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Spider reacted to a post in a topic: JSW 40 years old ... did I miss a thread?
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FOR jsw 2024 - Taking 16 (real) seconds to display a game clock minute. Allows for a quick and easy calculation for the framing rate of JSW 2024. Each displayed minute the game cycles 256 frames of display/animation. So every second the game displays 256/16 frames of animation. ---- update rate 16 frames a second MJSW fast displays 10 game MIN in 110 sec or 1 game min in 11 sec - so the framing rate is upped to around 23 frames (at fast speed) and mjsw SLOW displays 3 game MIN in 65 sec or 1 game min in 21.6 sec - so framing rate is slowed to around 11 frames (at slow speed) MJSW at slow speed was set to roughly the originals games speed so JSW Original around 11 frames per sec JSW 2024 around 16 frames per sec MJSW (fast) around 23 frames per sec -of course MJSW can be played at any one of 16 speeds ranging from the super fast down to the slow original speed.
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The Equalizer reacted to a file: Manic Miner By S.P. And Bug Byte
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The Equalizer reacted to a file: JSW+ Ve22 rv1
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Norman Sword started following Welcome back!
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jetsetdanny reacted to a post in a topic: [File] Manic Jet Set Willy V3
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MtM reacted to a post in a topic: [File] Manic Jet Set Willy V3
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Spider reacted to a post in a topic: [File] Manic Jet Set Willy V3
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The last version V3.01 is the last official version. However I did carry on changing the file and did add a lot more code. As is usual the amount of code change was extensive, whilst what is seen is not a great deal. The purpose of the changes was to write spider a personal version. Note I say a personal spider version and NOT a new version. The last version was V3.01 (the last official version). The spider update is V3.02. --- The updates for the Spider only version stop at midnight December 31st. (if it had been a new version it would have had its version number updated to V4.00) - instead it is just a variant of the official release of V3.01 updated to V3.02 - Not for release. So what did I change. 1) Jet Set Willy was an edit of Manic Miner. Due to the editing Matthew did , the code for movement was changed to allow for stairs. That code change also modified how Willy interacts with Walls. I decided to change my code to remove the bug that Matthew had introduced with his stair collision check routine. The change I wrote only occurs when playing the Manic Miner style caverns. When playing the Jet Set Willy caverns, the bug, Matthew wrote, is left intact. Remember I am trying to leave the Matthew bugs/quirks intact, so as to not change the game play. 2) The main screen changes, as done in the attract mode, are done by a routine I call the curtain effect. The original code simulated the appearance of closing curtains across a window. That was subsequently modified to do more. 3a) Curtains - The last official version draws curtains from the outside of the screen and draws them inward. The number of curtains can be from 1 to 4, and in any combination of the four directions This gave something like 24 combinations for the curtain effect. 3b) I added code to draw curtains from the middle outward. (in pairs, or four) 3c) I added code to remove the combinations of curtain that to me did not aesthetically look perfect. That was all the combinations that involved 3 curtains. 3d) I added code to slow down pairs of curtains that by logic revealed the screen faster than single sweep curtains. 3e) I added code to make an SFX on curtain reveals 3f) I wondered if I could add diagonal curtains. The answer was yes and they were added Each and every addition of code needed me to find other code that I could rewrite to make that code smaller. So whilst the above changes are not large pieces of code. The space for every addition was not available, until other code was modified to increase the available space. 4) I redesigned the credits page. For that I needed more graphics. 4a) I added a graphic to replace the Andy Ford text 4b) I modified the graphic drawing routine to allow changes in the graphic output via the insertion of inline code parameters. 5) I changed the method of changing the game music tempo. 5a) the music tempo now tracks the game speed more accurately. 5b) I removed the static Willies. They now dance all the time. The Music on/off has an icon indicating the sound status. 5c) I slowed the overall speed of the game down. The slowing down of the overall game speed was to enable the game to play at the original game speed of Jet Set Willy. So MJSW at its slowest speed setting will now play at about the same speed as the original JSW. A side effect of the slowing down is it slows down all speeds. Whilst the fastest speed is still fast, it still has a big delay incorporated into each loop. 5d) I can/could remove the unneeded delay from the game loop introduced by the overall slowing down. Instead I use that extra delay to change the super fast music clicks into a more pleasing blip. 6) When cash is being taken from Willies ready cash for life rejuvenation. It now highlights and flashes the cash when it is depleted to zero. 7) When spider played the game without the sound on. It was obvious that KONG needed to have some SFX's. 7a) When the switch in the KONG room is flipped a compound SFX is played 7b) Followed by a slight delay 7c) followed by an SFX as periodically a piece of the wall barrier is erased 7d) KONG drop SFX and speed was changed. Eight) I Added some more objects to collect in the JSW part of the game. Just checked MJSW v3.02 now has 132 object in the JSW part of the game. No additions of objects in the Manic Miner part of the game. 8a) the added object (in most cases) are not objects that will take any effort to collect. The added objects on the whole are placed where Willy normally travels. 9) The portals are restricted to 20 known places when played in "fixed by play" or "fixed by room". In order to add more change when playing in the "random by room" or "random by play" versions. I have added an extra 20 portals. 9b) the random versions now selects 20 portals from a list of 40 portal locations. So the random element has the added variation of not being able to predict which room will have a portal in it. 10) Skylab crash SFX changed 11) The revealing of the final barrel/ Plinth screen (GAME OVER SCREEN) was done in MJSW v3.01 by scrolling the screen upwards. That was replaced by a routine to scroll the screen downwards. And finally for this version even that was replaced by a random reveal routine. 11a) the plinth or Barrel graphic is decided now by which screen/cavern he was in when he met his final demise. So in MM screens he will be placed on a plinth, and for JSW room on a barrel. In V3.01 only the barrel is used. 12) added sound to the congratulations final screen. 13) lots more - just not listed. Whilst the topics mentioned above have changed and can be seen or heard. The game code has been changed to enable me to add the above changes. So whilst V3.02 started as the code of V3.01 it has a very different look. On reflection of what I wrote above. I wondered why I added a slow down to the game speed. Just now I have remembered that one of the updates/test pieces of code I wrote was investigating the screen refresh routine. I ended up writing around six or seven differing versions, each using vastly different ways to update the screen. In code changes of this sort, the code has many design criteria it needs to meet. The ultimate code would be a logic change that removes all the code, so it becomes a routine that consumes no memory and runs instantly. That aim in most cases can not be met. In MJSW the code is already suffering from constraints to how much memory it is allowed to use. So in order to add these test routines. I switched off the curtain effect the multiple graphics on the JSW title screen, the animated end game pac man and the bed jump fanfare. With those routines removed I had a few kilobytes of now unused memory. The screen update code changes were time consuming to write, the differing versions allowed me to investigate which was the most viable to continue with as a means of updating the screen. Each version ran at a different speed. The fastest code version, was also the version that consumed far too much memory. The code I ended up using, was a compromise between speed and size. Once the code was picked for usage. I then needed to scan every routine I had written in the game and investigate how I could shorten that code to enable me to add the new screen update routine. Without going into further detail - I managed to add the new screen update code and re insert all the routines I had originally switched off .... Hence the next decision to slow the game down again. see 5c above. Remember V3.01 is the last official version. V3.02 is a spider modified revision - meant for spider only, and "I" will not post that version here.
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jetsetdanny reacted to a post in a topic: What´s needed to end the game?
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Jet Set Willie reacted to a post in a topic: What´s needed to end the game?
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Spider reacted to a post in a topic: What´s needed to end the game?
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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
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Spider reacted to a post in a topic: A chinese who loves JSW
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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.
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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.
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My game - What a Wonderful World of Willie
Norman Sword replied to Jet Set Willie's topic in Remakes
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) -
Norman Sword reacted to a post in a topic: MM and JSW ports to SDL2
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Can confirm Both of the above run on my windows 10 PC.
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Norman Sword reacted to a post in a topic: Welcome back!
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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.
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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)
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My game - What a Wonderful World of Willie
Norman Sword replied to Jet Set Willie's topic in Remakes
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. -
My game - What a Wonderful World of Willie
Norman Sword replied to Jet Set Willie's topic in Remakes
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. -
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.
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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
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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
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