About Editing This Page

It might be a good idea to join the TAS Videos IRC channel, which lets you see changes being made in real time and coordinate your work with others. Also check the ToDo section for ideas for what needs to be done, marking the item off if you're going to do it.

Game Info

Debugging Codes

JPC-RR Image

+IMAGEMD5 e4287f2e7f9d079de869be13eeb18642
+COMMENT(Entry: N/A            N/A                                      20 /)
+COMMENT(Vname: 19900101000000 N/A                                       0 jetpack)
+COMMENT(Entry: 19900101000000 ec918833fd1032a59cda01d8d5eac55f       2306 /JETDEMO.DAT)
+COMMENT(Entry: 19900101000000 2fb5d8421b228975b622162be33a6b4d      50602 /JETLEV.DAT)
+COMMENT(Entry: 19900101000000 351d5f7893180e2925901c10b29dc1b6     141152 /JETPACK.EXE)
+COMMENT(Entry: 19900101000000 1d1d658ed7e42225be4af6ad69afca7c      43559 /JETPACK0.DAT)
+COMMENT(Entry: 19900101000000 a8f4cc17364adf2c51de655508d59eb8      30487 /JETPACK1.DAT)
+COMMENT(Entry: 19900101000000 8f0b6d6797346fffd3a3c49782787508      33739 /JETPACK2.DAT)
+COMMENT(Entry: 19900101000000 1d9472cea0da9bb049f40a27d71d9c25      38840 /JETPACK3.DAT)
+COMMENT(Entry: 19900101000000 5944201eb8e997db20f57d7c3137710b      21048 /JETPACK4.DAT)
+COMMENT(Entry: 19900101000000 70d1ab65d2807e59f76ba4cbcedd3447      17686 /JETPACK5.DAT)
+COMMENT(Entry: 19900101000000 a958ca5da57a325119d3cbac70b116e5        785 /JETPAL.DAT)
+COMMENT(Entry: 19900101000000 8a70bb766a132bed263ebb7df53ccaf0      72273 /JETSOUND.DAT)
+COMMENT(Entry: 19900101000000 4b753c31504703a90bf1bfc737f1a4fb      11182 /JSWITCH.EXE)
+COMMENT(Entry: 19900101000000 eee0c3907ac09624f7546ddd1464b266      40235 /SCLM.DAT)
+COMMENT(Entry: 19900101000000 93b885adfe0da089cdf634904fd59f71          1 /_JETP_.DAT)
+COMMENT(Entry: 19900101000000 3effbc43f424e28b2df650830ef05f9a         15 /_JETP_A.DAT)
+COMMENT(Entry: 19900101000000 1d1d658ed7e42225be4af6ad69afca7c      43559 /_JETP_A0.DAT)
+COMMENT(Entry: 19900101000000 50ae15f8c01a635f9de9e8c2a0a1c8fe         17 /_JETP_B.DAT)
+COMMENT(Entry: 19900101000000 2f17ff3db151a0bae81b0902491ca5e7      43704 /_JETP_B0.DAT)
+COMMENT(Entry: 19900101000000 0bf84430538b172a7d32530361209e4d         15 /_JETP_C.DAT)
+COMMENT(Entry: 19900101000000 4c310670bdab05b99b77de2a9b8331fd      42811 /_JETP_C0.DAT)

Naming Conventions (Svimmer)

(currently based only on Nach's and Svimmer's opinions, could still use more input, just add asterisk'd lines wherever.)
You're not expected to adhere to these terms 100% of the time. They're meant more as just the default option. It's always okay to spell things out fully as well.
ItemsManual/Official NameRecommended AliasInformation
MonstersManual/Official NameRecommended AliasInformation
InteractableManual/Official NameRecommended AliasInformation
OtherManual/Official NameRecommended AliasInformation
R-lred conv R-dred conv R-stone convMoving PlatformConveyor (e.g. R[ight]-dred conveyor)You can tell a conveyor's direction from which way the stripes are tilted.
rounded stone rounded lred rounded blocksHave the same hitbox as regular blocks.
horiz. reinf. lred horiz. reinf. dred Reinforced lred/dred
Technical:

Open Game-Related Questions

_(remove once answered and add answer to relevant section)_

Game Data

Measurements

Speeds

Acceleration:

Border cases:

Phasing

Fuel

Randomness

Uses Borland C / Turbo C++'s rand() function. Which is a LCG PRNG, which works as follows:
uint32_t seed; //Seed is 32 bits
int rand()
{
  seed = seed*22695477 + 1; //Seed multiplies and adds, and possibly overflows
  return (seed >> 16) & 32767; //Use bits 16-30 for requested random value
}
Using phaser (even if not trying to phase anything) seems to use RNG throws.

Enemies

NameSpeedBehavior
TrackbotHorizontal: 43 sp/f, Vertical (ladder): 33 sp/f Affected by gravity. Generally heads in your direction. Makes random decisions at ladder/floor intersections - these can be manipulated through phaser usage, although some decisions cannot be changed.
Steel Ball / MarbleHorizontal: 59 sp/f Affected by gravity. Reverses horizontal direction when it hits a wall.
SpringVertical: 50 sp/f Reverses vertical direction when it hits a surface. Takes 5 frames to reverse direction.
MissileHorizontal and vertical: 64 sp/f Does a 90 degree clockwise turn when it hits a wall.
Spikes / SpinnerHorizontal and vertical: 20 sp/f Moves diagonally at all times. Bounces at a 90 degree angle when it hits a surface, and will reverse direction completely if it hits a corner perfectly.
FlitzerHorizontal and vertical: 11 sp/f Randomly moves in one of eight directions. Changes direction when it hits a wall, otherwise changes direction every 7 frames.
BatbotHorizontal: 10 sp/f, Vertical: 17 sp/f Will head in your direction once it hits a surface, the movement is not random. Capable of moving diagonally.
HomerHorizontal and vertical: 4 sp/f Moves diagonally until it matches your x or y coordinate, then travels in a straight line at you. Can move through all blocks.

Known tricks

Movement

Extreme Jumps

The following jumps are extreme cases of what is possible to perform. Some of them are easier if you get a running start, i.e. there is more than one block for acceleration (even though there is no acceleration for running). The format (X,Y) has distance covered horizontally and vertically in blocks (positive values are rising onto higher ground).
Onto a ladder means being able to grab a ladder in the square indicated. Onto a platform means being able to land on a platform in the square indicated.

Enemies

Miscellaneous

Level Strategies

Unknown module listsubpages

ToDo

This section is useful to have so multiple people don't end up doing the same work. Just add it here and it will get done, as if by magic! :) Use ** if you want to express you're going to do one of these to avoid overlapping work.

Discussion About This Page

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GameResources/DOS/Jetpack last edited by Nach on 6/8/2013 9:40 PM
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