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Message: 6611

Author: andrewbroad

Date: 13/12/2009

Subject: Re: Final Barrier Screens in JSW64

 

dm_boozefreek wrote:

>
> I have a slight prob with these, I need to use 2 to make a full
> ingame screen, I've noticed that they seem to act as Water blocks?
> Is there any way to make them act as Air instead?

If a given colour-attribute is not associated with any of the room's cell-classes, then it behaves as Water by default.

It is possible to make up to 16 colour-attributes behave as Air by setting up cell-classes of type Air with those colour-attributes, but you are limited by the number of cell-classes - and whether their cell-types are assigned by room or globally - in the particular variant of JSW64 that you're using.

The limitation of the global assignment of cell-types to cell-classes in JSW64-variants other than V or X could be overcome by writing a room-setup patch-vector to overwrite the global table that assigns cell-types to cell-classes (and a room-setup patch-vector to restore the default values, to be called by all other rooms), although I've never actually done this.

Another possibility would be to patch the game-engine so that colour-attributes behave as Air by default. The game-engine only lets you fall if you're standing on two Air-cells, one Fire-cell, or one Trap-cell. A patched game-engine would have to invert this logic, enumerate all the cell-types on which you can stand, and the Broadsoft Lifts patch would have to be adjusted to accommodate this change.

--
Dr. Andrew Broad
http://abroad.sqweebs.com/spectrum/mmjsw/

 

 

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