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Spider

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  1. 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.
     
  2. 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
  3. Like
    Spider reacted to jetsetdanny in JSW with scrolling   
    Thanks for the link, AukonDK! It looks very nice, I must say. This kind of "moderate scrolling" solution works very well.
    And please don't apologize for resurrecting an old thread 🙂 . New info is always appreciated, and the JSW games scene (at least the Spectrum one) has seen a number of projects resurrected and released after many years - and it's just awesome to see such things happen! 🙂
  4. Thanks
    Spider reacted to jetsetdanny in Why was Manic Miner never properly optimised?   
    Thanks for the file, Andy! 🙂 It does run visibly faster than the original.*
    * One thing that has always puzzled me is why some people are so excited about speeding MM and JSW up (there have been various attempts to do it, some admittedly very successful), while others complain that these (and many newly created MM/JSW) games are so difficult. It seems to be a contradiction. If you take a difficult game (where manual dexterity is involved) and make it run faster, it will be even more difficult. So anyone who thinks these games are difficult (and they are, *unless* you use Rollback, for example), should be thinking of slowing them down rather than speeding them up. That's what I think would be logical, at least...
  5. 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.
  6. Like
    Spider reacted to IRF in Manic Miner: The Lost Levels   
    I'm sure patches could be devised in JSW64 which replicated both the safely-break-a-long-fall trampoline and the vacuum descent blocks. Even if they involved an adjustment to Willy's air fall counter, etc, based on a check of Willy's coordinates compared against a hardwired value (the air cells just above the blocks in question), rather than recreating generic new block types and associated major changes to the game engine. (Though the latter would be preferable if you wanted to create brand new caverns and employ the new blocks elsewhere.)
  7. Like
    Spider reacted to IRF in Manic Miner: The Lost Levels   
    Well if you're trying to replicate the original caverns, and since the 'technology' is readily available (via the patch vector system)... 
  8. Thanks
    Spider reacted to IRF in "Terry The Turtle" - item completability?   
    However, I have now managed to find a way to collect those two awkward items in Cheat Mode. I manoeuvred Terry to an equivalent position to directly underneath the two items, in another room, and then switched rooms (via the cursor-based JSW64 Cheat Mode room-swap mechanism).
    That way, I got Terry embedded in the floor directly underneath the items, with his sprite's pixels aligned with the items as much as possible. I then jumped straight upwards. When you are mid-jump, the sprite's INK attribute stretches up through three character rows at times, and since the Terry sprite is only about five pixels high, an attribute collision with the items was able to take place before a pixel collision with the guardian caused either death, or (with Forcefield activated) the switching off of the Draw Willy routine (which needs to be executed in order to collect items).
    VID_20240430_094214.mp4
  9. Like
    Spider reacted to jetsetdanny in "Terry The Turtle" - item completability?   
    Ian, thank you SO MUCH for analysing this issue! Indeed, you have put my mind at rest that I haven't missed anything. And the timing has been very helpful as I will soon set out to re-record the first file in question (the Yellow version).
    I also congratulate you on collecting the last remaining items in the Cheat mode 👍. This is not pertinent to my YouTube videos (as I don't use any cheat modes in them), but a testament to your tenacity in pursuing the specified goal 😉.
  10. Like
    Spider reacted to jetsetdanny in "Terry The Turtle" - item completability?   
    Yes, the linear nature of the route doesn't allow for dropping down into Styx twice during the same game AFAICT.
    The question would be whether there isn't some kind of exit somewhere which allows Terry to go back to an earlier part of the route and drop down into Styx again. However, I couldn't find any such exit, and the layout of the map doesn't suggest there is one.
  11. Like
    Spider reacted to IRF in "Terry The Turtle" - item completability?   
    That much is technically true, in so far as the room Hidden Chamber is first encountered early on in the game (before Styx) - where only the area to the right of the partition in that room is accessible - and then later on in the game (after Styx, I believe) a pair of teleporters allows you access into the area of Hidden Chamber to the left of the partition, and back again to the same 'zone' (the jungle-themed area - not sure how that works in a sub-aqueous environment but there you go)...
    ... That's where the problem lies - once you teleport back to an earlier part of the layout, you cannot do anything but teleport forwards again. So a second bite of the Styx Cherberus isn't possible.
  12. Like
    Spider reacted to IRF in "Terry The Turtle" - item completability?   
    I have interrogated the code for the Yellow Edition.
    I looked at all the rightward exits from the rooms (at Offsets #EA in each pair of pages across the four banks of room data), but I couldn't find and trace of a room exit that would lead into the Forbidden Holy Grounds at the top left of either the Hidden Chamber or the Secret Load and Kill Screen.
    I then scrutinised the teleport code (which took a while as I had to re-learn where the teleport data is stored in JSW64, and what format it is stored in), in case any teleporters (other than the ones you already know about) could provide access to those unobtainable items. But alas, no such luck.
    ***
    I didn't investigate the uncollectable items in the Cyan Edition because, based on your description, they just seem to be a subsection of the uncollectable ones from the Yellow Edition?
    ***
    I didn't check out the Vector Edition either, but if you say that there is no way to be able to drop down into Styx twice during the same game (presumably because the linear nature of the route doesn't allow for that?), then I can't see how you can collect both items (unless a gust of wind can blow Terry sideways as he descends - or I suppose it might be a sea current given the nature of the setting - or unless he can take a fat pill to expand his sprite across four columns!)
    ***
    So in summary, I couldn't find a way to obtain any of the 'Forbidden Holy Items', but at least hopefully I have put your mind at rest that you haven't 'missed a trick' in that regard!?
    [Of course, there is always the JSW64 Cheat Mode...]
  13. Like
    Spider reacted to Ligan in Manic Miner: The Lost Levels   
    That's funny, last week I was randomly thinking of that DS game and then completed it. I was especially interested in the exclusive levels made for it and tried translating them in spectrum version. However, the DS has a slightly bigger screen which makes it quite awkward to do.
     
    They are pretty different. SAM Coupé trampolines' main purpose is cancelling your fall damage which JSW64 tramp cells don't do. They just make you jump when you're standing on them which SAM Coupé trampolines also don't do.
    The JSW64 engine can totally handle "The Space Shuttle" or "Back to Work" though.
  14. Like
    Spider reacted to AukonDK in JSW with scrolling   
    Excuse the resurrection of an old thread but @CPL has posted a full playthrough of this on their Youtube channel.
     
  15. Like
    Spider reacted to jetsetdanny in [File] Jet-Set Willy II PC   
    Thanks for your posts, MathUseMyth! It's a cool little mystery, and I've posted similar queries related to the completability of some of the new JSW games for the ZX Spectrum in the past, so I fully sympathise with your desire to know whether or not the game can be completed. In fact, I am also waiting for any concrete input regarding this little mystery (being able - or not - to collect some specific items in some of the versions of "Terry The Turtle"), and, unfortunately, time is running out for this (in terms of when I play to present videos of my walkthroughs of the game on the JSW Central YouTube channel).
    Going back to your question - no, I have not ever tried to complete "Jet-Set Willy II" remade for Windows computers by Dan Richardson. I did play the game a bit and remember enjoying the graphics and the varied music, but I've never tried to complete it (my focus being on Spectrum games).
    Nevertheless, I do hope that someone will provide a definitive answer to your question here 🙂 .
  16. Thanks
    Spider reacted to The-Red-Bayron in [File] Manic Miner: The Lost Levels   
    View File Manic Miner: The Lost Levels
    After watching Manic Miner Ports by RetroGamerDiaries I wondered if it would be possible to convert these levels back into the original Spectrum format.
    The levels are from the Oric-1, Dragon 32, Amstrad CPC, BBC Micro and the Gameboy Advance releases and tries to replicate them as close as the original 48K game mechanic allows.
    Here are the levels and the systems they came from.

    Follow the post here 
     
    Submitter The-Red-Bayron Submitted 04/28/2024 Category Manic Miner [Remakes]  
  17. Like
    Spider reacted to MathUseMyth in [File] Jet-Set Willy II PC   
    From the same save file I used to create the picture above, I went back to the Trip Switch and then all the way round to get to the Cartography Room again. Still the Trip Switch does not show up on the map.
    Has anyone on here been able to collect all 175 items and complete the game, triggering the ending? Am I crazy or is there one items missing? (Feel free to tell me I'm crazy; that at least would mean the game is able to be completed.)
  18. Like
    Spider reacted to GawpGRP in Editors / Emulators for Mac   
    That’s great, thanks Daniel 🙌
  19. Like
    Spider reacted to GawpGRP in Editors / Emulators for Mac   
    And thanks @Spider too 🙌
  20. Like
    Spider reacted to DigitalDuck in Manic Miner: The Lost Levels   
    I like what you're doing with the levels graphically - it's definitely a lot more effort than I put into it when porting them to Redux (a PC remake; in general I didn't create or use graphics that weren't in the Spectrum games). I notice you've also made the same change to Cheese-Plant that I did (moving the key out of the corner so it can be collected).
    We did have a big discussion over how to handle The Pink People Eaters with the original physics, as the way it is in the SAM Coupe relies on being able to stand half on solid ground and half on a nasty without death, which isn't possible in the original game. I have it implemented like this now:

    Naturally other parts of this will be different in your implementation, but it's something to consider.
    It looks great so far and I'd definitely be interested in stealing borrowing your sprite work when I work on this side of things again.
  21. Like
    Spider reacted to The-Red-Bayron in Manic Miner: The Lost Levels   
    Thanks for the welcome and the tip about the JSW64 game engines I will definitely check this out as I have tried to get the 128K version working in the editor and it seems to garble the music and text?
    As for the "The Deeper Caverns" here are the working drafts for the first 3 levels only 17 to go !!

    Thanks to everyone for there support and interest 🕹️😎
  22. Like
    Spider got a reaction from jetsetdanny in Manic Miner: The Lost Levels   
    I've not played it for a while, if I recall:
    The trampoline effect is similar to Dynamite Dan
    What I called the 'vaccum descent' , its sort of a fast downward drop compared to normal speed when you're over a certain floor tile. I think this 'feature' could be ignored possibly without detriment.
  23. Like
    Spider got a reaction from jetsetdanny in Why was Manic Miner never properly optimised?   
    Would it help to know that usually I have ZXSpin set at either 105% or 115-120% ? As its (better) at slight speed increases compared to Specatulator.
    With the increase in speed here I felt it was fine at 100% 🙂 I honestly don't think its too fast***
     
    *** Running it without contention (rewrite needed) and it was a bit "fun" 😮 🙂 
  24. Thanks
    Spider got a reaction from jetsetdanny in Editors / Emulators for Mac   
    I'm similar but reversed 😉 
    I use Spin 99% of the time as I like the way it works plus the ease of 'small code edits' directly.
    To record .rzx's I use Spectaculator as Spin likes to pause it on each save (hugely annoying) plus I find it easier with the INS/DEL of Spectaculator.
    I do have Zero and Fuse installed but they are (probably) out of date and I only use them if I have a specific need. In particular Zero has an absolutely fantastic debugger, you can break on a memory location being read -or- (or not and) being written or when it contains a specific value and only that value. Also you can break on registers containing specific values (say "Break if HL is set to 34567) etc. It is not hugely friendly I found as the 'continue/start' ignores the settings you have to use the actual debug window to restart but in the past I have found it hugely helpful for backtracing, where for instance someone has provided a poke for infinite lives or such but then I want to backtrace to where they are actually initially set instead. Does save time looking 😉 🙂 
    I do remember ZX32 for Windows 9x and also X128. The latter 'full version' (or was it the former?) was released free I think eventually. I do recall one of these, the demo trial version after 10 minutes would not expire but set it to full speed.
  25. Thanks
    Spider got a reaction from GawpGRP in Editors / Emulators for Mac   
    I'm similar but reversed 😉 
    I use Spin 99% of the time as I like the way it works plus the ease of 'small code edits' directly.
    To record .rzx's I use Spectaculator as Spin likes to pause it on each save (hugely annoying) plus I find it easier with the INS/DEL of Spectaculator.
    I do have Zero and Fuse installed but they are (probably) out of date and I only use them if I have a specific need. In particular Zero has an absolutely fantastic debugger, you can break on a memory location being read -or- (or not and) being written or when it contains a specific value and only that value. Also you can break on registers containing specific values (say "Break if HL is set to 34567) etc. It is not hugely friendly I found as the 'continue/start' ignores the settings you have to use the actual debug window to restart but in the past I have found it hugely helpful for backtracing, where for instance someone has provided a poke for infinite lives or such but then I want to backtrace to where they are actually initially set instead. Does save time looking 😉 🙂 
    I do remember ZX32 for Windows 9x and also X128. The latter 'full version' (or was it the former?) was released free I think eventually. I do recall one of these, the demo trial version after 10 minutes would not expire but set it to full speed.
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