Jump to content
Jet Set Willy & Manic Miner Community

jetsetdanny

Administrator
  • Posts

    3,364
  • Joined

  • Last visited

Everything posted by jetsetdanny

  1. Thanks for all your comments, Ian! :thumbsup: They are very helpful in understanding the situation. Taking into account the limitations of the game engine - i.e. the fact that in JSW48 I will not be able to create a guardian flickering exactly like the ones in JSW128, what would be as good as it gets for me is as follows: A guardian at the bottom of the screen (vertical position 208) flashing through a constant cycle of white-cyan-magenta-blue in any order, without reversing the cycle and without any interruptions or changes of the cycle. After much trial and error (mostly error! :lol:) I haven't been able to achieve that yet. The closest I have come to it - or rather, the closest of many close ones which I intuitively like the best (without analysing the way they all flicker in detail) is the guardian found in the attached file "MC guardian - quite good.tap". It has the following definition: ef 03 00 d0 00 9e d0 7e It still isn't perfect - after including magenta in the first couple of flashes, it then flashes in three colours only - white, cyan and blue and it has some irregularities in the way it flashes, sometimes it seems to be flashing more quickly than at other times - but it's probably good enough for the purposes of my current project (the exact nature of which will be revealed soon) if I'm not able to create a guardian which would flash with 4 colours in a totally regular way. Three colours are better than two, that's certain ;). If anyone were able to create a better guardian (flashing through four colours rather than 3, but excluding black - or at least flashing through the three "current" colours but in a perfectly regular way) - I would be happy to use it with all due credit given :). MC guardian - quite good.tap
  2. The colour-changing barrels half way up the West Wall in 'Jet Set Mini' have the following definition: ef fe 00 c0 02 9c 9c 7e They seem to be flashing in the following colours: black, red, green, yellow, BRIGHT red, BRIGHT green and BRIGHT yellow, although I can't establish the exact cycle right now. I will have to experiment, then, since what I'm trying to obtain is something as similar to what JSW128 does - i.e. the cycle of red, magenta, green, cyan and yellow - as possible.
  3. Changing the guardian's colour to red (02) makes it flash in red and yellow. Still only two colours, while I'm looking for five, like in JSW128. The guardian's full definition in this case: 07 02 00 d0 00 9e d0 d0
  4. I am writing this as I'm experimenting with the last (eighth) byte of the guardian's definition: value 00 - first cycles through blue, magenta, cyan and white various times, then flickers irregularly a couple of times and then starts flickering in magenta and white only! value 01 - can't be set in JSWED's GUI. When you set it manually in JSWED's GUI, it reverts to 00. value 02 - flashes in white and magenta only value 03 - can't be set in JSWED's GUI. When you set it manually in JSWED's GUI, it reverts to 02. value 04 - flashes in white and magenta only value 05 - can't be set in JSWED's GUI. When you set it manually in JSWED's GUI, it reverts to 05. value 06 - value 04 - flashes in white and magenta only value 07 (skipping, I'm sure it would revert to 06) value 08 - flashes in white and magenta only value 0a - flashes in white and magenta only value 80 - flashes in white and magenta only I don't think any higher values would yield any different results, especially that the original value #D0 is a multiple of four (208 in decimal) and it doesn't do anything else but flicker in white and magenta. Now: value 01 (inserted in JSWED's Hex Editor, not GUI) - first cycles through blue, magenta, cyan and white various times, then flickers irregularly a couple of times and then starts flickering in magenta and white only! - so it has the same behaviour as value 00. So values 00 or 01 would be best for my purposes if they maintained cycling through the four colours - blue, magenta, cyan and white - but they stop after a while and revert to flashing in white and magenta only! Weird, weird, weird... :unsure:
  5. Thanks for your prompt response, Ian! :) My replies to some of your points are in green below:
  6. John Elliott's JSWED's manual states (starting at the bottom of page 22) that "In JSW48, there are four guardian types - horizontal, vertical, arrow and rope. In JSW128 there are ten; the four mentioned earlier, two diagonal types, and ?ashing versions of all except the arrow and the rope." The "flashing" versions are called "multicolour" in JSWED itself, e.g. in JSW128 games when choosing the guardian type you can choose "Vertical multicolour", "Horizontal multicolour", "NW/SE multicolour" and "NE/SW multicolour" (the latter two being diagonal ones, of course). Judging by the description in SkoolKid's disassembly, it looks to me like bits 0-2 in the first byte of the 8-bit-long definition of each guardian class define what type of guardian it is (please correct me if I'm wrong on this). In practical terms, it looks to me that vertical multicolour guardians have #07 in the first byte of their definition (again, please correct me if this is not entirely accurate). Please find attached two experimental files. The first one, "MC guardian 128K.tap", features a stationary (unmoving) multicolour vertical guardian in a JSW128 game file. The second file, "MC guardian 48K.tap", features the same guardian copied to a JSW48 game file. Even though there are no multicolour guardians in the JSW48 game engine, as per the JSWED manual, this guardian is still multicolour, or, to be precise, bicolour. If flickers in white and magenta only, which makes the way it flickers (glints? glitters? glows? shimmers? - I'm not sure what verb is best here) less elegant than in the case of the same guardian in the JSW128K game file: the flickering is much faster and less colourful in JSW48 than in JSW128; it does not look as good. In the JSW128 game file the same guardian flickers in five colours: red, magenta, green, cyan and yellow. Its flickering is much nicer to the eye than in the JSW48 game engine (although I suspect that if white and blue were added to the cycle, it would be even better). The question I have is this: Would it be possible to tweak the JSW48 game engine easily (like changing a couple of bytes or adding a little bit of some additional code, I'm not talking about any serious rewriting of the engine) to make this stationary bicolour guardian multicolour, i.e. to make it flicker at least in the five colours that it flickers in in the JSW128 game engine? I only need it to flicker in a nicer way, I don't need it to move. Any help on this would be appreciated :). MC guardian 48K.tap MC guardian 128K.tap
  7. Thanks for your reply, guys! :)
  8. A project I am currently working on involves an additional options screen, on which the player has to press either "1" or "2". Other than that, it just uses the regular keys any JSW48 game uses. Is it worth creating a ZXK file to map the Vega control buttons to the ZX Spectrum keys used by the game in this case? Your thoughts and suggestions would be appreciated :).
  9. Yes, thank you for sharing it, Norman, and for describing the development history! :thumbsup: In view of your statement: > Version M is version "K" and Version "L" combined. So in essence it supersedes both of the earlier versions. when I next work on JSW Central (which may be a couple of months from now, as I am engrossed in another project right now, albeit JSW-related), I will delete the pages for JSW 128 VK3 and JSW 128 VL5 and create a new page for JSW 128 VM, with references to the other two former versions - unless you would like me to leave the individual pages already in existence and add a new one, which I can also do. Please let me know what your preference is. I look forward to exploring JSW VM! :)
  10. Thanks for uploading it, Norman Sword! :thumbsup: From your earlier comments, I did not have a feeling that JSWVL was a further development of JSWVK in the sense of improving the former; I understood that it was not *better*, but *different*, an alternate take, so to speak. If JSW128VM is the "final" version, does it mean that it supersedes both JSWVL and JSWVK? Or only one of them, perhaps? (if so, which one?) Please kindly elaborate on the classification of your versions, so that we know how to describe them on JSW Central and elsewhere.
  11. I would "like" this message were it not for the last sentence :o
  12. Thank you for your view on this issue, Andrew.
  13. Could you not post as Kari Krisnikova, perhaps? You used to do it in the past... While we're on the subject of the Yahoo! Group, how would you feel about the Group's content being archived on JSW Central? It's a very tentative question, I am not saying I will definitely do it if you approve, because it might be a very time-consuming task to modify the saved messages to be hosted over there (particularly if I wanted to host each message as an individual page), but your approval would certainly make me consider it very seriously :).
  14. Yes, and now that the Yahoo! Group is sadly not online any more, I hope that even more of its members will move over here. Let
  15. Thank you for your kind words, DM! :) It was a great pleasure to analyse and fix the three parts of your Down and Out Trilogy! :) Also to play them and record them for the RZX Archive! :) The SEs will be very welcome when you find the time to prepare them. If you choose the JSW64 game engine for them, you will certainly be able to enhance the games in various interesting ways (such as switches, for example). I posted about the fixed editions here and on the Yahoo! Group - whose content is sadly not online any more, I've just had a look - but not anywhere else. Would you like to announce the fixes on WoS and Spectrum Computing yourself, perhaps? I was thinking about doing this before the end of the year, but it would be even better if you posted about them yourself :).
  16. OK, after further investigation, I am able to answer, in part, my own question. In Norman Sword's file HeadsJSW.tap the code which he describes as "draw_bottom_att", as per: Both of these LDIR routines are replaced with a call to draw_bottom_att which is new code sitting in ram somewhere. starts at # 944F. draw_bottom_att ld de,ATT16 = 11 00 5A ld ix,bottom_att ------------- This "bottom_att" starts at # 966B ld hl,bottom_translate ----------- This "bottom_translate" starts at #965E Furthermore, ; expander sub expand: --------------- This starts at #94D5 ld (S_M_C_translate),hl (....) jr draw_logo_loop ;======================================================================= ; expander sub routine -------------- This starts at # 94EC indexer ld c,a rrca (....)
  17. For example, the code to optimise ropes, which Norman Sword provided here. How can I convert it to actual code?
  18. I would be very interested in being able to apply the above-mentioned savings, or a part of them, to a JSW48 game file. I am particularly interested in the rope compression and logo draw. It would be perfect for me to be able to just copy a chunk of the new code as a binary file into another file. I would make all other necessary adjustments. However, I can't figure out where all that new code is. Is it in the "HeadsJSW.tap" file attached for download to this thread? If so, where does the code responsible for the rope compression and for the logo draw start there? Any help on this would be appreciated :).
  19. Thanks for this info, Andy! :) I have to state for the record, though, that I don't believe that Anthropogenic Global Warning has been proven scientifically, that an increase in the levels of carbon dioxide is so bad and that all renewable sources of energy are good and the right solution for the future. I believe that an official narrative regarding climate change has been enforced worldwide almost like a totalitarian doctrine or religious dogma. This climate (pun intended) does not allow for real, objective, scientific analysis and discussion of the problem any more. Instead of such a discussion, "solutions" are imposed which are partly a huge scam. A recent quote about the solar power generation* I particularly like (the source - you would have to scroll way down to see it, I don't think it's possible to link to individual comments over there): We need to end government subsidies and mandates for a technology that has no use in large scale energy production. We need real solutions, not a bag full of phony solutions that waste money and lower our standard of living. California and other states are now demanding that new homes have solar panels on their roofs. This will drive up the cost of housing and create even more homeless people. Solar panels often wear out quickly, are horribly energy inefficient, and it is likely that most solar panel installations will NEVER produce more energy than was required to manufacture them in China with coal fired power plants. The chemicals required to produce solar panels are highly toxic. The big problem is that incurably inefficient and unreliable "renewable" but not sustainable energy systems have become a fad and part of a new age religion that worships windmills and tells us we will all burn in the hell of global warming unless we do what Al Gore and Leonardo DiCaprio say. We need a revolution against this new religious hierarchy and a return to honest science that demands critical thinking and a continuous dialogue of ideas, not a monologue of hysteria used for partisan political gain. I just needed to say that, because I am dismayed at how far climate alarmists have managed to sway public opinion. Apparently, in a recent poll in my country 71% of respondents pointed to climate change as the biggest threat they see. I am sorry to say this shows there is something seriously wrong with them. It is understandable that people may be afraid of illness - it can touch anyone and there are kinds we still can't cure. They may be afraid of poverty or of economic crises which will affect the quality of their lives. They may be afraid of armed conflicts, or uncontrolled floods of migration bringing crime and other problems. But climate change - in a relatively cold country where a temperature increase of a few degrees Centigrade would be a blessing? It's just crazy :o * This is seemingly off-topic, but not quite - that's a Manic Miner reference :P .
  20. So here they are. The RZX recordings of the Trilogy can be downloaded from the RZX Archive using the following links: Skint Willy Willy the Rogue Still Stealin' There are also links to YouTube videos over there, so you can watch the walkthroughs without actually downloading the RZX files and playing them back in an emulator :) .
  21. I've corrected the typo. The game is called: Still Stealin' aka Fahrenheit 2002
  22. As it turns out, I was trying to upload a ZIP package with the game and Readme using the screenshots upload functionality! How stupid of me! :o Thanks to Andy for pointing that out. I have now uploaded the three parts of the "The Down and Out Trilogy" to the Downloads section of this forum. You can download them from the following links: Skint Willy Willy the Rogue Steal Stealin' The download pages also feature descriptions (copied from the Readme files) of the changes applied to the original game files, plus some screenshots. I should also mention that I have recorded the walkthroughs of all three files for RZX Archive. They haven't been uploaded there yet, but I have sent them off to Daren, so hopefully they'll become available for download over there soon. I managed to complete: "Skint Willy" - at 8.58 a.m. in-game time, with one life lost. This life has to be lost in "Conservatory Room", just as in the original JSW and its different variants, and so I did not think it was necessary to correct this - it is almost "customary" for the player to lose one life at this particular spot*. "Willy the Rogue" - at 8.46 a.m. in-game time, with no life lost. "Steal Stealin'" - at 9.01 a.m. in-game time, with no life lost. * My personal ideal of elegance in a JSW game is that, no matter how hard it may be, it should be possible to complete it without losing a single life. However, since I fixed "Skint Willy" based on the premise that only those issues need to be addressed which make the game incompletable, losing the life in "Conservatory Room" was not one of them.
  23. View File Bugfixed, completable version of "Still Stealin' " "Still Stealin' " aka "Fahrenheit 2002" is a game by the DrUnKeN mAsTeR!!! (BaSe1 PrOdUcTiOnZ, 2002). The last gamma-released revision of the game suffered from critical bugs which made the game impossible to complete properly. They have now been fixed and the game has been made toilet-completable. The problems and the fixes: 1. The problem: There was no way to pass through the room "Oh! Got the brickies in again?" (101) starting at the bottom and moving upwards to exit to "A chance to put things right!" (098), because of the uppermost Fire cell, which did not allow the player to cross the passage where it sat from right to left. This made the game incompletable. The fix: A Water cell was removed, which made passing that particular spot possible. Technical solution: The value of the address #E51D in bank 3 was changed from #06 to #02. 2. The problem: After the game was made bed-completable with the modification of one byte described in point 1, it was not toilet-completable yet, because the code which should set the Game Mode to 3, showing Willy with his head inside the toilet and legs kicking wildly in the air, would not work. This was because the toilet had been moved from the original room 033 to room 100 "There's no place like home", but there was no corresponding change in the code which checks if Willy has reached the toilet. The fix: The code was fixed to check for the correct room. Technical solution: The value of the address #9588 in bank 0 was changed from #21 to #64. No other changes were made to the original game file. The original game file and Readme are included in this ZIP package. The game was modified using Claus Jahn's ZX-Blockeditor v. 2.4.3 after the proper values were figured out using John Elliott's JSWED v. 2.3.7 and SkoolKid's JSW disassembly. The bugfixed game was never loaded into JSWED. Therefore, it preserves the original Hacklevel 8 of the JSW128 game engine (which the current version of JSWED would have upgraded automatically had the game been loaded into the editor). This bugfixed, toilet-completable version is released with the DrUnKeN mAsTeR!!!'s approval expressed in a message posted in the Contributor Lounge of this forum, where he wrote, "I give you the full blessing to bugfix the original games, and put them on JSW Central" (the message is only visible to those members who have Contributor status). Enjoy! Submitter jetsetdanny Submitted 11/16/2019 Category Jet Set Willy [Remakes]  
  24. View File Bugfixed, completable version of "Willy the Rogue" "Willy the Rogue" is a JSW128 game by the DrUnKeN mAsTeR!!! (BaSe1 PrOdUcTiOnZ) released in 2002. The last gamma-released revision of the game, v. 1.2, suffered from critical bugs which made the game impossible to complete properly. They have now been fixed and the game has been made toilet-completable. The problems and the fixes: 1. The problem: There was no way to collect the top-right item in the room "Oh Globbits!" (078), which made the game incompletable. The fix: A Water cell was added which allows access to this item. Technical solution: The value of the address #CE6F in bank 3 was changed from #00 to #40. 2. The problem: After the game was made bed-completable with the modification of one byte described in point 1, it was not toilet-completable yet, because the code which should set the Game Mode to 3, showing Willy with his head inside the toilet and legs kicking wildly in the air, would not work. This was because the toilet had been moved from the original room 033 to room 000 "Oops I did it again!!!", but there was no corresponding change in the code which checks if Willy has reached the toilet. The fix: The code was fixed to check for the correct room. Technical solution: The value of the address #9588 in bank 0 was changed from #21 to #00. 3. The problem: After the above fix was applied, there was still no Willy with his head inside the toilet at the end of the toilet run, because the sprites of Willy in the toilet (or, to be precise, of Willy's legs kicking wildly in the air above the toilet), originally at #A640-#A657 and #A660-#A67F, had been modified to show the shower in "Oops I did it again!!!". The fix: The proper sprites of Willy with his head inside the toilet and legs kicking wildly in the air were restored and used. Technical solution: The sprites of the toilet (without Willy in it) were copied to #9700-#971F and #9720-#973F in bank 0 (into an area of unused code and free space). The sprites of Willy inside the toilet were created (the toilet in "Willy the Rogue" is slightly modified in relation to the one in the original "Jet Set Willy") and placed at #9740-#975F and #9760-#977F in bank 0 (previously free space). The value of the address #95B3 in bank 0 was changed from #A6 to #97 to point to the right place where the complete sprite toilets are. 4. The problem: The bed in "Willy the Rogue" is one block longer than the one in the original "Jet Set Willy". However, the code which checks whether Willy has reached the bed was not adjusted, which meant that Willy wouldn't start the toilet run at the edge of the bed, but would have to move one block "into" the bed. While this issue was not critical at all, it seemed better to make the toilet run start at the edge of the bed, just like in the original "Jet Set Willy" and various JSW remakes. The fix: The code was adjusted to check for the correct position within the room. Technical solution: The value of the address #957C in bank 0 was changed from #06 to #07. No other changes were made to the original game file. The original game file and Readme are included in this ZIP package. The game was modified using Claus Jahn's ZX-Blockeditor v. 2.4.3 after the proper values were figured out using John Elliott's JSWED v. 2.3.7 and SkoolKid's JSW disassembly. The bugfixed game was never loaded into JSWED. Therefore, it preserves the original Hacklevel 8 of the JSW128 game engine (which the current version of JSWED would have upgraded automatically had the game been loaded into the editor). This bugfixed, toilet-completable version is released with the DrUnKeN mAsTeR!!!'s approval expressed in a message posted in the Contributor Lounge of this forum, where he wrote, "I give you the full blessing to bugfix the original games, and put them on JSW Central" (the message is only visible to those members who have Contributor status). Enjoy! Submitter jetsetdanny Submitted 11/16/2019 Category Jet Set Willy [Remakes]  
  25. View File Bugfixed, completable version of "Skint Willy" "Skint Willy" is a JSW128 game by the DrUnKeN mAsTeR!!! (BaSe1 PrOdUcTiOnZ) released in 2002. The last gamma-released revision of the game, v. 0.7, suffered from critical bugs which made the game impossible to complete properly. They have now been fixed and the game has been made toilet-completable. The problems and the fixes: 1. The problem: It was impossible to jump up into the room "Ding 'a' fuckin' ling" (138) from "Rescue Esmerelda" (014) and land on anything but Air. Consequently, the item in "Ding 'a' fuckin' ling" was unreachable, and the game - incompletable. The fix: A Water cell was added in the lower right-hand corner of "Ding 'a' fuckin' ling", making both the entry to and safe exit from this room possible. Technical solution: The value of the address #CA7F in bank 4 was changed from #02 to #06. 2. The problem: After the game was made bed-completable with the modification of one byte described in point 1, it was not toilet-completable yet, because during the toilet run Willy would crash repeatedly into the green horizontal guardian in "Cramped Conditions" (128). The fix: This issue was solved by making Willy bypass the guardian in "Cramped Conditions" (128) and jump over the guardian in "The worst toilet in the world" (063) during the toilet run. Technical solution: The value of the addresses #89E7 and #89E8 was changed to #18 and #97 so that the routine at #9718 (rather than the one at #9584) is called to check if Willy has reached the toilet. The new code, allowing Willy's manoeuvres mentioned above, is at #9718 - #974B (in previously unused space). The original code at #9584 - #9599 remains in place unchanged, but it is unused by the game. No other changes were made to the original game file. The original game file and Readme are included in this ZIP package. The game was modified using Claus Jahn's ZX-Blockeditor v. 2.4.3 after the proper values were figured out using John Elliott's JSWED v. 2.3.7 and SkoolKid's JSW disassembly. The bugfixed game was never loaded into JSWED. Therefore, it preserves the original Hacklevel 8 of the JSW128 game engine (which the current version of JSWED would have upgraded automatically had the game been loaded into the editor). This bugfixed, toilet-completable version is released with the DrUnKeN mAsTeR!!!'s approval expressed in a message posted in the Contributor Lounge of this forum, where he wrote, "I give you the full blessing to bugfix the original games, and put them on JSW Central" (the message is only visible to those members who have Contributor status). Enjoy! Submitter jetsetdanny Submitted 11/16/2019 Category Jet Set Willy [Remakes]  
×
×
  • Create New...

Important Information

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