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Message: 4207
Author: andrewbroad
Date: 11/05/2004
Subject: Re: Andrew's beta-review of Role Reversal
Alexandra wrote:
>But not stationary ropes, which exploit the `feature' patched by
> John fixed that with a patch called 'Adjacent ropes' (or something
> similar). So you can have all 8 guardians as ropes, if you like :).
Adjacent Ropes. Unless you use the 4th May revision of JSW64 that
supports stationary ropes (cf. Messages 4173, 4179).
> However, I noticed in Strangel (and also ZX HEROES) that certainA rope will `teleport' you if it collides with a pixel near the top
> ropes can sometimes 'teleport' you, usually when you just enter
> the room. Maybe this is one of the things fixed in the new patch?
of the screen, since Willy always gets picked up at the rope's point
of collision.
But I think you can also get `teleported' if a rope is placed in
certain columns - something of which I don't currently have a
precise understanding. I've noticed when trying to place non-
swinging ropes in a room, that this bug can occur for some columns
but not others, with no obvious explanation in terms of pixel-
collision.
>> Yes. Next up for me will be Adam Britton's _The Deadly Mission_I do expect to catch up eventually; it just might take me months or
>> and _Willy's Holiday_ - I wonder if I could still persuade him to
>> do Special Editions to go with _The Continuing Adventures_ Special
>> Edition from 1998? :-) :-)
>
> Crikey, you're still in the 80's then ;). I don't think you'll
> ever catch up if you plan on playing all of them to completion.
> I've only actually played a select few to completion.. Sometimes,
> just to look around and see all the rooms, is enough :)
years to do so. It's going to get much tougher when I get up to the
JSW128 games though! ;-)
>> Yes, although it would be better if you felt you were supposed toThat reminds me - The Deadly Mission was actually the first JSW game
>> do it that way. Perhaps you could move the 256th item to "The
>> Study" and have an extra wall there to separate it from the one
>> behind the forcefield?
to feature forcefields! For three years I had thought that _where's
woody_ was the first game with forcefields (Goodnite Luddite and Ma
jolie have forcefields too).
> Erix1-mode has quite a few unexplored quirky features, such asI thought I noticed that (possibly in "The Busy Road"), but then I
> being able to jump off of the top right hand corner of a 'special'
> fire-block asif it were a wall :).
couldn't figure out what had happened or how to make it happen again!
What is a "'special' fire-block"?
>> Hackulator? Is that some sort of Erix1-mode editor, or are youWho wrote the Hackulator? Is it publically available?
>> just referring to the Erix1-mode game-engine?
>
> It's a quick poke type utility for setting up the extra features
> of each room. Very quick interface, does the job OK though :)
>> But you could consider knocking a hole in "The Fridge" (aboveI think Erix1 Mode and SPECSAISIE RoomJSW were talking at crossed
>> " F" in the bottom row), clearing some of the static nasties at
>> the top of "Deep Freeze" and putting an item there?
>
> Maybe, though the red nasties serve the purpose of preventing you
> from jumping up and landing squarely on the sticky conveyor, which
> would of course ruin the illusion of ice and make it look more
> like glue :)
purposes there - the way Erix1 Mode makes certain block-types behave
like other block-types is more confusing than the character-shifts
in a David Lynch film!
What I was proposing would look something like this, from RoomJSW's
perspective:
||||||..-----------------|--||||
||||*|..........................
||**.|-.........................
|*...|..........................
|....|..........................
|....|...........|.......|--**--
|-...|-----.....----..*-.*......
................................
..............................*|
|--**|||**-.....-**-...-..-|
|**--|..........................
|--**|..........................
|**--|||----------------------||
|--**|..........................
|....|..........................
|..|||..----------------------||
The Fridge JOOOOOOOOOOOOOOK
|..|||*||------|||||--|*
|..|||**$|||-......-|---..|||***
|..|||*||---.......-|-......||**
|....|||-...........-.......-|||
|............................---
|||.............................
**|------...........----.....-||
**|............................|
|||........................----|
|--..||||||..---..---|||.....|||
|....|--..............-.......|*
||||||.....................---|*
|----||||||..--...--||||......|*
|.........................----|*
|||..........................-|*
**|||||||||||--|||-||||||||---|*
Deep Freeze GBBBG GG G BG
(The two background-blocks at the top of "The Fridge" are to stop
the behavioural static nasties in the top row from killing you when
you try to go down; the extra wall-blocks at the top of "Deep
Freeze" are to deny direct access to the bottom-left of "The
Fridge".)
["Kamikaze Cavern"]
>> Well, I'd start with a faithful reinterpretation and see how thatAs I did for "Recurring Nightmare" in Ma jolie! :-) (a
>> turned out. "Eternal Flame" (originally from J4) had to be made
>> much harder to fit _Ma jolie_! :->
>
> You could try a lateral inversion, maybe..
reinterpretation of "P L A IS TO W G R OV E" from We
Pretty).
> And I was thinking you'd fill in the aesthetic walls with moreI'll see how I like the faithful conversion first, though I do like
> playable stuff, since you don't like wasting space.
the idea of lateral inversion...
>> I've been looking forward to Death TV for a long time now.No, we have yet to play _manic person_ here. I'm looking forward to
>
> I work on it from time to time. I will upload what I have to the
> club soon, along with my 10-screen MM game (or did I do that
> already?)
that one, as there are way too few new MM games being released.
>> So you could poke 65279 to move the item into a room that JSWEDOr maybe "Deep Freeze" as suggested above? (POKE 65279,83)
>> recognises (POKE 65279,222 moves it to the lower half of "The
>> Study" [30] if you subscribe to my suggestion above).
>
> I'll, er, come back to that later :)
>> Along as credit's given where credit's due! :-)By that logic *all* MM/JSW games could be considered joint projects
>
> I like to think I'm very fair :). I pretty much bill JSW: RR as a
> joint project anyway...
with Matthew Smith, and all Java programs could be considered joint
projects with Sun Microsystems! ;-)
>> If I had a copy of MvSB Revision D to hand, SPECSAISIE Comparesoa1000 kindly sent me a copy of Revision D, for SPECSAISIE to
>> could compare D with E and tell us the pokes needed to fix the
>> bug. Unfortunately my only copies of Revisions A-D are on a
>> Mac-disk with no Mac to read it. :-(
compare Revision E with.
And so, the following pokes upgrade Revision D to Revision E:
POKE 34251,0
POKE 34273,0
POKE 34274,1
POKE 37426,182
Strangely enough, Role Reversal already has the above values for
34251, 34273 and 34274! However, 37426 in Role Reversal is currently
183 (as Revision D), so I guess you need to apply POKE 37426,182 and
then do a complete playtest to see if the bug recurs.
--
Dr. Andrew Broad
http://www.geocities.com/andrewbroad/
http://www.geocities.com/andrewbroad/spectrum/
http://www.geocities.com/andrewbroad/spectrum/willy/
