Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
Archive of the
Manic Miner & Jet Set Willy Yahoo! Group
messages
|
|
||
|
|
Message: 4414
Author: john_elliott_uk
Date: 23/08/2004
Subject: Re: JSW64: Manic Miner
--- In manicminerandjetsetwilly@yahoogroups.com, andrewbroad
> john_elliott_uk wrote:
Probably.
> >
> > I've uploaded a release candidate for JSW64: Manic Miner. Unless
> > anyone finds any bugs in it, I'll declare it final.
>
> What of JSW64 itself and JSW64:Dragon32? Will all three be gamma-
> released at the same time?
> There's a bug in the conversion of MM vertical guardians to JSW64:
Hmm. Perhaps if I wrote the start frame into byte 0 of the guardian...
>
> - In MM you set the start-sprite and it rotates through the four VG
> sprites as you'd expect - hence the animation of different VGs can
> be out of phase with each other.
>
> - In JSW, however, the sprite to be displayed cycles constantly from
> 0 to 7, and is modified before printing by ANDing with the
> animation-mask and ORing with the start-sprite. Thus 4-sprite
> animations should always have a start-sprite of either 0 or 4.
> Your conversion is most impressive - particularly the way the items
That's deliberate.
> collected in a room are subtracted and put back when you lose a
> life,
> and the way it handles dropping onto the item under the portal
But I think that's a happy accident.
> in "Sixteenth Cavern".
> However, it's not a 100% faithful conversion;
Without copying the MM engine wholesale, it can't be.
> - Instead of a score, there's an item-count and a global clock.
Maximum items: I don't think there is a limit. You might get
> Since you go back to "Central Cavern" after "The Final Barrier"
> with 85 items, what's the maximum number of items you can collect?
> And what happens at 1am?
intriguing buffer overflows eventually; rather like what happens if
you get new lives at a faster rate than you lose them.
> - 128K tunes (and no attempt to put the red and cyan squares on the
If anyone writes a 3-channel version of ITHOTMC, I'll use that
> correct keys on the piano during the playing of the title-screen
> tune). I prefer the 48K in-game tune to the 128K conversion that
> uses only one channel.
instead. Or there's 15MOTDMC.
> - When you complete a cavern, the air empties faster and at a higher
Because there's no score.
> pitch than in MM.
> - The JSW item-collection sound. I think it's cool to add this to a
Maybe. But I've left it, for the same reason that MirrorMM doesn't
> MM game, and I might even try to code it up for MM: Allana Truman.
> But a strictly faithful conversion would suppress it.
fix the Block Graphics bug.
> - The remaining lives animate even with the music off, which I've
Shrug.
> always found annoying since I noticed it in JSW128.
> - HGs which go left initially start (on the zeroth time-frame) on
Wince.
> Sprite 0 rather than Sprite 3. SPECSAISIE MMtoJSW moves their
> start-columns one character to the right.
> - Eugene's top boundary is one pixel higher than in MM, his bottom
Eugene is now a normal VG rather than a game-engine patch. I'll pull
> boundary one pixel lower - and he stays at his boundaries for one
> time-frame rather than two.
his boundaries in a bit.
> - The quirky feature whereby you can walk through walls at head-
Engine differences.
> height, jump through overhead wall-blocks, and land on the ledges
> on the left of The Wine Cellar is present, unlike in MM.
>
> - The items in "The Vat" and "The Warehouse" have the same PAPER as
> background, rather than red and green PAPER respectively.
> - The walls in the Kong-Beast rooms open from top to bottom instead
Considering how many bytes I had to work with for a generic
> of from the middle outwards.
opening-wall algorithm, you're lucky it opens at all :-)
> - The falling Kong Beast is drawn /after/ the portal, instead of
Patch vectors run after the portal code.
> falling neatly behind the portal as in MM.
> - Skylabs don't colour the platforms into which they crash.
Code space again. I didn't have room for a copy of the MM
sprite-drawing code, so the Skylabs are drawn as normal JSW guardians.
> - Willy faces left above the swordfish at the end.
That's fixable, at least.
> - In most 48K MM/JSW games, pressing cursor-left/right causes Willy
That's because I have another use for Caps Shift.
> to jump left/right. In JSW128 and JSW64, it causes him to jump
> straight up.
