PROGRAM PITSTOP
Your Sinclair, January 1993

Christmas comes but once a year, and with it comes a whopping great
Jet Set Willy Editor. Take it away, Santa Broadbent!

The time has come, Pitstoppers, for me to leave the green fields of
Wiltshire, grow my hair long, and prepare myself for four years of
abject poverty as I become an undergraduate in that well known urban
metropolis, Reading University. But fear not! I may be a few more
miles away from Bath, but thanks to the wonders of modern technology
(and the Post Office) I'll still be here every month bringing you the
best in home-grown entertainment with some startling stuff still on
the way (as promised). But anyway, there's still a week to go before I
take up permanent residence in the Students' Union bar, and in the
meantime, I've got one heck of a Christmas present for you ...

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JET SET WILLY EDITOR
part one
by Richard Swann

[Apart from some of the lines being joined together, printing PEN instead]
[of INK, and an incorrect GOTO at line 1450, I didn't spot any errors in ]
[this listing, despite its size. The decimal loader didn't work, however,]
[as the first code block loads into the printer buffer at 23296, so the  ]
[CLEAR a-1 failed with "M RAMTOP no good". I changed it to be:           ]
[CLEAR a-1 AND a-1>USR 7962                                          JimG]

Dicky has come up trumps once more, earning himself another fifty
green ones and continuing his domination of YS. And he really is
dominating Pitstop this month, as his "lummocks it's huge" program
takes up the lot, even though (gasp) it's only the first part!

How To Do It
Well, we've got a bit of a surprise for you this month. Note the
absence of nasty hex numbers in the listing. Yes! It's goodbye Hex
Loader and hello Decimal Loader. To use this program, type in the main
Decimal Loader bit and save it to tape. Then type in the data lines
for the particular program you're writing and RUN the whole lot,
entering the start address for the code when asked. The Decimal Loader
will now POKE the data into memory, telling you which line to curse if
there's an error. After it's finished, DL will ask you for a filename
for the machine code, then save it out. Now type in the main BASIC
Editor prog and save it to tape. Nothing to it, really.

Get Editing!
On to the actual instructions, then. The program you have in front of
you is the Block Editor, and with this you can alter the room layouts,
names, and where they exit to. Load it in, and when it asks for the
JSW tape, load in the main machine code block (called jsw1). 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, apostrophes 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 Dicky), 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 it 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 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 pressing 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, but here's
how to manipulate them 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 game a lot of the exits are blocked up. If
you're in too deep already, you needn't worry about this bit, as the
game already has a logical room linking system. If you feel the need,
however, just press E and then enter the new room numbers. [The room
number "compass" doesn't get updated until the screen is re-displayed.
JimG] What could be easier?

Right, the very last bit - to change the screen name, press N, and to
remove all the nasties, press D. You 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, as nasty things will start to happen. Don't panic, though, you
can customise the baddies to your liking in next month's instalment.
Finally, press SPACE to get back to the Main Menu. That's it - the
Sprite Editor follows in next month's issue!


= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =


PROGRAM PITSTOP
Your Sinclair, February 1993

Tap tap tappity tap! Here's Craig Broadbent. Hurrah!

Ah, there you are. I was wondering when you'd show up, being, as I'm
sure you are, barely able to contain your excitement about the
imminent arrival of the second half of Richard Swann's Really
Happening Jet Set Willy Editor. Well you're in luck, cos it's, erm,
arrived.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

JET SET WILLY EDITOR
part one
by Richard Swann

[There were a few more dodgy bits in this issue's listings:
[* Incorrect checksum in line 170 of the DATA listing (91 instead of 917)
[* The usual PEN instead of INK errors.
[* CLEAR at the wrong place in line 10 of the Sprite Editor listing.
[* The loop at line 400 will never do anything, as it is an ascending loop
[  with the start value higher than the end value. However, as this subroutine
[  is only supposed to delete the last sprite added at the location, the
[  POKE ...,255 after the loop would appear to be all that's needed.
[* Incorrect range check at line 610.
[* Incorrect GOTO at line 660.
[* Incorrect prompt at line 680.

Okay sorry to be reduced to a part of Future Publishing's marketing
ploy, but in order to type this program in, you re going to have to
own a copy of last month's YS. But hey, that's not such a bad thing as
not only is YS the best read in the cosmos, but with Part One as well,
you'll be able to turn this program into the most versatile editor
you've ever seen. You see, this bit, although a separate program,
works in conjunction with last month's Block Editor to give you, the
reader, a perfectly customised version of the classic game of all
time. And isn't that what we all want from life?

This is what you do. Type in the BASIC, then save it (SAVE "filename"
LINE 1). Then, and this is the tricky bit, load in the CODE you
entered with that new-fangled Decimal Loader last month with LOAD ""
CODE, and then RESAVE it after this month's BASIC, with SAVE
"filename" CODE 23296,256. Okay? Once you've done that, it's back to
the Decimal Loader - drag out last month's issue and use it to enter
the second lot of code. (Handily marked, Second Lot of Code.) Save it
after last month's code on this month's tape (confused yet?) and hey
presto - a working copy of the Sprite Editor!

Oi can't be workin' this wossname!
In that case, my good man, simply refer to these instructions. Load in
your newly-created Sprite Editor, and when it asks for the jsw1 file,
either load in the original tape, OR your saved levels from last
month. Once done, you're back on familiar ground - enter the number of
the room you wish to edit, and you'll see a piccy of it with the
baddies and their paths both shown. Then it's menu time - options
three and four do the same as last month, so I won't go into them, but
one and two are radically different:

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 once only in each
room (except number 63, which is reserved for something else). 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.

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. In JSW 1, nasties can't move diagonally, so 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
your nasty is going left/right or up/down) that the nasty can move to
before turning round and going back.

2) Defining the sprite(s) for that one nasty 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 want your nasty to, say, smile, then frown, then smile again,
and so on, it will need two frames of animation. If you entered 100 as
the initial sprite, then 2 for the animation frames required, you'd
then have to design your smiley sprite in sprite 100, and your
frowning sprite in sprite 101 (there are 168 sprites that you can use
altogether). See? Anyway, the last thing is the colour of your sprite,
and the colour values correspond to those on the number keys of your
keyboard. Incidentally, it's a good idea to make the sprite a
different colour from the background colour of the screen so that you
can see it.
