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Metalmickey

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  1. Like
    Metalmickey got a reaction from Spider in JSW As Manufacturer (probably) intended .. kind of...   
    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
  2. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    The way Mickey has it set up is that you have to enter a correct code on the first occasion to get through, if not then you are asked a second time for a code, and that time it will let you through whatever you input.
     
    I think that's a good compromise which still keeps the Code Entry facility (you can enter a correct code first time round if you want to), but without inconveniencing the player if they don't have the Code Sheet handy. :)
  3. Like
    Metalmickey reacted to Spider in [File] Manic Miner (Spectrum)   
    View File Manic Miner (Spectrum)
    Manic Miner for the Sinclair Spectrum.
     
    The download includes the following 'officially released' versions:
    [*]Bug Byte Ltd - The original first release [*]Software Projects - The 'later' original release [*]Ventamatic - Spanish language re-release [*]M.A.D - Mastertronic Added Dimension (Mastertronic Submitter Spider Submitted 03/28/2017 Category Manic Miner [Originals]  
  4. Like
    Metalmickey reacted to Spider in Keypad graphics bright bug   
    Well, maybe. I did wonder if this was intentional due to perhaps 'contrast' (chr 9) but it does not seem that likely.
     
    The attributes for the code entry screen are loaded from 39808 to 22784, this means that the attributes 'appear' AT 8,0; initially and 128 bytes is 4 lines 'length' so that's 8,9,10 and 11.
     
    Seen in 'raw' form they look like this:
     

     
    If you look key graphics 3 (magenta) and 4 (green) are non-bright whereas 1 and 2 are bright. This is quite easily seen with the above screenshot. :)
     
    Unfortunately, setting just the top right attribute to be bright for those two which would of been just two POKES's made them stick out like, well a sore thumb. It was necessary to set all eight attribute blocks to be bright to fix this. Here is the same picture with them 'fixed'
     

     
    Finally here is it 'in action' where you can see. It may be better to compare this with an original screenshot though for comparison:
     

     
    To fix this:
     
    Change key 3 gfx to BRIGHT 1:
    POKE 39880,67 : POKE 39881,123 : POKE 39912,67 : POKE 39913,67
    Change key 4 gfx to BRIGHT 1:
    POKE 39883,68 : POKE 39884,124 : POKE 39915,68 : POKE 39916,68
     
    For reference purposes, the above pokes are in the usual left to right order:
     
    "A" Top left block (magenta or green ink with black paper)
    "B" Top right block (magenta or green ink with white paper)
    "C" Lower left block (magenta or green ink with black paper)
    "D" Lower right block (magenta or green ink with black paper)
     
      AB
      CD
     
    Attribute values:
     
    003 = Magenta INK / Black PAPER / Bright OFF (default)
    067 = Magenta INK / Black PAPER / Bright ON (new)
     
    004 = Green INK / Black PAPER / Bright OFF (default)
    068 = Green INK / Black PAPER / Bright ON (new)
     
    059 = Magenta INK / White PAPER / Bright OFF (default)
    123 = Magenta INK / White PAPER / Bright ON (new)
     
    060 = Green INK / White PAPER / Bright OFF (default)
    124 = Green INK / White PAPER / Bright ON (new)
     
  5. Like
    Metalmickey reacted to IRF in Keypad graphics bright bug   
    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?
  6. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    Perhaps Willy is under surveillance - the authorities are suspicious as to how he gained his new-found wealth?
  7. Like
    Metalmickey got a reaction from jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    perhaps unwittingly it was a nod towards the sequel that never was 'Willy Meets the Taxman...'
  8. Like
    Metalmickey got a reaction from Spider in JSW As Manufacturer (probably) intended .. kind of...   
    perhaps unwittingly it was a nod towards the sequel that never was 'Willy Meets the Taxman...'
  9. Like
    Metalmickey got a reaction from IRF in JSW As Manufacturer (probably) intended .. kind of...   
    perhaps unwittingly it was a nod towards the sequel that never was 'Willy Meets the Taxman...'
  10. Like
    Metalmickey got a reaction from Spider in JSW As Manufacturer (probably) intended .. kind of...   
    I was going to name Special Branch Special Branch over the Front Door but didn't quite have enough room for all the characters...
  11. Like
    Metalmickey got a reaction from IRF in JSW As Manufacturer (probably) intended .. kind of...   
    I was going to name Special Branch Special Branch over the Front Door but didn't quite have enough room for all the characters...
  12. Like
    Metalmickey reacted to jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    Advice on the internet I found after a brief search suggests that "prepositions containing four letters or fewer" should not be capitalised in titles. Which would include "over". However, my personal, possibly incorrect preference (at least at this moment ;)) is to capitalise "Over" - perhaps to avoid the situation in which "Under" and "Above" are capitalised, but "over" isn't?
     
    Concerning the comma, I don't think it's necessary, but it's just a gut feeling, basically. If I were to justify it, I would say: "on a branch over the drive" as opposed to "on a branch over the off licence" or something - the second element is not just additional information, it's a vital part of the basic information which makes it precise by differentiating it from other pieces of information.  :rolleyes:
  13. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    Maybe you're right regarding the contrast with 'Under', Danny. I agree that there's no need for a comma.
     
    Another example would be 'On a Branch Over the Security Guard'...
     
    As for centralisation of the room names, I think the convention we used in TNE was that if there are an odd number of characters, then we placed it slightly left-of-centre (e.g. 5 spaces to the left of the name and 6 to the right if the name is comprised of 21 chars, etc).
  14. Like
    Metalmickey reacted to Spider in JSW As Manufacturer (probably) intended .. kind of...   
    I had visions of some of the leaves appearing in the top of the Security Guard screen with an object precariously positioned within... That's both difficult (as its a new water cell) and off topic as its more an idea for future... :unsure: :D
  15. Like
    Metalmickey got a reaction from Spider in [File] JSW+ Ve22 rv1   
    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
  16. Like
    Metalmickey got a reaction from jetsetdanny in [File] JSW+ Ve22 rv1   
    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
  17. Like
    Metalmickey got a reaction from Spider in [File] JSW+ Ve22 rv1   
    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
  18. Like
    Metalmickey reacted to jetsetdanny in [File] JSW+ Ve22 rv1   
    I've just completed the game, using Rollback in SPIN, with 323 items collected (328 after the final, or pre-final, room) [EDIT: I missed two items, see a comment in a new post below], 15 spare lives and 142 rooms on the room counter (I didn't visit "Swimming Pool", "Entrance to Hades", "cheat", and the rightmost of the newest rooms, whose name I don't remember right now - it's very nice, actually, but itemless EDIT: it's called "Eureka"). I concur with Metalmickey there is one instance where you have to lose a life in order to collect some of the items [EDIT: there are two such instances]. I don't see a way to avoid it (not a problem, of course, with so many spare lives you gain).
     
    I have recorded an RZX walkthrough of which I am moderately satisfied. I will send it to RZX Archive as an update to the currently-hosted file [EDIT: done, see a comment  in a new post below]. I think that before I do, though, I should also investigate and record the shortest possible completion of the game (with only the minimum number of items collected needed to complete the game and lives lost in order to gain time). However, that will probably require at least a day of work, so it'll have to wait until the weekend [EDIT: done, see a comment  in a new post below].
     
    Some comments:
     
    Yes, the changes in this version are numerous and far-reaching in relation to the version hosted on Julian Wiseman's website. While I trust they are technically impressive (more rooms, additional features), I have to say I am not extremely fond of some of them. For example, the game has been sped up (it can also be slowed down by the player, which is a new feature, I think). It's even faster than the regular JSW2, which is already very fast in relation to the original JSW. I don't really mind the speed as far as gameplay is concerned, but I don't particularly like it. You know, it's like sipping good wine or some other drink - the idea is not to pour it down in one gulp, but to enjoy it, take your time. Same here.
     
    I don't particularly like the modifications to some rooms, like to "Banned", for instance. It may be that I've just got too used to the previous version of "JSW2+" I played and/or the original "JSW2", but I like the original versions better.
     
    It's nice to see some brand-new rooms, although most of them give an impression of being designed primarily as technical samples, so to speak, to show off new features.
     
    The loophole in the older version which allowed the player to exit the final two-room loop and wonder around the playing field again, repeating the toilet run and collecting two additional items every time a long detour is completed, has apparently been closed - which is good. I don't think any more cheating is possible in this department.
     
    That's all for now  :) .
  19. Like
    Metalmickey got a reaction from jetsetdanny in [File] JSW+ Ve22 rv1   
    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
  20. Like
    Metalmickey reacted to jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    Take your time, Metalmickey, we'll be here whenever you are ready  :D .
  21. Like
    Metalmickey got a reaction from Spider in JSW As Manufacturer (probably) intended .. kind of...   
    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
  22. Like
    Metalmickey got a reaction from jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    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
  23. Like
    Metalmickey got a reaction from IRF in JSW As Manufacturer (probably) intended .. kind of...   
    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
  24. Like
    Metalmickey reacted to jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    I have no strong feelings either way.
     
    I would probably either just leave things as they are in the original, or go by whatever was done in "JSW2", as the earliest part of the canon :) .
  25. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    I suggest you consult Daniel Gromann's detailed readme for the Special Edition of Willy's New Mansion; it contains detailed disassemblies for various code changes, including doubling the in-game clock speed (and another suggestion of mine, namely writing the current room name one row lower on the status bar). :)
     
     
     
    Hmm... thinking out loud... the instruction at #9590 sets the internal 'ticker' to zero when Willy reaches the toilet.  So if another check was made somewhere in the Main Loop:
     
    Firstly, check the value of the Game Mode (#85CF) - is it #03?  (If not, skip to XxYy)
    Next, check the value of the 'ticker' (#85CB) - has it reached a certain value (anything up to #FF)? (If not, skip to XxYy)
    Then insert a CALL to your new routine
    XxYy
     
    The value in bold could be adjusted - #FF = 255 'ticks', which is just short of one in-game minute [or two in-game minutes if you've doubled the rate at which the minutes pass].
     
    EDIT: It might be simpler to implement whatever it is that you have in mind, if it were to take place at the exact moment when Willy puts his head down the toilet, as you could just CALL your new routine directly from #9591.  (I don't really see the need to reset the minute counter as the program currently does; it's extremely unlikely that Willy will reach the toilet during the narrow time window between 11:59pm and 12:00am!)
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