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UKRetrogamer

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Everything posted by UKRetrogamer

  1. What took you so long? ;O) Jumping seems to work perfectly now. No more random re-spawns and I can get through the Banyan tree too! (It takes me about 15 tries in the infinite-life version, but at least I can make it through!) I'll keep playing and let you know if I find any other glitches. This is turning out to be the ultimate JSW conversion.
  2. Yeah. You're quite correct. I can get into the centre of The Banyan tree from the right side but I can only drop from this point and not jump across.
  3. Being based in the Northwest, I've been to every Replay/PlayExpo event bar one. Is there a downloadable version of the A8 Manic Miner somewhere?
  4. Was this ever completed? I took an interest early on (I even offered to be a beta tester, seeing as we're practically neighbours) but lack of progress saw my interest wane. Looking back through the thread, there still doesn't seem to be a playable release.
  5. I captured it on video. (Under Classic99, via WINE, under Linux. Heh.) A short MP4 video showing death warp to The Bridge via The Off License. http://www.zen56791.zen.co.uk/JSWBow.mp4 If you notice; on re-appearing after collision, Willy is jumping backward off the right side of the screen. There's something screwy going on at the screen boundaries.
  6. I think I've worked out what's going on with the warping on death. I've managed to replicate the warp from The Bow to The Off License a couple of times. It would appear to happen if you're killed near the screen edge, while pressing a movement key. I take it with The Bow being the leftmost screen on the map and the Off License being the rightmost, there's a wrap-around effect going on. On each occasion I've managed to warp on death, I've ended up in the same spot. I've been trying to get Willy killed in the same general area each time, so I could replicate the problem and every time, end up stuck inside the same wall. Maybe disabling user (directional/jumping) input before decrementing the life counter and re-spawning may fix this? (Or maybe not. It would now/also? appear to be a screen-boundary glitch. See below). Edit: Oddly, while deliberately getting myself killed on The Bow, I'm on top of the boat, on the right of the screen and when I re-appear, I'm in virtually the same position (horizontally and vertically) but stuck inside the wall in the Off License screen. Second Edit: Rasmus, if you get a chance, load up the infinite-lives version and play around on The Bow. Try getting yourself killed by the Yellow rotating radar-like thing on the top of the boat. Sooner or later, you'll re-appear in the Off License (or as happened to me occasionally) on "The Bridge", which is the screen to the LEFT of The Off License.
  7. Your latest patch seems to have fixed walking down the ramp on The Bow. However, I've experienced a a few "warps" [for want of a better word] on dying. I died jumping into the Yellow radar thing on The Bow and reappeared in the Off Licence screen, stuck in the wall (as per screen-grab).
  8. Rasmus, do you have any plans to add a disk-image of the JSW beta into JS99er? I might find it easier to capture video from there rather than from Classic99 until that's fixed. Edit: I just realised I can load any valid disk-image into your JS99er emulator. Ignore this question. I should've checked before asking!
  9. That cured it. Thanks again.
  10. I'll download it now and check it out. Thanks again. I'm sorry. You must have more important things to do than chase me around, fixing problems?! A separate version would be good (if it's a quick job to create one). Would it not be possible to press a key in-game to toggle the life-counter on/off? Mind you, due to the JSW perma-death "feature" I mentioned earlier, even having infinite lives won't guarantee I'll find the game easier to navigate. I can see problems where I might need to reset the Ti if I enter a screen incorrectly with infinite lives switched on. (Perhaps add a key-press to quit back to the title screen?) This isn't a problem with YOUR game but something which existed in the original. Your extremely faithful conversion has just inherited these issues. Please don't change this as it's part and parcel of the original's charm. Removing the insta-death would (quite literally) kill Jet Set Willy's appeal.
  11. For those who want to see all of the screens JSW has to offer, there's a map of the layout here: http://mdfs.net/Software/JSW/JGH/Screens/BigMap.htm
  12. Here's another for you Rasmus. In the screen "The Bow" (It's the screen the furthest you can go to the left ) in the ZX Spectrum version, I can walk down the ramp and onto the conveyor. {according to urban legend, "The Bow" is only the furthest left screen unless you cheat!} On the Ti version, I get killed if I walk onto the conveyer and need to jump from the ramp. It's almost as though my heels are catching the "sea" tile by a pixel. Edit: BTW. Could we have an infinite lives "poke" for the duration of the beta? I'm not REALLY as good at JSW as I appear!
  13. Thanks for taking the time to check this out and I hope the fix doesn't cause you too much hassle. I found another issue which I need to replicate and record once I remember which room I was in.
  14. I don't know how to embed a tweet into a post so here's a GIF of using Lenslok (via an emulator) to unlock ELITE on a Spectrum. (It's a 10MB GIF, so be prepared to wait if you click on it. Sorry.) Nasty! My original tweet can be found here: https://twitter.com/8BitMicro/status/592457226373103616
  15. I recorded a video, collecting the item from "The Chapel" screen in the ZX Spectrum version of the game. There's no sound as I lack the correct audio codecs on my Mac ATM. I tried to make a video of me doing the same on Rasmus' Ti game in Classic99 but the video capture option fails each time while trying to open an AVI in Windows 8.1 and FRAPS seems not to notice Classic99 even exists! However, I created the video for a reason (aside from showing my pixel-accurate platforming skillz). In the original version, it's possible to climb (jump up) the Blue, rightmost column with your back to the wall, even while the large demon passes to the left of you. In the Ti-conversion, you cannot ascend if your back is facing the wall. At all. You need to have your leg sticking out and the demon kills you unless you change the timing of your climb. Unfortunately, I can't capture Ti video in Classic99 ATM so if you would like to check this in the Ti version, you'd better up your platforming abilities. The video is only short as The Chapel is merely a few screens away from the game's starting screen. http://www.zen56791.zen.co.uk/JSW-ZX.mp4
  16. ...but you couldn't photocopy it cheaply in the 1980s. I knew someone who spent a WHOLE weekend recreating this in felt-pen (it's not just a single page of coloured squares, there are many pages). Needless to say, he made MANY mistakes and it was hit and miss as to whether the game reset after invalid attempts at code entries or not. All that to save £5.95.
  17. I'm waiting for someone who has never played the original to complain about the irrecoverable screen-entry death loop. In the original, it was quite possible to move from one room into another from the wrong spot and be killed with no way of avoiding it. Because of the way the game restores you into the room exactly in the manner in which you entered, it's distinctly possible you can lose the game by entering a room from the wrong angle, even with a full compliment of lives. You can only watch as your character repeatedly jumps or drops into the room to his death until your lives deplete.
  18. As long as Rasmus doesn't implement Lens-LOK protection (look it up, if you've never heard of it), I don't care. Incidentally, in the original Bug-Bye version of Manic Miner, Mr. Smith chose the code "6031769" to enable room skipping. In the re-branded Software Projects version, this was changed to the word "typewriter". When he released Jet Set Willy, the room-skip code became "writetyper". Sad to admit though; I didn't need to look those up. They're lodged firmly in my memory!
  19. Spot-on. Much easier to jump through stairs. Gameplay is much closer to the original as a result. The jump-arc is spot-on. key-reaction is spot-on. My timing passes straight over from the ZX Spectrum version without adjustment. And you know something? I might JUST prefer your conversion over the Spectrum original, which I've always regarded as the best version of JSW right up until today. There have been many conversions to other platforms and NONE have stood up to the Spectrum original until you dropped THIS into our laps. I am seeing some odd glitches when switching from one room to another while jumping but again, these aren't in any way game-breaking. I also need to compare your version to the ZX Spectrum version side-by side as my memory (maybe incorrectly) suggests missing pickups in certain rooms, but I could be wrong. I'll let you know what I find. Edit: Oh, I almost forgot. Thanks for adding the O and P keys as left/right. I'd been playing for 10 minutes using those keys before I even realised you'd implemented my suggestion. Thank you.
  20. I think it's likely glitches like this will be found in many locations because of the nature of the way the game's screens are interconnected. If you can replicate this, I'm sure Rasmus can fix it though.
  21. I've not experienced this problem. I left mine on, in the Ballroom West while I typed my last response and it's still going now. I can continue playing from here. Can you remember which screen you were in?
  22. Fuse is a good, open-source emulator and is available for most platforms (no pun intended). It can be found here: http://fuse-emulator.sourceforge.net/#Download Regarding the jumping. I think jumping against the ramp and passing through would work as long as the user keeps the control pressed throughout the jump (this seems to be the opposite of the way it's coded just now). As in "The Chapel", there are times when you need to jump THROUGH ramps without touching (or being ON) them at all. Jumping away from stairs is often used to gain access to higher platforms and is used in a number of screens (as in "To the Kitchens --- Main Stairway", to gain access to the upper corridor of "The Ballroom West"). Also, jumping away from stairs shouldn't always result in death. Particularly if you're low on the ramp. Try jumping from the ramp on the right-edge of the Kitchen/Main Stairway screen into the screen to its right - Ballroom West - and (as you would expect) you'll land on the downward ramp in The Ballroom. Jumping from here, with Willy on the downward ramp and almost at the edge of The Ballroom West will result in the character landing on the floor [but still alive], just outside of the vertical path of the first nasty on the left of this screen. Jumping from the extreme edge of The Ballroom West ramp will result in Willy's death as he hits the floor. The falling height for deaths seems about right as it is just now. If the Ti-99 had programmers like Rasmus back in the 80s, maybe the Ti would've been the GOTO micro for gaming. Your conversions are incredible! PS: Could we have O and P as optional left and right movement keys, AS WELL as S and D?
  23. Because of my difficulties passing through stairs, The Banyan Tree screen seems like a walk in the park compared to The Chapel. Trying to jump into the passageway below the stairs currently seems impossible.
  24. This video might be good for fine-tuning your excellent game. Jet Set Willy ZX Spectrum Walkthrough Director's Commentary: https://www.youtube.com/watch?v=tpTz70VawVo
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