Spider Posted December 9, 2016 Report Share Posted December 9, 2016 Yes i decided to stick with what is believed to be the original solution to the invisible object by moving it to the Hall, the item from the West Wing Roof does look appropriate although given that we've been given a blank canvas to work with I may well consider making something up! There's plenty of scope here to change its shape then. For reference the 'UDG' bytes for The Hall are 59193 to 592200 (8 bytes) The other official correction with the Banyan Tree will be added as well and if i can't think of an alternative i'll stick with the original idea of removing the nasty from the conservatory roof preventing the item from being collected, though i think it looks better with all four in there somewhere When doing the Bug Fixed 2015 version, I looked at the Conservatory Roof in JSW1 and JSW2 in the Spectrum, Amstrad, MSX, C64, BBC, C16, Electron, Atari (8bit) , Einstein and a few others as well to see how it was done in other versions. I came to the conclusion the 'official fix' was not the best and did a 2x / 2x thing. See pic: See this topic for my 'findings' although I'm 90% sure I did have more at that time http://jswmm.co.uk/topic/65-conservatory-roof-changes/ So with the double item in The Beach do you think it was intended to have them both together? My thoughts are this was an accident, as the item table is a bit complex (to me at least) in the way it works. :) With the Watch Tower, i had considered leaving it as is and maybe putting a room above it but I might just lower the ramp and conveyor using the supplied POKEs and extend the Megatree instead. I'd personally go with the lowering of the top (roof) area as that's all its meant to be I think a 'roof' . I guess the conveyor could be turned off in there too, but its a bit like the Bedroom bed being a conveyor and the pillow a fire cell, simply making use of cell definitions. With regards to Rescue Esmerelda, i'm trying to resist temptation to add ceiling blocks as i don't want to modify any screens any more than i absolutely have to, certainly not in a way that makes it glaringly obvious although i was toying with the idea of removing the earth cell from underneath the conveyor, then moving the conveyor, guardian and the two items all down one row then replacing the earth cell directly above the items thereby making the exit out of reach .. i'll have to see how it looks first That's something I'd like to see. :) I did think about this a bit more, you could move it all down one row or two (her herself and the conveyor etc) but then you'd have to also move the Top of house blocks down one too (or trim them) so the exit holes lined up. It could be done. :) Some of the more tricky parts are within the game engine .. I need to make sure the clock goes to PM in the afternoon and yes i will probably end up making it go to the Game Over foot sequence at 12 midnight .. :) I've not really looked into it. It sort of checks if its 1 (hours) then if its am its game over. Whilst i would want the end product to be playable on a 48K Spectrum i'm not going to spend much time worrying about the interface 1 bug, for the most part it's barely noticeable .. True. My personal thought is to simply do nothing or stop the inactivity counter then (as it does not effect anything else it seems) that way it will never auto pause. It does not pause if the in game tune is playing though, only when its turned off. I've noticed at the end of the game Willy can get stuck at the end of the bed and you have to use other keys to move, something that was mentioned on Richard's websites, i dare say there's a way to stop that happening Yes the 'sticky bed bug' , if you use O/P for left right you'll see it, likely to happen with Kempston control too. But the other key rows for left/right (Q/W , E/R , T/Y , U/I) do not seem effected so its not impossible to free him from this. Also, i wonder if there was a fix to remove guardian 'halo' in the blue rooms without making them non-bright Ian may have some more info on this. The easy fix is to turn the bright effect off on the guardians, the other way is to set the background to bright but then you'd have to also turn bright on onto the other guardians present too. Metalmickey 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted December 9, 2016 Report Share Posted December 9, 2016 Whilst i would want the end product to be playable on a 48K Spectrum i'm not going to spend much time worrying about the interface 1 bug, for the most part it's barely noticeable .. 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) Metalmickey and Spider 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted December 9, 2016 Report Share Posted December 9, 2016 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) My other thought was to simply change the instruction (leave the inactivity count alone incase a third party tweak wants it) and simply change the instruction so it never enters the pause routine. Probably not a brilliant thought though. :unsure: :) Quote Link to comment Share on other sites More sharing options...
IRF Posted December 9, 2016 Report Share Posted December 9, 2016 (edited) But what if the player wants to pause the game themselves? Edited December 9, 2016 by IRF Quote Link to comment Share on other sites More sharing options...
Spider Posted December 9, 2016 Report Share Posted December 9, 2016 But what if the player wants to pause the game themselves? Easy enough on an emulator. On a real machine well I guess you'd just have to not take too long "away" :) , assuming you've not got a multiface as pressing the magic button on that instantly stops the action. Quote Link to comment Share on other sites More sharing options...
Spider Posted December 9, 2016 Report Share Posted December 9, 2016 I did think about this a bit more, you could move it all down one row or two (her herself and the conveyor etc) but then you'd have to also move the Top of house blocks down one too (or trim them) so the exit holes lined up. It could be done. :) Further to this moving Esmerelda, its not as simple as it appears as the blocks are in the way (middle height far right one) so you have to either shorten them or move them. I did not save my experiments unfortunately. The half sensible solution was to move her one block left and the other bits as well as down one, this way Willy cannot "exit top" but he can still get to the platform. The issue is it look weird with the changed middle block area. Quote Link to comment Share on other sites More sharing options...
IRF Posted December 9, 2016 Report Share Posted December 9, 2016 (edited) Further to this moving Esmerelda, its not as simple as it appears as the blocks are in the way (middle height far right one) so you have to either shorten them or move them. I did not save my experiments unfortunately. The half sensible solution was to move her one block left and the other bits as well as down one, this way Willy cannot "exit top" but he can still get to the platform. The issue is it look weird with the changed middle block area. 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? Edited December 9, 2016 by IRF Spider 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted December 9, 2016 Report Share Posted December 9, 2016 Andy's solution in the 'Bug Fix Edition' seems a lot less convoluted, and closer to 'as manufacturer intended' if that's the remit? A couple of manual POKES can 'fix' it if the editor is not required, same as Watch Tower. As above if you move her (or the platform) down one block it messes the lower end of the screen up warranting much changes to make it look 'normal' :unsure: :) Of course, the other solution is to simply add a Belfry up there instead, even if its empty Metalmickey 1 Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted December 9, 2016 Author Report Share Posted December 9, 2016 (edited) Here's my first attempt at my alternative solution to Rescue Esmerelda .. (still learning how to use JSWED :)) Thoughts and suggestions welcome Once i've got the hang of it i'll attempt to move Ezzy down a block If all else fails i could still stick with the ceiling! Rescue Esmerelda alternative layout.z80 Edited December 9, 2016 by Metalmickey Spider 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted December 10, 2016 Report Share Posted December 10, 2016 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: Metalmickey, andrewbroad, Spider and 1 other 4 Quote Link to comment Share on other sites More sharing options...
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