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Metalmickey

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Posts posted by Metalmickey

  1. I believe you have inserted some of your extra code into the vicinity of #96F4-97FF?

    If my memory serves me rightly i believe i did indeed use this area, i think i put your guardian halo fix here but most of my new code resides from #A690 onwards as there is over a kilobyte of unused code here. I've not been particularly byte efficient with the coding, i've just been copying existing routines and making modified versions of them but hey it gets the job done :D   

  2. another little thing i want to have a look into .. during the garish psychedelic flashy bit that follows the Moonlight Sonata at the title screen the end of scrolly message reads "...so that Maria will let you get to your bed..."

     

    does anybody think that this was deliberate? perhaps a cheeky nod to the frustrated teenager playing away at some un-godly hour trying to get the job done before his / her well overdue bed time?

     

    i read somewhere (probably in this forum) that someone perhaps thought it should say " ...so that Maria will let him get to his bed..."

     

    personally I like the first idea, i'm not really that inclined to change it if i'm honest .. but then i'm probably just being lazy

     

    thoughts?

  3. oh by the way i am pleased to report that i have completed my completion routine which i have briefly tested and i have also added the anti-flash pause coding, many thanks for that (and to skoolkid) .. before i give further details about all the other changes and release it for playtesting i will re-write the read-me doc including all the enhancements and of course more detailed credits and references whilst eagerly awaiting your solution to the jagged finger effect

  4. ...except that might not work if you altered the Screen Flash routine, in the process of making recent changes to the AMI game file (such as doubling the clock speed)?

    Well in fact it does work even with the clock running at double speed ;)  it might not work for some depending on where the extra routines have been added, i have found a large chunk of seemingly redundant code which i have been using to add various little enhancements including the 'out of time' routine .. i've no idea what it might have been used for originally but if you have a look at one of my files that i previously uploaded you might be able to see what i have overwritten

  5. I remember some of my thoughts to 'fix' the pause routine were to either not have it auto-pause (very easy) or remove the pause routine completely

    I thought about bypassing the pause routine but then i thought maybe that's not as AMI .. he went to the trouble of creating an enhanced routine compared to the MM pause routine so maybe we should allow it to be used .. besides, i like a challenge!  :D

  6. Interesting thoughts there guys, i've almost perfected the game completion routine, with my still very limited although much improved knowledge of assembly language i have managed to put in a routine that follows after Willy has been inspecting his fine porcelain for a while. i've not yet tried running the 'redundant' code where the screen flashes and i don't really know what to expect but perhaps i might try implementing it into my new routine 

  7. Just a heads up by the way, figured out how to speed up the clock, got the end-game routine sorted (almost) and made a minor change to the Master Bedroom

     

    Before i decide on what to do about the Monk in the Chapel I just need to work out how to put in a delay so that on completion Willy gets to have his head down the toilet for a minute or so before my additional routine...

     

    oh and i've made some changes to the Key entry as well...

  8. i'm tempted, in the interests of preserving the 'as manufacturer intended' idea, to simply apply the brightness patch and then actually just leave the remainder of the code entry sequence in it's original state meaning that you would have to enter the correct code in to play the game. Reason being because there is already a second turbo-loader (or hyperload as i used to call it) version that skips the code entry altogether so the player has a choice between the original and the slightly enhanced versions

  9. I've never noticed that before.  The original images (with two Bright, two non-Bright) can be seen here:

     

    http://skoolkid.github.io/jetsetwilly/asm/9B00.html

     

    I wonder if Metalmickey might want to tweak this in his 'as manufacturer intended' project?

    i think it's worth putting it in, after all a bug's a bug and that's what my project's all about. .. though some might question as to whether it's worth it since it's only going to be seen once throughout the whole game .. i guess that's why so few people spotted it before 

  10. i'd say that that he probably created this innovation mainly as proof of concept or perhaps as a response to the multitude of re-makes of JSW1. I find it quite fascinating that the same author who originally (re)created the game in 1985 has taken the time to re-write the same game nearly 32 years later and the re-rewrite it again.

     

    He seems to have gone to a lot of trouble going by his notes especially as he's doing it off his own back and expecting nothing in return for it.

     

    wonder what Matt Smith's doing these days...? ok probably pushing my luck there... :P

  11. A major change to the first JSW2+, lots and lots of additions and amendments.

     

    however..

     

    I could be wrong here but it would seem that in this new version it is impossible to collect all the items without losing at least one life, i won't spoil it for others as to why but i would gladly be proven wrong if this is not the case

  12. Thanks guys for your thoughts on the purple sprites and thanks in particular for the tips and help in reference to the Maria's dodgy depth perception, end-game  head in toilet routine and clock speed adjustment.

     

    I'm going to go away and apply some fixes .. could take some tweaking so i'll probably be a few days depending on time constraints... 

     

    With release 5 i will also update the readme with credits in more detail to all those who helped  :D

  13. Actually this is my final suggestion. I've scoured both the 'Bugs' and 'Trivia' lists in SkoolKid's disassembly and there is one more thing for which POKES are readily available - the 'Maria's dodgy depth perception':

     

    http://skoolkid.github.io/jetsetwilly/reference/facts.html#mariasDodgyDepthPerception

     

    Let us know if that's something you would like to fix, and I'll dig out the POKES (for which the credit goes to Stuart Brady of FUSE).

    i think i may also re-visit this as well as what i mentioned in the above post then i will release my 5th (and hopefully final) version

    unless of course someone can suggest anything else that needs looking at

     

    having said that i did comment in the readme text that i would like to speed the clock up now it shows the time correctly throughout the day 

     

    and a final final thought which may be slightly deviating away from the 'As Matt Intended' theme would be to perhaps add a little extra twist to the game completion after Willy has had his head down the toilet for a certain length of time. I have a routine ready to implement but i would like to find out how to get the game code to call it after a certain length of time

  14. I am considering it, although at the moment all i have done so far is replaced the original upload with one identical but for the removal of the invisible item in A Bit Of Tree.

     

    I'm after a consensus of opinion from as many people as possible as to whether to implement the following changes and whether they were omissions in any way:

     

    1 To revert to having the purple Monk guardian in The Chapel back to only facing left whilst traversing

     

    2 To animate the purple Maria nearest to the right hand side of The Nightmare Room so she is waving her arm, at the moment she is just tapping her foot.

     

    My first thoughts were that there was some sort of bug that affected the animation of certain purple sprites in the game but that now seems unlikely, it's more a coincidence although perhaps Mr Smith deliberately reduced her animation so as to not make the yellow one at the end look like the odd one out which cannot be animated as it is of the same guardian class as the foot.

     

    as for the Monk in the chapel i'm thinking that this was deliberate as it was kept like this in JSW2 and 2+ for obvious reasons so i have more of a reason to change this back.

     

    comments welcome

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