Norman Sword Posted December 28, 2017 Report Share Posted December 28, 2017 (edited) Posted elsewhere on this forum, just moving into the download category as well.This version of Manic Miner contains both the Software projects version of the game alongside the Bug byte version. Each time the game is played it will swap versions. I have edited and revised a lot of the routines. The game should play the same way as the original game. A lot of the changes would need you to be aware of the originals exact format to enable comparisons. Cheat is enabled (bug-byte password) differences that I can remember 1) demo cycle stops and redisplayed the title screen and replays the title music 2) added a credits screen 3) added explosions on credit screen 4) added intermission screen 5) change scroll to pixel scroll and not character scroll 6) will moves with a sprite mask 7) explosion on death 8) willies death stump scrolls onto the screen 9) score scrolls to high score 10) reason given for demise 11) sound effects on solar ray 12) collection sound 13) cheat modes rebuild platforms 14) cheat mode immunity 15) cheat mode move by a single key, and not multi combinations of keys 16) cheat mode plays with all sprites active 17) game swaps between two versions- Bug Byte and software Projects 18) other sound effects 19) less sprite flicker 20) game runs faster 21) multiple icon displays 22) bar graph on title screen 23) Animated version icon on title screen 24) keyboard layout on title screen fixed 24a) title screen. missing pixel on car replaced 25) new screen scrolls 26) easter egg on Credit screen 27) easter egg on Pause 28) skylab landing sound effect 29) skylab does not colour in platforms etc... KEYS standard movement keys e.g. "q" to "p" for left to right "z" to "m" jump" "a" to "g" pause "h to "enter" music on/off The "1" key changes the method of movement. In cheat mode. the boot will still be displayed various icons are active and indicate options selected The "9" key rebuilds platforms the "3" key activates platform rebuild option (tool kit) the "4" key activates immortality (medical kit) The "9" key held plus Tapping "1" will move to a previous screen. If on room 1 then it will go to room 20 The "9" key held plus tapping "2" will move to the next screen. If on room 20 then it will go to room 1 Bug byte cheat is 6031769 Icons displayed are from right to left Paused Alternate movement Music on Cheat invoked medical kit tool kit BB-SP.tap Edited December 29, 2017 by Norman Sword jetsetdanny, IRF and Spider 3 Quote Link to comment Share on other sites More sharing options...
IRF Posted December 28, 2017 Report Share Posted December 28, 2017 24) keyboard layout on title screen fixed The missing pixel from Willy's car door has also been restored. :) Spider 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted December 29, 2017 Report Share Posted December 29, 2017 (edited) The main differences between the SP and BB versions (the Re-Release versions from MAD/Mastertronic and VentaMatic are based on the SP version btw) are: Guardians are different in Amoebatron's RevengeGuardians are different in The Warehouse Obviously the scrolly title screen message is a bit different as is the cheat code due to the fact that the joystick option changed a bit. In essence the 'BB' version used the Cursor / Protek (5/6/7/8/0) whereas the SP version used the IF1 joystick (6/7/8/9/0) ^ I think I need clarification on that, its my understanding on it. The code is slightly moved in that, to quote: Addresses from #8000h - #846Dh (32768 - 33901) are the same. Addresses from #846Eh - #8C29h (33902 - 35881) should have 6 added to them. Addresses from #8C2Ah - #8C72h (35882 - 35954) should have 13 added to them. Addresses from #8C73h - #9356h (35955 - 37718) should have 11 added to them. Addresses above #9357h (37719) are the same. Edited December 29, 2017 by Spider jetsetdanny 1 Quote Link to comment Share on other sites More sharing options...
Norman Sword Posted December 30, 2017 Author Report Share Posted December 30, 2017 (edited) The visual differences between the bug byte version and Software projects version in room data The changed data consists of around 240 bytes changed. in 12 separate groups. Ranging from a single byte to a group of 127. Some of the data that changes may or may not be visual. But the program stores the around 480 bytes and swaps the 240 over on each playing. This is on top of the 2*256 bytes for the scrolling message. So Nearly 1k stored for the changes. The room data was left intact, and in the same format. I did consider adding a few more versions and the compressing the lot. Edited December 31, 2017 by Norman Sword jetsetdanny, Spider and IRF 3 Quote Link to comment Share on other sites More sharing options...
IRF Posted December 31, 2017 Report Share Posted December 31, 2017 I was aware of the differences in the guardian sprites in 'The Warehouse' and 'Amoebatron's Revenge', but the alternate pixel patterns for the magenta Fire cells and the collectable items in the Software Project's version of 'Processing Plant' is news to me! :) Quote Link to comment Share on other sites More sharing options...
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