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Everything posted by jetsetdanny
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"When it ends, the game does not go back to the title screen yet, but to one of the Final Screens, depending on the cause for the end of the game." cause "for" or "of" the end of the game?
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J. G. Harston's extension allowing more than 64 rooms in JSW48
jetsetdanny replied to jetsetdanny's topic in Remakes
That sounds good, Ian, thanks! -
J. G. Harston's extension allowing more than 64 rooms in JSW48
jetsetdanny replied to jetsetdanny's topic in Remakes
Thanks for your reply, Ian. I do have this bit in "WNM SE" Readme (as a quote from J. G. Harston's explanations): --- This gives 8-bit room numbers, mapped to the following areas of memory: Room numbers Memory 0 - 63 &C000 - &FFFF 64 - 127 &8000 - &BFFF 128 - 192 &4000 - &7FFF 192 - 255 &0000 - &3FFF --- and this is probably why I felt uncomfortable mentioning 7-bit numbers earlier on, because it seems not quite logical to say "This allows the game engine to use 7-bit numbers" and then go on about "8-bit numbers". Perhaps a reasonable compromise between logic and simplicity would be to say, in the sentence I quoted above: The value of the address #8916 (corresponding to #8915 in the original "JSW") has been changed to #EE, which allowed the game engine to use 7- or even 8-bit room numbers instead of 6-bit ones. Do you think this would be factually correct? -
J. G. Harston's extension allowing more than 64 rooms in JSW48
jetsetdanny replied to jetsetdanny's topic in Remakes
Thanks, guys. My question really arose because I have the following sentence in "WNM SE" Readme: The value of the address #8916 (corresponding to #8915 in the original "JSW") has been changed to #EE, which allowed the game engine to use 7-bit room numbers instead of 6-bit ones. and I'm not sure whether it should say "7-bit" or "8-bit" here - in this particular context. My feeling is that it should read "8-bit", but I'm not 100% sure. -
Inserting patch vectors in JSW48 games
jetsetdanny replied to jetsetdanny's topic in Designer's Lounge
Thanks, Ian. -
Inserting patch vectors in JSW48 games
jetsetdanny replied to jetsetdanny's topic in Designer's Lounge
Thanks, Ian. That's reassuring :) . I've checked the first two in-game minutes in "The Anteroom" and there is no collision. I'll double check "Jump'n'Jive" later on, but I'm pretty sure there is no collision there in the first minute either. -
Inserting patch vectors in JSW48 games
jetsetdanny replied to jetsetdanny's topic in Designer's Lounge
My replies in blue. -
J. G. Harston's extension allowing more than 64 rooms in JSW48
jetsetdanny posted a topic in Remakes
On his website, Jonathan Graham Harston discusses his extension, which allows the JSW48 game engine to handle more than 64 rooms. He says, --- JSW48 uses 6-bit room numbers, giving rooms 0 to 63, with room 0 in memory at &C000. However, the only place where this is fixed is the code that fetches a room into the room buffer and the object location table. The current room variable and the room exits in the room data are all 8-bit values. This patches the code to allow 7-bit room numbers to increase the number of rooms that can be used. Rooms.hex is an Intel Hex patchfile that can be applied to the original JSW48 game engine. The room fetching code uses OR &C0 to map a room number from 0 to 63 to an address from &C0xx to &FFxx. This could be changed to ADD &C0 to use the whole 8-bit value, mapping rooms 192 to 255 to the spare memory within the code. I chose to change it to XOR &C0, as this maps the spare memory to rooms 64 to 127, running on from the existing 0 to 63. Also, a 7-bit room number is easier to fit into an extended object table. Patching with POKE 35093,238 gives the following change: Original code: Changed to: 8912 3A 20 84 LD A,(&8420) 8912 3A 20 84 LD A,(&8420) 8915 F6 C0 OR &C0 8915 EE C0 XOR &C0 This gives 8-bit room numbers, mapped to the following areas of memory: Room numbers Memory 0 - 63 &C000 - &FFFF 64 - 127 &8000 - &BFFF 128 - 192 &4000 - &7FFF 192 - 255 &0000 - &3FFF --- I have to admit this description is a little confusing to me and so my question is: Does POKE 35093,238 make the game engine use 7-bit room numbers or 8-bit room numbers? I need this clarification for the Readme file accompanying the Special Edition of "Willy's New Mansion" (to be released soon). Jonathan's extension is used in this game, which features two rooms more than the Original Edition (66 in total). It has been used in the past in "Willy's Hoard" (75 rooms, an all-time high for a JSW48 game so far), the Final Edition of Steve Worek's "Jet Set Emily: Baby on the Go" (71 rooms) and "Jet Set Willy: The Nightmare Edition" (65 rooms). Thanks for your invention, Jonathan! :) -
Inserting patch vectors in JSW48 games
jetsetdanny replied to jetsetdanny's topic in Designer's Lounge
I think you're right. They kill Willy if they collide with a white ramp (I've just checked it modifying the ramp's colour in "The Anteroom" in "WNM SE"). However, they kill Willy if they collide with items when these happen to be flashing in white (I *think*) - that's different from arrows, which would collect them? -
From "WNM SE" Readme file, a description of changes between the Original Edition and the Special Edition: Possible IDSes when exiting down to "The Changing Room" have been eliminated thanks to the changes at the upper left of that room. "at" the upper left or "on" the upper left? or either? or something else still? EDIT: Similarly (concerning the room "Altar to a Well-Known God"): Two Fire cells have been added following a suggestion by Ian Rushforth, who spotted the fact that Willy could get stuck on the lower right of the dollar sign. "on" or "at" the lower right?
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Congratulations on bringing the loading time down to under one minute, Andy :) . That's quite an achievement!
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I believe that this is post #5000 now :) . Sorry about it, Ian; I'm feeling like like the American women's relay team at the Olympics, kind of... :lol: .
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Unless the code was so tweaked that the warning sound would be when the arrow is e.g. 10 rows from Willy, or something like this...
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Ian, that's a fantastic invention, I really like it! :D Congratulations! So you have created a true "constant arrow" now. I once used that adjective to refer to what Andrew Broad described as "bouncing arrow" (because I couldn't remember which word he used - meaning an arrow which goes back and forth, really being eight arrows inserted at appropriate intervals). And now you've made my description a whole new reality :) . For a possible future game design, it's better that the arrow doesn't become valid and invalid, IMO. If it did, it would mess up its possible applications. Just one question now: the way you've implemented it, it would affect all arrows in the game, wouldn't it? It would be nice to have such special arrows only in some selected rooms...
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Or the Nightmare has cast a bit of its ugly shadow there... :lol:
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Ian, thanks for this info. You are referring to Room 59 (not 69), besides 61 and 62. I believe these are not errors. The thing is that the disassembly may not (actually I think: does not) reflect exactly the code in all of Geoff's games. I suspect (without analysing it right now) that the disassembly may have been done on the basis of his first game, "J4 (The Fourth Remix)". In his later two games there must have been some slight changes, and in the fourth game there must be many changes (as it's the so-called Geoff Mode 2). The PVs disassemblies have to be analysed by looking at the actual code of each game in question rather than by comparing them to the disassembly of Geoff Mode. In case of "Willy Takes a Trip" the pertinent code which is called indeed starts at #9763. Also, the printing routine (which I believe is something Geoff wrote, I don't believe it exists in the original "JSW") used by PVs in the rooms 10 and 53 of "Willy Takes a Trip" is where the PV disassembly indicates. I can testify to it, because I copied it into "WNM SE" and it works just fine :) .
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Congratulations on post #5000, Ian! :D Concerning the previous millenial posts, I went by what Andy indicated to me concerning No. 1000, 2000 and 3000 (to identify which ones they were), and I posted No. 4000 immediately after posting No. 3999, and I did it by watching the home page where it says how many posts there are. IIRC it was 3998, I posted one on a different subject (bringing the total to 3999) and then I posted the one which was No. 4000. So, yes, I trust it was the one.
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Yes, they are restored, indeed.
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Not in a JSW48 game, but they are supoported in a JSW64 game.
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Personally, I don't ever use the number keys to control Willy's movement. So I wouldn't mind these keys being assigned a different function.
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I believe this can be done in the original "JSW" (and the remakes) by pressing any of the keys that pause the game and then pressing one of the QWERTY keys (or thereabouts, I didn't check which ones exactly). This unpauses the game without changing the status of the music.
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Thanks for this info, Ian!
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I think it may be useful, especially to non-native English speakers, to have a thread in which some language questions may be asked and answered. I am currently working on the Readme for the Special Edition of "Willy's New Mansion". I have the following description there, in the section dealing with code changes: 8356