Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
Archive of the
Manic Miner & Jet Set Willy Yahoo! Group
messages
|
|
||
|
|
Message: 2090
Author: JudyMoon
Date: 09/03/2001
Subject: Invalid arrows - effects on colour.
I was re-reading the thread on invalid arrow
technology and decided to experiment a bit myself. I
couldn't find any documentation on how changing the
'frilly bits' on the arrow alters the effect, so I
fiddled abouut and found out the following.
I'm
sure it's not news to most of you, but it might be
helpful to my fellow newbies!
I'll call the 8
blocks of the arrow's 'frilly bit' 1 to 8
thus:
12345678
00000000
Block 1 sets flash on or off
Block 2 sets bright on
or off
Blocks 3, 4 and 5 control paper
colour:
Single blocks in 3,4 and 5 make paper green, red and
blue respectively
Double blocks in 3, 4 and 5
make yellow, cyan and magenta (3&4, 3&5, 4&5
respectively)
All three blocks filled in makes white, no blocks
makes black.
Blocks 6, 7 and 8 control the ink
colour and the colours are set in the same order as
paper.
So for example, to turn a block into bright blue
paper with magenta ink, fire an invalid arrow with the
following 'frilly
bits':
12345678
0x00x0xx
(0 is blank)
I've messed about making moving
platforms/gaps by firing two arrows after each other on the same
line, but can anyone suggest any other interesting uses
for this 'feature'?
Cheers,
Jim
