IRF Posted June 26, 2017 Report Share Posted June 26, 2017 (edited) Hi Mickey, Have you finalised this project? If not, there are (arguably) a couple of Water cells missing underneath the ramps in 'West Wing Roof' (at ground floor level, below and to the right of the ramp) and 'Back Stairway' (one of the water cells of the second platform from the bottom, again directly below the ramp). In the latter case, the contrast is quite striking with the way in which the ramp interacts with the bottom platform, and the other two platforms higher up the screen. If you did want to 'restore' them in your 'AMI' project, but can't see what I mean, then I'll try and do a couple of screenshots to illustrate where I'm talking about. :) Edited June 26, 2017 by IRF Spider, jetsetdanny and Metalmickey 3 Quote Link to comment Share on other sites More sharing options...
IRF Posted September 15, 2017 Report Share Posted September 15, 2017 Mickey, Andy makes a good point in this article, you might want to consider implementing this simple fix in your 'As Manufacturer Intended' project: http://jswmm.co.uk/page/guides.html/_/jetset-willy/fixing-the-item-and-time-reset-flicker-r8 :) Metalmickey and Spider 2 Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted September 17, 2017 Author Report Share Posted September 17, 2017 (edited) not sure if it will ever truly be finished if i'm honest, it may slow down and get less attention as time progresses but i think it's one of those things that we can revisit from time to time, so i've just decided to keep it as an ongoing project for now. In the weeks that i've been away i've made a few more minor tweaks, mainly 'invisible' ones where the game engine has has had the odd superfluous byte removed plus a few other minor changes, i've also been toying with the 'extra' rooms, i've never been truly happy with the ones i created, to me they don't really challenge the player, not in the way that Matthew would have done. I've changed the way that i edit the game now, i have the full source code set up in SPIN's assembler which should make things a little easier Edited September 17, 2017 by Metalmickey IRF, jetsetdanny and Spider 3 Quote Link to comment Share on other sites More sharing options...
Spider Posted September 17, 2017 Report Share Posted September 17, 2017 One thing I toyed with (for no apparent real reason) was to have it show the leading 0 for the time so it was "07:00" instead of " 7:00" as the block is already set to white anyway for the 0, it did not quite look right somehow :unsure: The other thing I did was change the 'a' and 'p' of am/pm to 'A' and 'P' , this needs a couple of pokes to get it right due to the fact the 'switch' checks to see what char code is there (and a vs A is different) That apart from a 24hr clock with or without rollover. Quote Link to comment Share on other sites More sharing options...
IRF Posted September 17, 2017 Report Share Posted September 17, 2017 (edited) I would argue that there is no leading zero on the 12-hour clock. Also, the fix which I came up with so that time runs out at midnight might not work if you capitalise the 'A/P' and 'M'. (Almost certainly not, in fact. It considers the ASCII values of the letter 'a' or 'p' as a binary number, and uses an XOR gate to toggle them.) I think lowercase looks better and is certainly more traditional for a 12-hour digital clock. Edited September 17, 2017 by IRF jetsetdanny and Spider 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted September 17, 2017 Report Share Posted September 17, 2017 Yes it did not look quite right somehow. :) :unsure: IRF 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted September 17, 2017 Report Share Posted September 17, 2017 The other thing I should of mentioned was I tried various spacing options out (this may appeal or not to M.M. as its his topic anyway) with regard to having the item display only two characters in length as well a bit of a shuffle. Ignore the font as its part of my slightly custom 48K rom... Note these all display the leading zero for the time however, mainly to check spacing issues. You'll have to ignore the colour choices in these pics as they are merely mockups: 1. This is just a sample with only a "00" rather than "000" object counter: 2. Inset (space at either end) , 00 instead of 000 for objects still and no am/pm indicator. Intended really for a 24hr clock 3. 00 instead of 000 for objects again but simply pushed back to the edges compared to (2) Metalmickey 1 Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted September 17, 2017 Author Report Share Posted September 17, 2017 (edited) I'm with Ian on the pm vs PM issue, i've always used pm after a time with a 12-hour clock and i think it's more the done thing. Seems to be the exception to the rule in that we neither capitalise nor put in dots for these particular abbreviations. I also feel that the leading zero is not really necessary although i would say that in some ways looks a little more uniform ... perhaps because we are aware that it's being displayed by a computer. With the Item count i'm thinking about a single zero until Willy collects his first item, in fact to not have any leading zeros as the item count increases Might even go further (not in my AMI project) look at doing a JSW2 style blank until an item is collected so that 'Items collected xxx' is not shown at all until Willy collects his first item Edited September 17, 2017 by Metalmickey Spider, jetsetdanny and IRF 3 Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted September 20, 2017 Author Report Share Posted September 20, 2017 (edited) By the way, if anyone wants to use the improved game engine for their own projects they're welcome to do so and if it helps in some small way then so much the better :) Edited September 20, 2017 by Metalmickey IRF, jetsetdanny and Spider 3 Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted September 20, 2017 Author Report Share Posted September 20, 2017 (edited) Whilst messing about with the DEFB value that changes the game status at 34271 i've noticed something odd. As we all know, on completion and during his toilet dash his animation is limited so it looks like he's skidding or skating as his legs appear to be still, i'm guessing this is because the game code skips every other animation frame in order to double his speed .. but look what happens when we set DEFB to 2 (34271,2) whilst in the Nightmare room. Willy still travels at double the speed but his animation as a winged pig seems not to be affected by the frame skips... at least not in the same way ... his animation still only seems to be of 4 frames here so i'm wondering now if i can somehow improve his running ability when he is his normal self Untitled114.rzx Edited September 20, 2017 by Metalmickey jetsetdanny and Spider 2 Quote Link to comment Share on other sites More sharing options...
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