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Message: 4211
Author: Alexandra
Date: 12/05/2004
Subject: Re: Andrew's beta-review of Role Reversal
--- In manicminerandjetsetwilly@yahoogroups.com, andrewbroad
> Alexandra wrote:
something
> >
> > John fixed that with a patch called 'Adjacent ropes' (or
> > similar). So you can have all 8 guardians as ropes, if you
like :).
>
Not so sure... I make ropes stationary by setting the swing byte to
> But not stationary ropes, which exploit the `feature' patched by
> Adjacent Ropes. Unless you use the 4th May revision of JSW64 that
> supports stationary ropes (cf. Messages 4173, 4179).
0, whereas it can be done by 'jamming' it with another rope (which is
usually 1 pixel long). Have to look into it as it's a bit of a grey
area for me.
> > However, I noticed in Strangel (and also ZX HEROES) that certain
point
> > ropes can sometimes 'teleport' you, usually when you just enter
> > the room. Maybe this is one of the things fixed in the new patch?
>
> A rope will `teleport' you if it collides with a pixel near the top
> of the screen, since Willy always gets picked up at the rope's
> of collision.
These teleports appear to be happening unprompted by any collision.
> But I think you can also get `teleported' if a rope is placed in
That is probably the root of the problem.
> 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.
> > Erix1-mode has quite a few unexplored quirky features, such as
again!
> > being able to jump off of the top right hand corner of a 'special'
> > fire-block asif it were a wall :).
>
> I thought I noticed that (possibly in "The Busy Road"), but then I
> couldn't figure out what had happened or how to make it happen
Yeah, you probably did. Jump to land on the top right corner of
a 'special' nasty, whilst holding jump. I've only seen it happen when
jumping from left to right.
> What is a "'special' fire-block"?
One which appears as Water in the editor but has been hackulated to
act like Fire. It's a little hard to explain but you can't use them
willy-nilly, you have to plan and do some creative workarounding.
> >> Hackulator? Is that some sort of Erix1-mode editor, or are you
Erix1 did. And no, but you could always ask him for a copy. He said
> >> 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 :)
>
> Who wrote the Hackulator? Is it publically available?
he's making a more user-friendly version for public consumption but
that was a long time ago.
> I think Erix1 Mode and SPECSAISIE RoomJSW were talking at crossed
behave
> purposes there - the way Erix1 Mode makes certain block-types
> like other block-types is more confusing than the character-shifts
I could detail all the possibilities if you like. You could even make
> in a David Lynch film!
RoomJSW display Erix1 rooms correctly, but at this stage there isn't
much need for it I guess.
> What I was proposing would look something like this, from RoomJSW's
I see. I'll bear it in mind... I think that appearing inside the wall
> 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".)
when you go down to get the item, might look a bit surreal for the
context of the rest of the game. I could maybe see how it looks
hollowed out.
> No, we have yet to play _manic person_ here. I'm looking forward to
I feel less of a need to hack MM now that we have crumbling floors
> that one, as there are way too few new MM games being released.
and more aestheticly-empowering room formats in JSW. And now we have
a version of JSW with solar beams, AIR, portals etc... It's looking
even less likely! I will post my 10 completed rooms in a bit.
> >> Along as credit's given where credit's due! :-)
Yeap, well I think I always put Matt in the credits, though because
> >
> > I like to think I'm very fair :). I pretty much bill JSW: RR as a
> > joint project anyway...
>
> By that logic *all* MM/JSW games could be considered joint projects
> with Matthew Smith, and all Java programs could be considered joint
> projects with Sun Microsystems! ;-)
he's in everybody's credits (or probably should be), it's less novel.
And I always like to think that he would enjoy and approve of what
I'm/We're doing to his ancient code :)
> >> If I had a copy of MvSB Revision D to hand, SPECSAISIE Compare
currently
> >> 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. :-(
>
> soa1000 kindly sent me a copy of Revision D, for SPECSAISIE to
> 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
> 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.
Thanks for investigating.
