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Less than two hours before the end of the year (local time), I have updated the Chronology section on JSW Central so that it should be entirely up to date now. Please let me know if you notice that something is missing or if you see the need for any other corrections. I am looking forward to what 2022 will bring to the MM/JSW scene! 🙂
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All right, I have recorded the game twice, creating recordings which are up to my standard, thanks to using Rollback, of course 😁. I have completed the game playing at the fastest speed possible (with no music) at 8:40 am in-game time, with £ 45,808,330 to my name. I have also completed the game playing at what seemed to be a reasonable compromise between a fast speed and the in-game music playing nicely at 8:39 am in-game time, with £ 45,819,730 to my name. I wish I had this kind of money in real life! I would retire from any professional activities and spend a significant portion of my entirely leisure time on MM and JSW 🙂 . A couple of comments: The Solar Beam is indeed very deadly, and it makes the player complete the game with less money than they have when they enter the penultimate cavern. The losses can be reduced by avoiding the beam as much as possible. I strove to do just that and in each of my walkthroughs I lost exactly £ 1,187,200, which wasn't as bad as losing £6.2 million, but still made me feel less-millionaire... The fact that the in-game clock continues to function in the MM caverns allows for an interesting comparison between the completion time of MM and JSW. I completed JSW at 8:00 am in-game time when playing at a lower-than-highest speed, and at 8:01 am when playing at the highest speed possible. Both of these results are below my standard completion time of the original JSW (without any unnecessary loss of life), which is 7:58 am. This is logical, because with the game running significantly faster than the original, it is more difficult to make pixel-perfect movements in all places here it makes a time difference whether you achieve this kind of perfection or not. I completed the MM caverns in 39 in-game minutes. So while in JSW you go through pretty much three times as many rooms as in MM (59/20), the time needed to complete JSW is only about 50% longer than the time needed to complete MM (in in-game minutes, say 60/39). My further plans: I will create an individual page for "Manic Jet Set Willy" on JSW Central in the near future, in the "Other game engines" section. I will then host the RZX walkthroughs attached below over there, with a complete screenshot gallery, game completion info, etc. The completion of "Manic Jet Set Willy" will probably also be one of the next videos I will make for the JSW Central YouTube Channel. Once again, Norman Sword, thank you for this game and congratulations on achieving your objective of including both classics in one 48K file, with some additional elements! 👍 I am looking forward to your future projects, which I hope will still be MM/JSW related 🙂 . My walkthroughs are attached below. Happy New Year, Everyone! 🙂 Manic Jet Set Willy v. 1.05a - Daniel's RZX walkthrough (fastest speed, no music).rzx Manic Jet Set Willy v. 1.05a - Daniel's RZX walkthrough (fast speed with music).rzx
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I have completed the game, twice: playing at the fastest speed, and also playing at a fast speed ("S") but with the in-game music on. I have made RZX recordings of both of these walkthroughs. However, I have to re-record their portions, because I did not wait in the second Kong cavern for the Kong to reach the floor level, with which I lost a couple of million pounds! 😮 Hopefully, I will be able to upload these corrected recordings tomorrow (or rather, later today). Thanks for v. 1.05a, Norman Sword, and for completing this project! Congratulations on squeezing so many things in! 👍
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Thanks for v. 1.04, Norman Sword, and for the fascinating technical explanations! 👍 Even though I did mean to playtest v. 1.03, it's on top of my list of priorities, I haven't had the time to do it yet (I haven't done anything MM/JSW-related for more than a week now), I am sorry about it. Since v. 1.04 is already out, I will have a go at it as soon as time permits. There's a good chance it might happen around December 26-28, real-world circumstances permitting. I will certainly report back with the results. And I am looking forward to playing the new version of the game 🙂 .
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Thanks for your Miner Willy X-mas cards, Andy and Norman Sword - they're great stuff! 👍 And thanks for starting this thread, MtM! 🙂 Your message to Ian (IRF) reminds me of two of my favourite quotations that I put on "The phenomenon of Manic Miner and Jet Set Willy games" page on JSW Central: "People in the Eighties did not just buy 'home' computers. They fell in love with them. And first loves tend to stick with you for the rest of your life." - Vaggelis Kapartzianis "JSW isn't just a game - it's a relationship! One that stays with you from the very first game." - Adam Britton Hopefully, we will see more of a 'JSW-committed Ian' next year 😉. As for what I asked Father Christmas for Christmas - or rather, for 2022: it is more spare time (at home OR at work 😁) that I could dedicate to MM/JSW. That's pretty much all I need at the moment. Happy Holidays / Christmas to everyone on the forum! And then a very happy, healthy and prosperous 2022!
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This is post #14,000! A fitting finale to the year 🙂 (but do continue to post in December, of course! 😉) This may also be a good moment to wish everyone Happy Holidays. So Happy Holidays, Everyone! 🙂
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Thanks for new version, Steve! It has a nice feel to it 🙂 . I also like the effect of the items (keys) going up after they've been collected 👍. I downloaded the Windows 10 version and I was able to play it without any problems. I won!... but I was the only player 😮 I tried one little experiment. After colleting all of the upper-level keys and dropping down onto the upper-middle-level platform (to the right of the robot guardian), I tried jumping to the right, so as to land on the right-hand side of the conveyor, to the right of the green Fire cell. In the original game, this manoeuvre is possible, but useless, because you cannot walk along the conveyor to the right (because you drop onto it from a higher level). In your version, after landing on the conveyor and continuing to hold the 'Right' key, I was able to move to the right along the conveyor, step by step, as it were, ever so slowly. At the end of the conveyor I dropped down and regained the ability to move normally. So I was able to do something that cannot be done in the original - traverse the right side of this particular conveyor rightwards. This is just an observation, absolutely not criticism. Thanks again and I hope there will be more versions, will there? 🙂
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The (archival) link to Jet Set Willy Online given on the podcast's page: https://archive.org/details/swizzle_demu_Jsw
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It was https://www.ovine.net/. It's still there, and it shows a link to JSW Online, but the link redirects to http://www.eyecon64.com/. I don't think the original site can be found online any more. While it was still there, once I downloaded what was probably supposed to be an offline version, or something like that. It is attached. I can see it runs on my Windows 10 machine, but when I try to connect to a game, it asks for an IP address. This is as far as I can get with it, but perhaps someone else will get it to run properly 🙂 . Jet Set Willy Online.zip
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Thanks for v. 1.03, Norman Sword, and the detailed description of the updates! Once again, they sound very impressive 🙂 . I will do my best to playtest this version this coming week, real-world obligations permitting. I am looking forward to it, too! If you don't do anything else on Manic Miner / Jet Set Willy/ Manic Panic/ Manic Jet Set Willy, does it mean you won't do anything else MM/JSW-related, or that perhaps you'll work on some brand-new project?
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Thanks for asking about our ideas! I would say it should be a race to collect the items. The items should be shared (everyone can collect all of them). Player sprites should be "neutral" and "incorporeal" in relation with each other, i.e. they could pass through each other without colliding or any other kind of effect. If it's a multiplayer game with just the classic MM levels, I think the challenge may be that there are only up 5 keys (items) to collect on each level, and the fastest routes one needs to take to collect them are well known (even the maximum possible scores have been established thanks to human experience and crem's algorithms - see e.g. here and here). So the race would pretty much be down to players trying to execute this optimal route as efficiently as possible, wouldn't it? Perhaps adding multiple items (so that there are e.g. 20 to collect on each level) would help to make the game more interesting?
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Today's update of JSW Central includes the following elements: The titles of Adam Britton's games have been changed from The Continuing Adventures, The Deadly Mission and Willy's Holiday to Jet Set Willy: The Continuing Adventures, Jet Set Willy: The Deadly Mission and Jet Set Willy: Willy's Holiday, respectively. The individual pages of these three games: Jet Set Willy: The Continuing Adventures Jet Set Willy: The Deadly Mission Jet Set Willy: Willy's Holiday have been overhauled to include information about their history and completability, download option of bug-free versions of these games converted to tape format, screenshot galleries and embedded videos from the JSW Central YouTube channel. Manic Miner: Trick or Treat? and Manic Miner - The Two Chance Challenge have been added to the list of Versions and minor mods of the original MM, along with individual pages. A 2021 Manic Miner hack by CHIXUS has been added to the Various minor hacks page. Chronology has been updated.
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Adam Britton's three 1985 JSW games - some mysteries revealed
jetsetdanny replied to jetsetdanny's topic in Remakes
I have now completed "processing" Adam Britton's three JSW games. The individual pages of these three games on JSW Central: Jet Set Willy: The Continuing Adventures Jet Set Willy: The Deadly Mission Jet Set Willy: Willy's Holiday have been overhauled. They now include information about these games' history and completability, download option of bug-free versions of these games converted to tape format, screenshot galleries and embedded videos from the JSW Central YouTube channel. I have decided to change the titles of these games by adding "Jet Set Willy:" as the first part of each name. While there are no text files to accompany the games, I believe you can see from the loading screens it was Adam Britton's clear intention to call them like this. This is also how they were originally released in the "Emulate!" online magazine. -
Thanks, MtM 🙂 . While I generally prefer a slower pace in a JSW game, the good thing about the speed is that it takes less time in real world to complete the game 😉.
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OK, I've played the game to as far as I believe is possible. Thanks for this offering, Norman Sword, it's a great addition to Miner Willy's weird universe 👍. Completability: I believe this version of the game is incompletable due to a bug in "Amoebatrons' Revenge". The conveyor there is invisible (which is not a problem, although it would probably be better if it was visible) and it goes rightwards. Since Willy lands on it jumping from a platform located at a higher level, he cannot walk to the left on the conveyor. This makes it impossible to complete this room AFAICT. Other comments: Squeezing both of these classic games into one 48K file is a great technical achievement, Norman Sword! Congratulations! 🙂 The game runs extremely fast. My personal preference is for a game not to run that fast. The speed of JSW II would be optimal for me. I probably made a similar comment regarding "Manic Panic". This is just an expression of a personal preference, not criticism. IF options were still to be added to this otherwise impressive product, giving various speed options would be one I would put forward (it would probably be too much to ask for, though). In the JSW part, since there are some item-related details that depart from the original JSW (the cross placed in "Top Landing", the separation of the two items on the beach - both elements are nice IMPO), I would suggest considering fixing "Conservatory Roof" so that all items there can be collected without loss of life. It would be nice to be able to complete the game without losing a single life. The short-term immunity feature after losing a life is nice. It allows for some things you couldn't do in the original JSW (which is fine from my point of view), such as passing through "Entrance to Hades" and landing in "Off License" (nice, but not useful) or jumping from "Out on a limb" and landing in "The Security Guard" (this could save some time when playing while sacrificing lives for the sake of speedier completion). The special effect at the end of the JSW part is very nice. Interestingly, putting (...) (I am omitting a word here to avoid spoilers) in "The Bathroom" is exactly what John Elliott did in his JSW64 (to demonstrate the features of his extended 128K game engine). I am 90% sure you did it without knowing what John did. This only proves that great minds think alive, if you will allow me to say so 🙂 . The idea of losing cash because time is passing works very well in this game. However, given the "Britishness" of the original game and the virtual absence of Americans from the scene, the "$" sign might not be optimal, perhaps. A "£" sign would possibly be more appropriate, or better still - a Bitcoin sign (the doubly-crossed "B") would be even better in this day and age, if you managed to add the graphics 🙂. Just a thought (personally, I don't mind the "$" sign at all, since I'm not British and happen to be (temporarily) living in the U.S.). Gaining money at the end makes one feel good! 🙂 It is a great reward, very suitable for the theme of this game/these games and very gratifying 👍. The modified effect when losing a life makes this experience even more unpleasant than in the original 😄. In the MM part, I didn't try to check exactly if the game is faithful to the original. Two differences I noted (without paying a special attention to this question) are: - the range of the movement of the guardian at the ground level of "Attack of the Mutant Telephones" (much shorter than in the original); - the sprite of the white horizontal guardian in "The Bank". In both cases, I like the modifications. I'm mentioning them just in case your main goal was to reproduce the original as faithfully as possible - these are differences one notes easily. The effect when the player reaches the portal after collecting all items is different from the original. I couldn't help but think that if you applied some flashing of the whole screen (something along the lines of the lose-a-life effect in the JSW part, I imagine the code is there to use) when Willy reaches the portal, it would create an effect superior to the current one (just an idea). I think that's it for the moment. Thank you for giving us this excellent product, Norman Sword, and the pleasure of playtesting it 🙂 . The recorded result of my playtest is attached below. I hope I have given you some food for thought, and I am definitely looking forward to v. 1.03 I know will be forthcoming 😉 . Manic JSW v. 1.02 - Daniel's playtest.rzx
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Thanks for the update, Norman Sword! I am looking forward to playing the game this weekend 🙂 . Will report back, obviously.
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Yes, please, let us have it! I am now close to finishing "processing" Adam Britton's old games, and right after I'm done I would be delighted to play "Manic Jet Set Willy". I could go straight for the newest version if you release it within the next day or two 🙂 .
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Thanks, Norman Sword, this sounds very impressive and I am looking forward to playing this game! I have just downloaded it, but it may be a few days before I have a serious go at it. I would like to complete my "processing" of Adam Britton's early games first, something I have been at for the last few weeks (I still need to take screenshots of most rooms and update the corresponding JSW Central pages). Playing "Manic Jet Set Willy" will be next on my plate, or perhaps I'll intersperse both activities. In any case, time is scarce for me at the moment so it may not happen immediately. But I am looking forward very much to playing it soon! 🙂
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It is because it's "The Geoguesser", NOT "The Gueoguessr". I have corrected the name of this topic accordingly.
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Adam Britton's three 1985 JSW games - some mysteries revealed
jetsetdanny replied to jetsetdanny's topic in Remakes
Thank you - I'm glad you like it 🙂. -
JSW Central YouTube channel has just been updated with four new videos. These are the walkthroughs of the original editions of Adam Britton's three JSW games and of the Special Edition of his first game: Jet Set Willy: The Continuing Adventures (original edition) Jet Set Willy: The Continuing Adventures (Special Edition) Jet Set Willy: The Deadly Mission Jet Set Willy: Willy's Holiday
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Adam Britton's three 1985 JSW games - some mysteries revealed
jetsetdanny replied to jetsetdanny's topic in Remakes
The videos of my walkthroughs of the original editions of Adam Britton's three JSW games and of the Special Edition of his first game have now been published on the JSW Central YouTube channel: Jet Set Willy: The Continuing Adventures (original edition) Jet Set Willy: The Continuing Adventures (Special Edition) Jet Set Willy: The Deadly Mission Jet Set Willy: Willy's Holiday These are all brand new recordings. The only game I completed previously was the Special Edition of "The Continuing Adventures". The RZX file of that effort can be downloaded from the RZX Archive. I re-recorded the game, improving my completion time by six in-game minutes (from 8:30 am to 8:24 am). Robin Clive recorded walkthroughs of "The Deadly Mission" and "Willy's Holiday", which have been hosted on RZX Archive since 1 July 2007. They were helpful in establishing the most efficient routes in these two games; I watched them before recording my own walkthroughs. I managed to complete the original edition of "TCA" at 8:23 am in-game time, "The Deadly Mission" at 8:27 am in-game time (improving Robin's completion time by 27 minutes), and "Willy's Holiday" at 8:22 am in-game time (improving Robin's completion time by 28 minutes). The RZX files of these new recordings will be made available for download from JSW Central in the near future. The walkthrough of "Willy's Holiday" presents the game in its original shape for the first time ever! The walkthrough recorded by Robin Clive used the POKEs to fix the game supplied by Andrew Broad. As it turns out, Andrew's educated guess as to the guardians in "The Beach" (63) was excellent, but not 100% accurate. In the current video the Beach (to be honest, visited only for a second or two) can be seen exactly as Adam Britton designed it 🙂 . The game files I used to record the three original editions of these games are the bug-free tape versions I prepared. They can now be downloaded from the Jet Set Willy [Remakes] section on the Downloads page. Have a go at them - Adam's 1985 classics are very enjoyable to play also in 2021! 🙂 TODO: Update these games' individual pages on JSW Central, including complete screenshot galleries. -
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"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.-
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View File 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. Submitter jetsetdanny Submitted 11/23/2021 Category Jet Set Willy [Remakes]
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"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.-
- bug-free
- jet set willy
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Tagged with: