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DigitalDuck

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  1. I'm more optimistic - MM/JSW isn't a particularly complicated game; on the Next it's also possible to mix and match methods written in NextBASIC, C, and Z80 ASM and compile them all together.
  2. I've backed KS3, decided to pass on the first two because I knew there'd be teething problems but the Magenta swayed me. I've been slacking on Miner Redux but I'd definitely like to port that to the Next and make it open for easy editing.
  3. The way I look at it, the plane crash happened, and it's a tragedy. There's nothing I can do about it; I can choose to cheer myself up with jokes, or stay miserable without them, but the tragedy happened either way. Obviously there's a sense of occasion, and maybe making light of it directly to the victims' families is in poor taste, but I'd rather be happy. It's a bit like the old wisdom: you should find farts funny, because otherwise you're choosing to have less joy in your life but the same number of farts.
  4. I demand a better quality of spambot.
  5. Jet Set Willy "WRITETYPER" TAS has now been published. This doesn't quite match the WRITETYPER runs by myself and RuffledBricks as those start with the cheat already enabled; TAS timing typically starts from the moment you turn the computer on, so the loading, copy protection, and cheat entry are all included in the time shown. Total gameplay time is 1:13.910
  6. We've previously done a lot of research on emulator timing for speedrun fairness purposes. BizHawk, Fuse, SpecEmu, Spectaculator, Spud, and ZX Spectrum 4 all run at the same speed as the original hardware. ASpectrum, EightyOne, kjspeccy, Speccy, and Z80 Stealth all run at different speeds from the original hardware. There were others we couldn't test for various reasons.
  7. It's the character 福 (fu), which is usually translated as "good luck" or "good fortune", you'll find it on nearly every Chinese New Year decoration.
  8. I don't think Godot allows for porting to ARM-Linux - at least, not last I checked. I would release the source but it's mid-rework and I've had basically zero time to work on anything substantial in the last year; it's definitely planned down the line though.
  9. It seems pretty faithful to me, you've done a great job.
  10. The corrupted guardians can cause corruptions themselves, but in an unpoked game Willy would just instantly die on entering those rooms preventing the enemies from corrupting the game further. The cheat POKEs in the video I saw were to prevent deaths from guardians, allowing them to cause further corruption.
  11. The effects aren't unpredictable and aren't different every time you play - the arrow's trajectory is consistent and writes to the same bytes every time. To be precise, it corrupts the flying bird, UFO, Esmerelda, giant head, skull, sunflower, and Andre enemies, and any room those enemies can be found in result in the guardians being misplaced and (depending on the room) embedded into walls (which automatically kills Willy on room entry). None of those enemies can be found in First Landing, The Banyan Tree, or Conservatory Roof, the rooms that would need changes in order to make completion possible. It's possible to complete Jet Set Willy without fixing the Attic bug, though - you can apply the other three POKEs (42183,11; 56876,4; and 60231,0), play the game as normal making sure to only climb the East Wall and get the items in Priests' Hole and Dr Jones and head into the Attic once you have all of the other items. From the Attic, you can go Under the Roof -> Conservatory Roof -> Orangery -> Swimming Pool -> Banyan Tree (left to right - not easy!) -> The Nightmare Room -> First Landing -> Top Landing -> Master Bedroom and complete the game. You can't complete it twice though, because the rooms with those enemies in don't become accessible again even after beating the game.
  12. Manic Miner's (maybe) the first to have in-game music on the Spectrum, but obviously there are a fair few arcade games that did it earlier; while I suspect everyone here is aware of that I do see it often claimed as though it's the first game ever to do it on any platform, when it clearly wasn't. Rally X is probably the best example of an arcade game doing it earlier: I can certainly believe it was the first game on the Spectrum to have in-game music though - it was fairly early on in the Spectrum's lifespan and music in games wasn't as ubiquitous at the time. The part of the claim I doubt is the "thought to be impossible" part - I'm pretty sure the music in Space Invaders is done exactly the same way as Manic Miner does it, and as much as Matthew Smith did a great job with the game design he wasn't the most amazing programmer in the world, at least not at the age of 17, and plenty of others would surely know it to be possible. I imagine most simply chose a higher framerate over trying to have something somewhat resembling music playing; after all, if you want in-game music you have a tape player attached - just play it yourself. As for the "plays continuously" comment, I suspect it means as opposed to something like Virtua Racing, where short jingles play at checkpoints but leaves periods without music, or Road Blasters, where the music only comes in towards the end of each level. I doubt it's claiming the air countdown doesn't count and has simply confused the two games.
  13. It should just be as simple as that. Are you in 48K BASIC and not using the keyword (EXTEND mode, symbol shift+3)?
  14. I was thinking about this overnight and I realised that if you're using MERGE then LINE won't work because MERGE ignores it.
  15. It can happen without POKEs too. Memory gets shifted around when loading and/or merging and it's usually fine as long as you're not relying on the program execution continuing from where it was afterwards; as I said, if you save it with LINE xxxx you force it to jump to somewhere else and avoid this issue.
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