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16  General Boards / Maps In Progress / Re: Marble-Man Marble Madness 2 on: May 23, 2015, 08:19:55 AM
That's rubbish. Collectors of very rare stuff like to know that nobody else has it, they feel that copies devalue their trophy. Collectors of hardware often look down on emulation (as in, they will not play unless they have an original physical copy) which doesn't help.
17  Main Boards / VGMaps Social Board / Re: Happy 13th birthday to VGMaps! on: May 17, 2015, 02:29:21 PM
Ah, these upstart young websites... (Just had our 18th anniversary at SMS Power!).
18  General Boards / Mapping Tips/Guides / Re: BizHawk emulator: Which system(s) does it emulate best? on: April 13, 2015, 12:22:54 AM
I'm not actually answering your question but instead mentioning that Meka has been on a 0.8 branch for a few years without any official releases, but there have been lots of enhancements you're missing out on.
19  General Boards / Map Gab / Re: Revned's maps site on: March 31, 2015, 01:33:26 AM
Note that git doesn't handle non-text files very well and Github will not let you upload large PSDs and will cut you off at 1GB total space (with history).
20  General Boards / Gaming / Re: Pixels - Adam Sandler movie about retro arcade games on: March 18, 2015, 01:12:13 AM
Movie about video games: good. Adam Sandler: very, very bad.
21  General Boards / Map Gab / Re: (Help) Wonder Boy 1987 Sega MasterSystem on: February 07, 2015, 05:38:53 AM
It doesn't exist, this game is very hard to complete. The nature of the game means it may be possible to map from this TAS: http://tasvideos.org/1777S.html
22  General Boards / Map Gab / Re: Latest Maps? on: January 07, 2015, 01:01:33 AM
You should use a framework that is easy to deal with and used by lots of people. Don't go with something custom unless you enjoy being stuck when the developer disappears. In my years of trying to get someone to make something custom for free, nothing ever came of it.

I was never satisfied with the available options for image galleries so I ended up making something quite custom on top of a wiki as a CMS. You can compare http://www.smspower.org/Maps/Index where we have maps, and also http://www.smspower.org/Scans/Index which is more oriented to tracking individual image sources and grouping of images.
23  General Boards / Mapping Tips/Guides / Re: Testing a new layout on: January 06, 2014, 08:21:44 AM
While thumbnails and generally splitting stuff up is the right way to go, frames and 90s software isn't the way to be heading. What this site needs is a Web developer and some server side code.
24  General Boards / Maps In Progress / Re: Arena: Maze of Death (Game Gear) on: May 18, 2013, 02:20:14 PM
I think this project is abandoned now. The stages are getting really complicated to lay out, and there are some enemies that are very hard to capture in their initial positions. I have a work in progress level 10 that I could post, but I don't see me getting any more done in the next few years.
25  General Boards / Map Gab / Re: The Immortal (NES) on: April 25, 2013, 01:24:34 PM
Challenge: finish your existing projects first! :-)
26  General Boards / Mapping Tips/Guides / Re: Screenshot Autostitcher on: March 29, 2013, 03:39:38 PM
No :-) It's very simplistic, if someone out there wants to do better then I can give my suggestion on what algorithm to use, but it's a lot harder than just counting matching pixels...
27  General Boards / Mapping Tips/Guides / Re: Screenshot Autostitcher on: March 29, 2013, 11:44:57 AM
It's not so much repeating segments as large solid areas. Since they always match at any overlap point, you need to increase the minimum match percentage so it will have to match the other parts of the map as well. There's no optimal settings for every game, you should expect to tune it for every game or even different parts of each level, in the trickier cases.

A more intelligent matching algorithm would try to detect features and match them across frames. This might even be faster than my brute force method, and would not be affected by blank areas.
28  General Boards / Mapping Tips/Guides / Re: Screenshot Autostitcher on: March 28, 2013, 11:25:15 PM
You need to alter the thresholds to stop that happening.
29  General Boards / Mapping Tips/Guides / Re: how big can a map be? on: March 25, 2013, 01:51:42 AM
Some browsers can't show very tall (or wide) images, so you might choose to split it up to make sure anyone sees it.
30  General Boards / Mapping Tips/Guides / Re: Scene Manipulation and Rendering Tools on: March 06, 2013, 10:47:09 PM
Some years ago I wrote such a viewer as a Java applet - although of course nobody uses them any more - and it was similarly compressy, but slow to draw when the tile size is small and when zoomed out. These days you could try to do it in Javascript. I also played a bit with PanoJS which doesn't serve the same file for identical tiles, but does end up smaller even with the multiple zoom levels due to better local similarly in each image file.
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