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: 6612

Author: dm_boozefreek

Date: 13/12/2009

Subject: Re: Final Barrier Screens in JSW64

 

--- In manicminerandjetsetwilly@yahoogroups.com, andrewbroad wrote:

>
> 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.

You know automatically assuming it would be something immediately technical, something this simple never even crossed my mind lol

My floor cell may have the same attributes as some of the blue in the screen image? Just hoping that if this is the case I can add a floor of some kind, so I don't just drop off the screen?

> 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/

Man I've opened up a little bit of a can of worms here haven't I :D

I kind of wish I'd tried this one out a few weeks sooner now, I hope I can do something using the first solution with a simple workaround to any problems. Messing with the second option at this late stage of the game isn't really possible.

I suppose I can always build the bottom half of the screen with sprites, and compromise some detail so the screen doesn't lag too much if the worst comes to the worst.

 

 

arrowleft
arrowright