You can find an alpha version of the Manic Miner patch for AY music at
http://www.speccy.home.ro. The in-game music is ripped from Strombringer
but if someone comes up with some tunes i can add a different one for
each room (and removed the ripped one, i don't like to rip stuff :p ).
Fist 2 will also be there soon...
Mihai
--
Posted via Mailgate.ORG Server - http://www.Mailgate.ORG
> Hello everyone!
>
> You can find an alpha version of the Manic Miner patch for AY music at
> http://www.speccy.home.ro. The in-game music is ripped from Strombringer
> but if someone comes up with some tunes i can add a different one for
> each room (and removed the ripped one, i don't like to rip stuff :p ).
Brilliant. Now if only you could extend the number of rooms to include all
the extra levels from the Sam Coupe version. Not sure about what music
would go best with what room. What about using the tune from JSW128?
-Andrew
--
I'm not really here. You're just imagining it.
> Brilliant. Now if only you could extend the number of rooms to include all
> the extra levels from the Sam Coupe version. Not sure about what music
> would go best with what room. What about using the tune from JSW128?
>
> -Andrew
The game rooms 0 and 3..18 are already compressed in the current 128
version so i guess i can get more rooms even in an 48k version.
Especially if i change the compression algorithm.
Now i use RLE and compress the rooms from 17408 bytes (17*1024) to 10851
bytes. I will try LZ77.
Considering that after my modifications i get about 18.5k free for game
data we are looking at a 40 levels Manic Miner 48 :)).
How many rooms are in the Sam Coupe version?
60 - in total (3 x 20)
visit www.samcommunity.org for copyright permission before doing this.
> 60 - in total (3 x 20)
It will be a real challenge to put 60 levels in a 48k version! So i
guess i'll give it a try..
> visit www.samcommunity.org for copyright permission before doing this.
It says "sorry" and something about a long, dull story :)
So, other links?
If I were doing that, I'd do it in the same way as JSW128 - keep all the
room layouts in memory banks 1,3,4,6, and keep bank 0 free for 128k music
and any changes I wanted to make to the game engine. 16k is a lot to play
with. Keeping the rooms uncompressed also makes it a lot easier to write
a level editor, since you don't have to worry about whether your compressed
rooms will fit into the space the original ones did; this is one reason
why I've never extended JSWED to handle JSW2).
In JSW128, bank 7 contains the title screen, but the rest of it is
not used. It's needed by +3DOS while the game's loading, but not
afterwards.
btw, I think a Manic Miner 128 should definitely lift the restrictions
on which rooms can have Kongs, Skylabs, Eugenes and solar power:
<http://www.seasip.demon.co.uk/Jsw/mmdiffs.html>
--
---------------------------
John Elliott | \O/ ][][][ \\ ..._O_|
CHAOS in a sig... | | [][][] /o/ | |
--------------------------- |\ ][][][ \\ A |
That's pretty impressive. I was in two minds at first though - a bit like
watching the Star Wars special editions for the first time, I can't help
thinking is this a bastardisation of the original or not?
Don't really care in the end, however. A fine piece of work[1].
Len
[1] Technically at least - I don't think much of Stormbringer's music to be
honest.
--
Remove SPAMOFF to reply
"Oh, the nobility of the almost human porpoise!"
DISCLAIMER: By replying to this message, you hereby acknowledge
that the ZX Spectrum game "Robocop" was too difficult.
> You can find an alpha version of the Manic Miner patch for AY music at
> http://www.speccy.home.ro. The in-game music is ripped from Strombringer
> but if someone comes up with some tunes i can add a different one for
> each room (and removed the ripped one, i don't like to rip stuff :p ).
OK, here's one I've just put together - an AY version of In The Hall
Of The Mountain King (the original in-game track):
http://www.zxdemo.org/extra/mtking.zip
Doing 20 (or 40 or 60) different tracks might take a fair age
though... I guess we should try and rope in a few more demoscene
musician peeps.
Now here's something to get a bit of discussion going - assuming we're
going to use well-known tunes (and I think that's a nicer way to go
than doing totally new compositions), has anyone got any suggestions
for music to go in particular levels? For example, we'd have something
like 'If I Were A Rich Man' for The Bank, and, I dunno, 'Here Comes
The Sun' for Solar Power Generator...
--
Matthew Westcott - CSSfiance to Nattie
http://www.zxdemo.org/ - the home of the Spectrum demo scene
"there's a breach in security, a disturbance in the chuntey"
> OK, here's one I've just put together - an AY version of In The Hall
> Of The Mountain King (the original in-game track):
> http://www.zxdemo.org/extra/mtking.zip
Good job!!!
It sound very smooth, a pleasure to listen while playing (and this is
rare for in-game tunes)...
Of course i updated my *site*, check it out (www.speccy.home.ro).
>
> Doing 20 (or 40 or 60) different tracks might take a fair age
> though... I guess we should try and rope in a few more demoscene
> musician peeps.
Yep, that's a lot of tunes... I don't think i have enough space for more
than about 15-20. We can do it this way: if someone writes a special
tune for a room i can update it, otherwise the room will play the main
theme (which i think is great).
Thank you for supporting the *project* :))
> Keeping the rooms uncompressed also makes it a lot easier to write
> a level editor, since you don't have to worry about whether your compressed
> rooms will fit into the space the original ones did; this is one reason
> why I've never extended JSWED to handle JSW2).
This is true, but more compressed rooms will fit in the place of the
original ones (obvious). And i also plan to do a 48k version with more
levels than the original (like 40-60).
I will also suply some small utility to compress plain rooms.
> btw, I think a Manic Miner 128 should definitely lift the restrictions
> on which rooms can have Kongs, Skylabs, Eugenes and solar power:
> <http://www.seasip.demon.co.uk/Jsw/mmdiffs.html>
The information i found there is great, thanx a lot! The next version of
MM128 will be patched like that.
I don't know yet what new levels to add! There are tons of great levels
on the net...
Also the extra levels can be linked to the game im more ways:
1) you could select a set of caverns from the main screen (system used
in the Sam Coupe version)
2) you could play all of them, one after another.
No 1 seems better to me, what do you think? Also please suggest other
ways to add extra levels...
> The information i found there is great, thanx a lot! The next version of
> MM128 will be patched like that.
> I don't know yet what new levels to add! There are tons of great levels
> on the net...
> Also the extra levels can be linked to the game im more ways:
>
> 1) you could select a set of caverns from the main screen (system used
> in the Sam Coupe version)
> 2) you could play all of them, one after another.
>
> No 1 seems better to me, what do you think? Also please suggest other
> ways to add extra levels...
I'd go with the first option as it makes the extra rooms immediately
accessible without having to complete the original levels. It's tough,
even with save game functions.
Which is why I proposed that with MM-SAM in the first place :)
Plus of course, it meant only one bank of data needed to be copied around :)
Well, it seemed logical. :). So any chance you and Mihai can get together
to produce this thing by the time I get back from sea at the end of
August. :)