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What´s needed to end the game?


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I have always been unsure, if a homebrew JSW game needs to have similar end-run rooms as in original JSW, in the same order. So I made a single test room, all the other rooms are empty. The test room has a floor, couple of items, Maria and the toilet. Maria Disappears when the last item has been collected, but nothing happens when Willy touches the toilet. My first game is somewhat modified, so I didn´t need to make similar end-run as in the original JSW.

 

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JetSetWilly

 start game                  game mode 0 -                                                 -
 collect last object       game mode 1 - maria removed                        - object number defined by a specific byte - not by actual objects
 jump on bed               game mode 2 - forced walk to toilet                - room + x position defined - reach the x position to trigger
 reached toilet             game mode 3 - animated head/toilet graphic - room + x position defined - reach the x position to trigger 

Edited by Norman Sword
Being chased by a robot. added the specifics of room number
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Best guess , the check for between mode 2 and 3 does not realise you've reached the toilet.

Try it again, enable 'writetyper' so you can jump a room perhaps. Does Bridge still exist ? Teleport there when he's stuck in the bathroom, he ought to run right into Off Licence and either get hit by a vertical guardian or reach the wall.

Is Bathroom still room ID #21h / 33 ? If not...

At #9588h /  38280 , change the byte there to match the new Bathroom ID number.

The code for this is really simple, this is not executed unless 'mode2' is in operation , aka he is running rightwards after landing on the bed:

9584     LD A,($8420)     Get the room number
9587     CP $21     Is it the Bathroom ?
9589     RET NZ   Exit if not in Bathroom, we're done here
958A     LD A,($85D3)     Get Willy's co-ordinate
958D     CP $BC     Is he at the far right (minus the wall) yet ?
958F     RET NZ     Exit if not

Beyond this the sprite would change to the Willy/Toilet one as he's reached it.

My (as above) suspicion is Bathroom is not the right ID number as shown in #9588

 

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Thank you, both of you. 🙂 I am considering to make a single room end-run, as it suits to my next game. I will have to give a look at Hex someday. 🙂

Does the guardians disappear when the end-run is triggered? I haven´t watched any videos to actually see what happens, as I have wanted to finish JSW someday, without cheating, but it doesn´t sound realistic for my skills😅so maybe I can ask about it now. 🙂

 

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No , guardians do not disappear.

Collision detection is still active so if Willy collided with an arrow / fire tile cell / guardian on his run it would cost him a life. There's no user control input at this stage.

Having said that you can in an emulator poke a value at #85DF ( 34271 ) at any time:

0 = Game is in progress , some items left etc

1 = All items are collected , remove Maria (normal user control still)

2 = WIlly has landed on the bed*** , and the code will make him move right (no user input for control aka left/right/jump accepted)

3 = Willy has reached the toilet , change the sprite here

What I mean by this is, you can set this during play if you like, but setting it to 3 might make him invisible (not tried this) and 2 will make him run rightwards , also after completion you can set it back to 0 if you wish to roam around more.

 

*** There is a slight bug where if using O+P to move , he can stick to the bed as its a conveyor. 9 times out of 10 pressing Q+W or 7+8 a few times (all the top row is left/right) will free him. There is a fix for this , set #E3D6 to #FE ( 58326 , 254 )

 

You could I suppose put Maria / Bed / Toilet in one room with one item! 🙂 

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Thank you everybody! 🙂 

I will just have to define (Master bedroom) room and Willy´s (bed) X-position to the toilet room so the game logic will think Willy is touching the bed and then start to run to the toilet? When I define bed X-position near the edge of the toilet room, it will look like Willy is running to the toilet immediately when he enters the toilet room, having collected all the items first, of course.

What if Maria is not guarding the bed but is located elsewhere? I suppose it does not matter as she´s just an deadly obstacle?

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On 11/13/2024 at 9:35 PM, Spider said:

No , guardians do not disappear.

Collision detection is still active so if Willy collided with an arrow / fire tile cell / guardian on his run it would cost him a life. There's no user control input at this stage.

If Willy has just one life left, when the toilet run sequence starts, will he survive to the toilet then?

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Lives do not matter , if Willy hits anything dangerous (guardian / fire cell) on his run it will cost him a life. This is also why the cyan guardian in Top Landing won't catch him.

Have a look at these:

test_one_item.tap

One item (bathroom tap) only needed. No other items in the game.

test_one_different.tap

Toilet moved a bit and Maria moved. Notice as soon as near her he starts his run. This is best viewed by ignoring the tap item initially, moving left to Top Landing, seeing where Maria is, then moving back.

Note this second file, because the Bathroom ramp does not currently reach the floor , -if- Willy dies near the leftmost of Top Landing, he'll never make it as he re-appears on the right. AFAIK this is because the 'move room' code may of been in effect aka because Maria is the far left, he's moved to the right as if he's entered the screen. Its probably a bad example.

It is possible to complete this by ensuring you either use the extended ramp or with care moving to the far left of Top Landing, make sure the Razor blade is on the way up not down, and he'll clear it. This is setup like this on purpose (sorry) to show how he can die on his way and never make it or he can with care.

Note: The files likely contain all the original bugs plus possibly others as I used an old test file. It would be best to not use them for further editing (at your own risk etc) to create anything , other than experimentation.

 

EDIT... Added a bit more as to why the second file is both completable and not completable depending on the players timing.

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