Spider Posted January 12, 2017 Report Share Posted January 12, 2017 I've not seen a fix for the am/pm bug. It's something which I thought I might have a go at some day, but I haven't got round to yet. :blush: Andrew Broad fixed it in a sense, by introducing a 24-hour clock. However, I'm not sure that fits in thematically with Willy's creaky old mansion! :ph34r: I do not recall immediately seeing that, I've seen the G/Mode one where it is a counter in effect. :unsure: * In relation to the 'official' fixes, they were only 'official' in the sense that Software Projects took the POKES that the first people to complete the game came up with (to enable them to do so), and then released them retrospectively to the wider public. So I don't give them that much credence really - particularly the one that relocates the invisible, unreachable item from First Landing to The Hall, without even bothering to make it visible! :blink:I did provide a method to fix that :) The nearest (suitable?) floating shape is the one in West Wing Roof and its only four bytes. Can either be copied via JSWED, Basic or Assembly or just apply four pokes. :) IRF 1 Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted January 12, 2017 Author Report Share Posted January 12, 2017 I've not seen a fix for the am/pm bug. It's something which I thought I might have a go at some day, but I haven't got round to yet. :blush: Andrew Broad fixed it in a sense, by introducing a 24-hour clock. However, I'm not sure that fits in thematically with Willy's creaky old mansion! :ph34r: Still working on this one, looking at the code it doesn't seem very straightforward, particularly with my lack of coding knowledge Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted January 12, 2017 Author Report Share Posted January 12, 2017 (edited) I have a couple of other suggestions, if they're not too late... :mellow: In terms of 'As Manufacturer Intended', have you fixed the bug which causes the asymmetry in Willy's horizontal movement? I recall reading an interview with Matthew Smith, in which he said that Willy's movement in JSW was meant to be symmetrical (as it is in Manic Miner). So fixing that would seem to fit the bill of 'as manufacturer intended'. :huh: You'd have to be careful not to end up making some of the jumps in the likes of The Wine Cellar impossible though. :excl: I came up with a 'hybrid' fix that provides the best of both words, although I haven't got round to disassembling it yet (yet another thing on my 'to do' list!) EDIT: Here's a link, if you're interested: :) http://jswmm.co.uk/topic/196-dont-mind-your-head-while-walking-left-bug-fix-for-jsw/?p=3999 i did look into fixing this one at first i figured that it's more trouble than it's worth since there's very areas of the game where this has any significant effect but looking into it a bit more i can also see how the jumping animation is affected so i'm trying to apply the fix now Edited January 12, 2017 by Metalmickey IRF and Spider 2 Quote Link to comment Share on other sites More sharing options...
IRF Posted January 12, 2017 Report Share Posted January 12, 2017 If you're not careful you can get stuck in the elephant's head in Dr Jones because of the 'Don't mind your head' bug! Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted January 12, 2017 Author Report Share Posted January 12, 2017 (edited) With regards to the Conservatory Roof i've taken the view that it was something of an unfinished room and that there could perhaps be more missing features than just the conveyor graphics inspired by the topic showing the alternative layouts i've come up an idea of my own, though some might consider it questionable as to whether Smith intended to create the room in this way, all will be revealed in due course ;) Edited January 12, 2017 by Metalmickey IRF and Spider 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted January 12, 2017 Report Share Posted January 12, 2017 When I did the 'bug fixed' version I studied this room layout in quite a few version of both JSW1 and JSW2 to see what was used the most. :) But I'm interested to see what you come up with when you're ready. IRF 1 Quote Link to comment Share on other sites More sharing options...
Metalmickey Posted January 12, 2017 Author Report Share Posted January 12, 2017 Here's a few alternatives that i thought about before i settled on my final solution My first attempt at fixing the conveyor .. and a bit of a botched alternative to the 'official' JSW solution same as before, removed the firecell at the end as i mistakenly thought it was still making the items uncollectible considered this option as i thought it was the tidiest but decided against it as it removed too much challenge element nearly settled for this one but thought i was just deviating from the original layout too much Spider and IRF 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted January 12, 2017 Report Share Posted January 12, 2017 That looks good. :) Not too far "away" from the original. Have you play tested it to check its possible ? :) Quote Link to comment Share on other sites More sharing options...
IRF Posted January 13, 2017 Report Share Posted January 13, 2017 (edited) i did look into fixing this one at first i figured that it's more trouble than it's worth since there's very areas of the game where this has any significant effect but looking into it a bit more i can also see how the jumping animation is affected so i'm trying to apply the fix now Please see the attached file, in which I've applied my patches that: - Allow the program to detect an Earth cell to the left of Willy's head when he is walking (but not when he is jumping); - Suppress the detection of an Earth cell to the right of Willy's head when he is jumping (but it is still picked up when he's walking). Some credit goes to Dr Andrew Broad for helping to devise the concept for this hybrid solution, which provides the 'best of both worlds' because it: - Fixes the asymmetry in Willy's walking behaviour; - Prevents Willy from getting stuck forever in clusters of Earth cells (e.g. inside the elephant's head in Dr Jones), or in other situations (such as if he exits Forgotten Abbey in a certain way: http://skoolkid.github.io/jetsetwilly/reference/bugs.html#stuckInTheWall ); - Retains the quirky behaviour when Willy jumps leftwards (which is necessary to allow him to navigate around The Wine Cellar, and to return along the top platform of Ballroom East); - Introduces the same quirky jumping behaviour when Willy leaps rightwards (for example, he can now exit from Emergency Generator to the Priest's Hole by jumping from the right-hand stack - although he can't progress any further than that, so it doesn't facilitate a sneaky shortcut down the East Wall!) I've tried to optimise the patches a bit (although more efficiencies could probably be found!) The code changes are as follows. I've suggested that the new code could occupy the spare addresses at #9700 to #972B, but you may need to change that [and therefore the bytes highlighted in bold] if you've already used those locations for other patches: Moving Left #9032 C3 00 97 #9700 B7 ED 52 3A D1 85 FE 01 20 06 3A D5 85 B7 20 05 3A B2 80 BE C8 C3 35 90 Moving Right #90A1 B7 ED 52 #90A4 C3 18 97 #9718 3A D1 85 FE 01 20 07 3A D5 85 B7 C2 A9 90 3A B2 80 C3 A7 90 The new patch ends at #972B. ****** On a separate matter Mickey, did you fix the conveyor (and ramp) in The Nightmare Room in your project?: http://skoolkid.github.io/jetsetwilly/reference/bugs.html#veryCorruptedConveyor The fix described in the above link goes further than the Cell-Graphics Bug patch. Stuart Brady and I share the credit for spotting this glitch. (Actually, if you apply the fix - which involves shifting a few bytes back in the code by one byte - then the Cell-Graphics Bug in this particular room is fixed even if the CGB fix isn't in place!) Earth cell symmetry restored.TAP Edited January 13, 2017 by IRF Spider 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted January 13, 2017 Report Share Posted January 13, 2017 (edited) Also, i wonder if there was a fix to remove guardian 'halo' in the blue rooms without making them non-bright Did you have any luck with this one in the end? I can provide a few pointers if necessary. :) (I've just realised that the area of code which I previously suggested for this fix, overlaps with the addresses that I put forward last night for the head-height Earth cell patch! :blush: ) EDIT: This might help: http://jswmm.co.uk/topic/184-guardian-aura-bug-fix/?do=findComment&comment=5587 Edited January 13, 2017 by IRF Quote Link to comment Share on other sites More sharing options...
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