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Message: 5624

Author: Alexandra

Date: 01/03/2006

Subject: Need help with List of JSW knowledge - Editing toilet colour

 

I've searched about and found out how to colour the barrel and Maria,
but now I need to edit the colours for the toilet and I can't find it
anywhere, so if someone could remind me that would be neat.

Since it doesn't cost anything I'll post my list of knowledge that I
have so far, it's very incomplete, I have yet to include things such
as the location of the conveyor/ramp lengths for each room (sometimes
I need to give these values that JSWED can't do) and countless other
things, but it's a start.

It also looks better in it's original format.

The Immutable Wisdom of the MM/JSW Yahoo Group, formerly the MM/JSW
Yahoo Club.

There follows a series of 'fortune cookies', each one a nugget of
valuable wisdom that will empower you to be a better author from the
technical side of the equation. They are plucked more or less straight
from the message archive, with minimal editing by me.

Sendy

------- Tip one -------

JSW64
ADDING GUARDIAN TYPE 78(?!) - THE DROPLET
(John Elliott)

Since it's functionality provided by a patch vector, JSWED can't
edit it. So at the moment your only option is to make sure the patch
vector is included, patch the guardian vectors (as described in my
previous post, or at the bottom of this one), set up as a normal
skylab and then change the first byte of the guardian definition from
08 to 78. JSWED won't draw the guardian but (if you've set it up
correctly) JSW64 itself will.

Here's how to apply the non-sideways-moving skylabs patch to a
vanilla JSW64 game (ie, one that was upgraded from JSW48):

1. Reserve a page of memory.
2. Put the following bytes at the start of that page:

dd 7e 01 0f 0f 0f 0f e6 0f fe 09 38 02 f6 f0 32 61 ff c3 2c ff

-- the other 245 bytes of the page are now wasted, unless you want to
put some other patch code in them.

3. Change the following bytes:

ECA6 to 00
ECA7 to the number of the page you reserved.
ECC6 to D6
ECC7 to 91

For the uninitiated: A 'droplet' is a skylab which doesn't shift to
the right each time it falls. These are sometimes more desirable
because they don't dominate the screen in the same way that skylabs
do. Add this patch to have these as well as skylabs at your disposal.

------- Tip two -------

JSW64
HOW TO MAKE A SPRITE FOLLOW A COMPLEX(ISH) PATH
(IgoR)

Look here:

EXAMPLE:

(a) VANISHING WALL
(b) TRIGGER - HORIZONTAL
(c) VERTICAL
(d) TRIGGER - STOPPER MOVE+DRAW
(e) BLANK
(f) TRIGGER - EUGENE
(g) HORIZONTAL

I have this feature in one of the next rooms.
Rock (g) moves left. And the wall (a) vanishes at the same time. When
the wall is vanished, the rock is triggered (f) to be an engine. When
the rock is at its lowest point - this rock disappears. (some other
trigger (d) puts a "stopper" before this rock). And at this moment
another trigger (b) makes an invisible guardian (c) transform into
another horizontal guardian, that continues to chase Willy again.
Theoretically, the rock can chase Willy in such way a few times
more...

------- Tip three -------

JSW64
HOW TO MAKE SOLAR RAYS SAP AIR QUICKER
(John Elliott)

> John, do you know what byte to change to make the beam more deadly
> (sap air quicker)? You can make some pretty urgent puzzles or make the
> player jump up and down like a mad thing avoiding the beams if they
> are more immediately deadly.

At 8730h, there's a sequence that goes

cd 18 97 cd 18 97 cd 18 97 cd 18 97

which takes the air down when the beam hits Willy. To adjust the
deadliness, change it to:

06 nn c5 cd 18 97 c1 10 f9 00 00 00

where 'nn' is the deadliness level. This can be anything from 01 to
ff; the normal level is 04.

------- Tip four -------

JSW64
WATCH OUT FOR THIS QUIRKY FEATURE WITH ADJACENT RAMPS
(Andrew Broad)

>
> "THE COLD ROOM" - There's a small bug here I think, when I cross
> the LAST bubble on the coolant river, if I cross the hump of the
> bubble without holding down jump, I seem to die. This may be a new
> quirky feature involving ramps butted up to each other over fire
> blocks.

In the explanation that follows, when I refer to Willy being in a
column, I mean the LEFT cell-column of his sprite.

---||||
.....>.
.......
../\/\.
***
ABCDEFG

Willy gets killed if he walks from column D to column C without
holding jump.

This is because the / ramp in column E is trying to dump him down
onto the Fire-cells, while the \ ramp in column D is trying to pull
him up.

Ramp D takes precedence in terms of the pixel-row at which Willy is
drawn, but Ramp E takes precedence in terms of moving him down a
cell-row when he walks off the left edge of the / ramp in column E.

It doesn't happen when Willy walks from column F to column E because
there's no / ramp in column G.

------ Tip Five ------

JSW48 (not sure about others)
CHANGING THE COLOURS OF MARIA AND THE FOOT OF DOOM
(John Elliott)

The attribute values for her 4 cells are at
956Ah, 956Bh, 9570h and 9571h. The barrel colour
can be changed by setting the byte at 8CB0h to 0F8h,
and the byte at 8CB2h to the colour you want. Willy
and the Foot require actual programmng, but check out
the disassembly in the same area.

 

 

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