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Everything posted by Norman Sword
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I was looking for information on a totally different matter. When I spotted this. It runs on a PC. From YorkshireKev. I have only briefly looked at the program. Its different ... central-cavern-windows.zip
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Jetsetdanny said:- However, I don't know if it is possible to enter the long Writetyper codes for these rooms [654219 and 65439, respectively] on emulated keyboards (it's not possible in Spectaculator, as far as I can tell), and I don't have any way of checking it on the real hardware right now or in the foreseeable future. Hence, in the picture gallery I included these rooms as ones which can "probably be accessed by using the Writetyper cheat". If anyone should be able to verify this, I would be happy to correct the information on JSW Central. My response:- Problems scanning keys. Running my program https://jswmm.co.uk/applications/core/interface/file/attachment.php?id=7279 Shows I can (with my gaming keyboard - on fuse) hold any of the above key combinations. The difficulty being I can't hold the first (654219) set of keys and navigate the mouse to do a screen shot. I can with the smaller combination 65439.
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Just walk off the platform. Just to the right and below the platform in question. Is a collapsing floor. Knowing it will collapse as you walk on it means that the initial jump upwards (at the beginning of the cavern) onto the collapsing floor. Must be followed by a right jump shortly after landing. This leaves enough remaining, to enable you to walk right from the problem platform.
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Changing data =========== Changing conveyor directions - in some cases this also involved changing the graphic and the colours. The data for item/objects/keys was not copied from the original. (as is evident) Changes for V6c5 28 -- United... changed conveyor direction also added an item/object/key upper right. 29 -- germo... changed conveyor direction 31 -- Finding... moved item/object/key one block left 32 -- The Pronc... The switches, and their action. The switches are scanned on building a room. If the room if filled with switches, only the first two are active starting at the top left and moving right and down. For the purpose of completing this cavern and removing the confusion, the extra switch has been deleted. The problems with positions of item/object/keys. I have moved item/object/keys to mimic the original in this room. (all of) 36 -- I forgot.. item/object/key moved one left 37 -- Iron ...changed conveyor direction The others caverns/rooms are left alone---- ---------------- Item/Object/Keys where originally placed without the position data for the rooms. Conveyor data was not copied. so item/object/keys and conveyor direction are hit and miss. My primary concern was writing an editor - Which does allow 100% of the above to be corrected via the editor. But I suppose it is better to have a version that is playable, rather than have a version that needs editing before playing. The irony is that the editor does allow me to easily duplicate the data that was not copied from the original. Which might have been easier than editing the data that was present. v6c5 has been deleted v6c6 the final version is listed on the very first post
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Very similar to the last download. (v6c3) I have moved the start platform right and Willies start position along with it. This has added the forced lap after collecting the last object. By making the jump from the start position onto the platform above impossible. But having the jump back onto the start platform now possible (from the tall right wall) - means the original route can also be changed. This version has been deleted - final version V6c6 is listed on the first post
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Cavern 26 The Cloning Facility scope of editing. I am not changing the code, just the data. I am not aware of any memory available to edit the code. This means that an action caused by Eugene or Kong/Switch has to mimic/duplicate the action of the original code, and not have their actions/scope extended. Eugene just activates on last key/object collected - no deletes of wall etc Kong activates on switchs, which means the switch can be flipped at any time in any key/object collection order. This will erase a wall on switch activation. Whilst I allow the position of the wall to be specified. It will still modify a sprite. (To ignore the modification, I can place a blank sprite over the modified sprites slot.) Deleting the bush on the conveyor on switch activation (in the edits I did) changes the way it is played. So the easiest option is to move the offending key/object. Since I went through the code for the switch and how it activates, I did add the switch which does not change the collection order for all the other keys/objects--- Problem might be the time needed to collect all the keys/objects in the cavern. NOTE I HAVE NOT COMPLETED THIS CAVERN. (not attempted) Yet another version V6c3. --- (deleted only final version available) At a later date - the miner change versions prior to the final V6cX will be deleted Addendum :- if this needs to be more difficult and plenty of time left. Then I can/could place a nasty on the top platform to force another lap ---. (only the final version V6c6 is now available and is listed on the first post)
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Which ever path you take grass hopper, the path behind will be closed. If version v6c2 is playable then the other versions will be removed.
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Errors in data for Manic 40 Miner v6c Since this was the last version - I am not modifying code - but I will modify the data. Two versions - V6c1 and v6c2 - Take the path grass hopper. both versions add another platform above the portal. V6c1 removes the crumbling conveyor platform V6c2 Leaves the crumbling conveyors alone. The removal of crumbling conveyors was because I expected a graphic problem, Having jumped on a few in the room itself ( I added a few and tested what happened) I reverted back to the original crumbling conveyor platform. Files listed alongside the original V6c The path that is taken - will remove the path behind.
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I have replaced the file V6c in the linked post above. Not aware of deleting . I did however edit the instructions page and remove all the blank lines and spaces. I will not edit this file for at least a year, probably never. What the file showed me was it would far simpler to write an editor in something like QBASIC64. I spent a couple of days doing a screen editor for manic panic in QBASIC64. It is a feasable thing to go further and write an editor for the whole game. With less effort I could write an editor for Manic 40 Miner. By doing it in qbasic64 I do not have any memory constraints. Whilst I looked at the question of writing an editor. I stopped myself from actually going further. The reason being the vast quantity of variables in Manic Panic that can be edited in one way or another. The prgram I wrote was just a few hundred lines of code. (actually 864 lines) Manic 40 Miner would be a lot easier, just not particularly interested in doing so.
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Concerning Manic 40 miner. Response to the above questions about Manic 40 Miner 1) The version should be playable and finishable. I have/had no intention of creating a new version. The data started as an amalgamation of two sets of data (I think that is stated in the scrolling message). I then edited some of the screens and added a part editor..... The editor part, was what I was concentrating on, not the game part. Hence the statement it is a test routine. 2) No other versions are planned. It might actually be impossible to update. This year and last, I have suffered more crashed and corrupted hard drives and ssd's than in the previous 30+ years combined. Around four drives I think! (without specifically checking) 3) Ok ---- I have not seen the code for this version on any of my backup drives. It is possible that all the code is on a dead drive. Addendum - I have checked ... it appears I have the source code and the room source code/data. Last version I have assembled is version 6c. No immediate plans to update. I concluded that editing the game in z80 with the code as well is not the ideal way to do it.
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The short notes that accompany jsw2+ was never really updated, for the subsequent updates. Those note are in essence mostly what the first and original version of JSW2+ did. In those notes it talks about a short maze. That maze is NOT seen in any of the updates writen after the test version. What the maze did was present the player with what appeared to be very similar rooms. Those rooms were interlinked in a complex cross cross logic and unfortunately the logic was complicated enough that the people testing the routine, could not work out how to escape the maze. I have played the maze and when told the sequence needed to escape from it. Using the specified logic, it was a simple enough thing to repeat and escape. However it was concluded that the logic, whilst it never changed - Was not in keeping with the simplicity the rest of the game exhibits when moving around. The Maze rooms were moved and placed in a linear fashion as Glitch in holodeck x. The complex room logic removed and since it was plugging the hole that escaped the NCC1501 (via a death contact). The multitude of objects were added to compensate for the loss of life. So the Maze does not exist in the final version. Addendum. The maze was originally between top landing and first landing.
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A variant with 40 levels --- How about Manic 40 Miner... Designed as an editor . but still has 40 levels.
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Follow on:- Available on E-bay for £14.95 + £3.00 P&P No idea of quality or any other aspect. https://www.ebay.co.uk/itm/194237192617?hash=item2d397059a9:g:a5AAAOSwwlVgNDbf
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Jet Set Willy 2021 Edition (for the BBC Micro)
Norman Sword replied to TobyLobster's topic in Remakes
reference TobyLobster/jsw2021 from GitHub Quote:- Documenting the Remaining Minor Differences The jump parabola shape is very slightly different (while still being the same height and length overall) since the code seems to have problems with odd numbers of pixel height changes within the jump. This makes only a few minor changes overall: Nomen Luni: On the BBC you can jump from the top of the slope, under the Moon enemy to land on the platform under the ledge. On the Spectrum you have to jump to the lower platform first. The Bow: to jump up from the platform next to the wheel item needs two platform tiles instead of just one. Top Landing: Jumping into the Chapel area lands on the top level of flooring not the tiles below as on the Spectrum. The Forgotten Abbey: The platform under the item should be a wall, but changing this means the player can't fall down past it, trapping them at the top of the room. All the differences above match what is seen in the Spectrum's JSW II, so I imagine the jump parabola there matches the BBC version. A correction to the above statement- highlighted in red. JSW II uses the correct parabolic data. The reason -The Bow-, has two blocks instead of one in JSW II is the consequence of JSW checking the wrong blocks. This also causes the bug of passing into floors when jumping in -the First landing- going towards -the Chapel-. The code in JSW does not handle the double crossing of block edges, when entering a new block diagonally. That is when it moves both vertically and horizontally across a block boundary. This also is the reason why JSW II can clear the wall in the Garden and the same move is impossible with the code of JSW. -
Spider wrote I kept thinking about the Eugune 'removal or harmless' cheats I wrote but they sort of spoil it a bit. What I could do with is something to either: > Slow his descent down to about half its current rate or > If he is moving upwards when the last object is collected, do not make him move down until he's reached the top. This has both advantages and disadvantages. I'm thinking more along the lines of the first option, if there's no sane space a quick JR out into a bit of dead area would do just fine. My response follows with two pieces of code:- First of the two posts was half speed Eugene on object collection. e.g. Eugene moves up and down as normal Until last object is collected then moves only downward. Eugene's speed is slowed to half its normal speed and Eugene finally stops when over the portal The second was ignore direction change for Eugene - E.g. Eugene moves up and down as normal until the last object is collected. From then onwards Eugene will continue moving as normal but will stop when over the portal. (this removes the forced direction change to only downward on all objects being collected)
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; eugene keep movement - lock on portal org #8df8 move_eugene ld hl,#80dc ; Y POS LD DE,#80DB ; DIRECTION ld a,(de) ; the direction or a jr z,descend ;else going up - ignore possible collection of all objects ld a,(hl) ; y position dec a ; move eugene up jr z,change_dir dec (hl) jr draw_eugene descend ld a,(hl) cp #58 ; PORTAL POSITION jr z,change_dir_maybe inc (hl) jr draw_eugene nop ; pad out nop nop nop nop nop nop nop nop nop nop change_dir_maybe ld a,(#8074) ; last item attribute or a jr z,draw_eugene change_dir ld A,(DE) XOR 1 LD (DE),A draw_eugene ld a,(hl) ; from here #8e27 the same as the old code ; FROM HERE ---- THE OLD CODE and #7f ; as old code end move_eugene
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Half speed.... ;eugene slow org #8df8 move_eugene ld hl,#80dc ; Y POS LD DE,#80DB ; DIRECTION ld a,(#8074) ; last item attribute or a jr z,descend_slow ld a,(DE) ; the direction or a jr z,descend ld a,(hl) dec a ; move eugene up jr z,change_dir dec (hl) jr draw_eugene nop ; my code is smaller - so pad out nop nop nop descend_slow ld a,(#80bd) ; game clock - steps in 4 bit 2,a jr z,draw_eugene ; slow to half speed descend ld a,(hl) cp #58 ; PORTAL POSITION jr z,change_dir inc (hl) jr draw_eugene change_dir ld A,(DE) XOR 1 LD (DE),A draw_eugene ld a,(hl) ; from here #8e27 the same as the old code ; FROM HERE ---- THE OLD CODE and #7f ; as old code end move_eugene
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Cunning - I assume that the revised routines are passive. The original added blocks to an exposed face, actively over writing the screen with the new block I assume the revised routine adds blocks to the hidden faces - passively adding blocks with no overwrite of existing blocks. I will come back to this when I have the time to do so.
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When the routine Block.tap was listed. (written in basic) I wondered if the same type of routine could be used to generate the familiar JSW title logo. So I wrote something that emulated the visuals of the basic. Whilst that code took an hour to write, I could not generate the JSW logo using the routine I wrote. It can draw what looks like the LOGO with a flicker. The Flicker is the result of not being able to stop the drawing at any point, with the graphics needed. It has to keep on updating the screen to form a flickering image. So a failure and not what I wanted. This is the Block Tap equivalent in Assembler. Hold "A" to slow down to the speed of drawing the basic blocks. Hold "D" to freeze LOGO_G.tap
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Best viewed from the moon. e.g. not close pulsing Psychedelic This uses two separate routines to move colours - the colours are then merged. PULSE.tap as usual - I looked at the code - it was not quite what I wanted . Pulsar is more symmetrical in code and output. This separates the bright ink and paper - so this uses 3 routines and then merges them pulsar.tap
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10 PLOT INK RND*7 ; RND*255 , RND*175: GOTO 10 Explode.tap is just a bit more complicated. The backdrop has 128 stars that are being tracked. E.g. Every so often a star in the backdrop is moved. The explosions move 160 points. The maximum number of explosions is 8. so the explode routine tracks and moves 1280 points - giving the total of 1408 points the program is tracking and moving. The whilst the above is happening it changes the attributes of differing squares. -----------------------
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This is basically a re write of the routine I added to Manic Miner (dual - Software Projects and Bug Byte). Major difference being it is not constrained to a game playing area, and the backdrop. explode.tap
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Balloon Popping. The solar ray is controlled by the vertical sprites. The skylab sprites step sideways. Either left or right with a programmable defined step. (each sprite has its own step) Due to the start positions being anywhere, that stepping could move the sprite over a wall and/or the graphic depiction of the remaining air/oxygen. Whenever this instance happens, the sprite is moved again. Whenever the double move condition is done, the solar ray is switched on and off. The magenta skylab comes down 3 times before stepping onto the edge. It switches on/off the solar ray and is moved to the left of the screen to repeat. + the yellow Balloon moving left
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The last sprite in Particle Collision Chamber has a horizontal component of movement. I did try most of them having a horizontal component and concluded -<NO>- In Particle Collision Chamber when played in TORCH mode. The balls have a high vertical velocity which when coupled to a horizontal component made their paths seem erratic when they could not be seen. Your response (above) was while I typed this. In Balloon Popping -- The solar ray is only switched on in EXPERT, ACE and TORCH modes.
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The room/cavern count was set as (you will not know, until you try) Technically their are 7 caverns in this code. It was just as hard for me to delete the rooms/caverns as it was to add new ones. Having now changed the code to now allow room deletions I can alter room count with greater ease. Caverns included. That are changed. 1) Smelly Genes, 2)Yellow stones, 3)Balloon Popping, 4)Virus attack, 5)Particle Collision Chamber Left as a game terminator - Control one. Particle Collision chamber is different from the final version. In Balloon popping -- When playing the room, the direction of deflection of the solar ray is set to the side of the room that Willy is in relative to the beams start point. In other words the beams will deflect left or right depending on where Willy is.
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