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Author Topic: Request: Phantom 2040 (SNES or Genesis)  (Read 12342 times)
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ReyVGM
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« Reply #15 on: January 10, 2014, 10:29:46 AM »

Yikes, that sounds hard... sorry that I even requested this game Sad

If you are talking about gamehacking, let me ask if someone would do the WTW code for me.
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« Reply #16 on: January 10, 2014, 02:18:21 PM »

Ooo, yes!  Then I'll look innocent.  Ask them for a super jump code too, I'm tired of grappling around.  This game is actually set up in a "modify one area to enter another" fashion with a lot of "oops you blew that place up so now you can't go back" stuff.  So it's more like Metroid Fusion then Super Metroid.
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ReyVGM
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« Reply #17 on: January 11, 2014, 03:59:05 PM »

Ooo, yes!  Then I'll look innocent. 

rotflmao
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ReyVGM
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« Reply #18 on: January 12, 2014, 05:43:05 PM »

http://www.gamehacking.org/vb/threads/4467-nolberto82-codes?p=75961
« Last Edit: January 12, 2014, 05:43:25 PM by ReyVGM » Logged
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« Reply #19 on: January 12, 2014, 08:17:08 PM »

Spectacular!  Those will help a ton.
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ReyVGM
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« Reply #20 on: January 12, 2014, 08:48:59 PM »

Thank nolberto Wink
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ReyVGM
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« Reply #21 on: January 20, 2014, 12:15:59 AM »

Walk through walls code added to the same link I posted.
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« Reply #22 on: January 26, 2014, 09:35:10 AM »

OK, back too it.
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ReyVGM
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« Reply #23 on: January 30, 2014, 07:40:09 AM »

Cool.
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« Reply #24 on: January 30, 2014, 10:36:16 PM »

So this week was essentially a full game test. Results:
Levels are big and bad, I can only really map a normal one and maybe a few small ones per day.
Most levels don't fight too hard.  There are few animations and little color correction.  I've left out backgrounds for now.
All levels will have to be remapped to some degree since I've been leaving stuff out.
Some areas seem to have as many as 5 variations or sub areas.
Overall this project will be no smaller then DKC2 was.  I should give credit to the designers for making a truly expansive game at the very least.

So how's this gonna go?  Well I'll make basic raw maps before anything else.  This should take a while.  In the meantime I'll post the raws here so you can get started exploring the game and testing.  Take notes of stuff you need or discoveries you find and post them here so I know where to go next.  Or how to access special areas, if a map changes, or I just messed it up.
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« Reply #25 on: February 02, 2014, 10:55:04 PM »

So after much retooling here's an example of how they'll look.  Each area is named and exits are marked.  Non hidden items are marked and so are bosses.  Barriers, like walls and locked doors, will be present as you run into them unless they are triggered in some special way like a boss death.  Is this what you were looking for?
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« Reply #26 on: February 03, 2014, 06:02:07 PM »

Oops. looks like I'm going to have show hidden items too.  Some switches are hidden in walls.
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ReyVGM
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« Reply #27 on: February 06, 2014, 10:48:33 AM »

Now I feel bad for requesting this Sad

It looks like it's being a lot of trouble to map.
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« Reply #28 on: February 06, 2014, 02:58:41 PM »

Well I'm too far in to quit now.  So how did you like the last example?  The only other thing I can think of might be item outlines or something?  Here's total progress so far:
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« Reply #29 on: February 12, 2014, 12:26:47 PM »

Does anybody want to help me with this?  I've got most of maps already made they just need to be marked up.  I'll manufacture all the sprites, backgrounds, and make any remaining raw maps needed too.  You'd only have to explore and put items in place.

Notes:
On longer marking boss item drops as they change depending on what order bosses are killed in.
Area exits/entrances will need number or letter id's.  For example: University A, Space Port D, Ghost Jungle 2A.
Also some areas will just need names as the game fails to name every individual place.
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