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IRF

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Everything posted by IRF

  1. The room numbers - when manually entering teleport data, it would be useful to have the room numbers in hex. And 'page containing the sprite data' in the list of entities.
  2. Actually, the pixel pattern of the third row of the conveyor cell is set to 11111111 - the 'missing' byte for the bottom pixel row of the ramp cells - so if that is shifted back by four bytes to 'fill in' the last row of the ramp cell, and the four subsequent bytes all cascaded down by one, it achieves the fix without affecting the last five pixel rows of the conveyor cell (except, of course, that their colour scheme has now been altered for the better by the change to the attribute byte). Stuart has suggested that: "[Matt Smith] was working without a level editor so he probably just miscalculated the address of the conveyor belt graphic when he entered its data." So the fix can be achieved by using just five additional Pokes - but bear in mind that these must be applied on top of the cell-graphics bug fix: POKE 56780, 255 POKE 56781, 2 POKE 56782, 165 POKE 56783, 255 POKE 56784, 90 The same in Hex: POKE ddcc, ff POKE ddcd, 02 POKE ddce, a5 POKE ddcf, ff POKE ddd0, 5a P.S. I should have mentioned when I attached a 'Fixed' screenshot that it is taken from an early build of JSW The Nightmare Edition (complete with fire cells and Nightmare font!), so if you plan to put a screenshot up on the disassembly then to avoid confusion, it would probably be best to apply the above Pokes (and the cell-graphics bug fix) and then take a fresh screenshot.
  3. I think the improved look of the screen speaks for itself, with my argument merely providing corroborating evidence! Stuart came up with Pokes which would fix the conveyor, if you hold fire I'll try and dig them out and come up with one that fixes the ramp cell as well.
  4. Hello Richard, The following doesn't relate specifically to the use of base 10 or hex, but I thought I'd point it out here anyway: In the 'Corrupted Conveyors' section of your disassembly, the conveyor in The Nightmare Room has only been partially fixed by the cell-graphics bug patch. If you study The Nightmare Room layout (see the 'Unfixed' attached image), by looking carefully at the ramp graphic you can see that there is an odd 'air gap' at the base of the ramp cells. This is because the bottom row of pixels is supposed to be the colour-attribute byte for the conveyor cell in that room (bearing in mind that conveyors are drawn immediately after ramps in JSW). In all likelihood the bottom row of pixels of the ramp cell was supposed to be entirely filled in (with White Ink); Matthew Smith must have written the colour-attribute byte for the conveyor cells (00000010) one byte too early in the code (N.B. the colour-attribute byte for a particular cell type is located immediately before the 8 bytes corresponding to that cell type's pixel pattern, and also immediately after the 8 bytes for the pixel pattern of the preceding cell type - which in the case of conveyor cells is ramp cells). That then had a knock-on effect on both the colour attributes and the pixel pattern of the conveyor cell, because all the subsequent bytes that determine each row of the conveyor's pixel pattern were shifted one row upwards. With the top row of pixels being misinterpreted as the colour-attribute byte for the conveyor, giving rise to the awful flashing Green/Cyan colouration (which doesn't look good even with the cell-graphics bug fix in place). However, if you look at the attached 'Graphics Fully Fixed' screenshot, you will see that this 'misplaced attribute-byte bug' has been fixed. You can observe that: The bottom pixel row of the ramp (the 'air gap') has been filled in, so that now the ramp cells are all White except for an arrangement of Black pixels that exactly matches the pixel pattern that is seen in the adjacent Earth cells (so that the Ramp cells seamlessly 'blend in' with the Earth cells, as is often the case throughout the JSW layout e.g. Master Bedroom, Back Door, The Drive, The Bridge); What was previously the pixel pattern of the ramp's bottom row (00000010) has instead now been interpreted (correctly) as the colour-attribute byte for the conveyor (it translates as non-flashing Red Ink on Black Paper). The colour scheme of the conveyor now looks much better than either the 'Before' or 'After' conveyor graphics (as displayed in the 'Corrupted Conveyors' section of your disassembly); The byte that was previously (erroneously) taken as the conveyor's colour-attribute byte (10100101 - which translates as Flashing Cyan Ink on Green Paper), has been shifted to become the upper pixel pattern of the conveyor cell; All the following pixel rows in the conveyor cell have as a consequence been cascaded down by one row. The conveyor cell now looks much better; notably, you can see that the first and third rows of the conveyor cell have matching pixel patterns (except that the third row is inverted: 01011010); Note that it is the pixel patterns in the first and third rows of conveyor cells that give rise to visible animation. And in the previous conveyor graphic for The Nightmare Room (even with the cell-graphics bug patch in place), the first and third rows were either both entirely unfilled in or both solidly filled in - the cell is also flashing so it's hard to tell which of those two is the case - but either way the effect was that there was no animation visible in the conveyor graphic. But now that all the pixel rows have been shifted down by one row, with the top row being filled in by 10100101 (previously misinterpreted as the horrible Cyan/Green colour scheme), and the third row its inverted equivalent (01011010), you can see visible animation in both first and third rows. Stuart Brady and I came up with this further fix for both the ramp and conveyor cells in The Nightmare Room, and we are convinced that their pixel patterns and colour schemes are now in accordance with what Matthew Smith intended way back in 1984.
  5. IRF

    JSW Central

    No entry for The Nightmare Edition yet?
  6. We've reached 100 downloads... Not bad for the first week!
  7. I've just realised that I shouldn't have posted that comment in this public area of the forum, but hopefully it acted as a cryptic teaser of The Nightmare Edition's imminent release, rather than giving too much away...
  8. In fact, any White guardians can collect items (try placing one in Back Stairway in the path of the 'spinning coin').
  9. Oh, another thing - the hex version of the disassembly isn't fully in hex - the entity definitions (I think this is an equivalent term to Guardian Classes?) are listed in decimal. It would be handier for comparison with JSWED if they were numbered in hex. e.g. Entity definition 49 as listed in the disassembly (Yellow Chef) is Guardian G31 in JSWED. [49 in decimal = 31 in hex.] Although I appreciate it would require a lot more manual work to alter all the entries in the list of entry definitions and the mentions of them in the page for each room!
  10. Hello SkoolKid, May I also suggest that the 'White-seeking missile' entry in the Trivia section mentions the fact that arrows can collect items, and also makes it more explicit that if an arrow hits a White guardian, then this is fatal to Willy. (The implications of an arrow hitting a White rope are pointed out, but not a White guardian in explicit terms.) Neither of these things occur in the original JSW layout, but they are useful to know about if you are designing your own layouts or modifying the original!
  11. IRF

    Seasons Greetings

    As I texted to my missus last night from my works do: "Im In Go Messy Christmas!" (Was supposed to be 'Ho Ho Ho Merry Christmas!" - bloody predictive text!! :D )
  12. I just noticed this and thought I'd point out that there's already a screen called 'Under the MegaTree'. This room is under 'Under the MegaTree'!
  13. I just had a look at that, the crucial jump seems to be at 10:17 (after which you abandoned trying to get the top left item in Out on a Limb). Did you try the trick of jumping up on the spot then holding down left and jump simultaneously before he lands, to execute a left jump without first stepping forward by one pixel?
  14. I also like the additional location on The Beach identified by Spider. Having just had a go (in the original edition though so there wasn't actually an item there), I can now appreciate the added peril - the conveyor belt in the sea transports you off screen to The Yacht, where you have to have your wits about you and jump before you hit the Nasty flag.
  15. It struck me recently that the authors of Jet Set Willy 2 must have been unaware of the auto-collect item in the Swimming Pool, as there is no such item, auto-collect or otherwise, in the equivalent room in JSW2. This is apparent from the fact that there's an online solution which takes you through how to complete the game, having collected every item, and the Swimming Pool is the only room in the whole game that you don't need to visit in order to do so. (Apart from one called 'Cheat', which of course you can't access without cheating!)
  16. We'll have to think of some more tricky locations for items.
  17. True, and that would make for an epic game, but Spider's Bug Fix Edition was designed to fix the known bugs but with minimal additions. He decided in that context to separate out the double item and place one of them elsewhere; I was merely suggesting an alternative location for that one item. I'd love to see a version with 256 items to collect though!* (*Three times as many items would presumably mean Willy's hangover would be three times as bad!)
  18. (N.B. I've just edited a couple of posts above where I referred to the Swimming Pool when I meant The Beach. I was mixing up the double item in the original Beach with the auto-collect in SP.)
  19. 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)?
  20. By the way, you gave me the idea earlier on in this thread when you said that AtWB was one possible location where the extra Beach item could have been intended for, based on your reading of the machine code? EDIT: Sorry, it was a post by Zub, not one of yours: http://jswmm.co.uk/topic/51-jsw-msx-tatung-einstein/?p=211
  21. "The conclusion I guess is its quite possible but you must then jump right onto the roof ramp/slope and not attempt to climb down again." Exactly. It's a one-way climb - at least once you get past a certain point of no return - and that last jump onto the roof slope is doable but quite tricky, but as the game stands it's a climb with no reward. Maybe it was meant that way as a red herring, but if there's a spare object due to the double object in The Beach, then it's as good an alternative location for it as any. You'd have to go right round (along the top of the West Wing Roof and then via the Orangery and West Wing) to collect the other pair of pliers, if you haven't already.
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