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Everything posted by jetsetdanny
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Manic Mission - Manic Miner / Impossible Mission mashup game
jetsetdanny replied to Heracleum's topic in Remakes
Thanks for your support, Heracleum! I appreciate it ๐ . I will do my best to play "Manic Mission" 'seriously' this weekend ๐. -
I don't really know, but the search for "willyisback.com" on Google produces only one result: Download Manic Miner (E) (M5) [!].gba - NES Ninja http://nesninja.com โบ downloadsgba WILLYISBACK.COM~ LA CONTRASE A ES~ EL MANIC MINER~ MUY BIEN HAS COMPLETADO~ INFINITA~ SALIR~ DITOS~ SALTAR NIVEL~ VIDA~ OPCIONES~ JUEGO MEJ.~ JUEGO ORIG. Following that link - by doing "Save link as" - you can download the file "Manic Miner (E) (M5) [!].gba". Could this have been the treasure?
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Manic Mission - Manic Miner / Impossible Mission mashup game
jetsetdanny replied to Heracleum's topic in Remakes
Thanks for the explanation, Heracleum! I haven't played your game since that last post of mine, because some very important Spectrum stuff cropped up and I gave it absolute priority. Now that it's done, I should be able to have a proper go at Manic Mission. I will report back ๐ . -
Very nice, JianYang! ๐ Does it go on forever? (I watched over 100 screens, it doesn't seem to stop)
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Thank you, Norman Sword - a great overview of your beautiful game! ๐
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View File AmAZiNG WiLLY I am thrilled to announce the release of a new Jet Set Willy game: โAmAZiNG WiLLYโ, 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 wonโt put off a novice and wonโt bore an expert either (lots and lots of running around and jumping is required to complete the game; oftentimes youโd 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 youโve 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! Submitter jetsetdanny Submitted 10/09/2022 Category Jet Set Willy [Remakes]
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- new game
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Version v. 4
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I am thrilled to announce the release of a new Jet Set Willy game: โAmAZiNG WiLLYโ, 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 wonโt put off a novice and wonโt bore an expert either (lots and lots of running around and jumping is required to complete the game; oftentimes youโd 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 youโve 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!-
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The bugfixed version of "Willy the Hacker" is now available for download also from this forum. The video of my walkthrough of the game is on the JSW Central YouTube Channel. And the RZX recording of that walkthrough can be downloaded from the game's page on JSW Central. Once again, huge thanks to Geoff for endorsing the bugfixed version of his game! ๐
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View File 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! Submitter jetsetdanny Submitted 10/09/2022 Category Jet Set Willy [Remakes]
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- geoff eddy
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"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!-
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For those of us who love JSW games, the joy never ends. Geoff, who posted in this topic just before you, graced us with "Willy does the Great Pyramid!" last year. New games *are* still being created ๐ .
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To answer my own question, I've solved the problem, although probably in a different way than Ian would have done. I used the timer (tick counter) to increase the music note index only every other tick. Here it is (ignore the NOPped addresses, I can't be bothered to consolidate the code right now): 8B3C 3A CB 85 LD A,(#85CB) pick up the timer 8B3F E6 02 AND #02 do it every other tick 8B41 28 0A JR Z,#8B4C jump over the code that increments the music note index 8B43 00 00 two bytes are NOPped out 8B45 3A E1 85 LD A,(#85E1) pick up the music note index 8B48 3C INC A increment it 8B49 32 E1 85 LD (#85E1),A 8B4C 00 one NOPped out byte 8B4D 3A E1 85 LD A,(#85E1) pick up the music note index and then the code continues as usual. In other words, the music note index is only incremented every other tick of the timer, which produces the effect of the in-game tune playing at half speed. As far as I can tell by listening - and also from thinking about the way both solutions work - I believe this effect is exactly the same (the player listens to a tune playing in exactly the same way) as the solution invented by Ian, which involves manipulating the value of #8B48 (i.e. the operand of an AND command). Please correct me if I'm wrong. It requires more bytes to apply, but it also has a certain possible advantage - it can be used to play a tune of ANY length at half speed, even a 256-byte-long tune Ian applied in "Jet Set Mini". Again, that's my theoretical understanding, please correct me if I'm wrong. While I was at it, I also came up with a similar solution, where every other tick the program jumps to #8B70, omitting the playing of the in-game tune altogether. This produces a choppy playback, a constant staccato, so to speak. While I wouldn't recommend setting the in-game tune to play in this way everywhere, the effect may be very suitable for some rooms...
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On the first page of this topic instructions are giving on how to modify the code to have a 64-byte-long in-game tune play twice as fast or half as fast. Instructions are also given how to have a 32-byte-long in-game tune and a 128-byte long in-game tune (playing at regular speed). They all involve modifing the value of #8B48 (i.e. the operand of an AND command) and a modification of the following RRCA instruction in one way or another. Would there be a way to: 1. make a 32-byte-long tune play half as fast; 2. make a 128-byte-long tune play half as fast?
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Manic Mission - Manic Miner / Impossible Mission mashup game
jetsetdanny replied to Heracleum's topic in Remakes
I couldn't get out of this particular spot. I tried jumping onto the platform on the left and the platform on the right, but couldn't get onto either of them - they seemed to be too high. I cannot try it again right now since I didn't save the game (you can't save the game, can you?), but I will keep it in mind and try it again when I play another time. -
Manic Mission - Manic Miner / Impossible Mission mashup game
jetsetdanny replied to Heracleum's topic in Remakes
All right, my first (minimal) feedback: I seem stuck in "The Cauldron", unable to either get back up or go anywhere else, as can be seen in this picture: I'm not sure if it's an intentional trap or a bug ๐ฒ. -
Manic Mission - Manic Miner / Impossible Mission mashup game
jetsetdanny replied to Heracleum's topic in Remakes
It's taken me more than a few weeks (a few months really), but I am now almost ready to have a proper go at the game and will do it soon (I'm looking forward to it, too ๐). I will report back with my feedback. For the time being, I just want to mention, Heracleum, that McAfee's NetGuard still considers your website unsafe and blocks access to it. So if you got in touch with them asking them to change it, it hasn't produced any results as far as I can tell. I have also just figured out a way to make an exception in my NetGuard to allow access to the site, so it shouldn't be a problem for me any more. However, it could be a problem for other people who happen to use McAfee, visit your site for the first time and see it blocked, without realising the reason for it (which is what happened to me originally). -
Updates on the JSW Central YouTube channel since the last video I mentioned in this thread: JSW Stupid Holy Shit!!! The Perils of Willy โ Bog Roll Edition Willy on a Transatlantic Cruise Henry's Hoard (1985 version) Henry's Hoard (1986 version) Henry's Hoard (1989 version) Bizarre! Pip The Pipistrelle Manic Miner: The Buddha of Suburbia SE The videos of "JSW Stupid", "Holy Shit!!!", "Willy on a Transatlantic Cruise", the three versions of "Henry's Hoard", "Bizarre!" and "Pip The Pipistrelle" have been made from my old RZX recordings, which have been available for download from JSW Central for years now. The video of the Bog Roll Edition of "The Perils of Willy" was made (back in April) from a (then) brand-new RZX recording (a bugfixed, completable version of this edition was only released by Allan Turvey in December 2021). The video of the Special Edition of "Manic Miner: The Buddha of Suburbia" was made from a newly-made RZX recording, which can now (since half an hour ago!) be downloaded from JSW Central. I managed to improve my score by 163 points (from 25,373 pts. to 25,536 pts.). This probably means I did quite a good job recording it back in 2015, as the improvement has been minimal. Incidentally, the scores quoted above are scores upon reaching the equivalent of the swordfish sign in the final room. In this game (as well as in Andrew Broad's "Manic Miner 4"), the air counter keeps resetting itself after the player has completed the final cavern, causing a constant increase in the score and making it impossible to re-enter the first cavern. Therefore, the score upon reaching the equivalent of the swordfish sign is the only final score that can be reasonably quoted. These two games are the reason why on JSW Central there are two best scores given for each MM game. Most of the games can be compared using the score upon the first re-entry into the first cavern. These two games do not have that score, therefore the only value they can be compared against (the score upon reaching the equivalent of the swordfish sign) is also given for all of the other MM games (which otherwise would not need to have two ending scores mentioned).
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Thank you so much, Geoff, I truly appreciate it! ๐
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The "soon" turned out to be four and a half months, but now I've done it. I have played my unofficial bugfix of "Willy the Hacker" to completion and can confirm that it is perfectly completable. So hereby I officially ask Geoff for his kind endorsement of it ๐ . Some background: The original release of "Willy the Hacker" is incompletable due to a critical bug in the room "The Right-Hand Edge of the Map" (27). In 2007, Andrew Broad suggested a fix for it (in a post on the JSW/MM Yahoo! Group, which used to be here, but is not online any more). In May 2008, Robin Clive submitted a recording of the game to the RZX Archive. This recording is still hosted over there. Robin applied a different fix than that suggested by Andrew in order to be able to complete the game. 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 it does make a significant visual difference on the status bar). While creating the game's page on JSW Central, I prepared a bugfixed version of the game, which applied the same fix that Robin Clive applied, but it was done in ZX-Blockeditor so that the rest of the game was unchanged, while the game was made completable by eliminating the critical bug. As mentioned above, my bugfixed version can be downloaded from here, and I will upload it also to this forum once Geoff endorses it. As I found out when playing the game to completion and RZX-recording it, the player must lose one life in the room "Purple <hic>" (29), as 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. This doesn't matter for the gameplay, since the infinite-lives POKE is turned on anyway. Robin Clive fixed this issue before recording his walkthrough (by modifying the platforms), so he didn't lose a life there. In my bugfix, this is not modified, as the idea was to only fix the (sole) critical bug which made the game incompletable. The necessity to lose a life in order to complete the game, while not my personal preference, is also present in some of Geoff's other games, so it's nothing extraordinary (in fact, it is also present in the Software Projects-fixed original "Jet Set Willy"!). I really enjoyed playing "Willy the Hacker" and recording it ๐. Finding an optimal route was the biggest challenge, but I think I did quite well in the end. I had to complete the game twice, because in my initial recording I missed three items that should have been collected in the early stages of the walkthrough. I re-recorded the game, collecting these items at the right time and also improving the fluidity of some of my movements in the other rooms. The resulting RZX recording is fully up to my standards, and it will be uploaded to the game's page on JSW Central very soon, on the same day I publish a JSW Central YouTube video of it. According to a plan I have, it will be video No. 68, and I have just uploaded No. 65 today ("Pip The Pipistrelle"), so "Willy the Hacker"'s upload will happen within the next two weeks, probably closer to ten days. Among the many things I like about the game, I would like to highlight the sailing ships' sprites in "Throat-Wobbler Mangrove" (59). I really like them, I appreciate their fluid movement and I think they are the best ship sprites I've seen in a Spectrum JSW game (please correct me if there are other competitors! ๐ ). So Geoff, thank you for creating this game close to a quarter of a century ago and I will be very grateful for your endorsement of the bugfixed version ๐ .
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Thank you, SymbolShift and crem for creating the puzzles, and to my "fellow guessers" for participating! It has been a lot of fun, and also great food for thought regarding AI and human thinking processes ๐ .
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JSW Central has just been updated after a pause in its development which lasted for exactly 4 months. The update concerns the page of "Henry's Hoard", where embedded walkthroughs of three versions of this game from the JSW Central YouTube channel have been added. Hopefully, this update marks my return to a more active involvement in the development of 'MM & JSW affairs', including some matters discussed elsewhere on this forum...
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And I can see JianYang has chosen exactly the same answers. We CAN'T be wrong this time! ๐
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Yes, these do seem easy, even though I (believe I) can identify 'Megaron' only thanks to its corrupted name itself visible in the picture, plus I identify 'Banned' not by its own merits, but as the last remaining picture. My guesses:
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Yes! ๐
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Having looked at Ligan's guesses now, I can see we agree on the first four and, unsurprisingly, differ on No. 5 ๐ .