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Messages - Maxim

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16
Map Gab / Re: FTP uploading issues for Super NES and PC
« on: September 10, 2015, 11:56:26 am »
Either get a better FTP client, or change the directory structure to avoid the large list, or change technology. I used rsync for some years and it's really helpful if you have a local copy of the site you want to synchronise with. Other times I'd use SSH to do file manipulation after uploading the file somewhere else, e.g. a web upload form.

17
Map Gab / Re: Marble-Man Marble Madness 2
« on: May 25, 2015, 03:39:27 pm »
Most likely it has been dumped, for "value protection" purposes, by a "trusted" person. It will eventually come to light, but maybe only when the current owner needs the money or dies.

18
Map Gab / Re: Marble-Man Marble Madness 2
« on: May 23, 2015, 09:19:55 am »
That's rubbish. Collectors of very rare stuff like to know that nobody else has it, they feel that copies devalue their trophy. Collectors of hardware often look down on emulation (as in, they will not play unless they have an original physical copy) which doesn't help.

19
VGMaps Social Board / Re: Happy 13th birthday to VGMaps!
« on: May 17, 2015, 03:29:21 pm »
Ah, these upstart young websites... (Just had our 18th anniversary at SMS Power!).

20
I'm not actually answering your question but instead mentioning that Meka has been on a 0.8 branch for a few years without any official releases, but there have been lots of enhancements you're missing out on.

21
Map Gab / Re: Revned's maps site
« on: March 31, 2015, 02:33:26 am »
Note that git doesn't handle non-text files very well and Github will not let you upload large PSDs and will cut you off at 1GB total space (with history).

22
Gaming / Re: Pixels - Adam Sandler movie about retro arcade games
« on: March 18, 2015, 02:12:13 am »
Movie about video games: good. Adam Sandler: very, very bad.

23
Map Gab / Re: (Help) Wonder Boy 1987 Sega MasterSystem
« on: February 07, 2015, 05:38:53 am »
It doesn't exist, this game is very hard to complete. The nature of the game means it may be possible to map from this TAS: http://tasvideos.org/1777S.html

24
Map Gab / Re: Latest Maps?
« on: January 07, 2015, 01:01:33 am »
You should use a framework that is easy to deal with and used by lots of people. Don't go with something custom unless you enjoy being stuck when the developer disappears. In my years of trying to get someone to make something custom for free, nothing ever came of it.

I was never satisfied with the available options for image galleries so I ended up making something quite custom on top of a wiki as a CMS. You can compare http://www.smspower.org/Maps/Index where we have maps, and also http://www.smspower.org/Scans/Index which is more oriented to tracking individual image sources and grouping of images.

25
Mapping Tips/Guides / Re: Testing a new layout
« on: January 06, 2014, 08:21:44 am »
While thumbnails and generally splitting stuff up is the right way to go, frames and 90s software isn't the way to be heading. What this site needs is a Web developer and some server side code.

26
Maps In Progress / Re: Arena: Maze of Death (Game Gear)
« on: May 18, 2013, 03:20:14 pm »
I think this project is abandoned now. The stages are getting really complicated to lay out, and there are some enemies that are very hard to capture in their initial positions. I have a work in progress level 10 that I could post, but I don't see me getting any more done in the next few years.

27
Map Gab / Re: The Immortal (NES)
« on: April 25, 2013, 02:24:34 pm »
Challenge: finish your existing projects first! :-)

28
Mapping Tips/Guides / Re: Screenshot Autostitcher
« on: March 29, 2013, 04:39:38 pm »
No :-) It's very simplistic, if someone out there wants to do better then I can give my suggestion on what algorithm to use, but it's a lot harder than just counting matching pixels...

29
Mapping Tips/Guides / Re: Screenshot Autostitcher
« on: March 29, 2013, 12:44:57 pm »
It's not so much repeating segments as large solid areas. Since they always match at any overlap point, you need to increase the minimum match percentage so it will have to match the other parts of the map as well. There's no optimal settings for every game, you should expect to tune it for every game or even different parts of each level, in the trickier cases.

A more intelligent matching algorithm would try to detect features and match them across frames. This might even be faster than my brute force method, and would not be affected by blank areas.

30
Mapping Tips/Guides / Re: Screenshot Autostitcher
« on: March 29, 2013, 12:25:15 am »
You need to alter the thresholds to stop that happening.

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