Jump to content
Jet Set Willy & Manic Miner Community

Manic Miner in 48k with 40 rooms


Norman Sword

Recommended Posts

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 by IRF
Link to comment
Share on other sites

  • 1 year later...

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 🙂 

Link to comment
Share on other sites

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 by Norman Sword
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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 by Norman Sword
Link to comment
Share on other sites

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 by Spider
Forgot to add partial quote
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.