Norman Sword Posted April 12, 2019 Report Share Posted April 12, 2019 (edited) Slight edit. Due to the original wording, which refers to five bytes. A figure I did not question and repeated ad verbatim.However the figure should be six bytes. So an edit to correct and also change/delete some words which are misleading.---------------------------------------------------------------------------------------------------------------------------------------------------The code is monitoring 32884 (#8074) for the release of angry Eugene. This can be changed to monitor one of the objects directly, and the best choice is the object closest to the portal. Since the order of collection is well known, this is probably not going to be noticed by the normal player. This suggested change is aimed more at a new room design and pushing towards your original goal of resetting the room in Manic Miner, but not the objects. You can change both the references to 32884(#8074) to one of the following, or even change either reference to one of the following. (mix and match)Object 1 stored at 32885 (#8075) position (1,30)Object 2 stored at 32890 position (6,10) Object 3 stored at 32895 position (7,29) Object 4 stored at 32900 position (12,7) Object 5 stored at 32905 position (12,9)The logical change is to point at 32905 which is the object closest to the portal.The reason for the suggested change is that it would indicate which object triggers the anger of Eugene and collecting that object, would make Eugene change colour and descend. Collecting the trigger object before the other objects are collected would send a powerful message that that object must be left till last.This suggested change was so a room reset, would only need to reset the last object and the room would be re playable. This suggested change unfortunately does not achieve that goal. The player could ignore Eugene and carry on collecting objects. Then the last object collected would no longer be the trigger object and we are back to square one. ----------------------------------------------------------- Still might be interesting to change the logic so it monitors just one object and not wait till all objects collected. Edited April 16, 2019 by Norman Sword IRF and Spider 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted April 12, 2019 Author Report Share Posted April 12, 2019 Slight edit. Due to the original wording, which refers to five bytes. A figure I did not question and repeated ad verbatim. However the figure should be six bytes. So an edit to correct and also change/delete some words which are misleading. Thank you for the update. I've not edited my post again to reflect this just yet as I've not digested what I need to update, unless its just the wording of "five" to "six" :) Still might be interesting to change the logic so it monitors just one object and not wait till all objects collected. That would indeed be an interesting idea. :) Once a player has 'tried' the room out initially it then is obvious they should leave the nearest object till last in order to enter the Portal. From what I can very vaguely recall 'back then' I too would of been likely to not realise my mistake initially in object collection. Probably not relevant here but it maybe worth noting I had purchased JSW a good six months before I purchased (yes I did pay!) Manic Miner, so my initial platform playing techniques were slightly more honed I suppose towards JSW's game engine general behaviour. Back on topic it could be set to be an object further away perhaps. I did toy with the thought of having Eugene move more slowly on his "get to Portal!" routine but this would seem to be a bit of faffing about needlessly. :unsure: Quote Link to comment Share on other sites More sharing options...
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