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zub reacted to ZedEighty in Willy in 3D
Hallo Everyone!
I was directed here by Stuart Brady on the Spectrum 4 Ever Facebook group. I've been dabbling with 3D printed models and have designed a few based on characters from Matthew Smiths' classics. After I posted some pics on FB Stuart suggested that you folks here may also like to see what I've made:
http://img.photobucket.com/albums/1003/dave_c4/3d%20prints/2015-11-18%2000.26.37_e1_zpslr04sezx.jpg
http://img.photobucket.com/albums/1003/dave_c4/3d%20prints/2015-11-18%2000.06.29_e1_zpsvmhd7pdu.jpg
http://img.photobucket.com/albums/1003/dave_c4/3d%20prints/2015-11-19%2020.35.25_e1_zpsrf4bthex.jpg
http://img.photobucket.com/albums/1003/dave_c4/3d%20prints/2015-11-19%2001.45.42_e1_zpsmwamcsuv.jpg
http://img.photobucket.com/albums/1003/dave_c4/3d%20prints/2015-11-19%2001.53.00_e1_zps6jgiepk3.jpg
The models are printed in laser-sintered nylon, and are about 4 cm tall. The non-white model parts have been dyed. I designed the 3D models myself, and had them printed by Shapeways.
David :-)
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zub reacted to Martyn Carroll in JSW - Memotech MTX version
Greetings! I don't think this version has been covered before (I didn't know it existed until recently).
It's quite similar to the MSX version, but it's not by Cameron Else. It was converted by Mark Lawrence.
Anyway, the interesting bit is that it includes extra screens! There are two I've found, both to the right of The Security Guard. There's maybe more, although I have checked most of the map and haven't found any others so far.
The screens are attached to the post. 'The Front Lawn' is quite interesting as the car moves left and right, making it a rare instance of a large, horizontal moving guardian.
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zub reacted to Kees van Oss in JSW Acorn Atom version
Hi guys,
I started a Manic Miner conversion for the Acorn Atom but got stuck in the collision routines.
After a lot of unsuccessful attemps, I decided to stop this conversion for now.
However ... I do like converting games so I started to convert Jet Set Willy.
This is looking very promising and the game is already working.
There are still a few things to do like adding sound, and decent testing.
The animation is looking terrible on Youtube but is good on a real Atom
Greetings
Kees van Oss
https://youtu.be/DqhyjmYD540
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zub reacted to Spider in Manic Miner Sam Coupe Version
I know what you mean. :)
It does play nice but now you mention it the collision detection does not seem as tolerant as the Spectrum version. In particular in the Central Cavern is very easy to hit one of the nasties on the top of the screen when you're collecting the top items. :unsure: , not really sure how else to describe it.
I could not get the 'cheat' to work. I (think) there are two versions floating about, a 'demo' version that lacks the cheat and the 'full' one that has it. The demo contains the normal levels though. I need to look into this if no one else wants to at some point.
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zub got a reaction from Spider in Manic Miner Sam Coupe Version
Hmm? I thought you just pressed 1, 2 or 3 at the title screen to choose a level set.
The game lacks the charm of the Spectrum version in my opinion. I really dislike the conveyor belts, in particular. I
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zub got a reaction from Spider in Jsw MSX / Tatung Einstein
I have uploaded to YouTube a walkthrough of JSW for the MSX based on Geoff Neil
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zub got a reaction from jetsetdanny in The mysterious Room 47
The screen consists entirely of background tiles, and the graphic data for the background tile is blank (with black-on-black attributes), but parts of the room data actually contain code remnants. Take a look at the SkoolKit disassembly.
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zub got a reaction from Spider in The mysterious Room 47
The screen consists entirely of background tiles, and the graphic data for the background tile is blank (with black-on-black attributes), but parts of the room data actually contain code remnants. Take a look at the SkoolKit disassembly.
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zub reacted to Spider in Manic Miner in development for Acorn Atom
I concur that does look quite good. :)
If you take a look at the BBC versions of MM and then JSW, the 'engine' in JSW does not seem to suffer from the flicker at all (or very little) , I'm not sure if that is going to be any assistance though.
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zub reacted to jetsetdanny in Manic Miner in development for Acorn Atom
It looks very promising, Kees. Keep up the good work and let us know when your Atom conversion is ready!
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zub reacted to Kees van Oss in Manic Miner in development for Acorn Atom
Hi guys,
do you like my BBC to Atom conversions ....... ;)
I love writing software for the Atom. The MM intro screen is ready now:
https://www.youtube.com/watch?v=IZECR2_gga4
The game is not finished yet, I'm still having trouble with the collision routines.
MM can stand on top of a monster and the highest keys can not be reached so it still needs some work.
The flicker is not all gone because the MM plot routine is the same as the BBC version which maybe can be less if triggered by vsync.
PS You can see more of my conversions here: https://www.youtube.com/user/oss003/videos
Greetings
Kees
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zub reacted to 8bit in New (2015) Ti-99/4a conversion of JSW
Hi
This is my first post here but I thought your community might like to know that even in 2015 there are still people writing new conversions of Matthew's epic game.
Over on the AtariAge forums, Ti coder Rasmus Moustgaard has just released a new conversion for the Texas Instruments Ti-99/4a, based on the ZX Spectrum original.
Rasmus has made some fantastic conversions to the Ti in recent years. Sabre Wulf (again, based off the Spectrum original) was his last completed project.
I've been playing his Ti conversion of JSW non-stop for the last couple of days and have assisted in fine-tuning Rasmus' code. He's since made a couple of updates based on my feedback.
Feedback from others would be welcome as Rasmus is something of a perfectionist and coming from JSW enthusiasts would only improve matters further.
Having played only the ZX Spectrum version until discovering emulation, I'm very biased toward the Sinclair original but the new Ti version is an almost perfect conversion which seems to be improved by smoother sprites. Even in its complete yet beta stage, it might become my preference over the ZX original.
The final release version, which will run on emulators or real hardware can be found over at the AtariAge forums at the link below.
http://atariage.com/forums/topic/238043-jet-set-willy/?p=3242035
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zub reacted to IRF in Jsw MSX / Tatung Einstein
Going by this quote, my preferred location for a second object in AtWB doesn't accord with his interpretation of the machine code: "One of the items on The Beach is intended for a different room, but the x-coordinate byte is correct. The y-coordinate may be correct, or may be eight squares too low."
I do think I've identified the optimum place to put it from a gameplay perspective though.
Also, in terms of x and y coordinates it's not that far off where you put the extra item on The Beach in the 2015 bug fix edition (in the waves)?
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zub got a reaction from Spider in Jsw MSX / Tatung Einstein
To be honest, I imagine that for some screens, the items were planned to begin with, but in other cases, the items have been sprinkled on towards the end of development. I can definitely believe Matthew Smith was fed up with it at that point, and that
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zub reacted to Spider in Jsw MSX / Tatung Einstein
If you do the official 'Move' poke for it aka POKE 42183,11 it goes to The Hall (but as noted its still invisible) :)
Here is where it 'appears' if you apply that poke, I gave it a temporary shape simply so you can see it. Its X/Y position has not altered though that I note, only its screen appearance.
I would (guess) that perhaps it should of gone into Ballroom East instead simply as there is an item graphic already designed, then again there are several screens without objects that have item graphics already present.
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zub got a reaction from Spider in Jsw MSX / Tatung Einstein
It always seemed to me that perhaps there was something missing in Ballroom East although would think perhaps it would go on the platform above, meaning you
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zub reacted to Spider in Jsw MSX / Tatung Einstein
It does not actually fit many screens, as either its "in the air", in an earth cell or in the path of a nasty.
Disregarding screens where it is "in the air" really it only leaves two: Ballroom East and The Hall, so I placed it there:
Its effectively "AT 13,22" so to speak. Interestingly the item graphic for Ballroom East was already defined, I quickly defined one for The Hall just to show its place.
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zub got a reaction from Spider in Jsw MSX / Tatung Einstein
I guess we agree on Swimming Pool. I was sure other screens had white ropes, but apparently not! Cyan seems the least intrusive colour. On the Spectrum, if we use the same attributes as the MSX, the engine can