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Metalmickey
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Everything posted by Metalmickey
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Actually he comes back down onto the Conservatory Roof ...
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Also Skoolkid has commented on the clock not changing to PM at 12 noon and apparently the game doesn't end at 12 midnight, Mat Smith has perhaps unwittingly given Willy an extra hour to finish tidy the house as the game doesn't end until 1am but there's no suggestion on how to amend this... also i'd quite like to add a POKE or two to perhaps 'redirect' the program to the 'Game over' routine when time is up
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I'm toying with the idea of making use of the 'non room' [ where if you POKE 52971,47 Willy ends up here just for a split second before returning to the room below, for the moment he just ends up back in the Off Licence as there is no data created for this room detailing where the exits would lead to ... although i have learned a bit about the disassembly, i've not yet figured out which address to amend here
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Found the POKE to reveal the duplicate object on the beach. I think in all the years of playing i never spotted that one :rolleyes: .. as for the hidden object in the First Landing, so far i've opted for using the POKEs just to reveal it and to create a path to it although at this stage it's just a rather uninteresting looking blob, though i could just stick with the official POKE and leave it in the hall .. maybe we could just use one of the unused graphics?
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On the subject of bugs, I've created a POK file with all the bug corrections I can find so far with the help of this site and Skoolkid so far they include conveyor appearance, lowering max rope heights, revealing 1st landing and swimming pool objects, patching the nightmare room plus all the official ones but what i'd like to find is the one for the 'Saw' guardian in the 'Cuckoo's Nest' .. can't seem to find it anywhere?
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Perhaps unsurprisingly, the 'Disable Arrows' poke prevents the attic bug from taking effect! Would adding the keycode bypass be beneficial?
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The new 'no nasties' poke is very much an improvement with very few side effects and Willy can still be Tarzan .. with the exception of the item counter going a bit wonky once more than 9 items are picked up...
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i forgot to ask .. at the end, once all the items are collected is that supposed to happen? (not worked out how to create an anti spoiler post yet!)
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Ah, just what i've been waiting for .. looks very different will look forward to playing, hope it's not too difficult!
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As we can see with most conversions, it's a little more forgiving when it comes to collision .. which can be a good thing depending on how you look at it, the programmer has worked hard to try and keep to the original theme where possible though i think he could have improved in the rope animation somewhat oh and I think Willy looks a bit like Paddington Bear...
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i did ... not sure how i managed it... i just sort of arrived there after playing about on the rope a bit .... :blink: and not before visiting hell a few times ;)
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well this is an oddity!! what was the quirk exactly, is it to do with the arrows? I don't want to spoil it for others so i won't say too much here...
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there's also some interesting results in many of the remakes when invoking the bug ... gives an idea of how the game was redeveloped with the existing engine
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Apologies if i am missing something but the nagging question that keeps prevailing here is how does JSW2 manage to run? Correct me if i am wrong but my understanding is that it was originally written for a 64K machine, then compressed so it could be shoehorned into a 48k Speccy yet the speccy seems quite happy not only to run it in it's compressed state but also to function with very few (if any) bugs It seems from what you're saying with JSW1 that you take the code, compress it to make it smaller but to make it run it has to be decompressed My original question about compressing the code was with the intention that we could have JSW1 playable in a compressed state so that a few more features could be added, the point of this being that if needed to be edited then it would just be a matter of decompressing it to edit, making the changes then re-compressing it when finished I guess if i was to answer my own question i would say that the entire code would have to be completely rewritten to make this possible thus defeating the idea of editing the original code. Thoughts?
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odd, can't get to it by navigating round their site in the usual way, http://www.the-tipshop.co.uk/cgi-bin/info.pl?name=Jet%20Set%20Willy%3a%20The%20Nightmare%20Edition
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I did look on the Tipshop to see if there was anything there poke wise before posting here but as far as i can see there's no pokes there, just a video of my completion, looks like Gerrard has removed it .. or maybe i wasn't looking in the right place... :)
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Thanks for this, it was mainly a curiosity exercise just to see what would happen, i tried it last night by simply poking the value 59901 with 213 as per original version ... couldn't do much as only the original 'collision off' pokes work in TNE, working with these and the anti 'death by fall' poke i made my way to Under The Mega Tree and fell into the Hornet's Nest and so began Willy's strange adventure .. we ended up with hybrid rooms with the Hornet's Nest crossed with the Back Stairway then the Tool Shed which had merged with the Off Licence .. as you might expect, the teleport really gets things going. By the way, thanks for not being cross with me for abusing your new creation! :) by the way (again), if anything in this post gives anything away feel free to hide or delete it...
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The bug has quite a devastating impact in TNE as well as you might expect .. interesting to see what would have happened in the game if for some reason the attic bug not have been corrected in this rebuild...
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any idea why when compressed down to 18K you couldn't get it to work?
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Yes i'm trying to learn assembly language but my aging brain isn't quite able to take it in, i need to see if i can find something on YouTube or somewhere as i can't learn from reading books, i can see your point about making the existing code more efficient, from the info here it would seem that Matty really had to rush the game through .. i've always wondered what those missing 4 rooms would have looked like and where they would have been
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Any idea why?
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but the end user wouldn't need to unpack it, JSW 2 seems relatively bug-free running in it's compressed state ... when developing it you could just save it in stages or just emulate bigger memory ... if that's in any way possible.
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I'm probably missing the point here but why not just compress the entire code? I know people here are not a big fan of compression as it makes the code harder to read like with JSW2 for example but is that not because there is no decompressor available making editing a lot harder? but what if you was the one doing all the compressing? might it be easier to edit the code then compress and decompress at will .. imagine the extra rooms and nasties you could cram in using the original JSW engine... just a thought that's all
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Personally i prefer to use the cursor keys when playing any speccy game as a bit chunk of my favourite games don't have the QAOP or define keys option so my hands are virtually hardwired into gravitating towards the numbers row on the keyboard, however, the whole of the top row of the letter keys are currently used to control Willy, would modifying this in some way save any bytes? so that only Q, W and M could be used or Q, P and Space or something like that. Also i think disabling the buggy automated pause routine could save something Maybe deleting the [ room might save something? Unless of course you intend to furnish it and make it accessible. Matthew Smith also left a load of unused graphics laying about, they're just taking up space The message "AIR" at address 33873 (8451H) seems somewhat superfluous (sorry if this has already been mentioned) Oh and what about removing the WRITETYPER cheat, I don't mean to be a spoilsport here but it was only written into the code for testing purposes :P
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I am but a mere amateur when it comes to speccy code but i would imagine that notwithstanding the effects of the attic bug, surely this would involve altering a big part of the heart of the game engine itself; i've come to the understanding that from looking at the source code there would have to be a major alteration of the routine that tells Willy what is harmful, what can be walked on and what can be collected perhaps this is probably quite far removed from what Matty had in mind but then who knows .. of course i could be wrong, and i would like to be proven wrong by seeing a demonstration from any soul who would have the time, energy and knowhow