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: 6803
Author: jetsetdanny
Date: 14/03/2015
Subject: Question about inserting patch vectors in JSW64
Could someone please help me with the following issue:
Quoting from JSWED manual,
"Room Setup vector. This is called when Willy enters a new room, after the
room attributes and bitmap patterns have been generated. This can be used to
put custom graphics in a room (like the Final Barrier does in Manic Miner). The
default implementation is just to return."
I would like to use this, but I am not sure how to do it.
Let's say, in JSW64 V:
In room 000 I would like the program [after Willy has entered the room and the room attributes and bitmap patterns have been generated] to "jump" to address #8149 where I will (hopefully) place a code which will draw some custom graphics and then return.
In room 001 I would like the program [after Willy has entered the room and the room attributes and bitmap patterns have been generated] to "jump" to address #8630 where I will (hopefully) place a code which will draw some custom graphics and then return.
Could you give me the specific POKEs (preferably in hex) which would enforce the "jumps" to the above two addresses?
These addresses are actually examples, I haven't checked whether or not they are unused in JSW, but if I know how to "jump" to each of them (#8149 and #8630, respectively) from each of the rooms mentioned above (000, 001, respectively), I should be able to figure out the trick for other rooms and other destination addresses.
Please forgive my not-very-technical language. I can't express it any better but I am sure you know what I mean.
Are the POKEs the same for other variants of JSW64? If not, could you also supply them for JSW64 X, please?
Your help will be greatly appreciated :-)
Daniel
