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jetsetdanny

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Everything posted by jetsetdanny

  1. Great news! I would be happy to playtest before the release, just in case 🙂 .
  2. That sounds great, Byron, thank you for doing this and for sharing info about your progress! 🙂 The name of the room "HELLO GUYS I'M MR PERKINS" is missing a comma after "GUYS" and a full stop after the R in "MR". I would be happy to compare the other room names to check if the spelling is the same as in the original rooms, but for that, I would need screenshots of the original rooms.
  3. Great stuff, Byron! I wish you excellent progress in this interesting and valuable work and do keep us updated! 🙂
  4. OK, I wasn't quite sure what you meant by "the Caveman way", but Lemmy has explained it to me since. For those who may still fail to grasp the meaning: Lemmy called creating a JSW128/JSW64 music file using a text editor and decimal-to-hex converter "the Caveman way", as he felt it was not an efficient way of doing it. All right, so I coded the title-screen and in-game music for Herve's Welcome to Willy’s Fun Park! also in a very "primitive" way, pretty much inputting a value after value into the Hex editor, after figuring out what they should be by using piano keys and a reference table. A possible improvement was that I didn't use a decimal-to-hex converter but rather a ready-made reference table with Hex value that correspond to specific music notes. I will include that table in the text I'm going to write about coding the 128K music. Now, regarding this bit: "I think the multi-channel ingame tune was too long to ever fit in if it was tried to be made the "Caveman way"" - I believe this is misleading or at least not logical in that it doesn't matter how you code the music - "the Caveman way" or any other way - it will either fit into the spaces allowed by the JSW128/JSW64 game engine or not. In other words, whether it will fit or not doesn't depend on what way you code it, but rather how long the resulting tune will be (how many bytes it will occupy). As John Elliott explains, the title-screen tune can occupy up to 2774 bytes (that's all three channels plus 6 bytes of header) and the in-game tunes can occupy up to 256 bytes (again, three channels plus the header). I would say it's actually too much for the title-screen tune - who would want to listen to the initial music for a few minutes before hitting ENTER to start playing the game and, in fact, before being able to see the scrolling message? (the scrolly kicks in once the title-screen tune has stopped playing). Conversely, 256 bytes is too little for the in-game tune. I mean, you can fit a decent tune into this space, but one would wish to have more room, especially taking into account the fact that the title-screen tune has so much space that is not really needed. I *think* (please correct me if I'm wrong) that the reason for this imbalance is the fact that the space for the title-screen tune is located in contested memory, which can be used safely before the game starts but not while it's running. You are certainly right that it will be easier for an in-game tune to fit into the 256 bytes of space it has allocated if only has one channel than if it has more than one channel. That is, of course, if the data for each channel is to be different. If you wanted to have a tune that would play the same music over two or even three channels, the length of space needed for it would be the same as the length of space needed for a tune that plays over only one channel and has silence in the other two channels*. That's because in the header you still need to indicate where each channel starts, and so you can indicate for two or even three channels to start at the same spot, and in case you want to have silence over one or two channels, you still need to point to the address where the data for each channel starts. I'll explain it better when I write the post about coding the music I've promised. OK, I'll do my best to do it sooner than I had planned, but I don't want to promise any specific ETA - I'll just do it when circumstances permit 🙂 . * As I think about it now, to be precise, I believe that in this hypothetical case you would *theoretically* need one byte less for the same music over three channels than for music over a single channel and silence in the other two. That's because in the case of the latter you would need to sacrifice one byte to hold a value of FF to let the program know, concerning the two silent channels, that they are supposed to be silent. You wouldn't need this in case of all three channels playing the same tune. However, that's theoretical, because I guess you could point to the FF value anywhere else in the code and so spare yourself the one byte.
  5. I'm definitely interested! 🙂 Thanks for developing this project, Byron! 👍
  6. No, the title-screen and in-game music weren’t made with Lemmy’s “Caveman way.” They were coded manually – first in ZX-Blockeditor, and later in JSWED (which makes inputting the values easier). The title-screen music is “Sobre las olas” (“Over the Waves”), a waltz by Juventino Rosas, and the in-game music is “Itsy Bitsy Teenie Weenie Yellow Polka Dot Bikini” by Paul Vance and Lee Pockriss, first performed by Brian Hyland. Both the title-screen and in-game tunes use three channels. The first and third channels both carry the melody, while the second channel plays the accompaniment. So all three channels are active, but two of them play the same line (the melody). I’m not sure if your post was suggesting changes to the music in Welcome to Willy’s Fun Park!. If so, the answer is no — there are no plans to alter it. I do intend to write a post explaining how to code music in the format used in JSW128/JSW64 games (to make the process easier for anyone interested). But this will have to wait until I finish coding the music for Hervé’s The Temple and have the time and energy to do it. I can’t give a firm date, but hopefully it will happen later this year.
  7. Thanks for releasing v. 1.2, Byron! 👍
  8. Fantastic! Do keep us updated on your progress 🙂
  9. It looks beautiful! 😊
  10. Thank you for your kind words, HervĂ©! It's the same feeling for me, and I swear that I thought many times over the years how great it would be if you came back to the JSW scene. So your comeback is a dream come true for me, and I'm very happy that we can continue working together and that I can offer some small contributions to your excellent games 🙂 . I want to thank YOU for letting me playtest "Welcome to Willy's Fun Park!" and add some small enhancements to it. It was both an honour and a great pleasure for me, and I couldn't imagine a better use for my vacation time 😁. I look forward to working on my small - and I can't stress this word enough! - contribution to "The Temple" 🙂 .
  11. Thanks for sharing your ideas, Willie! 🙂It's good to know that you are thinking about creating more games 👍 Here's the upper part of SymbolShift's image converted to the Spectrum .scr format to be used for the loading screen: sprucelee.scr
  12. Welcome to the forum, JosĂ© Manuel! I hope you will find it to be a friendly place with supportive people 🙂 . If your main interest is just playing the existing games, JSW Central offers a complete list of released new games as well as minor mods and versions of the original MM and JSW (with download options). If you are interested in creating a new MM or JSW game yourself, John Elliott's JSWED will allow you to do it without any knowledge of how to code whatsoever. I recommend using v. 2.3.7, which John calls "Latest Unstable Version", but that's something where I don't agree with him at all: it is stable and it has been used for over a decade now, with great results.
  13. Personally, I love the simplicity of the original games and I'm not interested in developing MM/JSW games for the Spectrum Next that would exceed hardware limitations of original Spectrum. The JSW64 game engine, while not exceeding the hardware limitations of the original Spectrum, allows one to create games that have many more cells and/or many more guardians than the original JSW48 game engine (Herve's "Welcome to Willy's Fun Park!", released just a few days ago, is a great example). I haven't yet tried creating a game using these possibilities, other than Willy Games: The First 30 Years Quiz which does use the JSW64 engine but is not a platform game (!). The main reason (apart from general lack of time, of course) is that I like using the possibilities offered by the engine to the fullest extent, like all available cells, all available rooms, all available guardian sprites and classes, etc. Creating a JSW64 game based on this premise would take me ages. I can't afford it timewise at present and I doubt that I will ever be willing to devote my time to it in the future. At the same time, I greatly appreciate games created using the JSW64 game engine by others. So if someone develops a new MM or JSW game for the Spectrum Next or one of those new machines, I might appreciate it too. Who knows, a new MM/JSW game could even cause me to buy one of them, which is something I'm not planning to do otherwise...
  14. Hi Uncle Wan, The method I always use for testing the toilet run, without modifying the game file itself, is applying one of the following POKEs when testing (playing) the game in an emulator: POKE 34271,1 to make Maria disappear or POKE 34271,2 to start running anywhere.
  15. Thanks for the update, Willie, it's great to know both of your new games have reached such an advanced stage of development! 👍
  16. I will be happy to assist with anything I'm able to help with. If it's a question of changing the sprites on the Game Over screen, it will be easy. I don't know what the "bigger Hexing needed for the Diner" involves exactly, but I will be happy to help with that too if it's within my abilities 🙂 .
  17. Hi Paul, Welcome to the forum! 🙂 What platform does your game run on? Is it PC? My personal response to your question about whether to complete the original game or to create new levels is: first complete the original game and then complete a whole new set of 20 levels. That's the more ambitious suggestion. If it's too ambitious, my answer would be: just create a whole set of new levels or, in other words, a brand-new game based on MM. That's just my personal preference, because my particular focus is new games for the ZX Spectrum (I don't have enough time to also embrace other platforms) created using the exquisite MM and JSW game engines. It'll be interesting to see if you will get any other replies and, if so, whether they will advise you to go in the direction of recreating the original or rather creating something new... Regards, Daniel
  18. View File Welcome to Willy's Fun Park! I am very pleased to upload, on HervĂ© Ast’s behalf, the release files of “Welcome to Willy’s Fun Park!” 😊This is Hervé’s fifth released JSW game and his third using the JSW64 game engine—variant Z, in this case. The launch of “Welcome to Willy’s Fun Park!” marks Hervé’s triumphant return to the JSW scene after an 18-year absence. The game is released in four language versions: English, French, Polish, and Spanish. Set in an amusement park that Willy apparently owns, the game sees him facing a familiar challenge: he must clean the entire place—otherwise, Maria won’t let him enter the parking lot where his vehicle is waiting. The game features 64 brand-new rooms inspired by classic funfair attractions: an impressive rollercoaster, a Ferris Wheel, a haunted house, a hall of mirrors, a maze, and bumper cars, among others. You’ll also find a pirate ship, a casino, archery, hook-a-duck, and stalls offering food and souvenirs. Some well-known characters from Hervé’s earlier games—like the Yeti and the extraterrestrials—make appearances, too. I’ve had the privilege of playtesting the game and contributing a few small elements. It’s beautifully atmospheric and not especially difficult if you play using snapshots or Rollback. The game makes excellent use of the JSW64 engine’s features, such as switches, and offers many interesting challenges, including some where you really need to think rather than just collect items. So go ahead—download it and enjoy this fantastic adventure in the language of your choice. It’s a wonderful treat from HervĂ© - it’s so good to have him back on the scene! 😊 Submitter jetsetdanny Submitted 07/25/2025 Category Jet Set Willy [Remakes]  
  19. 701 downloads

    I am very pleased to upload, on HervĂ© Ast’s behalf, the release files of “Welcome to Willy’s Fun Park!” 😊This is Hervé’s fifth released JSW game and his third using the JSW64 game engine—variant Z, in this case. The launch of “Welcome to Willy’s Fun Park!” marks Hervé’s triumphant return to the JSW scene after an 18-year absence. The game is released in four language versions: English, French, Polish, and Spanish. Set in an amusement park that Willy apparently owns, the game sees him facing a familiar challenge: he must clean the entire place—otherwise, Maria won’t let him enter the parking lot where his vehicle is waiting. The game features 64 brand-new rooms inspired by classic funfair attractions: an impressive rollercoaster, a Ferris Wheel, a haunted house, a hall of mirrors, a maze, and bumper cars, among others. You’ll also find a pirate ship, a casino, archery, hook-a-duck, and stalls offering food and souvenirs. Some well-known characters from Hervé’s earlier games—like the Yeti and the extraterrestrials—make appearances, too. I’ve had the privilege of playtesting the game and contributing a few small elements. It’s beautifully atmospheric and not especially difficult if you play using snapshots or Rollback. The game makes excellent use of the JSW64 engine’s features, such as switches, and offers many interesting challenges, including some where you really need to think rather than just collect items. So go ahead—download it and enjoy this fantastic adventure in the language of your choice. It’s a wonderful treat from HervĂ© - it’s so good to have him back on the scene! 😊
  20. I am looking forward to playtesting both your Diner and Mansion games, Willie, and if assisting you with what you call "Hexing" (code tweaks) will be within my abilities, I will be happy to do so. I should be able to do it after I'm finished with whatever contribution I can make to HervĂ©'s current projects, so pretty much after "Welcome to Willy's Fun Park!" and "The Temple" have been released. I hope that there may actually be a nice timing coincidence: that a time will come when you will feel the first of these games is ready to fall under my scrutiny when I'm also ready to devote time to it 🙂 .
  21. Well, I would say: if you do have inspiration and desire at the moment to work on those projects, go ahead and do so. There are times when inspiration runs low or other interests prevail or other circumstances make the creative process difficult, so it's good to use the right condition when they exist 🙂 . That's my feeling about it, at least 🙂 .
  22. I've had the privilege and a great pleasure of playtesting the game last week 🙂 . Without offering any specific spoilers at this point, I can say that in my opinion it is a beautiful game, very atmospheric (like all of HervĂ©'s games), with nice graphics and many, many interesting room designs and challenges. It showcases a very good use of the various features of the JSW64 game engine, such as switches, the superjump, droplets, crumbling floors, etc. Some of the challenges really made me think, and there was one that I took a really long time and repeated efforts to solve... So I would strongly encourage everyone to have a go at "Welcome to Willy's Fun Park!" once it's released - I'm sure you will find it a very enjoyable experience! 🙂 It is still being tested now and work is ongoing on the English version, the music and some other elements. For my part, I will do my best to allow for a late July release, real-world obligations permitting 🙂 .
  23. There's no strict rule about it. I guess what Jet Set Willie suggested - commenting in the topic devoted to that particular game in the "Remakes" section, would be just fine. I would add to that the existing topic in the Download Discussions section, and I would say that it doesn't matter how old the topic is, it's always good to revive it to discuss the game 🙂 . Games that are available for download on this forum all have their Download Discussions topics (these are created automatically after a download is added). For other games, if someone wants to discuss any of them, I would suggest just creating a new topic in the "Remakes" section, with the title of the game as the topic's title, and commenting. It will certainly be appreciated 🙂 .
  24. Thank you for your comment 🙂 . I coded the title-screen and in-game music. Before the release, Carl wrote to me that he liked the title-screen music and it seemed to fit very well, but it was driving him crazy because he believed he had heard it before but couldn't identify it. He tried to I.D it and a track from "Harry Potter" came up which did sound similar. Here's what I replied to Carl regarding the title screen tune: "I couldn't say with certainty what it is. The easiest answer would be that I composed it for "GhoST oF WiLLY", but that's probably not entirely accurate, or at least doesn't tell the whole story. And the story is this: It must be a tune that I heard somewhere at some point in the (possibly distant) past, or a modification of a tune I knew. It started sounding in my head when I was thinking about the title-screen music for "GhoST oF WiLLY" and so I coded it . As far as I can tell, it's very similar to a tune to which I once wrote some lyrics (a very long time ago, when I was 14 or something like that). This is how I identified it when it started sounding in my head. However, back then (at 14) I wouldn't have composed it, it was probably a tune I must have heard somewhere (no idea where). That was long before Harry Potter, though, and, in fact, I've never watched the Harry Potter movies yet (I intend to do it some day), so I exclude them as my source of inspiration". That's as much as I can tell you about it 🙂 .
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