Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
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Message: 3971
Author: andrewbroad
Date: 10/03/2004
Subject: Re: MM/JSW walking and jumping rules
carlwoffenden wrote:
>Not as such.
> Does anyone know if this is documented somewhere?
> I'm looking to get as close to the Spectrum as I can with myIf I were in your position, I would consider a combination of the
> on-line MM/JSW conversions and just never manage to get it perfect.
following approaches:
1. Do lots of experiments to determine the jumping-rules in a
systematic manner (with heavy use of the pause-button). For example,
a jump onto a platform at the same level advances the player by four-
and-a-half character-columns; it's the same effect as walking 18
steps, although it takes 19 time-frames to get there by jumping.
2. Invert all the pixels in the player's sprite-page, in order to
see more clearly the path that Willy's 2x2 character square takes
during a jump. (This is a cool idea for a Nightmare Room, too.)
3. (Possibly) Study the game-engine disassemblies:
http://www.seasip.demon.co.uk/Jsw/manic.mac (MM)
http://jetsetwilly.jodi.org/poke.html (JSW)
4. Check for conformance with quirky features:
http://www.geocities.com/andrewbroad/spectrum/willy/features.html
--
Dr. Andrew Broad
http://www.geocities.com/andrewbroad/
http://www.geocities.com/andrewbroad/spectrum/
http://www.geocities.com/andrewbroad/spectrum/willy/
