Jump to content
Jet Set Willy & Manic Miner Community

IRF

Contributor
  • Posts

    5,105
  • Joined

  • Last visited

Everything posted by IRF

  1. I don't suppose you left some of the POKES in place after your abandoned attempt? It might explain why overwriting the code at Room 63 causes problems.
  2. I wondered if you had something like the 'bad Pause-Bug fix' in place. See here for info: http://www.oocities.org/andrewbroad/spectrum/willy/bugs.html#pause_bug Or the Cell-Graphic bug fix provided by Skoolkit also uses addresses in Room 63's range: http://skoolkid.github.io/jetsetwilly/reference/bugs.html#corruptedConveyors
  3. I'm not sure why that happened? You should be able to move items around safely enough. All that changes is the order in which they are arranged in the game code. (Which can change the colour in which they are displayed, during a given moment in time, but that's barely discernible.)
  4. Looks good! Regarding moving Esmerelda, that shouldn't pose any problems in this specific case, as it's the only instance of a guardian of the same class in the game. :) However, in general, if you're changing the parameters of guardians then you have to be careful as it can affect other guardians of the same class elsewhere within the mansion. :ph34r:
  5. Andy's solution in the 'Bug Fix Edition' (adding a roof to block the exit) seems a lot less convoluted, and closer to 'as manufacturer intended' if that's the remit?
  6. But what if the player wants to pause the game themselves?
  7. J.G. Harston came up with a cunning, yet easily inserted solution for that: http://mdfs.net/Software/JSW/JGH/Docs/Pause.htm (Scroll down to the bottom: Bugfix 2)
  8. See this thread: http://jswmm.co.uk/topic/184-guardian-aura-bug-fix/
  9. Yes I'd say it is a bug or perhaps an 'omission'!
  10. If you study the code that causes the tune deterioration, I don't think it could have been an accident...?
  11. I definitely think the conveyor-ramps were intended as a feature, rather than a bug. Otherwise we might start questioning the use of multiple water-ramps in the likes of Out on a Limb, too.
  12. Sorry, I should have clarified: we also changed the colour of the conveyor in Conservatory Roof to green, to match the ambience of that room - which should also prevent the matching attribute problem that you've identified from occurring..
  13. We used that very conveyor in Conservatory Roof in The Nightmare Edition!
  14. Then there's the fix to prevent the illogical exit from 'Rescue Esmerelda' to 'Ballroom East'.
  15. No, I tried it - he walks forwards towards the altar and backwards away from the altar! (i.e. facing the same way throughout) I don't think it's possible to get a guardian to walk backwards in both directions without swapping the left- and right-facing sprites around?
  16. I think that's on Skoolkit, as well as the monk that walks backwards in The Chapel: http://skoolkid.github.io/jetsetwilly/reference/facts.html#oneWaySaw http://skoolkid.github.io/jetsetwilly/reference/facts.html#disrespectfulMonk Or for an alternative fix for that monk, try: POKE 56311,140 Which I believe will still make it walk backwards, but more 'respectfully' i.e. always facing the altar!
  17. I just found this audio review of "JSW The Nightmare Edition": http://www.everygamegoing.com/landing/items/spectrum_48k/jswmm/tapes/Jet_Set_Willy_The_Nightmare_Edition.html If he thought TNE was hard, wait till he tries out "Willy's Recurring Nightmare"... :P
  18. It's bumped up the number of downloads anyway!
  19. I've posted about this over on WoS now: http://www.worldofspectrum.org/forums/discussion/53733/new-micro-game-jsw-heaven-hell I wasn't sure whether or not you can add attachments to posts over there... then again, I've provided a link to here so it's probably best that way as it potentially gives this site a bit more traffic.
  20. The quirk is mainly to do with the rope, although the arrows play their part. I won't say too much just yet; I still have yet to 'announce' the game on World of Spectrum (for which I shall have to subscribe to WoS first!) Interestingly, the classic 'Infinite Lives' POKE 35899,0 doesn't work on this game (or indeed, on any game where Willy doesn't start off with any spare lives other than the one he begins with). That's because all the POKE does is remove the instruction that decrements the number of lives remaining - it doesn't stop the program from checking if any lives remain (and terminating the game if not).
  21. I am pleased to present the JSWMM community with a brand-new 'micro-game' that I have created, entitled 'Jet Set Willy Heaven and Hell'. There are 25 items in the game, spread across three rooms. Try to ascend to Heaven, without descending into Hell. It's just a little bit of fun, but it does showcase a particular 'quirky' feature of the Jet Set Willy game engine which, to the best of my knowledge, has never previously been documented or exploited in a JSW game. I pray that you prevail! Jet Set Willy Heaven and Hell.zip
×
×
  • Create New...

Important Information

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