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46  General Boards / Map Requests / Re: Master System/Game Gear Game Atlas on: May 01, 2012, 11:11:45 AM
I've started posting here as I go:

http://www.smspower.org/Maps/BMXTrialAlexKidd-SMS

One more added, two to go.
47  General Boards / Map Requests / Re: Rollergames (NES), Konami 1991, Map Request on: April 29, 2012, 06:08:30 AM
Screenshot Autostitcher has options to crop the screenshots.
48  Main Boards / VGMaps Social Board / Re: QR Code for VGMaps.com on: April 24, 2012, 10:03:44 AM
You can do better... (Obviously this is quick and dirty, you could do better with a cleaner, monochrome image.)

http://research.swtch.com/qr/draw
49  General Boards / Map Requests / Re: Master System/Game Gear Game Atlas on: April 19, 2012, 12:30:00 PM
I had a go at BMX Trial: Alex Kidd... it's quite hard due to the paddle controls and large, wrapping area, and I think the level exits probably need to be labelled too. But it's pretty easy to map otherwise.

Edit: another one, but unaligned and with no Alex sprite. Using these hacks:
Code:
; BMX Trial: Alex Kidd
; Mapping
[crc32: f9dbb533]
; Infinite energy
ROM[1078]=0,0,0
; Disable water animation
ROM[EA2]=0 ; tile animation
ROM[EA7]=0
ROM[d3d]=c9 ; palette animation
ROM[1039]=c9 ; whirlpool animation
; stop the clock
ROM[10be]=c9
; infinite jet bike
ROM[19a7]=0
; set c410 = 1 to enable, 0 to end
50  General Boards / Map Gab / Wanted (SMS) on: April 05, 2012, 08:50:23 AM
http://www.smspower.org/Maps/Wanted-SMS

Easily auto-stitched... since the enemies are unmappable anyway.
51  General Boards / Map Requests / Re: CLASH @ DEMONHEAD (NES) on: April 03, 2012, 01:51:38 AM
I look forward to the day when Terra finishes all his other projects...
52  General Boards / Mapping Tips/Guides / Re: Degree of transparency. on: March 03, 2012, 02:01:05 PM
To put it another way, if you're dealing with input images that go up to 248 then your output should too. But the assertion that that's the only way things work would be wrong.

On the other hand, "converting to GBA colors" gives identical results with either implementation.
53  General Boards / Mapping Tips/Guides / Re: Degree of transparency. on: March 03, 2012, 11:15:42 AM
It's a common error in emulators. The algorithm I posted (value extension rather than zero extension) is only marginally slower than simple left-shifting, as it's two shifts and an OR which are all incredibly fast operations, but the naive approach is to use a multiply and divide, which emulator authors immediately discount as too slow. Actually, on modern (and not so modern) CPUs even that is fast enough...
54  General Boards / Mapping Tips/Guides / Re: Degree of transparency. on: March 02, 2012, 12:38:12 PM
To convert 5-bit-per-channel colour to 8-bit-per-channel colour (aka true colour) you should not multiply by 8, as that makes pure white a bit grey. You should use bit operations to repeat the value until it fills 8 bits:
Code:
r = (r5 << 3) | (r5 >> 2)
and repeat for g, b and a. But a lot of emulators do this wrong.
55  Main Boards / VGMaps Social Board / Re: Anyone know where I can find a clean version of Prodigy's "Smack My Bitch Up"? on: February 29, 2012, 10:19:36 AM
Just search for the radio edit. Youtube doesn't seem very helpful but it does seem to exist (apparently with no lyrics at all).
56  General Boards / Map Gab / Re: Buggy Run (SMS) on: February 28, 2012, 12:48:59 PM
I just notice the back of the box says there are "over 25 tracks", not 15, so maybe the mapset is incomplete. There are also 12 single-screen 2-player maps and a "battle" map which I have captured at the above URL. I'm pretty sure this is all the available courses.
57  General Boards / Map Requests / Re: Master System/Game Gear Game Atlas on: February 27, 2012, 12:56:52 PM
Is Tails missing from Volcanic Tunnel Area 2?
58  General Boards / Map Requests / Re: Master System/Game Gear Game Atlas on: February 27, 2012, 09:24:42 AM
Let me know if a camera control hack would be useful.
59  General Boards / Map Gab / Buggy Run (SMS) on: February 09, 2012, 12:41:31 PM
I noticed Will Mallia's excellent maps for this game but sadly some were missing - those where Will was unable to fill in the missing areas because they were more than just a repeating pattern. So I hacked the game to get control of the camera and mapped the missing 4 courses (numbers 2, 6, 9 and 12) which you can now see here:

http://www.smspower.org/Maps/BuggyRun-SMS
60  General Boards / Mapping Tips/Guides / Re: dispop - Distributed PNG Optimizer on: January 20, 2012, 08:11:57 AM
Ah, there was no indication that it was about to do some multi-pass runs.

You generally get a huge compression boost from running a single pass compared to not doing so at all; the multi-pass stuff is really just for being really crazy about saving a few bytes extra (although sometimes it makes a big difference). On the James Bond maps I tried it with, the multi-pass seems to have crunched by an extra 0.88%, for which is hard to justify the hassle.

What I really want is some way to just run a single pass of PNGOUT on upload, which is not your concern, just up to me to add it in to the upload system on my site Smiley
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