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jetsetdanny reacted to HAL in LSD / AUTOMATION / HAL / Matthew Smith
5 funny stories for you - me / Matty & Chris where walking back to software projects after going to a local chinese restaurant, when we noticed smoke coming from the complex of offices around SP then as we approached it was like OMG it is SP it's on fire - I had never seen Matty run so fast ever (he's built for coding not running), as he took off he was shouting about all his work and hard drives. We got into the building and Chris had left a bar fire on a chair (maniac) and it had fell off and set a light to the chair.
2 - My mum said he's too scruffy and always wanted him out of the house - she had no idea who he was - even after explaining.
3 - He dressed scruffy even when he went on Concorde LOL
4 - In SP he had his own office and it was a real garden shed and he had it because the stink of the weed he smoked had everyone including important visitors coughing so they built the shed for him in the furthest place they could from the main offices - so as to keep the smoke in. He used to sleep on top of it, he had a mattress and a sleeping bag up there.That shed is where JSW was born.
5 - That video is about the biggest cracking crew on the Atari ST and some others from the cracking scene - they where wanted by FAST - Federation Against Software Theft - I knew them all well - what I didn't know because Chris was a crazy nut case - was Tommy Barton was one of the founding members of FAST - his DAD LOL I found that out 30 years later - things you can't make up. MY story is even crazier - google Atari Legend hal alan keeling 🙂
I'm nearly 60 so I don't care about sharing this- have fun thanks for keeping Matty's legacy alive, also Matty is one of the nicest people you could ever meet 🙂
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jetsetdanny got a reaction from HAL in LSD / AUTOMATION / HAL / Matthew Smith
Thanks for the inside info, HAL! 🙂
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jetsetdanny reacted to HAL in LSD / AUTOMATION / HAL / Matthew Smith
I used to be a very good freinds with Matty (that's what we all called him back in the day)
I shot the vid & I put it on YT 🙂
Chris Barton one of my best friends for 40 years he was Tommy Bartons son (co owner of software projects) and one of the major reasons the game was released but could not be finnished - is because Chris was an alcholic, weed smoking maniac & SP's official games tester & he told his dad, he had finnished the game LOL.
How do I know - I was there 🙂
I also have all the artwork from SP's games in my house, and Tommy's copies of Jet Set and Manic hanging on my walls and yes I can prove it.
HAL
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jetsetdanny got a reaction from obo in [File] pyramid.tap
Hello obo,
Yes, this is something that has been known before. I believe Geoff Eddy, the games' author, was told about this during the playtesting stage, but chose not to change it.
Personally, I'm not a fan of JSW rooms where there is a time limit imposed by guardians crashing against each other (I think it's inelegant), but some authors have chosen to apply it consciously.
Andrew Broad did this, for example, in his game "Party Willy". There are several rooms with time limit there, imposed by guardian collisions: "The Funny Farm", "Where I Ends and II Begins", "Marilyn Mansion", Tulips in Amsterdam" and "Karina Habsudova Hangout". All of those time limits are recognised in the Readme (have a look here and search for the word "limit" if you're interested).
IIRC, there is also such conscious design in one of the rooms of "Jet Set Mini", and I believe also in some other games - I don't remember the details right now.
There are also games where I believe the time limits are accidental. This is the case in (at least) one of the rooms in Fabián Álvarez López (Adban de Corcy)'s "A Bulgarian Requiem" (I don't remember the room's name right now and cannot check it easily).
While I don't particularly like these cases, they are not bugs at all if they were introduced consciously by the games' authors, and they are not critical bugs if they happened inadvertently - the games are still perfectly completable, only they impose on the player either the necessity to move fast in some rooms or actually leave and re-enter these rooms to be able to cope with the time limit.
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jetsetdanny reacted to obo in [File] pyramid.tap
Apologies if this isn't the right place to report this. I've noticed some minor creature collision issues in Willy does the Great Pyramid, where Willy will lose a life if he lingers for too long in certain rooms.
The rooms I've seen it happen in are:
"word association football": the green ball hits the centre of the stairs after about 54 seconds. "so much for aesthetics": the horizontal creature hits the eye after about around 2 minutes and 51 seconds. "Right at the bottom": the right-hand yellow creature touches the top red creature after about 4 minutes and 15 seconds. I only noticed it because playing the game in TileMap keeps all rooms visible for extended periods. Though there's nothing specific to the app that should cause this problem. The YouTube walkthrough only has Willy in the first room for 25 seconds and 15 seconds, which is shorter than needed to see it happen in the fastest case.
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jetsetdanny reacted to obo in TileMap 2.x
Thanks for the feedback! I've made some extra improvements and have updated the web version with the changes.
I added a layout override mechanism and have corrected the layouts for many games to match the Pavero maps. In some cases it was just tweaking a room or two, but in complex maps a lot of the map was different. Madam Blavskja's Carnival Macabre still needs a bit of work to place some extra rooms. Willy does the Great Pyramid now looks fantastic, with a special half tile offset applied to align the pyramid edges.
The code hooks used to create the map illusion are fairly light, so all special code (including Patch Vectors) will run as normal. There were only a couple of cases I needed extra handling, such as the Doppelganger room in ZX Willy the Bug Slayer, where the extra sprite was initially inside a fire block.
In most cases I just need to find a few code locations of interest, like when the game starts and ends, when the room is being drawn, and the start and current room number locations. I just check a few addresses for each and find what I need, but if new games move code around I can add an extra location to check. I also check the OR/XOR/ADD opcode used to convert the room number to a room data high byte, used by a few games.
The original JSW support has some special tweaks to make the gameplay more seamless. They include preserving the position of creatures in neighbouring rooms, and positioning Willy a bit closer to the screen edges on entry. I've not applied these to the JSW48 games as it relies on knowing the position and size of room state information, which may well have changed. It wasn't applied to JSW2 either due to the lifts, but it could work for the rest of the state.
TileMap only supports 48K games at the moment so I'm limited to the JSW48 games set. Once I've added 128K support I should be able to look at adding JSW64 and JSW128 games too, which should require a similar approach. That won't happen until after the next desktop release though, which shouldn't be too far away now.
If you spot any map/gameplay issues then please shout and I'll take a look.
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jetsetdanny reacted to UncleWan in TileMap 2.x
Due to personal reasons, I haven't been able to return to the JSWMM community for a long time. Today I just took a moment to see if there was anything new. But I’m very happy today—in fact, I’m really excited—to see your valuable work. Through the link you gave, it’s the first time I’ve seen how my game looks on a global scale. What’s equally surprising is that it’s a big map that can actually be played! 😄
Please keep up your work🙏; I believe the community is really looking forward to the final result!😊👍
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jetsetdanny got a reaction from obo in TileMap 2.x
Thank you for this update and for all the work you have put into this project! 🙏
I would say they mostly (or perhaps even entirely) are. I don't recall seeing any problems with his maps of JSW games (apart from those games that are practically impossible to map, with various illogical exits, overlapping rooms, etc. - but then probably Pavero's maps show them as accurately as possible under the circumstances).
I seem to recall from years ago that I noticed a couple of minor errors in the map of "Stay Kool". I did mean to let Pavero know about it, but never did that back then, and now I can't remember the details of the problem and probably couldn't force myself to spend time investigating it. But it's not a JSW game anyway.
I'm very glad to hear this 😁
Regarding your website: I've had a look at my game "Willy's New Mansion" Special Edition. It was truly a "Wow!" moment: seeing the whole map in all its splendour (if I can say so myself) was a truly emotional experience 😊 . I was very impressed both with the fact that everything is in place - including two rooms that were added in the SE (in relation to the original edition) and are placed in the code not in the "normal" #C000 - #FFFF range, but in the #8000 - #BFFF range (namely, "The Temple of Passing Time" is at #A700 - #A7FF and "A Forest Clearing on Fire!" is at #A800 - #A8FF). I was also impressed and, quite truly, moved with the map's showing special flashing-screen effects in some rooms (engineered with the so-called Patch Vectors; working on the SE of "Willy's New Mansion" was my first major venture into the PV territory and I spent a lot of time on it, that's why seeing the effects I applied back then faithfully reproduced in your map is so moving to me 😊).
I've also had a look at "Plants vs. Zombies", the latest released JSW48 game, and it was also great to see it all at once, mostly Wan YuXiang's beautiful rooms and also the ones that I contributed to the game 😊.
So, congratulations on delivering this fantastic resource with such precision and quality - and, once again, THANK YOU SO MUCH for it! 👍😊
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jetsetdanny got a reaction from UncleWan in TileMap 2.x
Thank you for this update and for all the work you have put into this project! 🙏
I would say they mostly (or perhaps even entirely) are. I don't recall seeing any problems with his maps of JSW games (apart from those games that are practically impossible to map, with various illogical exits, overlapping rooms, etc. - but then probably Pavero's maps show them as accurately as possible under the circumstances).
I seem to recall from years ago that I noticed a couple of minor errors in the map of "Stay Kool". I did mean to let Pavero know about it, but never did that back then, and now I can't remember the details of the problem and probably couldn't force myself to spend time investigating it. But it's not a JSW game anyway.
I'm very glad to hear this 😁
Regarding your website: I've had a look at my game "Willy's New Mansion" Special Edition. It was truly a "Wow!" moment: seeing the whole map in all its splendour (if I can say so myself) was a truly emotional experience 😊 . I was very impressed both with the fact that everything is in place - including two rooms that were added in the SE (in relation to the original edition) and are placed in the code not in the "normal" #C000 - #FFFF range, but in the #8000 - #BFFF range (namely, "The Temple of Passing Time" is at #A700 - #A7FF and "A Forest Clearing on Fire!" is at #A800 - #A8FF). I was also impressed and, quite truly, moved with the map's showing special flashing-screen effects in some rooms (engineered with the so-called Patch Vectors; working on the SE of "Willy's New Mansion" was my first major venture into the PV territory and I spent a lot of time on it, that's why seeing the effects I applied back then faithfully reproduced in your map is so moving to me 😊).
I've also had a look at "Plants vs. Zombies", the latest released JSW48 game, and it was also great to see it all at once, mostly Wan YuXiang's beautiful rooms and also the ones that I contributed to the game 😊.
So, congratulations on delivering this fantastic resource with such precision and quality - and, once again, THANK YOU SO MUCH for it! 👍😊
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jetsetdanny reacted to obo in TileMap 2.x
I've been working on updating my TileMap application, which lets you see the whole game map as you play. I already supported the original JSW and JSW2+ games, but they use hard-coded map layouts. I've long wanted to add more general support for custom JSW games, which requires working out a 2D map layout from the game data. That turned out to be a much harder problem than expected so it never got finished.
I've come to the conclusion that it may not be possible to automatically generate a perfect layout for all games. The only information you have is the room exit data, which must have all 4 exits defined, even if only some are used. The remaining entries usually point back to themselves, or are set to some dummy value, which will usually be an existing room number. In some cases they point to unused rooms from the original JSW, which then become part of the map layout. Examining the room data for navigable exits might help fix some of these, but there are cases where blocks disappear in late game to allow access. That's not even thinking about exotic loops and overlaps that some games have.
I've settled on an approach that seems to give "good enough" results for non-overlapping maps. The rules also keep the original JSW map rooms aligned to the east wall, leaving a gap in the middle. In more complex cases it attempts to place problem rooms near (and aligned to) where they should be, but it will always place them somewhere. It's far from perfect (as you'll see below) but it seems a reasonable compromise solution for now. In some cases I'm not even sure what the correct layout should look like! Are the Pavero maps considered to be correct?
TileMap also requires game code hooks to react to some game events. JSW mods that change only the data should just work. I've found that most game engine changes use the same code in a different location, or minor variations. I was able to get all the JSW48 games working over a couple of evenings, and extra incompatible games should only take about 10 mins each now. JSW Central has been a great source of information to get this done :)
To show the current progress I've built a test web version of my development code, with just the JSW48 games available. It should work on modern desktop browsers, though the final release will be regular desktop apps. Double-click to start, Esc to return to the selection screen. Home centres on current room, End shows full map. Drag/zoom with the mouse. F1-F4 give 1-4x scaling, avoiding scaling artefacts.
If there's community interest/help I could allow custom overrides of the map layouts to fix issues. It would likely allow exporting the generated layout for manual editing, rather than having it created from scratch. Any other thoughts are most welcome.
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jetsetdanny reacted to MauS in Jet Set Willy 3
This looks great!
A couple of weeks back, I managed to extract the maps into the Tiled map editor; I've been trying to get in touch with @PixelStonk to see if I can get permission to do anything with them, but they seem to have dropped off the face of the internet.
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jetsetdanny reacted to MauS in JSW:Redux
That's a great idea. I'll see about getting that in the next build.
EDIT: Done. When you start the game it'll show the info.
EDIT 2: I've also renamed it.
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jetsetdanny reacted to SymbolShift in JSW:Redux
Maus has done a great job with this!
The only thing that bother's me is that I feel that the artist who created the tileset should be listed when selected. Especially since the default tileset (JSW Gorgeous) is from the mobile java version. For example, something like this...
1 . . . JSW Gorgeous (artwork by Paul Vera-Broadbent)
Credit is given in the Willypedia (credits and acknowledgements, page 2), but I feel it's a little buried. I also got the impression that the reviewer was not familiar with the java tileset, and assumed credit to Maus.
That said, it's a great looking tileset and can't blame you for using it 😁
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jetsetdanny reacted to JianYang in JSW:Redux
Usually @GPC posts his reviews himself. I guess football and/or heat got to him. So allow me to do the honours:
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jetsetdanny reacted to UncleWan in Blagger for the Spectrum
Really looking forward to seeing the final product. Wish you smooth work!😊
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jetsetdanny got a reaction from UncleWan in Blagger for the Spectrum
Hi, my reply to your question would definitely be "Yes", with the understanding that you're not asking others to embark on this task (I couldn't right now or in the foreseeable future due to lack of time) but rather checking if others would be interested if you went ahead with the conversion 🙂 .
Yes, it will be nice and definitely appreciated if you do it 🙂 . I will also be happy to playtest as usual before the final release.
And I will second JianYang's affirmation: "There can never be too many Manic Miner levels." 😁
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jetsetdanny reacted to JohnElliott in I suck at introductions tbh...
Change the declaration on line 735 from
static char no_patch[] = to
static unsigned char no_patch[] =
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jetsetdanny reacted to Cheez26 in I suck at introductions tbh...
Well, that worked. I suppose these edits will be in the next unstable version, right?
Regardless, thank you so very much for your help. Bless you. 🙏
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jetsetdanny reacted to CPL in Jet Set Willy 3
Phew. This took a while to build! Spoilers ahead, but here's a full screenshot map of Jet Set Willy 3 by PixelStonk.
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jetsetdanny reacted to SymbolShift in I suck at introductions tbh...
A quick file content search tells me it's in the following files...
fontform.cxx
jswtitle.cxx
screenedit.cxx
screenshot.cxx
spriteform.cxx
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jetsetdanny got a reaction from UncleWan in I suck at introductions tbh...
Thank you so much for your immediate reply and valuable assistance, John - it's greatly appreciated! 🙏 🙂
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jetsetdanny reacted to The-Red-Bayron in Blagger for the Spectrum
Yes I am quite happy to do the conversion myself, it was just to see if there was any interested in the finished game once it is done.
Thanks for the offer to playtest it 👍When I am working on the different levels it is very easy to miss something so an extra pair of eyes is appreciated.
All the best,
B
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jetsetdanny got a reaction from JianYang in Blagger for the Spectrum
Hi, my reply to your question would definitely be "Yes", with the understanding that you're not asking others to embark on this task (I couldn't right now or in the foreseeable future due to lack of time) but rather checking if others would be interested if you went ahead with the conversion 🙂 .
Yes, it will be nice and definitely appreciated if you do it 🙂 . I will also be happy to playtest as usual before the final release.
And I will second JianYang's affirmation: "There can never be too many Manic Miner levels." 😁
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jetsetdanny reacted to JohnElliott in I suck at introductions tbh...
Well, Linux is my main operating system and the one I wrote JSWED on, so it ought to be possible to build it (I use Ubuntu 24.04.4 LTS). So I'd:
Install the SDL 1.x compatibility libraries. In Ubuntu these are the libsdl1.2 and libsdl1.2-dev packages. I think libsdl-image1.2 and libsdl-image1.2-dev may be required as well. Install libxml (packages: libxml2 and libxml2-dev) Downloading the source code for JSWED from the link @jetsetdanny gave. Unpack the archive into a directory. Open a terminal window. Use cd to change to the directory where you unpacked jswed, and type ./configure && make && sudo make install If it built and installed without errors, then typing jswed at a command prompt will launch it.
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jetsetdanny reacted to JianYang in Manic Miner Web
Maybe we can figure out what the problem is before this thread is closed?
@fawtytoo, I understand there were issues about the appropriate amount of credit given to you in the love2d version. I cannot say anything about that, because it seems to have been fixed since then. But what are the issues with @monkeyx's C port? It seems you have released the original under a very permissive license and I fail to see a problem with monkeyx's fork.
I would very much love to see a version of your excellent port with additional levels and a level editor. So what are the issues and what needs to change to make this a reality?
Thank you for your great work and hopefully for a reply that clears things up.