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andrewbroad

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Everything posted by andrewbroad

  1. If I ever get round to writing my H* game engine, then I will name my first game H* Original, so that I will never have to write
  2. I'm not working to any predefined retirement age. My philosophy is to make hay while the sun shines, and maybe make H* when it does not (depending on which dark eventuality forces me to stop working). I cannot imagine living to 100 unless the nanobots of everliving life are invented soon. Perhaps there's a game idea in that...
  3. Yes, the H* games would be platformers (without excluding the possibility that they may contain minigames of different genres, although that
  4. It was the same word, but then I decided to abbreviate it to H*, and to avoid any commitment as to what it stands for. My vision for H* has changed radically since 2009. Rather than make it a JSW64 game, I would now write the H* game engine from scratch, hence my interest in Jonathan Cauldwell
  5. That's something I'd love to get into, if I have time between my retirement and my death. ?
  6. The BASIC loader calls USR 33792.
  7. I think it would be better to check for Earth cells at head height when walking, but not when jumping, as this would retain a spectacular class of quirky features. So the following features would be removed... walking left through Earth cells at head height; walking up through overhead Earth cells on
  8. In Z80 machine code, CALLing a subroutine pushes the address of the next instruction after the CALL instruction onto the stack, and sets the program counter to the address specified by the CALL instruction, so as to execute the subroutine. RETurning from a subroutine pops the return address off the stack, and sets the program counter to the return address, so as to execute the next instruction after the CALL. Whereas a jump (JP or JR) instruction simply sets the program counter without affecting the stack. So a subroutine is a CALLable sequence of instructions with at least one RET instruction.
  9. It could be useful to have a room-setup patch vector in addition to the main-loop patch-vector. John Elliott
  10. It looks to me like a guardian is colliding with the pixels for the picture that appears in the upper eight character-rows of the title screen and of Room 19. If this is indeed the case, then the three possible solutions would be: (a) to edit or delete the offending guardian; (b) to clear enough pixels from the picture to accommodate the guardian; (c) to patch the Manic Miner game engine so that guardians collide with the pixels of the player only.
  11. Issue 150 of Retro Gamer magazine has six pages devoted to Matthew Smith and his classic Spectrum games Manic Miner and Jet Set Willy.
  12. Booty is one of my all-time favourite games, too: an atmospheric and very scary platformer. There's actually an article about it in the latest issue of UK magazine Retro Gamer. How wonderful it would be to see a game that combined the features of Booty (ladders, doors, lifts, vanishing floors, exploding items, &c.) with the exquisite game-mechanics of JSW!
  13. "Tree Root" [46] has its right-exit set to 47.
  14. Congratulations for solving my final challenge to the MM/JSW community (at least while I still have my current job). To load
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