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using Manic Miner and Jet Set Willy game engines
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Message: 7256
Author: rushforthian
Date: 19/11/2019
Subject: Re: Willy's behaviour on conveyors during the toilet-run
Further to my previous posts, I have just discovered another brand new class of conveyor: a Class -2 conveyor (or Class 254/Class #FE), created by POKING the value #FE into the Conveyor Direction Byte (or Offset #D6 in the room definition).
A Class -2 Conveyor behaves exactly the same, during the normal gameplay, as a standard Right Conveyor (i.e. a Class 1 Conveyor, with Offset #D6=01).
The difference in behaviour occurs during the toilet run. Whereas a Class 1 Right Conveyor stops Willy in his tracks during the toilet run, unless a right movement key other than 'P' is pressed to move him on; a Class -2 Right Conveyor continues to act as a Right Conveyor even during the toilet run - Willy moves at double speed, of course, but he can't be stopped by pressing 'P' whilst he is on this type of conveyor.
Practical application: in the original JSW, POKE #E3D6,#FE (POKE 58326,254 in decimal) has the effect of fixing the 'sticky bed' bug: https://skoolkid.github.io/jetsetwilly/reference/bugs.html#theStickyBed just by editing a single byte of the room layout data for Master Bedroom (i.e. without having to hack the game engine to fix the bug).
If you apply the above POKE to the original JSW, along with POKE #85DF,#01 (POKE 34271,1) as a shortcut to Game Mode 1 [in order to make Maria disappear so that you can quickly try out the game end sequence], then proceed into the Master Bedroom and jump up onto the Master Bed - you will observe that the toilet dash starts without Willy getting stuck on the bed.
(N.B. the 'P' key still serves to stop Willy during the toilet run when Willy is not on the Master Bed.)
