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jetsetdanny

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  1. JeT SeT JnR aNd ThE CuRsE oF ThE PhArAoH

    I am thrilled to announce the release of Carl Paterson's third Jet Set Willy game: "JeT SeT JnR aNd ThE CuRsE oF ThE PhArAoH" 🙂.   It is the first JSW game in which the protagonist is not Willy, but... his son! Yes, the years have passed by and Junior is not only a fine young man, but also an intrepid explorer, just like his dad. The two were taking part in an expedition to Egypt where they raided multiple tombs despite warnings that stealing the items carries a vengeful curse. And that curse has now struck Jet Set Junior who awakens in darkness surrounded by hieroglyph-covered walls, transported to the time of the pharaohs. Will you help him find his way home?   Please refer to the Readme to check out  the whole background story. And then embark on this new adventure, where you will face underground tunnels and flooded chambers, spirit guards, cursed tombs, flesh-eating scarabs, magic pools, flowers of fear and interdimensional generators. Remember that the All-Seeing Eye is following you... or is it Hatshepsut's gaze??? Collect all 256 cursed items, find the mysterious queen and help Willy get back to his reality through the Toilet of Time!   You can achieve this without losing a single life... if you are an incarnation of the mighty ancient warriors... or if you save and reload snapshots or use Rollback.   The game features:   - 64 newly designed rooms;   - Mostly new and some modified guardian sprites;   - A difficulty level higher than in Carl's previous two games;     - A custom-made title screen, custom font and other enhancements;   - A new title-screen tune and 13 new in-game tunes, all of them 128 bytes long, never before used in a JSW game for the Spectrum;   - Something extra at the completion of the game.   The ZIP file includes the game in TAP and TZX format (v. 2 - this is the first public release), the Readme and info about the game's credits.   Please download, enjoy, and may Amun-Ra and Osiris protect you during your quest! 😁

    165 downloads

    Submitted

  2. WiLLY iN ThE MiRRoRVeRSE

    I am thrilled to announce the release of Carl Paterson’s second Jet Set Willy game: “WiLLY iN ThE MiRRoRVeRSE”.
    The Plot
    While innocently doing his business in the bathroom Willy looks in the mirror, a sudden flash from a nearby nuclear power plant combined with aliens fighting the drone wars in your loft [so original] create a rip in the space, time continuum. 
    When your eyes refocus after the flash your still in the bathroom but is it your bathroom? It certainly looks like it but little things are different, who left the cap off the toothpaste? My gaze catches the toilet, hmm it shouldnt be there, wait is it moving? The toilet seat suddenly crashes open and closed and then starts coming towards me, i think it wants to eat me.. My mind wanders to my love, "Maria" i must find her..
    Willy must traverse almost 60 rooms of mystery collecting all the items as he goes so he may be reunited with Maria and hopefully return to his own universe, well Maria is an astrophysicist, all that sciency stuff she knows im sure she can get us home in some kind of "magiver" episode ive watched but cant remember the ending.. 
    The game features:
    - 61 newly designed rooms;
    - New and modified guardian sprites;
    - 256 items to collect (yes, they can all be collected without losing a single life! - but it's not easy...);
    - A moderate level of difficulty, which won’t put off a novice and won’t bore an expert;  
    - A new title-screen tune and 18 new in-game tunes, most of which are 128 bytes long and have never been used in a JSW game before;
    - A custom-made title screen, custom font and other enhancements;
    - Something extra at the completion of the game.
    The ZIP file includes the game in TAP and TZX format (this first public release is v. 2), the Readme and info about the game's credits.
    Please download, enjoy and share your impressions and feedback!

    314 downloads

    Updated

  3. AmAZiNG WiLLY

    I am thrilled to announce the release of a new Jet Set Willy game: “AmAZiNG WiLLY”, created by Carl Paterson (CnP Projectz). The game features:
    - 59 completely redesigned rooms;
    - A fairly familiar map layout, which will nevertheless surprise you with brand-new, atmospheric screens and many exciting challenges;
    - New and modified guardian sprites;
    - 256 items to collect (yes, they can all be collected without losing a single life! - but it's not easy...);
    - A moderate level of difficulty, which won’t put off a novice and won’t bore an expert either (lots and lots of running around and jumping is required to complete the game; oftentimes you’d really better think before you jump!);
    - A richness of music incomparable to any previous release: a brand-new title-screen tune and more than a dozen in-game tunes, most of them 128-byte-long (twice as long as the original one) and most of them never heard before in a JSW game;
    - A custom-made title screen, custom font and other enhancements;
    - A toilet run like you’ve never seen before!
    The ZIP file available for download includes the game in TAP and TZX format, the Readme and info about the game's credits.
    Grab it, enjoy and please share your impressions!

    228 downloads

    Updated

  4. León Willy

    I am delighted to announce, on behalf of Pedro Magallares Ocaña, the release of his game “León Willy”. It utilises the standard JSW48 game engine, albeit with some modifications, featuring 64 brand-new rooms and 256 items to collect. The game also showcases 14 in-game tunes and a title-screen tune that have never been used in any JSW game before.
    Pedro designed the game in 2001, creating a navigable and charming environment inspired by ancient cultures, historical events, movies, songs and his personal life. He published it on a Spanish forum dedicated to the video game scene, especially consoles, a few years later. That version did not seem to reach fans within the MM & JSW community though.
    Fast forward to this year, where the game has been reborn and rejuvenated. Pedro graciously allowed me to handle some 'postproduction' aspects, including custom loading and title screens, musical arrangements, and a few other enhancements. The definitive version you can now download (in Spanish and English) showcases León Willy in his full feline prowess.
    Willy wakes up after a very crazy night, disoriented and uncertain of his whereabouts, with the events of the previous night shrouded in mystery. His surroundings appear somehow transformed. Slowly, he recalls acquiring a new residence somewhere in Spain. The name "Villamagna" echoes persistently in his mind.
    As Willy rubs the sleep from his eyes, a strange weight tugs at his head. Panic sets in as his fingers trace the features that now adorn his face. The once-smooth contours have been replaced by coarse fur, and his once-familiar nose has elongated into a feline snout. His breath catches in his throat as he touches the majestic, flowing mane that surrounds his head like a golden crown.
    In disbelief, Willy stumbles towards the mirror, praying that the reflection would dispel the absurdity of his imagination. Yet, staring back at him is a creature he could never have anticipated. His eyes widen with shock and wonder as the golden eyes of a lion meet his gaze…
    Please refer to the Readme for the rest of the background story, Pedro’s narrative about the history of the game and its various sources of inspiration, instructions, and detailed credits, acknowledgments, and thanks.
    Apart from its atmospheric and diverse rooms, the game introduces some technical novelties. It is likely the first JSW48 game where, in some rooms, you can survive a fall from any height, while in others, you will meet your demise. This is clearly indicated by the colour of the room name - if it's green, you can fall safely, but if it's red, exceeding the normal falling height will result in death.
    Another novelty involves the (varied) in-game tunes. The tune initiates from the first note if a different tune was playing before Willy entered the current room; however, it continues if the same tune was already playing. This should enhance the listening experience of the in-game music, which mostly consists of tunes from the Spanish-speaking world.
    I trust you will enjoy Pedro’s debut game, and I hope that your positive feedback will encourage him to design more JSW games 🙂.

    48 downloads

    Submitted

  5. Bugfixed, completable version of "Willy the Hacker"

    "Willy the Hacker" is a 1999 game by Geoff Eddy. The original release of the game was incompletable due to a critical bug in the room "The Right-Hand Edge of the Map" (27): it was impossible to jump over the foot on the right, and therefore impossible to collect the item.
    In 2007, Andrew Broad suggested a fix for it (in a post on the JSW/MM Yahoo! Group, which used to be here, but Yahoo! Groups are not online any more). Andrew said, "POKE 56116,4 (Hex DB34: 04) puts a Water-cell at (6,18), which is possible to jump onto if you stand to the right of the foot with your legs apart."
    In May 2008, Robin Clive submitted a recording of the game to the RZX Archive, which is still hosted there. In order to be able to complete the game, Robin applied a different fix than the one suggested by Andrew. Strangely enough, he also modified the game to show only 7 remaining lives, while in the original game there are 16, occupying the whole bottom part of the status bar (as a matter of fact, the game has the infinite-lives POKE turned on by default, so it doesn't really matter to the player how many spare lives there are left, and their number does not decrease if a life is lost, but this change does make a significant visual difference on the status bar). Robin never released his modified game file (however, an RZX recording can be used to play the game it was made from).
    I prepared a bugfixed version of the game while creating "Willy the Hacker"'s page on JSW Central in April 2019. I applied the same fix that Robin Clive had applied to eliminate the critical bug in room 27. However, it was done in ZX-Blockeditor so that the rest of the game remained unchanged, the only difference was that it was made completable. I did not correct another, non-critical bug which Robin had corrected, which is the necessity to lose a life in the room "Purple <hic>" (29) (where the only way to collect the two items on the mid-air platform is to jump for them from below, which kills Willy upon falling from an excessive height).
    I made my bugfixed version available for download from JSW Central in TAP and TZX format, hoping that Geoff Eddy would approve of this, but without his explicit approval. It was a great joy to learn that Geoff did endorse it in September 2022. I am very grateful for Geoff's approval and support - thank you so much, Geoff!
    Thus, this ZIP file contains bugfixed, completable, original-author-approved version of "Willy the Hacker" in TAP and TZX format.
    Play, enjoy and complete the game!

    67 downloads

    Updated

  6. Completable tape version of "Jet Set Willy: Willy's Holiday"

    "Jet Set Willy: Willy's Holiday" is a 1985 game by Adam Britton. It was created using Paul Rhodes' "JetSet Editor".
    In the mid-1990s, the game was recovered from the original tape and transferred to emulator format by Richard Hallas. It was released in March/April 1996 as part of the snapshot pack in Issue 5 of the "Emulate!" online magazine. The game was not completable due to a critical bug, discussed by Andrew Broad on his website, the archival version of which can be found here. An 'official' bugfixed version of the game has never been released.
    This ZIP package contains a bugfixed version "JSW: Willy's Holiday" in TAP and TZX format, restored from the SNA snapshot from the "Emulate!" online magazine dated 14 October 1995 and converted to tape format in a way that aims to reflect the original loading process.
    The following changes have been made:
    1. The Bad Pause-Bug Fix was removed by restoring the value of the addresses #8B07 - #8B09 to #21, #00 and #9A, respectively, i.e. the code that resides there in the original "Jet Set Willy". The Bad Pause-Bug Fix overwrites Room 63's guardian instance list in addresses #FFF0 - #FFFF with code to correct the Pause Bug. These data are interpreted as guardian instances which kill the player immediately on entry to "The Beach" (63). Please see Andrew Broad's (archival) page at https://www.oocities.org/andrewbroad/spectrum/willy/bugs.html#pause_bug for more info about the Bad Pause-Bug Fix. 
    2. The correct code for the guardian instance list in "The Beach" (63) at #FFF0 - #FFFF was copied from the addresses #80F0 - #80FF. While this guardian instance list is damaged in the SNA snapshot in the room data at #FFF0 - #FFFF due to the effects of the Bad Pause-Bug Fix, fortunately, the entire room "The Beach", including these data, happened to be preserved in the SNA snapshot in the Empty Room Screen Buffer at #8000 - #80FF! 
    3. The fix suggested by Andrew Broad to make the game completable by adding a Water cell at (5,31) in "On The Roof" (17), thus avoiding an infinite-death scenario when entering this room at the top right, was applied. This was done by changing the value of #D12F to #01.
    4. The room data for "The Hotel Bathroom" (02) at #C260 - #C2FF were copied from a snapshot taken after starting the game. This is because in Adam's original game this room in its proper shape was installed by the BASIC loader, while the room data at #C260 - #C2FF were incorrect. The room data is now fully correct in the bugfixed version and the modified BASIC loader does not deal with this room any more.
    5. The Empty Room Screen Buffer at #8000 - #80FF and the Empty Room Guardian Buffer at #8100 - #813F have been NOPped out (with the value #FF at #8140 terminating the buffer). This change was done for the sake of the 'elegance' of the tape file, as a game loaded from tape should not have any values there other than zeroes before the initial room and its guardians are loaded into the buffers.
    6. Thirteen bytes at #8180 - #818C have been NOPped out, for the sake of 'elegance' as well. These addresses (in fact, the whole range from #8141 to #81FF) are unused in the original "Jet Set Willy". It is hard to tell why the code in the SNA file was placed there, but there is certainly no reason for it to appear there in that otherwise unused chunk of code.
    7. The following variables: the number of lives remaining (#85CC), Willy's y-coordinate (#85CF), Willy's animation frame (#85D2), the address of Willy's location in the attribute buffer at #5C00 (#85D3 and #85D4), the Rope status indicator (#85D6), the In-game music note index (#85E1) and the Music flags (#85E2) have been NOPped out, for the same reason of 'elegance'. These variables are initiated when the game starts, so their addresses should have a value of #00 right after the game has been loaded from tape. A visible (or rather audible) effect of this is that the in-game music is turned on by default when the game is started (contrary to what happens in the SNA snapshot, where it is turned off).
    8. A custom BASIC loader was created. It aims to reflect Adam Britton's original solution to the loading screen, which is a block of compressed code loaded and then decompressed to display the picture it contains on the screen while the rest of the game loads. The code which creates some special effects after the game has loaded, before the program proceeds to the title screen, which in the SNA file resides below #8000, was moved to the #8000 - #FFFF range. In this way, the initial special effects are fully preserved, while the main chunk of the game code is saved as a standard 32768-byte-long block. The code which changes the colour of the letters in the words "Jet Set Willy" on the loading screen, which resides at #792F - #7C58 in the SNA file, was consolidated (by removing the zeroes it had in-between meaningful code) and moved to #9E00 - #9FF7, #96F4 - #97FB and #858B - #85AB, with the corresponding jumps added at #9FF8 - #9FFA and #97FC - #97FE. The subroutine it uses, which resides at #7918 - #792E in the SNA file, was moved to #85AC - #85C2 (but it is still copied to contended memory at #7D00 - #7D10 by the BASIC loader before its execution so that it makes the same sound as in the original snapshot). The code which creates the last special effect by gradually erasing the loading screen was moved from #7D00 - #7D10 in the SNA file to #93BB - #93CC in the bugfixed version. Thus, the code necessary to create the special effects before the game starts was copied to selected areas of memory in the #8000 - #FFFF range unused in "JSW: Willy's Holiday", either because they are unused in the original "Jet Set Willy" (as is the case with the addresses #9EB3 - #9FFF, #96F4 - #97FF and #93BB - #93D0) or because they are used in the original "Jet Set Willy" for things that are not used in "JSW: Willy's Holiday" (as is the case with the addresses #9E00 - #9EB2, which contain the codes for grid locations A0-Q9 related to the colour-scheme protection, or the addresses #858B - #85CA, which contain text messages related to the colour-scheme protection). The remaining bytes in these areas that were not used for the new code (i.e. at #85C3 - #85CA and #93BB - #93D0) were NOPped out for the sake of 'elegance'.
    As a result of the changes described above, the player is offered a completable version of Adam Britton's historic game in a choice of two tape formats, preserving the original 'loading flavour' and initial special effects. The game can be completed without any loss of life. Currently, the best known in-game completion time is 8:22 am (please see the video on the JSW Central YouTube channel).
    The SNA snapshot of the game from the "Emulate!" online magazine (JSW-WHOL.SNA) is included in the ZIP package offered here for download, for the sake of completeness.
    It is possible that one day the file of "JSW: Willy's Holiday" will be recovered (again) from its original tape and transferred to the TZX format. Another bugfixed edition will then be in order. Until then, please enjoy the restored and fixed file included in this ZIP package.
    John Elliott's JSWED v. 2.3.7, Andrew Broad's SPECSAISIE 1.3 Beta 5 (the latest publicly available version is v. 1.2) and Claus Jahn's ZX-Blockeditor v. 2.4.3 (a newer version 2.4.3.1 is available were used to prepare this bugfixed version of "JSW: The Continuing Adventures". Richard Dymond (SkoolKid)'s complete JSW disassembly (available in hexadecimal and in decimal) was also very helpful in this endeavour.
    The game's page on JSW Central is here.

    99 downloads

    Updated

  7. Completable tape version of the original edition of "Jet Set Willy: The Continuing Adventures"

    "Jet Set Willy: The Continuing Adventures" is a 1985 game by Adam Britton. It was created using Paul Rhodes' "JetSet Editor".
    In the mid-1990s, the game was recovered from the original tape and transferred to emulator format by Richard Hallas. It was released in November/December 1995 as part of the snapshot pack in Issue 3 of the "Emulate!" online magazine. The original edition of the game was not completable due to a critical bug, discussed by Andrew Broad on his website, the archival version of which can be found here.
    In April 1998, Adam Britton released The Special Edition of the game, completable, with new rooms and various other improvements.
    However, an 'official' bugfixed version of the original edition has never been released. It could be argued whether or not there is any need for it, as a completable Special Edition is available. Andrew Broad argues that he considers TCA and TCA-SE to be parallel variants, since TCA-SE removes "The Sky-Ladder" (42), and also because of the historical value of the original TCA. It could be added that there are some differences in gameplay, e.g. in the rooms "The Further Recesses" (49) and "Don't Fall Off!" (58), which make playing the original and the Special Edition a slightly different experience.
    This download offers a bugfixed, original edition of "JSW: The Continuing Adventures" in TAP and TZX format, prepared using the SNA snapshot from the "Emulate!" online magazine, dated 21 September 1995, and converted to tape format in a way which aims to reflect the original loading process.
    It should be noted that other versions of the original edition of "JSW: The Continuing Adventures" are available on the internet. A SNA file dated 19 January 1997 is hosted on JSW remakes. A Z80 snapshot dated 20 December 2004 is hosted on World of Spectrum and Spectrum Computing. These files contain the so-called Bad Pause-Bug Fix (please see Andrew Broad's explanation for details). The Bad Pause-Bug Fix must have been added to the game file some time *after* it was released as part of the snapshot pack of the "Emulate!" online magazine. It does not affect this particular game, since Room 63 is not edited or used during gameplay. However, the code in these snapshot files at #8B07 - #8B09 and #FFF0 - #FFFF is different from the code in Adam Britton's original file.
     
    The following changes from the "Emulate!" magazine SNA file have been made in the #8000 - #FFFF range:
    1. The fix suggested by Andrew Broad was applied to make the game completable. A Water cell was added at (6,23) in "The Miniature Sherwood Forest!" (17) by changing the value of the address #D135 to #01. This makes it possible for the player to collect a previously unreachable item there. This change has also been applied by Adam Britton himself in the Special Edition of the game.
    2. The Empty Room Screen Buffer at #8000 - #80FF and the Empty Room Guardian Buffer at #8100 - #813F have been NOPped out (with the value #FF at #8140 terminating the buffer). This change was done for the sake of the 'elegance' of the tape file, as a game loaded from tape should not have any values there other than zeroes before the initial room and its guardians are loaded into the buffers.
    3. The following variables: the current room number (#8420), the number of lives remaining (#85CC), Willy's y-coordinate (#85CF), Willy's animation frame (#85D2), the address of Willy's location in the attribute buffer at #5C00 (#85D3 and #85D4), the Rope status indicator (#85D6), 256 minus the number of items remaining (#85DE), the Music flags (#85E2) and the Temporary variable (#85E4) have been NOPped out, for the same reason of 'elegance'. These variables are initiated when the game starts, so they should have a value of #00 right after the game has been loaded from tape. A visible (or rather audible) effect of this is that the in-game music is turned on by default when the game is started (contrary to what happens in the SNA snapshot, where it is turned off).
    4. A custom BASIC loader was created, based on the original one, with some modifications. The loading process reflects Adam Britton's original solution to the loading screen, which is a block of compressed code loaded and then decompressed to display the picture it contains on the screen while the rest of the game loads. Three POKEs which allowed the player to bypass the colour code protection from the original "Jet Set Willy" were removed from the loader, as this bypass is already present in the game code. A short pause was introduced after the loading screen has been displayed to make it visible to people who use fast loading on emulators. It should be noted that when Adam Britton created the Special Edition of the game, he did not bother to compress the loading screen (it loads as a standard SCREEN$ code block 6912 bytes in length, as opposed to 2728 bytes of compressed code in the attached tape files). So this version restores a solution from TCA 'lost' in TCA-SE.
    As a result of the changes described above, the player is offered a completable version of Adam Britton's historic game in a choice of two tape formats, preserving the original 'loading flavour'. The game can be completed with one life lost - it has to be sacrificed to collect the leftmost item in the room "The Miniature Sherwood Forest!" (17). While not really elegant (it should be possible to complete a JSW game, difficult as it may be, without losing a single life), it is consistent with the original "Jet Set Willy", where even after applying the official Software Projects POKEs to make it completable, one life still has to be sacrificed to collect the leftmost item in "Conservatory Roof" (43). Currently, the best known in-game completion time is 8:23 am (please see the video on the JSW Central YouTube channel).
    The SNA snapshot of the game from the "Emulate!" online magazine (JSWCONTA.SNA) is included in the ZIP package offered here for download, for the sake of completeness.
    It is possible that one day the file of "JSW: The Continuing Adventures" will be recovered (again) from its original tape and transferred to the TZX format. Another bugfixed edition will then be in order. Until then, please enjoy the restored and fixed file included in this ZIP package.
     
    John Elliott's JSWED v. 2.3.7, Andrew Broad's SPECSAISIE 1.3 Beta 5 (the latest publicly available version is v. 1.2) and Claus Jahn's ZX-Blockeditor v. 2.4.3 (a newer version 2.4.3.1 is available were used to prepare this bugfixed version of "JSW: The Continuing Adventures". Richard Dymond (SkoolKid)'s complete JSW disassembly (available in hexadecimal and in decimal) was also very helpful in this endeavour.
    The game's page on JSW Central is here.

    68 downloads

    Updated

  8. Completable tape version of "Jet Set Willy: The Deadly Mission"

    "Jet Set Willy: The Deadly Mission" is a 1985 game by Adam Britton. It was created using Paul Rhodes' "JetSet Editor".
    In the mid-1990s, the game was recovered from the original tape and transferred to emulator format by Richard Hallas. It was released in January/February 1996 as part of the snapshot pack in Issue 4 of the "Emulate!" online magazine.
    The SNA file of the game included in the "Emulate!" magazine was completable without losing a single life, so there was no reason to correct it and the only 'value added' this ZIP package offers is its conversion to tape format.
    However, a modified version of the game started doing rounds on the internet, with a critical bug that made it incompletable. It must have been created just two days after the file that was included in the "Emulate!" magazine. The latter has a date stamp of 21 September 1995, while the earliest known Z80 snapshot which features the bug has a date stamp of 23 September 1995 (it is currently hosted, for example, on World of Spectrum and Spectrum Computing).
    The bug was discussed by Andrew Broad on his website, the archival version of which can be found here. As Andrew explains, the application of the Bad Pause-Bug Fix causes the guardian instance list in "Mystery Room" (63) at #FFF0-FFFF to be overwritten with code to correct the Pause-Bug. These data are interpreted as guardian instances which kill the player immediately on entry to "Mystery Room".
    As mentioned above, the SNA file included in the "Emulate!" magazine snapshot pack does *not* suffer from this problem.
    This download offers "JSW: The Deadly Mission" in TAP and TZX format, converted to tape format from the SNA snapshot from the "Emulate!" online magazine, dated 21 September 1995.
    The following changes have been made:
    1. The Empty Room Screen Buffer at #8000 - #80FF and the Empty Room Guardian Buffer at #8100 - #813F have been NOPped out (with the value #FF at #8140 terminating the buffer). This change was done for the sake of the 'elegance' of the tape file, as a game loaded from tape should not have any values there other than zeroes before the initial room and its guardians are loaded into the buffers.
    2. Three bytes at #8180 - #8182 have been NOPped out, for the sake of 'elegance' as well. These addresses (in fact, the whole range from #8141 to #81FF) are unused in the original "Jet Set Willy". It is hard to tell why the code in the SNA file was placed there (it is a jump to the address #8BFF, which is the first letter "y" in the name of "Mystery Room"), but there is certainly no reason for it to appear there in that otherwise unused chunk of code.
    3. The following variables: the number of lives remaining (#85CC), Willy's y-coordinate (#85CF), Willy's animation frame (#85D2), the address of Willy's location in the attribute buffer at #5C00 (#85D3 and #85D4), the Rope status indicator at #85D6, the In-game music note index at #85E1 and the Music flags at #85E2 have been NOPped out, for the same reason of 'elegance'. These variables are initiated when the game starts, so their addresses should have a value of #00 right after the game has been loaded from tape. A visible (or rather audible) effect of this is that the in-game music is turned on by default when the game is started (contrary to what happens in the SNA snapshot, where it is turned off).
    4. A custom BASIC loader was created. It aims to reflect Adam Britton's original solution to the loading screen, which is a block of compressed code loaded and then decompressed to display the picture it contains on the screen while the rest of the game loads. The loader is simplified in comparison to the original one, which apparently installed the room "In The Lair Of The Zaquaroid" (33) in its proper shape and to correct the value of several addresses by POKing them. A short pause was introduced after the loading screen has been displayed to make it visible to people who use fast loading on emulators.
    As a result of the changes described above, the player is offered a completable version of Adam Britton's historic game in a choice of two tape formats. The game can be completed without any loss of life. Currently, the best known in-game completion time is 8:27 am (please see the video on the JSW Central YouTube channel).
    The SNA snapshot of the game from the "Emulate!" online magazine (JSWDEADL.SNA) is included in the ZIP package offered here for download, for the sake of completeness.
    It is possible that one day the file of "JSW: The Deadly Mission" will be recovered (again) from its original tape and transferred to the TZX format. If this happens, the conversion of the game to tape format included in this ZIP package will become obsolete. Until then - enjoy it!
    John Elliott's JSWED v. 2.3.7, Andrew Broad's SPECSAISIE 1.3 Beta 5 (the latest publicly available version is v. 1.2) and Claus Jahn's ZX-Blockeditor v. 2.4.3 (a newer version 2.4.3.1 is available were used to prepare this bugfixed version of "JSW: The Continuing Adventures". Richard Dymond (SkoolKid)'s complete JSW disassembly (available in hexadecimal and in decimal) was also very helpful in this endeavour.
    The game's page on JSW Central is here.

    80 downloads

    Updated

  9. "Manic Miner 5: Los peligros del LSD" - tape version

    "Manic Miner 5: Los peligros del LSD" is a 1998 game by Ignacio Pérez Gil. It was created using Richard Swann's "Manic Miner Editor" and some other tools.
    The game was released in April 1998. It is hosted on World of Spectrum, Spectrum Computing and other sites. Its page on JSW Central is here.
    The game was only released as a Z80 snapshot (a dump of the ZX Spectrum's memory). It has never been released in tape format. However, tape format seems to be the most elegant, complete and definitive way of releasing Spectrum games, reflecting what happened on the original hardware, providing data which you load into the machine's memory 'from zero', rather than having an image of the contents of the ZX Spectrum memory at a particular instance in time.
    For this reason, I created a tape version of "Manic Miner 5: Los peligros del LSD" in TAP and TZX format, converted from Ignacio Pérez Gil's original Z80 snapshot.
    Ignacio used an interesting technical solution to introduce Spanish diacritical marks in room names and in the text of the scrolling message. He used the Printer Buffer at #5B00 - #5BFF to add the pertinent code and data. In his Z80 snapshot, the code which allows the use of diacritics resides at #5BF2 - #5BFF, and the data at #5B00 - #5B2F.
    In order to create a standard "Manic Miner" TAP/TZX file that does not include any data to be loaded into the contended memory (i.e. which loads a block of code starting at #8000), Ignacio's code was moved to the #9B00 - #9BFF range, unused in the original "Manic Miner" (occupied by source code remnants). The code was placed at #9BF2 - #9BFF (and modified as necessary) while the pixel patterns for accented letters are now stored at #9B00 - #9B2F. The rest of the source code remnants were untouched and no other changes were made to the game, apart from the CALL instruction at #92BD - #92BF, which Ignacio himself had modified to point to the additional code in the Printer Buffer and which has now been modified to point to the new location of this code.
    A simple BASIC loader was created for the game. Ignacio's original loading screen was used for the loading process. It was compressed to a little over half of its original size in order to speed up the loading of the game, in case someone does not use any acceleration method on an emulator or wants to load the game into a real ZX Spectrum.
    As a result, the player is offered a version of Ignacio Pérez Gil's game which loads from tape and plays exactly as the original. The original Z80 snapshot and Readme are included in the ZIP package available for download for completeness.
    Andrew Broad's SPECSAISIE 1.3 Beta 5 (the latest publicly available version is v. 1.2), Claus Jahn's ZX-Blockeditor v. 2.4.3 (a newer version 2.4.3.1 is available), John Elliott's JSWED v. 2.3.7 and Andy Ford's Screen Compressor were used to prepare the tape version of "Manic Miner 5: Los peligros del LSD". Richard Dymond (SkoolKid)'s complete MM disassembly (available in hexadecimal and in decimal) was also very helpful in this endeavour, as were Andrew Broad's Technical Notes on his game "Jet Set Willy: The Lord of the Rings".

    64 downloads

    Updated

  10. Italian and Spanish versions of 'Manic Miner'

    Similarly to the Italian and Spanish versions of Jet Set Willy, Load 'n' Run released also Italian and Spanish versions of Manic Miner.
    The Italian version, called 'La miniera' ('The Mine'), was released on the Italian Load 'n' Run tape 10 in November 1984.
    The Spanish version, called 'Minero loco' ('Crazy Miner'), was released on the Spanish Load 'n' Run tape 1_04 in May 1985.
     
    Both versions feature modified loading screens (in the original MM style), modified title screens and full translations throughout the game. The Spanish disk version features also an introductory screen with the following text (diacritical characters are not present in the text on the Spectrum, and the text is all capitalised):
     
    "MINERO LOCO LOAD'N'RUN '85
    Haz andar y saltar a nuestro minero protagonista por las veinte cavernas letales. Dentro de cada una de las cuales encontrarás: objetos animados e inanimados no destelleantes que deberás evitar, y objetos inanimados destelleantes que nuestro minero tendrá que ir recogiendo. A partir del momento en que ya no quede ninguno de estos, se iluminará la entrada hacia otra caverna a la que habrá que dirigirse rápidamente, puesto que el tiempo de permanencia en cada una de ellas, está limitado por las reservas de aire.
    Pulsa una tecla para continuar"
    which means:
    "Make our miner protagonist walk and jump through the twenty lethal caverns. Within each of which you will find: animated and inanimate non-flashing objects that you must avoid, and inanimate flashing objects that our miner will have to collect. From the moment when none of these is left, the entrance to another cavern will light up which you will have to go to quickly, since the time of permanence in each of them is limited by the air supply.
    Press a key to continue"
    It is followed by another screen which says:
    "Cuántos mineros quieres? (Max 32)
    Si no tienes suficientes, pon 0 y serás inmortal!
    Cuántos mineros? (Max. 32)"
    which means:
    "How many miners do you want? (Max 32)
    If you don't have enough, press 0 and you will be immortal!
    How many miners? (Max. 32)"
     
    The Load 'n' Run tapes and disks can be downloaded from a website dedicated exclusively to these releases.
     
    The Spanish version on the tape appears to be buggy. It features an additional screen which says, "Loading .Z80 emulator snapshot" and this is probably the cause of the problem. After loading, the game doesn't go to the title screen, but to the first cavern, where Willy jumps repeatedly without the player being able to control it (apart from turning right and left). As far as I can tell, this is because the Kempston joystick indicator at #8459 is turned on. It can be turned off by inserting POKE 8459,00 (33881,0), or by quitting the game by pressing SHIFT and SPACE together. The game still won't run quite as it should, though, because it displays 8 spare lives and has inifinite lives turned on.
    The disk version works well. The TAP file of the 'disk version' made available for download here was probably converted from it. It is the same file that Andrew Broad used to host on his website (it is still available for download on its archival version), which he received from Philip Bee (as explained on his list of MM/JSW games), who must be the author of the convertion to TAP format.
     
    There is also another Italian version of Manic Miner, apparently older than the one by Load 'n' Run, because going back to 1983 (according to the information given in the game file itself). It is called 'Miniera magica' ('Magic Mine') and it is by Nuova NEWEL di F.M. & A.Gnesutta. It also features a modifed loading screen (MM-style), a modified title screen and Italian translations throughout the game. The room names are different from the ones in 'La miniera'. The name of the protagonist is also different: while in 'La miniera' it is 'Jack il Curioso', in 'Miniera magica' it is 'Pippo il Minatore'.
     
    'Miniera magica' features an additional introductory screen which reads (all text is capitalised on the Spectrum, apart from the question on the bottom of the screen),
    'Inserisci un numero che corrisponde agli omini che avrai a disposizione. Attenzione che il numero non deve superare 32. Nel caso 32 omini non ti bastino scrivi "0" e sarai inmortale!
    Nel caso tu voglia accedere alle caverne successive alla prima premi nell' ordine i numeri :
    6 0 3 1 7 6 9.
    Premi poi un po' di tasti a caso
    Quanti omini vuoi? (MAX. 32)"
    which means:
    "Enter a number that matches the men you will have available. Be careful that the number must not exceed 32. In case 32 men are not enough, write "0" and you will be immortal!
    In case you want to access the successive caverns at once, then input the numbers:
    6 0 3 1 7 6 9.
    Then press a few random keys
    How many men do you want? (MAX 32)"
    Choosing more than 16 "men" messes up the lower part of the spare-lives display, of course.
    It should be noted that back in 2004 Darkman (aka Nigel Bland) compiled a set of six Italian variants of JSW and MM, including 'La miniera' and 'Miniera magica', and sent them to Andrew Broad, who made them available for download (along with two other non-Italian files) on his website. Darkman retrieved them from the Italian Project on the Tipshop site.
     
    Eight files are available for download here, including TAP and TZX versions of all variants. Enjoy!

    629 downloads

    Updated

  11. Jet Set Willy - The Softricks editor version

    READY-TO-PLAY FILE OF THE SOFTRICKS EDITOR VERSION OF "JET SET WILLY"
     
    Jet Set Willy Editor MkII by Mark Crawford and R. Kay (Softricks, 1984) contains two sample rooms: "The Moat" (47) and "The Vault" (61). The Softricks game engine is different from standard "JSW" - it has a double-length Guardian Class Table (with consequent relocation of the Item Table and toilet sprite), a demo mode after the title-screen scrolly, and it shows the title screen each time you lose a life. John Elliott has analysed the Softricks engine for technical details of these changes and described them on his website. In the editor, there are also minimal changes in a couple of the original rooms.
     
    If "JSW" is saved from Jet Set Willy Editor MkII without any changes, the sample rooms are inaccessible without cheating, and so the player cannot enjoy them. Therefore, a special version of JSW was created when the individual page of this variant was created on JSW Central, which makes these two rooms accessible and necessary to visit to complete the game, without introducing any changes (apart from a custom loading screen) beyond the minimum necessary to accomplish this goal and make the game completable.
     
    This version was created in the following way:
     
    - A copy of Jet Set Willy Editor MkII downloaded from World of Spectrum was loaded into John Elliott's JSWED 2.3.7, which imported the "JSW" game from the editor.
     
    - Two of the four official Software Projects POKEs were applied (#DE2C,04 and #EB47,00) to make the game completable. The third POKE, which moves the "First Landing" item to "The Hall", was also applied, but modified (#FEC7,0B), as the Item Table is relocated in this version. It was not necessary to apply the fourth POKE, which fixes the faulty arrow in "The Attic", because both arrows are removed from "The Attic" in the Softricks editor.
     
    - A passage to/from "The Moat" (47) was opened at the lower right of "The Off Licence" (00).
     
    - A passage to/from "The Vault" (61) was opened at the lower right of "Tree Root" (46).
     
    - Room exits were adjusted accordingly in these four rooms.
     
    - An item was added to "The Moat" in order to make it necessary for the player to visit this room.
     
    - An item was added to "The Vault" in order to make it necessary for the player to visit this room; the item's original shape was reflected horizontally for aesthetic reasons.
     
    - A custom loading screen was created using Claus Jahn's ZX-Paintbrush and various other tools. It was compressed using Andy Ford's Screen Compressor.
     
    - A custom BASIC loader was created using Claus Jahn's ZX-Editor.
     
    - The final game file was created using Claus Jahn's ZX-Blockeditor and saved in both TAP and TZX formats.
     
    I did mean to make this ZIP available for download here ever since I created the individual page of this version of the game on JSW Central back in March 2018, but it slipped my mind - I've just remembered it was one of the things I planned to do. So here it is :).

    46 downloads

    Updated

  12. Bugfixed, completable version of "Still Stealin' "

    "Still Stealin' " aka "Fahrenheit 2002" is a game by the DrUnKeN mAsTeR!!! (BaSe1 PrOdUcTiOnZ, 2002).
     
    The last gamma-released revision of the game suffered from critical bugs which made the game impossible to complete properly. They have now been fixed and the game has been made toilet-completable.
     
    The problems and the fixes:
     
    1.
     
    The problem: There was no way to pass through the room "Oh! Got the brickies in again?" (101) starting at the bottom and moving upwards to exit to "A chance to put things right!" (098), because of the uppermost Fire cell, which did not allow the player to cross the passage where it sat from right to left. This made the game incompletable.
     
    The fix: A Water cell was removed, which made passing that particular spot possible.
     
    Technical solution: The value of the address #E51D in bank 3 was changed from #06 to #02.
     
    2.
     
    The problem: After the game was made bed-completable with the modification of one byte described in point 1, it was not toilet-completable yet, because the code which should set the Game Mode to 3, showing Willy with his head inside the toilet and legs kicking wildly in the air, would not work. This was because the toilet had been moved from the original room 033 to room 100 "There's no place like home", but there was no corresponding change in the code which checks if Willy has reached the toilet.
     
    The fix: The code was fixed to check for the correct room.
     
    Technical solution: The value of the address #9588 in bank 0 was changed from #21 to #64.
     
    No other changes were made to the original game file. The original game file and Readme are included in this ZIP package.
     
    The game was modified using Claus Jahn's ZX-Blockeditor v. 2.4.3 after the proper values were figured out using John Elliott's JSWED v. 2.3.7 and SkoolKid's JSW disassembly. The bugfixed game was never loaded into JSWED. Therefore, it preserves the original Hacklevel 8 of the JSW128 game engine (which the current version of JSWED would have upgraded automatically had the game been loaded into the editor).
     
    This bugfixed, toilet-completable version is released with the DrUnKeN mAsTeR!!!'s approval expressed in a message posted in the Contributor Lounge of this forum, where he wrote, "I give you the full blessing to bugfix the original games, and put them on JSW Central" (the message is only visible to those members who have Contributor status).
     
    Enjoy!

    59 downloads

    Updated

  13. Manic Scroller

    A double-width variant of Manic Miner with stretched graphics and horizontal scrolling, created by Mark Woodmass (Woody) in 2008 and finished by Daniel Gromann in 2018.
     
    Please refer to the Readme in the ZIP file for all pertinent info.
     
    Enjoy!

    46 downloads

    Updated

  14. Double Miner

    A double-width variant of Manic Miner with the caverns in left/right pairs with a double air supply, created by Mr. Anonymous in 2008 and finished by Daniel Gromann in 2018.
     
    Please refer to the Readme in the ZIP file for all pertinent info.
     
    Enjoy!

    46 downloads

    Updated

  15. Jet Set Willy - Mark Woodmass's fast version

    Back in 2002, Mark Woodmass created a version of "Jet Set Willy" which speeds up the frame rate by replacing the slow LDIR instructions in the JSW game engine with a stack method to copy the screen data to the Spectrum's video RAM. He described the game as being "marginally faster but not as much as he'd hoped for". A ZIP file with his notes and the game in TAP format can be downloaded from http://www.oocities.org/andrewbroad/spectrum/download/fast.zip.
     
    The changes to the game engine provoke a critical problem with the ropes, because the stack-copying code overwrites the rope trajectory data at #8300. John Elliott has released a patch to fix this bug, which can be downloaded from http://www.seasip.info/Jsw/patches.html.
     
    Once the ropes problem has been fixed, the game is still impossible to complete, because it suffers from the four critical bugs which make the original "JSW" incompletable.
     
    The ZIP file of this download contains fixed, completable files of the game in TAP and TZX formats. The file was fixed by applying John Elliott's patch and the four official Software Projects POKEs (#EB47,00 - removes a Fire cell from "Conservatory Roof"; #E9FD,52 - fixes the 'Attic Bug' arrow; #A4C7,0B - moves the invisible item from "First Landing" to "The Hall"; #DE2C,04 - Changes an Earth cell in the Banyan Tree to a Water cell so the tree is climbable).
     
    I did mean to make this ZIP available for download here ever since I created an individual page of this version of the game on JSW Central back in March 2018, but it slipped my mind - I've just remembered it was one of the things I planned to do. So here it is :).

    48 downloads

    Updated

  16. Jet Set Willy: Mono

    "Jet Set Willy: Mono" is a black-and-white variant of "Jet Set Willy" created by tweaking the game engine, thanks to a path written by John Elliott.
     
    To make the items easier to spot, John Elliott he has also written 'companion' patches called "Wobble" and "Jiggle" to make the items move right and back left by one pixel column (Wobble), or up and back down by one pixel row (Jiggle).
     
    The patches can be downloaded from his website.
     
    The "Jet Set Willy: Mono" files currently hosted on World of Spectrum are impossible to complete, because they suffer from the same four bugs which make the original "JSW" incompletable:
     
    1. It is impossible to climb the Banyan Tree (and reach the items in "Conservatory Roof") because of an Earth cell which stands in the way.
     
    2. It is impossible to collect the rightmost item in "Conservatory Roof" because of the adjacent Fire cell.
     
    3. It is impossible to collect an invisible, unreachable item in "First Landing".
     
    4. A faulty arrow in "The Attic" corrupts the game.
     
    Moreover, the files hosted on WoS (and elsewhere) are only the 'basic' version of the game, without either of the companion patches.
     
    The ZIP file of this download contains fixed, completable files of the game in TAP and TZX formats. There are six files altogether: the 'basic' version of "Jet Set Willy: Mono" with items indistinguishable from the other elements in the room, the 'Wobble' version with the items moving sideways, and the 'Jiggle' version with the items moving up and down, each in TAP and TZX formats.
     
    The files were created using John Elliott's JSWED 2.3.7 and Claus Jahn's ZX-Blockeditor. The four official Software Projects POKEs were applied (#A4C7,0B; #DE2C,04; #E9FD,52 and #EB47,00), and the tickable options on the main screen of JSWED were used to create the 'Wobble' and 'Jiggle' variants.
     
    I did mean to make this ZIP available for download here ever since I created an individual page of this version of the game on JSW Central back in March 2018, but it slipped my mind - I've just remembered it was one of the things I planned to do. So here it is :).

    19 downloads

    Updated

  17. Jet Set Willy - The Paul Rhodes' editor version

    READY-TO-PLAY FILE OF THE PAUL RHODES' EDITOR VERSION OF "JET SET WILLY"
     
    JetSet Willy Editor by Paul Rhodes (Spectrum Electronics, 1984) was accompanied by two sample rooms: "The Space Station" (47) and an untitled one (61). They were on the tape after the JetSet Editor program and could be loaded into the editor using an option on the main menu.
     
    A special version of JSW was created when the individual page of this variant was created on JSW Central, which makes these two rooms accessible and necessary to visit to complete the game, without introducing any changes (apart from a custom loading screen) beyond the minimum necessary to accomplish this goal and make the game completable.
     
    Paul Rhodes suggested in the instructions accompanying JetSet Willy Editor that the upwards exit from "The Beach" (58) could be defined to lead to "The Space Station" (47). However, taking the unnamed Room 61 into account as well and its location to the left of "The Space Station", it seemed better to make "The Space Station" accessible from "Watch Tower" (50). Thanks to this arrangement, the player is able to drop down safely into "On the Roof" (18) from Room 61, which corresponds to an 'almost logical' layout (the only drawback being that the two rooms in space span the length of three rooms 'down here'; well, space travel can probably cause distortion in the space-time continuum ;-) ).
     
    This version was created in the following way:
     
    - A copy of JetSet Willy Editor downloaded from World of Spectrum was loaded into John Elliott's JSWED 2.3.7, which imported the "JSW" game from the editor.
     
    - Two of the four official Software Projects POKEs were applied (#A4C7,0B and #EB47,00) to make the game completable (it was not necessary to apply the third POKE, which fixes the Banyan Tree, because the Tree is already fixed in Paul Rhodes' editor, or the fourth POKE, which fixes the faulty arrow in "The Attic", because both arrows are removed from "The Attic" in the editor).
     
    - The data corresponding to "The Space Station" (47) was inserted at #EF00 - #EFFF.
     
    - The data corresponding to the unnamed Room 61 was inserted at #FD00 - #FDFF.
     
    - The new guardian sprites were inserted at #A700 - #AAFF.
     
    - The new guardian classes (75 - 7b) were defined at #A3A8 - #A3DF.
     
    All of the above data was copied from the sample rooms' data on a TAP file included in the JetSet Willy Editor ZIP.
     
    - Three items were added to "The Space Station" in order to make it necessary for the player to visit this room.
     
    - Four items were added to Room 61 in order to make it necessary for the player to visit this room.
     
    - The upwards exit from "Watch Tower" (50) was set to "The Space Station" (47).
     
    - The exits in the two new rooms were adjusted so that they are next to each other, the player can leave them dropping down to "On the Roof" (18) from Room 61 and cannot leave the playing area by exiting to a location which does not exist on the game's map.
     
    - A custom loading screen was created using Claus Jahn's ZX-Paintbrush and various other tools. It was compressed using Andy Ford's Screen Compressor.
     
    - A custom BASIC loader was created using Claus Jahn's ZX-Editor.
     
    - The final game file was created using Claus Jahn's ZX-Blockeditor and saved in both TAP and TZX formats.
     
    I did mean to make this ZIP available for download here ever since I created the individual page of this version of the game on JSW Central back in March 2018, but it slipped my mind - I've just remembered it was one of the things I planned to do. So here it is :).

    44 downloads

    Updated

  18. "Henry's Hoard" (bugfixed versions)

    Bugfixed files of the three versions of "Henry's Hoard". All changes have been discussed and described in the Readme.

    87 downloads

    Updated

  19. Jet Set Willy - The R. D. Foord Software editor version

    COMPLETABLE FILE OF THE R. D. FOORD SOFTWARE VERSION OF "JET SET WILLY"
     
    The R. D. Foord Software variant of "JSW" from 1985 is a "3-room test" for their Jet Set Willy Room Designer. The new rooms are: "The staircase." (28), "The little room." (33) and "Top staircase." (34). Rooms 28 and 34 are early revisions of their counterparts in "Dr. Jet Set Willy" (1986).
     
    This version surfaced on the internet thanks to Steve Brown, who acquired the R. D. Foord Software tapes, transferred them to emulator format and uploaded to TZX Vault in March 2005.
     
    The game is impossible to complete, because of three of the four bugs which make the original "JSW" incompletable:
     
    1. It is impossible to climb the Banyan Tree (and reach the items in "Conservatory Roof") because of an Earth cell which stands in the way.
     
    2. It is impossible to collect the rightmost item in "Conservatory Roof" because of the adjacent Fire cell.
     
    3. A faulty arrow in "The Attic" corrupts the game.
     
    The fourth problem present in the original "JSW" - an invisible, unreachable item in "First Landing" - does not affect the R. D. Foord Software version, as this room has been turned into "The staircase.", with the item there visible and possible to collect.
     
    Once the game has been fixed by applying three of the four official Software Projects POKEs (56876,4; 59901,82 and 60231,0 or, respectively, #DE2C,04; #E9FD,52 and #EB47,00 in Hex), it becomes bed-completable, i.e. Willy can reach the bed and start the toilet run after having collected all items. During the toilet run, however, he gets killed by the horizontal guardian in "Top staircase." repeatedly, so the game is not toilet-completable.
     
    A bug-fixed version of this variant of JSW was created when the individual page of this variant was created on JSW Central and it is now made available for download also here. The ZIP file of this download contains fixed, completable files of the game in TAP and TZX formats. The new code necessary to create them was written using John Elliott's JSWED 2.3.7 and tested in some experimental files. The final fixed files were then created using Claus Jahn's ZX-Blockeditor by applying some changes to a TZX file of the R. D. Foord Software version of "JSW" downloaded from World of Spectrum. After the changes had been applied, the file was saved in both TZX and TAP formats. Richard Dymond (SkoolKid)'s complete disassembly of "JSW" was very helpful in the process of writing the new code.
     
    The following changes were applied:
     
    1. Three of the official Software Projects POKEs (#DE2C,04; #E9FD,52 and #EB47,00).
     
    2. The value of #89E7 and #89E8 was changed to #18 - #97, respectively, so that the conditional call from there is made to #9718 rather than #9584. The original code at #9584 - #9599 is now unused.
     
    3. Additional code was inserted at #9718 - #9754 which makes the toilet run completable. The way Willy jumps over a guardian and a gap in the floor during the toilet run is probably a first in JSW games.
     
    I did mean to make this ZIP available for download here ever since I created the individual page of this version of the game on JSW Central back in March 2018, but it slipped my mind - I've just remembered it was one of the things I planned to do. So here it is :).

    33 downloads

    Updated

  20. Bugfixed, completable version of "Willy the Rogue"

    "Willy the Rogue" is a JSW128 game by the DrUnKeN mAsTeR!!! (BaSe1 PrOdUcTiOnZ) released in 2002.
     
    The last gamma-released revision of the game, v. 1.2, suffered from critical bugs which made the game impossible to complete properly. They have now been fixed and the game has been made toilet-completable.
     
    The problems and the fixes:
     

    1.
     
    The problem: There was no way to collect the top-right item in the room "Oh Globbits!" (078), which made the game incompletable.
     
    The fix: A Water cell was added which allows access to this item.
     
    Technical solution: The value of the address #CE6F in bank 3 was changed from #00 to #40.
     
    2.
     
    The problem: After the game was made bed-completable with the modification of one byte described in point 1, it was not toilet-completable yet, because the code which should set the Game Mode to 3, showing Willy with his head inside the toilet and legs kicking wildly in the air, would not work. This was because the toilet had been moved from the original room 033 to room 000 "Oops I did it again!!!", but there was no corresponding change in the code which checks if Willy has reached the toilet.
     
    The fix: The code was fixed to check for the correct room.
     
    Technical solution: The value of the address #9588 in bank 0 was changed from #21 to #00.
     
    3.
     
    The problem: After the above fix was applied, there was still no Willy with his head inside the toilet at the end of the toilet run, because the sprites of Willy in the toilet (or, to be precise, of Willy's legs kicking wildly in the air above the toilet), originally at #A640-#A657 and #A660-#A67F, had been modified to show the shower in "Oops I did it again!!!".
     
    The fix: The proper sprites of Willy with his head inside the toilet and legs kicking wildly in the air were restored and used.
     
    Technical solution: The sprites of the toilet (without Willy in it) were copied to #9700-#971F and #9720-#973F in bank 0 (into an area of unused code and free space). The sprites of Willy inside the toilet were created (the toilet in "Willy the Rogue" is slightly modified in relation to the one in the original "Jet Set Willy") and placed at #9740-#975F and #9760-#977F in bank 0 (previously free space). The value of the address #95B3 in bank 0 was changed from #A6 to #97 to point to the right place where the complete sprite toilets are.
     
    4.
     
    The problem: The bed in "Willy the Rogue" is one block longer than the one in the original "Jet Set Willy". However, the code which checks whether Willy has reached the bed was not adjusted, which meant that Willy wouldn't start the toilet run at the edge of the bed, but would have to move one block "into" the bed. While this issue was not critical at all, it seemed better to make the toilet run start at the edge of the bed, just like in the original "Jet Set Willy" and various JSW remakes.
     
    The fix: The code was adjusted to check for the correct position within the room.
     
    Technical solution: The value of the address #957C in bank 0 was changed from #06 to #07.
     
    No other changes were made to the original game file. The original game file and Readme are included in this ZIP package.
     
    The game was modified using Claus Jahn's ZX-Blockeditor v. 2.4.3 after the proper values were figured out using John Elliott's JSWED v. 2.3.7 and SkoolKid's JSW disassembly. The bugfixed game was never loaded into JSWED. Therefore, it preserves the original Hacklevel 8 of the JSW128 game engine (which the current version of JSWED would have upgraded automatically had the game been loaded into the editor).
     
    This bugfixed, toilet-completable version is released with the DrUnKeN mAsTeR!!!'s approval expressed in a message posted in the Contributor Lounge of this forum, where he wrote, "I give you the full blessing to bugfix the original games, and put them on JSW Central" (the message is only visible to those members who have Contributor status).
     
    Enjoy!

    42 downloads

    Submitted

  21. Bugfixed, completable version of "Skint Willy"

    "Skint Willy" is a JSW128 game by the DrUnKeN mAsTeR!!! (BaSe1 PrOdUcTiOnZ) released in 2002.
     
    The last gamma-released revision of the game, v. 0.7, suffered from critical bugs which made the game impossible to complete properly. They have now been fixed and the game has been made toilet-completable.
     
    The problems and the fixes:
     
    1.
     
    The problem: It was impossible to jump up into the room "Ding 'a' fuckin' ling" (138) from "Rescue Esmerelda" (014) and land on anything but Air. Consequently, the item in "Ding 'a' fuckin' ling" was unreachable, and the game - incompletable.
     
    The fix: A Water cell was added in the lower right-hand corner of "Ding 'a' fuckin' ling", making both the entry to and safe exit from this room possible.
     
    Technical solution: The value of the address #CA7F in bank 4 was changed from #02 to #06.
     
    2.
     
    The problem: After the game was made bed-completable with the modification of one byte described in point 1, it was not toilet-completable yet, because during the toilet run Willy would crash repeatedly into the green horizontal guardian in "Cramped Conditions" (128).
     
    The fix: This issue was solved by making Willy bypass the guardian in "Cramped Conditions" (128) and jump over the guardian in "The worst toilet in the world" (063) during the toilet run.
     
    Technical solution: The value of the addresses #89E7 and #89E8 was changed to #18 and #97 so that the routine at #9718 (rather than the one at #9584) is called to check if Willy has reached the toilet. The new code, allowing Willy's manoeuvres mentioned above, is at #9718 - #974B (in previously unused space). The original code at #9584 - #9599 remains in place unchanged, but it is unused by the game.
     
    No other changes were made to the original game file. The original game file and Readme are included in this ZIP package.
     
    The game was modified using Claus Jahn's ZX-Blockeditor v. 2.4.3 after the proper values were figured out using John Elliott's JSWED v. 2.3.7 and SkoolKid's JSW disassembly. The bugfixed game was never loaded into JSWED. Therefore, it preserves the original Hacklevel 8 of the JSW128 game engine (which the current version of JSWED would have upgraded automatically had the game been loaded into the editor).
     
    This bugfixed, toilet-completable version is released with the DrUnKeN mAsTeR!!!'s approval expressed in a message posted in the Contributor Lounge of this forum, where he wrote, "I give you the full blessing to bugfix the original games, and put them on JSW Central" (the message is only visible to those members who have Contributor status).
     
    Enjoy!

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