VGMaps

General Boards => Map Gab => Topic started by: Maxim on June 26, 2007, 05:28:05 AM



Title: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on June 26, 2007, 05:28:05 AM
The Micro Machines V3 (GBC) thread (http://www.vgmaps.com/forums/index.php?topic=510) veered onto this game and I made a few maps for it, so I thought I'd post them here in a dedicated thread.



All of these were made using my screenshot autostitcher program (http://www.vgmaps.com/forums/index.php?topic=516) with a little editing to get them up to a good standard. Wherever possible, the game engine was coerced into wrapping around the edges to grab the full level size and graphics, even where it can't be seen in-game.



I do not intend to finish these unless I have a lot of spare time and certainly after I finish any previously announced projects.



OK, here we go:



Roller Coaster

http://img337.imageshack.us/img337/4926/micromachinesiirollercons4.png



Basement Bumps

http://img267.imageshack.us/img267/2774/micromachinesiibasementem6.png



Whine On

http://img510.imageshack.us/img510/4218/micromachinesiiwhineonry9.png



I Forgot The Name (incomplete)

http://img114.imageshack.us/img114/7100/image2pb2.png

You can't avoid the track so some hacking is needed to see what's in the middle. I intend to fill in the missing parts using the graphics from later same-theme levels.



The idea of limiting image-posting capability on these forums really sucks, by the way.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on June 26, 2007, 06:49:04 AM
Can you describe the last map? (What the course is like?) Because if you want, I can tell you the name, also... I've seen your other maps, and well, they're 1337, basically.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on June 26, 2007, 07:10:27 AM
The image is there - it's Training Camp, the first track of the game and thus the first one I mapped.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on June 27, 2007, 04:33:37 AM
Yeah, I know. I just couldn't view it because of the filters on the college network, or something.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on June 28, 2007, 02:51:11 PM
Turbo Turns

http://img526.imageshack.us/img526/417/micromachinesiiturboturws5.png



Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on June 28, 2007, 03:06:13 PM
These are outstanding.... compared to what I could do...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on June 28, 2007, 03:12:54 PM
Whine On (fixed)

http://img295.imageshack.us/img295/4043/micromachinesiiwhineonsd0.png



These are incredibly easy to do automatically, you need to persevere a little. I'll see if I can make a tutorial this weekend.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on June 29, 2007, 02:13:48 AM
What did you fix? Because the other one looks the same.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on June 29, 2007, 05:13:33 AM
The floor at the bottom right.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on June 29, 2007, 06:46:54 AM
Oh... heh... it must've been small because I kept switching between both pictures and couldn't see anything... but then... even one wrong pixel can eventually spoil the whole map... lol...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on June 29, 2007, 07:05:35 AM
I think I asked this but I don't think I got a response... you know the file names... what do the little bits of text mean at the end... like

micromachinesiiwhineonsd0.png

micromachinesiiturboturws5.png

micromachinesiirollercons4.png, etc?





Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on June 29, 2007, 09:24:37 AM
Imageshack takes the filename of the image I uploaded, removes spaces, converts to lowercase, cuts it down to 22 characters, and then adds those random letters and numbers on the end, to avoid filename collisions. It also assigns it to a directory/virtual server for load-balancing. In short: they're random and added by Imageshack.



I may or may not finish this, as I explained before. If I did, I'd finish one game and then move on to the other, how they'd be arranged on the site is another matter.



For the wrapping courses, I'd choose an appropriate cut-off point and go from there. I did try mapping the one you mention, but the water animation made it hard to automate. An Action replay code to disable animation might help there. SMS Cool Spot is my mapping priority now, anyway.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on June 29, 2007, 11:14:25 AM
oh... so if your file name is, for example "micro machines ii frosty reception", it will be "micromachinesiifrostyr" with those random numbers and letters... ?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on June 30, 2007, 10:22:46 AM
That's right.



Stream Struggle/Rapid Results

http://img405.imageshack.us/img405/7229/micromachinesiistreamsthd3.png

(I didn't check it exactly matches Rapid Results.)


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on June 30, 2007, 10:36:29 AM
I think it's exactly the same...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on June 30, 2007, 01:10:23 PM
Ferry Fiasco

http://img526.imageshack.us/img526/3971/micromachinesiiferryfiapd4.png



Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on June 30, 2007, 01:28:50 PM
Cool...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on June 30, 2007, 01:47:40 PM
Chainsaw Chase!

http://img96.imageshack.us/img96/5243/micromachinesiichainsawpa2.png

A relatively easy one to map.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on June 30, 2007, 01:57:20 PM
Pool Slalom

http://img413.imageshack.us/img413/2914/micromachinesiipoolslalyq3.png

Nice and easy.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on June 30, 2007, 02:42:13 PM
How long does it take to do these maps?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on June 30, 2007, 03:07:08 PM
Depends on the track. Note the timings of my posts this evening - although I also mapped one or two uncompletable tracks this evening too. Once I get the Gens KMod source I can make a tweak to make certain things a lot easier.



Dervish Danger

http://img86.imageshack.us/img86/7520/micromachinesiidervishdfd0.png



Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on June 30, 2007, 03:45:23 PM
Frosty Reception

User posted image

http://img246.imageshack.us/img246/6066/micromachinesiifrostyrepx2.png


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 01, 2007, 03:16:52 AM
What tracks were "uncompletable"?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 01, 2007, 03:37:20 AM
Ones where I can't get the game to show me all the graphics. Bathtub Burnoff, for example, has a toilet next to the bath that you have no way of seeing all of.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 01, 2007, 04:36:42 AM
Can't you do "Rim Runners", which is the toilet, and then have both maps in one picture, or something?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 01, 2007, 04:41:39 AM
I don't know, I haven't seen those tracks yet.



Pipe Patience

User posted image

http://img265.imageshack.us/img265/6531/micromachinesiipipepatifz9.png


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 01, 2007, 04:52:58 AM
Oh well.... <_<

Um... can you tell me, from the following list, if you know of any courses that I've missed?



Open Top/Convertible

Roller Coaster, Turbo Turns, Ups N Downs, Step On It, Paper Pranks



4x4

Tiny Treehouse

Treehouse Tiles

Treetop Tremors

Raining Champ

Windy Willows

Tree Trouble



Supercars

Ferry Fiasco !!

Plate Hop

Toaster Trouble



Off Roaders

Basement Bumps !!

Candle Chaos

Ceiling Circuit

Attic Antics

Lights Out



Dump Trucks

Whine On !!

Cob Challenge

Jelly Jitters

Jelly Jive



Rally Cars

Chainsaw Chase !!

Hammer Havoc

Vice Squad

Driller Killer



Bugs

Garage Games !!

Crossing Chaos

Turbo Blast



Hovercraft

Water Chase

Bubble Trouble

Hover Havoc



Sportscars

Pool Slalom !!

Pool Problems

Ball Bonanza

Ball Chase

Cue Capers



Dragsters

Bathtub Burnoff

Rim Runners



Beach Buggies

Picnic Problems (MM2)

Picnic Problems (MM96)

Banked Oval

Dervish Danger !!

Sand Castles

Tidal Trouble

Bury My Body



ATV

Training Camp (MM2)

Frosty Reception !!

Garden Jumps

Frosty Frolics

ATV Action



Formula 1 (MM2)

Pinball Panic

Pinball Pirsuit



Choppers

Pipe Patience !!

Bricks N Trees



Monster Trucks

Musical Hits

In A Spin

Piano Panic



Powerboats

Stream Struggle

Rapid Results



Formula 1 (MM96)

BBQ Burnoff

Tent Tussle

Training Camp (MM96)

Bean Boogie



Solarcars

Science Lab

Electric Energy

Bunsen Bother



Jet Planes

Jet Joust

Mach 1 Mayhem

Aerial Action



Vintage Cars

Printer Panic

Stamper Stress

Desktop Drama



Go Karts

Bench Blast

Running Riot

Gym Nasties



Cops Cars

Loco Larks


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 01, 2007, 05:05:58 AM
I just did some work on the stitcher program that's making it really work well now :)



Banked Oval

User posted image

http://img171.imageshack.us/img171/6082/micromachinesiibankedovev0.png


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 01, 2007, 05:21:36 AM
I gathered that.... of course, you've probably guessed, I've been on every single track in the game, because I completed both Challenge, and Super League... in both this game, and the very similar Micro Machines '96: Turbo Tournament.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 01, 2007, 05:36:59 AM
Ups n Downs

User posted image

http://img412.imageshack.us/img412/2725/micromachinesiiupsndownuo8.png


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 01, 2007, 05:39:27 AM
Tiny Treehouse - so much transparency makes it hard to do, I'm waiting to get the source to Gens KMod to make it fill in the "blank" parts with a non-black colour which will make it a lot easier.



Water Chase - can't get all the graphics for the plants at the edges, although I didn't try making it scroll-wrap yet.



Pinball Panic - uses layers differently which makes it impossible to turn off the parallax. Animated track makes it hard for the autostitcher. May need to be done the hard way.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 01, 2007, 06:05:02 AM
Ball Chase

User posted image

http://img101.imageshack.us/img101/1381/micromachinesiiballchashu0.png



Now I have to go do some housework before my wife kills me.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 01, 2007, 09:12:20 AM
Step On It

User posted image

http://img530.imageshack.us/img530/3833/micromachinessteponitom8.png


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 01, 2007, 03:01:06 PM
I tried doing "Picnic Problems" from MM96... but 2 things...


1. How would you go about getting that part in the middle?


2. How do you do the parts round the edge?


Here's the map:

http://img166.imageshack.us/img166/7573/mm96picnicproblemsjo4.png







Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 01, 2007, 03:07:11 PM
.... I may also need help with doing the thumbnails... <_<


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 01, 2007, 03:27:56 PM
You need special permission/EXP/gold/something to post images, using <pic> tags.



How to get the middle? Try driving as close to it as you can (ie. into the water) and then try to build it up from existing tiles (the game is based on 32x32 blocks, make sure to find the right grid alignment). The parts you can't see, well just make them up, it's the best you can do without some hacking.



The edges? The game world wraps, just cut off the extra bits you can see on the left and right. Or did you mean the top and bottom? Just drive over there and re-capture it.



If you use a mask, you can avoid those numbers appearing without impacting on the map produced.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 02, 2007, 06:47:45 AM
No, I didn't disable that...



How do you disable paralax... thingy?

Oh and... I did almost manage to successfully map "Hover Havoc"... except I went in the opposite direction, done complete left side, the bottom, and the right side... then went down the right side of the middle, but missed the top and the rest of the middle... XD....



Then I somehow got stuck in that rake thingy... (I even managed to miss just a small corner of a flowerpot near the bottom lol)...



http://img329.imageshack.us/img329/7735/mm96hoverhavocyq8.th.png


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: marioman on July 02, 2007, 07:02:25 AM
Good job TUK.  I am very happy to see you giving mapping a try.  Hopefully you will gain enough experience to fill some more of your own requests.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 02, 2007, 07:29:11 AM
I have done a few maps in the past, which are all on  VGMaps.com, I think.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 02, 2007, 08:54:36 AM
Gens KMod -> CPU -> Debug -> Layers. In most cases, layer B seems to be the "floor" (the "water" in this case). However, it replaces it with blackness (notice my tutorial video) so you need to take care to fill it back in correctly. It ought to be a minor hack to make Gens KMod fill it in with another colour, I just need to get hold of the source first.



Until then, a lot of the time, alignment with the 32x32 grid is enough to select the right black pixels most of the time, for the rest you need to look carefully at screenshots without those layers disabled. The tile slicer/splicer might help there, but I don't use it myself.



For these beach ones, I magic-wand the water areas, then expand the selection by 5 pixels (in Paint Shop Pro), then do a colour-keyed replacement with a pattern brush based on the 32x32 water pattern.



I rarely complete a whole map in one shot, as shown in the tutorial. Instead, I merge multiple passes into each other, moreso in cases where autostitching fails a lot.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 02, 2007, 10:46:25 AM
I tried disabling Layer 3 while doing Rim Runners, but it still turned out like crap:



http://img519.imageshack.us/my.php?image=rimrunnersbx9.png



Also, something I noticed about the MM2 ROM I downloaded... Pipe Patience (#15) has been replaced with Bricks N Trees (???):

http://img159.imageshack.us/my.php?image=bricksntreesvi7.png


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 02, 2007, 12:04:38 PM
It's a good example of a stage that doesn't autostitch easily because there's vast expanses of solid colour. If you use a big mask (to avoid tyre smoke escaping) and a 100% match requirement, it might work.



You might have a beta version of the ROM, which may well have slightly different levels. Or it might be a lame text hack, there's a lot of them around.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 02, 2007, 12:30:59 PM
No, it's not a text hack. I've actually played the level, and it's the Bricks N Trees level. It's the 24th race of Challenge, which, as you can guess, is on the same kind of track that the 4x4's are usually on (i.e. Trees)


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 02, 2007, 11:51:20 PM
I map when I have time! I was at work until after 8 last night.



Here's my first stitch of Rim Runners, it had to be masked and stitched (slowly) at 100%. It's still impossible to get all the graphics. It is not the same map as Bathtub Burnoff but it can be used to "fix" that one.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 03, 2007, 04:15:44 AM
Cool... I'll wait.... <_<


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 03, 2007, 11:49:55 PM
User posted image

http://img413.imageshack.us/img413/577/zzzmicromachinesiirimrunu8.png


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 04, 2007, 11:13:19 AM
Rim Runners

User posted image

I had to make up the centre using tiles from the tilemap, luckily it was not too hard.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 04, 2007, 11:31:55 AM
Vice Squad

User posted image


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 04, 2007, 12:00:41 PM
Cool... but what are those little pink things on the Vice Squad map where the vices are? Also, if/when you do Garden Jumps... when you get down to the bottom of the stage, there's an area that I tried to get to, and I think you have to really drive slowly, because it's a piece of soil that's only about as wide as your vehicle and one slip and you're in the water... it's going right (as in left on the controls)


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 04, 2007, 12:19:58 PM
Garden Jumps

http://img513.imageshack.us/my.php?image=micromachinesiigardenjual6.png(<img src="http://img513.imageshack.us/img513/2562/micromachinesiigardenjual6.th.png" width="150" height="135" alt="User posted image" />


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 04, 2007, 12:37:52 PM
I fixed Vice Squad. It was a bit of unfilled background.



Driller Killer

User posted image


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 04, 2007, 12:42:13 PM
W00t...

Is Treehouse Tiles too hard, then? Also, will you be doing any maps from courses not in the Time Trials? (Challenge and Super League)


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 04, 2007, 02:47:46 PM
I haven't played it in about 10 years, some savestates would help - or cheats and/or Action Replay codes.



Treehouse Tiles will be hard for the same reason as Tiny Treehouse - hard work separating black pixels from a black background.



I can go back and try to fix up some of the five incomplete ones I have, too.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 04, 2007, 02:53:49 PM
I could do some savestates for you if you want... You use Gens, right? As in the *.gsv, *.gs1, etc savestates?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 05, 2007, 01:28:01 AM
Yes, Gens KMod which I believe does not introduce any savestate incompatibility.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 05, 2007, 03:50:34 AM
OK here's the first 10 challenge races, excluding already made maps:

http://h1.ripway.com/ukmidis/micromachinesiichallengepart1.zip



It includes Sand Castles, Pinball Pirsuit, Cob Challenge, Ceiling Circuit, ATV Action, Lights Out! and Ball Bonanza.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 05, 2007, 05:06:45 AM
I'm interested in getting the special items on the maps too, so some of the "already mapped" ones will need to be checked for that.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 05, 2007, 05:26:35 AM
What do you mean by special items?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 05, 2007, 06:05:23 AM
There are special squares "hidden" (off-track) on the maps that do things like let you automatically win, get an extra life, or increment your lap counter. Here's some, for example.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 05, 2007, 07:20:27 AM
I haven't found any of those "special squares"... what do they actually look like? I looked "on the bottom right off the track on the 2nd lap of ceiling circuit" or "in the middle of the table in Driller Killer", and I haven't found anything.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 05, 2007, 11:15:01 PM
It turns out the Driller Killer one only appears on lap 2.



User posted image


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 05, 2007, 11:40:44 PM
Sand Castles

User posted image


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 06, 2007, 03:21:59 AM
I used "Micro_Machines_2_-_Turbo_Tournament_(E)_[c][!].bin"

With out the J-Cart thing.

And about the bonus games (Collect 30 Micro machines), there's only 2 types isn't there? The one on the wood/tree area and the sandy one?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 06, 2007, 06:04:52 AM
Is that the same one with Bricks N Trees in the time trial? I don't know how many bonus tracks there are, I'm hoping you know more about the game than me.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 06, 2007, 06:43:34 AM
Yes... another change is that when you leave the title screen running, and it shows a few seconds of some of the challenge races, usually it goes in this order: 1, 17, 2, 5, [credits], 9, 11, 12, 19, 20, 21, 23, i.e. in this case Training Camp, Pool Slalom, Driller Killer, Cob Challenge, [credits], Lights Out!, Whine On!, Roller Coaster, Musical Hits, Toaster Trouble, Ball Chase, Ups N Downs, however in the version I have, the 3rd demo is replaced with the 3rd race, so it goes Training Camp, Pool Slalom, Sand Castles... etc. I do have 2 bonus game levels, but you only have 30 seconds, would that be enough to cover the entire course?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 06, 2007, 06:47:48 AM
I have, or can make, Action Replay codes to stop the timer, and even if I didn't, it'd just be a matter of savestates.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 06, 2007, 06:58:37 AM
You can make AR codes? Hmm... you wouldn't be able to create a code that, I dunno alters the order of the tracks in any mode (Challenge, League, Time Trial), or that could replace tracks, like how Pipe Patience was replaced by Bricks N Trees, in my version? <_<


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 06, 2007, 07:02:47 AM
Also the "Sand Castles" savestate I sent you actually is the first Bonus stage, because I accidentally overwrote the file after completing Sand Castles... but, you've done that one so it doesn't matter...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 06, 2007, 07:19:01 AM
Kega has an Action Replay trainer mode built in, the same as the real cartridge. The codes work in Gens too. However, this only lets you do RAM hacks for things like time, energy or lives. Hacks to change functionality (ROM hacks) require hard work with a disassembly and/or a debugger, and I have basically no experience doing that kind of work with 68K-style CPUs, and the debugger capabilities of Mega Drive emulators are very poor compared to the Master System ones I'm used to.



If we're lucky, the current level will be stored persistently in RAM somewhere and that would be PAR-controllable. However, I can think of several ways for the game to work without that being the case. I have already tried unsuccessfully to make a code to select the vehicle - having helicopters on every round would make a lot of things easier.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 06, 2007, 07:58:06 AM
Oh well... any more maps on the way?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 06, 2007, 08:12:17 AM
Come on, I made and posted one while eating my breakfast this morning and I've been at work all day! There's only so much one person can do. How are yours coming along?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 06, 2007, 09:15:15 AM
Haven't really done any... but I'll probably do some...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 06, 2007, 09:50:56 AM
I done a map of "Tidal Trouble", but only the land area. I didn't do the water parts, and there's a few "pink" parts where the water should go... how do you add the water layer because I done it with Layer B turned off.. it also has a bit of text that needs deleting, as well <_<



http://img386.imageshack.us/img386/6685/tidaltroubleqi8.png



How do you display images here?







Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 06, 2007, 12:27:03 PM
Use an image editor. I use PSP7 which has a super-handy Texture Brush mode which can fill in the water very nicely.



You should turn that text off in the Gens options, or use the mask to get rid of it.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 06, 2007, 01:56:33 PM
I used the mask to get rid of it, but some of it was still showing... also, I downloaded PSP 11 but I haven't used PSP for ages... how do you get the Texture Brush mode?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 06, 2007, 01:57:27 PM
...like this: (about 5 minutes' work)



User posted image


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 06, 2007, 02:00:18 PM
I'll try PSP 7 then... and how do you actually get the water texture to "paint" round the edges? (N00b question)


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 06, 2007, 02:23:31 PM
Make a new image with your texture (32x32 normally). Hold the mouse down on the "Styles" colour swatch until the popup appears, choose the third option. Click to choose the texture, yours will be at the top.



To fill the water, flood fill the pink to black, then magic wand the black water areas. Expand the selection by 5 pixels. Then use the colour-replace brush to replace black with your water texture, double-click to replace all rather than painting over.



It's easy when you know how but hard to describe...



Cob Challenge

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 06, 2007, 02:50:00 PM
Makes sense... I guess... but do you take a screenshot of the stage with just the floor or water layer showing or is there another way that you actually get the floor or water textures?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 06, 2007, 02:56:19 PM
Makes sense... I guess... but do you take a screenshot of the stage with just the floor or water layer showing or is there another way that you actually get the floor or water textures?



Oh and I just noticed something... in the Garden Jumps map the vehicle is showing near the first corner, and in Driller Killer the second drill is missing a handle and trigger I think...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 07, 2007, 04:56:50 AM
Garden jumps: yes. Driller Killer: no, it's supposed to be like that.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 07, 2007, 05:24:52 AM
Oh... yeah... and about the floor textures?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 07, 2007, 02:31:36 PM
What about them? Textured fill the same as the sea.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 07, 2007, 03:00:12 PM
No I mean where do you obtain them? Or, how, I should say... as in do you take a screenshot of just the floor or water or what?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 07, 2007, 03:18:46 PM
Garden Jumps (fixed)

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Ceiling Circuits

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The background is the Basement Bumps course with the greys darkened. I adjusted the Basement Bumps map in the same way and used it for the background rather than stretching the section shown in-game. A lot of it shows up as black, though...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 07, 2007, 03:28:38 PM
OK, just checking...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 08, 2007, 10:48:15 AM
This site works well enough, I think. They're also a bit big for my site.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 08, 2007, 11:34:46 AM
Bathtub Burnoff

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I had to be a bit creative with this one...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 08, 2007, 11:42:04 AM
Looks pretty good, IMO... the toilet looks a little rounder than usual, but... eh... that's not important :-D


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 08, 2007, 12:21:04 PM
ATV Action

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A little creative driving was needed to get the top and right edges.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 08, 2007, 12:25:31 PM
It'd be nice to see the whole piece of soil on the right wouldn't it? Also, I never noticed those patches of water round the edge (top and left).


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 08, 2007, 12:46:49 PM
That's as far as the screen scrolls. This level won't wrap, if you launch yourself off the left side, it starts scrolling right to catch up with you (and then you land in the water and die).


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 08, 2007, 01:18:52 PM
Lights Out

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 08, 2007, 01:49:32 PM
Are you still needing savestates, because here's the rest of them, including already mapped levels, and also, three bonus levels, although they are repeated... but meh...



http://h1.ripway.com/ukmidis/Challenge.zip



Again, they should be used with Micro_Machines_2_-_Turbo_Tournament_(E)_[c][!].bin


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 08, 2007, 02:04:30 PM
Ball Bonanza



Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 08, 2007, 02:32:31 PM
<_< You forgot to post the image, I think... XD


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 08, 2007, 11:56:55 PM
Serves me right for not checking my post...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 09, 2007, 01:11:24 AM
Yes, it does XD


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 09, 2007, 11:07:50 AM
Bury My Body

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 09, 2007, 11:46:10 AM
Toaster Trouble

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I'm not sure what to do about the middle-right edge - it'd make more sense to have a gap there but it seems there isn't one. There doesn't seem to be any nice tiles for a tidier corner, either.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 09, 2007, 11:55:00 AM
Looks weirdish but then that's how the level was constructed I guess...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 09, 2007, 02:45:04 PM
On to Micro Machines 96...



Barbecue Burnoff

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The artwork style is quite different in '96, I hadn't really compared them before.



There's still plenty to do on Micro Machines 2, I'm just doing the easy parts first. This one was almost 100% done by the autostitcher.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 09, 2007, 03:00:04 PM
Cool... I do have the savestates for all the Super League courses in MM2, apart from the already mapped courses of course, so would you be needing these?

It contains, in order, Cue Capers, In A Spin, Attic Antics, Jelly Jitters, Picnic Problems*, Plate Hop, Turbo Blast, Raining Champ...

*Note that, as I've said before, the Picnic Problems in '96, is different, in layout from the Picnic Problems in MM2...



Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 09, 2007, 11:58:09 PM
Yes, of course. When the ratio of mapped:unmapped gets high, it's a hassle to play through them.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 10, 2007, 03:02:58 AM
Yeah.... also, what is the filename of the '96 rom you use? Because I can also do some savestates for those...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 10, 2007, 02:03:00 PM
I had another go at the '96 Picnic Problems but it's almost impossible to get that middle section.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 10, 2007, 02:49:38 PM
Science Lab ('96)

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 10, 2007, 11:48:09 PM
Jet Joust

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 11, 2007, 08:02:43 AM
How on earth did you do that? Well I know how you did it, but I mean I could never do that if the Jet Planes are auto-accelerated


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 11, 2007, 10:05:45 AM
It's not hard, in fact it's not much different to a regular automap:



- Drive (fly) once around the lap, stitch and see where the holes are.

- Drive around again trying to go over the parts needed. This involved a lot of crashing in the jet stage.

- Stitch and merge, see what holes are left.

- Take a few more screenshots to fill in the remaining holes, or use grid alignment to make it easy to replicate graphics for the small holes.



For the jets, the brake has some effect which makes it a little easier.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 11, 2007, 11:15:13 AM
Printer Panic

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 11, 2007, 11:46:31 AM
Have you played Micro Machines Military before?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 11, 2007, 03:01:46 PM
I played it once, it was terrible.



Tent Tussle ('96)

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 11, 2007, 03:08:52 PM
It'd be a nightmare to map wouldn't it? Because of the opponents shooting at you all the time, etc.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 11, 2007, 03:27:32 PM
Picnic Problems ('96)

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There wasn't much I couldn't get on-screen, maybe 6 or 7 tiles. There were a lot of quarter- and half-showing tiles I could replicate from elsewhere on the map. The small islands at the left and right are the same, I left them on the right.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 11, 2007, 03:49:57 PM
Military could probably be mapped quite easily, I seem to remember the "tracks" were very small and making an invincibility PAR code would probably be easy (says he who couldn't make any useful ones for MM2...)



Mach 1 Mayhem ('96)

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: TerraEsperZ on July 11, 2007, 04:37:16 PM
Man Maxim, you're one mean mapping machine!



I'm jealous by the way ;)



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 12, 2007, 12:34:12 AM
OK, I'll send them today.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 12, 2007, 02:44:24 AM
Here's the Micro Machines '96 Pro Challenge savestates:

http://h1.ripway.com/ukmidis/ProChallenge.zip

I've included all the courses, (except the last course) which should be, in order:

Tent Tussle

Bunsen Bother

Step On It

Jelly Jive

Paper Pranks

Treehouse Tiles

Pool Slalom

Picnic Problems

Turbo Blast

Bench Blast

Treetop Tremors

Chainsaw Chase

Plate Hop

Raining Champ



I know 4 of those you've already mapped, and 2 of them are in the Time Trials anyway.



Micro Machines 2 Super League:

http://h1.ripway.com/ukmidis/SuperLeague.zip

Cue Capers (also in '96 challenge mode)

Rapid Results (same as Stream Struggle)

In A Spin

Attic Antics

Jelly Jitters (not the same as Jelly Jive)

Picnic Problems (not the same as '96, although I've said that enough)

Plate Hop (also on '96 pro challenge mode)



I'll try and get the Challenge and League courses for '96 as well.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 12, 2007, 03:26:16 AM
Challenge courses:

http://h1.ripway.com/ukmidis/Challenge(96).zip

Training Camp

Stamper Stress

Electric Energy

Jet Joust

Hammer Havoc

Banked Oval

Candle Chaos

Bubble Trouble

BBQ Burnoff

Cue Capers


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 12, 2007, 08:25:24 AM
I've got: Bean Boogie, Aerial Action, Loco Larks, Desktop Drama and Gym Nasties from League/Pro League which I'll send later... wow quadruple post.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 12, 2007, 08:43:36 AM
You can edit your posts, you know.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 12, 2007, 09:21:14 AM
Apparently I could do that before I was Level 21... but I only post multiple messages to make sure they are read, because edited posts look like nothing's happened, from the front page's view....


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 12, 2007, 09:29:45 AM
It depends on the post, of course; I've done it plenty in this thread. For linking to those savestates for download, a little ***EDIT*** comment would make it all clear enough, I think; since I'm looking for them specifically, I'd notice anyway.



Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 13, 2007, 07:24:04 AM
The story so far...

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: TerraEsperZ on July 13, 2007, 07:37:25 AM
If you manage to do this Maxim, I'll be singing prayers to you! This would save me a lot of trouble for mapping Sonic CD :) Keep us posted oh coding guru!



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 13, 2007, 08:11:53 AM
Gens KMod mapping modifications thread


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 15, 2007, 03:15:13 AM
Here come the transparency-rich ones...



3 Wins Bonus! 1

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I still need to add cars to this one though.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 15, 2007, 11:41:00 AM
And there they are...

3 Wins Bonus! 1

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Piano Panic

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 15, 2007, 12:56:08 PM
Bricks n Trees

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 15, 2007, 01:13:53 PM
Musical Hits

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 15, 2007, 01:27:17 PM
Crossing Chaos

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 16, 2007, 11:33:52 AM
Tiny Treehouse

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 16, 2007, 02:27:33 PM
Treehouse Tiles

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Quite a lot of the leaves are made up, unfortunately. Also, I can confirm there's quite a lot of minor changes between Micro Machines 2 and Micro Machines '96... I'll finish 2 first before considering re-mapping the altered stages. It solves the problem of whether to post them as a combined set, though.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 16, 2007, 03:08:35 PM
Cue Capers

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 16, 2007, 03:21:55 PM
In A Spin

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 16, 2007, 03:45:18 PM
Attic Antics

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 17, 2007, 12:13:52 PM
Jelly Jitters

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 17, 2007, 01:00:13 PM
Picnic Problems

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Plate Hop

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 17, 2007, 02:54:34 PM
Windy Willows

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I chose not to add the blowing leaves over the top.



I see 6 more regular tracks, 1 bonus track, maybe more bonus tracks (there's 3 more in the ROM, I need to check what changes), and a few tantalising unused items (eg. "TAG GAME 1"). If I was anything of a Mega Drive ROM hacker, I'd be trying to get at them now.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 18, 2007, 02:50:38 PM
Yay for me!



PAR: FFE09A:00XX = level select (Gens)



Now I can play all tracks in Time Trial mode! Even the ones hidden in the ROM! (Is there a policy here on mapping hidden stuff?) Here's the micro pool table track that (I think) was only in '96, but the data's there in MM2:



Tag Game 1 (unused)

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 19, 2007, 10:14:39 AM
Turbo Blast

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Remaining tracks in MM2: (titles from the ROM)

00 RAINING CHAMP

02 PINBALL PANIC

0F WATER CHASE

10 TRAINING CAMP

29 PINBALL PURSUIT

2A RAPID RESULTS (same as Stream Struggle, need to double-check)

33 TAG GAME 2

39-3B 3 WINS BONUS! x 3 <-- need to play through..?

I think I checked all the other "secret" slots, but I will check again.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 19, 2007, 03:21:21 PM
Raining Champ

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 20, 2007, 01:04:31 PM
Rapid Results

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Pinball Panic

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 20, 2007, 02:40:35 PM
The "Tag Game 1" is called Pool Problems I think.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 21, 2007, 12:38:52 AM
Yes, but it's a "hidden track" in MM2 and has that title internally.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 21, 2007, 05:55:01 AM
Water Chase

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Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 22, 2007, 02:32:03 AM
More bonus games (different car placements). I need to figure out the order they appear in, though...



User posted imageUser posted image


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 22, 2007, 03:25:44 AM
Pinball Pursuit





And that's the last one for Micro Machines 2. I still need to go and map the secret items mentioned above, and to sort out those bonus games; and finally, decide on some kind of order. I'm considering adding some title cards too, but it'd confuse the wrapping of the levels in some cases, and sometimes be a waste of pixels.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 22, 2007, 03:31:08 AM
In those 4 pictures, which I'll call a, b, c and d, and e is the other bonus game you mapped earlier.

b is 1st, d is 2nd, e is 3rd, c is 4th and a is 5th I think.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 22, 2007, 06:27:41 AM
I've emailed the files to JonLeung now.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 22, 2007, 08:09:20 AM
Cool. So, it's the rest of MM96 you're doing next?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 22, 2007, 08:34:38 AM
Also, yeah I do know that probably all of the MM96 tracks that are from MM2 have some kind of difference. E.g. on Roller Coaster, where you usually go through one of two possible rolls of wallpaper, in MM96, there's only one. Also, in Raining Champ, the MM2 version only has rain, but the MM96 one has thunder and lightning as well.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 22, 2007, 08:35:40 AM
Also, did you make that Level Select code? If so, could you do one for MM96?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 22, 2007, 09:10:54 AM
It's easy to do.



1. Load the ROM in a hex editor

2. Find the level names (0x4548b)

3. Copy/paste and number them in hex from 0

4. Write the number sequence for the start of time trial mode:

BBQ Burnoff = 02

Science Lab = 40

Hammer Havoc = 33

5. Search the ROM for those bytes (0x452c5)

6. Type the values from your list to replace the Time Trial tracks - remember to back up the original though.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 22, 2007, 01:06:04 PM
Firstly, what's the best hex editor to use?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 22, 2007, 02:01:22 PM
Whichever one you like. I use frhed but it's hardly the most advanced one in the world.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 22, 2007, 02:53:26 PM
Maxim Said:
It's easy to do.



1. Load the ROM in a hex editor

2. Find the level names (0x4548b)

3. Copy/paste and number them in hex from 0

4. Write the number sequence for the start of time trial mode:

BBQ Burnoff = 02

Science Lab = 40

Hammer Havoc = 33

5. Search the ROM for those bytes (0x452c5)

6. Type the values from your list to replace the Time Trial tracks - remember to back up the original though. Don't type too many, it'll break the ROM - there's room for 27.



Some of the levels are likely to be broken, eg. the ones called OLDTRACK.



You can use the same numbers in a "value" Action Replay code search which can help when you want to trigger certain tracks (eg. bonus games) in modes other than Time Trial. (The bonus tracks have no circuit defined so they bug out in Time Trial mode.)
I found the level names and edited "Driller Killer" to "Toolbox Terror" just to test it. But firstly, what do you mean by "0x4548b"? And, where do you get the number sequence for the start of time trial mode? Also, how do you search for things like 0x4548b and 0x452c5? I'm completely new to this BTW. <_<


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 23, 2007, 02:25:05 AM
This is getting somewhat off-topic.



1. Load the ROM into a hex editor

2. Find the level names



There's a text search function in most hex editors. In MM2 they're capitalised, in MM96 they're Title Cased; in either case, it's a bit of luck that they're in ASCII. There are tools for finding text in other encodings, anyway.



Finding the text is a starting point for reverse engineering the level data. In this case, it's extremely easy because the text is all together and that's a good indicator that the text ordering tells you the level data ordering.



Anyway, you find the first letter of the first name (Raining Champ) at offset 0x4548b. That's a hexadecimal number telling you what position in the file I am referring to. There's usually a bunch of numbers at the left telling you the address, but it ends in 0, and the data it shows has 16 bytes on a line. The status bar will tell you exactly which byte the cursor is on, it'll be the same row address as on the left but with the last digit changed. There's probably a "go to" function to jump to any given address, which is why I posted it.



3. Copy paste and number



Counting text strings in hex is hard work. I copy/pasted the block of text into a text editor, split it up to one track per line, and then wrote numbers before each, to make it easy to find which number means which track.



Since we're dealing with a raw binary file, we need to deal with values as hex numbers. 2 digits of hex means 1 byte. So we number them. Anyone who deals with computers knows that you normally number things starting at 0. So number them 00, 01, 02, 03, ... 09, 0A, 0B, 0C, 0D, 0E, 0F, 10, 11, 12, ... etc.



The next thing I did was to fire up Kega and do an Action Replay code search using these values. I just started a bunch of levels and assumed there'd be a byte in RAM that matched the number from my list; Kega helped find which byte. From that, I can make a PAR code that will override the level by force. Unfortunately, PAR codes are a bit screwy when they are moved from Kega to Gens, and it's a hassle to modify them, you end up having to input all possible values and selectively enable the right one. But it did confirm that my numbering was correct. I posted the PAR code for MM2 earlier in this thread.



4. Write the number sequence for the start of Time trial

5. Search the ROM for those bytes

6. Type the values from your list



After using the PAR code for a while, I wondered if it'd be easier to do a ROM hack. I noted the first three tracks in Time Trial mode, looked up their numbers, and then searched the ROM for those numbers. At first I tried a 16-bit search - the Mega Drive has a 16-bit CPU so they might be 16-bit numbers - by searching for the bytes with 00s in between, but that drew a blank; then I searched for them without the 00s and I got one hit, at offset . I overwrote the data with some other values - 00 01 02 etc - and saved to a new file, since I don't want to lose the original data. I loaded up the modified one and sure enough, the first Time Trial track had become Raining Champ. The relevant offset for the time trial track data in MM96 is 0x452c5.



So, the short version: hex editor, go to offset 0x452c5, type in numbers from your list, but no more than 27 (and no values outside the list) otherwise you'll break the game. Because you can break it, always make a backup.



Some of the values will show up as title cards (eg. Pro Hovercraft and Unused in MM2) but then bug out when you start the race.



To map the bonus tracks, I went back to the PAR code and applied it on a bonus track title card, enabling me to get any bonus track while the game was in the right mode.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 23, 2007, 03:58:44 AM
I successfully replaced all 27 Time Trial tracks with ones that aren't usually on that mode, but firstly is there no way of, say, extending the number of possible Time Trial tracks to a greater number than 27?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 23, 2007, 05:54:27 AM
Not easily. It's not that hard to make 2 or 3 versions that cover all of them.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 23, 2007, 11:49:34 AM
Is there away of making the number just before the course name say, 28, 29, 30, etc? If you extended the ROM somehow, would it be possible to insert the new courses? Also, is there an offset for the speed of the vehicle on a particular course? I.e. make Turbo Turns a bit slower or faster etc (the vehicle's speed)?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 24, 2007, 12:05:45 AM
Anything is possible, but probably very hard. It's so easy to fake the numbers, why bother? As for making Turbo Turns slower: let go of the accelerator. I'm sure the vehicle stats are in there somewhere but I have no idea where.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 24, 2007, 07:35:12 AM
Hey, just thought, could you do the Chopper level maps for Micro Machines, "The Potted Passage", "The Shrubbery Twist", and "The Leafy Bends"?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 24, 2007, 10:29:39 AM
Why not the whole game? I'm taking a break from pure mapping now - I'm a bit burnt out after MM2 - but I am still messing around with some related things.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 24, 2007, 02:18:22 PM
What do you mean why not the whole game? You've already mapped it, just not the "Choppers" levels. I think they were in the MegaDrive version but not the Master System Version or something.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 25, 2007, 02:14:20 AM
Yes, but the Mega Drive version (presumably) also had updated graphics and quite likely different tracks too. Just because one port is mapped doesn't mean the others aren't worth mapping.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 25, 2007, 02:42:01 AM
Only the Choppers levels are what haven't been mapped from Micro Machines (as a general game, not a specific port), and all the levels that are in the SMS version are all in the MD version, and all the ones in the MD version (apart from the Choppers, of course) are in the SMS version... AFAIK, they're exactly the same, just with updated graphics... but I suppose you could map the Genesis version...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 25, 2007, 08:42:07 AM
All the Micro Machines 1 versions seem pretty similar; the SMS one lacked some graphics due to tileset size restrictions, and its 16-of-64-colours palette is more restrictive than the Mega Drive's 64-of-512.



Compare versions at MobyGames


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 26, 2007, 03:01:50 PM
Well in that case, do the whole game... is it also possible to do "Micro Machines Military - It's a Blast!" as well as "'96" and the original?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 26, 2007, 03:28:21 PM
Anything's possible, but it doesn't mean I'm going to do it...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 26, 2007, 03:30:09 PM
<_< I meant would you do Military as well as maybe doing '96 and the MegaDrive version of the original?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 27, 2007, 07:41:39 AM
1. I wasn't even supposed to do this one. I just got a bit too "into it".

2. If I did another, it'd be '96, but there are a few killer problems with that. (Mainly a few tracks with annoying palette effects that I'd need to mod Gens for.)

3. I don't really care about 1. I played the SMS version so that's the one I mapped.

4. I played Military once, and hated it. Why map a game I dislike?



My next mapping project will either be finishing one of the 8-bit ones I've started (Cool Spot is nearly done), or doing a stage or two from Sonic 1 (since I want to test my automapper on a different type of game). I also had a quick go with Landstalker but it really needs a hack to properly map a lot of the restrictive parts.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 28, 2007, 01:22:24 AM
TUK, can you give me a full track listing for the game? The saves are missing a few (eg. Challenge track 7) and I want to add that info to the headers. Does the Super League have a fixed track order?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 28, 2007, 02:30:01 AM
There's



TIME TRIAL:

1. Roller Coaster

2. Tiny Treehouse

3. Ferry Fiasco

4. Basement Bumps

5. Whine On!

6. Chainsaw Chase!

7. Garage Games

8. Water Chase

9. Turbo Turns

10. Pool Slalom

11. Bathtub Burnoff

12. Dervish Danger

13. Frosty Reception

14. Pinball Panic

15. Pipe Patience

16. Banked Oval

17. Ups N Downs

18. Ball Chase

19. Musical Hits

20. Step On It

21. Crossing Chaos

22. Vice Squad

23. Stream Struggle

24. Rim Runners

25. Treehouse Tiles

26. Garden Jumps

27. Driller Killer



CHALLENGE:

1. Training Camp

2. Driller Killer

3. Sand Castles

4. Pinball Pirsuit

5. Cob Challenge

6. Ceiling Circuits

7. Garage Games

8. ATV Action

9. Lights Out!

10. Ball Bonanza

11. Whine On!

12. Roller Coaster

13. Bury My Body

14. Piano Panic

15. Bathtub Burnoff

16. Banked Oval

17. Treehouse Tiles

18. Vice Squad

19. Musical Hits

20. Toaster Trouble

21. Ball Chase

22. Crossing Chaos

23. Ups N Downs

24. Bricks N Trees

25. Windy Willows



SUPER LEAGUE:

Division 4:

1. Tiny Treehouse

2. Garden Jumps

3. Rim Runners

4. Chainsaw Chase!



Division 3:

1. Cue Capers

2. Rapid Results

3. In A Spin

4. Step On It



Division 2:

1. Attic Antics

2. Jelly Jitters

3. Picnic Problems

4. Plate Hop



Division 1:

1. Turbo Blast

2. Pipe Patience

3. Pinball Panic

4. Raining Champ


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 28, 2007, 10:06:50 AM
Excellent, thanks :) It looks like Head to Head mode matches Challenge, correct?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 28, 2007, 12:18:09 PM
Yep, Head to Head has exactly the same courses as Challenge.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 28, 2007, 12:23:39 PM
All done (again), this time with headers.



I found a Firefox extension for batch Imageshack/Photobucket upload and custom gallery creation, which makes this very easy:



User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image



Note: headers added 50% to the size of this set, probably due to often tipping the balance from 4 to 8 bits per pixel to fit the images in. But I decided I like them better this way.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 28, 2007, 01:23:28 PM
Cool... although Bricks N Trees is not Trial Race 15 on a Non-J-Cart, it's Pipe Patience, just like on a J-Cart, because I have both. The ROM I have was possibly edited with a hex editor or something.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on July 28, 2007, 01:26:13 PM
Hmm... well, I'll leave it as it is for now. It may be a version difference. Both versions are marked as [!] in GoodGen.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 28, 2007, 01:35:29 PM
Also, when you get round to it, for '96, the track list is:



TIME TRIAL:

1. BBQ Burnoff

2. Science Lab

3. Hammer Havoc

4. Jet Joust

5. Printer Panic

6. Chainsaw Chase!

7. Candle Chaos

8. Picnic Problems

9. Treehouse Tiles

10. Roller Coaster

11. Hover Havoc

12. Mach 1 Mayhem

13. Driller Killer

14. Cob Challenge

15. Tidal Trouble

16. Basement Bumps

17. Pool Slalom

18. Bathtub Burnoff

19. Frosty Frolics

20. Crossing Chaos

21. Chainsaw Chase!

22. Running Riot

23. Electric Energy

24. Ferry Fiasco

25. Turbo Turns

26. Bunsen Bother

27. Tent Tussle



CHALLENGE:

1. Training Camp

2. Stamper Stress

3. Electric Energy

4. Jet Joust

5. Hammer Havoc

6. Banked Oval

7. Candle Chaos

8. Bubble Trouble

9. BBQ Burnoff

10. Cue Capers



PRO CHALLENGE

1. Tent Tussle

2. Bunsen Bother

3. Step On It

4. Jelly Jive

5. Paper Pranks

6. Treehouse Tiles

7. Pool Slalom

8. Picnic Problems

9. Turbo Blast

10. Bench Blast

11. Treetop Tremors

12. Chainsaw Chase!

13. Plate Hop

14. Raining Champ

15. Ball Chase



LEAGUE:

Division 3:

1. Bean Boogie

2. Vice Squad

3. Aerial Action

4. Basement Bumps



Division 2:

1. Running Riot

2. Toaster Trouble

3. Loco Larks

4. Desktop Drama



Division 1:

1. ATV Action

2. Gym Nasties

3. Water Chase

4. Crossing Chaos



PRO LEAGUE:

Division 2 (same as LEAGUE)

Division 1 (same as LEAGUE)

Premium Division:

1. Dervish Danger

2. Mach 1 Mayhem

3. Bathtub Burnoff

4. Windy Willows


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 28, 2007, 02:17:24 PM
Oops, almost forgot... there's a few more from the multiplayer tournament sets:

ROOKIE RACES:

1. BBQ Burnoff

2. Cob Challenge

3. Frosty Frolics

4. Electric Energy

5. Basement Bumps

6. ???



JETS N JUMPS

1. Jet Joust

2. Treehouse Tiles

3. Aerial Action

4. Electric Energy

5. Mach 1 Mayhem

6. ???



MIGHTY MIX

No preset tracklist



MONSTER COURSES:

1. Treehouse Tiles

2. Desktop Drama

3. Mach 1 Mayhem

4. Dervish Danger

5. Ferry Fiasco

6. ???



TURBO CARS:

1. Turbo Turns

2. Banked Oval

3. Aerial Action

4. Ferry Fiasco

5. Bathtub Burnoff

6. ???



PRO TOURNAMENT

1. Printer Panic

2. Ball Chase

3. Mach 1 Mayhem

4. Hover Havoc

5. Ferry Fiasco

6. Ceiling Circuit

7. Bathtub Burnoff

8. Bench Blast

9. Candle Chaos

10. ???



MEGA COMP:

1. Science Lab

2. Tidal Trouble

3. Ball Bonanza

4. Treehouse Tiles

5. Banked Oval

6. Bunsen Bother

7. BBQ Burnoff

8. Hammer Havoc

9. Stamper Stress

10. Turbo Turns

11. Pool Slalom

12. Roller Coaster

13-24, 25-36 etc. repeats



Finally



8-PLAYER PAD SHARE:

1. Pool Problems

2. Tiny Trees

3. Tree Trouble















Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: JonLeung on July 28, 2007, 07:27:22 PM
Well, they're finally up!



Okay, well, they're uploading as I type this.  So they're practically up!


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on July 29, 2007, 02:03:10 AM
Yeah, finally lol.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on May 01, 2009, 10:51:54 AM
Jon, there's 8 maps from Micro Machines '96 in this thread and I'm not planning to do any more of them; can you post them?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: JonLeung on May 01, 2009, 06:36:33 PM
Sure...



Which eight are they?



Maybe if you email or make a new post with just those eight they are, that would speed things along...


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on May 02, 2009, 04:00:50 PM
OK... (I was hoping you'd do the collecting, I'm too lazy)



BBQ Burnoff http://img526.imageshack.us/img526/6007/micromachines96barbecuefz1.png

Science Lab http://img253.imageshack.us/img253/7475/micromachines96sciencelcb6.png

Jet Joust http://img293.imageshack.us/img293/1610/micromachines96jetjoustol0.png

Printer Panic http://img525.imageshack.us/img525/383/micromachines96printerpsv2.png

Picnic Problems http://img126.imageshack.us/img126/2115/micromachines96picnicprwm9.png

Mach 1 Mayhem http://img264.imageshack.us/img264/8582/micromachines96mach1maybc8.png

Tidal Trouble http://img522.imageshack.us/img522/8126/micromachines96tidaltronl3.png

Tent Tussle http://img508.imageshack.us/img508/787/micromachines96tenttusslj7.png



Order as listed.


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: JonLeung on May 24, 2009, 07:50:08 AM
Finally have them up.  :)



Is it "BBQ Burnoff" or "Barbecue Burnoff"?


Title: RE: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on May 25, 2009, 11:20:41 PM
BBQ.


Title: Re: Micro Machines 2: Turbo Tournament (MD)
Post by: Maxim on April 18, 2011, 02:17:55 AM
There's a glitch in In A Spin that I may or may not get around to fixing...


Title: Re: Micro Machines 2: Turbo Tournament (MD)
Post by: The Ultimate Koopa on April 24, 2011, 07:35:57 PM
What glitch?