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Willy disassemblies in hexadecimal


SkoolKid

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You're right - I hadn't noticed that before. I'll update the images and description in 'Through the wall' accordingly. Thanks!

 

By the way, the reason for the mismatch you've noticed is that the check for nasty/fire cells below Willy takes place after his y-coordinate has been updated but before his x-coordinate has been updated. In other words, the code is looking for danger at (x-1,y) instead of (x,y) (where (x,y) are Willy's new coordinates).

Re: the former, I presumed you must have 'mocked up' the images in your disassembly to illustrate the point!? They don't resemble what is displayed on the screen during the jump! (Although they do demonstrate the sequence in which the checks/coordinate updates take place.)

 

Re: the latter, would it be a simple affair to rearrange the code so both x- and y- coordinates are updated before the check for Fire cells occurs? Or would that have unintended consequences?

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I've never seen that happen before. Do you have an RZX that demonstrates this bug?

I'll try and dig one out.

 

I take it you're aware that Willy can walk THROUGH a Fire cell on the edge of a room, while entering the room, BUT ONLY if he keeps the relevant 'walk' button depressed?

 

Apparently it's because the check for nasties doesn't occur during the 'zeroth time-frame' in a room.

 

(It may, or may not, be a related phenomenon to the one you inquired about.)

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Re: the former, I presumed you must have 'mocked up' the images in your disassembly to illustrate the point!? They don't resemble what is displayed on the screen during the jump! (Although they do demonstrate the sequence in which the checks/coordinate updates take place.)

No, I'm pretty sure I intended the images to reflect exactly where Willy is drawn - instead I must have mistakenly assumed that he's drawn at the coordinates where the nasty tile check takes place.

 

I think it would be fairly simple to rearrange the code so that both coordinates are updated before the check takes place - no idea about unintended consequences, though!

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I take it you're aware that Willy can walk THROUGH a Fire cell on the edge of a room, while entering the room, BUT ONLY if he keeps the relevant 'walk' button depressed?

 

Apparently it's because the check for nasties doesn't occur during the 'zeroth time-frame' in a room.

No, I can't say I was aware of that, although it does make sense given how the game engine works. (My lack of JSW modding experience is clearly showing here. :) )

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No, I'm pretty sure I intended the images to reflect exactly where Willy is drawn - instead I must have mistakenly assumed that he's drawn at the coordinates where the nasty tile check takes place.

 

I think it would be fairly simple to rearrange the code so that both coordinates are updated before the check takes place - no idea about unintended consequences, though!

Okay, so I was right that you mocked up the images rather than using snapshots, although in doing so your intention was to recreate what is seen on screen!

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No, I can't say I was aware of that, although it does make sense given how the game engine works. (My lack of JSW modding experience is clearly showing here. :) )

Have you played our JSW The Nightmare Edition? There's a static guardian (with filled-in pixels only one cell-column deep) on the far right-hand side of The Off Licence - if you can get that far!!

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Richard,

 

Please see the attached, starting position is The Forgotten Abbey.  I performed the manoeuvre twice - the first time, I kept 'left' depressed (walking against the flow of the conveyor) so Willy was able to escape the situation.  The second time, I let go of 'left' after entering The Wine Cellar, and so Willy got stuck!

 

In Dr Jones..., if you manoeuvre Willy to be standing three cells above the 'tusk' item, and walk left, then he gets stuck inside the elephant's head!  (N.B. This is the case in the original JSW, but in the Bug Fix 2015 Edition it has been prevented by removing some of the Water cells inside the 'head', allowing Willy to drop out of that row of cells.)

Stuck in wall bug.rzx

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I don't want to derail the topic but there was the 'Rope Height' bug too IIRC. I was not sure if you'd decided on a suitable value for it (seemed the easy and least messy way of 'fixing') or something else. :)

 

Not derailing at all!  15 (or #0F in hex) was the value that I concluded was just enough to prevent it.

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