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#1
VGMaps Social Board / Re: YouTube channel! (JonLeung...
Last post by JonLeung - Yesterday at 09:23:03 PM
Dang, my YouTube channel's a decade old?

Ten years ago today, I posted this video:


Slightly awkward and not as polished. But feeling cringe at past videos proves that I've gotten better since then!
#2
Map Gab / Re: Wizards and Warriors 2 for...
Last post by xcalibur201 - September 21, 2026, 05:20:43 AM
It's probably unorthodox to up a thread from many years ago, but I recently added revisions, and thought I'd comment.

It all began when I noticed that the dragon room was missing from the Volcano level. I figured I'd add that, then realized I could add the inns, and the rooms where you get segments of the Ironsword. I share our hosts misgivings, I'm always cautious about editing others' maps, and strove to fit my revisions into the existing pattern -- same labeling, same 21px margin, utilizing blank spaces while keeping alterations to a minimum.

One tricky map was upper earth, where the shots fit together fairly evenly into a square pattern, so I didn't have room to add things without shifting the frame too much. My solution was to put the inn screen on top of the background pattern -- normally I wouldn't do this, but there was plenty of background, it was near the inn entrance in-game, and it was the only way to avoid making even greater changes, so I decided it was justified.

Moreover, adding the inns makes the maps alot more informative, giving you intel on the prices and wares being sold, along with their names, like Cliffside Inn, Tree Trunk Bar, Crater Tavern, Bear King's Arms, etc (I like that sort of attention to detail in games). On a couple maps, I also added the interior shot of inns, alongside the wares; I only did this where it would both fit and be adjacent, which were the Forest and Icefire Base; since they all look the same, it doesn't need to be on every map.

The Ironsword rooms were fairly straightforward, although it took some tricky jumping to get it all screenshotted. The main thing was putting the R label correctly -- you fly up after the wind fight, sink down after the earth battle, and go to the right after water & fire, which seems to be kinda symbolic.

I thought I was done, but then I figured out how to add the sky approach. If you've played the game, you'll recall how the air king/eagle flies you up to the second part of the level. That transition phase was something I wanted to capture, and although I couldn't blend it in, or include as much as I wanted, I was still able to fit a reasonable amount within the blank space. I had to shift the label/title over to the left (by 21px ofc), because when I placed it in the middle, the lopsided negative space made it look wrong. All in a day's work!

In fact, I went ahead and added shots of the cloud transition -- the unused wide version, the used narrow version, and the uncut version made of combined screenshots. This way you can get a behind-the-scenes look and compare them. The wide version shows the other indents, and you can more easily see the reiterating pattern. On the narrow version, you'll see a smidgeon of clouds on the right edge, which I included so that it's easier to figure out the pattern. The eagle mostly flies up the middle, and only occasionally veers off to the sides; it took a number of trial runs, but I screenshotted most of what I needed, and duplicated the rest according to the pattern (for the narrow version, only the lower corners needed filling in; and for the wide version, I nicked the corners of clouds to confirm the pattern). Oh and, I'd be remiss not to mention that turning off sprite layer made this task much easier.

Other than that, the colors look a bit different on my captures compared to his, but that's fine -- it's a minor difference, and it lets you see a bit of variation in how the game displays.

Overall, much props to KingKuros for doing fine work. All I did was refine what was already there, he did the lion's share, which is why I insisted on my name being put in parentheses on credits, to make it fair & representative. I emailed for permission, but he couldn't be reached, so I went ahead anyway. btw, the last map (which I didn't edit) of the Icefire peak is amazing, one of the finest I've seen, downright wallpaper-worthy.
#3
Map Requests / Re: Full map set for Sonic the...
Last post by calijones - September 21, 2026, 03:03:05 AM
Quote from: G.E.R. on January 11, 2021, 12:29:25 AMI think this theme is should be here for clarity.
If it possible, please extend this list for including all official games.

Quote
2D platformers
O Sonic 1 Saturn
O Sonic 1 Genesis
O Sonic 1 Android
- Sonic 2 Saturn
O Sonic 2 Genesis / Delta / & Knuckles
O Sonic 2 Android
O Sonic CD
X Spinball Saturn
O Spinball Genesis
X Sonic Chaos
O Sonic 3 / & Knuckles
O Sonic & Knuckles
O Sonic 4: Episode I
O Sonic 4: Episode II
O Sonic 4: Episode Metal
O Sonic Unleashed J2ME
O Sonic Mania
O Sonic Mania Plus
O Chaotix
O Sonic Advance
O Sonic Advance 2
O Sonic Advance 3
O Sonic Rush
O Sonic Rush Adventure
O Sonic Colors DS
O Sonic Rivals
O Sonic Rivals 2
O Sonic Jump (J2ME) / Sonic Jump (Android/iOS) / Sonic Jump 2  (J2ME)
O Sonic Boom: Shattered Crystal
O Sonic Boom: Fire & Ice
O Sonic Superstars

Full 3D
O Sonic 3D Blast
O Sonic Adventure
O Sonic Adventure 2
O Sonic Heroes
O Shadow the Hedgehog
O Sonic The Hedgehog 2006
O Sonic and the Secret Rings
X Sonic and the Black Knight
- Sonic Boom: Rise of Lyric

2D + 3D (Hedgehog engine)
O Sonic Unleashed Wii
O Sonic Unleashed Xbox 360 / PS3
O Sonic Colors Wii
O Sonic Colors Ultimate
O Sonic Generations PC 2011 / 2024
O Shadow Generations
O Sonic Generations 3DS
O Sonic Lost World Wii U / PC
- Sonic Lost World 3DS
O Sonic Forces

Other
O Sonic Drift
O Sonic Drift 2
X Sonic R
O Sonic Riders
O Sonic Riders: Zero Gravity
O Sonic Battle
X Sonic Jam
X Sonic Rumble


Great effort compiling this comprehensive Sonic map set list. having everything categorized perspective (2D, Full 3D, Hybrid, and Spin-offs) mnakes tracking missing maps much cleaner.
Thanks for maintaining this checkilst, it's super useful for mappers looking for their next project.
#4
Gaming / Ys 1 and 2 releases collage
Last post by mechaskrom - September 19, 2026, 10:52:55 PM
All the different Ys 1&2 releases are quite confusing so I made a collage of all of them (I hope) from 1987 to 1991 to give me a better overview. It's a bit simplified with one entry per platform. The FM-7 got an extra release of Ys 1 for the more powerful FM77AV with better sound for example. And Ys 2 was only released for the Sharp X1 turbo and Fujitsu FM77AV (hence its nicer title screen). Finding details of all the different Ys 1&2 releases is hard though.

I've played a lot of different Ys 1&2 versions and I think that TG16 Book 1&2 is superior to all of them. Good graphics, good controls, voiced dialogs, not that grindy or difficult and awesome music. The TG16 music is even better than what modern versions have in my opinion. It's really strange that no remake used it as far as I know. Maybe some licensing issue?

Ys I & II Chronicles is also quite good if you want something more modern, but it's missing the TG16 music and the graphics style, although very pretty, doesn't really capture the look of the old Ys games. That together with many other changes makes it feel like a new game rather than a remake of Ys 1&2.

Which Ys 1&2 versions have you played and which is your favorite?

#5
Mapping Tips/Guides / Re: What map-making feature wo...
Last post by Guard Master - September 19, 2026, 05:23:54 AM
Quote from: ReyVGM on September 13, 2026, 02:31:38 PMGood news. SuperSNES9x does have the option to display "accurate SNES colors". I haven't tested it, but it's there in Video -> Color Correction.

That's great. Tried it myself with the latest release. Getting my hopes higher for the emulator to be the next one I use as default. Here are additional features I'd like to see:

1. Support to combine multiple of the "tools" windows (e.g., the viewers, debugger, cheats, etc.) into a single window, offering tabs to switch between them. Having all these windows opened while I'm also alternating between other external windows becomes overwhelming.

2. Support to enable "widescreen" view. More emulators are supporting this including the latest Super ZSNES. Also, support to disable overscan (to allow 240 pixel height viewable instead of the typical 224 pixels in most games). Lastly, not sure if even possible, but the best would be support to have the emulation screen be the same size as the tilemap viewer and display as much as possible of bg + sprites.
#6
Map Gab / Re: Coming Soon: Undertale Map...
Last post by collinseyes - September 18, 2026, 02:06:12 AM
Quote from: Rew on December 07, 2024, 04:55:00 AM(Seeing this website go nearly a decade without any maps from Undertale fills you with DETERMINATION.)

Truth be told, I was already making these maps and then remembered I used to frequent this website back in the day. I returned to see how this site handled maps from this game and was surprised to see there were none. (But nobody came!) Kind of a pleasant surprise, though, because now I get an opportunity to share my maps with this place! :D

They're still in progress, but I'm putting the finishing touches on Hotland, then they'll be ready to roll. I'll go into more detail about my methodology in a later post, but the gist of it is, I'm using the UndertaleModTool, which has rips of each and every single room in the game. So I'm stitching all those rooms together. However, the rooms are rather imperfect compared to what you see in-game (especially the Hotland ones, what with all their complicated backgrounds and whatnot). So I'm using Paint.net to polish the rooms so they look as close to how they appear in-game as I can get them.

There will be two different varieties of maps I'm doing: labeled maps (the rooms in the mod tool include a lot of interactable elements you can't see in-game, most of which I'm keeping for this variety--which is great as a visual guide to what you can and can't interact with, ideal for those on a second or later playthrough who want to experience everything). These maps include spoilers such as late-game and post-game NPCs, puzzle solutions, etc.

And then I'm doing unlabeled maps (without all the game data labels), which still include items and NPCs, but only ones you would see on a first visit--and no puzzle solutions either. This type will only show what you can actually see in-game and will be as close to spoiler-free as one can get with an Undertale map.

Anyway, I look forward to sharing more in the near future! (Fun fact: These will also be the first ever video game maps I've ever done. :D)

It's mind-blowing that VGMaps hasn't had a proper Undertale atlas after all these years, seeing someone finally take on this project fills the community with determination. Looking forward to seeing the final renders published on the site. Take your time with Hotland, and good luck.
#7
Mapping Tips/Guides / Re: What map-making feature wo...
Last post by ReyVGM - September 13, 2026, 02:31:38 PM
Quote from: TerraEsperZ on August 31, 2026, 09:11:45 PM
Quote from: ReyVGM on August 31, 2026, 07:36:14 AM6) I took a screenshot of SMW in the title screen using both BSNES, SNES9X  and SuperSNES9X and the colors looked exactly the same. Do you have any pics that show otherwise?

Regarding screenshots, you'd have to compare the RGB values of the same pixels, preferably as close to dark and white as possible, as the differences wouldn't really be obvious visually.
Apparently, BSNES also does gamma correction by default, so that might also affect the video output.
Quote from: Guard Master on September 01, 2026, 08:02:18 PM
Quote from: ReyVGM on August 31, 2026, 07:36:14 AM6) I took a screenshot of SMW in the title screen using both BSNES, SNES9X  and SuperSNES9X and the colors looked exactly the same. Do you have any pics that show otherwise?

I just did the same and compared specific pixel colors. The result I got is that they are the exact same, as you said. Perhaps my memory is failing me or perhaps there are special cases where inaccuracy may occur. Nevertheless, it doesn't seem to be a concern overall.

Good news. SuperSNES9x does have the option to display "accurate SNES colors". I haven't tested it, but it's there in Video -> Color Correction.
#8
Map Requests / Re: JonLeung's Requests
Last post by JonLeung - September 04, 2026, 08:36:48 AM
Last night, zagato blackfist got through THREE of my four NES requests, Bomberman, Crash 'N The Boys: Street Challenge, and Stanley: The Search For Dr. Livingston...!

Bomberman I requested because I think it was the remaining NES game whose protagonist is still a (somewhat) known character today, so it's just nice to get the history of legacy characters.  Not that the remaining NES games all have nobodies... I'll have to check again, but I doubt there are many games (certainly in the North American library) with characters still currently having games so that younger games would recognize them.  The first Bomberman game has random stages that look rather "samey", but I'm glad zagato still thought it was worth doing (aside from wanting all the NES games mapped anyway, that is).

Crash 'N The Boys is always enjoyable.  I always like the River City/Kunio-Kun games.  Almost every time that my brother and I play, the three events we play are the 400 Meter Hurdles, Hammer Throw, and Swimming.  The Hammer Throw music often gets stuck in my head, randomly!  As a short game, I was kinda surprised this wasn't mapped yet... now that's not an issue.

Stanley: The Search For Dr. Livingston I have more memories of reading about it in Nintendo Power and being impressed with how epic it looks, than actually playing the game.  Still, I like to see games that present an actual adventure get mapped.

Thanks again and as always, zagato blackfist!

The current remaining NES game map request is for Bill & Ted's Excellent Video Game Adventure, which again is like Stanley... though I had attempted to play it back in the day and didn't get far, so maps would be great for if I ever try again!

I wonder if I should add more NES games to my requests list... surely there must be something else I want to see nearly as much or even more than Bill & Ted.  But I think we've only got a little more than 100 official North American games remaining, so it's not surprising if there's not much that I personally really want to see other than that every one mapped gets us closer to the goal of having every NES game here on VGMaps.com!

EDIT: Though I would like to see the North American NES library prioritized, I had to add the PAL exclusive, Parasol Stars: The Story Of Bubble Bobble III (also known as "Parasol Stars: Rainbow Islands II/2", as if the series isn't confusing enough already).  After all, there are still new Bubble Bobble games, I think?  So Bomberman wasn't the last character still recognizeable by younger gamers today from unmapped NES games if including European NES games...
#9
Mapping Tips/Guides / Re: What map-making feature wo...
Last post by Guard Master - September 01, 2026, 08:02:18 PM
Quote from: ReyVGM on August 31, 2026, 07:36:14 AM6) I took a screenshot of SMW in the title screen using both BSNES, SNES9X  and SuperSNES9X and the colors looked exactly the same. Do you have any pics that show otherwise?

I just did the same and compared specific pixel colors. The result I got is that they are the exact same, as you said. Perhaps my memory is failing me or perhaps there are special cases where inaccuracy may occur. Nevertheless, it doesn't seem to be a concern overall.
#10
Maps Of The Month / Re: 2026/09: Quest 64 (N64) - ...
Last post by VGCartography - September 01, 2026, 07:38:55 AM
Here's a secret. I never played Quest 64 before I made these maps. I just wanted to play with some N64 polygons. And if I didn't have some Gameshark cheats to skip the grind, I wouldn't have gotten through it :)

Some interesting ideas but just not enough juice. Minimal combat system and no dungeon design to speak of. The outdoor areas are OK.