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Metalmickey

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Everything posted by Metalmickey

  1. Aha! ... worked out what's been going on, thanks for that! .. also worked out that the you have to CLEAR to a lower RAMtop (hence the original value of 25000 .. i guess..)
  2. The only ones i left in were the conveyor corrections, code sheet bypass, rope height limit for beach and the roof, guardian orientation in the chapel and cuckoo's nest and the arrow position in the attic. I thought it might be a safe bet to leave them in as they don't alter any addresses in the final 256 byte range of memory
  3. No not working at least not for me, i don't know whether it's my particular version. Rooms 61 and 62 can be edited without causing any problems, it's just that last section of code that seems to be the problem .. i see in TNE, WNM and in a few other remakes this issue has been resolved .. i'll have to work out how you did it ;)
  4. A few months ago i looked at the 'Cell Graphics' thread .. i didn't really understand what it was, only that it was referring to things like the corrupt conveyor in 'The Nightmare Room' .. i put in all the pokes because i thought it might perhaps bring some notable improvements to the game. But when i loaded the game it just seemed to have the effect of corrupting the graphics system within the game, that's if it ran at all. I decided that i was probably trying to fix something that wasn't broken and abandoned the idea in the end.
  5. Thanks for your help .. not quite having the desired effect. I originally thought it was because the code remnants were affecting the game engine so i tried NOPping out the last 768 bytes of RAM after loading the code .. but this just had the effect of causing rampant corruption as soon as we go past 'Press Enter to Start'. So then i just replaced the last 256 bytes with the original code and the game was once again playable (as if i know what i'm doing :blink: ) .. the effect is slightly different in the pre-production version, i can actually see The Bathroom but then it all goes a bit askew from Top Landing onwards
  6. No i wasn't aware that there was a fix available, all i had done at this stage was to grab an original untouched post-production version, put in a few corrective POKEs just to clear away a few bugs (Arrow in The Attic, maximum rope height etc) plus the ones to skip the code entry screen then save it as a .TAP file, then i just ran JSWED and edited rooms 61 and 62 which, when i played the game after it ran fine, then i tried to make up room 63 then the game seemed to become corrupt. It's almost as though there is something in that TR DOS code that the game needs to function correctly
  7. Well i haven't been able to regenerate the error with the item being buried in the hall so i guess it must have been a glitch or maybe i messed up a bit somewhere. I'm making steady progress but i'm a bit puzzled as to why i cannot use the remaining 256 bytes of memory to re-do room 63 .. seems like you managed to do this in TNE? I thought it was all unused code that lived there but whenever i alter the last part of this code the game becomes corrupt. I thought it might be the emulator but even my little rubber-keyed friend doesn't like it
  8. My theory is that adjusting the item location seems to affect all items in that location or at least at that particular x location on that particular row .. i could be wrong though
  9. My 1st attempt didn't quite go to plan, all of the guardians have turned black... :wacko: .. i really do need to learn more about machine code...
  10. I see what you mean now, i think the additional rooms are going to look a little different than i had planned .. though i am going to experiment with the unused 'Macaroni Ted' guardian .. what's the worst that can happen?? :P
  11. In addition to this, i also managed to figure out that if you attempt to relocate the items in one room it seems to have an affect on other items in other rooms, i moved the 2 items down a row in Rescue Esmerelda and this had the effect of 'burying' the newly created item that was relocated to the Hall ... all the more reason, i guess, for keeping the editing minimal (note to self: don't move the items!)
  12. So would that mean that if i was to, for example (not that i'm about to) shorten the length of travel of the saw in Banyan Tree would that mean that it would also change another one elsewhere in the same way? or would it change them all?
  13. Here's my first attempt at my alternative solution to Rescue Esmerelda .. (still learning how to use JSWED :)) Thoughts and suggestions welcome Once i've got the hang of it i'll attempt to move Ezzy down a block If all else fails i could still stick with the ceiling! Rescue Esmerelda alternative layout.z80
  14. Yes i decided to stick with what is believed to be the original solution to the invisible object by moving it to the Hall, the item from the West Wing Roof does look appropriate although given that we've been given a blank canvas to work with I may well consider making something up! The other official correction with the Banyan Tree will be added as well and if i can't think of an alternative i'll stick with the original idea of removing the nasty from the conservatory roof preventing the item from being collected, though i think it looks better with all four in there somewhere So with the double item in The Beach do you think it was intended to have them both together? With the Watch Tower, i had considered leaving it as is and maybe putting a room above it but I might just lower the ramp and conveyor using the supplied POKEs and extend the Megatree instead. With regards to Rescue Esmerelda, i'm trying to resist temptation to add ceiling blocks as i don't want to modify any screens any more than i absolutely have to, certainly not in a way that makes it glaringly obvious although i was toying with the idea of removing the earth cell from underneath the conveyor, then moving the conveyor, guardian and the two items all down one row then replacing the earth cell directly above the items thereby making the exit out of reach .. i'll have to see how it looks first Some of the more tricky parts are within the game engine .. I need to make sure the clock goes to PM in the afternoon and yes i will probably end up making it go to the Game Over foot sequence at 12 midnight .. Whilst i would want the end product to be playable on a 48K Spectrum i'm not going to spend much time worrying about the interface 1 bug, for the most part it's barely noticeable .. I've noticed at the end of the game Willy can get stuck at the end of the bed and you have to use other keys to move, something that was mentioned on Richard's websites, i dare say there's a way to stop that happening Also, i wonder if there was a fix to remove guardian 'halo' in the blue rooms without making them non-bright
  15. What about the upwards exit from the Watch Tower? Initially i thought the conveyor was positioned too close to the top of the screen .. but why create the ramp and conveyor at all? There's no reason to venture up there, not like there's any items to collect so one tends to assume it was created as a path to a room above but maybe it was one of the rooms that fell foul of the TRDOS code...
  16. Fair enough .. i'll leave that unchanged how about the blank conveyor in the conservatory roof .. would you say that's a bug?
  17. Valid point, i'll probably leave those in then, it's not like it takes away any enjoyment of the game, even if they were bugs .. Also, some say the change in the key in which the in-game tune is played where Willy loses a life is a bug .. personally i think it was an accidental discovery and deliberately left in
  18. As a novice who has been studying the game code for quite some time i have decided embark on a little project of my own, my aim is to keep as much of the layout as possible as the original whilst eradicating every single known bug and most if not all the anomalies that most consider to be bugs but not completely obvious (conveyors on stairs for example). There are 2 exits at the top of Willy's house where, in my opinion, there were supposed to have been rooms there so my intention here is to 'reclaim' the lost space taken up with the TRDOS code remnants and re-furnishing Room 47 [ and perhaps putting it next to Tree Root and having a go at extending the Mega-Tree. I don't want to create anything like TNE or Willy's New Mansion, my programming skills don't allow me to do anything as impressive or ambitious, I'm not even interested in altering the loading sequence at this stage. I'm hoping that the finished article will be something like the 2015 bug fixed version with even more bugfixes in place and something closer to what was intended to be released way back then. I may be some time, but when i've go to the latter stages i'll release it for play-testing. Tips and suggested alterations welcome :)
  19. Not tried them out on Spin yet, I'm using spectaculator for the moment just to apply the POK file to the game, yes i have found it to be a tad finicky, when loading the POK file it comes up with the cheat menu straight away but if you tick a box then close it and reopen it the tick disappears leaving you trying to remember which ones you ticked. My ultimate aim, inspired by the 2015 Bugfix Version, is to apply all of the changes necessary to eliminate every known and highly suspected bug and create a 'As manufacturer intended' version, of course this is going to be something of a challenge when it comes to the missing rooms as we'll probably never really know for certain where the original rooms would be or what they would have looked like but other things like the end of time sequence, guardians facing the wrong way, pause bug in IF1 etc would all be corrected. Feel free to move this to another thread if i'm digressing from the original subject by the way :)
  20. Well once my POK file is done i'm going to have a go at seeing what i can do to somehow populate it, but with my limited knowledge it may take a while, i'm thinking along the lines of pulling in all the unused sprites, tiles and what have you from the other screens and putting them to some use here ... maybe i could call it 'The Spare Room' :P
  21. What i actually meant was where he falls back from [ to Conservatory Roof. This is exactly what i'm after, many thanks :) As for only seeing it for a split second, for the moment it's not such an issue since there's nothing to see, i'm going to have a go at making something that's in keeping with the original game design .. i might just call it 'Room Forty Seven' as something of a nod towards manic Miner's 'The Sixteenth Cavern' ...
  22. I guess the official POKE to move it to The Hall makes more sense now it can actually be seen Although I am trying to learn a bit about machine language at this stage POKEs are preferable as I am adding them to my POK file With regards to the Rescue Esmerelda exit, although adding the ceiling is a simple and effective remedy, I prefer to think that perhaps there's a reason why it was left open. I'm toying with the [ room as, although practically undefined it does have a bottom exit to the Conservatory Roof. Whether that's deliberate or whether that was a byproduct of the code remnants we can only speculate. Obviously as far as we know this room was (probably) intended to go next to Tree Root but this was blocked off. More than likely this was because the room wasn't developed but could it also have been because it was going to be used elsewhere? who knows? My main aim with the Rescue Esmerelda is, for the moment, just to add a room above by utilising Room 47 just to allow for the jump, maybe i'll add a couple of things in it like maybe a staircase and an item or two once i've worked out how to use a good room editor. Obviously this has already been done in TNE but for the moment i'm just trying something simple, starting with trying to work out how to make Willy exit back to Rescue Esmerelda rather than the Conservatory Roof...
  23. He didn't seem too impressed did he? the video was a bit short and, dodgy mic aside he didn't really explain the pluses like the extra lives and additional rooms, also the fact that, tough as it is, it is still completable without life loss
  24. I really should have known that since i spent forever playing it .. but still, i think it might be worthy of adding to the bug correction list although in the pre-production version it has the effect of introducing a conveyor on the stairs
  25. Speaking of the Conservatory Roof, the conveyor here looks somewhat featureless and according to Skoolkid's page, there's an unused conveyor in the chapel, POKEing values 60365 to 60373 with 7,0,10,189,255,0,170,85,170 respectively will reveal it and show it in action...
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