IRF Posted April 14, 2020 Report Share Posted April 14, 2020 (edited) The routine is still playing a linear keyboard. The only changes are the compression of the data, the redrawing of the keyboard, the full key light up and removal of the silent keyboard light ups. Long time since I looked at the routine. A quick glance does indicate I could change to a key reference lookup quite easily. E.g. permit each note to designate a value for its true key position. Not something I would bother to do. If there was space in memory for it, then the following code could be adapted for the purpose. (It's something which I came up with for Daniel Gromann's recent 48K conversion of Fabian Alvarez Lopez's 128K JSW game 'Madam Blavskja's Carnival Macabre'.) At #C040 - #C05F, a lookup table of 'Pitch versus attributes' is stored. The first half of that table (#C040 - #C04F) contains pitch values used by the notes of the title-screen tune. The second half of the table (#C050 - #C05F) contains attribute values corresponding with each note, which will be used as the INK colour for the game's title printed at the top of the title screen. The following subroutine is called from the 'Play the title tune' routine, immediately after the check for a #FF Terminator byte but before the note is actually played. Going into the subroutine, HL points at the pitch value of the note which is about to be played. LD A,(HL) pick up the pitch value of the note which is about to be played, and store it in A PUSH HL save HL (which points at the current note) onto the stack LD HL,#C040 point HL at the start of the lookup table at #C040 LD BC,#0010 we will search through #10 pairs of entries (16 in decimal) CPIR do the search Edited April 14, 2020 by IRF Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
IRF Posted April 14, 2020 Report Share Posted April 14, 2020 Of course, the time-consuming bit would be working out all the datapoints for the table... Spider 1 Quote Link to comment Share on other sites More sharing options...
jetsetdanny Posted August 15, 2021 Report Share Posted August 15, 2021 A question to Norman Sword: You have said here, regarding "Manic 40 Miner": "Last version I have assembled is version 6c. No immediate plans to update." Could you please confirm this? The reason I am asking for confirmation is that I want to start "processing" "Manic 40 Miner" in order to create its individual page on JSW Central (so, play it to completion, record a good RZX walkthrough, take screenshots of every room, etc.) and I would not want to do this work in vain if another update is in the pipeline. Furthermore, version 6c which earlier could be downloaded from this post is not there any more. I don't know if you removed it on purpose or it got accidentally deleted. I do have it, as I had downloaded it before it disappeared. However, its current absence makes me wonder if something is going on... Please let us know 🙂 Spider 1 Quote Link to comment Share on other sites More sharing options...
Norman Sword Posted August 15, 2021 Author Report Share Posted August 15, 2021 (edited) I have replaced the file V6c in the linked post above. Not aware of deleting . I did however edit the instructions page and remove all the blank lines and spaces. I will not edit this file for at least a year, probably never. What the file showed me was it would far simpler to write an editor in something like QBASIC64. I spent a couple of days doing a screen editor for manic panic in QBASIC64. It is a feasable thing to go further and write an editor for the whole game. With less effort I could write an editor for Manic 40 Miner. By doing it in qbasic64 I do not have any memory constraints. Whilst I looked at the question of writing an editor. I stopped myself from actually going further. The reason being the vast quantity of variables in Manic Panic that can be edited in one way or another. The prgram I wrote was just a few hundred lines of code. (actually 864 lines) Manic 40 Miner would be a lot easier, just not particularly interested in doing so. Edited August 16, 2021 by Norman Sword Spider and jetsetdanny 1 1 Quote Link to comment Share on other sites More sharing options...
jetsetdanny Posted August 16, 2021 Report Share Posted August 16, 2021 Thank you for your reply, Norman Sword - I appreciate it! 🙂 Spider 1 Quote Link to comment Share on other sites More sharing options...
jetsetdanny Posted August 17, 2021 Report Share Posted August 17, 2021 I have played "Manic 40 Miner" up to "The Pyramid Entrance", i.e. the first of (modifed, at least this one is) LiganTM's rooms. I believe this room is impossible to pass, because I don't see a way of collecting the rightmost item (the one that's above a platform that's above the portal). I can get onto the platform below the item, but this platform, apart from being a crumbly cell, is also a right conveyor (quite a technical feature - a crumbly conveyor!). There is a Fire cell directly above the item. Therefore, I can't see any way of jumping for it safely, since you can only jump for it straight up or rightwards, and both these jumps result in Willy being killed against the Fire cell after collecting the item. Norman Sword - or anyone else who might know for certain - please let me know if there is some trick here that I've missed, or whether the room is indeed impassable. If it is the latter, a bugfixed version (6d?) would be greatly appreciated. Spider 1 Quote Link to comment Share on other sites More sharing options...
Norman Sword Posted August 17, 2021 Author Report Share Posted August 17, 2021 (edited) Errors in data for Manic 40 Miner v6c Since this was the last version - I am not modifying code - but I will modify the data. Two versions - V6c1 and v6c2 - Take the path grass hopper. both versions add another platform above the portal. V6c1 removes the crumbling conveyor platform V6c2 Leaves the crumbling conveyors alone. The removal of crumbling conveyors was because I expected a graphic problem, Having jumped on a few in the room itself ( I added a few and tested what happened) I reverted back to the original crumbling conveyor platform. Files listed alongside the original V6c The path that is taken - will remove the path behind. Edited August 18, 2021 by Norman Sword Spider and jetsetdanny 2 Quote Link to comment Share on other sites More sharing options...
Spider Posted August 17, 2021 Report Share Posted August 17, 2021 (edited) 8 hours ago, Norman Sword said: Files listed alongside the original V6c Thanks Norman 🙂 I appreciate the fact you've taken the time to not just add the platform but also provide a small choice of having (or not) the crumbling conveyors. For reference even though its higher up on this page, those versions as well as the 'original' V6c can be found here Edited August 17, 2021 by Spider Forgot to add partial quote Quote Link to comment Share on other sites More sharing options...
jetsetdanny Posted August 18, 2021 Report Share Posted August 18, 2021 Thanks for the new versions, Norman Sword! 👍 I believe it is always good if there is one final version of a game (unless there are parallel final versions, like Easy and Hard one). It wouldn't be advisable, IMHO, to have two versions that are "equally final" while differing in just a tiny detail. Therefore, I will consider the last version according to its number, i.e. V6c2, to be final and I will work with it in the context of JSW Central (RZX walkthrough, screenshot gallery, etc.). Please let me know if you should have something against it. Quote Link to comment Share on other sites More sharing options...
Norman Sword Posted August 18, 2021 Author Report Share Posted August 18, 2021 (edited) Which ever path you take grass hopper, the path behind will be closed. If version v6c2 is playable then the other versions will be removed. Edited August 18, 2021 by Norman Sword Spider and jetsetdanny 1 1 Quote Link to comment Share on other sites More sharing options...
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