Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
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Message: 5362
Author: john_elliott_uk
Date: 29/12/2005
Subject: Re: JSW64: Dragon 32 Manic Miner - Andrew's beta-test
--- In manicminerandjetsetwilly@yahoogroups.com, andrewbroad
> * Willy's sprites are differently-aligned, such that you can't avoid
I don't think my backport is totally authentic in this respect, but
> a HG by standing on the end of a platform and facing in, or avoid a
> VG by standing in one cell-column (e.g. "THE WAREHOUSE").
Willy doesn't behave quite the same way in Dragon and Spectrum Manic
Miner. For instance, in Central Cavern, if Willy goes as far left as
possible, his legs are far apart in the Spectrum version and close
together in the Dragon version.
Sprites of things that move horizontally are a ticklish subject,
because in the Dragon version a sprite does not move within its 16x16
box; instead, the whole 16x16 box is moved. This means when converting
back to Spectrum format I have to shift the sprite programmatically,
and sometimes limbs get severed - in particular, note the horizontal
guardians in the Warehouse.
> * Items blink on and off every four time-frames.
Four was my choice. The Dragon items blink but I didn't make a
precise determination of the rate.
> * If the game is in black and white, why are there colours on the
In the case of Dragon 32 JSW, the colours on the title screen are
> title-screen, Game Over screen, and while pausing? (ditto re. Dragon
> 32 JSW).
authentic. The others are a question of how much patching of the JSW
engine I should do. (You also missed the colours when a level ends and
when Willy loses a life; Dragon32 MM changes the screen colour from
white to green in these cases).
> [9] "THE ENDORIAN FOREST": The top Ewok walks into the Water-cell at
That cell has accordingly been changed to Water. In the Dragon
> (5,23), killing you. If this happens in Dragon 32 MM without killing
> you, then perhaps that cell should be changed to another Water cell-
> class with a blank pixel-pattern (or a pixel-pattern where each
> pixel with which the Ewok collides is reset).
version the Ewok actually demolishes the cell by walking over it.
> [10] "ATTACK OF THE MUTANT TELEPHONES": The leftmost VG collides
Right. Guardian/guardian collisions appear to be harmless in Dragon
> with the bottom HG.
MM. I've corrected the HG's path.
> [14] "THE BANK": The rightmost safe collides with the letter.
As above.
> [19] "THE FINAL BARRIER": The title-screen/Room-19 picture seems to
I didn't give those cells the right attribute for Air. They're 00h
> place erroneous colour-attributes in the top 8 cell-rows - the items
> cannot be collected, and you can jump up onto Row 7 and walk on what
> are supposed to be Air-cells as though they were Water.
while the rest of the room has 01h for Air.
> [21] "THE END": The portal returns you to "CENTRAL CAVERN", but in
There doesn't appear to be a swordfish in Dragon32 MM. I've fixed
> the top-left corner of the screen. Are we missing out on a swordfish-
> routine here?
the portal destination coordinates.
> Finally, could the text-files please encode each newline as CHR$ 13
I've done it to README and technical.txt, but if you want to look at
> followed by CHR$ 10? Using just CHR$ 10 means that Notepad doesn't
> recognise the newlines, as I found of my own text-files when I left
> university and turned to the dark side (ceased to be a Unix user and
> became a Microsoft Windows user).
any of the Z80 or Java source, I'd suggest Cygwin or (at worst) Wordpad.
New version now uploaded.
