Jump to content
Jet Set Willy & Manic Miner Community

jetsetdanny

Administrator
  • Posts

    3,141
  • Joined

  • Last visited

Everything posted by jetsetdanny

  1. Yes, I've experienced it too. It is an additional difficulty, and it is frustrating 😵.
  2. Ian has provided a fixed version of "Ultimate Manic Miner", where both the Eugene Lair and some other issues are fixed. Attached are three playthroughs of the fixed "Eugene Lair" done using the modified file. I recorded them using the Rollback feature. To be honest, when one plays using Rollback, I would say it's not a particularly difficult challenge - when you die, you roll back and try doing things differently, either by improving your movements (e.g. when you see you just need to move a little bit more quickly to get things right) or by choosing a different way ('let's go right instead of left at this time') or timing ('let's not go for those items now, but wait until the horizontal guardian has passed'). Of course the Rollback makes all the difference - playing this room without its assistance would certainly be a nightmare. UMM fixed Eugene Lair 3.rzx UMM fixed Eugene Lair 2.rzx UMM fixed Eugene Lair 1.rzx
  3. jetsetdanny

    JSW64: Manic Miner

    This distinction would be crystal-clear between the original "MM" and the original "JSW", but later games - like the ones based on the JSW64 game engine or Norman Sword's "Manic Jet Set Willy" blur it IMO. In the original "MM" the (activated) portal was the only way to leave the room, and in the original "JSW" there were no portals. However, in the later games you can have a room with a portal that takes you elsewhere, but you can also leave this room by "normal" means, going into one or more of the adjacent rooms. In this scenario the portals merely work as teleporters, to get you elsewhere instantaneously. I think it's questionable whether a room should be called a cavern only because it has such a portal.
  4. jetsetdanny

    JSW64: Manic Miner

    Thanks, Ian, this is the kind of feedback for JSW Central I greatly appreciate! (and receive rarely) 👍. I have corrected the entry on JSW Central for "JSW64: Manic Miner" according to your suggestion (adding "in some circumstances"). On second thoughts, I also modified the end of this sentence to read: "the first time it comes Willy's way after the player entered the room" (instead of "after entering the room"), because I believe that "after entering the room" would actually refer to the guardian rather than to Willy ("the first time it comes Willy's way after entering the room" = "the first time it comes Willy's way after it entered the room", "it" referring to the guardian). I'm not 100% sure my feeling is correct here but I hope the modified version is OK. As for "caverns" having to be used when referring to MM games and "rooms" when referring to JSW games, I don't perceive this as a definite rule. "Rooms" are generic for me, suitable for both games. "Caverns" are more MM-specific, I wouldn't use them for a JSW game unless the room in question actually depicted (or was called) a cavern. That's just my personal feeling about it 🙂 .
  5. Yes please, it will be appreciated!
  6. Yes, I'll definitely do that. I will upload it right here. That's correct. My 'policy' for making the walkthroughs is to complete each game without losing any lives (unless necessary to collect an item or more) and doing it as efficiently as possible, resulting in a score in a MM game that will be as high as possible or the completion time in a JSW game that will be as good (early) as possible.* As a result, if there are rooms in JSW games that the player doesn't have to visit in order to complete the game, they may be omitted in my walkthrough. "May" (not "will") because it depends on whether going through this room/these rooms is propitious to completing the game as efficiently as possible. If it is, you will see them in the walkthrough. If it's not, they won't be showcased. The two rooms you've mentioned fall into the latter category and therefore are not present in my walkthrough. Nevertheless, I am grateful to Igor for this personal tribute (I am positive I'm "the Danny" it refers to 😉). The absence of the room in the walkthrough is a testament to the fact that I do stick to my 'policy' while creating the walkthroughs 😉 . * "as efficiently as possible" within reasonable limits. I do not strive to achieve the maximum possible scores, like the ones determined (scientifically and via a 'peer review' LOL) for "MM". They have not been determined for the other games, so I don't know what they are. And even if I knew, producing pixel-perfect walkthroughs would require an investment of significantly much more time and energy than producing just 'decent' walkthroughs. I would not consider this 'investment' justified.
  7. Ian, thank you for the fix! 🙂 Regarding another video of a walkthrough of "Ultimate Manic Miner" on the JSW Central YouTube channel, generally speaking, I am not planning to do it and I *hope* I won't ever have to do it. The reason for this is that my strong policy (at this time, at least) is not to repeat videos of any games on the channel. I don't want to fall into the trap of feeling an urge to create a new video every time I improve a score in a MM game or the completion time in a JSW game or whatever. I also want to avoid games having parallel videos on the channel (and I don't want to erase old ones in order to make room for the new ones). I have already improved some scores in MM games and have not made any new videos resulting from these improvements. If a new version of a game is released, with the blessing of the original author, it will create a serious dilemma for me, because it would be a good reason to repeat the walkthrough and post another video. This is why I said I "hope" that this will not happen. I haven't had to deal with such a situation yet, because all of the games I have made videos of so far were released "long ago enough" not to have any further versions released. Another strong principle I have is to release final versions of each game approved by the original author, *unless* the game is incompletable and there is no clear hope of reaching the author to produce or approve a bugfix. In such case, I would go ahead and showcase the game with a third-party bugfix. Another rule is that I would not present an incompletable game (except for special cases, perhaps, like the artistic modifications of the original JSW - it remains to be seen what I will do with them). Please note I am talking about fixing critical bugs here, the ones that make a game incompletable, not just any bugs. You're right that your suggestion came too late for my video of "UMM" in that it has already been made. However, even if you had made it earlier, I couldn't have implemented it, because it would go against my principles: of the author's approval of the fix and of not bothering about non-critical bugs in gamma-released games. The situation could only have been different if the suggestion had been made earlier and if Igor had released an updated revision of the game before I set out to make the video. Incidentally, there *are* some problems with Igor's old games. "Jet Set Willy 5: ZX Heroes" shows there are 255 items to collect - and there are 256 in fact (Igor might have fixed it in the past, because I remember Andrew Broad mentioning that he was in possession of a later version of the game than the one that had been released publicly, but Igor certainly did not release a fixed version). Also, his "Frosya the Cat" / "Frosya the Cat" Light Version game is still incompletable (only its third and final incarnation, "Jet Cat Frosya", can be completed), and these first two "incarnations" are probably also worth presenting. I will face this problem in the next few months, when their turn comes for the JSW Central videos. I will probably prepare bugfixed versions and try to get Igor to approve of them before making the videos.
  8. That was exactly my intention, in a positive, non-critical spirit 🙂 .
  9. Yes, that's correct. "JSW64 Manic Miner: James Bond" is not the best example to consider, because its number of rooms is indeed specifically conditioned by the output of the movie industry. Having said that, the reality - and my main point - is that people have not been creating MM-style games with significantly more than 20 rooms/caverns even though, for many years now, they have had the possibility of doing just this, using one of the JSW64 game engines and JSWED. And this, I believe, suggests that it is not the 20-rooms-only limit that has prevented people from creating more MM-style games, but rather some other factors.
  10. Where is that criticism? I don't see any in my previous post. Quite to the contrary, I said, "I do admit that having optimised, improved, overhauled game engines based on MM and JSW would be a great thing and a very welcome development - so thank you for creating all these optimisations and mind-blowing technical novelties, Norman Sword!" I would not say Spider was "extolling" JSWED in any special way. He wrote: "I think its party as there are tools (JSWED in particular) that allow the creator to redesign with relative ease (...)" (the rest of his sentence referred to something else). So he only stated that (rephrasing his sentence) "JSWED allows the creator to redesign with relative ease". It's just a statement of fact. It's true. JSWED does allow to redesign a MM or JSW game with relative ease. If someone did not agree with this, they would have to claim that JSWED does *not* allow to redesign games with relative ease. But such a claim hasn't been made. Irrespectively of how we qualify Spider's words, though, I would strongly support Spider and anyone else actually extolling JSWED, because I believe it has played an extremely significant role in the "JSW revival". It is a historical fact. It made it possible to create JSW, and later also MM games, for people who wouldn't have been able to create them otherwise (unless they were using another editor). It doesn't even matter if it's a good program or not. I believe it's good (functional, easy to use, user-friendly, etc.), but even if it wasn't, this wouldn't diminish its historical role over the years in the development of the MM/JSW editing scene. It has been there for a long time, available to anyone interested, and many people have created MM/JSW games thanks to it. And they are still doing it. And for some of them it has been a fulfilment of their dreams. This is a wonderful thing. I am speaking from my personal experience. When I started creating my first JSW game back in 2004, the original edition of "Willy's New Mansion", I was only able to do it thanks to using JSWED (it was version 2.0.3 back then). I definitely wouldn't have been able to create a JSW game (or modify the original JSW in any way) without an editor back then (and the older Spectrum-based editors I had had a look at were no good for me in comparison with JSWED; I wouldn't have used them). So if it hadn't been for JSWED, I wouldn't have become interested and then hooked up on creating these games. I wouldn't have joined the scene. It is very true to say that I am here because of JSWED (not only because of it, but I would say I wouldn't be here today if back then I had not started creating JSW games using JSWED). I still use JSWED for my JSW projects, also nowadays, when I'm able to add some custom modifications of the code (thanks to the extremely limited knowledge of the Z80 assembly I have acquired over the years). I perceive it as an indispensable tool. I understand it is not a tool at all for you, Norman Sword (you don't need it), and it may not be a tool for some other people who are as brilliant as you at coding (if there are any such people around 😉), because they wouldn't need JSWED either. But it *is* an indispensable tool for others, who want to create JSW games but wouldn't be able to do so by coding. And I believe this is something that calls for deep respect. Please note that I do believe that other things call for respect as well. I respect and deeply admire your ability to write code that is so much better than the original code Matthew Smith wrote (in terms of achieving the same or better results while using less memory, working faster, introducing novel elements, etc.). I believe your ability to code is awesome and admirable. I also greatly appreciate the fact that you explain parts of the code you write and offer it for others to use. This has been very helpful also in my personal experience, for various projects I have been involved in in recent years, and I am grateful to you for this. Now, just to explain my "defence" of JSWED. I guess it all depends on the context. I previously wrote, "Saying that "it is a very simple data editor" - while possibly true depending on one's point of view - does not seem to do it justice." I believe the word "simple" can sometimes carry negative connotations, particularly if it's used in a dismissive or belittling manner. Saying something is "very simple" can imply that it's too basic or unsophisticated, which might be perceived as negative depending on the context. If you did not use it in a dismissive way, then my "defence" was not needed. However, one could probably argue about the use of the word "simple" here from another perspective. In what way is JSWED "simple"? If you compare it to other existing editors, I think it stands out by the number of functionalities it offers. You could define an editor as "simple" because it can only allow modification of one game engine (MM or JSW or another one, but one only). You could define an editor as "simple" because it only allows to modify the room layout, but nothing else (not the guardian paths or sprites, for example). You could probably find some examples of MM/JSW editors being "simple" in this sense, but JSWED would beat them all, as it allows to modify various game engines (MM, JSW48, JSWII, JSW128, JSW64 and some of their variants) and to modify enough elements of the game (using its GUI) to create a "product" that most people would perceive as a new game (not just a version of the original MM or JSW). Is this "simple"? Anyone can decide for themselves, I guess. And one more thing, going back to your example "The same as I write this text in a simple editor that does NOT optimise MM." Why should a text editor optimise MM? That's an unreasonable expectation. As such, whether it optimises MM or not cannot serve as a basis to judge whether it's simple or not. Its ability to modify MM or lack thereof is irrelevant to the evaluation of its simplicity. I guess you are correct *if* you perceive JSWED as a "simple" editor *because* it does not optimise MM. But this makes sense only if you *expect* an editor to optimise MM. Then the judgement about the "simplicity" of an editor can indeed depend on whether it optimises something or not. But the underlying assumption - that it *should* optimise MM or whatever - is very questionable. It all depends on whether one expects the editor to optimise the code or not. I don't see a compelling reason why it should (it would be useful if it did, but I don't see any problem if it doesn't, provided it performs well its main function - allowing people to edit games easily).
  11. My intuitive reply to the question that forms the subject of this thread - "Why was Manic Miner never properly optimised?" - would be: because people who would have been able to do it were not interested, and people who may have had interest in doing it were not able to. Not sure if by "code change" you mean any change to the game (including modification of room and guardian data) or to the game engine. That depends. On the list of games on JSW Central which I try to keep as up-to-date as possible, sorted by the game engines used, there are currently 22 MM games, 55 JSW48 games (plus 6 "advanced modifications" of the original and 5 "artistic modifications"), 18 JSW128 games and 24 JSW64 games, not counting those games that use completely different game engines. So the new JSW48 games account for less than half of newly created games (against the ones using the MM, JSW128 and JSW64 game engines), while at the same being the most numerous individual group of games. On the other hand, since more than 20 new games have been created using the traditional MM engine, I would not say that MM has been ignored. I'm not saying it's not the reason, but, honestly, I think the reasons are much deeper/wider than the number of caverns/rooms the game engine offers. If someone wants to create a new MM or JSW game, the initial question really will be (supposing both could be created equally easily): do I prefer to create a MM game or a JSW game? With all this entails, i.e. the gameplay, the freedom to move around the game or not, the time constraint or lack thereof, etc. The (128K) JSW64 game engine allows one to create a game - if one chooses to do so - that would play exactly like MM, but could have up to 64 or even up to 128 rooms/caverns (depending on the variant of the JSW64 engine used). Some games have been created using this engine that play exactly like MM (except for the ending, perhaps), for example the the DrUnKeN mAsTeR!!! "Clopit!" or Andrew Broad's "JSW64 Manic Miner: James Bond". However, "Clopit!" only has 12 rooms which are 'proper' MM-type rooms, and "JSW64 Manic Miner: James Bond" v. 1.1 only has 22 such rooms. So even though the JSW64 game engine (using 128K) allows to have up to 128 MM-type rooms in a game, these authors only used a fraction of that number, and I believe no-one has so far released a JSW64 game where the number of MM-type rooms would exceed 30 (even though the game engine allows up to 128 of them). So perhaps it's just that people generally prefer creating JSW-type rooms/games to creating MM-type rooms/games. Or a mixed kind, but with a numerical predominance of JSW rooms. IMPO, there is no need to mention JSWED in response to the question "Why was Manic Miner never properly optimised?", because it is unrelated. It is true that JSWED has no optimisation of code/data space in "Manic Miner". So it is unrelated to the original question. However, since it has been mentioned, and since it may be more relevant to the question of why people have created more games of one kind or another, or why people have created new games using an editor instead of modifying the code themselves, I feel I need to point out the following: JSWED is a great tool. It allows a person who has no knowledge of coding/programming whatsoever to create (on a PC) new Spectrum games using a number of game engines, both in 48K (the original MM, JSW and JSW II game engines as well as some variants like Henry's Hoard, Softricks modifications, Geoff Mode, etc.) and in 128K (the JSW128 and JSW64 game engines). This is a wonderful thing - it allows people who don't have a clue of how to modify the code create complete, brand new games. And many of them are of fantastic quality. I don't want to single out any particular one right now (for the sake of political correctness 😉), but there are some really great games out there created with JSWED, beautifully made and a joy to play. These games probably would not have been created if JSWED had not existed. So in that sense JSWED has played a huge role in the "JSW revival" and the development of the scene of fan-made games. Of course it's not the only editor out there, but it's pretty much the only one you can use on a PC. It's got a GUI that works very well, it's easy to use and user-friendly (IMO). And it's entirely free. Saying that "it is a very simple data editor" - while possibly true depending on one's point of view - does not seem to do it justice. Which is why I'm defending it 🙂 . Now, it all depends on the point of view, of what one values. I personally place the most value on new games that have been created - NOT small modifications of the original MM or JSW, but entirely new games, with new rooms, graphics, guardians, etc., which use the excellent game mechanics of the original or modified MM/JSW game engines, but present something new. Personally, I don't care if these games have been created using an editor or by manually changing the code/rewriting the game engine. For me, the player is the ultimate judge. From my perspective, games are created to be played. If the player likes, enjoys and appreciates a game, this is the most important thing. From my point of view, nothing else is as important as the player's experience. And players probably don't care how the game was made, they just want to enjoy the gameplay. Now, if someone places more value on the code being optimised/improved/rewritten/written anew, obviously games using editors, including JSWED, will have limited value for them. I can imagine that in this case, when it is the beauty/novelty/efficiency of the code that matters rather than the beauty of the game when played, any game with modified code may have more value than the best games made using editors. I understand and respect that, although I have a different point of view. People value different things and judge things, including games, accordingly. That's the way it is. And the last thing. I do admit that having optimised, improved, overhauled game engines based on MM and JSW would be a great thing and a very welcome development - so thank you for creating all these optimisations and mind-blowing technical novelties, Norman Sword! I would even admit it's more riveting to have them in good old 48K rather than 128K. However, this is not enough. It's not enough to write such a streamlined, optimised game engine (or two). To be truly great, they need an editor like JSWED, a PC-based, free editor that would allow anyone interested, including people who have no programming knowledge whatsoever, to make new games using these newly-created, optimised game engines. Only then could the scene really take off to a new level, with people creating games based on these new game engines with a PC-based editor. So my ultimate dream would be Norman Sword-optimised game engine(s) coupled with a JSWED-like editor for them. Will it ever come true??? 😉
  12. I believe the various reasons you mention do point to it being 'back from the day'. It's new to me. But that doesn't mean much, because I focus on the Spectrum games, and while I read information like you have presented here with interest and have a general idea of versions for other platforms, I don't try to keep track of them or have them 'catalogued' in my mind in any way. But I'm sure others will tell if they've been aware of its existence before. In particular, Andy (Spider) is the person to say if he's seen it already, as he has presented versions for various platforms on these pages (including videos) and seems to be 'in the know' 😉 .
  13. Thanks for this info, Richard! It's weird and amazing at the same time that today there are people who port 30- or 40-year-old then-mainstream games from (what most people would call) an obsolete platform to an obscure and even more obsolete platform, equally old platform. What a wonderful - and bizarre - world! 😉
  14. Actually, I need to correct both yourself, Ian, and myself! (I let myself be carried by your erroneous and, in fact, slightly blasphemous suggestion! 🤪) Each of the 20 in-game tunes in "Manic Person" is 128 bytes long. If they were 'only' 64 bytes long, there would be enough spare space also for a custom font (1280 spare bytes versus 768 needed for a full font).
  15. Ian, I never thanked you for answering my request and for all the information and code solutions you have provided! Thank you so much, it is all greatly appreciated! 🙂 👍 I remember once in the past I did have a look at the Jet Set Mini code, but couldn't make enough sense of it to be sure what you had done there. I probably didn't try hard enough (I didn't need a 256-byte-long tune 'seriously', I was only toying with some ideas). In any case, it's great to have everything explained plainly in this thread! So thanks again 🙂.
  16. Exactly. Even with 64-byte-long tunes there was no room left for any extras. A suggestion was made after the game was released that it could do with a non-standard font. It was a very good suggestion, but unfortunately impossible to apply without far-reaching changes to the game engine that would optimise the code 'a la Norman Sword' and free up enough space to implement a new font.
  17. That's exactly what happens in "Manic Person"!
  18. In the projects I've been involved in, this mechanism (turning the tune on at a specific moment even if the player was playing with the music off) has only been used for the game's completion, when a new - 'victory' - tune kicks in upon reaching the toilet. I believe you actually provided the code to enforce this, Ian - for which I continue to be grateful! 🙂
  19. jetsetdanny

    2023

    The players have been swamped by the authors' prolificacy? This could be it... 😉
  20. Thanks, Ian! I must say that now when I listen to the original 64-byte-long version of "If I Were a Rich Man" in other games (for example when recording their RZX walkthroughs), it seems very incomplete... Ian, in one of your projects, you applied a 256-byte-long in-game tune. Could you explain how you did it (from the technical point of view)?
  21. Great minds... 😁 What's "IIWARM"? IIRC in my setup the note index is set to #FF when the tune is supposed to start from the first note, so that when the in-game music note index is incremented on the first pass through the code *before* the first note is played, it is incremented from #FF to 0 and so the first note is not missed.
  22. jetsetdanny

    2023

    2023 has been an exceptional year for the MM and JSW games for the ZX Spectrum 🙂. It saw the release of several brand-new games: "WiLLY iN ThE MiRRoRVeRSE" v. 2 was released by Carl Paterson on 10th February (this being the first public release of the game). The release of updated v. 3 followed on 8th December. "Jet Set Willy: Role Reversal" was released by Sendy (Alex Cornhill) on 11th March. "Manic Person" was released by Sendy (Alex Cornhill) on 7th October. "León Willy" was released by Pedro Magallares Ocaña on 10th November. "JeT SeT JnR aNd ThE CuRsE oF ThE PhArAoH" v. 2 was released by Carl Paterson on 22nd December (this being the first public release of the game). Furthermore, "Manic Miner 40th Anniversary Tribute" ("MM40th") was released by Bob The Polar Bear on 24th August. It could be debated whether it should be considered an entirely new game or a continuation of his project whose earlier 'incarnations' are "Manic-4-Noobs" ("M4N") and "MANIC-minor" ("M-m"). 2023 also witnessed some releases of new versions of games originally released in previous years: "Manic Jet Set Willy" v. 3.00 was released by Norman Sword on 1st January and v. 3.01 followed on 7th January. "AmAZiNG WiLLY" v. 3 was released by Carl Paterson on 22nd January and v. 4 followed on 2nd December. Furthermore, a minigame called "Jet Set Willy: Key Code Edition", based on the original "JSW", was released by Andy Ford on 24th/25th March. Finally, bug-fixed versions of "Manic Miner 128" (one based on the Software Projects edition of "Manic Miner" – originally created by Mihai Novitchi, the other one based on the Bug-Byte edition of "Manic Miner" – originally created by Bob Fossil) were released by Bob Fossil on 5th/6th May. I should also note that Sendy's "Strangel 2" is in its beta stage and, as a playtester, I can say it's an incredible game (using the JSW64 V game engine), which brings JSW gaming to a whole new level. The game has not been released yet, but it was effectively created in 2023. I do hope it will be released in 2024 (with some additional enhancements that I will be happy to contribute to as much as possible). I also believe that Jet Set Willie's first JSW game is also in its beta stage, also created this year which is just about to end, but I'm not sure how much info I can disclose about it - perhaps Willie will comment on it if he so wishes. All of these developments show that the MM/JSW-editing scene is still very much alive 😁. I just wish there was more feedback from the players - typically, except for some initial reactions after the game's release there is hardly any info if anyone has actually completed the game. There have been some exceptions, but, generally speaking, what I would call "solid feedback" has been scarce, which is a pity, because, as noted in some of the older Readmes, "the biggest gratification and encouragement for anyone designing free games is to know that someone else has played them!" Happy 2024 to Everyone! 😊
  23. I hope 2023 will be remembered, besides other things, as the year of an "explosion" of in-game music in ZX Spectrum games using the MM and JSW48 game engines. I was privileged to work on the "postproduction" of some of the fine games that have been gamma-released (or updated) this year and I composed in-game tunes for most of them. In total, between September 2022 and December 2023, I coded more than 90 in-game tunes that had never been used in any MM or JSW game for the ZX Spectrum before. They are 128-bytes-long, i.e. twice as long as the tunes in the original "MM" and "JSW". 76 of these brand new in-game tunes (if I have counted correctly) have been made public and can be listened to while playing Carl Paterson's "AmAZiNG WiLLY" v. 4, "WiLLY iN ThE MiRRoRVeRSE" v. 3 and "JeT SeT JnR aNd ThE CuRsE oF ThE PhArAoH" v. 2, Sendy's "Manic Person" and Pedro Magallares Ocaña's "León Willy". There are also more than a dozen tunes I coded that have not been made public yet but that are ready to be used in future projects (including an individual game project of mine which I hope to continue at some point, hopefully in 2024 if real life circumstances permit). In addition to these brand-new tunes, I creating extended, 128-byte-long versions of "If I Were a Rich Man" (the in-game tune from the original "JSW") and "In the Hall of the Mountain King" (the in-game tune from the original "MM" and "Jet Set Willy II"), both coded by Matthew Smith, and a couple of extended, 128-long versions of other previously existing tunes. And a 64-byte-long rendition of Chopin's Marche funèbre (preceded by an alarm sound) for rooms designed as multiple-death traps. I had always wanted to enrich the music in the MM and JSW games, but for many years it seemed to me that coding this music is very difficult. Then I coded my first in-game tune in 2020 while working on the 48K Edition of Fabián Álvarez López (Adban de Corcy)'s "Madam Blavskja's Carnival Macabre" and then suddenly I realised how easy it was. "Easy" thanks to Richard Hallas's document "A Miner Triad. Music in Jet-Set Willy and both versions of Manic Miner" which is instrumental (pun intended) in managing and coding the music. I did have to go through a learning curve (which is evidenced by how some tunes are improved in version 4 of Carl Paterson's "AmAZiNG WiLLY" in relation to their original editions in v. 2), but now I am generally able to code a tune in, say, 15 minutes if the melody is easy and I know it well (and in a couple of hours if the melody is difficult and I have to refer to the musical notation). Most of the tunes I have coded are melodies that come from various areas of the music I love. This includes (but is not limited to) old American folk music, popular European and U.S. music from the 1930s through the 1960s, various songs from Poland, my home country, and from the Spanish-speaking world. A couple of compositions are entirely my own: either renditions of tunes I believe I once created ("I believe", because I can't be quite sure I didn't hear them, or similar tunes, somewhere), literally decades ago, or coded in recent months specifically as JSW in-game tunes. In the future, I intend to create a file which will be a sampler of my in-game music compositions: technically a JSW48 game file, but with only one room and a possibility to input the address from which the in-game tune is to be played, thus making it easy to listen to the various tunes. It will also include a detailed description both showing what each tune is and pointing to where it resides in memory (so that the code can be easily copied to be used in other projects). This will have to wait until my individual game project that I mentioned above is released, as I definitely want to include the currently unpublished tunes I have ready for it in this future music sampler. "AmAZiNG WiLLY", "WiLLY iN ThE MiRRoRVeRSE", "JeT SeT JnR aNd ThE CuRsE oF ThE PhArAoH" and "León Willy" also feature brand-new title-screen tunes I coded (while Sendy's "Jet Set Willy: Role Reversal", which otherwise has no in-game music, features a 128-byte-long version of "If I Were a Rich Man" as the title-screen tune). The final note on the music developments in 2023 is that these recent projects feature new code responsible for initiating the in-game tune from the first note. This activation takes place if a different tune was playing before Willy entered the current room or if the same tune was playing in a different mode (in some of these games the tunes play in various modes, e.g. faster or more slowly, or either in their full 128-byte-long versions or in the shorter 64-byte-long versions). Notably, if the same tune was already playing in the same mode, the code ensures the seamless continuation of that particular tune. This is a valuable enhancement of the musical experience (if I may say so myself). Should anyone want to use any of the tunes I coded in their projects, I will be more than happy for this to happen. Please get in touch if you want specific info about any of the tunes 🙂 .
  24. That's as close as MM gets to quantum physics, I guess! 🤣
×
×
  • Create New...

Important Information

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