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IRF

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  1. IRF

    Pokes (Spectrum Version)

    Andy (or whoever wishes to) - try this in Manic Miner: POKE 35502, 201 Then visit The Final Barrier (use Boot Cheat mode for ease of access). Observe! (and post a screenshot here if you get a chance? I haven't tried this yet and I don't currently have access to SPIN to be able to try it out. But I would predict that the results might be 'interesting'!)
  2. Or perhaps you might have something to say over there in response to some of my recent posts? You might be particularly interested in a brand new quirky challenge that I think I've come up with..
  3. A decadal milestone of sorts has been reached today - it is exactly ten years since Andrew Broad's Yahoo! Group reached its last millenial milestone: Post number 6000 was submitted on 21st December 2006. (See the link in the quote above.) Prior to that point, during the earlier history of the Yahoo! Group, such milestones were reached approximately once per year on average. So things seem to have slowed down considerably since that date. Now, I've tried my best over the past few months to push the Yahoo! Group towards the next target of Post number 7000, in the approach to today's anniversary. But alas, it's still about 18 posts short of that magic number...
  4. Skoolkid helpfully provides a list of unused addresses: http://skoolkid.github.io/jetsetwilly/maps/unused.html :)
  5. I wonder if what happened there (to cause the corruption) is that you ended up trying to fix the Cell-Graphics Bug twice, using two different methods at the same time? (i.e. Stuart Brady's fix - as reported in the 'Cell Graphics' thread; and Richard Dymond's fix - which is provided in his SkoolKit disassembly site under the heading 'Corrupted Conveyors'.)
  6. If you relocate the part of the Conveyor Fix code that was located within Room 63's room data, to another vacant part of the code (there are plenty of gaps in the guardian graphics section, for example), then you should be able to populate Room 63 safely!
  7. The 'conveyor corrections' IS the cells graphics bug fix? I think it calls an address in Room 63's range!
  8. 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.
  9. 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
  10. 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.)
  11. 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:
  12. 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?
  13. But what if the player wants to pause the game themselves?
  14. 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)
  15. See this thread: http://jswmm.co.uk/topic/184-guardian-aura-bug-fix/
  16. Yes I'd say it is a bug or perhaps an 'omission'!
  17. If you study the code that causes the tune deterioration, I don't think it could have been an accident...?
  18. 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.
  19. 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..
  20. We used that very conveyor in Conservatory Roof in The Nightmare Edition!
  21. Then there's the fix to prevent the illogical exit from 'Rescue Esmerelda' to 'Ballroom East'.
  22. 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?
  23. 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!
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