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Metalmickey

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Everything posted by Metalmickey

  1. Metalmickey

    WOS ?

    WOS and The Tip Shop both seem to be up and running now
  2. Some video links here, hope i'm not repeating anything already mentioned Interview with Matthew Smith, how he got started: https://www.youtube.com/watch?v=tMmwkXgY-xQ this video shows how he designed the original game engine in Manic Miner https://www.youtube.com/watch?v=LymCezUg7HI&t=296s
  3. Yes, in fact if you were to look into the RZX and stop it as the Cold Store is accessed you'll see that the bug has the effect of then changing to the Swimming Pool and then to the Orangery even though Willy isn't even in the rooms .. if you were to use WRITETYPER to go back down the room below you tend to find even more devastation and carnage than there was when you accessed it first time around ...i have created an RZX where i go through all the rooms even 61-63 repeatedly until the game completely falls apart, got as far as round 3 and the Cold Store then it did a USR 0 on me :blink:
  4. Thought i might share this. It's just a quick demo that i knocked up, as you can see (if it works in your emulator, apologies if it doesn't, i've not tested it yet) Willy already has his mind on other matters so using WRITETYPER i have run through all of the rooms in order having first accessed 'The Attic' to get things going. The demo shows how the game degenerates when certain rooms are accessed. I've left this open so you can append to it at your leisure. One thing i noticed when working on this is that Willy doesn't even need to be in a room to lose a life when the bug has started doing the damage so i have added anti collision pokes to give you a chance to see the rooms in all their 'glory'(??) When accessing rooms with ropes the bug in the game automatically changes to the room above Attic bug effects.rzx
  5. putting a second rope in 'One Flew Over The Cuckoo's Nest'? Did try that but it involved a lot of rework with the room and i ended up with something quite some way removed from the original flavour of the game, it just looked too far out of place. I am looking at creating multi-rope rooms in my new project which does not need to be tied to the original format of the game so no need to follow my self-imposed 'AMI' rules
  6. That reminds me, as well as the aforementioned changes i have tidied up Willy's 'sticky bed' problem, will update the readme to add you to the credits for this
  7. I'm inclined to go with Jet Set as there is no change to the number of characters in the message ...
  8. had a long thought about this, reason being that my belief is that he intended to put the hyphen in, although perhaps in hindsight and with the benefit of a grammar dictionary he would have omitted it, but then at 17 grammar is perhaps not one's strongest point ... certainly isn't mine question is do i change it to Jet Set or Jetset? .. i guess if spellchecker had it's way it would be Jet Set but then this would tempt me to start thinking about the end of the scrolly and possibly changing it so that it says 'allow him to get to his bed...
  9. Thankyou Sherlock... yes indeed that particular file was uploaded whilst i was playing JSW using letters Q and W with space to jump, but whether i play left or right handed depends on what i am playing it on, when using ol' rubber keys i tend to just use the cursors .. (5, 8 and 0) as the ageing keyboard membrane is a bit knackered and letters Q and P need extra heavy presses to get them to respond (33 years of defining keys as QAOP...), i use a laptop with a numerical keypad when playing it on an emulator and like Danny i am right handed yet play using QW for left and right movement and INS and DEL for rollback action... by the way, later on i will upload the final release, no major changes, just the edits to the readme and some minor cosmetic changes to the new rooms, watch this space...
  10. Thanks for pointing those out Danny .. dead giveaway that i never ran it thru a spellcheck before posting! :blush: I agree it's Easter egg as Easter is an entity in itself, by the same token one would write Christmas tree, only the event is capitalised as whatever follows it is usually a noun (except Easter Sunday) or something like that...
  11. Just to let you know i've made some corrections to the readme text, i've left in the 'testing area' under temporary topic, have a look and see if anything else needs to be changed
  12. Thanks for taking the time to read through all the blurb Ian, looks like there's quite a few more corrections to be made .. including my dodgy spelling .. that happened because i copied it from a Word doc to a plain text and then added that bit on afterwards putting my trust in my own spelling ability... :blink:
  13. I had my suspicions when referred to Matthew Smith almost like he knew him personally, there seems to be more than the occasional 'first name terms' hint .. if you get what i mean .. and of course if you're any good at anagrams... he never did get back to me by the way
  14. Thanks ANdy, I think i'll leave things as they are then, at least until Ian gets a chance to look at it as he had quite a lot of input into the game, if the credits for his work need amending in any way or if Richard needs me to change anything then i will amend as necessary. If there are no other changes then i will edit it if/when i post it on any other sites
  15. Thanks for the feedback guys and thanks Danny for taking the time to look through all the files, playtest the games and read the blurb, I will certainly make the changes that you have suggested if i do decide to release it elsewhere, i'll correct the part about Andy making the 2015 bugfixed version and the JSWED and John Elliott's 'As You Were' fix anyway Apart from the one i recorded which i will confess i never played it back to see if it worked properly this is the first time i have watched an RZX of the game being played all the way through with the 'jagged finger' fix in place, has to be up there with the best 'fix' since the Attic bug correction :lol: . With regards to posting it in WOS and other sites, TBH not quite sure if my edition is really going to generate that much interest if posted elsewhere, it looks too 'normal' if that makes sense, folk might be expecting some sort of 'mystery alternative version' that Matthew Smith might have been working on but somehow never released, if i do post it out there i might need to make a modification to the keypad entry or to remove it or even restore it completely so they would have to enter a code or poke the game to play it, as folk may question as to the point in having it if it doesn't function as it should .. maybe i am just overthinking it... :huh:
  16. Here's my latest offering, rev5 with the 'jagged finger' fix and an 'enhanced' completion routine, also included are the credits and thankyou notes to all that helped, a hi-speed version, a walkthru and some other stuff that you might find interesting .. have fun! JSW AMI REV5.zip
  17. it's an eggs and omelettes thing, i'm thinking that it might be useful somehow as part of a bigger plan, the overall memory 'footprint' would be reduced, granted this in itself would not free up any memory but by having a single large chunk of bytes at one end of the system memory would in turn surely make it easier to shift code about, i'm thinking about all of the alterations that i made which involved a fair few CALL instructions which of course need their corresponding RET, each pair taking up 4 bytes (correct me if i am wrong).. hell i'm just an amateur at this game .. apologies if i'm talking garbage here but it's just my meandering thoughts... :blink:
  18. not including the unused TR DOS code which should have contained room data there's 2035 bytes of unused space plus redundant code ie keycode entry routine and codes etc.. how feasible would it be to move the 2 buffers at 23552 and 24064 which, from what i can work out are 256 bytes each into some of this spare space?
  19. I put this code into my AMI version and playtested to completion, i can confirm that there is no (visible) red flickering what i noticed and indeed there is a very big improvement in Willy's animation, particularly in very bright rooms like The Front Door and Entrance to Hades.
  20. just something a little off-topic here, correct me if i am wrong but from what i can make out the original JSW occupies precisely 32K of system memory. Could other areas of RAM be used for routines for the purpose of say for example additional rooms or routines that might somehow further optomise the game somehow?
  21. You seem to be contradicting yourself here, on the one hand you are saying that JSW2 doesn't run with compressed code and in the very next sentence you're saying that it does so i am not entirely sure what you're trying to say here .. guess it doesn't really matter .. evidently you're experienced in Z80 machine language so i bow to your superior knowledge but just bear in mind before you berate others that you were not born with the knowledge, you had to learn it just like everybody else
  22. Just to let you know i have put in the code, it's quite a striking difference with the alternative coding in place, quite impressive, in spite of his rather arrogant attitude i have, out of courtesy asked him permission, since he wrote some of the code, if it would be OK to use it. My only concern here is that i will not receive a particularly pleasant reply, seems to have a chip on his shoulder, not sure what his problem is if i'm honest... :blink:
  23. ok no worries, i will of course credit yourself and Norman, i'll send him a quick message once it's ready just out of courtesy
  24. seems like there might be a lot of work involved, i feel a little bit cheeky taking it and using it for myself, i've got a release 5 pretty much ready and waiting now, just giving the readme a quick once over then i'll post
  25. i don't believe so, i've left this area well alone as far as i can recollect, in particular the 'unused' code which is now being used in my game completion routine enhancement
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