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31  Main Boards / VGMaps Social Board / Re: GMaps for Game Maps (Beta) on: June 07, 2012, 07:26:24 AM
Finally, although these are only Zelda maps, the system is open enough to allow any other map! I intend to make this system available to every mapper, I'm not sure yet how (allow non-zelda maps on my site? create a new site? give the source code and let the community do what they want).

Once you've made it available for us to make our own stuff, we can probably give you better feedback.  Hopefully you'll release it so we can use it on our own sites.  If you're going to keep it on your site, I myself, would probably not be interested.

We've talked about this kind of system here before at VGMaps.  It would certainly be useful for games with large maps.  IMO, it's a bit over-kill for games with smaller areas.  For example, I'm not sure I like the way you did Hyrule castle.  The floors are logically separated into different "maps", but that actually makes it difficult to follow them if you're trying to use this thing while you play the game.  You have to click to go to a different floor, and then you can't see where you just were.  Certainly, if every floor is lumped together in one image, it's a bit harder to read, but I would only need to touch my mouse if the whole map didn't fit on the screen.  And I get a better picture of where I came from, and where I'm going.

It's also kind of silly to load all the Javascript, marker images, etc, when a floor is small enough to fit on the screen.

Maybe the solution is to use a hybrid of what we do, and what you're doing.  Put all the dungeon floors in one big map, but still have your clickable markers to allow the user to the destination of a portal/door.

For larger maps I see a lot of potential.  If you ever make this available to us, I would be interested in porting the Wolfenstein 3D maps, the Faery Tale Adventure over-world, and maybe some Phantasy Star II, into this.
32  General Boards / Maps In Progress / Re: Position hacking script for Sonic 1, 2, 3 & Knuckles on: May 17, 2012, 08:58:10 AM
I don't mean toggling layers, I mean like reading a tile map or the sprite table then assembling an image or data structure based on that.  Lua supports disk i/o, so you could theoretically dump lots of useful information.

Do you know if there is any more detailed documentation?  Your script uses what appears to be a global table called vdp, but it isn't listed in the lua doc that comes with the emulator.
33  General Boards / Maps In Progress / Re: Position hacking script for Sonic 1, 2, 3 & Knuckles on: May 17, 2012, 07:05:41 AM
If you have access to enough of the Genesis' components via the lua interface, you might be able to dump layers or sprites via scripting instead.  Hell if it's robust enough you might even have lua do stitching for you...
34  General Boards / Mapping Tips/Guides / Re: Texture Skewing Tool on: May 15, 2012, 11:13:51 AM
I submitted a re-evaluation request to Symantec, just waiting on that.  It's really annoying.  I resolved the issue with Google so browsers like Fire Fox and Chrome wouldn't show the warning, but I didn't realize Symantec had their own blacklist until now.

You should be able to ignore the warning Symantec is giving.  Like I said the warning comes from an issue that happened years ago when a PHP script appeared that was doing some bad things.  It was deleted and resolved a long time ago.

*EDIT*

All fixed: http://safeweb.norton.com/report/show?url=garoux.net
35  General Boards / Mapping Tips/Guides / Re: Texture Skewing Tool on: May 15, 2012, 06:31:53 AM
I had an issue years ago where some malicious code got onto the server.  I removed the script fairly quickly, but it looks like Symantec doesn't bother to re-check sites that have been black-listed.  Great, makes me wonder what other security tools have done this...
36  General Boards / Mapping Tips/Guides / Texture Skewing Tool on: May 10, 2012, 11:58:38 AM
I know a few people were interested in the skewed textures from the Wolfenstein (and friends) maps I did.  I wanted to play around with SharpDevelop, so I wrote a small C# program that can generate textures similar to the ones I used for those maps.  Yes, floor textures are still a bit distorted, but everything fits together pixel perfect (which was more important to me).  You'll need .NET 3 to run this.

Program
Example Scene
37  General Boards / Gaming / Re: Sent in my 3DS to Nintendo for repairs... on: April 14, 2012, 09:56:13 AM
There are still cases where things are repaired.  A few weeks before I moved cross-country I discovered there was a class action suit against Samsung about some faulty components in some of their TV models.  The TV I was going to give to my parents was one of those models (I didn't want to box and ship two TVs).  Since Samsung settled the suit, I was eligible to have a tech come out and replace the capacitors at no charge to me.  The guy came to my house with a soldering iron and the replacement parts, took apart the TV in the room it was in, popped out the bad parts, and replaced them in about 15 min.  The TV worked like the day I bought it.
38  General Boards / Mapping Tips/Guides / Re: Degree of transparency. on: March 02, 2012, 02:25:39 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.

Not sure what you mean here. As far as I know, the GBA doesn't have a pure white color, as it can only get up to {248,248,248}.

Generally speaking when talking about video hardware the largest value per color channel should represent the most intense value.  So when you translate that over from 5-bit to 8-bit, 31 should translate into 255.  Like Maxim said, the emulator itself probably does the color conversion wrong.
39  General Boards / Mapping Tips/Guides / Re: Degree of transparency. on: March 02, 2012, 08:13:57 AM
If you do decide to attempt this, I recommend working with BMP format, so you don't have to bother with compression.

Just FYI, dealing with PNG in any higher-level language/environment like Java or .NET is pretty easy.  You don't have to write any decompression code yourself to read the files.  Even with lower-level languages like C there are libraries already written.  Several years back I still used BMP because I used MS Paint for a lot of things, but these days there really isn't much reason to use BMP unless you're dealing with some sort of legacy software or system.

40  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, 06:08:56 AM
There are methods to remove the human voice from a piece of audio, but your success rate is going to depend on how the song was mixed, and whether or not the voice sample has gone through any kind of filtering itself (probably has for this song).  You may also lose non-vocal audio, which could ruin the music.  There's also the possibility of looping a section of the song that doesn't have the voice sample.  Prodigy pieces are usually pretty simple looped patterns, and with a little bit of effort you could probably do it with Audacity.

Of course, I don't really agree with editing a song because you found one part of it offensive.  Find another song.  It's not like there aren't millions out there.  I know when I hear a censored version of a song and I'm familiar with the original, it feels weird, fake.  But that's just my opinion.
41  Main Boards / VGMaps Social Board / Re: Did Flip Industries Really Create "Super Kid Icarus"? on: January 20, 2012, 07:18:21 AM
Just to clarify I wasn't saying that Flip should in no way credit you, and that you didn't deserve some mention, but you can't really expect it with this type of thing.  It's like sprite sheet.  People rip sprites from commercial games and put a "please give credit to xzy" text on their sheet.  It's nice if you make a Flash game (or something else) with that sheet and credit the person who ripped them, but you can't really expect or demand it.  It's copyrighted material that you don't own.  Call me cynical, but I have just come to expect that this sort of thing happens on the internet.

I'm glad you got that e-mail. I should have probably made my argument more along those lines.  Grin

As far as getting VGMaps' name out there, you really need to work on your SEO (search engine optimization).
42  General Boards / Map Gab / Re: James Bond 007: The Duel (SMS) on: January 20, 2012, 07:00:15 AM
The Genesis version has only 1 larger map per stage.  Although they didn't just take Genesis maps and split them because there are major differences in design.  Also in the Genesis version, the classic Bond villains are more mini-bosses than end of stage bosses.  You can even skip some of them.

I mean to finish the Genesis version one day.  But I'm moving cross-country at the end of March, so it's not going to be any time soon.
43  General Boards / Mapping Tips/Guides / Re: dispop - Distributed PNG Optimizer on: January 20, 2012, 06:41:58 AM
The database shows most of them at the Multi-Pass stage, with the exception of the ones that were aborted.  My worker at home went down, so there were only two processes working on multi-pass images.  I didn't really drum up as much interest as I thought I would, so I haven't done much work on the project and only check it once in a while.

And you're right, if you're willing to use the command line or write your own scripts (or have paid for the GUI version) this tool really doesn't compare in terms of speed.  The idea was a "upload and check back later" type system.  The API was supposed to allow web masters to, over-time, re-compress their images without using their own server's processing time (which is generally frowned upon with shared hosting).  However I got such little interest in the tool that I didn't really find the motivation to try and finish the API docs.

Maybe I went about it the wrong way.  I thought maybe about axing the web tool and just using the API to spider web sites for web masters that wanted it.  I don't know, any ideas?
44  Main Boards / VGMaps Social Board / Re: Did Flip Industries Really Create "Super Kid Icarus"? on: January 17, 2012, 07:43:51 AM
It could be possible that Flip never really did see your maps.  It's entirely possible someone else lifted your tileset and distributed it somewhere on the internet as a "Super Kid Icarus" tileset or maybe even a "Greek" tileset.  And then Flip used it. Even if they did use knowingly use your graphics, I don't see the big deal.  You said yourself in the article that the layouts are based on the original game and you only "chose" the tiles from other commercial games.  You didn't cite or credit the graphic designers of the games you used to construct your tileset (except in the article, which I assume didn't exist until this became an issue), so why would you expect Flip to credit you?

I'm not trying to beat you up or make you feel bad.  It's a stupid Flash game, just let it go.
45  General Boards / Map Gab / Re: Veil of Darkness (PC) on: January 10, 2012, 07:24:10 AM
If you're not using an image editor that supports layers you're in for a difficult time.  I wish I had used a different editor when I did those Haunting maps.
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