Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
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Message: 1971
Author: sendy_baby
Date: 21/02/2001
Subject: Re: Invalid Arrow Technology / Invalid R
" Wow! Yes, there's certainly plenty of mileage
in invalid arrows! I guess you could do JSW I
versions of "The TRUBBLE with TRIBBLES" and "Highway to
Hell" that way! :-) "
you could get something
similar, certainly :)
i'm not sure there's enough
guardian instances though, because you have to keep
repeating arrows to get a constant effect (one solitary
arrow comes about as often as busses on the isle of
wight ;).
*unless* of course we can work out a
way of hacking arrows to have a shorter (or
room-variable) 'offscreen roaming space'.
" Offset 218
holds the direction of the ramp, which is ordinarily 0
or 1, but 255 in the case we're talking about.
"
oh i see. i don't think i've used 255. have to go
and check it out : )
i will post the values i
did use in my rooms, soon. the square ramps are
pretty cool methinks.
" We ought to go through
the room formats for MM and JSW, and try out all the
invalid values for everything! :-) "
well that
seems to be a good approach. i have tried different
values for conveyors in the past (beyond 3), to no avail
:( ...
" The possibilities are fundamentally
finite, though - just as there are 2^8 = 256 possible
values for a single byte, there are 2^(8*256) possible
JSW rooms (possible bit combinations for 256 bytes),
but that's as good as infinite to all intents and
purposes! ;-) Of course, most of these possible rooms are
invalid, but it would be interesting to explore some of
these! "
the 'random' approach is quite
interesting. i have made a few rooms by scribbling randomness
onto the screen in the editor and then looking for
patterns and 'pruning' the chaos into a design.
snd
