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1  General Boards / Maps Of The Month / Re: 2018/02: Sonic Mania (PC) - G.E.R. on: February 04, 2018, 12:47:22 AM
The biggest problem for me is the missing ability to separate all the layers with a simple button press. So also congratulations on completing these maps, G.E.R.!
2  General Boards / Gaming / Re: What are the FIVE BEST (and EXCLUSIVE) games on each console? on: December 29, 2016, 01:06:47 PM
For the original Xbox, I only played a handful of exclusive titles so basically I would have to write them all down.

I list them from best to worst:
Voodoo Vince
Dino Crisis 3
Rallisport Challenge 2

For all other systems it's difficult because of the massive amount of (maybe exclusive) games that I have played on them. I will try some:

Nintendo 64:
The Legend Of Zelda: Ocarina Of Time
Conker's Bad Fur Day
Super Mario 64
Duke Nukem: Zero Hour

Game Boy Advance:
Banjo-Kazooie: Grunty's Revenge
Golden Sun
Turbo Turtle Adventure
Duke Nukem Advance
Gadget Racers / Choro Q Advance 1

Super Nintendo:
Super Mario World 2: Yoshi's Island
Super Bonk
Secret Of Evermore
The Legend Of Zelda: A Link To The Past
Seiken Densetsu 3

Final Fantasy IX
Silent Hill
Fighting Force 2
Need for Speed: Porsche Unleashed (There has been a PC game of the same name, but that game was totally different)
Duke Nukem: Time to Kill

Game Boy Color:
The Legend Of Zelda: Oracle Of Seasons
Tomb Raider: Curse Of The Sword
Pokémon Gold Version
Wario Land II
The Fish Files

Game Boy:
The Legend Of Zelda: Link's Awakening
Super Mario Land 2 - 6 Golden Coins
Metroid II
Pokémon Yellow Version
Donkey Kong Land
3  Main Boards / VGMaps Social Board / Re: Nintendo Quest - Power Tour -'s appearance on: May 27, 2016, 11:55:08 PM
It took me a bit to find your appearance: For anyone who watches the whole "Nintendo Quest: Power Tour! [Documentary Series]", Jon appears in the final episode, episode eight.  Smiley
4  Main Boards / VGMaps Social Board / Re: Happy 13th birthday to VGMaps! on: May 28, 2015, 12:17:36 PM
Wow, happy birthday VGMaps Smiley

I must have known VGMaps for at least 12 of these 13 years, because I began making my first submitted maps for Commodore Amiga's Aunt Arctic Adventure in 2003 and the inspiration for doing so was this site.
5  General Boards / Maps In Progress / Re: Sonic Battle (GBA) on: August 27, 2014, 12:29:43 PM
I like them very much. Isometric maps capture 3D games in the best way possible on a 2D image. This game has the advantage that is was kind of isometric to begin with, but nonetheless I assume a lot of work needed to be done. Smiley
6  General Boards / Maps Of The Month / Re: 2013/07: Breath Of Fire (Super NES) - Paco & Tropicon on: July 04, 2013, 01:42:41 PM
I also don't think Walk through walls alone makes it completely irrelevant work. For my Secret Of Evermore maps where I also had a walk through walls code, it still was much work because of the big number of maps and sometimes I had to wait for water/lava effects to have a specific cycle state so they would look the same on the full map. And I merged the screenshots all manually.

Nice work with these maps. The labels from Paco also fit.
7  General Boards / Map Gab / Re: So I am working to do Super Mario 64 (hand drawn of course) on: July 04, 2013, 01:28:19 PM
Those maps look really nice. They remind me a little bit of maps that I've had for the Playstation 1 Tomb Raider games by John T Burt, but those Mario 64 maps are even greater because you kept some of the perspective.
8  General Boards / Map Requests / Re: Tintin in tibet, Tintin prisoners of the sun, Snes. on: January 27, 2013, 04:57:11 AM
When I was working on the Game Boy Color version of Tintin in Tibet, I also thought of doing the big counterpart. But I didn't feel like playing the same game again so short after to map it, too. So it never worked out.

But it really is a very beautiful game that deserves maps. And also the Temple Of The Sun part.

Sadly my daily time is already overfilled with other completely unrelated things and I don't feel like starting with a mapping project at the moment, so don't count in on me. Undecided
9  General Boards / Maps Of The Month / Re: 2013/01: The Legend Of Zelda: Ocarina Of Time (N64) - Peardian on: January 01, 2013, 03:16:52 AM
I only got up to the part after the big whale "dungeon" (Jabu-Jabu's Belly) when I played Ocarina Of Time in the past. So I never had the fun of time traveling in the game. I didn't even know that it's part of the game. I really should replay it Smiley

These maps are very special because they show that even newer or the newest 3D games can be mapped with the right tools (no screenshot pasting possible here). Most games do not really use the third dimension thoroughly so it can be displayed fine on a 2D orthographic/axonometric projection map with minor trade-offs ((half)invisible walls in one direction). Exceptions are games like Super Mario Galaxy, Prey, Gex 3D or Descent where there's no clearly defined "up" direction in many areas.
10  General Boards / Maps Of The Month / Re: The 2012 Maps Of The Month Thumbnail Puzzle! on: December 30, 2012, 01:54:07 PM
June/July, August/September: Little Samson has a dragon, Wonder Boy III's subtitle is about a dragon. And dragons are, in comparison to armored horses, flying armor.

June/August: Both have giant staircases compared to the rest of the world.
11  General Boards / Map Gab / Re: The Final Fantasy Legend (GB) on: September 25, 2012, 09:14:14 AM
In my Secret Of Evermore maps, I used splitscreens for the parts that changed after returning to early locations with a flying vehicle obtained late in the game (Windwalker). For example on For very small changes, I added them directly into the original maps.
12  Main Boards / VGMaps Social Board / Re: vgmapper, get while it's there on: September 22, 2012, 12:00:57 AM
If you just want to paste a list of links, Free Download Manager works fine for me. But for downloading from this specific .csv file and maintaining the folder structure, I used this selfmade piece of Java code instead:

import java.util.ArrayList;
import java.util.Arrays;
import java.util.TreeMap;
import java.util.TreeSet;
import java.util.regex.Matcher;
import java.util.regex.Pattern;

public class DownloadVGMapperCSV {

public static void main(String[] args) throws Exception {
if (args.length < 2)
System.out.println("Run with java DownloadVGMapperCSV <csvpath> <savedirectory>");
String filename = args[0];
String savedirectory = args[1];
if (savedirectory.equals("."))
savedirectory = System.getProperty("user.dir");

char lastchar = savedirectory.charAt(savedirectory.length()-1);
if (lastchar != '/')
savedirectory = savedirectory + "/";

File load = new File(filename);
BufferedReader br = new BufferedReader(new FileReader(load));
String line = null;
ArrayList<ArrayList<String>> table = new ArrayList<ArrayList<String>>();
int part_i = 0;
Pattern patt = Pattern.compile("\".*?\"");
TreeSet<String> imagespages = new TreeSet<String>();
while ((line = br.readLine()) != null) {
if (line.length() > 1) {
ArrayList<String> parts = new ArrayList<String>(5);
Matcher match = patt.matcher(line);
while (match.find()) {
String ma =;
parts.add(ma.substring(1, ma.length()-1));
if (parts.size() > 1) {

String begin = "";
byte[] bytes = new byte[1000000];
int i = 1;
int size = imagespages.size();

for (String g : imagespages) {
System.out.println("Getting element "+(i++)+" of "+size);
String httpfilename = g.replace(begin,savedirectory);
String[] parts = httpfilename.split("/");
for (int k = 2; k < parts.length; ++k) {
StringBuilder sb = new StringBuilder();
for (int ind = 0; ind < k; ++ind) {
File dir = new File(sb.toString());
if (!dir.exists()) {
File file = new File(httpfilename);
System.out.println("File: "+file.toString());
if (file.exists()) {
//Picture already exists, must not be downloaded again.

URL imageurl = new URL(g);
HttpURLConnection imageconnection = (HttpURLConnection)imageurl.openConnection();
imageconnection.addRequestProperty("REFERER", begin);
try {
InputStream imageis = imageconnection.getInputStream();

FileOutputStream fos = new FileOutputStream(file);

int len =;
while (len > 0) {
fos.write(bytes, 0, len);
len =;
} catch ( fnfe) {
System.out.println("File not found: "+fnfe.getMessage());

(Precompiled version, ready to run)

But I am sure there are already professional alternatives that can download from CSV files?  Lips Sealed
13  General Boards / Mapping Tips/Guides / Re: Scene Manipulation and Rendering Tools on: August 25, 2012, 06:23:57 AM
This looks certainly useful. Good luck on your progress Smiley

Will there be multiple fonts available later on? Especially custom variable-width bitmap fonts (so that it fits the current game)?
Also for RPGs I sometimes added a small icon in front of text boxes (for item chests, for example). A grouping option for that would be useful so that image and text can be moved together. But of course if bitmap fonts are supported, it should be no problem to put the icons on unused positions of the ASCII range so that the icons are interpreted as text and moved with the text box. So custom bitmap fonts are the most important thing that I would need because I most likely would use bitmap fonts anyway.
And I miss an invisibility option for the text background. For putting small text right onto the map without hiding too much of that map.
14  General Boards / Mapping Tips/Guides / Re: Advice / help wanted for mapping 3D DOS game with vector graphics on: June 18, 2012, 03:44:04 AM
If it's possible to get the game to display a parallel projection (display objects in distance at the same size as near to the camera) combined with an isometric angle, the game could be mapped even with the sprites. Similar to what has been done with the Wolfenstein 3D and Doom maps.
But forums with more people with hacking experience will be a better place to ask. If they can help you, please write back here. Smiley
15  General Boards / Mapping Tips/Guides / Re: Advice / help wanted for mapping 3D DOS game with vector graphics on: June 17, 2012, 08:02:16 AM
The credits for the game say:
3D Landscaping: Tom Loughry, Cyndi Kirkpatrick, Tomi Quintana, Jerry Pape

So if one could contact, for example, Tom Loughry, it might be possible to find out how (and where) the maps and objects are stored. If he is allowed to talk about that and still knows it after all these years.

Another Accolade game from 1992, Grand Prix Unlimited, uses a tile based editor and from two short tests I made I am confident that the data is also stored with tile references instead of full vector data. The graphics look similar but I don't know if the same engine and data model is used. Could also be totally different. But if Test Drive III uses a tile based option to store the maps, one would need to find out where the single objects like houses, tunnels and mountain parts are stored after getting the map data itself. And then combine all this.

I cannot do any of the needed tasks, I fear. I tried, but I don't understand enough of the materia. If it would be possible to log all file accesses (and the exact number of bytes and offsets read from those files and in which order) via DOSBox, it could be possible to narrow down the exact data that is accessed when loading a new map, but from my few-minute check it looks like the built-in debugger doesn't log these informations.
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