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Message: 4622

Author: Alexandra

Date: 12/12/2004

Subject: Re: The explanation for a class of Quirky Features, and POKEs for m

 

> All you have to do is NOP out the "RET Z" instruction and you can
> have all these quirky features working in both directions!!
>
> i.e. POKE 37032,0 (for Jet Set Willy)
>
>
> And it's a similar story for Manic Miner, where wall-blocks at head-
> height are detected in both directions:
>
> POKE 36032,0 enables these quirky features going left in Manic Miner
> POKE 36091,0 enables these quirky features going right in Manic
Miner

Is there, by any chance, a POKE to turn the leftwards headheight bug
OFF in JSW? I would really like that when making games without quirky
features (i.e. in the purely classical platformgame style).

Also, will this be the same for JSW64? Since I might like to have the
symmetrical headheight bug in Strangel II, to make more scope for
puzzles :)

> Anyway, I hope to release a JSW patch for vertical conveyors in a
> matter of weeks. I'm about to strip the ramp-handling instructions
> out of Willy's horizontal-movement routines - and I might just get
> rid of that wall-block detection-code while I'm at it! :-)

Amazing. Do you think you will have one vertical conveyor per room,
like the ramp? Dark Tower (which I plan to make a sequel of)
has 'conveyor ropes' which animate like conveyors and pull you
up/down when you hold onto them. They are quite fun.

Incidentally, here's a map of Dark Tower (the C16 version, which is
the same as the C64 version, only split into 3 sections due to memory
restrictions).

http://plus4.emucamp.com/maps/dark_tower_map.gif

Really well designed rooms it has, doing a sequel is going to be
great fun when I get 'round to it.

 

 

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