Jump to content
Jet Set Willy & Manic Miner Community

andrewbroad

Contributor
  • Posts

    108
  • Joined

  • Last visited

Reputation Activity

  1. Like
    andrewbroad reacted to Norman Sword in Jet Set Willy cycle randomiser - mod idea   
    The colours are from an lcd widescreen monitor. Nothing special.~

    Provided here is the final version of the random patch. This is similar to the listing I provided, but is extended in scope.
    Using an original JSW file - which I am not providing.
     
     
    ; Load JSW  - ORIGINAL  - RETURN TO BASIC
    ; load this file over JSW - a 238 byte file - code loads at 65400
    ; RANDOMIZE USR 65400  - TO INSTALL PATCH
    ; RANDOMIZE USR 33792  - TO PLAY

    Not extensively tested - main purpose is to see what the game runs like when modified in such a way.
     
    This file is one byte bigger. Which shifts the room data by one byte and corrects the problem (I hope)
     
     
     
    rand_sp.tap
  2. Like
    andrewbroad reacted to Norman Sword in Jet Set Willy cycle randomiser - mod idea   
    DSCF9962.MOV The centipede moving with a smoother path.    
  3. Like
    andrewbroad got a reaction from jetsetdanny in Jet Set Willy cycle randomiser - mod idea   
    I would keep the guardians in phase, by advancing each guardian’s position the same random number of times before the start of play in a room.
  4. Like
    andrewbroad reacted to Norman Sword in Jet Set Willy cycle randomiser - mod idea   
    This has been tested and works exactly as specified. It needs the room data changing to stop the giant heads being shifted and the forgotten Abbey and the attic data being shifted- An easy enough task
    Half an hour to write.
    Somewhere near the end of the room set up a call is made to rephase_room
    The data at offset #e0 in every room is changed to #00 modify the sprites or #ff leave alone. Or the bits in the byte signal which sprites must be left alone. So writing 1110 0000b would instruct the routine to leave the first three sprites alone. ( eg. stop it phase shifting the big heads if they are the first 3 sprites in a room)
     
     

    random_sp      equ    #80e0
    return_2_me    equ    #91b6
    entity1             equ    #8100

    ; rephase a room
    rephase_room:
        ld    hl,random_sp     ; this address is any free byte in the room data - each room needs this setting up - most rooms can be left as zero
        ld    a,(hl)
        cp #ff
        ret z
        ld    c,a        ; this is the entity bit move mask
    ;initialise the guardians
        ld    a,#c9
        ld    (return_2_me),a   ; modify the next sprite entry  - return2 me is at address #91b6
        LD IX,entity1        ;  Point IX at the first byte of the first entity buffer at L8100
    Phase_shift:
    ;test the end of sprite data then test the bit held in c; this signals a possible move
        LD    A,(Ix+0)
        inc a  ; cp #ff
        jr    z,no_more
        bit    7,c
        jr    nz,a_static
        cALL    RANDOM
        AND    127
        INC    A ; instead of INC B 
        LD    B,A
    SHIFT_IT
        PUSH    BC
        CALL    L90C4        ; MOVE THE SPRITE
        POP    BC
        DJNZ    SHIFT_IT
    a_static
        ld    de,8
        add    ix,de
        rlc    c
        jr    Phase_shift
    ; ensure it is put back
    no_more
        ld    a,#11            ;ld de,#
        ld    (return_2_me),a
      ret
     
    ; the RANDOM routine does not produce RANDOM numbers it produces a sequence of numbers that is fixed in sequence. The number of digits in the sequence is large before it repeats. At machine speed calling random will produce a pattern based on its output.
    RANDOM:
        PUSH    HL
    S_M_C_address equ    $+1
        LD    HL,$-$
    S_M_C_SEED     equ    $+1
        LD    A,$-$
        xor    (HL)
        XOR    L
        XOR    H
        inc    hl
        res    5,h
        LD    (S_M_C_address),HL
        LD    (S_M_C_SEED),A
        POP    HL
        RET
    ; *** NOTE ***  only 6 rooms have a value that is not 0 (zero) - 7,20,28,39,42,48 ---- rooms value start at 1 in this list
    ; values for byte #e0
    ;"The Off Licence" 1
     db #00
    ;"The Bridge" 2
     db #00
    ;"Under the MegaTree" 3
     db #00
    ;"At the Foot of the MegaTree" 4
     db #00
    ;"The Drive" 5
     db #00
    ;"The Security Guard" 6
     db #00
    ;"Entrance to Hades" 7
     db 11100000b    ;<<<<<<<<<<<<<<
    ;"Cuckoo's Nest" 8
     db #00
    ;"Inside the MegaTrunk" 9
     db #00
    ;"On a Branch Over the Drive" 10
     db #00
    ;"The Front Door" 11
     db #00
    ;"The Hall" 12
     db #00
    ;"Tree Top" 13
     db #00
    ;"Out on a limb" 14
     db #00
    ;"Rescue Esmerelda" 15
     db #00
    ;"I'm sure I've seen this before.." 16
     db #00
    ;"We must perform a Quirkafleeg" 17
     db #00
    ;"Up on the Battlements" 18
     db #00
    ;"On the Roof" 19
     db #00
    ;"The Forgotten Abbey"  20
     db #ff      ;<<<<<<<<<<<<<<<
    ;"Ballroom East" 21
     db #00
    ;"Ballroom West" 22
     db #00
    "To the Kitchens Main Stairway"  23
     db #00
    ;"The Kitchen" 24
     db #00
    ;"West of Kitchen" 25
     db #00
    ;"Cold Store" 26
     db #00
    ;"East Wall Base" 27
     db #00
    ;"The Chapel" 28
     db 11100000b       ;<<<<<<<<<<<<<<<
    ;"First Landing" 29
     db #00
    ;"The Nightmare Room"  30
     db #00
    ;"The Banyan Tree" 31
     db #00
    ;"Swimming Pool" 32
     db #00
    ;"Halfway up the East Wall" 33
     db #00
    ;"The Bathroom" 34
     db #00
    ;"Top Landing"  35
     db #00
    ;"Master Bedroom" 36
     db #00
    ;"A bit of tree" 37
     db #00
    ;"Orangery" 38
     db #00
    ;"Priests' Hole" 39
     db 11100000b       ;<<<<<<<<<<<<<<<
    ;"Emergency Generator"  40
     db #00
     db Jones will never believe this"  41
     db #00
    ;"The Attic" 42
     db #ff      ;<<<<<<<<<<<<<<<
    ;"Under the Roof" 43
     db #00
    ;"Conservatory Roof" 44
     db #00
    ;"On top of the house" 45
     db #00
    ;"Under the Drive"  46
     db #00
    ;"Tree Root"  47
     db #00
    ;"[" 48
     db #FF    ; no sprite data       ;<<<<<<<<<<<<<<<
    ;"Nomen Luni" 49
     db #00
    ;"The Wine Cellar" 50
     db #00
    ;"Watch Tower" 51
     db #00
    ;"Tool Shed" 52
     db #00
    "Back Stairway" 53
     db #00
    ;"Back Door" 54
     db #00
    ;"West Wing"  55
     db #00
    ;"West Bedroom" 56
     db #00
    ;"West Wing Roof" 57
     db #00
    ;"Above the west Bedroom"  58
     db #00
    ;"The Beach" 59
     db #00
    ;"The Yacht"  60
     db #00
    ;"The Bow"  61
     db #00

    The data followed by ;<<<<<<<<<<< is indicating values that are NOT zero
     
     
     
     
     
  5. Like
    andrewbroad got a reaction from Spider in Jet Set Willy cycle randomiser - mod idea   
    I would keep the guardians in phase, by advancing each guardian’s position the same random number of times before the start of play in a room.
  6. Like
    andrewbroad got a reaction from IRF in Jet Set Willy cycle randomiser - mod idea   
    I would keep the guardians in phase, by advancing each guardian’s position the same random number of times before the start of play in a room.
  7. Like
    andrewbroad reacted to jetsetdanny in JODI's "Jet Set Willy Variations"   
    I am pleased to announce that a thorough analysis of JODI’s Jet Set Willy Variations has been added to JSW Central. Please read on for the links.
    I felt it was something that was long overdue. The only info about these mods I had came from Andrew Broad's old list of MM/JSW games, where it says, "JODI (Joan Heemskirk and Dirk Paesmans) entered six weird variations of the original JSW in an art-exhibition called Seeing Double: Emulation in Theory and Practice (Solomon R. Guggenheim Museum, New York City, 19th March - 16th May 2004). See also their website, which has a different set of SNA files from those hosted here!"
    So back in October or November 2019 I started serious research on this subject. It turned out to be a huge, daunting task, for reasons I will describe below. I continued to work on it on and off, increasingly feeling that I had to complete this task and update JSW Central before I could proceed with any other substantial updates.
    My work on this project involved searching the web for information about JODI and their artistic work, searching the web for other versions of JSW Variations than the ones mentioned by Andrew (I found some 20 different game files in total, with time stamps ranging from 2003 to 2016), comparing them (down to code comparison in SPECSAISIE) to see how they differ, and playing them to completion or as near completion as possible. When I determined that some files were not completable, even though it looked like they should be (it was just an error or two that prevented them from being completable, not a conscious design), I came up with their bugfixed versions. Then it was recording RZX walkthroughs, taking screenshots of every room (over 800 in total), creating individual web pages for them on JSW Central, updating the main list of games with a new category, etc. All in all, a lot of work, but I am glad I have finally been able to make it public 🙂.
    The main page on JSW Central devoted to JODI's JSW Variations is here. It presents some quotes from various online sources that I think explain well what it's all about, an overview of the game files I have found and links to their individual pages.
    There are five JSW Variations by JODI which I classified in a new subsection I added to "II. Jet Set Willy (JSW48)" - the list of Games using Matthew Smith's original Jet Set Willy game engine for the 48K Spectrum and its modifications. The new subsection is called "C. Artistic modifications of the original Jet Set Willy" and currently includes the following game files by JODI:
    COPYCARD
    This variation is based on the copy-protection card: a red, blue, green and magenta grid that shipped with every copy of the original game. The pattern provided access codes that were necessary to launch the game (the colours are mapped into numbers that can be entered on the keyboard).
    STORY
    This variation lets the protagonist wander around the text, spelled in all capital letters and without punctuation marks, of the first part of the instructions from the original JSW: ""Miner Willy, intrepid explorer and nouveau-riche socialite, has been reaping the benefits of his fortunate discovery in Surbiton. He has a yacht, a cliff-top mansion, (...)".
    SURBITON
    In this particular variation the protagonist, a BRIGHT white square, moves across screens which are either one colour (BRIGHT green or BRIGHT blue) or two colours (divided in half horizontally or vertically, BRIGHT blue and green). No other colours are present in the game, apart from some entirely black Fire cells. There are no guardians in the game.
    SPRITES
    This variation lets the protagonist wander around blown-up sprites of guardians from the original JSW. The whole game is in black and white; there are no other colours.
    KEYWORDS
    This variation offers maze-like screens across which the protagonist moves as an evolving black square (at times just becoming a black dot or a couple of joint dots). There are no guardians in the game. 
    I decided to place these games in a separate subsection because of their characteristics. None of them is either toilet-, Maria- or bed-completable by design. STORY and (a bugfixed version of) KEYWORDS are item-completable. So is SPRITES, but it only has one item. In the case of COPYCARD (a true horror to move around!) and SURBITON only part of the items can be collected; some are unreachable (that's my conclusion, at least - please correct me if I'm wrong!). Moreover, in the latter game file all items are amassed in one room. All in all, a strong characteristic of these games is that they are evidently not meant to be played with the aim of completing them. I believe they should be enjoyed as works of art, pieces of artistic expression which you can admire while roaming around the screens, but not really complete by triggering a toilet run or anything like that.
    Still, I did look at them as if they were "normal" games and did my best to determine the degree of their completability.
    I also added three of JODI's JSW Variations to the list of "Versions and minor mods of the original Jet Set Willy", as, in my opinion, they belong there according to their characteristics. They are fully playable (and toilet-completable after ironing out some bugs), they preserve the layout of the original JSW (with some very minor changes) and their editing involved mainly changes to cell patterns and colours.
    These three variations are:
    jsw011
     It shows all of the elements of the game as squares of colour attributes.
    jsw012
    It shows all of the elements of the game as squares in black and white.
    jsw013
    It shows all of the cells in the game as letters symbolising their type (A for Air, E for Earth, W for Water, etc.).
    You can refer to the individual games' pages linked above to read more detailed info about them, have a look at the screenshots and download both JODI's original files and my bugfixes of some of them. You can also download a ZIP file with my RZX recordings of the various versions of these games from RZX Archive.
    Some websites mention that 10 or approximately 10 JSW Variations have been created by JODI. I have been able to find 8 (that's without counting the different versions of each variation, e.g. I've found three different versions of jsw011, four different versions of STORY, etc. - they are all analysed in detail). Please let me know if you know of/have any other versions than the ones discussed on JSW Central. Please also let me know if you find any errors or discrepancies in my descriptions of them or have any other comments regarding info about JODI's JSW Variations on JSW Central. 🙂
  8. Haha
    andrewbroad got a reaction from IRF in Manic Miner 3D   
    I thought vice presidents were so named for their immoral or wicked behaviour. 😉
  9. Haha
    andrewbroad got a reaction from jetsetdanny in Manic Miner 3D   
    I thought vice presidents were so named for their immoral or wicked behaviour. 😉
  10. Like
    andrewbroad got a reaction from jetsetdanny in Manic Miner 3D   
    Because a bicycle has two wheels, not twenty.
  11. Like
    andrewbroad got a reaction from IRF in Manic Miner 3D   
    Because a bicycle has two wheels, not twenty.
  12. Like
    andrewbroad got a reaction from IRF in Manic Miner 3D   
    Because it’s from the Latin word vicenārius.
  13. Confused
    andrewbroad got a reaction from Spider in Manic Miner 3D   
    I did have a few good dreams as a tricenarian, but my vicenarian dreams were by far the best.
  14. Like
    andrewbroad got a reaction from jetsetdanny in Manic Miner 3D   
    No promises, but I have added it to my list of MM/JSW room-ideas.
  15. Like
    andrewbroad reacted to jetsetdanny in Manic Miner 3D   
    "Vicenarian Nights" would make a nice room title in a new JSW game 🤪.
  16. Like
    andrewbroad reacted to jetsetdanny in Cheat modes in JSW128   
    RuffledBricks, since this is the first time I am addressing you, (a much belated) welcome to the forum! 🙂
    Thank you for your excellent contributions. I will refer to them more in detail when time permits, which may be between a week and two-three weeks from now.
    The list of the room codes for Writetyper in JSW128 you are asking for has indeed been compiled and is available on The Tipshop:
    https://www.the-tipshop.co.uk/cgi-bin/info.pl?name=Jet Set Willy 128K
    I hope that helps 🙂.
  17. Like
    andrewbroad got a reaction from jetsetdanny in [File] Jet Set Willy: The Nightmare Edition   
    ^ Awesome! That must have taken a lot of planning.
  18. Like
    andrewbroad reacted to RuffledBricks in Manic Miner 3D   
    Discussed this on stream some months ago and I had some thoughts about the project.
    Firstly, Blake's soundtrack is superb. I love the combination of the orchestral composition with the 8-bit sounds laid over the top. Plus the inclusion of the original sound effects is cool too, and Eugene's "Yesyesyesyes" is funny.
    The dark and dingy aesthetic of the levels is very nice. One of the things you can easily forget in the original MM is that each of the levels is meant to be a cavern, as the bright colours and often strangely open-air level themes (Skylab anyone?) don't exactly scream 'underground lair'. So it's nice to have an art style that closer matches the situation now, and there's some beautiful details like the squid in the Cold Room. Plus it makes the end sequence where Willy reaches his house seem a lot more idyllic in this version.
    That said, one of the things I really like about the original is its surrealness - that there are penguins skating in the Cold Room or seals doing ball tricks in the Abandoned Uranium Works, for example, and you just have to accept it. Some of this playfulness seems to have been lost in the redesign, as the penguins now just hobble about and the seals' balls have been replaced with brain domes with their eyes hanging out. It seems like there's also broadly more of a shift towards the grotesque - Chomper's gums; the blood splatter in the Game Over screen; the, erm, suspicious stains on Eugene and his crew - which isn't quite as fun to me (although the redesign of Eugene as a shades-wearing urinal is inspired, as are the toilet spider legs). Maybe I'm just a bit squeamish.
    My only real qualm with the game in its current form is that I think Blake could push the level designs further and make more use of the third dimension. At present, most of the levels are heavily modelled on the originals, but with the elements distributed around the perimeter of the room. The best restructuring thus far is Abandoned Uranium Works, in which he's actually made the seals into a credible threat (which they weren't in the original). It'd be nice to see more reinterpretations like this.
    Overall though, I'd definitely be interested in seeing a finished version of this. Although I must admit I'd be more intrigued to see Jet Set Willy 3D...
  19. Like
    andrewbroad got a reaction from Spider in Jet Set Willy speedrunning videos   
    A cluster is a group of rooms positioned closely together. I can’t define it precisely, because it is a matter of opinion. For example, I might divide the original Jet Set Willy into the following clusters:
    The Kitchen [Rooms 22–24, 27–30, 33–35] West Wing [Rooms 25, 30–31, 36–37, 42–43, 51–60] The Forgotten Abbey [Rooms 4–6, 19, 45–46, 49] The MegaTree [Rooms 0–5, 7–9, 12–13] The East Wall [Rooms 10–11, 20, 26, 32, 38–41] The Roof [Rooms 14–18, 20–21, 42, 44, 48, 50]
  20. Like
    andrewbroad got a reaction from RuffledBricks in Jet Set Willy speedrunning videos   
    A cluster is a group of rooms positioned closely together. I can’t define it precisely, because it is a matter of opinion. For example, I might divide the original Jet Set Willy into the following clusters:
    The Kitchen [Rooms 22–24, 27–30, 33–35] West Wing [Rooms 25, 30–31, 36–37, 42–43, 51–60] The Forgotten Abbey [Rooms 4–6, 19, 45–46, 49] The MegaTree [Rooms 0–5, 7–9, 12–13] The East Wall [Rooms 10–11, 20, 26, 32, 38–41] The Roof [Rooms 14–18, 20–21, 42, 44, 48, 50]
  21. Like
    andrewbroad got a reaction from MtM in [File] Jet Set Willy: The Nightmare Edition   
    ^ Awesome! That must have taken a lot of planning.
  22. Like
    andrewbroad got a reaction from Spider in [File] Jet Set Willy: The Nightmare Edition   
    ^ Awesome! That must have taken a lot of planning.
  23. Like
    andrewbroad got a reaction from RuffledBricks in [File] Jet Set Willy: The Nightmare Edition   
    ^ Awesome! That must have taken a lot of planning.
  24. Like
    andrewbroad got a reaction from IRF in [File] Jet Set Willy: The Nightmare Edition   
    ^ Awesome! That must have taken a lot of planning.
  25. Like
    andrewbroad got a reaction from jetsetdanny in MM : Freeze-Frame   
    It sounds a bit like perpetual motion to me:
    POKE 35976,0 for Manic Miner (Bug-Byte); POKE 36801,0 for Jet Set Willy.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.