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Metalmickey

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Everything posted by Metalmickey

  1. In my humble opinion, the bed in the Master Bedroom is only a conveyor object as Smith didn't want it to look like an earth or water graphic, which is probably why the pillow ended up as a fire cell. It was just a simple way of furnishing the room without having to break his own conventions, although in his interview he comments that the game was never properly play-tested he obviously had an idea as to what would happen at the end which is probably why he made it impossible for WIlly to get right onto the bed, so my thinking is that it would probably not hurt to deactivate the conveyor effect .. but it really is such a minor issue
  2. I did successfully manage to apply one of your patches which resolved this issue .. with a slightly increased level of knowledge i can now work with Spectaculator's Debugger so making good progress, not yet attempted to apply the 'Head through Earth Cell' patch .. that's on my to-do list ^_^
  3. I did playtest it, also did a version where i didn't touch the 'floor' of the room, the room was fully playable but had issues approaching it from the 'Orangery' as Willy approaches the top of the room and enters the Conservatory he would need to jump out of the ceiling into the Conservatory Roof so as to avoid falling through the stairs into an infinite death loop which is why i decided not to explore this idea any further. See attached.. conroofv2a.z80
  4. Here's a few alternatives that i thought about before i settled on my final solution My first attempt at fixing the conveyor .. and a bit of a botched alternative to the 'official' JSW solution same as before, removed the firecell at the end as i mistakenly thought it was still making the items uncollectible considered this option as i thought it was the tidiest but decided against it as it removed too much challenge element nearly settled for this one but thought i was just deviating from the original layout too much
  5. With regards to the Conservatory Roof i've taken the view that it was something of an unfinished room and that there could perhaps be more missing features than just the conveyor graphics inspired by the topic showing the alternative layouts i've come up an idea of my own, though some might consider it questionable as to whether Smith intended to create the room in this way, all will be revealed in due course ;)
  6. i did look into fixing this one at first i figured that it's more trouble than it's worth since there's very areas of the game where this has any significant effect but looking into it a bit more i can also see how the jumping animation is affected so i'm trying to apply the fix now
  7. Still working on this one, looking at the code it doesn't seem very straightforward, particularly with my lack of coding knowledge
  8. Just a heads up on progress, game is all but finished, just finished a quick playtest, last major bug to clear up is the clock not changing from am to pm and vice versa at the right time .. apologies if i have missed a thread about this, any ideas?
  9. This has proven really useful when working on my little project ;)
  10. Yeah, it was kind of a tongue in cheek nod to the (lack of) pm to am change at midnight bug ;)
  11. I have an idea as to how long the timer should run for, i also feel that we should stick with the 7am start and 12 midnight finish as i fell that this was intended .. however, all i'm looking for at this stage is how to get the am to change to pm at the appropriate time .. less important is the pm to am at the other end as the game will of course have ended at that point although i would rather the game didn't run on until 1pm..?? :wacko: .. if there is a thread i've not looked at then please point me in the right direction.. if i'm feeling clever :huh: i might just make the clock count down 10 mins at a time...
  12. OK Room 63 problem solved, just about finished building the last room, now just need to correct the time bug changing to PM at 12 noon, also making sure the game ends at midnight. Does anyone think that the clock should have posed more of a challenge? If i 'Sped up time' perhaps not quite as extreme as TNE would that still be the spirit of the manufacturers original intentions?
  13. Well now i'm really puzzled .. i applied the original bunch of POKEs and, out of curiosity i POKEd 65317,0 to remove the CALL function. The game works fine, i guess it doesn't use the instructions at $BE09 after all .. i guess that's no surprise to the experts.. just strikes me odd that when I use the alternative addresses it seems to rely on the additional modification of 46240 in order for the game to work properly one day when i've learned a bit more about machine code i'll look back at this with a slap on the forehead and say 'of course'! Until then, much head scratching to be done...
  14. Yes you're absolutely right, that's exactly what i did, whilst i knew exactly what the conveyor POKEs were supposed to do, i didn't have much of an understanding as what was meant by the 'cell graphics bug' but now having studied the game code i have a better understanding as to what went wrong...
  15. I recently discovered that when using these POKEs you may run into difficulties if you decide to edit the game to add more rooms. The last 5 POKEs here alter addresses in the final 256 bytes of memory where one of the rooms would have been before it became overwritten with the TRDOS code. I have an alternative solution, feel free to remove this if it's already been covered elsewhere.. The first three POKE 36178,151 POKE 36181,9 POKE 36183,205 can be left as is but if we change the CALL instruction so it points to another unused area and use these POKEs instead POKE 36184 145 POKE 36185 166 and add these POKE 42640,220 POKE 42641,9 POKE 42642,190 POKE 42643,32 POKE 42644,252 POKE 42645,75 POKE 42646,35 POKE 42647 201 as far as i have tested it seems to work well even when all 64 rooms have been fully built I'm still learning but i think it works ok
  16. I did have a BBC Master up to about 5 years ago, i fired it up just to see if it still worked .. it did for about half an hour then it decided to take up smoking...
  17. After playing JSW on the Beeb micro for a while it does make you appreciate the ZX Spectrum's ability to display more than 4 colours on the screen at any one time... :D
  18. yeah i like BeebEm, i get on with it much better, it's relatively user-friendly, takes be back to the days when i was using one in my mate's dad's computer shop in the 80s...
  19. Had a lot of fun with this, i ended up setting up a BBC Micro emulator because my somewhat primitive computer wouldn't allow the game to run properly online but once i got it going it was interesting to see the many differences in how the game runs, for example, animation is smooth but watch what happens when Willy is on the end of the rope in the cold store and wants to get off...
  20. It wouldn't be totally unfeasible that the likes of Rowson, Wetherill and Smith(or at least one of them) and/or others responsible for the original Willy series to have somehow stumbled across at least one of the seemingly increasing number of retro-gaming/JSW websites - maybe even this one and maybe to have added a post or two .. I would really have liked to have got hold of the source code to JSW2, even though i don't know much about machine language it would be interesting to compare it to JSW1
  21. we're talking about a remake ...right?? :huh:
  22. Can't remember for certain if i'm honest, i do recall getting a few '4 out of memory' messages, it was my first attempt at making a fully 100% bug fixed version inspired by the 2015 Bugfix creation. I created my own game loader and then added every useful bug correcting POKE that wouldn't be considered a cheat .. (apart from the KeyCode bypass if that's a cheat in some way). I overcame the out of memory message by changing the CLEAR argument to a lower value but then when i tried to play the game it was a bit of a mess, the rooms were there but i had somehow managed to delete all the earth and water graphics .. hence the abandoned attempt :wacko:
  23. See this is where my woeful lack of knowledge of machine language makes itself apparent, i wasn't even aware that i could implement the fixes elsewhere in the system memory .. maybe that's why i couldn't get the 'guardian bright background' fix to work .. much swotting up is needed...
  24. s Yeah, it's only when we start altering those final 256 bytes when it starts going a bit pear shaped
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