From: rps92@ecs.soton.ac.uk (Richard Swann)
Newsgroups: comp.sys.sinclair
Subject: Jet Set Willy Editor Instructions
Date: 11 Mar 1994 16:57:36 -0000

Since you're probably wondering what that last uuencoded post of
mine contains, I'll tell you.  [That's this zip file   --Arnt]

Upon uuencoding and unzipping said post you'll be presented with four files:

jswed1.bas
jswed2.bas
jswed1c.cde
jswed2c.cde

The two .bas files are Spectrum BASIC files, the first one is the basic for
the Block Editor and the second one is the basic for the Sprite Editor

The Block editor needs the file jswed1c.cde
The Sprite editor needs the files jswed1c.cde and jswed2c.cde

The first statement in each BASIC program loads in the machine code files.
However since I took these files straight off tape they read LOAD "" CODE
You'll have to change this to LOAD *"m";1;"jswed1c"CODE or whatever if you're
using a disk drive

Having managed to get this far, you'll then be asked to load in the file
"jsw1" which is the machine code file off the original Jet Set Willy tape.
This file has start 32768 and length 32768 - so you can save it to disk if
you want

RIGHT! I've probably scared everybody off now, but hopefully I'll convert the
listings into ASCII BASIC and ASCII hex dumps for non techy geeks over the
weekend!

As for the instructions, I've taken them straight from the issue of YS they
were printed in :

BLOCK EDITOR

The program you have in front of you is the Block Editor, and with this you can
alter the room layouts, anmes, and where they exit to. Load it in, and when it
asks for the JSW tape, load in the main machine code block (called jsw). Done
that? Then you'll be able to see a prompt asking you which screen you want to
edit. I imagine a map would be handy at this stage, but just to start you off,
the bathroom (where you start) is room number 33. Type in your room number, and
up comes a representation of the room, with equal signs for conveyors,
apostrophies for stairs and stars for items. And down there at the bottom - see
it? - is the lovely little Main Menu. Let's look at the least complicated
options first :

2) CHOOSE A NEW SCREEN TO EDIT - dead easy
3) FILE OPTIONS - the test play option gives you infinite lives, fall forever,
Attic Bug removed, and the teleport feature (which we haven't got room to
describe), but make sure you've saved your screens before you use it

1) EDIT - This is the real meat of the program (quoth me), and is similar to
the Manic Miner Editor routine. What you'll now see in addition to the room is
a little cursor that you can move around using 5,6,7 and 8. Below this, you'll
see what is is that your cursor is currently pointing at. This may be either
C (a conveyor belt), S (stairs), K (an item - otherwise known as a key) or
a number, in which case it's referring to one of the following blocks :
0 (air - you can jump through it but can't stand on it)
1 (wall - you can stand on it but you can't jump through it)
2 (water - you can stand on it and jump through it) or
3 (death - touch it and you lose one of your lives)

Phew! Having digested that a lot, you can then move the cursor around and 
insert new blocks by pressing 0 (zero), and choosing from the block numbers
above. You can define a conveyor belt by pressinc C - type the x and y co-ords,
the length (0 will make it disappear) and the direction (0 = left, 1 = right).
Move the stairs by pressing S - again you're asked for the x and y co-ords
and the length, but this time the directions are as follows : 0 = up/left,
1 = up/right.

To change the item positions, the items are numbered 0-82 - pressing F on the
edit menu shows you which items are in your room, and pressing M lets you move
an item to a different room. Then press K to fix the item's co-ords. Screen
links - something JSW has that Manic Miner lacked - can be easily manipulated
to your advantage. In the bottom right hand corner is a sort of compass thing
that shows which room you can exit to in each direction. It's possible to
exit in any direction from every room, although in the default game a lot of
the exits are blocked up. If you're in to ddep already, you needn't worry about
this bit as the game already has a logical rom linking system. If you feel
the need, however, just press X and then enter the new rooms numbers

Finally, to change the screen name, press N and to remove all the nasties
press D. You might need to do this if you want to test play your room and you've
changed it so that a monster walks into a wall (because the program treats
collision of any two objects as death)

THE SPRITE EDITOR

Run this, and load in the jsw file as described above (this can also be a
set of levels saved with the block editor). Once done, you're back on familiar
ground - enter the number of the room you wish to edit and you'll se a piccy
of it with the baddies and their paths both shown. Then it's menu time -
options 3 and 4 do the same as options 2 and 3 in the block editor. The other
two are:

1) NASTIES - this lets you edit the moving nasties in each room. The nasties
are numbered 1-111, and you can use each nasty once and only once in each
room (except for room 63 which appears to be reserved - any ideas why?)
The sub options here are:
c - create (add) a nasty. Type the number of the nasty you want inserted and
up he'll pop. No more than seven nasties on one screen though please (unless
you like crashing the program!)
d - delete the last nasty you added
a - assign a different number to a nasty in the room. You'll be asked which
nasty you want to change (1 = first nasty created, 2 = second etc) and the
new nasty number (1-62,64-111)
e - edit the nasties. You'll be asked whether you want your nasty to move
left/right (0) or up/down (1). Then type in the initial and limit co-ordinates.
The initial co-ordinates are the x and y values of where your nasty begins,
and the limit co-ordinates are the x OR y values (depending on whether it's
left/right or up/down) that the nasty can move to before turning round and going
back

2) DEFINING SPRITES
First you have to enter the initial sprite used, and then the number of
animation frames. This may need a little explanation - any nasty that changes
its shape as it moves is using several frames of animation and cycling through
them. If you entered 100 as the initial sprite, then 2 for the animation frames,
then you'd then have to design your sprite in sprites 100 and 101, one for
each bit of animation. See?

Anyway, the last thing is the colour of your sprite (0-7). Try making the
colour of the sprite different from the background colour - it'll help
immensley! :-)




Right, any problems with that then give me a buzz sometime.....


--

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       ';;;-----------,=====(=)| |     /   \     .  /   _  /__   .   _   /
(Piccy by TheBeast)  (_/~~\_____/'    (     \   (  (   (_ /    ) (  (-' .
Ritchie Swann,86,Broadlands Road,Swaythling,Southampton,SO2 3AR 
Email : rps92@ecs.soton.ac.uk, phone (0703) 581429 



