Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
Archive of the
Manic Miner & Jet Set Willy Yahoo! Group
messages
|
|
||
|
|
Message: 6262
Author: Alexandra
Date: 09/09/2007
Subject: Re: Manic Person / Item-sound in MM / Filters
> Alexandra wrote:Originally I didn't want to 'dumb down' any of the jumping/crumbling
> >
> (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)
>
> ?##...+...|!|.....+?!!?|........
> ?##.......?!?$.....||?|.........
> |.........|?||___...............
> ?.......|....$...........||.....
> |.*...*.......|..|---__--?......
> ?-----------__...?.......|-----|
> |$...............|.|...........?
> ?__-......|..__..?.............| Row 7
> |...........*....|----!------__?
> ?--------------..?...$|........|
> |................|?|?|?.....__$?
> |......-__.......!.......__....| Row 11
> ?.........*......!.......*..*..?
> |__..<<<<<<<<<<<<<<<------..|??|
> ?.......................?!!!
> |?|?|?|?|???|?|?|?|?|?|?|?|?|!!!
puzzles, as I was so proud of them, but I decided to take this measure
and do similar things to other levels with crumbling floors, because
it's just too much to be called 'easy' otherwise.
> Nowadays it's probably faster to type it into JSWED's hex-editorTrying this just now.
> than to faff about with POKEs and copying a block of memory from one
> TAP file to another.
>
> So here is the patch to make the Bug-Byte edition of Manic Miner
> make the Jet Set Willy item-collection sound:
>
> __________________8F86: 52 93
>
> ______9352: 3A 73 80 0E 80 D3
> 9358: FE EE 18 5F 3E 90 91 47
> 9360: 7B 10 FE 0D 0D 20 F0 C3
> 9368: FE 90
>Thanks, that may come in useful in future, though I doubt I'll ever
> Method:
> 1. create the variant;
> 2. use SPECSAISIE Compare to determine the differences between the
> master version and the variant, i.e. the POKEs that need to be
> applied to the master version to generate the variant;
> 3. edit the BASIC loader to apply these POKEs.
>
> Example:
> 150 INK 7: PRINT '"If you are liable to be offendedby sexual
> graphics, please press"; FLASH 1;"A"; FLASH 0;" to airbrush them
> out."
> 160 PRINT #0;AT 1,5; FLASH 1;"PRESS ANY KEY TO START"
> 170 LET a$=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
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 theDone.
> >> 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:
>
> |$...............|||||||||||||||
> |.................!.!.!.!!.!..$|
> |..............................|
> |........+.............|
> |....................<<<<<<<<<<|
> |__.........................___|
> |$........*...*...*.........***| Row 6
> |____....----------------___---|
> |.............$.......!......!!|
> |*.*......................___..|
> ||||...........................|
> |##|.....|_________|.......___$|
> |##|....||.........||..........|
> |......|||.........|||......___|
> |.....||||.*.*.*.*.||||......*.|
> |----|||||||||||||||||||-------|
> >>> Notice how the solar beam wraps around the screen sometimes!Too obvious. I'm not impressed ;)
> >>
> >> 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?
> > Re: the spelling and grammar, I'm getting a program with a decentI'm confident with my spelling and grammar, just not around you. :)
> > 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"! ;-)
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 fireActually, that's always how I think of it when planning a screen, the
> >>> 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.
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 timesThanks for explaining that. I'm not sure if it's ever going to be
> 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.
useful to me but it's taken the mystery away.
> > What I may do for MP is just include a visual instruction on how toRight. Because I've gone off this idea anyway. I'll never get this
> > do it.
>
> Without making the .zip file too large I hope! ;-)
finished if I have to make a chart as well :)
> [17] "The Dungeon of Erotic Punishment":Just for completeness I'm including the 2004 version in case anyone
> >
> > 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! ;-)
prefers the old layouts.
> >> [18] "Pudding": Three different colour-schemes, with Expert ModeI agree now, looking at all three. I'll probably use the black and
> >> 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.
white idea for another room since it was quite nice.
Alex
