Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
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Message: 4237
Author: john_elliott_uk
Date: 24/05/2004
Subject: JSW64: Dragon / Trampolines
OK, I think I've worked out how to get trampolines into JSW64.
jswdrag.zip in the Files section has been updated accordingly.
As a handy research byproduct, I've got the title screen tune loading
into bank 7 rather than bank 0. This has the following advantages:
i) There's more space for code - the game engine isn't full any more.
ii) There's also room for another 10 sprite pages.
iii) The same trick works on JSW128 games, so they get 10 more sprite
pages too (existing games would have to be updated by a future JSWED).
We now come to the vexed question of cell types. They are currently
laid out like this:
Available in all variants:
Air
Earth
Fire
Water
Ramp \
Ramp /
Conveyor <
Conveyor >
Available in W, Y, Z, [:
Air 2
Earth 2
Fire 2
Water 2
Crumbly
Settable by room in [, and globally in W,Y,Z:
Trampoline
Spare 1
Spare 2
Note that the three cell types available in the "[" variant are also
available in W, Y and Z -- but they are defined *globally* rather than
in each room. Or to put it another way, all trampolines in the game
have be the same colour and bitmap. Ideal for the Dragon version, but
other game designers might find this limiting.
So, I'd welcome opinions:
* Do you think this is the right distribution of cell types?
* Or should I swap Trampoline with Air 2 or Earth 2?
(note that Water 2, Fire 2 and Crumbly need to be defined by room for
JSW64: Manic Miner to work properly).
* Variants V and X currently don't support Crumbly or Trampoline. It
would be possible to get these in by restricting rooms in these
variants so that in any room, they can only have one ramp direction
and one conveyor direction. Would that be preferable to the current
situation?
