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Metalmickey

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  1. Like
    Metalmickey got a reaction from IRF in New 'micro-game': Jet Set Willy Heaven and Hell   
    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!)
  2. Like
    Metalmickey reacted to Spider in Unusual Pokes (Spectrum Version)   
    During game development, It's sometimes useful to be able to quickly switch features on and off without having to resort to either re-starting the game, manually editing the assembly or worse still: having to reload it to test again.

    With this in mind the following "quick debug" pok files should prove useful. They certainly have to me! :)

    Note that its not really intended to use all options at once although you could, but there is little point in for example disabling a guardians movement and removing it as well.
     
    Note due to differences in how emulators handle (or not!) .pok files especially concerning zero values or replacement zero's, it is necessary to have two files and that you check / uncheck what is needed with each one.


    Debug_on.pok provides the following options:

    FREEZE Vertical Guardians: As described, they are not removed and are still harmful, they just stop moving. Re-entering a room will reset them to their initial positions which may be good (or bad!) news for Willy. It would probably be wise to use the Guardian Collision Detect with this, depending on what you are doing.

    FREEZE Horizontal Guardians: The same as above, except for the horizontal ones.

    FREEZE Ropes: The same as guardians but acting on ropes. Note Willy can still safely climb and use them in their frozen state.

    REMOVE All Guardians: This removes both horizontal and vertical guardians, apart from Maria who is not really a Guardian in the 'normal' sense as such. Note that this does not stop their movement routines, so if you re-enable them they may not appear in the same place along their path when they were removed.

    REMOVE All Arrows: Similar to Remove All Guardians, except it acts on arrows instead.

    REMOVE Ropes: As the two above but for ropes.

    DISABLE Guardian Detection: Allows Willy to walk straight through horizontal and vertical guardians without harm.

    DISABLE Fire Cell Collision Detection: Allows Willy to walk straight through any fire cells. Note they are partly treated as water cells and its possible for him to accidentally fall through them. This is only really an issue if the cell is the lowest block on the screen where care must be taken to avoid him falling through to the room below if its been defined.

    DISABLE Earth Cell Detection: This in effect treats solid earth cells as water cells, meaning Willy can walk through and also climb them as if they were water cells. This means he can walk or jump through most previously solid walls. A small side effect is if the lowest block in a room is an earth cell he can sometimes fall through it upon standing on it so a little bit of care must be taken.

    DISABLE All conveyors: Allows Willy free travel in either direction on a conveyor. Note the conveyor remains animated.

    FREEZE Clock: Infinite Time On.

    Writetyper Mode ON: Should not really need any explanation!

    Auto Item Collection ON: Again, pretty obvious. All items are automatically collected upon entry to a room.

    Fall Any Height ON: Self explanatory!

    Infinite Lives ON: Pretty obvious.


    The Debug_off.pok reverses all (or some) of the changes above:

    UN-FREEZE Vertical Guardians: As it says, it would be wise to ensure Willy is not too nearby a Guardian before switching their movement back on, unless you have disabled collision detection.

    UN-FREEZE Horizontal Guardians: As above, but for the horizontal ones.

    UN-FREEZE Ropes: Allow them to continue to swing.

    ENABLE All Guardians: Switches them back on. See the note above about their positioning upon activating this.

    ENABLE All Arrows: The same as enabling the Guardians but for arrows instead.

    ENABLE Ropes: Switches ropes back on if they were disabled.

    ENABLE Fire Cell Collision Detection: Switches instant death upon contacting a fire cell back on.

    ENABLE Earth Cell Detection:  Restores earth cells back to being solid again. Ensure Willy is not standing inside a wall when applying this.

    ENABLE Conveyors: Switches the conveyor movement back on.

    UN-FREEZE Clock: Infinite Time Off.

    Writetype Mode OFF: Disables Writetyper mode. Re-activate via the above or the more conventional method in the Landing if preferred.

    Auto Item Collection OFF: Willy will need to touch the item to collect it as per normal.

    Fall Any Height OFF: Restores normal death by falling too far. Note that re-enabling this 'mid fall' could have some odd effects.

    Infinite Lives OFF: Pretty obvious I hope.

    JSW_Debug_Mode_ON.pok
    JSW_Debug_Mode_OFF.pok
  3. Like
    Metalmickey reacted to IRF in New 'micro-game': Jet Set Willy Heaven and Hell   
    The quirk is mainly to do with the rope, although the arrows play their part. I won't say too much just yet; I still have yet to 'announce' the game on World of Spectrum (for which I shall have to subscribe to WoS first!)
     
    Interestingly, the classic 'Infinite Lives' POKE 35899,0 doesn't work on this game (or indeed, on any game where Willy doesn't start off with any spare lives other than the one he begins with). That's because all the POKE does is remove the instruction that decrements the number of lives remaining - it doesn't stop the program from checking if any lives remain (and terminating the game if not).
  4. Like
    Metalmickey got a reaction from jetsetdanny in "Willy's New Mansion" Special Edition   
    Ah, just what i've been waiting for .. looks very different will look forward to playing, hope it's not too difficult! 
  5. Like
    Metalmickey got a reaction from Spider in "Willy's New Mansion" Special Edition   
    Ah, just what i've been waiting for .. looks very different will look forward to playing, hope it's not too difficult! 
  6. Like
    Metalmickey reacted to Spider in Unusual Pokes (Spectrum Version)   
    Disable arrows:
    POKE 37431,195 : POKE 37432,161 : POKE 37433,146
     
    Disable guardians
    POKE 37334,195 : POKE 37335,52 : POKE 37336,146
     
    These work better than some of the other methods as those either leave the ink behind (so if you stand in the path of a guardian you can see where it was) or some disable all the ropes too which is not ideal.
     
    The methods above apply a JP to skip over the 'guardian' or 'arrow' code when the routine looks at the type of entity to deal with. There are probably other ways of doing this however this seems to work fine.
  7. Like
    Metalmickey reacted to jetsetdanny in "Willy's New Mansion" Special Edition   
    Some screenshots from the game:
     
     

     
     

     
     

     
     

     
     

     
     

     
     

     
     

     
     

     
     

     
  8. Like
    Metalmickey reacted to jetsetdanny in "Willy's New Mansion" Special Edition   
    On the twelfth anniversary of the release of my first Jet Set Willy (JSW) game, "Willy's New Mansion", I am pleased to present the Special Edition (SE) of this game.

     

    The general ethos of my work on the SE was not to take anything away from the Original Edition (OE), only to add to it. Therefore, the SE is everything that the OE was, and MUCH more.

     

    The SE uses the JSW48 game engine (the one used by the original "JSW") with many enhancements, including some absolute technical novelties. The highlights of the SE include:

     

    - two additional rooms (66 in total, i.e. 10% more than in the original "JSW");

     

    - five in-game tunes (the in-game tune is set individually in each room);

     

    - colourful arrows, including arrows that change colour in mid-flight;

     

    - "Global Seamlessness" of the screens: in every room the PAPER colour of the top two thirds of the screen (the playing area), the lower third (the status bar) and the border is the same;

     

    - time limit as a real factor which may prevent the player from completing the game successfully (unlike in the original "JSW" or the OE); the player has to choose one of four time challenge levels after the game has loaded (even the "Easy" level provides more of a time constraint than the OE or the original "JSW"!);

     

    - two separate Game Over screens: one for losing all lives, the other one for running out of time, each with a corresponding Final Screen with an appropriate text message, an animated decorative guardian and some music;

     

    - Patch Vectors (PVs) - chunks of code which produce special effects beyond what the game engine can do - applied in EVERY SINGLE ROOM of the game, producing a lot of interesting and, in many cases, never-before-seen effects, inter alia: various Screen Flash and Coloured Screen effects, a range of sound and border effects, various kinds of messages (signboards) and guardians printed on the screen, Shimmering Willy, Willy's Colour Changed on Entrance to the Room, Time Trap, the change of the in-game tune in mid-room, Swooshing Arrow & Flashing Border / Status Bar effect, Intermittent Fire Cell, numerous colour-changing guardians, killer squares flying across the screen, a moving platform which can carry Willy over obstacles, periodic reversal of the direction of the conveyor, gaps opening in walls and ramps going in both directions;

     

    - teleportation;

     

    - special effects after Willy has collected the last item, during the "toilet run", and once the game has been completed;

     

    - an "advanced" title screen;

     

    - a loading screen;

     

    - available space used virtually to the last byte;

     

    - a 130-page-long Readme file discussing various aspects of the game, including disassemblies and detailed descriptions of the Patch Vectors and the modifications applied to the game engine;

     

    - the game being Sinclair ZX Spectrum Vega/Vega+ ready (thanks to a ZXK file mapping the Vega control buttons to the ZX Spectrum keys used by the game, included in the release ZIP).

     

    The SE features also many improvements over the weak points of the OE. All unfair (and many fair) infinite-death scenarios have been eliminated, some sprites have been improved, and small modifications have been applied to room layouts, cell patterns and item distribution, both for aesthetic and functional reasons.

     

    As a result, the SE is fairer to the player, albeit somewhat more difficult than the OE. It is still far away from the most difficult games of the genre, though, and it is meant to be enjoyable to most players.

     

    The Special Edition of "Willy's New Mansion" uses various elements created by other people. Please see the "Acknowledgements and thanks" section in the Readme for details. At this point I would like to highlight my special gratitude to:

     

    - Matthew Smith, for starting it all;

     

    - John Elliott, for his excellent JSW Editor (JSWED), which was the main tool I used to create the game;

     

    - Geoff Eddy, for the PVs he created and used in his games - many of which I applied in "WNM SE", and for their disassemblies - which got me started in designing my own PVs;

     

    - Ian Rushforth (IRF) and Andy Ford (Spider) - well known on this forum - for prioritising "WNM SE" over the other projects they were working on together and for all the assistance they have given me; in particular:

     

    - Ian Rushforth for his deep, meticulous, proactive, time-consuming and wonderfully efficient involvement with the project; the final shape of the game would not be what it is without Ian's multiple contributions; even a cursory glance at the Readme will reveal the extent of Ian's involvement;

     

    - Andy Ford for his very helpful suggestions on creating the BASIC loader and the final TAP and TZX files, and for making the game Sinclair ZX Spectrum Vega-ready.

     

    The Special Edition of "Willy's New Mansion" can be downloaded from JSW Central, where you can also see the screenshots of all rooms in the game.

     

    Please download, enjoy, and send me - or post here - any comments you may have, or just let us know that you have played the game!

     

    Daniel Gromann

  9. Like
    Metalmickey reacted to Dumb Waiter in JSW 2 Amiga   
    What was peoples opinions of this version back then,I remember being surprised to see it on the Amiga but not really being that impressed. I think it just looked so different to what I was used too,nothing wrong with the graphical improvements and it was expected but it just was not JSW as I knew it.
    Did anybody complete it?
     
     

    https://youtu.be/7YXFt-nMh7M

  10. Like
    Metalmickey got a reaction from Spider in JSW 2 Amiga   
    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...
  11. Like
    Metalmickey got a reaction from Spider in New 'micro-game': Jet Set Willy Heaven and Hell   
    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  ;)
  12. Like
    Metalmickey got a reaction from jetsetdanny in New 'micro-game': Jet Set Willy Heaven and Hell   
    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  ;)
  13. Like
    Metalmickey got a reaction from IRF in New 'micro-game': Jet Set Willy Heaven and Hell   
    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  ;)
  14. Like
    Metalmickey got a reaction from jetsetdanny in New 'micro-game': Jet Set Willy Heaven and Hell   
    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...
  15. Like
    Metalmickey reacted to IRF in New 'micro-game': Jet Set Willy Heaven and Hell   
    I am pleased to present the JSWMM community with a brand-new 'micro-game' that I have created, entitled 'Jet Set Willy Heaven and Hell'.
     
    There are 25 items in the game, spread across three rooms.  Try to ascend to Heaven, without descending into Hell.
     
    It's just a little bit of fun, but it does showcase a particular 'quirky' feature of the Jet Set Willy game engine which, to the best of my knowledge, has never previously been documented or exploited in a JSW game.
     
    I pray that you prevail!
    Jet Set Willy Heaven and Hell.zip
  16. Like
    Metalmickey got a reaction from Spider in New 'micro-game': Jet Set Willy Heaven and Hell   
    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...
  17. Like
    Metalmickey got a reaction from IRF in New 'micro-game': Jet Set Willy Heaven and Hell   
    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...
  18. Like
    Metalmickey got a reaction from Spider in The Attic Bug Seen In Action   
    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
  19. Like
    Metalmickey got a reaction from IRF in The Attic Bug Seen In Action   
    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
  20. Like
    Metalmickey got a reaction from andrewbroad in Free space and code optimisation in "JSW"   
    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?
  21. Like
    Metalmickey reacted to Spider in Free space and code optimisation in "JSW"   
    In a nutshell, your last main sentence was correct, it would need rewriting to do this. :)
     
    The compression I use simply compresses it as much as possible.
     
    To do what you're asking you'd need the decompressor present all the time (not a problem) then 'uncompress' bits of code into say a designated area of memory. When a 'new' bit was required you'd simply decompress some other part into this 'designated area' :)
  22. Like
    Metalmickey got a reaction from Spider in Free space and code optimisation in "JSW"   
    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?
  23. Like
    Metalmickey reacted to jetsetdanny in The Attic Bug Seen In Action   
    Or the Nightmare has cast a bit of its ugly shadow there...  :lol:
  24. Like
    Metalmickey reacted to Spider in The Attic Bug Seen In Action   
    I think its the way the entities in the URL are that's doing that. Might be browser specific too. UTF8 vs ISO etc
  25. Like
    Metalmickey got a reaction from Spider in The Attic Bug Seen In Action   
    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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