WIP: Manic Miner port

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beamrider
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Re: WIP: Manic Miner port

Postby beamrider » Fri Feb 02, 2018 6:27 am

Just asking for completeness sake, but any reason you haven't done a bit more with the title screen like the speccy version?

Would be easy to knock up with my screen designer for instance.

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Kweepa
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Re: WIP: Manic Miner port

Postby Kweepa » Fri Feb 02, 2018 9:00 am

Bug-Byte vs Software Projects:
- it's the version I remember playing on my friend's Spectrum back in the day
- I kind of prefer the enemies, where they are different
- it's the version analysed at skoolkit.ca, which I used to rip the graphics and for screen layout reference

Title screen:
- I just didn't feel the urge :)
- not sure I have the space

merman
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Re: WIP: Manic Miner port

Postby merman » Fri Feb 02, 2018 11:41 am

I like the title screen, gives it a very early 80s feel.

There's only a couple of enemy changes (e.g the Penrose triangles - Software Projects' logo)

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Mayhem
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Re: WIP: Manic Miner port

Postby Mayhem » Sat Feb 03, 2018 11:22 am

    1. In the Processing Plant, the enemy at the end of the conveyor belt is a bush in the BB version, whereas the SP version resembles a PacMan ghost.
    2. In Amoebatrons' Revenge, the original BB amoebatrons look like alien octopuses with tentacles hanging down, whereas the SP amoebatrons resemble the Bug-Byte logo.
    3. In The Warehouse, the original game has threshers travelling up and down the vertical slots. The SP version has 'impossible triangle' sprites (the logo) instead.
    4. The Bug-Byte cheat code was the numerical sequence "6031769" - based on Matthew Smith's driving licence. In the SP version this was changed to "typewriter". (not that it matters here... or does it?!)
Lie with passion and be forever damned...

aeb
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Re: WIP: Manic Miner port

Postby aeb » Sat Feb 17, 2018 11:38 am

Very nice! Better than original.

Maybe try call the voice frequency adjust routine 2-16 times more often (set up a timer interrupt) to make the tones stable - it would steal only a few dozen cycles :) (If you need stable raster waits, you can always 1) wait for the previous line 2) then temporarily turn off the interrupt 3) then wait for the exact line you need 4) then restore interrupts and the pending tone interrupt will happen - I'm doing this in Dragonwing 2)


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