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Norman Sword

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  1. JetSetWilly start game game mode 0 - - collect last object game mode 1 - maria removed - object number defined by a specific byte - not by actual objects jump on bed game mode 2 - forced walk to toilet - room + x position defined - reach the x position to trigger reached toilet game mode 3 - animated head/toilet graphic - room + x position defined - reach the x position to trigger
  2. I remember seeing the MSX bee card - It was played on an MSX by Alan Maton, just for me. The card was a pre release demonstration.
  3. Several incorrect assumptions. The game logic only allows "the ITEM draw logic" to collect ITEMS. Other logic can leave colour that "the ITEM draw logic" will react to. So sprites can not collect an item Background colour will not collect an item Arrows do not collect items All the above do is colour in the ink cells and that allows "the ITEM draw logic" to assume when it detects white that Willy is over the ITEM, and then "the ITEM draw logic" will collect it. To have an invisible item. All that is needed is to define a graphic with no pixels present. "The ITEM draw logic" will draw the invisible item. If A white sprite/an arrow or Willy walks over the item. Then the fact that white is now present in the square where the item is defined is enough for "the ITEM draw logic" to collect the invisible item.
  4. Can confirm it loads and looks like your picture. The title screen looks strange as well - (But with artistic licence - perhaps that is how it is meant to look)
  5. Can confirm Both of the above run on my windows 10 PC.
  6. Curiosity - was the CPC data sheet for the final frontier the same as the zx spectrum data sheet for JSW2. I could not find the sheet easily so I just took a quick photograph - whilst the photographs are not really good enough for usage - they are however good enough to answer my own question - Was the colour code the same. Answer NO.
  7. Colour codes for the spectrum JSW and jSW2 are formed from a block of data - If I recollect correctly I copied the data from the Amstrad CPC version - in order to arrive at the data for JSWII---- (not checked if it ended up with the same colour codes) The data for the MSX version of JSWII would probably do the same thing - a block of data to generate the codes. It would make life very difficult for the coder, if the data was anything but fixed. E.g. to use the game data/code, means every edit of the game would change the colour codes --- Enclosed is the MSX colour code for JSWII (1st picture) - NOTE it is NOT the same as the zx spectrum codes for JSWII.(2nd picture)
  8. Game speed has no effect on the title tunes for MM or JSW Game speed has no effect on spot effects such as item collection sounds (jsw or moded MM) the arrows (JSW) the boot falling, Game speed has no effect on the notes played for the in game tune. e.g. the pitch of those clicks will stay exactly the same. It will however increase the tempo to match the new playing speed. Game speed has no effect on the pitch of the effect played when Willy jumps or falls. The tempo of the effect will reflect the change in speed. In short the pitch of sound effects is not governed by the speed of play. Since all the effects actually suspend the game whilst the effect is played.
  9. Most pictures I have seen of the code sheet are blurred. This copy whilst not a photgraph or a scan of the original, is far clearer. No idea who can get the credit for setting out these graphics.
  10. Not a program I use or need. (zx block editor) so curiosity. click on the block that needs editing - in this case (in this example) double click on the 3rd entry "PROGR" etc This will bring up the part that says "Edit datablock" On this example you can see highlighted the basic "autostart line" Click on the line number and edit to the line wanted ---- I found the output visuals confusing, but just insert the line number you want and then press enter The inputed data should take the form of the line number and also highlighted will be (on the lower line of the "EDIT datablock") will be the option OK or cancel. When you press "ok" the line that is the block - in this case block 3 - will be changed to highlight the new start line number.
  11. Addendum - I wrote the cpc version of Jet Set Willy The Title music is Moonlight Sonata and was writen by Beethoven in 1801. So slightly before Mr Wetheril came along. The in game short tune is by Mr Wetheril.
  12. And nothing like the Z80 - zx spectrum listing I use in Manic Jet Set Willy V3.02 RM_MM07: defb %00101010,%00010001,%00001010,%00001001,%11110000,%11110100,%10111000,%10000100 defb %01110000,%10000001,%00110000,%10000001,%00010101,%01001001,%01001101,%10100100 defb %00100110,%10011000,%00100010,%01001111,%00001001,%01011001,%00000100,%11001100 defb %10001000,%01110110,%01000001,%00101101,%01010001,%10011100,%10110001,%00000011 defb %11101100,%11010110,%11000110,%01001011,%10100001,%00001101,%11101000,%10110101 defb %11000010,%10000010,%00111100,%10000010,%10000011,%00000111,%01011110,%01000000 defb %00000010,%00000000,%10101000,%00000000,%11000000,%00100101,%00100101 Control %0001000$0 slice #00 tiles #42,#01 tiles #72,#02 tiles #04,#03 shave 4 tiles #05,#11 tiles #06,#1A tiles #44,#1B edge #02,#1C tiles #AB,#87 tiles #AF,#8E tiles #3F,#80 tiles #A2,#01 Control_check spx MM_S_12,9 spx MM_S_13,11 spx MM_S_14,18 spxe MM_S_15,15 mask1_text #00,"M","i","n","e","ò","W","i","l","l","ù","m","e","e","t","ó",2,9
  13. The wording This means this version contains 40 caverns, starting with the original 20 caverns, then continuing on with another 20 caverns originally desisigned by Ligan. (of those 20 caverns, some have been redesigned by me) was added to the main description
  14. The above pokes - demystified into actual Z80 code opcode address address comment hex #8F85 decimal 36741 ; note:- listed one byte earlier call #90fe ;#cd,#fe,#90 ; the original call to the score routine changed to call #9352 ;#cd,#52,#93 ;205,82,147 ; note:- the call opcode is included here this routine is a copy of the Item collect sound in Jet Set Willy opcodes ;address ;address ; ; hex ; decimal ; ;#9352 ;37714 ld a,(#8073) ;#3a,#73,#80 ;58,115,128 ; get border colour ld c,#80 ;#0e,#80 ;14,128 ; set loop counter (duration) sfx: out (#fe),a ;#d3,#fe ;211,254 ; set border + ear + mic xor #18 ;#ee,#18 ;238,24 ; toggle ear + mic bits ld e,a ;#5f ;95 ; save the border + ear + mic state in {e} ld a,#90 ;#3e,#90 ;62,144 ; calculate a pitch sub c ;#91 ;145 ld b,a ;#47 ;71 ; the calculated pitch to {b} ld a,e ;#7b ;123 ; restore border + ear + mic back from {e} to {a} sfx_loop: djnz sfx_loop ;#10,#fe ;16,254 ; loop (delay) for the pitch dec c ;#0d ;13 ; decrease the time counter dec c ;#0d ;13 jr nz,sfx ;#20,#f0 ;32,240 ; keep looping till out of time, {c}=0 jp #90fe ;#c3,#fe,#90 ;195,254,144 ; jump to the score routine Addendum. the JSW sound routine uses absolute address's for picking up the border colour. The actual routine uses relative jumps thoughout. This means this routine can be placed at any address, without having to change any of the routines data. The only change would be calculating the actual address that the routine sits at. Addendum 2 A re-write can shorten the above 24 byte routine by 3 bytes. (I have not listed the re-write)
  15. Your cartography room shot, is missing the trip switch room/block. Which indicates it has not been registered as visited and also the item not collected.
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