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Metalmickey

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  1. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    Here are the POKES to ensure that Maria reacts to Willy's horizontal - rather than his vertical - position:
     
    POKE 37829,58          #93C5, 3A
    POKE 37830,211         #93C6, D3
    POKE 37831,133         #93C7, 85
    POKE 37832,230         #93C8, E6
    POKE 37833,31          #93C9, 1F
    POKE 37834,201         #93CA, C9
    POKE 38221,205         #954D, CD
    POKE 38222,197         #954E, C5
    POKE 38223,147         #954F, 93
    POKE 38225,19          #9551, 13
    POKE 38226,48          #9552, 30
    POKE 38231,18          #9557, 12
     
    If you implement it, then credit should be given to Stuart Brady in the readme.  Note that part of the patch is located at what was a spare place in the code: #93C5 to #93CA.  But you might need to place it somewhere else (and adjust the CALL at #954D-4F accordingly) if those addresses have already been used for another purpose in your project?
     
    Whilst I'm on the subject of credits, would you mind giving me a personal credit (Ian Rushforth) for:
     
    the am/pm fix to the clock; the patch which prevents Willy from walking leftwards through head-height Earth cells; ensuring that the first note of the in-game tune is played at the start of each game; and the 'Guardian Aura' bug fix. (You mentioned it by referring to the fact that guardians have a 'glow' in the 'blue' rooms.)  N.B. contrary to what you claim in the readme, this fix wasn't implemented in JSW The Nightmare Edition!  We just made sure that all the guardians in non-Black rooms were non-Bright.  However, that meant that all other instances of such guardians in the game ended up non-Bright, even where they appeared in rooms with Black backgrounds - so it was a workaround, not a fix, as it were.  
    Also, the fix for the corrupted conveyor (and ramp) in The Nightmare Room was something that Stuart Brady and I collectively came up with when were were working on JSW The Nightmare Edition.  (It was implemented in The Nightmare Edition, but - again contrary to what it says in the readme - I think it's still corrupted in the 2015 Bug Fix Edition, which predated the TNE project.)
     
    Finally, in terms of giving credit where credit's due, I believe that you've fixed these two glitches?  If so, John Elliott deserves a mention for coming up with the patches:
     
    http://skoolkid.github.io/jetsetwilly/reference/facts.html#asYouWere
    http://skoolkid.github.io/jetsetwilly/reference/facts.html#theEncroachingRope
    (The latter is achieved simply by ticking the box for 'Adjacent Ropes' in JSWED.)
  2. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    I think the Nightmare Room looks better for having a greater variety of animating Maria's.  So my personal preference would be to keep the foot-tapping one.
     
    However, your query has led to me discovering another oddity in the original game code.  The Red Maria (Guardian Class 49) has an Animation Mask setting of 03, which is capable of displaying in four sprite-frames.  However, the selected Base Sprite in The Nightmare Room is 06, which means that only the Pointing Marias are actually used by the guardian.  It makes me wonder if either (1) Matt Smith meant to use Base Sprite 04 (which would yield a four-frame Red Maria), or (1) Guardian Class 49 was intended to have an Animation Mask setting of 01 (for a two-frame Maria, those two frames being determined by the value of 06 for the Base Sprite i.e. the pointing ones)?
     
    As for the Monk in The Chapel, I did wonder if the intention was for him to face the altar constantly, but Matt got the thing backwards?  I guess we will never know.  However, having watched my Catholic Mother-in-Law 'genuflecting' in church (when returning to her seat after receiving mass, doing a funny half-bow whilst walking backwards into the pews), I think it would make sense for the Monk always to face towards the altar.
     
    Others may feel that the 'disrespectful' Monk is more 'traditional' (and I guess you could argue that he's turning his face away from the Demon which has taken over the place).  So I don't have strong feelings* either way (or rather, between the three options).  But just in case you do decide to implement him always facing towards the altar, that can be achieved by reverting to an Animation Mask of 03, and selecting a Base Sprite of 04.
     
     
    *The Saw in Cuckoo's Nest is a different consideration though - I really do think that was a rushed job, based on the fact that it was the final Guardian Class to be created by Matt i.e. the last defined one listed here: http://skoolkid.github.io/jetsetwilly/asm/A000.html#a378 (and sawing backwards makes even less sense than walking backwards!)
  3. Like
    Metalmickey got a reaction from Spider in JSW As Manufacturer (probably) intended .. kind of...   
    Thanks, where i was going wrong was i couldn't get code deleted once highlighted, reinstalled it on another machine and now all is well. Thanks to your nice clear instructions.
    As you can see the loading screen is nothing write home about but then neither was the original Matt Smith version.. :P
  4. Like
    Metalmickey got a reaction from jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    Thanks, where i was going wrong was i couldn't get code deleted once highlighted, reinstalled it on another machine and now all is well. Thanks to your nice clear instructions.
    As you can see the loading screen is nothing write home about but then neither was the original Matt Smith version.. :P
  5. Like
    Metalmickey reacted to Spider in Maps   
    Maps of JSW1 and 2.
     
    JSW1 Spectrum:
    1. Credit to 'Pavero' from maps.speccy for this
     

     
    JSW2 Spectrum:
    2. Credit to 'FishyFIsh' for this
     

     
    JSW1 BBC Micro / Electron.
    1. This is the Electron map but the BBC version is the same but with more colour.
    2. Credit to 'Dave Edwards' for this.
     

     
     
    JSW 2 BBC Micro / Electron.
    1. This is the Electron map but the BBC version is the same but with more colour.
    2. This is for the 'tape' cutdown version which is missing a lot of rooms.
    3. Credit goes to 'Dave Edwards' for this I believe.
     

     
     
    JSW 2 BBC Micro.
    1. This is the 'disk' based game (uses sideways ram if available too) each section is loaded as you play. It more or less mimics the Amstrad / Spectrum versions in its map.
    2. Thanks go to Billcarr2005 on the stardot forum for creating this upon my request as we only had the 'tape' version previously
    3. Its in two parts, a 'mansion' part and a 'space' part
    4. I've assembled it from a html so its easier to view
     


     
  6. Like
    Metalmickey reacted to jetsetdanny in JSW 2 - The Secret Lab   
    Yes, I'm sorry, the correct link is this one.
     
    Today I discovered a glaring inefficiency in the route taken in my "JSWII+ 207 items.rzx" recording (the most important one in the whole package, because it shows the game completed with all items collected and no loss of life). It involved not dropping down from "Willy's Lookout" to "Wonga'S Spillage Tray". I have corrected it, re-recording about two thirds of this walkthrough (with some other marginal improvements). As a result, the pre-completion in-game time - when the bed is reached - has been brought down from 1:14:42 to 1:12:00.
     
    The updated ZIP is already available on RZX Archive. Please re-download the file if you downloaded it before this afternoon.
  7. Like
    Metalmickey reacted to Spider in JSW As Manufacturer (probably) intended .. kind of...   
    Well done on the loader :D , easy once you've done one.
  8. Like
    Metalmickey got a reaction from jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    I am thinking about one last tweak .. i'm considering whether or not the monk in The Chapel should actually be changed back to only facing one way, the more i think about it the more i think it might well have been intentional for the little purple fellow never to have to face beelzebub, especially as in JSW2 and 2+ i wouldn't mind betting that this would have been picked up on and corrected as the saw in the Cuckoo's nest was.
     
    Also the purple Maria second from right in the Nightmare room is not waving her arm like the others .. i'm thinking about changing that
     
    Again these are minor changes but since i have made so many i will probably end up calling it rev5 .. or 4.5 or something like that
  9. Like
    Metalmickey got a reaction from Spider in JSW 2 - The Secret Lab   
    You might find the link to J Wiseman's website in Danny's post doesn't work but if you add a 'l' in your browser on the end of the url so it says html instead of htm it'll work   :)
  10. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    However, she is tapping her foot... The yellow Maria on the right isn't animated at all - but if you made her animate, I fear that would also cause the Foot guardian to start flicking to the Barrel sprite and back again? (Since it shares the same Guardian Class).
  11. Like
    Metalmickey got a reaction from jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    Thanks for your comments, glad you like the new rooms and apologies for the unintended hidden item which i have now removed, i have replaced the file so feel free to download and have another crack at it  :)
    Referring to your comment about the differences in the speed of the game engine in JSW2 and 2+ yes i remember when i bought the game and played it for the first time, my first impression back then was how slick it seemed but much harder as a result which was a little off-putting in some ways but i was nonetheless compelled to keep playing mainly because i wanted to see what the new rooms looked like.
     
    I really like the 2+ version and was pleasantly surprised that it was actually written by Derrick Rowson himself ..
     
    As for my mini-project in the contributors section i will be taking a look at that to see what else needs doing 
  12. Like
    Metalmickey got a reaction from IRF in JSW As Manufacturer (probably) intended .. kind of...   
    I am thinking about one last tweak .. i'm considering whether or not the monk in The Chapel should actually be changed back to only facing one way, the more i think about it the more i think it might well have been intentional for the little purple fellow never to have to face beelzebub, especially as in JSW2 and 2+ i wouldn't mind betting that this would have been picked up on and corrected as the saw in the Cuckoo's nest was.
     
    Also the purple Maria second from right in the Nightmare room is not waving her arm like the others .. i'm thinking about changing that
     
    Again these are minor changes but since i have made so many i will probably end up calling it rev5 .. or 4.5 or something like that
  13. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    You probably should re-upload the corrected file as V.5 to avoid confusion, especially now V.4 has been subject to recorded playtesting..
  14. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    Probably the easiest way to fix the extra (unwanted?) item in A Bit of Tree, would be to edit the Item Graphic for that room (fill a pixel in), then you can see where the item is and delete it from the room layout.
  15. Like
    Metalmickey reacted to jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    Okay, here's the complete result of my playtest, which only goes to show that *everything* should be playtested from start to finish before release:
     
    AMI4 playtest.rzx
     
    The game is impossible to complete, because there is an invisible item in "A Bit of Tree", in the right half, three blocks to the right from the second lowermost platform. The item can be collected by jumping from the platform, but the collection will always result in an Infinite-Death Scenario (IDS) [without cheating, such as using the Writetyper].
     
    I found out about the item in JSWED, when I started wondering why Maria wouldn't disappear with 100 items - seemingly all of them - collected.
     
    Anyway, it's not a big deal and can be corrected easily  :) .
     
    Now, my impressions after playing the game.
     
    The first one - and it doesn't really concern *this* particular game, but theJSW48 game engine in general - is that I played the game after playing "JSW2" and "JSW2+" repeatedly in recent days, many times over. And my first impression upon loading "AMI4" into the emulator was that it was slow... painfully slow! :o  It's amazing what happens when you get used to things. I've got used to the speed of the "JSW2" game engine, and the original "JSW" almost seems boring by comparison. Soooo slow....
     
    Well, towards the end of the playtest I forgot about the speed of "JSW2" - apparently I've got used to the speed of JSW48 again.
     
    Now, concerning your project, Metalmickey:
     
    It was very nice and refreshing to play the new rooms. I liked all of them, I thought they were very good, and I am looking forward to your new projects - I am sure there will be a lot of new, exciting rooms in them. In fact, you did design several new rooms already in another project - isn't this right? I remember seeing them in JSWED a couple of weeks ago, nice ones, too. What's happening with that project, by the way?
     
    The shortcut to "The Front Door" is very nice. It induces a change in the optimal route. My recording would have been marginally more efficient if I had done "Ballroom West" right after doing "To the Kitchens / Main Stairway". But at that time I didn't know about the shortcut. I might improve my route if you release a fixed, final version and I re-record it  :P . The completion time should be around 8.10 am anyway.
     
    I did note some details corrected / improved(?) in relation to the original "JSW", but I am not the best person to comment on these things - I am more interested in new games (and rooms, at least), than improvements on the details of the original.
     
    Anyway, thanks for this fine effort and I look forward very much to your future work on "JSW"  :D .
  16. Like
    Metalmickey got a reaction from IRF in JSW As Manufacturer (probably) intended .. kind of...   
    Thanks for taking an interest in my little project, hope you enjoy playing and completing it, look forward to the RZX once you've completed it. I do have one done but it's of a previous release before i modified the Megatree rooms.
     
    In answer to your question about my considerably bigger project, i am indeed working on a JSW128 game which will still feature every one of the 60 original rooms and keeping them in their original location I will probably have to make a few modifications for access purposes but i intend to keep this to a minimum. My aim is to create an extension to the house, this of course has the added benefit of giving me a 60 (or 64 in my case) room head-start.
     
    I also want to make the player access all of the rooms in order to complete the game, it will take me a long time to build all the rooms and it would be a bit of a waste to leave them unexplored.
     
    This also will help in giving me a bit of guidance as to the look and feel of the rooms as well as some much needed practice in using JSWED 
     
    If you have a look in contributors section you will also see where i have made an experimental version creating a path between the Forgotten Abbey and the Security Guard rooms so i have a few more ready made rooms there. 
     
    I've not long started this project and i will perhaps begin a new topic with more information about what to expect once i'm about 150 rooms in
  17. Like
    Metalmickey got a reaction from jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    Thanks for taking an interest in my little project, hope you enjoy playing and completing it, look forward to the RZX once you've completed it. I do have one done but it's of a previous release before i modified the Megatree rooms.
     
    In answer to your question about my considerably bigger project, i am indeed working on a JSW128 game which will still feature every one of the 60 original rooms and keeping them in their original location I will probably have to make a few modifications for access purposes but i intend to keep this to a minimum. My aim is to create an extension to the house, this of course has the added benefit of giving me a 60 (or 64 in my case) room head-start.
     
    I also want to make the player access all of the rooms in order to complete the game, it will take me a long time to build all the rooms and it would be a bit of a waste to leave them unexplored.
     
    This also will help in giving me a bit of guidance as to the look and feel of the rooms as well as some much needed practice in using JSWED 
     
    If you have a look in contributors section you will also see where i have made an experimental version creating a path between the Forgotten Abbey and the Security Guard rooms so i have a few more ready made rooms there. 
     
    I've not long started this project and i will perhaps begin a new topic with more information about what to expect once i'm about 150 rooms in
  18. Like
    Metalmickey reacted to jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    I am quite intrigued by what you ended up doing, Metalmickey, and since I have an evening all to myself (a rare luxury!), I will have a go at version 4 of your project after posting this message, and I will post an RZX here when I'm done.
     
    Regarding this:
     
    > My next project is creating a 128K version (obviously moving away from the as Mr Smith intended theme) which, i hope, will be the first one to use all of the available 256 rooms    :o  .. i'll start another topic on that once i'm nearing the half way stage .. if the internet is still around by then... or someone else hasn't beaten me to it 
     
    If you mean a project (a game using the JSW128 game engine, since it's the only one which allows up to 256 rooms) in which there are the 60 original JSW rooms plus 196 other rooms - no, it has never been done before TTBOMK.
     
    If you mean a JSW128 game with all rooms edited (not necessarily including the original JSW rooms) - it has been done before.
     
    Question 61 in "Willy Games: The First 30 Years Quiz" actually concerns it:
     
     
    Which was the first JSW game ever to feature 256 edited rooms?
      A "Frosya the Cat"   B "Soul Miner"   C "strangel"   D "where's woody"     The correct answer is D. Sendy did it in back in 2000, and I did it (using also other author's material) in 2010. "where's woody?" has 256 edited rooms. So does "JSW: The 2010 Megamix".   This is not to say, of course, that it won't be nice if you design another game with 256 rooms - quite to the contrary, it'll be great!  :) Plus there is something else you could do, which would be a first:   [I would insert it as a spoiler, but I don't know how to do it  :o ]     Neither of the above games I mentioned requires the player to play all 256 rooms in order to complete the game successfully. If your future project did, it would be a first, indeed  ;) .
  19. Like
    Metalmickey got a reaction from IRF in JSW As Manufacturer (probably) intended .. kind of...   
    I see your point, the Bunker was developed when i very first started using JSWED and was the very first room i created, i spent quite a lot of time deliberating on whether there should be another exit. I originally decided against it and created 'vent' graphics using the water cells so as to make it look like there is an exit there but inadvertently made the floor beneath one cell too high so when i went to playtest it I found that Willy was able to make his way upwards to Under the Megatree i just went along with it knowing that the player would have to make his way back to Under the Drive to collect the remaining items, unless of course a way has been figured out how to get off the conveyor after collecting the top item in the Tree Root .. i don't think it's possible. if it was just a matter of being potentially tedious having to work your way all the way round the house to collect the items in Under the Drive i'd probably have just left it as it was but seeing as this could be seen as a deviation from the script so to speak then perhaps it's worth making some necessary adjustments.
    Once again i have edited my previous post as you will see it is only a very minor alteration to the room .. even if it does make a big difference.
     
    My next project is creating a 128K version (obviously moving away from the as Mr Smith intended theme) which, i hope, will be the first one to use all of the available 256 rooms   :o  .. i'll start another topic on that once i'm nearing the half way stage .. if the internet is still around by then... or someone else hasn't beaten me to it 
  20. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    Now that I think about this, it is more of a fundamental intervention in the original game than I originally realised.
     
    It means that there is an escape from the 'MegaRoots' area without climbing back up through 'Under the Drive' - one of the trickiest manoeuvres in the whole game!  That is if you're prepared to sacrifice a life after collecting the left-hand item in 'Tree Root'.
     
    Or to complete the game without losing a life, the player would have to pass through the Wine Cellar/Forgotten Abbey/Security Guard/Under the Drive/Tree Root route twice - once to access 'The Bunker' and again via the traditional exit up 'Under the Drive' and onto 'The Drive'.
     
    I think that is quite a major intervention if it's meant to be 'as author intended' [but filling in the gaps].  So on reflection, it would be better if the top of 'The Bunker' was closed off and 'The Bunker' was somehow made an 'in-and-out via the same entrance' type room.  What do you think?
  21. Like
    Metalmickey reacted to jetsetdanny in JSW 2 - The Secret Lab   
    "JSW2+" is an "updated" version of "Jet Set Willy II: The Final Frontier" (Software Projects Ltd, 1985), created by Derrick P. Rowson, the author (or rather: co-author, with Matthew Smith) of the original game. The new version was released in November 2016 and is available for download from Julian D. A. Wiseman's website, which also offers a lot of valuable information about the game.
     
    The game can be completed without losing a single life, although the ending is different from that of the original "JSWII". I have just recorded a couple of RZX walkthroughs of the game, which can be downloaded from the RZX Archive.
     
    The technical novelties introduced in "JSW2+" are impressive, and there are several new rooms, including "The secret lab". Interestingly, the name of this room is written in sentence case in the file which can be downloaded from Julian D. A. Wiseman's website (which seems to be the final revision of the game - apparently Derrick P. Rowson said, "This is the only update I plan on doing"), while it is written in title case in the screenshots which Andy posted above.
     
    I would encourage everyone to have a go at it: it is a great feeling to play such a familiar classic with a new feel to it  :D .
     
    Great thanks go to Derrick P. Rowson for creating the new version, and to Julian D. A. Wiseman for making it publicly available!  :)
     
    I am also wondering if there is any chance that John Elliott will ever update JSWED to make it able to open this new variant of "JSWII" properly and edit it...
  22. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    I think the unused item from The Attic is a pair of beer bottles stacked next to each other (on in front of the other, but diagonally offset so you can see both)?
     
    Final(?) tweak - the topmost item in The Bunker perhaps looks a bit odd floating in mid-air, without a supporting platform.  (I realise that the items in the adjacent Tree Root are also defying gravity, but at least they're 'wedged' in a corner!)
  23. Like
    Metalmickey got a reaction from IRF in JSW As Manufacturer (probably) intended .. kind of...   
    by the way, the other change was to revert to the original item in the hall that Spider suggested in case you didn't spot it  :)
  24. Like
    Metalmickey got a reaction from IRF in JSW As Manufacturer (probably) intended .. kind of...   
    Yeah i made use of the water cells in The Hall, OK maybe not that subtle but i think it works somehow, 2 reasons why i think this is as Matt Intended:
     firstly it's in keeping with the adjacent Front Door flooring which uses the same cells there, secondly it has the same sort of theme as Ballroom West which has the same flooring arrangement .. i also thought about replacing the cells on the top floor of The Hall but decided in the end i was just over-thinking things
     
    With regards to the Items, yeah i've been looking at the odd looking item in The Bunker, not happy about it, it doesn't seem to resemble anything, maybe the graphic got corrupted or he might have just started developing it but hadn't got round to finishing it off. I think the same could be said for the unused item in The Attic which I have placed in OFOTCN .. although there is at least a shape to it .. i might just leave that one as it is .. it goes with the 'they're-coming-to-take-me-away-ha-ha' theme of the room...
     
    as these are only minor modifications I've replaced the file in my previous post which also includes the corrected item shape in  Special Branch 
  25. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    The floor in The Hall uses Water cells (predefined, but previously unused in that room), instead of Earth cells?  I can't see anything else at the moment.  The new 'Hall carpet' isn't that subtle, so I'm guessing that there's something even more subtle somewhere?  :huh:
     
    One other thought that I just had, in terms of utilising Matt Smith's original defined-but-unused graphics - I think the item shape from The Kitchen has a more meaningful form (in terms of the game story) than the one from Under the Drive (the former appears to be a champagne flute on its side, the latter seems to just be a random pattern).  Perhaps you could use the Kitchen item shape in The Bunker (instead of the Under the Drive one), or alternatively in Special Branch (replacing the similar shape in there, which doesn't look 'quite right' - the stem seems a bit off-centre)?  It's just an idea though, no biggie.
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