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Everything posted by Norman Sword
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Very surprised it did not contain far more errors. I will edit but leave the errors obvious.
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This is a re-use of the same algorithm. This time it translates a key press into a key value. Could be used for high score input which uses the keyboard to type in a name and not the easy scroll letters to get an input. The big wastage is the translate table. The purpose of typing this is only to show a quick re purposing of a routine. (Of note I have seen far worse than this) . . key_input: LD HL,TABLE-1 LD BC,#FEFE keyloop1: IN A,( C ) LD E,5 keyloop2: INC HL RRCA JR NC,key_pressed DEC E JR NZ,keyloop2 RLC B JR NC,keyloop1 JR C,keyloop1 << corrected JR key_input key_pressed: LD A,(HL) ;the key value from the keyboard . . TABLE db 0,"ZXCVASDFGQWERT1234509876POIUY",13,"IJKL ",1,MNB" TABLE db 0,"ZXCVASDFGQWERT1234509876POIUY",13,"LKJH ",1,"MNB" <<hopefully corrected shift translates as 0, symbol shift as 1, enter as 13 Edited to correct the errors from my quick transcribe.
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Changes are minimal. Only 4 bytes smaller I would be tempted to use "L" in place of "E", this leaves the register pair "DE" unused.
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The method I use is different, and takes exactly the same number of bytes and T-states It is slightly different, but only because I prefer to have bits set for keys pressed, and the spectrum port read gives the bit reset for keys pressed. ;WAIT FOR ANY KEY press loop: XOR A #AF IN a,(#fE) #DB #FE CPL #2F AND #1F #E6 #1F JR Z,loop #28 #F8 ;WAIT FOR KEY RELEASE , Keyboard debounce loop: XOR A #AF IN A,(#FE) #DB #FE CPL #2F AND #1F #E6 #1F JR NZ,loop #20 #F8 Post #246 and post #247(this post) Both differ only in the condition at the end JR Z when waiting for a key and JR NZ when waiting for the key to be released I will stick with using the CPL instruction.
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Sorry if my editing of post #243 seems to indicate that post #244 is reiterating the same issue. What actually happened, was I looked at what I had written and edited it. Went away and made a cup of tea, came back and posted the changes. Without seeing the response via post #244
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The z80 mnemonic LDIR which stands for Load Increment and Repeat LDIR moves each byte in memory over a period of 21 clock cycles or 21 T-states Your code is slower and writes each byte in around 29 T-states LD HL, #5A60 LD B, #20 Loop: LD (HL), #46 ;10T INC HL ;6T DJNZ Loop ;13/8T 29 T-states compared to LDIR 21 T-states You can speed this up from 29 T-states to around 24 T-states. 1) use the "C" register to load HL, this saves 3T states 2) use INC L instead of INC HL, this saves 2 T-states. In the code indicated, HL does not cross a page boundary. But even this, is still slower than LDIR LD HL, #5A60 LD BC, #2046 Loop: LD (HL),C ;7T INC L ;4T DJNZ Loop ;13/8T 24 T-states compared to LDIR 21 T-states The timing T-states are ideal timings, writing to contended memory will slow this down. However on very short writes when B is small, the slowing of the loop compared to LDIR will be counteracted by not having to load several registers. The change in code does save memory, which is the purpose of the code change.
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Leave the animation as 4 frames in both directions (as originally) I have edited the picture file to show the hand position in frame 2 Matthew drew the original in one colour, this edit whilst not exactly following what Matthew drew, will look correct. (I have not yet watched the video)- but I am in the process of going out, and will not be back at a computer till much later today.
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Looks great, but I see problems in how you have animated Willy. The picture shows the four phases of Willy along the top (original) The middle row shows the four phases as far as I can tell from your version (These are poorly scaled screen grabs) The lower row is how I would correct the the animation. E.g. by editing the 2nd phase of animation. The problem that I see, is caused by Willies hands not seeming to cross over the side of willies body.
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If you read the comment I made and compare it with skoolkid's comment they are not the same. The Skoolkid comment is that it draws the graphics twice. In the Final barrier it draws the top half of the playing screen three times. draw the top half of the room graphics ---------------- 1) 1st write to the top of the screen over writes with the Final barrier graphics-------- ------2) 2nd write to the top of the screen draws the lower half of the room Then writes the graphics for the final barrier again --------- 3) 3rd write to the top of the screen
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Trivia concerning the code that places the final barrier on the screen. Manic Miner. Code from 35388 to 35514 The Final Barrier When this room is drawn, Matthew's code goes through an illogical sequence. Matthews room drawing LOGIC as written in the game. (1) Draw all the tiles for the top half of the playing area. (2) Check we are in the Final barrier and erase the drawn graphics with the final barrier graphics (3) Draw all the tiles for the bottom half of the playing area. (4) And again check for the Final Barrier, then erase again the top half of the screen with the Final Barrier Graphics. NOTE this writes graphics to the top part of the screen three times. (1), (2), (4) This should have been as follows Check for the Final Barrier and draw the graphics on the top half of the playing area. Skip drawing the tiles for the top half of the screen Draw the tiles for the bottom half of the screen. Done Draw the room routine at 35388 35388 LD A,(33799) CP 19 Is it The Final Barrier? jr nz,draw_it LD HL,40960 LD DE,28672 LD BC,2048 LDIR jr draw2_it draw_it LD IX,24064 LD A,112 CALL thirds draw2_it LD IX,24320 LD A,120 Thirds LD (S_M_C_A),A loop LD A,(IX+0) ld de,9 ld b,8 LD HL,32800-9 ch_loop add hl,de Cp (hl) jr z,gotcha djnz ch_loop gotcha inc hl S_M_C_A equ $+1 ld d,$ ld e,lix call 37587 ; part of the print routine INC LIX JR NZ,loop RET
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I will chuck some figures around concerning the big chunk of data that is stored "the final barrier". When I was presented with that piece of data I wrote a simple piece of code and compressed it. The expansion code is small. The Final barrier data and the title screen data compressed into 170H bytes. The keyboard was stored separately, I think the keyboard compresses into 10 bytes. (the expansion code for the keyboard is not very big) It would be relatively easy to move the Final barrier graphics (compressed) , the boot, plinth and swordfish data into the unused source code space. The rest of that space could be used for code and un-compression routines. This then allows the room data to be compressed freely. Again it would be a simple task to write a routine to compress two sets of game data and place then into what is now the room data space. Yes a lot of work, but you end up with 40+ caverns, which would be two games merged. -------------------------------------------------------- Another reason I would not do this is not concerning the data, compression or data layout, it concerns how the game mechanics check for room numbers before altering how the cavern plays.
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Curious to see the extent of room graphic data that is referenced by the game code, So I have done a quick scan through a listing. Not as many as I thought. These are the references to room specific data The Final Barrier Data Boot Graphic Data Plinth Graphic Data Swordfish Graphic Data (might be more, but not a significant amount of references)
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Compressing caverns is very easy, however the game engine uses specific references to data within the room data. These references would all need changing JSW moves the room data into a specific area and the game engine then uses the fixed data positions. It would be possible to compress the data and modify the game engine to used fixed references (as per JSW) when playing a room, this permits the full usage of very aggressive compression on the room data. I would imagine 40+ rooms easily, (without looking at any data to quantify my statement) This is not something I plan on doing or want to do.
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A long time has passed since the I wrote the above. I have been looking at ideas for a slightly different format, which would be inherently slower. So i investigated an idea and wrote the code to implement the idea. I eventually achieved a working game, and the code I tested and changed was from the above game. Worlds fastest was my claim at 10.61 seconds. The implementation of my idea in the game brings the above time down to. New game copy Method, 8.48 seconds. This is very, very, very fast: -------------------------- Whilst the method works on Jet Set Willy, I do not feel that it gives me enough scope to change the game into the format I had planned. Simply because speed was just one of the problems my new layout would present. The other is the amount of code that would need changing to implement the new layout. I had planned a big deviation in the basic screen shape, which ultimately modifies how every part of the game needs to handle the screen. Jsw is restricted by design to its present screen layout. The speed up code worked. Yet the multitude of changes needed to modify the screen are extensive, and in most of the cases that I have looked at the relevant code is not easy to change. -------------------------------------------- Double room walk down from 20 seconds to 8.48. with a lot of extra code. (but still 128 rooms and only 48k) .
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- norman sword
- jet set willy
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JSW 128 VL5 View File JSW 128 VL5 This was written just after JSW 128 VK3. It is an extension of the game, which I pushed towards the feel of Manic Miner In this version changed over a period of two weeks, I took the idea of game save status and changed the way JET SET WILLY plays. If you can play JET SET WILLY then this version might actually be a hindrance to you. For the lesser player it adds the ability to keep on trying a sequence of the game until they master it. The only constraint to finishing is the time limit. There are no lives to be decimated, you are totally free to roam, and free to try any action. The catch is simply that for every instance that you would normally die and loose a life you transported back to the last portal that you visited. Infinite lives and lots of time, sounds easy to finish? The double catch is that every time you die the game re-installs all the objects collected since the last portal, it also resets the ammo. This makes collecting objects different from when you play with infinite lives, a death jump or leap to collect an object, will not collect the object but will transport you back to the last portal, which might be some distance away. You have to perfect all the paths that collect objects and manage to get to a portal and save them. It also changes the way willy re-appears back in a room after death. In this version that simply does not happen, he is moved back to the last portal. f you don't visit the portals then a death could take you back many many rooms and many, many objects collected. Those portals are the most important place to visit. If the game was easy in the standard format, then this version will not have any change in how you play, its design is for the casual player to permit wandering without real consequence. One technical change from JSW128 VK3 was that is Willy does not change colour when immune. This was changed to the room name changes colour when immune instead. This small change was to enable willy to jump on ropes when immune. It has an inbuilt cheat mode, which uses a different cheat code from all other versions. --------------------------------------------------------------------------------------------------------------------------------- In this demo version I have pushed previous attempts at upping the games speed into oblivion. The Title of the file is JSW VL5 demo.tap. Which has a lot more graphics than JSW 128 VL5.tap It does however display the fact it is a demo version. Submitter Norman Sword Submitted 10/13/2018 Category Jet Set Willy [Remakes]
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- norman sword
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Version Version L5
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JSW 128 VL5 This was written just after JSW 128 VK3. It is an extension of the game, which I pushed towards the feel of Manic Miner In this version changed over a period of two weeks, I took the idea of game save status and changed the way JET SET WILLY plays. If you can play JET SET WILLY then this version might actually be a hindrance to you. For the lesser player it adds the ability to keep on trying a sequence of the game until they master it. The only constraint to finishing is the time limit. There are no lives to be decimated, you are totally free to roam, and free to try any action. The catch is simply that for every instance that you would normally die and loose a life you transported back to the last portal that you visited. Infinite lives and lots of time, sounds easy to finish? The double catch is that every time you die the game re-installs all the objects collected since the last portal, it also resets the ammo. This makes collecting objects different from when you play with infinite lives, a death jump or leap to collect an object, will not collect the object but will transport you back to the last portal, which might be some distance away. You have to perfect all the paths that collect objects and manage to get to a portal and save them. It also changes the way willy re-appears back in a room after death. In this version that simply does not happen, he is moved back to the last portal. f you don't visit the portals then a death could take you back many many rooms and many, many objects collected. Those portals are the most important place to visit. If the game was easy in the standard format, then this version will not have any change in how you play, its design is for the casual player to permit wandering without real consequence. One technical change from JSW128 VK3 was that is Willy does not change colour when immune. This was changed to the room name changes colour when immune instead. This small change was to enable willy to jump on ropes when immune. It has an inbuilt cheat mode, which uses a different cheat code from all other versions. --------------------------------------------------------------------------------------------------------------------------------- In this demo version I have pushed previous attempts at upping the games speed into oblivion. The Title of the file is JSW VL5 demo.tap. Which has a lot more graphics than JSW 128 VL5.tap It does however display the fact it is a demo version. -
Updated to the 3rd method. (with the other 2) Was not happy with the speed. So decided to use stack copy with a sprite screen save routine. E.g. The sprite draws on the screen and at the same time saves the background it writes to. Doing this removes one of the long and slow stack copy routines. 100% this is easily fast enough to do perils of willy.
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wrote a stack copy version and wondered why it was so slow. Checked the code, and noticed I was redrawing everything on every loop. (it was a test file) With the stack copy the game is viable in this format.
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Interested in how this would look if written in the manor I would write it. File included. written over three hours. I have no intention of writing this game, and was more interested in the speed aspect of adding a big chunk of extra screen. Possible to increase speed with stack copy. Perhaps I should alter this code to see what a stack copy would do. The screen mapping is the same height as perils and the width would be mapped as 1.5 blocks per original block. Would still need platforms jiggling about. Again I will state I have no interest in writing this. 1st file "pow.tap" uses LDI 2nd file "Pow Stack 2.tap" uses Stack copy - can move left right. 3rd file "Power.tap" uses a block save and stack copy pow.tap pow STACK 2.tap power.tap
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The spectrum playing area and hence the editing area of jsw on the spectrum is 32 tiles wide by 16 tiles high, The perils of willy uses the Vic 20 screen which is 22 tiles wide and 23 tiles high. (this can be changed). Just the fact that the vic 20 game perils of willy has more than 16 tiles in height makes a conversion to the spectrum a non event using the existing clones of jsw on the spectrum. I am ignoring the tile aspect ratio, and the problems with the width. If the screens are remapped to use only 16 tiles in height, then it is not a rewrite onto the spectrum, but a re-design based on the Perils of Willy, which is not the same. The Perils of Willy has a set of known bugs that are used to progress in the later levels. These bugs might be present in JSW on the spectrum, but if they are not then a copy has to remap the screen and change the movement of the game, and hope that it bears resemblance to the original. Easier to start again- how about using PGD?
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Taking heed of advice (post 20) the two files (post 19 ) have been zipped into a folder. The original problem was the forums interface will not permit the uploading of executable files e.g. .exe and .com To overcome that problem I renamed the two files and uploaded them .TAP with the explanation for the need to rename back to .exe files. However post 20 pointed out that this forums interface will permit Zipped files, which removes the problem associated with .exe and .com files Since that is a neater and quicker solution for others, the files that needed renaming along with the text explaining the need to rename the files (in post 19) has been deleted. In their place is one single zipped file.
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I will upload two versions of this program. Please take notice of my comments. Since this has only ever run on my machine, and I can not be expected to stretch my knowledge to unknown and untried machines. I recommend the host directory to be close to the root directory. e.g. the directory c:\games\jsw\test should prove no problem The directory c:\game\versions\test\root\jetset\modified\deep\problems\test\ might have problems Version 1. TRY THIS VERSION FIRST. File:- No_Otput.exe The reason I say try this version first, is because it has no output file. and apart from opening files to read has little impact on the host machine. The purpose of this file is to identify that the other version has an environment that it should be happy with. If this version runs with garbled output, can not find the files, or has opened the wrong directory. Then DON'T RUN the other file, because it will create a file called "Zxxx9876.txt" somewhere on your drive... version 2 File:- My_dir2.exe The same program as above, with the ability to output the text into file "Zxxx9876.txt". This is opened in the directory of the files it lists. ----------------------------------- common to both versions (unless stated otherwise) Two lines top left, brief list of keys (My_dir2.exe will have an extra option s=save) The direction keys duplicate the keys "Q","A","N","M" lowest line on the left is the dos path that is used for the save file and the files opened The next to bottom line on the left is just confirming the name of the text output file "Zxxx9876.txt" The lines in between (on the left) will show the file names found in the current directory (if any) key "Q" move up a file key "A" move down a file key "N" move back a room name (if names are displayed) key "M" move forward a room name (if names are displayed) The current file name will be highlighted when moving up and down the file name list No idea what will happen if the room names are scrolled into silly positions. e.g. room number 300 or room number -150. Key "S" only in "My_dir2.exe" . this will save the list of room names, up to 64 (might need the text file to be edited at a later date to remove junk names) The saved files are added to the end of the file. If "s" is repeatedly pressed it will just keep on adding the room name list. It is up to the user to decide what if any files are to be added to the file name list ----------------------------------- And something not mentioned anywhere else. The files are PC executable files, and will not run on any other machine. Taking heed of the advice on using a zip file. the two files are in the zip folder And finally if these prove to be useless, I will delete the files.... My_dir2.zip
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I wrote a small program in Qbasic7. Which showed up some problems (for me). Multi load TAP files could/can have the data anywhere, no idea where to look. Compressed files are Compressed and need expanding before searching for data Both the multi load and compressed tap files, can have their data extracted by running and saving the game as a memory dump. Even if the dump will not run it is good enough for the room listing program to examine and find the rooms. 128k files are not considered in any form outside the original 48k memory dump. Qbasic7 has basically no real DOS interface--- (windows is a foreign entity) and disc searching is not on the cards. The routine I wrote is very, very, very restricted in usage. It does not traverse directories, it assumes and only uses the directory that is current. The strange thing with the current directory is that I can run a program that permits the usage of directories and allow me to run programs from them. BUT when my QBASIC derived program is run,it is still using the default directory as set by the system, and not the directory from where it was run from. The output file generated is sequentially added to, and the assumption made is it does not already exist. (if it does it will add text data to the end ) And the last big hurdle was QBASIC7 (as used by me) still lists file names under the old dos system. e.g. [filename.ext] , none of the long extended file name syntax such as "JSW the continuing adventures in 23 parts" ------------------------------- What the routine I wrote did. It reads the current directory in dos format and displays the file names in a big long list (in dos format) A cursor can be moved up and down the list and it scrolls if necessary. The current highlighted file is searched for some data that should be in the code (if it isn,t then it is assumed it is not a JSW FILE) when the data is found it then adds a known offset and lists what should be the room names. These are displayed on the right of the screen and can be scrolled up and down. If the data looks like a jsw file, then it can be saved with the dos file name. It is added onto the end of the text file. the output is similar to the data I dumped above. NOTE it searches every file in the current directory.... I just plonked a selection of JSW files in one directory, added the search program file into that directory, and then ran the search program from that directory. The text output file is generated into the same directory. ---------------------------- The basic (no pun intended) routine is simple, but this needs to be done with a language that permits windows and directory traversing. Whilst the routine I wrote is a routine that could have existed 30 plus years ago in DOS
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JSWUTIlityCubicals 0< The Green Oasis > 1< Back Exit > 2< Ancient Astronaut Control Room > 3< The Hidden Tomb > 4< Various Passageways > 5< The Pyramid Entrance > 6< The Green Room > 7< Far Side of the Pyramid > 8< The King's Chamber > 9< The Queen's Chamber > 10< Above the Pyramid Entrance > 11< Synthetic Lair of the Pac-Worm > 12< Tip of the Pyramid > 13< Swinging on a Rope > 14< Crossing the Gap > 15< Incomplete Structure > 16< Base of the Tower > 17<Central Administration Building > 18< A Typical Dwelling Place > 19< Hot and Stuffy > 20< Pathway to the Pyramid > 21< Easy Money? > 22< The Submerged Cavern > 23< Big Clam > 24< The Pier at Grimton-Under-Sea > 25< Nemo's Cave > 26< Confusion Pipe, Primary Level > 27< Sub-Atomic Particles > 28< Economy of Space > 29< Big Mushroom > 30< Banyan Tree Growth > 31< Excavations > 32<Confusion Pipe, Secondary Level > 33< Utility Cubicles > 34< The Overhead Compartment > 35< Master Bedroom > 36< More of the Banyan Tree > 37<Strange Fruit of the Banyan Tree> 38< Confusion Pipe, Tertiary Level > 39< Ore-Rich Cavern > 40< Burrows > 41< Echo Chamber > 42< Entrance to the Caves > 43<A Mysterious Dome-Like Structure> 44< East Wall of the City > 45< Deep Down Beneath the Ground > 46< Haven't Been Down Here in Ages > 47< Abandoned Uranium Workings > 48< West Wall of the City > 49< An Underground Room > 50< Top of the Tower > 51< Part One of Two > 52< Source of the Flood > 53< Part Two of Two > 54< Broken Pipe > 55< Secret Temple Chambers > 56< The Flower > 57< Temple of the Circle > 58< Zing-Crash-Bang > 59< Scraping Down Walls > 60< The Bit at the End > 61< The Red Room > 62< The Blue Room > 63< Doc Shiels' Sea-Head Factory > JSWVAMpire lord 0< Sickle Brick Road........Warp>> 1<Eugenes New Chemical Toilet!! > 2<The Devil and the Cream Cake > 3<LOoK At thE GrinGo MaGinGOwNGOO > 4< The Mournings Oak > 5< All's Quiet On Bodmin > 6< Entrance to Hades > 7< The Palace Look Out > 8<The Floating Ice Palace > 9< Willy Watches The Sunrise... > 10<The Balcony (wormwigs) > 11< The Court/Graveyard > 12<Dole-ite Death Grip in Gamma-Qwa> 13<up Hi In'th Sky To Heaven^^^> 14< Shadows of Bad Bad Memorys > 15< All 4 a Little Patch of Green > 16< The Magama Floods Of 76 > 17< Attack of The Baracuda Slugs > 18< The Rancid Plauge Pit > 19< The Bottemless Bog > 20<The Wine Cellar...Free Booze!!!!> 21< The Family Sepulchre > 22<Bow to The Vampires , Willy!! > 23< Mingers Disco!! > 24< The Skull of the Dead Giant > 25< The Mansions Power Supply > 26< My Auntie is a Werewolf!! > 27< The House Pusher?!?!? > 28< Hall of Tortured Souls..... > 29< Countess Bathorys Empty Tub > 30< The Plains of Living Infernos > 31< The Fountain of Virgins Blood > 32< Whintstanley's crevice > 33< Woods outside the house > 34<The Paraniod Skull Brothers!!!! > 35< Dank Passage to the End > 36< The Box Room > 37< The Prosthetic head room > 38< The Broken Passage Squater > 39< The Room of Blood And Bone > 40<Kong Beast Crash Landing NO BODY> 41< Army of Darkness > 42<Blah Blah Leading To Fwanna Fwar> 43< Vampire Lord Watches Over > 44< On top of the house > 45< The Roots of Mourning > 46< The Strange Abandoned Clone > 47< [ > 48< The Sealed Up Room > 49<Bloody Tomb of the Vampire Lord!> 50< Belfrys Private Eyeball Museum > 51< The Dank Underground Garden > 52<Nowt's Changed That Much Our Kid> 53< To the Subterranian Garden > 54< Dead Dark Clouds > 55< Aliens Prepare 4 Attack > 56< The Engine Room > 57< Mecha-Kong Beast > 58< The Broken Shore And Sea Cave > 59< Charons Boat > 60<<<River Styx > 61<!.he:.S7(.MqwaC.W"ATAQEqk...m0kp> 62<Onwards! to Your Next Adventure!> 63<In the Presence of The Almighty!> JSWWEPretty 0< ZERO WATE STATE > 1<T HEB ADDR EAMH OLE > 2< THENEARLYINGONESERRED > 3< DIA MOND B O Z Y > 4<J AN GLING F O R K S> 5<T HE M ILL EN N I UMF ET I S H> 6<T HEM IND WAR PP AVI L ION> 7<T HE S TAR R Y L AS S O> 8<KHEN HAUS KA RI CZUCHS ENN EGG> 9<KIANO TF OR ALL THEE GGSIN SLOVA> 10<P L A IS TO W G R OV E> 11<ST AT EOF E ME R GEN C Y> 12<EM ERG ENCY SB A C K Y A R D> 13<S Y S T O L IC F I E LD S> 14<F ARM ERB R OW N SCO W D I P> 15<T HEG OLDEN DOG TURD> 16< C > 17<S U B M ARI N ER S> 18< THESA FET YZ ON E> 19< GEN ITALIA > 20<A R M YO FM E> 21<S EVE N S U N S> 22<O J O DE P I R A T ES> 23<S A T AN S S H ED> 24< IF W IS HE S WE RE F IS HE S > 25<T HE HOL LOW M O O N> 26< > 27< B L O O D > 28<S TEA KANDBE AN CURD> 29<M O P A L LA G A O L> 30< AN D RE WS AT TIC > 31<K A R IK RIS NI K O V ASL AIR> 32<T H E B OIL ERR O OM> 33< WE PRETTY > 34<PE OPLE A R E TUR N I NG TO GOLD> 35< PLAY HOUSE> 36<SKYLIFE A V I A T I O N AVATAR> 37< G U ARD I ANA NG E L > 38<THRUTHECHROMOSOMESOFSPACEANDTIME> 39<S O W I NG T EARS T O H A N G> 40<STA L L ION C ORB A> 41<A CROSS T HEPALEP ARA BOL AOFJOY> 42<T H E T OMBOF ESAC TCELES> 43<B O ROD IN SGA P T HE OR EM> 44< COPLUKLERIMIZDEKILERDENMIYDI > 45<THEO BJE CTC EN TRICENVIRONM ENT> 46<K AR IS AVE AD DE RS> 47<T HEF A U LT Y LI N E> 48<T HE RAP EOF V ERA B LED SO E> 49< GIACCHE ENNE BIENSTAUCCHE > 50< GIACCHASSE > 51<INTHECHILLYSEETHEGUILDEDRISSOLES> 52<IRON B RIDGE WITH THE CURVED TOP> 53<LOO KING F O R PEP PER CO R N S> 54<T H E OR C HID Z ON E> 55<S EVE N D EA D LYF INS> 56< A S P H A L T ST O R M > 57<THE PRO C RUST E AN ASS IGN MENT> 58<THE MUSE UM OF MOD ERN P ART S> 59<T H E B O G> 60<TH EA I RL OC K > 61<S WAN SREF LEC TI NGELE P H ANTS> 62< DES FURZENS HUT> 63<TH E CAR ROT OF REF LEC T I O N> JSWWIL ~1.SNA 0< The Tabernacle > 1< The Poisoned Oasis > 2< The City of Brass East Gate > 3< The Palace of Brass > 4< The Brimstone Mosque > 5< The City of Brass West Gate > 6< Jutemheim > 7< What's this guy doing here? > 8< Meet the Efreeti > 9< The Minaret / Sacred Verses > 10< Last Train for the Lost > 11< Runaway Trains > 12< The Cloistered Chamber > 13< The Road to Samara > 14< Hel > 15< Niflheim > 16< Asgard > 17< Yggdrasil > 18< The Rainbow Bridge > 19<No Man's Land / Pyramid of Bones> 20< Stairway to Heaven? > 21< Welcome to death, Willy > 22< The Perilous Graveyard > 23< Forcas' Study > 24< The Vault of Dangerous Lore > 25< The Infernal Boiler Room > 26< The Soul Op > 27< The Bone Field > 28< The Morgue > 29< Seven Archangels > 30< The Cocytum > 31< The Phlegeton > 32< The Test of Faith > 33< The Crypt of Willy > 34< The Bone Chapel > 35< Uriel's Abode > 36< Malebolge > 37< Ave Maria Gratia Plena > 38< The Forest of Suicides > 39< The Void of Death > 40< La Danse Macabre > 41< The Earthbound Paradise > 42< The Blessed Dead > 43< The Closed Gates of Paradise > 44< The Styx > 45< Hel's Harbor > 46< The River of Blood and Sperm > 47< The River of Blood and Sperm > 48< Midgard > 49< Audience with a Demon Prince > 50< Valhalla > 51< The Gates of Hell > 52< Halls of Damnation > 53< Long hard road out of Hell > 54< The Mouth of the Pit > 55< The Forbidden Entrance > 56< The Throne Room of God > 57< The House of God > 58< Desert Cacti > 59< Black Sands Desert East > 60< Black Sands Desert West > 61< The Tunnels of Jormungandr > JSWWIL ~2.SNA 0< Split-Level Passage > 1< Bottom Of The Staircase > 2<!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!> 3< The Alcoves > 4< Hotel Tubeway Enterance > 5< The Main Enterance > 6< Hotel Driveway > 7< The Hotel Gardens > 8< The Main Road > 9< Hotel SPELLIN Enterance > 10< Main Hallway > 11< The Invisible Walkway > 12< Lower Storeroom > 13< End Of The Line > 14< Hotel Lounge > 15< Shhhh! > 16< Grovel!! To The Big Sheet! > 17< On The Roof > 18< I've Forgotten The Name! > 19< I Can't Think Of A Name! > 20< Top Of The Fire Escape > 21< Smoke From Below > 22< Source Of The Fire > 23< Bottom Of The Fire-Escape > 24< End Of The Road > 25< The Tubeway Station > 26< Ticket Office > 27< > 28< Enterance To The Sewers > 29< Gas Leaks > 30< In The Sewers > 31< Disused Area > 32< Someone's Backyard > 33< The Hotel Manager > 34< Top Of The Staircase > 35< The Vase Protection Device > 36< Somewhere Else > 37< Under Another Building > 38< Rope Room > 39< I've Seen HIM Before Somewhere > 40< The Bug That Got Away!! > 41< The White Room > 42< The CrystalStone Road > 43< Hollow Staircase > 44< Hotel Tubeway Train > 45< Inter-Pass > 46< Air-Belt > 47< The Mega-Secret Passage > 48< De-Whatever Chamber > 49< The Electrical Charge > 50< Semi-Visible > 51< Rail-Trap > 52< Invisible > 53< Invisible II > 54< Invisible III > 55< Judgement > 56< Invisible Monoliths > 57< Collapsed Cavern > 58< Platforms?? Where?? > 59< Underground Flow > 60< Pathwalk > 61< The Mega-Secret Passage > 62< Invisible Deathtrap > 63< The Beach > JSWWIL ~2.TAP 0< The Off Licence > 1< The Bridge > 2< Under the MegaTree > 3< At the Foot of the MegaTree > 4< Jet Set Flory > 5< Bow to the Bowl > 6< SPIKE ME ! > 7< Cuckoo's Nest > 8< Inside the MegaTrunk > 9< On a Branch Over the Drive > 10< Hart to Hart > 11< The Garage without a car > 12< Tree Top > 13< Out on a limb > 14< Rescue Esmerelda > 15<I'm sure I've seen this before..> 16< We must perform a Quirkafleeg > 17< Up on the Battlements > 18< On the Roof > 19< Minister will see you now > 20< Dadaistic Aliens > 21< Imuse's Revenge > 22< Death camp memorial > 23< Mine shaft > 24< Mine shaft > 25< Builders' Lounge > 26< East Wall Base > 27< Stairs that go nowhere > 28< Willy's awkward stairs > 29< Oor Wullie > 30< Lost Lives chamber > 31< PYTHONITY! > 32< Follow the white rabbit > 33< Security Monitor > 34< Get the parfume! > 35< Bedroom > 36< Bird and a Chip > 37< Roof Entrance > 38< Priests' Hole > 39< Emergency Generator > 40<Dr Jones will never believe this> 41< The Attic > 42< Under the Roof > 43< You might call it an Endorian > 44< On top of the house > 45<Finally, Willy meets the Taxman.> 46< Tree Root > 47< The Moat > 48< Nomen Luni > 49< Seven > 50< Watch Tower > 51< Matt's Head > 52< The Rope Trick > 53<THNX TO: MS, AB, Gawp, ADG... > 54< Consumite Furore > 55< Prison of the bitch! > 56< Light/Dark side > 57< Programmer's Hideaway > 58< jet_visy used a s*itty editor > 59< Secret bay room > 60< Horrible Flashback > 61< The Vault revisited > JSWWIL ~3.SNA 0< Bottomless Pit Of Nothingness > 1< Kong's Lair > 2< House Of Fun > 3< In The Deepest Jungle > 4< The Big Job > 5< Almost Out Now > 6< Where ARE you going ? > 7< The Big job > 8< The Nowhere Room > 9< Escape From Alcatraz > 10< Repeats > 11< Get The Point ? > 12< Wrong Way STUPID ! > 13< Cloud Nine > 14< In The Burrow > 15< Outer Space > 16<Down Down .... Just Wasting Time> 17< Treacherous Cavern > 18< Blast Off ! - Bombs Away > 19< Off on another Cruise > 20< Old Hat > 21< The Fierce Fire-pit > 22< A Gentle Reminder > 23< Drop Dead > 24< A Nasty Overhang > 25< Cliff-top Observatory > 26< Stumped now Are n't you ? > 27< Boot Hill > 28< J U M P > 29< The Nightmare Room > 30< The Gas Works > 31< Now you're in the smog > 32< In The Tree-tops > 33< Marks Set Off We Go > 34< F L A S H Y > 35< Garden Path > 36< What a Fall !! > 37< A Lucky Catch > 38< CONGRATULATIONS > 39< Emergency Generator > 40<Dr Jones will never believe this> 41< The Attic > 42< Under the Roof > 43< Conservatory Roof > 44< On top of the house > 45< Under the Drive > 46< Tree Root > 47< [ > 48< Nomen Luni > 49< The Wine Cellar > 50< Watch Tower > 51< Tool Shed > 52< Back Stairway > 53< Back Door > 54< West Wing > 55< West Bedroom > 56< West Wing Roof > 57< Above the West Bedroom > 58< The Beach > 59< The Yacht > 60< The Bow > JSWWIL ~3.TAP 0< Power Source > 1< The Underground Laboratory > 2< The Store Room > 3< The Mysterious Passage > 4< The Secret Cabinet Minister > 5< Low Tonee > 6< The Graveyard of Awful Jokes > 7< Downhill > 8< The Garden of Forbidden Fruits > 9< The Room of Stippled Blocks > 10< A Quiet Corner to rest in > 11< Phew, That Was Lucky! > 12< Field > 13< Manic Mushrooms > 14< Hi Toni! > 15< Light Screen Designer > 16< Up and down like a metronome > 17< No Place Like Home > 18< The Arches of Despair, I fear > 19< Nineteen - Not Out! > 20< Iain's Stomach > 21< Up a Tree > 22< Dense Undergrowth > 23< wherever you are... > 24< Master Machine Code!!!! > 25< The Cloakroom Attendants > 26< The Three Wise Men > 27< Reception Antechamber > 28< The Windowbox > 29< Oh no! CLIFF! > 30< What's This? > 31< Doubleback Alley > 32< with sugar > 33< The Big White Telephone > 34< some sort of castle, I suppose > 35<Don't Rest until Grandma's Sober> 36< Alice in Acidland > 37< The Steno Pool (or maybe not!) > 38< The Penthouse Suite > 39< The Balcony > 40< The Leith Police > 41< Willy's Drinking Licence > 42< Tea! > 43< Womflechompies > 44< The Hideaway > 45< The Custard's Last Stand > 46< Holy Floor! > 47< Twilight Hippies (???) > 48< Health-food faggot > 49< Not normally baffling > 50< Crack City > 51< The Promised Land (arctic) > 52< The Promised Land (tropical) > 53< but no sympathy > 54< Eeee, I think I can fly! > 55< Bike Ride to the Moon > 56< Oh no! SPACE INVADERS!!! > 57< Psychic Bread and Butter > 58< Magic Mushrooms > 59< Weeds > 60< Don't Inhale, Billy > 61< Good Skunk > 62< Gettin' Really High > 63< ... > JSWWIL ~4.SNA 0< entrance to the tomb > 1< anybody home... > 2< oh no, not you again. > 3< is that rabbit okay... > 4< the above and below room > 5< convey yourself > 6< purple caves, all in my brain > 7< you like it like that > 8< you cant go that way > 9< inside and outside > 10< more sky than anything else > 11< nice arrow > 12< headz > 13< ooh scary > 14< malicious intentions > 15< boulderdash > 16< its the... pits > 17<itsBADtasteJIM,butNOTasWEknowIT.> 18< dear rope.. > 19<aaaaaaaaaaaaaaarrrrrrrrrggggghhh> 20<maker of all ; my name in lights> 21< better grab some breakfast > 22< tomb with a view > 23<could this be willys last weeeee> 24< the golden palace > 25< hands off my ribena > 26< i wonder whats down there > 27< more of it > 28< still wondering > 29< die, pig > 30< red > 31< acid barf > 32< the skylight > 33< an orgy sized bathroom > 34< the fuzz > 35< underwater prison > 36< deeper inside > 37< mystic drainage > 38< water feature > 39< niceness > 40< i wanna see you get down > 41< the mushroom cave > 42< is it me or is it hot in here > 43< the plenty of room cave > 44< i like this screen > 45< a bit of a mixup > 46< tucked away > 47< at the top > 48< below the topmost chamber > 49< static > 50< adams apple > 51< guardians > 52<its a dick.. er.. i mean a trick> 53< it really smells down here > 54< hard cheese > 55< mind how you go > 56< what a nice short cut > 57< ab drab > 58< awfully nice but dim > 59< enter the tricky cavern > 60<nestling in amongst the bad guys> 61< dodgy connection > 62<the blue room ---- with object> 63< max headroom > And the above shows you have a big big data base to build.
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part 2 JSWINSpace 0< Bottom deck > 1< Shuttle bay > 2< Shuttle > 3< Sterilisation Sector > 4< Shuttle bay service tunnel > 5< Photon torpedoes > 6< Middle deck > 7< Food Store > 8< Transporter 1 > 9< Transporter 2 > 10< Transporter 3 > 11< East Wing Dormitory > 12<The hidden room of many objects!> 13< Earth Exit > 14< Unexpected Happenings! > 15<Captain's Unready Room (Lounge) > 16< The Bridge > 17<Zen & the Art of Oric-exploding!> 18< Sick Bay > 19<Liquefaction of Julia's Clothes > 20< Computer room > 21< Living Quarters > 22< Yes Of Nosod > 23< Solar Cells > 24< Frankie Comes To Scunthorpe > 25< Into the Inky Black Void > 26< Don't fall off > 27< The Catwalk > 28< Costa Pan-handle > 29< Bedpan > 30< Keep it under your hat! > 31<Sh! Secret room! Mum's the word!> 32< The Entrance into Nowhere > 33< The Star-spangled Stairway > 34< Countdown to Lift-off > 35< Nose Cone > 36< Top of the Stairs > 37< Even the trees are weird! > 38< Heyyy! Weeeird! > 39< See-link > 40<In the foggy region above stairs> 41< Moon Craters > 42<Raymond Briggs fans everywhere..> 43< Leap of Faith > 44< The Bridge above Nowhere > 45< Half-way House > 46< System Variables > 47< ...The Space Station... > 48< Sky Hooks > 49<Willy & the Great Glass Elevator> 50< Vermicious Knids! > 51< Planetfall: Return to Endor > 52< Star Struck > 53< Nowhere > 54< Realm of the Pudding-birds > 55< Alien Highway Encounter > 56< Extremely Unpleasant Alien Goo > 57< Me Tarzan... > 58< Geoffrey's Tube > 59< Atomic Power Pile > 60< Observation Dome > 61< Suit up! Shooting Stars... > 62< The Engine Room > 63< Worse Things Happen In Space > JSWIVY 0< The Pigeon and Flag > 1< A Bridge Too Far > 2<That Megatree Gets Everywhere...> 3< Dullsville > 4< Completion of Garden Triptych > 5< Huh? > 6< Red Alert > 7< Firestarter > 8< Was It Worth It? > 9< Above the Beach > 10< Bright Eyes > 11< Trinketry > 12< Kitemark > 13< 'Mined' Your Step! > 14< The Monks' Building Site > 15< You, Robot > 16< What is a Quirkafleeg, anyway? > 17< Macaroni Bill > 18< Has Anyone Seen Andre? > 19< Remember This Abbey? > 20< The Impossible Jump? > 21<The (Very Large) Drinks Cabinet > 22<I >Know< I've Seen This Before..> 23< A Taxidermist's Nightmare > 24< Two Heads Are Better Than One > 25< The Waxworks > 26< Double Your Money > 27< Let There Be Light > 28< Access All Floors > 29< Minor Willy > 30< Banyan Tree Revisited > 31< The Neglected Swimming Pool > 32< Poste Restante > 33<Where It All Begins Boot Me!> 34< Halfway Hallway > 35< Ted - I Want My Bed! > 36< Software Backup > 37< Clement Time > 38< The Catacombs > 39< Dizzy Heights > 40<._._._._. . paranoia . ._._._._.> 41< Styx and Stones > 42< Much Ado About Something > 43< Bitter Late Than Never > 44< ^^^ DANGER - RETROACTIVE ^^^ > 45< W. C. Fields > 46< Playing With Knives > 47< Pet Shop People > 48< Nomen Loony > 49< Ted's Labrotory (sic) > 50< The Orchard > 51< Previously Untitled > 52< Money For Old Rope > 53< An 'arrowing Experience > 54< Memorabilia > 55< Shepherd's Delight > 56< Treasure Hunt > 57< A Close Shave > 58< Life's a Beach > 59< Willy's New Yacht > 60< "Tax Haven" - > 61< The Badly-drawn Room > 62< Attribution > 63< RAMPACK WOBBLE (CIRCA '81) > JSWJOIN the jet set 0< The Off Licence > 1< Off to town! > 2< Wigfalls > 3< The On Licence > 4< The Smithy > 5< The Object Shop > 6< Entrance to Hades > 7< Hades > 8< Inside the trunk > 9< Branch > 10< The Plumber is incompetent > 11< Over Dover > 12< Tree Top > 13< Out on a limb > 14< Bug-Bytten > 15< Who is Luke Warm anyway? > 16< Nelli Secundus > 17<A Big HELLO from Richard Hallas!> 18< The Book Tower > 19< The Ice Volcano > 20< Over the harbour > 21< In mid air > 22< Over the ocean > 23< Outskirts of town > 24< Under the mansion > 25< Into the sky > 26< Courtyard > 27< My Old Flame > 28< Use "WRITETYPER" in this room! > 29< Sweet dreams! > 30< A far cry from Hades > 31<What shall I do with this room? > 32< Plinth > 33<In the Hall of the Mountain-King> 34< If I were a rich man ... > 35< Maria's Hideout > 36< The Gaping Pit > 37< WC > 38< The Cess Pool > 39< The Garden > 40< Tree trunk > 41< The Greenhouse > 42< Mules Pong > 43< The TV Room > 44< Eugene's Lair > 45< Tree Tops - the sequel > 46< Up in the clouds > 47< [ > 48< Is this Pacman or Caterpiller? > 49< Cliff walk > 50< Below Hades > 51< Top of the cliff > 52< The wide blue yonder > 53< Into the wide blue yonder > 54< Library > 55< Mountain Peak > 56< M*E*S*H > 57< The Terrace > 58< Crusoe Corner > 59< The Yacht > 60< The Bow > 61< All at sea > 62< The Aviary > 63<How on earth did you get here ?!> JSWLORD of the rings 0<A Long-expected Party > 1<The Shadow of the Past > 2<Three is Company > 3<A Short Cut to Mushrooms > 4<A Conspiracy Unmasked > 5<The Old Forest > 6<In the House of Tom Bombadil > 7<Fog on the Barrow-downs > 8<At the Sign of The Prancing Pony> 9<Strider > 10<A Knife in the Dark > 11<Flight to the Ford > 12<Many Meetings > 13<The Council of Elrond > 14<The Ring Goes South > 15<A Journey in the Dark > 16<The Bridge of Khazad-d.m > 17<Lothl.rien > 18<The Forbidden Pool > 19<Journey to the Cross-roads > 20<The Mirror of Galadriel > 21<Farewell to L.rien > 22<The Stairs of Cirith Ungol > 23<Shelob's Lair > 24<The Great River > 25<The Breaking of the Fellowship > 26<The Choices of Master Samwise > 27<Minas Tirith > 28<The Departure of Boromir > 29<The Riders of Rohan > 30<The Passing of the Grey Company > 31<The Muster of Rohan > 32<The Uruk-hai > 33<Mount Doom > 34<The Siege of Gondor > 35<The Lord of the Rings > 36<Treebeard > 37<The White Rider > 38<The Ride of the Rohirrim > 39<The Battle of the Pelennor Field> 40<The King of the Golden Hall > 41<Helm's Deep > 42<The Pyre of Denethor > 43<The Houses of Healing > 44<The Road to Isengard > 45<Flotsam and Jetsam > 46<The Last Debate > 47<The Black Gate Opens > 48<The Tower of Cirith Ungol > 49<The Land of Shadow > 50<The Voice of Saruman > 51<The Palant.r > 52<The Field of Cormallen > 53<The Steward and the King > 54<The Taming of Sm.agol > 55<The Passage of the Marshes > 56<Many Partings > 57<Homeward Bound > 58<The Black Gate is Closed > 59<Of Herbs and Stewed Rabbit > 60<The Scouring of the Shire > 61<The Grey Havens > 62<The Window on the West > 63<> JSWMONstrum 0< The Upstairs Lounge > 1< On the Way Out the Door > 2< The Red Lion Pub > 3< The Room Behind the Bar > 4< Somewhere Below, Above > 5< The Top > 6< Norman Crocodilidine > 7< Foot of the Steep Hill > 8< West Ponsanooth > 9< East Ponsanooth > 10< The Layby > 11< The Lemonade Man > 12< Parson's Beach > 13<The Lethal Tides of the Helford > 14< Funny Tunnels in the Sand > 15<Tunnels Leading Under the River > 16< Under the Helford River > 17< Under a Sand Bank > 18< Aquatic Lair of the Morgawr > 19< More of the Aquatic Lair > 20< Cubist Dream > 21< Revolution of the Dream Cycle > 22< Descent into Dream > 23< Exit, or Continue the Cycle > 24< Atop Mawnan Old Church > 25< The Owlman > 26< Entrance to the Church > 27< Inside the Church > 28< Deep within Mawnan Woods > 29< Pitch Black Crypt > 30< Further into Mawnan Woods > 31< An Eerie Cave > 32< Tourist Trap > 33< I Know What I Like... > 34< The Tower of Urquhart Castle > 35< The Nnidnid Chamber > 36< A Good View of the Loch > 37<A Lower Floor of Urquhart Castle> 38< The Far Bank of the Loch > 39< Loch Ness > 40< Watery Tunnels The Loch > 41< Submerged in Loch Ness > 42< The True King of Ireland > 43< Puck Fair > 44< West Killorglin > 45< East Killorglin > 46< Marine Peiste > 47< On the Green at the Ninth Hole > 48< Peat Bog > 49< Typical Irish Countryside > 50< the moment we exit > 51< on top of his buzzer > 52<Coogan Barray his arrow of song > 53< Me and Tam Tower > 54< Sea-Heads > 55< Alf O'Coders - This Heady Case > 56< The Rodney Stones > 57< The Pictish Beast > 58< Exit, or Continue Wandering > 59< Wandering Through a Dream Maze > 60< Ascent into Dream > 61< Rheotist Dream > 62< On the Way In the Door > 63< Dermot Maguire's Public House >