Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
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Message: 5079
Author: john_elliott_uk
Date: 18/11/2005
Subject: Re: DrUnKeN mAsTeRs suggestions for JSWED
--- In manicminerandjetsetwilly@yahoogroups.com, dm_boozefreek
> 2) Similar to above but a modification on the traditional skylab.
Patch vector code exists that does this; it's actually present in
> Basically a mono column skylab, so it stays where you place it as
> adversed to occupying 4 separate columns per sprite.
the released JSW64 game in one of the reserved memory pages. If you
compare the memory map of JSW64 to the map of a JSW48 game that's been
upgraded to JSW64, then you'll see that JSW64 has three extra pages
marked 'reserved'. These contain patch vectors for the things the
generic JSW 64 engine can't handle: the multiple bathrooms, the Kong
beasts, the Final Barrier and the guardian at the top of the Clock
Tower. But it also contains a few experimental extra guardian types.
This, by the way, is why I recommend JSW64 games should be based on
upgrading a 48k game rather than starting with the original JSW64. Not
only do you lose three sprite pages, but the patch vectors may have
inappropriate effects for your game.
Try this (you'll need JSWED 2.2.5 because it involves the hex editor):
1. Load JSW64 (I did this on variant V).
2. Go to the Top Landing and change the barrel guardian to
78 0a 0c 20 02 dd 20 b0
3. Now go to the hex editor. Change the two bytes at ECA6-7 to 15 98
and the two bytes at ECC6-7 to D6 91
4. Press CTRL+W to apply changes.
5. Playtest!
> 9) the one I wanted the most and I know I've suggested this to you
What you want there is JSW2 :-)
> before as I'm pretty sure I got a reply, guards that can collide or
> pass each other without killing Willy.
Interesting that all your requests were for enhancements to the game
engine and not the editor.
