ;#7b                   ;123                          ; restore border + ear + mic back from {e} to  {a}
    sfx_loop: 
    djnz sfx_loop          ;#10,#fe             ;16,254                   ; loop (delay) for the pitch
    dec c                       ;#0d                  ;13                           ; decrease the time counter
    dec c                       ;#0d                  ;13
    jr nz,sfx                   ;#20,#f0           ;32,240                    ; keep looping till out of time, {c}=0

    jp #90fe                 ;#c3,#fe,#90     ;195,254,144            ; jump to the score routine
     
    Addendum.
    the JSW sound routine uses absolute address's for picking up the border colour. The actual routine uses relative jumps thoughout. This means this routine can be placed at any address, without having to change any of the routines data. The only change would be calculating the actual address that the routine sits at.

    Addendum 2
    A re-write can shorten the above 24 byte routine by 3 bytes. (I have not listed the re-write)
     
  10. Thanks
    Spider got a reaction from Richard Hallas in Manic Miner: The Lost Levels   
    Yes (as I write this) that's correct. 🙂 
    I'm slightly pushed towards having them as one submission rather than two however I'll reply to the submitters PM in a moment regarding this, along with some other information too.
    The first .rzx was not published , the second one was in the topic as you've seen. I did not play to my best it was more a case of I wanted to explore and share.
    I can attempt the other version (the DS one) over the weekend I should think.
  11. Like
    Spider reacted to CPL in JSW with scrolling   
    Thank you for posting this @AukonDK. I appreciate it.
    It's a shame the licensing / ownership of Jet Set Willy is such a mess. Otherwise I'd happily release it to the public. Matthew Smith has seen a video of it though, and he liked it, so that's enough approval for me. 🙂
  12. Thanks
    Spider reacted to GawpGRP in Editors / Emulators for Mac   
    Thanks @Richard Hallas, appreciate the reply. Mine is not M series so one of the tools you mentioned should be ok. I don’t think I have the time or knowledge to rework JSWED on the Mac, so my choice is either a windows em or using my old Windows laptop. Either is ok at the moment. 
    currently I have it all working on the laptop so all ok for now. I will finish what I started over 20 years ago!!
  13. Like
    Spider reacted to Rev. Stuart Campbell in Manic Miner: The Lost Levels   
    BTW if we're doing requests, would love to see these POKEs added which provide a sound effect when you collect an object, as per other versions.
    POKE 36742 , 82
    POKE 36743 , 147
    POKE 37714 , 58
    POKE 37715 , 115
    POKE 37716 , 128
    POKE 37717 , 14
    POKE 37718 , 128
    POKE 37719 , 211
    POKE 37720 , 254
    POKE 37721 , 238
    POKE 37722 , 24
    POKE 37723 , 95
    POKE 37724 , 62
    POKE 37725 , 144
    POKE 37726 , 145
    POKE 37727 , 71
    POKE 37728 , 123
    POKE 37729 , 16
    POKE 37730 , 254
    POKE 37731 , 13
    POKE 37732 , 13
    POKE 37733 , 32
    POKE 37734 , 240
    POKE 37735 , 195
    POKE 37736 , 254
    POKE 37737 , 144
     
    (I've added them myself and they work, but it'd be nice to have them in the proper TAP file, not just a snapshot.)
  14. Thanks
    Spider reacted to Richard Hallas in Manic Miner: The Lost Levels   
    Hey, @The-Red-Bayron, well done!

    I've often thought it a pity that there was no version of The Lost Levels for the Spectrum. I've just been having an initial look and it appears that you've made a pretty good job of converting these levels. Yes, it would be nice if some of the special features from other versions could have been preserved (such as the fancy intermittent barriers that are unique to the BBC version, for example), but we can't expect miracles! For a conversion to the 'straight' Spectrum engine, this is as good as we could hope for, I think, and really nice to have.

    I've just got three points of feedback about what exists so far, though – two for you as author, and one for whoever maintains this site (@Spider?)

    1. There's a typo in the DS version. Eddie's Forest is spelt EDDIE'S FORREST in the game – i.e. one R too many in Forest. It'd be nice if you could fix that, and it'd alleviate my OCD about such things! 🙂
    2. There may be a good reason why you've done this (e.g. to match some of the other versions), but I'd personally MUCH prefer it if you could change all the room names to use "Title Case" rather than "ALL UPPER CASE". Some machines had to be in all upper case because that's all they could do, but the Spectrum original – and many other conversions – used mixed case names for all the rooms, and it really does look much better. So I for one would greatly appreciate it if you could adjust all the room names to match the approach used in the Spectrum original.
    3. At present, only the original non-DS version appears to be linked in the Downloads section of this site. Unless I've missed something obvious…? And only that version has an RZX file by @Spider. The DS version really needs equal treatment to the non-DS version, so I'd suggest either adding it separately to the Downloads section, or perhaps instead combining the two games into a single download (with just the updated PDF ReadMe and cassette inlay files). That'd be the more efficient option, and one only really needs one set of documentation for both games. (And perhaps @Spider could do an RZX of the other version, too?)

    Oh, and a PS: The version of the cassette inlay that contains both DS and non-DS inlays is missing the DS spine with the blue telephone. It's there in the single-page-only PDF, but needs to be brought across to the two-page version.
    I hope that's all helpful.
    Anyway, thanks again for your great work! I'm really pleased that someone has done this at last!
  15. Like
    Spider got a reaction from jetsetdanny in Manic Miner: The Lost Levels   
    Was on my 'todo' list as well which still grows , but its one to remove now.
    Signup = Will investigate in a few days when I am able to. I -think- I can guess the likely causes.
  16. Like
    Spider got a reaction from Rev. Stuart Campbell in Manic Miner: The Lost Levels   
    Was on my 'todo' list as well which still grows , but its one to remove now.
    Signup = Will investigate in a few days when I am able to. I -think- I can guess the likely causes.
  17. Like
    Spider reacted to Rev. Stuart Campbell in Manic Miner: The Lost Levels   
    It is a mark of how HUGELY chuffed I am about this that I ploughed through through the forum's MONUMENTALLY BROKEN signup process to post a comment. The original idea for The Lost Levels was in fact to do it on the Speccy, so it's absolutely brilliant to see it finally come home all these years later. The DS version is my favourite gaming-related thing I've ever been involved with, and now the journey feels complete. Great work 🙂
     
    PS Eddie's Forest isn't an original DS level, it's actually taken from the Acorn Archimedes port.
  18. Thanks
    Spider reacted to Richard Hallas in Editors / Emulators for Mac   
    I do use a Mac primarily, yes, and still RISC OS too, some of the time. I only use Windows when I have to, because I really dislike it.
    I do get frustrated, though, by the fact that so many of the emulators, editors and tools that I’d like to use are typically Windows only. Or Windows and Linux only, but never Mac. It’s though there’s a conspiracy only ever to support crap user interfaces! 😉
    Nevertheless, there are still lots of options on the Mac, and plenty of Spectrum emulators (including two separate ports of Fuse).
    When I want to use PC software I typically use Parallels Desktop, which is an absolutely fantastic product and typically just as fast as a real PC. Or there are several Wine-based alternatives that perform really well too; CrossOver is a good commercial option with a range of enhancements, but there are several free Wine-based options.
    The complication of recent years, though, is the move from Intel to ARM in recent Apple Silicon Macs, as this has had ramifications in terms of PC emulation/virtualisation. Basically, it means that if you’re on a modern M-series Mac, then (a) you have to virtualise a recent ARM-based version of Windows under Parallels, and (b) a lot of the Wine-based options are Intel-only, so won’t work at all. But it could be worse. If you’re happy to use Windows 11 under virtualisation, then it’s likely to run everything you want, and as for Wine, CrossOver somehow still works (very well) on the latest M-chips – and new freeware options seem to keep appearing.
    Of course, it would still be vastly preferable to have native tools on the Mac, so if John or anyone else were to build JSWED for the Mac, I’d be extremely interested.
    At one point I did start making a half-hearted attempt to get JSWED working on the Mac myself. Unfortunately my personal circumstances these days are such that I have very little free time of my own in which to tinker, so I can’t say anything very useful about JSWED specifically, except that I’m sure it’d work in something like Parallels or CrossOver. But I’d love it if someone created a decent native port. If that happened, it’d probably give me the incentive to start on a new JSW game myself.
  19. Like
    Spider reacted to JianYang in Manic Miner: The Lost Levels   
    Probably more in the "loosely based on"-category. Based on a quick image search.

  20. Like
    Spider reacted to IRF in Manic Miner: The Lost Levels   
    I'm guessing from the name that Eddie's Forest is an updated version of (or loosely based on) The Endorian Forest?
  21. Thanks
    Spider reacted to Richard Hallas in Manic Miner: The Lost Levels   
    That’s interesting. In which case, the Eddie in question is Eddie Edwards, who wrote the original Archimedes ports of MM and JSW. (He’s still a Facebook friend of mine.) It’s a long time since I played them, so my memory is a bit hazy (and I don’t remember Eddie’s Forest at all, off the top of my head), but they were good ports. (Eddie later went on to write the Acorn 32-bit conversions of Wolfenstein 3D and Doom. He also worked with Jon Ritman of Head Over Heels fame.) Eddie started out on a Dragon 32, which explains why his Archimedes version of JSW contains conversions of the extra screens from the Dragon version of the game.
    Just thought you people here might be interested in these anecdotal details… 🙂
    By the way, Darren Salt also ported MM and JSW to RISC OS (his own original implementation of JSW with inbuilt level editor, and a straight conversion of Andy Noble’s PC remake of MM), but these came later; Eddie Edwards’ versions were first, and had some unique features (including memorably good in-game background music in JSW).
  22. Like
    Spider reacted to Rev. Stuart Campbell in Manic Miner: The Lost Levels   
    I thought it deserved some nicer covers:



  23. Like
    Spider got a reaction from jetsetdanny in Manic Miner: The Lost Levels   
    I think that's it really , in that it does not matter how far MW falls if he hits one of these, he's safe (and bounces back up a bit) very similar to Dynamite Dan
    This just sort of makes him fall a lot faster , I can't recall -if- there's anything else to prevent a fatality with the fall as I do remember one cavern had this near the top, so he'd fall say 2/3rds the way down.
     
    Sorry the above is a bit vague.
  24. Like
    Spider got a reaction from jetsetdanny in [File] Manic Miner: The Lost Levels   
    Hi.
    Thank you again for the game! 🙂 
    The AMS and BBC levels were appreciated, the last AMS one being quite hard and I'm thankful that in BBC Meteor Storm the 'gates' were not electric.
     
    Oddly enough, I have (before I saw this message) just had a playthough again , this time (as I should of done first time) with your standard game as provided , so this one I -can- attach here:
    I did not rush hugely so its not a massively efficient way and I merely looked at what was going on in the cavern, then took a 'best guess' , I did lose one life probably shown in the playback and had about 4 rollbacks in total.
    Lost_Levels_Spider_1st_May_23.rzx
    Recorded in Spectaculator, should play back in that and Spin/Fuse/Zero.
     
  25. Thanks
    Spider reacted to The-Red-Bayron in [File] Manic Miner: The Lost Levels   
    Hi Spider, thanks so much for playing the game 👍 It is really appreciated. I would like to see the .rzx to see how you did all the levels.
    All the best,
    B
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