Jump to content
Jet Set Willy & Manic Miner Community

JohnElliott

Contributor
  • Posts

    15
  • Joined

  • Last visited

Posts posted by JohnElliott

  1. Thanks for this (sad) news, John!

     

    Apart from the messages, photos are worth saving, too. IIRC, there are some of rooms from unfinished projects - games which were never released and whose files have not been available publicly. These pictures are all that is left of them in public, I believe.

     

    I've managed to download all the pictures (and the messages, though in a JSON format that isn't particularly clear to read). I've also leeched the 'manicminerandjetsetwilly-nonspectrum' and 'jetsetracing' groups, which are the other two JSW-related groups I was a member of. You can find the results attached to this message.

    jetsetracing.zip

    manicminerandjetsetwilly.zip

    manicminerandjetsetwilly-nonspectrum.zip

  2. Ah yes, I remember - because an opening wall is of arbitrary height it was easier to do it from the top or bottom than from the middle.

     

    Looking at my original source, there's a comment:

    ;
    ;When all segments have slid, change cell attributes.
    ;

    which suggests that I intended it to behave as I wrote it.

  3. I was looking at the code which implements opening walls in the JSW64 game engine.

     

    The way the existing code works, the pixel-rows disappear from top to bottom, and then the attributes of the blocks are turned from Earth to Air.  However, if you have a opening wall which is several blocks high, none of the blocks get turned to Air until the whole wall has had its pixels cleared.  So you can temporarily have an INKless wall, several blocks high, before the whole lot turns to air.

     

    Having scrutinised the pertinent code, and thinking out loud, I wonder if the original intention was for each block in turn (from the top one down) to turn to Air as the eight pixel-rows of each are cleared.  A simple single POKE can be used to achieve this - and it involves reversing the conditionality of a relative jump (so a simple mistake by John Elliott when writing the code might explain the way the feature ended up, if my hunch is right that they were intended to disappear one-by-one).

     

    IIRC, the opening-wall code is pretty much lifted from the Kong Beast rooms in Manic Miner, so that's the best place to start looking to see what the intended behaviour is.

  4. However, I've just had a look in JSWED, in the Game tab, and it looks like both of these boxes (as well as *all* of the other ones *except* for "Black Willy") *cannot* be either ticked or unticked - they are filled with blue, sort of. I'm not quite sure how to interpret this...

     

    It means that at least one byte in a location touched by the patch is neither the original one from JSW, nor the modified one from the patch. So JSWED cannot safely apply or deapply the patch.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.