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Metalmickey

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  1. Like
    Metalmickey got a reaction from Spider in Unusual Pokes (Spectrum Version)   
    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
  2. Like
    Metalmickey got a reaction from jetsetdanny in [File] Jet Set Willy: The Nightmare Edition   
    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
  3. Like
    Metalmickey got a reaction from jetsetdanny in Unusual Pokes (Spectrum Version)   
    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
  4. Like
    Metalmickey reacted to Spider in Unusual Pokes (Spectrum Version)   
    :) Welcome.
     
    You mean when you 'fall through' the bottom of Rescue Esmerelda you end up in Emergency Generator ? That is intentional as it matches up. At least as I see it.
     
    The top exit to The Ballroom I'm 99.9% sure that was accidentally left in.
     
    The [ room was probably (like the last three ones) intended for the tree. As I recall an interview or something with Matt saying something about the MegaTree was meant to be a lot bigger than it is, so its likely there was a plan for another room or three for the tree.
     
    Regarding the top exit for Esmerelda, we used that (same as JSW2) to create a 'Belfry' type room. Indeed I remember having a pic of that screen in JSW2, enlarging it substantially until I could manually copy the layout and cell graphics. :)
     
    To do what you're asking (I think??)
     
    Room ID 14 = Rescue Esmerelda
    Room ID 47 = [
     
    POKE 52971, 47 . Set 'up exit' from "Rescue" to be room 47
     
    POKE 61420, 14 . Set 'down exit' from "[" to be Rescue
     
    Trouble is you only see it for a fraction of a second, he needs something to 'stand on' really but I can expand on that if needed I guess.
  5. Like
    Metalmickey reacted to Spider in [File] Jet Set Willy: The Nightmare Edition   
    I never actually saw the youtube video :blush: I was referring (my post the other day) to the text and things present. Just watched the video now I see what you mean. :)
  6. Like
    Metalmickey got a reaction from IRF in [File] Jet Set Willy: The Nightmare Edition   
    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
  7. Like
    Metalmickey got a reaction from Spider in [File] Jet Set Willy: The Nightmare Edition   
    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
  8. Like
    Metalmickey reacted to Spider in Loading screen$ choices   
    Just something I was toying with yesterday but did not get time to post it.
     
    Various takes on the existing 'Manic Miner' flashing loading screen really. You'll need to click the pics to see the flashing effect, I've purposely saved them as animated .gif files to allow this.
     
    1. Logo spaced. Simply there is a lot less "overlap" between the words. Available as full (complete attribute block 768 bytes) or as minimum required (379 bytes)
     
    Pics of both:
     

     
    And their downloads, both include a Basic loader for convenience:
     
    logo_spaced_full.tzx
    logo_spaced_minimum.tzx
     
     
    2. Logo split. Not too dissimilar to the above however the spacing between the two words is a lot larger. Again, available as full (768 bytes) or minimum (443 bytes)
     
    Pics:
     

     
    Files:
     
    logo_split_full.tzx
    logo_split_minimum.tzx
     
     
    3. Logo static. The two words neatly spaced out, no flashing effect at all. As above, available as full (768 bytes) or minimum (507 bytes)
     
    Pics:
     

     
    Files:
     
    logo_static_full.tzx
    logo_static_minimum.tzx
     
     
    4. In Basic. More for fun than anything else, the original logo but in Basic Data statements. Each data line is 32 bytes (one line) long for convenience. Its only minimum as its easy to either have a black screen or simply add another line of zeros to it. Having said that the original actually has black bright (possibly flash) paper where as this does not but its invisible anyway.
     
    Pics:
     


     
    File:
     
    logo_in_basic.tzx
     
     
    Enjoy ? :)
  9. Like
    Metalmickey reacted to IRF in Unusual Pokes (Spectrum Version)   
    Sorry, I should have clarified: we also changed the colour of the conveyor in Conservatory Roof to green, to match the ambience of that room - which should also prevent the matching attribute problem that you've identified from occurring..
  10. Like
    Metalmickey reacted to Spider in Unusual Pokes (Spectrum Version)   
    This is what I actually did anyway. I used the West Wing Roof item as its one of the few that are 'floating' , I tried one of the wine glasses before but it looked odd floating and I did not want to move the item position as that's where Software Projects moved it to plus its less bytes than some objects too.
     
    POKE 52196,10
    POKE 52197,13
    POKE 52198,60
    POKE 52199,242
    POKE 52200,192
     
    These bytes exist already at 63713 (well technically at 63716 as the first three are zero) and those pokes give the shape in The Hall the appropriate pattern too.
     
    You can do it with Basic too or assembler but I figured you wanted pokes ? Basic is simply: FOR N=52196 TO 52200 : POKE N,PEEK (N+11520) : NEXT N
     
     
    Already ahead of here, did this the other day ;)
     
    52742,10 (original value 8)
    52743,170 (original value 2)
     

     
     
    35464-35466: JP Z,34762 ; Its 1am , end the game (but this jumps to the title screen!)
     
    POKE 35465,74
    POKE 35466,140
     
    This changes:
     
    35464-35466: JP Z,35914 ; Its 1am , end the game (go to the barrel 'game over' screen)
     
    Might have some odd effects though such as not clearing the screen fully.
  11. Like
    Metalmickey got a reaction from Spider in Unusual Pokes (Spectrum Version)   
    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...
  12. Like
    Metalmickey got a reaction from Spider in Unusual Pokes (Spectrum Version)   
    Actually he comes back down onto the Conservatory Roof ... 
  13. Like
    Metalmickey got a reaction from IRF in Unusual Pokes (Spectrum Version)   
    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
  14. Like
    Metalmickey got a reaction from IRF in Unusual Pokes (Spectrum Version)   
    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
  15. Like
    Metalmickey reacted to IRF in Unusual Pokes (Spectrum Version)   
    Then there's the fix to prevent the illogical exit from 'Rescue Esmerelda' to 'Ballroom East'.
  16. Like
    Metalmickey reacted to Spider in Unusual Pokes (Spectrum Version)   
    POKE 41785,227 (Monk) The Chapel
    POKE 41849,227 (Saw) Cuckoo's Nest
     
    Do you need any help with giving the 'new object in Hall' a shape and / or adjusting the beach object down to one item via a POKE ?
     
     
     
    I think that will still have them facing the wrong way just using all the frames ? :unsure:
  17. Like
    Metalmickey reacted to IRF in Unusual Pokes (Spectrum Version)   
    I think that's on Skoolkit, as well as the monk that walks backwards in The Chapel:
     
    http://skoolkid.github.io/jetsetwilly/reference/facts.html#oneWaySaw
     
    http://skoolkid.github.io/jetsetwilly/reference/facts.html#disrespectfulMonk
     
    Or for an alternative fix for that monk, try:
     
    POKE 56311,140
     
    Which I believe will still make it walk backwards, but more 'respectfully' i.e. always facing the altar!
  18. Like
    Metalmickey got a reaction from Spider in Unusual Pokes (Spectrum Version)   
    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?
  19. Like
    Metalmickey reacted to Spider in Unusual Pokes (Spectrum Version)   
    1.
    POKE 33792,243 DI ; Disable interrupts
     
    POKE 33793,49
    POKE 33794,254
    POKE 33795,91 LD SP, 23550 ; set the stack pointer
     
    POKE 33796,195
    POKE 33797,202
    POKE 33798,135 JP 34762 ; jump to the title screen code
     
    2. POKE 34483, 195 ;This changes what was 'JP Z, 34762' (jump to title screen if code was correct) to 'JP 34762' (jump to title screen) regardless of what code was entered.
     
    3. POKE 34493, 195 ; Same as (2) but on the second entry attempt. If the first code was actually correct ( ! ) then it would start the game anyway. Otherwise the second code (right or wrong) is accepted.
     
    4. POKE 34497, 202 : POKE 34498, 135 ; These change the 'the second code was incorrect so reset the machine aka 'JP 0' to 'JP 34762' so that after failing the second attempt the game is started anyway.
     
    Hope that explains it a bit. The actual 'test code' looks like this:
     
    LD HL, 16384         ; 34463 33     0     64
    LD DE, 16385         ; 34466 17     1     64
    LD BC, 6911         ; 34469 1     255 26
    LD (HL), 0         ; 34472 54     0
    LDIR             ; 34474 237 176

    The code above blacks out the screen. Paper 0 etc.

    LD IX, 34187         ; 34476 221 33     139 133
    CALL 34499         ; 34480 205 195 134

    The code above tells it where to get the message to display "enter code..." and calls the keypad entry routine

    JP Z, 34762         ; 34483 202 202 135

    If the code was correct (Z flag set) then jump to the title screen (34762) else...

    LD IX, 34219         ; 34486 221 33     171 133
    CALL 34499         ; 34490 205 195 134

    The code above similar to the first attempt (different message, "sorry please try...") and calls the keypad routine again

    JP Z, 34762         ; 34493 202 202 135

    Again, if the code entered was correct jump to the title screen (34762) else...

    JP 0             ; 34496 195 0    

    Reset the machine aka USR 0
  20. Like
    Metalmickey reacted to Spider in Unusual Pokes (Spectrum Version)   
    I did consider (well kind of) that but its only effective initially.
     
    There are a few ways of doing it:
     
    1. Change the (slightly obfuscated) code to make it jump to the title page , completely bypassing the code section. At least two ways of doing this.
    2. Change it so it accepts any code on the first attempt.
    3. As (2) but for the second attempt
    4. As (2) and (3) but make it go to the title screen after the second code (rightly or wrongly)
     
    :)
     
    You can't jump to the immediate title page from Basic without issues, however all the (largish) startup code can be thrown out (I have an update to my trim tool coming soon) with simply setting the SP and disabling the interrupts, at this stage you can then jump straight to the start. I'd sort of consider this not normal although doing this does relive a lot of free space potentially (all the startup code and all the keypad code) plus the 'DI / SP / JP' can go anywhere as its never used again once its called.
  21. Like
    Metalmickey got a reaction from Spider in Unusual Pokes (Spectrum Version)   
    Perhaps unsurprisingly, the 'Disable Arrows' poke prevents the attic bug from taking effect! Would adding the keycode bypass be beneficial?
  22. Like
    Metalmickey reacted to IRF in New 'micro-game': Jet Set Willy Heaven and Hell   
    It's bumped up the number of downloads anyway!
  23. Like
    Metalmickey reacted to Spider in New 'micro-game': Jet Set Willy Heaven and Hell   
    :) Good to post on WOS too.
     
    No, can't attach files on there to posts. I tend to either link to a file here or stick it somewhere else if its not jswmm related.
  24. Like
    Metalmickey reacted to Spider in Unusual Pokes (Spectrum Version)   
    Yes the traditional old poke for this worked but it also removed all the ropes too which was not great. :)
  25. Like
    Metalmickey got a reaction from Spider in Unusual Pokes (Spectrum Version)   
    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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