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#1
Mapping Tips/Guides / Any advice on how to get start...
Last post by Kayato - Today at 03:57:02 AM
Hello everyone!
After years of admiring the beautiful works collected here, I thought I'd start and try to contribute.
I tried to look at the pinned topic about it but I saw that it is very old with some dead links.

So I'm asking for some advice and programs to get started with. I was thinking of starting with something simple like map editors from games like "Warcraft" or "C&C" just to practice.
How can I do this? Do I take screenshots, perhaps using macros to automatically move the images to the right distance, and then recompose them using a graphics program? I already use OBS Studio and GIMP.

Thanks in advance everyone!
#2
Mapping Tips/Guides / Re: What map-making feature wo...
Last post by Guard Master - Yesterday at 07:55:01 PM
Some features I'd like to have in an emulator in use for map-making are:

-Not only having the ability to control displaying of individual layers in the tilemap viewer but also the ability to control the priorities.

-The ability to set watches to draw directly on the emulation screen.

-The ability to directly copy to clipboard, whether the emulation screen, the tilemap viewer, sprite viewer, or tile viewer.

-The ability to select a portion within any of the viewers for copying to clipboard or saving as image.

-The option to automatically save program settings to file after changing them. How many emulators I've experienced that don't do this but tend to crash every so often especially while modifying values.

-Not necessarily a "feature", but accurate palette colors to true hardware.
#3
Map Requests / Patience and Civility
Last post by Cyartog959 - August 26, 2026, 03:25:48 PM
Quote from: JonLeung on August 26, 2026, 08:44:21 AMLTIan, I know it's super-frustrating that you've been asking for maps of Looney Tunes games for over a decade, and your requests never get fulfilled.

But ask yourself... how does it help your case to demand that ALL map requests stop?

It's not a personal attack on you if other people don't love the Looney Tunes games as much as you do, and others' requests being granted (which is still rare) is not meant to be a snub towards you.

I feel a bit of frustration and impatience about stalled requests, at times, yes, but I'm not that kind of person to go that far to ask such a request as that.

Jon, I think LTIan's feeling a lot more impatient about it, but I still try, at all times, to maintain civility, patience, and hope. So, to me, the frustration about that is not worth being pressured over.
#4
Map Requests / Re: New Request
Last post by JonLeung - August 26, 2026, 08:44:21 AM
LTIan, I know it's super-frustrating that you've been asking for maps of Looney Tunes games for over a decade, and your requests never get fulfilled.

But ask yourself... how does it help your case to demand that ALL map requests stop?

It's not a personal attack on you if other people don't love the Looney Tunes games as much as you do, and others' requests being granted (which is still rare) is not meant to be a snub towards you.
#5
Map Requests / New Request
Last post by LTIan - August 25, 2026, 08:52:18 PM
STOP GRANTING MAP REQUESTS ALTOGETHER!

I've had enough of all this denial and turn downs!

Why don't we just scrub the Map Requests and add a rule to not ask for map requests at all!
#6
Maps In Progress / Re: The Pirates of Dark Water(...
Last post by Aspirin18 - August 25, 2026, 05:57:02 PM
Quote from: JonLeung on August 22, 2026, 02:43:26 PMYou're asking if a website that collects video game maps would be interested in video game maps?

The answer is a "yes", of course.
I have a 'modified', hacked version of the game that lets you fly through walls. For someone who creates level maps, this could be quite useful. Perhaps...

Move your charracters by Arrows and Jump
#8
VGMaps Social Board / Kokopolo 15th Anniversary
Last post by Cyartog959 - August 24, 2026, 07:11:02 PM
I may as well say this... Happy 15th anniversary, "Go! Go! Kokopolo"!

Yes, its been 15 years since the first game of the chase-'em-up game series was released to the DSiWare, which is August 2011. Already, I hardly see anybody doing celebrations about the series, but I felt like doing it, anyway.

If some of you around the community don't know who Keith Webb is, here's a video about his and Jmac's past endeavors before he did Kokopolo. You can either watch the whole thing from the beginning, or skip to timestamp minute 15:40, where Keith Webb showcases his context about his Kokopolo series.

Here's the video, from the Jmac and Webbsta YouTube Channel, "Who are the Crash Twinsanity Developers??" -

It's been far long since Keith last gave us any word about his latest projects, including his still-stalling development of "Go! Go! Kokopolo DX".

Anyone having any and all active social media channels, please spare some time to contact and speak to Webb about what's been cooking lately, and I still hope to play the third Kokopolo game very soon, because we've been waiting too long.
#9
Mapping Tips/Guides / Re: What map-making feature wo...
Last post by dark_lord_zagato - August 24, 2026, 04:56:28 PM
Quote from: ReyVGM on August 24, 2026, 03:11:43 PM5) Will add it to the requests. Let see what the author can come up with. So basically you want a way to view polygonal characters and the 3d map as a flat image or as a 3d image?
I don't know if that's possible, but I'll add it anyway.

Yes, i'm thinking maybe we can make maps that depict what these race tracks look like from above if there were a way to rip data directly from the Super FX chip.

This might be too much to ask. If they say it's impossible i'll understand.
#10
Mapping Tips/Guides / Re: What map-making feature wo...
Last post by ReyVGM - August 24, 2026, 03:11:43 PM
Quote from: dark_lord_zagato on August 23, 2026, 11:17:38 PMEmulator features that are helpful to video game mappers:

1. A hex editor/access to the game's memory. Good hex editors show you what's going on live and let you change/freeze values right there.

2. A pop out map viewer that can take screenshots. For SNES games, a toggle that controls which BG layers are used in the screenshot.

3. The ability to change a game's background color. (Some games have map tiles with pixels that are the same color as the background. Black on black is a problem when you need to rip background layers separately.)

4. The ability to screenshot Mode7 data as a 2D image. It is impossible to map some SNES games without this. ZSNES had a special tool called vSNES. It was a stand alone program that could load ZSNES savestates and display Mode7 data in a flat plane. It would let you screenshot this data all at once. As an example, the Human Cannonball map from American Gladiators is something I took with just ONE screenshot in vSNES.


Also, the Super FX chip...

Games like Stunt Race FX use this chip. It generates 3D objects and environments. As far as I know, no one has ever figured out a way to extract any maps from these games. It's not the same thing as Mode7 so vSNES can't do anything with it either.

Thanks for the reply.

1) A Mesen styled debugger is planned for SuperSNES9X, so that should cover that.

2) ss9x already has a titlemap viewer and you can right click to save the image. There's also hotkeys to disable layers (but that's in regular snes9x too).

3) That's already in snes9x as a hotkey.

4) That's doable in ss9x through the titlemap viewer. Verified the Human Cannonball event, and yes, you can save a picture of the entire image.

5) Will add it to the requests. Let see what the author can come up with. So basically you want a way to view polygonal characters and the 3d map as a flat image or as a 3d image?
I don't know if that's possible, but I'll add it anyway.