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Message: 4414

Author: john_elliott_uk

Date: 23/08/2004

Subject: Re: JSW64: Manic Miner

 

--- In manicminerandjetsetwilly@yahoogroups.com, andrewbroad
wrote:

> john_elliott_uk wrote:
> >
> > 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?

Probably.

> There's a bug in the conversion of MM vertical guardians to JSW64:
>
> - 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.

Hmm. Perhaps if I wrote the start frame into byte 0 of the guardian...

> Your conversion is most impressive - particularly the way the items
> collected in a room are subtracted and put back when you lose a
> life,

That's deliberate.

> and the way it handles dropping onto the item under the portal
> in "Sixteenth Cavern".

But I think that's a happy accident.

> 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.
> 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?

Maximum items: I don't think there is a limit. You might get
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
> 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.

If anyone writes a 3-channel version of ITHOTMC, I'll use that
instead. Or there's 15MOTDMC.

> - When you complete a cavern, the air empties faster and at a higher
> pitch than in MM.

Because there's no score.

> - The JSW item-collection sound. I think it's cool to add this to a
> MM game, and I might even try to code it up for MM: Allana Truman.
> But a strictly faithful conversion would suppress it.

Maybe. But I've left it, for the same reason that MirrorMM doesn't
fix the Block Graphics bug.

> - The remaining lives animate even with the music off, which I've
> always found annoying since I noticed it in JSW128.

Shrug.

> - HGs which go left initially start (on the zeroth time-frame) on
> Sprite 0 rather than Sprite 3. SPECSAISIE MMtoJSW moves their
> start-columns one character to the right.

Wince.

> - Eugene's top boundary is one pixel higher than in MM, his bottom
> boundary one pixel lower - and he stays at his boundaries for one
> time-frame rather than two.

Eugene is now a normal VG rather than a game-engine patch. I'll pull
his boundaries in a bit.

> - The quirky feature whereby you can walk through walls at head-
> 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.

Engine differences.

> - The walls in the Kong-Beast rooms open from top to bottom instead
> of from the middle outwards.

Considering how many bytes I had to work with for a generic
opening-wall algorithm, you're lucky it opens at all :-)

> - The falling Kong Beast is drawn /after/ the portal, instead of
> falling neatly behind the portal as in MM.

Patch vectors run after the portal code.

> - 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
> to jump left/right. In JSW128 and JSW64, it causes him to jump
> straight up.

That's because I have another use for Caps Shift.

 

 

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