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using Manic Miner and Jet Set Willy game engines
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Message: 6262
Author: Alexandra
Date: 09/09/2007
Subject: Re: Manic Person / Item-sound in MM / Filters
Alexandra wrote:
(Re. Easy Mode)
I thought just thinning the enemies would be enough but the odd
crumbly-> water conversion might be in order.
Two suggestions for "Innocent-Looking Clocks" [11]:
* (7,3)
* (11,7)?##...+...|!|.....+?!!?|........
?##.......?!?$.....||?|.........
|.........|?||___...............
?.......|....$...........||.....
|.*...*.......|..|---__--?......
?-----------__...?.......|-----|
|$...............|.|...........?
?__-......|..__..?.............| Row 7
|...........*....|----!------__?
?--------------..?...$|........|
|................|?|?|?.....__$?
|......-__.......!.......__....| Row 11
?.........*......!.......*..*..?
|__..<<<<<<<<<<<<<<<------..|??|
?****.......................?!!!
|?|?|?|?|???|?|?|?|?|?|?|?|?|!!!
Originally I didn't want to 'dumb down' any of the jumping/crumbling
puzzles, as I was so proud of them, but I decided to take this measure
and do similar things to other levels with crumbling floors, because
it's just too much to be called 'easy' otherwise.
Nowadays it's probably faster to type it into JSWED's hex-editor
than to faff about with POKEs and copying a block of memory from one
TAP file to another.So here is the patch to make the Bug-Byte edition of Manic Miner
make the Jet Set Willy item-collection sound:__________________8F86: 52 93
______9352: 3A 73 80 0E 80 D3
9358: FE EE 18 5F 3E 90 91 47
9360: 7B 10 FE 0D 0D 20 F0 C3
9368: FE 90
Trying this just now.
Method:
1. create the variant;
2. use SPECSAISIE Compare to determine the differences between the
master version and the variant, i.e. the POKEs that need to be
applied to the master version to generate the variant;
3. edit the BASIC loader to apply these POKEs.Example:
150 INK 7: PRINT '"If you are liable to be offendedby sexual
graphics, please press"; FLASH 1;"A"; FLASH 0;" to airbrush them
out."
160 PRINT #0;AT 1,5; FLASH 1;"PRESS ANY KEY TO START"
170 LET a$=INKEY$: IF a$="" THEN GO TO 170
180 IF a$="a" OR a$="A" THEN GO SUB 240
190 RANDOMIZE USR 33792
200:
210 REM ***************
220 REM * AIRBRUSHING *
230 REM ***************
240 PRINT AT
11,0;"Airbrushing
";#0;AT 1,5;" "
250 FOR a=52880 TO 52911: POKE a,255: NEXT a: PRINT AT 11,11;".":
REM Room 7 portal
260 FOR a=53056 TO 53119: POKE a,PEEK (a-64): NEXT a: PRINT AT
11,12;".": REM Room 7 falling Kong Beast
270 FOR a=58000 TO 58031: POKE a,0: NEXT a: PRINT AT 11,13;".": REM
Room 12 portal
280 FOR a=61967 TO 61982: POKE a,32: NEXT a: REM Room 16 name
290 PRINT AT 11,0;"Airbrushed version"
300 PRINT #0;AT 1,5; FLASH 1;"PRESS ANY KEY TO START"
310 PAUSE 0
320 RETURN
Thanks, that may come in useful in future, though I doubt I'll ever
bother to offer airbrushing-out of the dirty parts. I mean, who out
there is actually so sensitized that they'd be disturbed by pixelated
dildo?
[0] "Hoping for Frequency": Aww, one fewer Fire-cell than the
20th June 2004 revision! :-(
I may put it back in, then. It was that one near the end of the top
platform I think.
It's the one at (6,14) in the 20th June 2004 revision:
|$...............|||||||||||||||
|.................!.!.!.!!.!..$|
|..............................|
|........+++++++++.............|
|....................<<<<<<<<<<|
|__.........................___|
|$........*...*...*.........***| Row 6
|____....----------------___---|
|.............$.......!......!!|
|*.*......................___..|
||||...........................|
|##|.....|_________|.......___$|
|##|....||.........||..........|
|......|||.........|||......___|
|.....||||.*.*.*.*.||||......*.|
|----|||||||||||||||||||-------|
Done.
Notice how the solar beam wraps around the screen sometimes!
Yes - an interesting effect yet to feature in a gamma-release
TTBOMK.
Right. Now someone just needs to come up with an actual use for the
effect ;)
Um... to hurt the player when (s)he's to the right of the solar beam?
Too obvious. I'm not impressed ;)
Re: the spelling and grammar, I'm getting a program with a decent
spellchecker to eliminate these problems.
Iv ay wosnt, confydant wiv may speling en grammer; ay wood yooz
Microsoft Words grammer-czech. Butt itt faynds, nuffing rong wiv
speling "its" az "it's"! ;-)
I'm confident with my spelling and grammar, just not around you. :)
Most peeps fink im prety brany becaze i tipe out moast werdses
Proplee. But you do werdses even Proplear than mi!
If you're having trouble, here is a hint: hitting overhead fire
blocks is safe if there are earth blocks beside them, since the
collision in MM/JSW seems to favour the earth over the fire in
these situations.
Think of it this way: the Earth-cell prevents you jumping up
higher and colliding with the the Fire-cell.
It's true. But it's odd that fire embedded in earth from above has
a much more strict collision (you can't come near without getting
zapped). I guess you could argue that the latter has gravity
involved.
If you fall or walk onto a Fire-cell, it's as though there's an
extra two pixel-rows of fire above the cell itself. So if you have
an Earth-cell horizontally adjacent to a Fire-cell, it can't block
you colliding from above with the Fire-cell.
Actually, that's always how I think of it when planning a screen, the
fire cell seems to extend upwards a little out of it's box. Also, I
suppose that explains why if you fall directly into a pool of fire
blocks, you never see Willy touch them. I assumed this was because the
screen didn't get a chance to update and show the collision due to the
instant nature of death.
Technically, there's a little subroutine that is called six times
every time-frame: for each of the four cells Willy is currently in,
and for the two cells directly beneath him (during a jump or fall,
Willy is most of the time in all six cells at once).This subroutine first checks whether the cell is Air: if it is, it
sets its INK-colour to 7 (white) - unless it's one of the cells
under Willy's feet when he's occupying only four cells.Then it checks whether the cell is Fire, and kills you if it is.
I've already disassembled this part of the subroutine in Message
5326 (re. harmless Fire).So, you see, this subroutine is called for the two cells under
Willy's feet, but not for the cells above his head.
Thanks for explaining that. I'm not sure if it's ever going to be
useful to me but it's taken the mystery away.
What I may do for MP is just include a visual instruction on how to
do it.
Without making the .zip file too large I hope! ;-)
Right. Because I've gone off this idea anyway. I'll never get this
finished if I have to make a chart as well :)
[17] "The Dungeon of Erotic Punishment":
Did you think the lack of a non-animated 2nd conveyor in both
versions was OK, Anrdrew? I liked the way it made the upper right
of the room really intense but the visual (and the way the water
stops just short of a pit of fire with no visual clue as to why)
was just killing me. :)
I wondered why I was having much less difficulty with this room than
I did in the 20th June 2004 beta! ;-)
Just for completeness I'm including the 2004 version in case anyone
prefers the old layouts.
[18] "Pudding": Three different colour-schemes, with Expert Mode
and the 20th June 2004 revision both looking better than Easy
Mode, but it's difficult to say which of the first two is the more
attractive version of this beautiful room.
You prefer the yellow and cyan check to the black and white check?
Yes. It fits the theme of the room much better.
I agree now, looking at all three. I'll probably use the black and
white idea for another room since it was quite nice.
Alex
