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Metalmickey

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  1. Like
    Metalmickey reacted to Spider in The Attic Bug Seen In Action   
    Its fine. I did consider just PM'ing you the information but as its been out a few months anyway and The Tipshop has the 'immunity' cheat anyway there was nothing to hide really. :)
  2. Like
    Metalmickey got a reaction from jetsetdanny in The Attic Bug Seen In Action   
    Thanks for this, it was mainly a curiosity exercise just to see what would happen, i tried it last night by simply poking the value 59901 with 213 as per original version ... couldn't do much as only the original 'collision off' pokes work in TNE, working with these and the anti 'death by fall' poke i made my way to Under The Mega Tree and fell into the Hornet's Nest and so began Willy's strange adventure .. we ended up with hybrid rooms with the Hornet's Nest crossed with the Back Stairway  then the Tool Shed which had merged with the Off Licence .. as you might expect, the teleport really gets things going.
     
    By the way, thanks for not being cross with me for abusing your new creation!  :)
     
    by the way (again), if anything in this post gives anything away feel free to hide or delete it...
  3. Like
    Metalmickey got a reaction from Spider in The Attic Bug Seen In Action   
    Thanks for this, it was mainly a curiosity exercise just to see what would happen, i tried it last night by simply poking the value 59901 with 213 as per original version ... couldn't do much as only the original 'collision off' pokes work in TNE, working with these and the anti 'death by fall' poke i made my way to Under The Mega Tree and fell into the Hornet's Nest and so began Willy's strange adventure .. we ended up with hybrid rooms with the Hornet's Nest crossed with the Back Stairway  then the Tool Shed which had merged with the Off Licence .. as you might expect, the teleport really gets things going.
     
    By the way, thanks for not being cross with me for abusing your new creation!  :)
     
    by the way (again), if anything in this post gives anything away feel free to hide or delete it...
  4. Like
    Metalmickey reacted to Spider in The Attic Bug Seen In Action   
    It would be in theory quite easy to "turn it back on" although in TNE bear in mind some of the code has been moved to make space. This does work but the effects are highly unpredictable.
     
    If you wanted to try this, apply the following in an emulator:
     
    59900,69
    59901,213
     
    The second one is not completely necessary I think but that will switch it 'on' if the arrow descriptor is in the correct place.
     
    Next, lets start him in The Attic so he's got less travelling to do to get there: 34795,41
     
    Some immunity is really going to be needed to help here too:
     
     
     
     
    Lastly, stay still in the Attic until you hear both arrows fire. You'll only see one though. Now its time to explore. Best plan: Head left (you can walk through fire cells now!) and down. Aim for Back Stairway > Cold Store > Kitchen > Then expect chaos.
     
    Given this destroys the game, I've not assembled a tape file for it.
     
     
    Erm, enjoy ? :D
  5. Like
    Metalmickey got a reaction from Spider in The Attic Bug Seen In Action   
    The bug has quite a devastating impact in TNE as well as you might expect .. interesting to see what would have happened in the game if for some reason the attic bug not have been corrected in this rebuild...
  6. Like
    Metalmickey reacted to Spider in Free space and code optimisation in "JSW"   
    This is JSW1. It does work. But you have to uncompress it before running the code. The compression in this case is just to reduce the 'saved' file size down. :)
  7. Like
    Metalmickey reacted to Spider in Free space and code optimisation in "JSW"   
    Well I guess that's true. But you'd need some kind of 'on the fly' decompression to 'test' it as you'd not really be able to reliably edit a compressed file. Think of this as trying to edit say a .zip file "directly" with a hex editor. At least that's how I see it, I could be completely wrong. :)
     
     
    This saves quite a bit of loading time on a 'real' machine or emulated for 'tape emulation freaks' (such as me!)
     
     
    From various bits of research ( ! ) they were going to be part of the MegaTree. There was something he said once (well, so I read) along the lines of the fact the tree was meant to be a lot bigger, so I'd assume that is where at least two if not more of them would of been.
  8. Like
    Metalmickey got a reaction from jetsetdanny in Free space and code optimisation in "JSW"   
    Yes i'm trying to learn assembly language but my aging brain isn't quite able to take it in, i need to see if i can find something on YouTube or somewhere as i can't learn from reading books, i can see your point about making the existing code more efficient, from the info here it would seem that Matty really had to rush the game through .. i've always wondered what those missing 4 rooms would have looked like and where they would have been
  9. Like
    Metalmickey got a reaction from Spider in Free space and code optimisation in "JSW"   
    Yes i'm trying to learn assembly language but my aging brain isn't quite able to take it in, i need to see if i can find something on YouTube or somewhere as i can't learn from reading books, i can see your point about making the existing code more efficient, from the info here it would seem that Matty really had to rush the game through .. i've always wondered what those missing 4 rooms would have looked like and where they would have been
  10. Like
    Metalmickey got a reaction from Spider in Free space and code optimisation in "JSW"   
    but the end user wouldn't need to unpack it, JSW 2 seems relatively bug-free running in it's compressed state ... when developing it you could just save it in stages or just emulate bigger memory ... if that's in any way possible.
     
     
  11. Like
    Metalmickey reacted to Spider in Free space and code optimisation in "JSW"   
    The issue with compression is when its unpacked it takes the same size as the original did, unless I'm missing something ? :)
     
    I can compress JSW down to about 18K in some cases ( ! ) but it won't run in that state. :D
  12. Like
    Metalmickey reacted to IRF in Free space and code optimisation in "JSW"   
    I suppose that's one option.
     
    However, I've considered it a nice challenge to find 'efficiencies' in the existing code and therefore try and pack as much into the available space as possible, without compression.
     
    And if nothing else, taking on the task has helped me get my head around how the Z80 machine code works. (I was clueless just a few months ago!!) :wacko:
  13. Like
    Metalmickey got a reaction from andrewbroad in Free space and code optimisation in "JSW"   
    I'm probably missing the point here but why not just compress the entire code? I know people here are not a big fan of compression as it makes the code harder to read like with JSW2 for example but is that not because there is no decompressor available making editing a lot harder?
     
     but what if you was the one doing all the compressing?  might it be easier to edit the code then compress and decompress at will .. imagine the extra rooms and nasties you could cram in using the original JSW engine...
     
    just a thought that's all
  14. Like
    Metalmickey reacted to IRF in Free space and code optimisation in "JSW"   
    We already used or recycled a lot of those elements in The Nightmare Edition, but it's good to have them catalogued here in this thread for the 'wider audience'. :)
     
    Note that 'AIR' is used by JSWED to determine whether or not a file may be edited using its GUI.
  15. Like
    Metalmickey got a reaction from IRF in Free space and code optimisation in "JSW"   
    Personally i prefer to use the cursor keys when playing any speccy game as a bit chunk of my favourite games don't have the QAOP or define keys option so my hands are virtually hardwired into gravitating towards the numbers row on the keyboard, however, the whole of the top row of the letter keys are currently used to control Willy, would modifying this in some way save any bytes? so that only Q, W and M could be used or Q, P and Space or something like that.
     
    Also i think disabling the buggy automated pause routine could save something
     
    Maybe deleting the [ room might save something? Unless of course you intend to furnish it and make it accessible.
     
    Matthew Smith also left a load of unused graphics laying about, they're just taking up space
     
    The message "AIR" at address 33873  (8451H) seems somewhat superfluous  (sorry if this has already been mentioned)
     
    Oh and what about removing the WRITETYPER cheat, I don't mean to be a spoilsport here but it was only written into the code for testing purposes  :P
  16. Like
    Metalmickey reacted to IRF in Complete List of bugs, quirks and anomalies   
    Willy enters the 'toilet dash' as soon as he reaches the foot of the bed, regardless of whether he walks or jumps to reach that point.

    His getting stuck on the bed is caused by the bed's Conveyor action 'cancelling out' Willy's automatic urge to run rightwards (there's an XOR command involved).  The fact that the 'P' key doesn't release him from this predicament is probably a 'bug' (although Danny might disagree!).

    I guess the pillow is a Fire cell because there were no other cell types available when Matt Smith designed the room!
  17. Like
    Metalmickey got a reaction from andrewbroad in Complete List of bugs, quirks and anomalies   
    Firstly, apologies if a similar topic like this has already been created elsewhere feel free to delete it if there is a better one, i did have a look around and couldn't really find anything like it so i thought i'd create a thread where everyone can contribute to the list of all known oddities found in the game.
     
    Secondly this is not a request for help in working around these bugs, more really a point of reference and maybe a source of information for newcomers and those who didn't play the game so much and don't already know about them all and one single place where they can be looked up
     
    I thought i might start with the most obvious and well documented ones the first four of which prevent the game from being completed:
     
    'The Attic' - The most famous and destructive of them all which of course is triggered when Willy ventures into the attic. A rogue arrow causes all manner of destruction around his house and ultimately renders the game unplayable.
     
    'Conservatory Roof' which features the booby-trapped item, or maybe it's just a little too closely guarded by a 'fire-cell' 
     
    'The Banyan Tree' with what looks like an out of place earth-cell right of the trunk meaning that Willy cannot make his way upwards to the Bit Of Tree above
     
    'First Landing' with the phantom object which is neither seen nor collectible.
     
    The rest of these are comparatively harmless or can be avoided
    such as...
     
    'The Nightmare Room' featuring the ugly green blob which, when i first encountered it i thought it was a fire-cell and so i spent many a long afternoon trying to work out how to collect the object without hitting it... turns out that it was just a conveyor belt ... who knew?
     
    'Cuckoo's Nest' with the somewhat disorientated saw that doesn't change direction when it comes back the other way
     
    'Under The Roof' with the phantom 'fire-cells' that prevent Willy from dropping out of the bottom of the screen to the right of the tree trunk, interestingly enough this one was even left in the 'Nightmare Edition' ... maybe Mr Smith deliberately left it there... who knows?
     
    'The Beach' and 'The Roof' both feature a rope that Willy can jump from and reappear at the bottom of the screen
     
    'Rescue Esmeralda' has, in all probability, an unintentional secret passage to 'Ballroom East' when jumping from the conveyor belt at the top right of the screen
     
    'The Watchtower' also has one which takes Willy all the way to the 'Off Licence'
     
    'The Swimming Pool' has an object which Willy needs to make no effort whatsoever to collect, he merely needs to enter the room and it's his
     
    'The Orangery' Here Willy has been endowed with a magnetic head when jumping up and hitting the ledge from the stairs at the bottom left of the screen - not so much a bug, more of a quirk
    Apparently i never knew this but there is also a bug which means that the conveyors in rooms such as the West of Kitchen and Tool Shed are not drawn properly .. and the one in the Wine Cellar is not supposed to be there at all.
     
    Finally there's that 'halo' effect where a nasty as a 'bright' blue background following it around, this is evident in 'I'm sure I've Seen This Before', the Emergency Generator and On A Branch Over The Drive
     
    There's probably a few that i have missed, feel free to contribute!
  18. Like
    Metalmickey got a reaction from IRF in Moving Items - idea for a Patch Vector   
    I am but a mere amateur when it comes to speccy code but i would imagine that notwithstanding the effects of the attic bug, surely this would involve altering a big part of the heart of the game engine itself; i've come to the understanding that from looking at the source code there would have to be a major alteration of the routine that tells Willy what is harmful, what can be walked on and what can be collected perhaps this is probably quite far removed from what Matty had in mind but then who knows .. of course i could be wrong, and i would like to be proven wrong by seeing a demonstration from any soul who would have the time, energy and knowhow 
  19. Like
    Metalmickey got a reaction from Spider in Moving Items - idea for a Patch Vector   
    This did actually happen whilst i was playing with the Attic bug in place, after hanging around in 'We Must Perform A Quirkafleeg' for a minute or two i ventured to Willy's Yacht, the room was largely intact apart from the flag which had turned to a psychedelic flashing jelly moving sideways across the bottom, oddly, willy could only collect half of it. I've tried to replicate this again so i could RZX it but so far without success
  20. Like
    Metalmickey got a reaction from IRF in Moving Items - idea for a Patch Vector   
    This did actually happen whilst i was playing with the Attic bug in place, after hanging around in 'We Must Perform A Quirkafleeg' for a minute or two i ventured to Willy's Yacht, the room was largely intact apart from the flag which had turned to a psychedelic flashing jelly moving sideways across the bottom, oddly, willy could only collect half of it. I've tried to replicate this again so i could RZX it but so far without success
  21. Like
    Metalmickey got a reaction from Spider in The Attic Bug Seen In Action   
    Couldn't see it at first but then i realised he's upside down .. and he's put a bit of weight on
  22. Like
    Metalmickey got a reaction from IRF in The Attic Bug Seen In Action   
    Couldn't see it at first but then i realised he's upside down .. and he's put a bit of weight on
  23. Like
    Metalmickey got a reaction from IRF in The Attic Bug Seen In Action   
    The last page is either an arrow or a table lamp ... i spend too much time looking at clouds... :wacko: 
  24. Like
    Metalmickey got a reaction from Spider in The Attic Bug Seen In Action   
    Maybe give room 47 a make over, call it 'Willy's Secret Lab' and put them all in there... :P  
  25. Like
    Metalmickey got a reaction from Spider in The Attic Bug Seen In Action   
    Oh i could have some fun with that, especially in the Ballroom West and The Off Licence!
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