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how about a more modern miner willy sprite?
- ParadigmShifter
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Re: how about a more modern miner willy sprite?
Talking of the static image for "The Final Barrier" this is crap innit? Surely someone can do better than this. It needs to have the blank space at the top right and where the exit is though since that is part of the playable area.
It's also used for the Title Screen of course so bear that in mind as well.
It's a 256x64 image (so 2K) and the attribs are another 512 bytes.
Best way to share that is via a snapshot so I can grab the screen memory using Spin and dump it as 2 binary files.
EDIT: Here's some info about the area that needs to be blank
It's also used for the Title Screen of course so bear that in mind as well.
It's a 256x64 image (so 2K) and the attribs are another 512 bytes.
Best way to share that is via a snapshot so I can grab the screen memory using Spin and dump it as 2 binary files.
EDIT: Here's some info about the area that needs to be blank
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Re: how about a more modern miner willy sprite?
Is there a plan to release this as both 48k and 128k?
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Re: how about a more modern miner willy sprite?
Right time to get beer and get this level format stuff going again.
Also got the DG data for the Robot.
I could of course mirror that in code and save 128 bytes. Some guardians can't be mirrored though (vertical guardians), and the weird spinning rabbit from JSW has different anim depending on whether it is going right or left. If I can update guardians at 50fps (could be dicy with the 48K beeper tune) could add another 4 frames of animation in the 128 bytes saved.
I'd also like the ball on the seals' noses to spin in a consistent direction (that may just be OCD though lol). Currently it looks like it is rotating the other way when moving left as opposed to right.
Also got the DG data for the Robot.
Code: Select all
gfx_robot0
dg ...#####..#..... ;0 1f20
dg ..###..####..... ;1 39e0
dg ...##..####..... ;2 19e0
dg ....####..#..... ;3 0f20
dg #..#####........ ;4 9f00
dg .#.######....... ;5 5f80
dg ##########...... ;6 ffc0
dg .#.####......... ;7 5e00
dg #..#######...... ;8 9fc0
dg ...######....... ;9 1f80
dg ....###......... ;10 0e00
dg ...#####........ ;11 1f00
dg #.###.###.#..... ;12 bba0
dg .###...###...... ;13 71c0
dg ..#.....#....... ;14 2080
dg ...#...#........ ;15 1100
gfx_robot1
dg .....#####...#.. ;0 07c4
dg ....###..#####.. ;1 0e7c
dg .....##..#####.. ;2 067c
dg ..#...####...#.. ;3 23c4
dg ...#.#####...... ;4 17c0
dg ...#.######..... ;5 17e0
dg ..##########.... ;6 3ff0
dg ...#.#######.... ;7 17f0
dg ...#.#######.... ;8 17f0
dg ..#..######..... ;9 27e0
dg ......###....... ;10 0380
dg ......###....... ;11 0380
dg .....##.##...... ;12 06c0
dg .....##.##...... ;13 06c0
dg ...###...###.... ;14 1c70
dg .....##.##...... ;15 06c0
gfx_robot2
dg .......#####..#. ;0 01f2
dg ......###..####. ;1 039e
dg .......##..####. ;2 019e
dg ........####..#. ;3 00f2
dg ....#..#####.... ;4 09f0
dg .....#.######... ;5 05f8
dg ....##########.. ;6 0ffc
dg .....#.####..... ;7 05e0
dg ....#..#######.. ;8 09fc
dg .......######... ;9 01f8
dg ........###..... ;10 00e0
dg ........###..... ;11 00e0
dg ........###..... ;12 00e0
dg ........###..... ;13 00e0
dg ........###..... ;14 00e0
dg .......#####.... ;15 01f0
gfx_robot3
dg .........#####.# ;0 007d
dg ........###..### ;1 00e7
dg .........##..### ;2 0067
dg ..........####.# ;3 003d
dg .........#####.. ;4 007c
dg .........####### ;5 007f
dg ......########.. ;6 03fc
dg .........####... ;7 0078
dg .........#####.. ;8 007c
dg .........####### ;9 007f
dg ..........###... ;10 0038
dg ..........###... ;11 0038
dg .........##.##.. ;12 006c
dg .........##.##.. ;13 006c
dg .......###...### ;14 01c7
dg .........##.##.. ;15 006c
gfx_robot4
dg #.#####......... ;0 be00
dg ###..###........ ;1 e700
dg ###..##......... ;2 e600
dg #.####.......... ;3 bc00
dg ..#####......... ;4 3e00
dg #######......... ;5 fe00
dg ..########...... ;6 3fc0
dg ...####......... ;7 1e00
dg ..#####......... ;8 3e00
dg #######......... ;9 fe00
dg ...###.......... ;10 1c00
dg ...###.......... ;11 1c00
dg ..##.##......... ;12 3600
dg ..##.##......... ;13 3600
dg ###...###....... ;14 e380
dg ..##.##......... ;15 3600
gfx_robot5
dg .#..#####....... ;0 4f80
dg .####..###...... ;1 79c0
dg .####..##....... ;2 7980
dg .#..####........ ;3 4f00
dg ....#####..#.... ;4 0f90
dg ...######.#..... ;5 1fa0
dg ..##########.... ;6 3ff0
dg .....####.#..... ;7 07a0
dg ..#######..#.... ;8 3f90
dg ...######....... ;9 1f80
dg .....###........ ;10 0700
dg .....###........ ;11 0700
dg .....###........ ;12 0700
dg .....###........ ;13 0700
dg .....###........ ;14 0700
dg ....#####....... ;15 0f80
gfx_robot6
dg ..#..#####...... ;0 23e0
dg ..#####..###.... ;1 3e70
dg ..#####..##..... ;2 3e60
dg ..#...####...#.. ;3 23c4
dg ......#####.#... ;4 03e8
dg .....######.#... ;5 07e8
dg ....##########.. ;6 0ffc
dg ....#######.#... ;7 0fe8
dg ....#######.#... ;8 0fe8
dg .....######..#.. ;9 07e4
dg .......###...... ;10 01c0
dg .......###...... ;11 01c0
dg ......##.##..... ;12 0360
dg ......##.##..... ;13 0360
dg ....###...###... ;14 0e38
dg ......##.##..... ;15 0360
gfx_robot7
dg .....#..#####... ;0 04f8
dg .....####..###.. ;1 079c
dg .....####..##... ;2 0798
dg .....#..####.... ;3 04f0
dg ........#####..# ;4 00f9
dg .......######.#. ;5 01fa
dg ......########## ;6 03ff
dg .........####.#. ;7 007a
dg ......#######..# ;8 03f9
dg .......######... ;9 01f8
dg .........###.... ;10 0070
dg ........#####... ;11 00f8
dg .....#.###.###.# ;12 05dd
dg ......###...###. ;13 038e
dg .......#.....#.. ;14 0104
dg ........#...#... ;15 0088
I'd also like the ball on the seals' noses to spin in a consistent direction (that may just be OCD though lol). Currently it looks like it is rotating the other way when moving left as opposed to right.
Last edited by ParadigmShifter on Tue Jun 25, 2024 7:04 pm, edited 3 times in total.
- ParadigmShifter
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Re: how about a more modern miner willy sprite?
I guess so. I need to learn about AY (or at least get a player) and how to do memory paging for that though.
Anyway the source code will be posted every time I add a new feature (so I will post full source code once v1 of the level data format can display a couple of levels).
I'll also post code in sections now instead of one gigantic listing... will split on the level data, code, and global data.
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Re: how about a more modern miner willy sprite?
I'm not historically a Miner Willy fan (got my Speccy in '86) so I still don't know too much about these games. I don't even know how many spinoffs there have been with new levels. For anyone who didn't know, there was a 2017 mod Back To The Mine which has 20 new levels. Not sure how significant/popular these other levels were, as to warrant their inclusion here, but they were included along with the original levels in the 2020 compilation game Manic 40 Miner.
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Re: how about a more modern miner willy sprite?
please keep in mind that I would love to redraw more sprites for the game (i never liked those penguins or those flamingoes)
Get my AY games here https://www.dropbox.com/sh/tfo83j5lzwmh ... Kkk7a?dl=0
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Re: how about a more modern miner willy sprite?
Perhaps you could redraw "The Final Barrier" screen, as mentioned above?gabriele amore wrote: ↑Tue Jun 25, 2024 7:30 pm please keep in mind that I would love to redraw more sprites for the game (i never liked those penguins or those flamingoes)
Last edited by Lee Bee on Tue Jun 25, 2024 7:32 pm, edited 1 time in total.
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Re: how about a more modern miner willy sprite?
There's umpteen bazillion spinoffs lol.Lee Bee wrote: ↑Tue Jun 25, 2024 7:24 pm I'm not historically a Miner Willy fan (got my Speccy in '86) so I still don't know too much about these games. I don't even know how many spinoffs there have been with new levels. For anyone who didn't know, there was a 2017 mod Back To The Mine which has 20 new levels. Not sure how significant/popular these other levels were, as to warrant their inclusion here, but they were included along with the original levels in the 2020 compilation game Manic 40 Miner.
Most are documented here:
https://www.jswcentral.org/
My 2010 unfinished port is listed there as well. It wasn't finished because my PC had a small fire in the power supply department and I didn't get a new one for a while, and the only backup of the source was on some mediafire site I think (and it wasn't the final source).
4. Manic Miner Turbo
Author: Paradigm Shifter
Year: 2010
Language: English
Manic Miner with a rewritten game engine and faster action. It was created by Paradigm Shifter and posted to World of Spectrum in February 2010. An RZX recording of the game, submitted by Mark Woodmass (Woody), was published on the RZX Archive in March that year.
Judging by the info in the thread on WoS, Paradigm Shifter did not even consider the file he posted a beta version yet; he believed he needed to add "boot, title screen/scrolly message, scoring and demo" and he was planning to add "at least 20 more screens" afterwards. Sadly, there has been no publicly announced development of the game since March 2010.
Number of rooms: 20
Highest documented score: N/A
(There is no scoring in the game.)
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Re: how about a more modern miner willy sprite?
Ok well the Robot anims have been posted. DG format should not be too hard to understand? (A dot is paper colour and # is ink colour) - so should be easy to transfer them to AGD editor for tweaking.gabriele amore wrote: ↑Tue Jun 25, 2024 7:30 pm please keep in mind that I would love to redraw more sprites for the game (i never liked those penguins or those flamingoes)
From this page of the disassembly
https://skoolkit.ca/disassemblies/manic ... 45056.html
But feel free to do any sprites you like. All the graphics are on the skoolkit disassembly site (most of them are embedded in the actual levels for Manic Miner).
Probs best to stick to 4 frames (I can manually mirror them if you don't) for now. If I only update half the guardians per frame I might be able to do 8 frames per guardian though... but wait until I see what the performance is like.
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Re: how about a more modern miner willy sprite?
Oh I also meant to say once I get some levels running (so need to add proper movement for Willy and the guardians, proper collision detection) I will start asking around to see if there's any levels considered very good which I can add.Lee Bee wrote: ↑Tue Jun 25, 2024 7:24 pm I'm not historically a Miner Willy fan (got my Speccy in '86) so I still don't know too much about these games. I don't even know how many spinoffs there have been with new levels. For anyone who didn't know, there was a 2017 mod Back To The Mine which has 20 new levels. Not sure how significant/popular these other levels were, as to warrant their inclusion here, but they were included along with the original levels in the 2020 compilation game Manic 40 Miner.
I definitely want to see if I can get 60 levels in (number of rooms in JSW). May have to reuse some graphics from existing levels though depending on amount of memory there is.
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Re: how about a more modern miner willy sprite?
Brush code is in, now I need to handle repeating blocks (and set the correct attribs as well).
Data size needed to draw that (the bushes, stalactites, keys and exit) = 43 bytes.
Looking at the rest of the brushes I will need for Central Cavern, the level size will be another 30 bytes so 73 bytes total.
I need to add some extra data for the guardians as well. I think I can pack the data a bit better than it used to be, I think each guardian was about 9 bytes, should be able to get that smaller. I also need to add the level name (14 bytes uncompressed, can compress it to 10 bytes).
Central Cavern looks like it will be under 100 bytes anyway compared to 130 bytes last time, so around 25% bytes saved I reckon. And I can compress the keydata even more.
Central Cavern isn't a very complicated level though.
Data size needed to draw that (the bushes, stalactites, keys and exit) = 43 bytes.
Looking at the rest of the brushes I will need for Central Cavern, the level size will be another 30 bytes so 73 bytes total.
I need to add some extra data for the guardians as well. I think I can pack the data a bit better than it used to be, I think each guardian was about 9 bytes, should be able to get that smaller. I also need to add the level name (14 bytes uncompressed, can compress it to 10 bytes).
Central Cavern looks like it will be under 100 bytes anyway compared to 130 bytes last time, so around 25% bytes saved I reckon. And I can compress the keydata even more.
Central Cavern isn't a very complicated level though.
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Re: how about a more modern miner willy sprite?
With the utmost respect to the original game, that new sprite really makes the whole game so much better! Great idea to do this, Gab!
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Re: how about a more modern miner willy sprite?
Well it's definitely motivated me to finish off/rewrite and improve my old project from 2010 and make as many improvements to that as I can (in terms of data size, engine speed, etc.).
The 8 frames of animation was exactly what I was looking for!
Got the horizontal repeat working but the check for whether I had to change the brush is suffering from Beer O'Clock.
This data (46 bytes). IPB stands for INK, PAPER, BRIGHT by the way
ROOMPARAMS is _startx_, _starty_, _faceleft_, _border_, _paper_
(Willy start pos, whether facing left or not at start, level border colour, level paper colour) - packed into 16 bits (2 bytes)
EXITPARAMS is _posx_, _posy_, _ink_, _paper_, _bright_ (position and attribs of the exit), also packed into 2 bytes.
Draws this
Should be easy to fix tomorrow.
Not too much progress today although the brush stuff is nice.
The 8 frames of animation was exactly what I was looking for!
Got the horizontal repeat working but the check for whether I had to change the brush is suffering from Beer O'Clock.
This data (46 bytes). IPB stands for INK, PAPER, BRIGHT by the way
ROOMPARAMS is _startx_, _starty_, _faceleft_, _border_, _paper_
(Willy start pos, whether facing left or not at start, level border colour, level paper colour) - packed into 16 bits (2 bytes)
EXITPARAMS is _posx_, _posy_, _ink_, _paper_, _bright_ (position and attribs of the exit), also packed into 2 bytes.
Code: Select all
Central_Cavern:
ROOMPARAMS 2, 13, 0, 2, 0 ; 2 bytes
EXITPARAMS 29, 13, 6, 1, 0 ; 2 bytes
; keys. Can obvs compress these better (9bits/xy pos)
keytype gfx_key0
db 5 ; num keys, paper<<3 for key
db 9, 0
db 29, 0
db 16, 1
db 24, 4
db 30, 6
; level tiles
IPB 6, 2, 0
celltype gfx_wall0 ; wall is always first tile in list
IPB 2, 0, 1
celltype gfx_platform0
IPB 4, 0, 1
celltype gfx_spiky0
IPB 2, 0, 0
celltype gfx_crumbly0
IPB 5, 0, 0
celltype gfx_spiky1
IPB_LAST 4, 0, 0
celltype gfx_conveyor0
db 5 ; brush and flags
TILE 11, 0
TILELAST 16, 0
db 3 ; brush and flags
TILE 23, 4
TILE 27, 4
TILE 21, 8
TILELAST 12, 12
db 2|HORZ_REPEAT ; brush and flags
TILEHORZRPT_LAST 1, 15, 30
db #FF ; end of level data
Should be easy to fix tomorrow.
Not too much progress today although the brush stuff is nice.
Last edited by ParadigmShifter on Wed Jun 26, 2024 2:04 am, edited 2 times in total.
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Re: how about a more modern miner willy sprite?
Main reason I wanted to rewrite it as first speccy game in 2010 is because there were tons of mods available, source code is easy to find, etc. I obviously suffer from the "Can't draw" issue as well so easily rippable graphics was a bonus too
I can write tunes though so it won't just be your tunes that get in the game I'll probably only do a few jingles however, I'm saving my killer tunes for other projects Maybe the high score table or something will have a jingle by me (obvs would have to add a high score table as well lol).
But the original (which is denied on here now) was really slow and flickery. I thought I could do a lot better (Matthew Smith was only 16 when he wrote the original though so we can let him off).
Also the level format is extremely wasteful and I noticed modders really struggling with that as well.
A new open source version is just what the community needed in 2010 (and probably does now lol). This won't be compatible with any existing level editing tools of course.
I'll put an option in to slow it down to 25fps (or even slower) if people prefer the old school speed. It won't flicker though!
Re: how about a more modern miner willy sprite?
Given the height and width of the robot, Willy and other characters in the game, isn't it possible to introduce some extra color for them? Do the sprites need to be single colour throughout due to some limitations in the game data/engine?ParadigmShifter wrote: ↑Tue Jun 25, 2024 7:35 pm Ok well the Robot anims have been posted. DG format should not be too hard to understand? (A dot is paper colour and # is ink colour) - so should be easy to transfer them to AGD editor for tweaking.
From this page of the disassembly
https://skoolkit.ca/disassemblies/manic ... 45056.html
But feel free to do any sprites you like. All the graphics are on the skoolkit disassembly site (most of them are embedded in the actual levels for Manic Miner).
Probs best to stick to 4 frames (I can manually mirror them if you don't) for now. If I only update half the guardians per frame I might be able to do 8 frames per guardian though... but wait until I see what the performance is like.
Re: how about a more modern miner willy sprite?
Horizontal nasties are always character aligned, so theoretically it's possible. I think you'd struggle to design sprites that didn't just look weird as they move though unless you just coloured the top and bottom halves differently?
Vertical nasties move on a pixel level so trying to apply attributes on them is going to be messy vertically, but I guess you could get away with a horizontal division. I still think it'd end up looking uglier overall.
Re: how about a more modern miner willy sprite?
Interesting -- it looks bad when you view the zoomed pixels, but looks GREAT at real size.
What's funny is that you're trying to capture the "miner's torch/flashlight helmet" and that takes about 3x3 space.
You ended up creating monochrome Mario.
CLUELESS Bas**rd (me): what about making Solar Power Generator a bit less savage. This is not a sprite question, it's probably some awful ROM rip.
every day i walk through the Banyan Tree. it's between the jamaican restaurant and the-- FINE OK.
What's funny is that you're trying to capture the "miner's torch/flashlight helmet" and that takes about 3x3 space.
You ended up creating monochrome Mario.
CLUELESS Bas**rd (me): what about making Solar Power Generator a bit less savage. This is not a sprite question, it's probably some awful ROM rip.
every day i walk through the Banyan Tree. it's between the jamaican restaurant and the-- FINE OK.
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Re: how about a more modern miner willy sprite?
Yeah, I thought the same thing.
May I apologise, ParadigmShifter. There aren't too many musicians around in this community so I've just gotten into the habit of offering my services, which are often in demand. I had totally overlooked the possibility that you may be up for doing the music for this project - sorry. I primarily think of you as a supremo whizz programmer. I know you also have a passion for music and music theory, and I've been greatly impressed with the beeper sound effects in your games, though I don't think I've heard your actual music to date. Looking forward to thatParadigmShifter wrote: ↑Wed Jun 26, 2024 1:47 am I can write tunes though so it won't just be your tunes that get in the game I'll probably only do a few jingles however, I'm saving my killer tunes for other projects Maybe the high score table or something will have a jingle by me (obvs would have to add a high score table as well lol).
Anyway, this is your (and Gab's) project and I don't want to step on anyone's toes. Please feel free to contribute as much of the music as you wish, or make this entirely yours. If you do want to get me in, I'll be happy to help, but only where needed.
Musical collaborations can be fun. The only thing I'd prefer to avoid is two men creating music independently then this being randomly slapped together at the end, with no consistency or overall creative vision. No regard for how the "game over" music will sound after the ingame music, for example. So if I'm going to contribute, I'd prefer to hear what you've done first so I can make sure I'm supporting your style and everything gels together nicely. I'd also very much like to know the extent of my involvement upfront (and how much memory I have to play with) before I begin making music.
Yeah, about that. Does this mean that your game will also be officially denied from the moment it's made? JSW Central must have gone into meltdown about this crazy turn of events.
I also wonder if JSW Central are spying on this thread? Hi guys!
Re: how about a more modern miner willy sprite?
If Mr Bee is offering you music, then take it, he's great.
I think this place is amazing but I still sometimes wonder why you do things the way you do. Even when I'm sober.
Still we do have an actual database and all the web sites are just a rendering.
Funny story (not funny): when I was leaving client's office today, I saw a load of 3.5" floppy disks in the bin. Also a lot of old CD-ROMs. It's interesting because I have previously updated their material, I'm not sure where this stuff came from, must have been director-level. I thought to myself "you can recycle those CD jewel cases" (you can generally put them in your plastics) but I was too lazy to grab em. Sorry landfill.
This indicates that we don't correctly separate discussion threads and "information" (which might be some wiki thing, or SC archive, etc.).
I think this place is amazing but I still sometimes wonder why you do things the way you do. Even when I'm sober.
Still we do have an actual database and all the web sites are just a rendering.
Funny story (not funny): when I was leaving client's office today, I saw a load of 3.5" floppy disks in the bin. Also a lot of old CD-ROMs. It's interesting because I have previously updated their material, I'm not sure where this stuff came from, must have been director-level. I thought to myself "you can recycle those CD jewel cases" (you can generally put them in your plastics) but I was too lazy to grab em. Sorry landfill.
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Re: how about a more modern miner willy sprite?
Horizontal Guardians can have colour, since they only move in character cells. I could do 4 colours for those if you want (although that makes more data for the level, since each enemy has it's own colour (could maybe define a few defaults for each one though?)).
Vertical guardians can only really be coloured each side differently (left side, right side).
Willy is a cross between a horizontal and a vertical guardian in that it moves in character cells like a horizontal guardian but it can also be drawn at any Y position.
Last edited by ParadigmShifter on Wed Jun 26, 2024 2:33 pm, edited 1 time in total.
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Re: how about a more modern miner willy sprite?
You can do all the music if you want although I will maybe do a short tune for the game over or high score table.Lee Bee wrote: ↑Wed Jun 26, 2024 12:58 pm Yeah, I thought the same thing.
May I apologise, ParadigmShifter. There aren't too many musicians around in this community so I've just gotten into the habit of offering my services, which are often in demand. I had totally overlooked the possibility that you may be up for doing the music for this project - sorry. I primarily think of you as a supremo whizz programmer. I know you also have a passion for music and music theory, and I've been greatly impressed with the beeper sound effects in your games, though I don't think I've heard your actual music to date. Looking forward to that
Anyway, this is your (and Gab's) project and I don't want to step on anyone's toes. Please feel free to contribute as much of the music as you wish, or make this entirely yours. If you do want to get me in, I'll be happy to help, but only where needed.
Musical collaborations can be fun. The only thing I'd prefer to avoid is two men creating music independently then this being randomly slapped together at the end, with no consistency or overall creative vision. No regard for how the "game over" music will sound after the ingame music, for example. So if I'm going to contribute, I'd prefer to hear what you've done first so I can make sure I'm supporting your style and everything gels together nicely. I'd also very much like to know the extent of my involvement upfront (and how much memory I have to play with) before I begin making music.
Yeah, about that. Does this mean that your game will also be officially denied from the moment it's made? JSW Central must have gone into meltdown about this crazy turn of events.
I also wonder if JSW Central are spying on this thread? Hi guys!
You must have heard my music for SJOE? https://spectrumcomputing.co.uk/entry/4 ... ctrum/SJOE
That one is called "Mutant Killer Beasties". It starts slowly so maybe you skipped it? It has an intro, verse, pre chorus and chorus.
Pre chorus:
They is bad!
They is mean!
They is nasty.... nasty
Chorus:
They is MUTANT KILLER BEASTIES! Mutant Killer Beasties.
EDIT: Tune only sounds good in QAOP emulator the JSSpeccy one has sound playback issues I think.
I don't know if there are any issues with an open source remake of MM legally. There is some original Matthew Smith code for the beeper tune player and the Willy movement but I had to adapt that to different variables being used etc.
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Re: how about a more modern miner willy sprite?
I can make it drain less air when standing in the beam. In the 2010 version it drained 4 times as fast if you are in the beam compared to otherwise, dunno if that is how the original game worked (I think in the original the air drained twice as fast if you were hit in 2 different character cells?).equinox wrote: ↑Wed Jun 26, 2024 10:45 am Interesting -- it looks bad when you view the zoomed pixels, but looks GREAT at real size.
What's funny is that you're trying to capture the "miner's torch/flashlight helmet" and that takes about 3x3 space.
You ended up creating monochrome Mario.
CLUELESS Bas**rd (me): what about making Solar Power Generator a bit less savage. This is not a sprite question, it's probably some awful ROM rip.
every day i walk through the Banyan Tree. it's between the jamaican restaurant and the-- FINE OK.
There was an RZX of all the 2010 levels being competed though (not by me of course lol) so all the levels were possible.
I don't think I've ever done Solar Power Generator myself lol
I'll add an options menu where you can change difficulty settings (so number of lives can be more than the default 3), how often you get an extra man, etc. Also air tick speed etc.
I should have enough memory to record the keypresses each frame for a level (requires 3 bits per frame, one each for pressed right/left/jump). So I can use that to do a playback of each level once you complete it (I can change the exit to a flashing R like the footy replays of the 70s and 80s), since all levels are 100% deterministic (there are NO random numbers used in Manic Miner at all).
I should also be able to have the option to save the replay buffer and play it back, dunno how many different replays we would be able to store. I could do save replay to tape option although it's easier to use a snapshot to save games really.
If I do replays I can add a "ghost" mode (assuming there is enough frame time to draw Willy twice and process the inputs for both - we will see), for time trial training.
I will add a level timer and high scores will be tracked per game/per level and the best times should be able to have their own fastest time entry.
I probably won't have 10 entries in high score table for every level though (maybe just the best time/score per level, or top 3 maybe).
Re: how about a more modern miner willy sprite?
As a certified member of the Manic Miner finishers club, I'd be happy to help with any casual testing
My Speccy site: thirdharmoniser.com
- ParadigmShifter
- Dynamite Dan
- Posts: 1296
- Joined: Sat Sep 09, 2023 4:55 am
Re: how about a more modern miner willy sprite?
Are you able to do Eugene's Lair collecting the key on the right hand side last? Specifically in this engine
https://spectrumcomputing.co.uk/entry/3 ... iner_Turbo
(press D to skip to next level and S to restart level. Do not press A).
since that is the code I will be using for enemy movement I think (although there may be changes since Willy is going to update at 50fps). (Enemies will update every other frame though).
I think it may be possible but you have to collect the last key when Eugene is at the top of its path (or very very near the top). It's hard (may be impossible with that engine, who knows).
If that is possible to do I will add a bonus level warp if you do that. I keep missing it by it looks like 1 pixel
If that isn't possible I may change the code to turn Eugene angry so it has a delay for 1 frame.
Also looking for other hard to achieve stuff for secret level warps - see this thread
viewtopic.php?f=21&t=11692
https://spectrumcomputing.co.uk/entry/3 ... iner_Turbo
(press D to skip to next level and S to restart level. Do not press A).
since that is the code I will be using for enemy movement I think (although there may be changes since Willy is going to update at 50fps). (Enemies will update every other frame though).
I think it may be possible but you have to collect the last key when Eugene is at the top of its path (or very very near the top). It's hard (may be impossible with that engine, who knows).
If that is possible to do I will add a bonus level warp if you do that. I keep missing it by it looks like 1 pixel
If that isn't possible I may change the code to turn Eugene angry so it has a delay for 1 frame.
Also looking for other hard to achieve stuff for secret level warps - see this thread
viewtopic.php?f=21&t=11692
Last edited by ParadigmShifter on Wed Jun 26, 2024 3:32 pm, edited 1 time in total.