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Metalmickey

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  1. Like
    Metalmickey reacted to Spider in Other games featuring...   
    The small case Speedlock has the bug IIRC, the re-releases do not. The releases use a later Speedlock (with min/sec counter) and the other re-release does not use a highspeed loader, just a headerless block. Unsure on the bug status with the large case Speedlock release though.
     
    By 'small case' I mean just a normal cassette size box, the "large" one was a bit bigger, but not massive.
  2. Like
    Metalmickey reacted to IRF in Copy Protection in 'Jet Set Willy': developing methodology for retrogame archaeology   
    You could buy your own mansion, with a stern housekeeper and a crazy chef...
  3. Like
  4. Like
    Metalmickey got a reaction from jetsetdanny in Copy Protection in 'Jet Set Willy': developing methodology for retrogame archaeology   
    ok confession time (hands outstretched awaiting the handcuffs...) i actually copied out the entire codesheet using numbers for the colours and my mother's typewriter to re-create the colour chart, it took, to the best of my recollection, about 24 attempts to complete and an awful lot of tolerance from my mother putting up with the continuous 'clacking' of keys as i punched away at the keys, needless to say she did not thank me for wearing out her ribbon...
    on the plus side i did manage to make a photocopy - friendly version which i managed to sell for 50p a sheet ... i think i made about
  5. Like
    Metalmickey got a reaction from Spider in Other games featuring...   
    see i always used to think that was a myth as when i tried it with my copy it would time out after 10 minutes and i would lose a life, i must have had a later revision of the game...   :blink:
  6. Like
    Metalmickey reacted to Spider in Other games featuring...   
    I think he may of cheated and let the clock increase to the point of it jumping back to zero, then quietly stepping over the finish line. ;) :)
  7. Like
    Metalmickey got a reaction from Spider in Copy Protection in 'Jet Set Willy': developing methodology for retrogame archaeology   
    ok confession time (hands outstretched awaiting the handcuffs...) i actually copied out the entire codesheet using numbers for the colours and my mother's typewriter to re-create the colour chart, it took, to the best of my recollection, about 24 attempts to complete and an awful lot of tolerance from my mother putting up with the continuous 'clacking' of keys as i punched away at the keys, needless to say she did not thank me for wearing out her ribbon...
    on the plus side i did manage to make a photocopy - friendly version which i managed to sell for 50p a sheet ... i think i made about
  8. Like
    Metalmickey got a reaction from IRF in Copy Protection in 'Jet Set Willy': developing methodology for retrogame archaeology   
    ok confession time (hands outstretched awaiting the handcuffs...) i actually copied out the entire codesheet using numbers for the colours and my mother's typewriter to re-create the colour chart, it took, to the best of my recollection, about 24 attempts to complete and an awful lot of tolerance from my mother putting up with the continuous 'clacking' of keys as i punched away at the keys, needless to say she did not thank me for wearing out her ribbon...
    on the plus side i did manage to make a photocopy - friendly version which i managed to sell for 50p a sheet ... i think i made about
  9. Like
    Metalmickey reacted to jetsetdanny in JETSETHK   
    Andy, 
     
    Thank your for the file and your interesting analysis :).
     
    First of all, I would kindly suggest that this topic be moved to the general area (JSW section). I think it doesn't have to be limited to Contributors only, as it doesn't contain any 'sensitive' information :) and the file has 'always' been available for download also from here.
     
    I analysed this version (in a different way than you did here) on JSW Central. Following the info provided by Andrew Broad, I believe that it is, indeed, Ian Collier's hack which is called "a Z80-version with megatrainer" on Gary Pearce's old JSW website.
     
    Furthermore, apparently the so-called 'Gaping Pit' version originated from it (the only change being the name of the room "We must perform a Quirkafleeg", I think - although I didn't try to confirm it by comparing the files). The file "JETSETHK.z80" I have in my archive is dated 19.02.1995 (I think it's the same as yours - are you sure yours is from 19 January 1995, not February? - if you download the file from here, it's also 19.02.1995), while the "GAPING.SNA" file which is the 'Gaping Pit' version is dated 04.05.1999, so - if the time stamps on the files are correct - it was created four years after Ian Collier's version.
     
    An interesting variant it is, indeed, with the megatrainer and four new rooms :). It can be completed if "Under the Roof" (42) is chosen as the starting room in the cheat menu, which allows the player to reach the items in "Conservatory Roof" (43) without climbing the Banyan Tree (which is not fixed and there's no option to fix it in the trainer). I did just that and made an RZX recording of my walkthrough, which can be downloaded from RZX Archive.
  10. Like
    Metalmickey got a reaction from jetsetdanny in JSW As Manufacturer (probably) intended .. kind of...   
    Liking that, i think that's well worth putting into the next version, i've got quite a few corrections to work on... i have little doubt that if MS had the time and inclination to alter willy's animation he would have done something similar
  11. Like
    Metalmickey got a reaction from IRF in JSW As Manufacturer (probably) intended .. kind of...   
    Liking that, i think that's well worth putting into the next version, i've got quite a few corrections to work on... i have little doubt that if MS had the time and inclination to alter willy's animation he would have done something similar
  12. Like
    Metalmickey got a reaction from Spider in JSW As Manufacturer (probably) intended .. kind of...   
    Liking that, i think that's well worth putting into the next version, i've got quite a few corrections to work on... i have little doubt that if MS had the time and inclination to alter willy's animation he would have done something similar
  13. Like
    Metalmickey reacted to IRF in Wraparound Guardians   
    I have managed to amend the code which moves vertical guardians, and also the guardian-drawing and sprite-drawing routines, in such a way that a guardian may safely wrap around past the top/bottom of the screen without crashing into its own 'trail of havoc' (i.e. errant pixels left on the primary screen buffer.

    Please see the attached. The starting room is 'On Top of the House'. There are now two flag guardians in that room, which have identical definition bytes to each other except that, for one of the flags, the upper and lower bounds have been transposed (causing it to wander up off the top of the screen and back again).

    I thought it was appropriate to use the flag guardians to illustrate this behaviour, as I managed to achieve this technical novelty by careful use of the F Register flags (the Zero, Carry and Parity Flags were all instrumental).

    I'll type up the source code when I find the time. But note that the same routine handles both guardians.
    Vertical Wraparound Guardians.z80
  14. Like
    Metalmickey reacted to IRF in Wraparound Guardians   
    Horizontal and Vertical Guardians can now wrap around both the vertical and horizontal edges of the screen - see the attached.
     
    Note that the horizontal guardians do not change Base Sprite as they wrap around (which they do in the original JSW game engine).
     
    Getting both the graphic bytes and attributes to fully behave was quite a challenge.  But I got there in the end.  :)
     
    P.S. In the test file (startup room = Back Door), don't be surprised if the two guardians eventually collide with each other!
    Horizontal and Vertical Wraparound Guardians.z80
  15. Like
    Metalmickey got a reaction from Spider in Other games featuring...   
    All very well but did Mr Thompson finish his 100 metre dash in time? 
  16. Like
    Metalmickey got a reaction from IRF in Other games featuring...   
    All very well but did Mr Thompson finish his 100 metre dash in time? 
  17. Like
    Metalmickey reacted to Spider in Jswed2 Suggestions   
    Sounds a promising idea/thought. :)
     
    As daft as it sounds (sorry!) always take and then work on a copy to make changes, the amount of 'issues' I've created for myself (not JSW just generally) with thinking ' its fine ' and then finding out its not after.. :lol: :unsure:
  18. Like
    Metalmickey got a reaction from Spider in Jswed2 Suggestions   
    think i know what the problem is, i'm using my own modified version of JSW where i fixed the conveyors by putting in the modified code in an alternative location to where Skoolkid originally suggested .. think i might need to relocate it elsewhere
  19. Like
    Metalmickey reacted to Spider in Jswed2 Suggestions   
    Long shot but try loading it first with the 'Tape Loader' (so its 128K mode) , if it still crashes:
     
    Don't switch to 48K mode in the menu, instead enter 128K Basic and either type in SPECTRUM or USR 0 to reset it to 48K mode, this should still leave ( ! ) the 128K memory and facilities available.
     
    It should be recoverable though, were you manually using the hex editor ? :unsure:
  20. Like
    Metalmickey reacted to Spider in Jswed2 Suggestions   
    The only other idea I had was to export each part of the data separately, ie: rooms , sprites etc then import them into a new 'empty' game of the same 'variant' although that seems a bit of a drastic step. :) Hopefully Danny will be able to assist you with a 'repair' if you take up his offer.
  21. Like
    Metalmickey reacted to jetsetdanny in Jswed2 Suggestions   
    Metalmickey:
     
    I am positive that since you've put so much work into the project already, one way or another we will figure out what the problem is (asking John Elliott for help as a last resort).
     
    For the time being, could you tell us which is the starting room (room number in JSWED)? If it's above 33 or so, try moving it to a lower number. Or just try setting the starting point to a safe location in room 00 or 01. Have you tried that by any chance? I am asking because I remember in the past there was a problem with starting rooms "above" a certain number.
     
    You could also send me the file (e.g. uploading it here in a new PM thread, if you want, or straight to my e-mail address visible here) and I would have a look at it to see if there is anything I can do about it :).
  22. Like
    Metalmickey reacted to IRF in JSW As Manufacturer (probably) intended .. kind of...   
    I've just realised that it would be possible to make the yellow Maria in The Nightmare Room animate through two, or indeed all four of her sprite-frames, if you wanted her to, without causing the yellow foot guardian (which shares the same guardian class number) to deviate from the foot sprite - but only if you swapped around the position of the foot and the barrel on their sprite page (i.e. Page #9C - put the barrel at #9C40 and the foot at #9C60).
     
    Of course, you would then have to adjust other instances of a foot or a barrel guardian elsewhere in the game, and also amend the pertinent addresses in the 'Game Over' routine accordingly.
  23. Like
    Metalmickey got a reaction from Spider in Jswed2 Suggestions   
    Well one of the reasons as to why my 256 room project has been all but abandoned shelved is because i didn't begin any sort of play-testing until i was about 120 or so rooms in, then when loading it into various emulators that i have at my disposal the game loads ok but after pressing Enter to start it just crashes and resets .. i'm currently waiting on delivery of a 128+3 so i am going to try it out on that when it arrives... 
  24. Like
    Metalmickey got a reaction from jetsetdanny in Emulator key scanning   
    There seems to be a significant difference between a desktop PC and a laptop. Using Norman's program on my laptop i can get it to register up to 8 simultaneous keys on any given row using Spectaculator 8.0, i had the same results with FUSE and SPIN, when i connect a USB keyboard i can only get about 4, however because it's a wireless one i can probably understand why.
     
    owing to the fact that my little rubber-keyed friend is on loan at present i have not yet been able to try it out on a real spectrum
     
    My theory is that laptops the ZX Spectrum have one thing in common and that is their keyboards are connected to the motherboard via a multi-way membrane  as opposed to a 5 pin PS2 connector or in the case of the modern PC a single data channel (2 if you count data coming out of the system)
     
    pressing combinations of keys across the rows such as QW and GH also work but not in every case for example IO and DE won't work, only 3 of the four keys will register
  25. Like
    Metalmickey got a reaction from jetsetdanny in Jswed2 Suggestions   
    Thanks,  to be honest the main reason for this is because I have a sizeable collection of MS DOS games that I have installed over the last 27 years but don't have the original disks any more. I also have a couple of MS DOS based emulators which don't seem to work on newer machines or at least not on newer machines that have never had DOS installed on them .. needless to say I am not actually using the original hard disk any more, mainly because it's capacity is only 30MB...
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