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Metalmickey

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Posts posted by Metalmickey

  1. Referring to the music being off by default when starting the game, this seemed to come about after implementing a fix, i can't remember which one it was, it might even have been an attempt to follow one of your instructions to get that first 'beep' of the ingame tune although i just assumed it was just me holding down 'Enter' too long. I frequently test the game out on ol' rubber-keys which, over the years has lost a bit of sensitivity in it's keyboard membrane so i have a habit of mashing the enter button...

     

    With regard to my keyboard preference it depends on what i am playing it on, ol' rubber-keys has recently spent a few days in bits and is now on it's 4th ULA ... so of late i have been using spectaculator which means that i do indeed gravitate towards the 'Q', 'W' and space for jump keys,  don't ask me why but when using it on the speccy i go for the cursor keys .. (possibly due to years of joystick deprivation in the 80s)

  2. Metalmickey, on 20 Jan 2017 - 11:42 PM, said:

    Am i the last person to notice that on completion of the game it's possible to use WRITETYPER force Willy to effectively run all over the house before making his way to the toilet? In addition, when he does get his head firmly lodged in the bowl you can look at the other levels in his absence

    I never thought of those possibilities - good thinking!

    Oddly enough if you re-introduce the attic bug at this point Willy can still be killed even though he's not even in the room!

  3. By the way, I like the new rooms - there are some nice puzzles amongst them.  :)

     

    However, I did notice an unfair Infinite Death Scenario which can occur if you jump rightwards from 'Tree Top', from a position as far right as Willy can walk on the rightmost Water cell on that screen.  (Which is quite a reasonable manoeuvre for the player to attempt, since it's a 'leap into the unknown'.)  But that could be solved easily, by raising up the leftmost Water cell in 'One Flew over the Cuckoo's Nest' by one cell-row.

    Interesting point, i had already altered the water cells so as to allow Willy to jump from almost any position on that far right hand cell and still have a safe landing in the adjacent room with the only exception being if he was to stand right on the edge as you found out.

     

    I'm thinking of doing something different with 'One Flew over the Cuckoo's Nest' anyhow, it looks a bit messy .. going to have a rethink

  4. It looks like all of the items in Conservatory Roof can be collected without dying, but you need to do a standing jump on the conveyor (you have to walk left (i.e. upstream), stop pressing the Left key for exactly one time-frame, and then press it again, and keep it pressed whilst you jump!)

     

    I've downloaded the file (thanks Mickey!) but I haven't had chance for more than a cursory glance yet.  I will do as soon as I get a chance!

     

    EDIT: I've now double-checked those Conservatory Roof items - they can all be collected safely.

     

    On the other hand, it might now be too easy to acquire them - Willy can now jump through from the outside of the ramp to the inside and land on one of the green water cells - this means that there is now no need to climb up the Banyan Tree/A Bit of Tree in order to get there.

     

    P.S.  The conveyor in there looks good - much better than the solid white affair that Matt Smith left in place!

    Thanks for pointing this out, pretty glaring oversight on my part.

     

    Something that i have added to my 'to do list' for the second release

  5.  

     

    3. Excellent use of #47 :) Although the right exit is not yet defined (set to self)......

     

     

    I guess i should have made a suggestion to play the game rather than look at it in an editor so as to avoid a spoiler :P

    when you're actually in the room you'll see that there's method to my madness

     

    as part of my fix i have removed all (likely) illogical exits throughout the entire game, even those that you can't normally access without cheating (infinite jump etc), there are a number of reasons why i did this but mainly:

     

    1) I think it's probably something similar to what Mr Smith would have done had he had more time to playtest it more thoroughly

     

    2) When cheating or debugging it saves the hassle of navigating back to the room you exited from, even if in some cases it might leave you stuck in an earth cell or even in an infinite death loop, in most cases it worked out better for me

     

    3) In my view it makes editing a whole lot easier when jumping from one room to another, especially if you are moving to adjacent rooms and mistakenly move one room too far to the left

  6. I'd like to share with you my 1st playtestable. it's a .TAP file. in this file are 2 loaders, the 1st loader is just the bog standard one which loads the game as normal, you will be presented with the code entry screen but the game will run anyway whatever code you enter, i did this to make sure the 'R9' poke was working. The second loader contains the necessary POKEs to bypass the short delay and code entry screen and proceed straight to the title screen.

     

    Have a read of the text doc as well (pardon the spelling)

     

    Let me know what you think

    JSW AMI1.1 test.zip

  7. Tried numerous solutions including the above, also considered putting the item in a recess and adding another ledge below but this, in my opinion, deviates too far from the original layout, so i decided to just replace the earth cell with a water cell, 2 reasons for this:

     

    1: As you mentioned above we would be relying on the player to exploit a bug for more accurately a quirk allowing Willy to jump through earth cells

     

    2: As you rightly mention, looking at the room with the water cell in place it looks more in keeping with the original design, i could even go as far as to say that it might have been a bit of an oversight to put an earth cell there given that all of the other ledges in the room are water cells. One would barely even notice the difference

  8. Now that we've just about debugged Matty's creation to within an inch of it's life, i'm now looking to make one last improvement before i tidy up a few loose ends on the screens: 

     

    With the clock now functioning correctly i'm looking to perhaps make it run a bit faster. Willy gets 17 hours to complete his chores,  currently in Willy's world one minute is about 25 seconds meaning that in the real world we get around 8 hours to complete the game. I think that even without taking into account the modern emulator era it's not much of a challenge. I've not yet timed how long my RZX of TNE runs for but perhaps i'm looking around twice the length of it's duration to give a would be novice a fair crack at it. (not that i'm exactly an expert myself)

  9. Thanks for all these Ian, 

     

    I fixed Willy's starting position already but thanks anyway

     

    I can see i'm going to be a bit busier than i originally intended, yes with the start of the game i did always think the tune was a bit haphazard getting going somehow but never could quite put my finger on exactly what i was or wasn't hearing, thanks for the heads up on that one.

     

    Thanks in particular to the tip for the encroaching rope, up until now i've not been able to create a room with a rope in so this will be a great help

     

    With regards to the routine where Maria raises her arm when Willy walks up the ramp or just jumps up in the air my thoughts here are that Matt probably knew what he was doing here; as Maria is on a raised part of the floor and is looking straight ahead and simply doesn't notice Willy until he 'puts his head above the parapet' or simply gets up close and personal and so she waves him away only when she notices .. that's my theory anyway, i'm thinking that perhaps i could include something alternative once i have released my 1st playtestable

     

    I think this is a routine that in JSW2 they tried to improve but actually, in my opinion looks a bit botched, when Willy jumps up, Maria tucks her hand back in again .. doesn't seem right, i think they could have left it as it was or just make Maria flap her hand about when Willy is at her height or higher

  10. Some really helpful stuff here guys, hoping to release my file for playtesting this week. I'm toying with one final issue: 

     

    Some might say since i am to make the game truly as Matt intended then i ought to leave the code entry screen in as this was an intended feature of the game but of course nowadays it's pretty pointless .. i'm tempted to leave it in but just make the game run regardless of whether a correct code was entered, i've got my own fix in for that already!  :P

     

    With reference to the short delay immediately after loading i think it's well worth implementing the fix here as i figured that if he looked into this and realised that it served no purpose then he would have just bypassed it anyway

  11. I'm happy to report that I've cracked this particular nut!  And I'm especially pleased with the method that I came up with to switch between am and pm, and back again (rather cunning, if I do say so myself!).

     

    Please see the attached file.  For demonstration purposes, I've NOPped out the byte at #8A51 (previous value was #59), so that the clock is updated every time-frame (every 'tick' of the game's internal clock), rather than every 256 'ticks'.  If you load up the file, you'll see the clock racing through the numbers!  Obviously, that address should retain its proper value in a normal game file.

     

    The substantial changes are at #8A81-#8A96, and at #9700-#9708 and #9710-#971E.  Mickey, you may have to find alternative locations for the stuff in the #97XX range if you've already used them for other purposes.

     

    By the way, my initial attempt didn't include the extra code at #9710-#971E (which replicates #8A31-#8A3C).  When I ran the program to test it, everything worked fine at noon, and the game terminated at the right time (progressing to 'Game Over' as it should, not the Title Screen).

     

    However, the clock display didn't update to '12:00am' (midnight) when the 'Game Over' screen kicked in.  I managed to fix that as well though.  I realised that, even though the value of the digital clock is updated internally before the jump to #8C4A, the Main Loop prints the digital clock display onto the screen before the digital clock is updated.  Thus I had to replicate the 'Print the current time' commands just before the jump to Game Over.  (There may be a more efficient way of doing this by inserting the 'Print the current time' code into a sub-routine, but it's probably more trouble than it's worth unless you've got a critical shortage of spare addresses.)

    Thanks for this Ian, this should be the last major bug corrected .. i've now figured out how to create a slightly alternative ending (similar to Willy on a barrel) so this will come in handy

  12. Another bug that may be best left unfixed is the one where a Fire cell at the top of the room can kill Willy if he falls off the bottom of the screen directly below it. That can be quite usefully applied to prevent falls into 'Infinite Death Scenarios'!

     

    I guess since this is the only room where this happens and patching the bug would bring no benefit to any other room in the game i think i would need to question as to whether it's worth spending any significant amount of time worrying about it although i might just put it in since you've gone to the trouble of creating a patch  :)

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