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Message: 4093

Author: jgh@arcade.demon.co.uk

Date: 18/04/2004

Subject: JSW64 / PW128 / John Elliott's

 

> Message-ID: <c5q74g+sofi@...>

john_elliott_uk <no_reply@yahoogroups.com> wrote:
> > Perhaps JSW64 should be renamed JSW128x4 to indicate that it's 128K
> > but distinguish it from the JSW128 with 256 rooms at 256 bytes each?
> > Likewise, a JSW128 game with 128 rooms at 512 bytes per room could
> > be called JSW128x2. I can't think of more elegant titles than those.
>
> I think I'll stick to JSW64, and pretend I meant "64k of room data".

Well, there's the JSW48 game engine, the JSW128 game engine, and there's
engines that can cope with 6-bit, 7-bit and 8-bit rooms, and there's
engines that hold the rooms in 256 and 1024 bytes of data. To cover all
varients you'd need to specify all three!

How about xx, giving:
JSW48x64x256 - The standard JSW
JSW48x128x256 - The JGH 7-bit room patch
JSW128x256x256 - John Elliot's JSW for the '128 with 8-bit rooms
JSW128x64x1024 - John's new JSW64/JSW128x4
MM48x20x1024 - The standard Manic Miner

or xx, giving:
JSW48x6x8 - The standard JSW
JSW48x7x8 - The JGH 7-bit room patch
JSW128x8x8 - John Elliot's JSW for the '128 with 8-bit rooms
JSW128x6x10 - John's new JSW64/JSW128x4
MM48x5x10 - The standard Manic Miner

> > + I was impressed that JSWED recognised PWp2 as "Andrew Mode"!
> > Presumably it recognised my patch to specify the player's sprite-
> > page in Offset 237?
>
> Yes. It stops JSWED from applying the JSW128 version of that patch.

You can recognise a 7-bit room engine by the instruction at &8915 being
XOR &C0 instead of OR &C0.

--
J.G.Harston (JGH BBC PD Library) 70 Camm Street, Walkley, SHEFFIELD S6 3TR
jgh@... - Running on BBCs & Masters with SJ MDFS FileServer
Z80+6502/CoPro+Tubes/Econet+SJ - - - - - - - http://www.mdfs.net/User/JGH/

 

 

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