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UncleWan got a reaction from jetsetdanny in [File] Plants vs Zombies
Thank you for playing my game,MikeH!
The rooms to the right of 'Big Trouble with Little Zombie' were all created by Daniel Gromann, because I ran out of inspiration. Danny added a lot of fun challenges in these rooms, some of which require using bugs to complete.
To reach the right side of this room, you also need to use a bug—Wiily can pass through the floor blocks when jumping to the left from a certain distance.
I made a GIF to explain this room; hopefully it can help you.🙂
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UncleWan got a reaction from jetsetdanny in [File] JSW in London
I used TileMap made by Simon Owen to open JSW in London. This software lets you watch the entire dynamic room layout while playing JSW. I knew I probably wouldn't be able to explore all the rooms without cheating.
The rooms are all beautiful and very creative. I really love the JSW mural in 'Masterpiece of the tenth art'! I even saw the mermaid Maria.🤣
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UncleWan got a reaction from Hervé AST in [File] JSW in London
I used TileMap made by Simon Owen to open JSW in London. This software lets you watch the entire dynamic room layout while playing JSW. I knew I probably wouldn't be able to explore all the rooms without cheating.
The rooms are all beautiful and very creative. I really love the JSW mural in 'Masterpiece of the tenth art'! I even saw the mermaid Maria.🤣
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UncleWan reacted to MikeH in [File] Plants vs Zombies
Thanks @UncleWan, I will give it a go.
I had noticed that unusually placed block but I'm not familiar enough yet with the various bugs that can be exploited. So your gif really helps 🙂
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UncleWan got a reaction from MikeH in [File] Plants vs Zombies
Thank you for playing my game,MikeH!
The rooms to the right of 'Big Trouble with Little Zombie' were all created by Daniel Gromann, because I ran out of inspiration. Danny added a lot of fun challenges in these rooms, some of which require using bugs to complete.
To reach the right side of this room, you also need to use a bug—Wiily can pass through the floor blocks when jumping to the left from a certain distance.
I made a GIF to explain this room; hopefully it can help you.🙂
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UncleWan got a reaction from Hervé AST in [File] Plants vs Zombies
View File Plants vs Zombies
Hello everyone.
This is my first official JSW48K game, Plants vs Zombies.
This project is heavily inspired by the classic game Plants vs. Zombies officially developed by PopCap Games, drawing references to its character sprites, visual assets and original soundtracks.
In April 2025,l started the work of this project.
I would like to express my sincere gratitude to Daniel Gromann for his great support and contributions. He optimized and upgraded the game engine, integrated new background music together with complete audio playback logic, enriched the sprite resource library, designed more than ten extra game scenes, and finished the title screen design and other related content. I apologize if there are any unmentioned contributions.
For more details, please read the 'ReadMe' in the file.🙂
Submitter UncleWan Submitted 05/16/2026 Category Jet Set Willy [Remakes]
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UncleWan reacted to MikeH in [File] JSW in London
I'm looking forward to this one! It's next on my list if I can finish Plants vs Zombies.
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UncleWan reacted to Hervé AST in [File] JSW in London
View File JSW in London
Hello everyone,
I am pleased to announce the release of my seventh game, "JSW in London."
"JSW in London" takes place in the magnificent city of London! You will discover iconic landmarks as well as numerous references to cinema, history, and famous figures inextricably linked to the city.
Just like in my first game, "JSW in Paris," the adventure begins at the airport, but this time Willy arrives aboard a Boeing 747 SP rather than an Airbus A380.
It is entirely possible to complete the game without losing a single life.
Three special bonus rooms offer the chance to earn extra lives; expert players can thus finish the game with a total of 10 lives!
The game features 128 rooms.
You must collect 256 items to unlock the final sequence at St Pancras Station.
"JSW in London" has been translated into five languages:
English Spanish Portuguese Italian French This game was created using the JSW64 W variant.
I hope you enjoy playing it !
See you soon for future game projects!
Best regards,
Hervé AST
Submitter Hervé AST Submitted 09/20/2026 Category Jet Set Willy [Remakes]
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UncleWan reacted to MikeH in [File] Plants vs Zombies
Great game, @UncleWan, I'm really enjoying it! But I'm stuck and I need some help.
I have 183 items and can't find any more areas to explore. I see an item on the right hand side of Big Trouble in Little China, but I'm on the left hand side and can't get to it. I'm not even sure if that's the way I need to go.
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UncleWan reacted to obo in TileMap 2.x
@jetsetdanny Jet Set Lemmy runs fine in TileMap, but the map layout definitely needs some fixing. The music in bank 4 means some junk rooms are added by the room scanner, but they can be removed using a layout override.
If you want to try the whole process (which should be the same for any new JSW game):
Load the tape image into your favourite Spectrum emulator. Save a SNA snapshot of the game to C:\Users\YourUser\Documents\TileMap\games\JSW128\Jet Set Lemmy.sna Ensure the snapshot name is how you want it to appear in the game browser. Save a 256x192 screenshot of the game to C:\Users\YourUser\Documents\TileMap\thumbnails\JSW128\Jet Set Lemmy.png Start TileMap and browse to the JSW128 section to find it, since it's using the JSW128 engine. Hold Shift as you double-click the game to start, which saves a map layout. Open C:\Users\YourUser\Documents\TileMap\layouts\JSW128\Jet Set Lemmy.txt to see the room layout Make fixes -- in this case you definitely want to remove the two bottom-most blocks of rooms with numbers >= 0x80 Make any fixes to the layout too, moving rooms around as necessary. In TileMap, return to the game selection and re-open the game (no need to restart the whole app) Verify the map layout is correct, repeat until happy. Take care with the layout files as the format is very strict. If it contains any format errors or duplicate room numbers the override layout will be silently ignored, and the default/detected map layout will be used instead. If the layout feature is used by others I'll improve error reporting, rather than relying on it just stopping in my debugger.
The infinite lives and infinite time patches are detected at runtime, and if found they're available on the pause menu. For this game both were successfully detected from the standard JSW128 code. If any of the other code patches aren't compatible it'll show the missing patch details, and refuse to run the game. In that case I can extend the patch support to fix it.
I'd be happy to accept new games and layout files, if I haven't already added them. If Pasmo hasn't mapped the games it'll take more time, unless someone involved in the development knows what the game should look like. 🙂
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UncleWan reacted to Paula Silva in Matthew Smith contact
Hello from Portugal. My name is Paula Silva, I'm a portuguese electronics engineer, trainer and CEO of PSiTech, an electronics R&D & repair company.
I'm creating a new ZX Spectrum interface, so I'm trying to get in touch with Matthew Smith regarding some historical research into his Tandy/TRS-80 development setup and the way he transferred his Spectrum programs from the Tandy. I'm particularly interested in the technical details of the system he used for Manic Miner and Jet Set Willy. If anyone has a current way of contacting Matthew, I'd be very grateful.
Thanks in advance.
-= Paula Silva =-
https://www.facebook.com/PaulaSilvaTechnologies
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UncleWan reacted to jetsetdanny in [File] Jet Set Lemmy
It looks like the downloads in the Download section are not highlighted as new by being shown in the 'What's New' section after they are updated.
So, to draw everyone's attention to this recent release, I will post this message.
Version 2.0.0 of Jet Set Lemmy was released last Friday: a result of Lemmy's and my work over the last year and a half, roughly.
Please have a look at Lemmy's comments posted where you can download the game from. I will just elaborate on the game's being unprecedented in terms of in-game music variety. It features a title-screen tune and 25 in-game tunes, custom-coded in the JSW128 music format, most of which have never been used in any JSW game before. This is possible thanks to a technical solution whereby the in-game tunes are stored in Memory Bank 4 (normally used for room data), and the tune for a given room is copied to a buffer in Memory Bank 0 upon entering the room and played from there. And I believe this makes the game much more enjoyable than having the same tune throughout.
Jet Set Lemmy now also has its own page on JSW Central.
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UncleWan reacted to Hervé AST in JSW In London
Hello to the community and to all fans of the game JET SET WILLY !
I am pleased to announce that the release of my seventh JSW game "JSW IN LONDON" is scheduled for September 20, 2026.
The game takes place in the magnificent city of London!
You can discover its iconic landmarks as well as numerous nods to films and personalities inextricably linked to the city—not to mention a touch of history!
Naturally, this reflects my personal vision and draws inspiration from my own travel memories. I hope these references will resonate with other players as well.
I also want to point out that this game is free; these tributes are included simply because I couldn't imagine creating a game set in London without them. It is my way of thanking everyone who has inspired me—and continues to do so today. I hope it is perceived that way.
The game consists of 128 rooms.
It begins at the airport, just like my first game, *JSW in Paris*, but this time aboard a Boeing 747 SP rather than an A380.
It is possible to complete the game without losing a single life.
Three bonus rooms offer the chance to earn an extra life; you can therefore finish the game with a total of 10 lives.
This seventh JSW game was the most complex to design and required the longest development time.
I also spent three weeks in August thoroughly testing it.
"JSW in London" has been translated into five languages:
English
Spanish
Portuguese
Italian
French
I sincerely hope it will soon be translated into Polish as well, just like my previous games.
I tried doing it myself, but I wasn't at all convinced by the result.
Circumstances meant I had to handle every stage of the translation and testing myself.
It was a first for me, and it wasn't easy. I hope that for future games, my longtime friend will be able to bring his magic and technical expertise back to the project, as I really missed that.
So, mark the release date in your calendars:
JSW IN LONDON September 20th!
See you soon.
Hervé
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UncleWan reacted to MtM in https://miner-willy.com/
The only positive thing is if MS makes some kind of money from it. Can't even think it will attract new players to the original really.
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UncleWan reacted to jetsetdanny in Back to the Community!
Hi Adban,
It's great to know you are back and that you are motivated to finish "Roddënwald"! 🙂 It definitely deserves it! 🙂
If I can help with further/final playtesting when the game is ready for it, I will be happy to do it.
Also, for the record, your identity on JSW Central is established as "Fabián Álvarez López (Adban de Corcy)". I hope "Roddënwald" ("Jet Set Jason in Roddënwald" I think may be the full title, if I remember correctly) will be released under the same author, not to create any confusion 🙂 .
It's great that you're back, really! 😁
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UncleWan reacted to Korzy_iz_Adb in Back to the Community!
Hello there! I'm just writing to inform you that, after a looooong hiatus and several personal crisis, I think I'm ready to go back to the community and fairly motivated to finish my game "Roddënwald".
Just saying "Hello!" and, you know, greet you all, old friends and new friends-to-be!
This is Adbán, or Kórzhin iz Adbán, or Adbán de Korzy, the one and only. Reject imitations and cheap copies.
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UncleWan 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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UncleWan got a reaction from jetsetdanny 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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UncleWan 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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UncleWan got a reaction from obo 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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UncleWan 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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UncleWan reacted to jetsetdanny 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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UncleWan 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.