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General Boards => Maps In Progress => Topic started by: FlyingArmor on January 04, 2010, 07:39:09 PM

Title: Lufia & The Fortress of Doom (SNES)
Post by: FlyingArmor on January 04, 2010, 07:39:09 PM
Hey~ Got around to working on mapping again. :D

Over the past half year or so, I've been slowly mapping nearly every area in the game, and now I'm playing through the game again to label all the treasure chests. Until I find some sort of code that will allow walking through walls, I'll only be able to post caverns, towers, and towns that don't have exorbitant amounts of trees in them. There's no way I'm gonna post maps with huge gaping holes, haha.

Also, I opted to use legends instead of labelling each chest individually; you'll see why with the Old Cave maps. ;)

Oh yeah, might as well give the link for the world map I did a while ago: https://www.vgmaps.com/Atlas/SuperNES/Lufia&TheFortressOfDoom-World.png (https://www.vgmaps.com/Atlas/SuperNES/Lufia&TheFortressOfDoom-World.png)
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Trop on January 07, 2010, 02:57:57 PM
Walk through wall codes are almost infinity impossible to make.  It's been a few years so refresh my memory, at any point do the characters pass through walls with no codes on?  For example when you use a high stepper to jump up or over things in Secret of Mana you're technically walking through walls.  If there's anything like that in Lufia I may be able to freeze it in the on.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Peardian on January 07, 2010, 06:27:16 PM
I imagine it might be as simple as suppressing the part of the code that prevents players from moving forward when an obstacle is in their path. Depends on how complex the engine is.


Very nice maps, by the way. I can definitely see why you chose to use a legend. :P
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Trop on January 07, 2010, 08:13:07 PM
I once talked with a hacker who taught me to do something close to that using Geiger's debugger.  But first I have to find X Y coordinate codes with the regular old ZSNES and my first attempt failed.  I also tried to make an "always moving forward" code, because in Lufia you don't just start walking you move into the next available space on an invisible grid.  This too fell flat.  Embarrassingly I even failed to make a walk through walls code in Lufia 2 using Maxim's jump ability.  Unfortunately I'm just no good at understanding the finer points of computer code.  I've done everything I've done with my ability to do things wrong in so many different ways I eventually get it right.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: FlyingArmor on January 07, 2010, 09:35:50 PM
Well, there is the invisible bridge in the Ghost Cave, so maybe that's something to look at.

I've been using the game genie code B689-DF69 to help map the towns. It's meant so you don't encounter any enemies, but it also disallows you from entering and exiting towns, caves, etc. So when I enable it in a town, I can walk over the tiles that would usually take me to the overworld and be able to see the outermost boundaries. I've got a screen shot below that shows you what you see. If you walk into the black void (in this instance) it'll take you up to the castle entrance (so in essence, the map wraps around itself). But in other areas I found I could keep walking and end up in other areas altogether.

But of course all that doesn't help me walk through trees... XD I've also posted a map of Alekia with the best completeness I could muster.

Thanks Peardian. It definitely keeps things clean and tidy, haha. :)
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Maxim on January 08, 2010, 01:31:42 AM
Hacking walk through walls (and/or camera control) into games can be very difficult depending on the game. It really helps to have a good debugger that lets you step through code and trap memory accesses. I'm able to help so long as the game runs in Meka...
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Trop on January 08, 2010, 09:33:42 AM
*checks the ghost cave*  No good.  It has to be something the game turns and on and off.  And no kidding it's difficult, I haven't found a harder thing to hack yet.  The code I used to make the recent Brain Lord maps with was an X Y coordinate code, and even thought I found the codes for both X and Y the debugger would only able to break Y.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: FlyingArmor on February 14, 2010, 09:31:28 PM
Hey all.

I decided to forget about finding some magical code to make oneself impervious to obstacles. It just isn't worth the effort, at least not for these maps. I'm sure you wouldn't notice anything out of place even if I told you I made up half the map or something. A little copying and pasting never hurt anyone. ;)

https://www.vgmaps.com/Atlas/SuperNES/index.htm#LufiaTheFortressOfDoom

Anyway, I've mapped up to Surinagal so far. Should have at least ten more maps ready by next week.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Trop on February 14, 2010, 09:37:07 PM
Well I'll keep trying anyway.  I'll post it if I find it.  In the mean time great maps!  You shredded this game, I'd say you're only a few steps from raw map master.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Trop on April 15, 2010, 04:05:40 PM
Well after forever all I got was this from another forum:

Background Image Placement Control (X Position)
000043 xx

Background Image Placement Control (Y Position)
000045 xx

Movement Modifier (Ignores Boundaries so in a sense WTW but not quite. You can however turn on the direction you want then turn off to get where you want to go.)
000062 xx

00 - none
01 - walk right then stop
02 - walk left then stop
04 - walk down then stop
08 - walk up then stop

Inside (Changing these will move your position in the room/area)

X Position Modifier
00005A xx

Y Position Modifier
00005C xx

Outside (Changing these will move your position in the room/area)

X Position Modifier
00006A xx

Y Position Modifier
00006C xx

Sorry I couldn't do more.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: FlyingArmor on April 15, 2010, 05:42:06 PM
Well it certainly is better than nothing. When I get the time to, I'll play around with those codes and see what I can get out of them.

But hey, thanks for all the time and effort in helping me out with this. It definitely went far beyond my expectations. :D And I still need to get that Wally wo Sagase request all finished for you! I did map and figure out the solution for the level that I assume is level 6, but then another level followed up after that, so I'm not sure which is the one needed. Regardless, I'll eventually map every level and provide the solutions anyway once I find the time to do so.

And to let everyone know, I won't have any new maps out until the beginning of June. Right now I'm in the middle of preparing for Anime North, so I won't have much time aside from painting and drawing to work on mapping. It's tough being an artist... heheh. ;)
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Trop on April 16, 2010, 10:17:27 PM
No problem.  But hey if you have it go ahead and submit it.  You'd be the first person to ever use the submission function.  I think Furby put that request there so he could finish ripping the soundtrack for SNESmusic.org, but it was years ago and I'm sure he's forgotten about it by now.

Painting and drawing?  What kind of art do you do?  Are you an illustrator?
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: FlyingArmor on April 17, 2010, 11:05:54 PM
You can see my art at http://zanazac.deviantart.com. The gallery is mostly filled with manga and animesque artwork, but there's also a bit of what I did in university (the abstract/surreal paintings). I'm certainly not a professional yet, but I'm slowly making my way there. :)
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Trop on April 20, 2010, 07:54:47 AM
After looking at that I'd certainly call you professional.  It's better then anything I could ever do.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: FlyingArmor on July 10, 2010, 02:22:45 PM
Alright, so with this weekend's update, I'll be all finished with mapping Lufia. *yaaay* Thanks to Trop for the movement modifier codes. Without them, I don't think I could have completed the Platina map. :D

And also for mentioning about Linear Dodge in another thread. Before that, I had not bothered putting the water in the underwater maps (I didn't think to use BGMapper at the time), but after a little research and experimenting (thankfully openCanvas, which I would have never considered using for maps, had the right blending modes which my Photoshop 5 did not, but instead of Linear Dodge and Linear Burn, they were called Addition and Subtraction) I got the water displaying correctly.

Now on to consider other interesting projects...
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Trop on July 10, 2010, 04:57:08 PM
That's great!  And aw shucks it weren't nothing.  I don't know what open canvas might call it but in photoshop when Linear Dodge fails try Screen.  I've screwed around a lot with annoying transparencies, if you hit a block with them again I'll be glad to help.  As for other projects, welllll, maybe you could give me a hand with a Jap queue item?  That Kachou Shima Kousaku would be easy since it's just a text game.  All you'd be doing is making a graph of all the choices.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: alucard on July 11, 2010, 10:07:59 AM
Hey are these Lufua games any good? I like RPG games like Dragon Warrior/Quest and was wondering how this series compares. I was considering buying the Lufia games for the SNES, Game Boy Color & Game Boy Advance.  I heard a new one is coming for the DS too.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: FlyingArmor on July 12, 2010, 09:48:04 PM
Actually the water needed Linear Burn, but it only took a few seconds fiddling around to figure that out. :) I've downloaded all the Japanese games that have requests, so I'll take a look at them to see how they'll be.

I would say the Lufia games are pretty good (I've played them all except for the GBA one). With you liking Dragon Quest as you say, I don't think you will be disappointed. It follows the traditional Japanese RPG formula pretty well in terms of battle and exploration. Later sequels have challenging puzzles, IP skills (sort of similar to FF7's limit breaks), randomly generated dungeons, etc. So if you can get them, I'd say go for it.

The new one for the DS looks pretty interesting. It's a re-imagining of Lufia II but takes an action RPG approach. Don't know if I should buy the Japanese version (so I can have fun practicing Japanese) or just wait for the North American release, heh.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Paco on August 15, 2010, 02:41:46 AM
I would say the Lufia games are pretty good (I've played them all except for the GBA one). With you liking Dragon Quest as you say, I don't think you will be disappointed. It follows the traditional Japanese RPG formula pretty well in terms of battle and exploration. Later sequels have challenging puzzles, IP skills (sort of similar to FF7's limit breaks), randomly generated dungeons, etc. So if you can get them, I'd say go for it.

I played Lufia - The Ruins of Lore for GBA and it was disappointing compared to the SNES-Versions. There is also Ancient Cave with 60 Floors and different Rules. You can caught about 200 Monster and train them (just like Pokemon.). You can finde various Alchemist to mix some new Stuff with rare Stuff.

What bother me the most is the Graphic of the Items, Armor, etc.. Most Armor for example have the same Graphic, the only different is the Color. There is like 4 different Armor-Graphic in over 10-20 Color like Blue, brown, red, Yellow, etc.. i better stop here before it gets too long.

@Flying what do you plan to map next after this? ^^
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: FlyingArmor on August 15, 2010, 07:08:06 PM
I've got a few things in the works. I'm working on the map of Britannia for Ultima VI: The False Prophet for the SNES. It's the biggest map I've ever worked on so far (it'll be be 16384 x 16384 pixels in the end) and I think I'm only about a quarter of the way through it. Not sure if I'd want to tackle all the dungeons, but for now I'll just stick with the Britannian surface.

Besides that, I've begun tackling Final Fantasy IV and VI. :) I may also map V in the future, but for now I'll stick to what I'm more familiar with. For now I'm just making the raw maps; may as well get all that grunt work out of the way first. Then I'll later play through the games and label all the chests and stuff like that.

I may need to start a "FlyingArmor's map projects in progress and planned" thread... heheh. :D
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: JonLeung on August 16, 2010, 06:08:45 AM
I was just thinking on Saturday that Ultima VI: The False Prophet is probably one of my favourite games that would work on our first real computer (which was an IBM PC 286).  I love the PC version.  I don't know how different the Super NES one is, and I guess Ian Albert already tackled the PC version on his site.

And yes, we could use some Final Fantasy IV and VI!  I mentioned earlier how surprising it is that they haven't been tackled earlier.  (Or the series as a whole!  Labelled Final Fantasy (I) maps would be sweet, maps of the formerly-Japanese-only II, III, and V would be helpful, and as there are PC versions of VII and VIII and those have prerendered backgrounds for the most part, I imagine those should be relatively easy to map...IX would be really cool too, I liked that more than most people seemed to...well, that's pretty much the whole main series that's (f)easibly(?) mappable, and I think one of the biggest RPG series deserves at least some of these!)

I'm too lazy to check if it was mentioned earlier, or to look it up, but wasn't there a Super Game Boy or Game Boy Color Lufia game?
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Paco on August 16, 2010, 07:34:26 AM
Besides that, I've begun tackling Final Fantasy IV and VI. :) I may also map V in the future, but for now I'll stick to what I'm more familiar with. For now I'm just making the raw maps; may as well get all that grunt work out of the way first. Then I'll later play through the games and label all the chests and stuff like that.

I may need to start a "FlyingArmor's map projects in progress and planned" thread... heheh. :D

FF4 and 6 for SNES? COOL! If you need Help from me. I am not a Master yet (despite DQ3R Maps ^^), but you can teach me where needed. This will be useful.

And yes, we could use some Final Fantasy IV and VI!  I mentioned earlier how surprising it is that they haven't been tackled earlier.  (Or the series as a whole!  Labelled Final Fantasy (I) maps would be sweet, maps of the formerly-Japanese-only II, III, and V would be helpful, and as there are PC versions of VII and VIII and those have prerendered backgrounds for the most part, I imagine those should be relatively easy to map...IX would be really cool too, I liked that more than most people seemed to...well, that's pretty much the whole main series that's (f)easibly(?) mappable, and I think one of the biggest RPG series deserves at least some of these!)

I can map FF 1-3 for NES for the Start (maybe later then for other Versions too), but i need to finish MM3 Maps first (and Lands of Lore Maps too).

I'm too lazy to check if it was mentioned earlier, or to look it up, but wasn't there a Super Game Boy or Game Boy Color Lufia game?

That is Lufia - The Legend Returns for Game Boy Color. didnt play it yet.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Trop on August 16, 2010, 08:17:43 AM
Flying Armor, you doing Ultima 6?  That's great, I just started Ultima Runes of Virtue 2.  Glory to Ultima, more people should play this series.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: FlyingArmor on August 16, 2010, 08:55:52 PM
@ Jon: The most obvious difference is the much reduced colour palette. There was also some minor changes to some buildings, whether it be actual modification of the architecture or a different set of tiles. But for the most part both versions are pretty much the same.

That one thread served as a little motivator to get rolling with those two games actually! I had done one or two maps a while ago for each game just for the heck of it, but wasn't planning on working on the whole game. But now's a good time as any, right? :)

It would be totally awesome to see maps of the PS1 FFs! It'd be a lot more work to produce them of course, but nonethless doable.

@ Paco: Hey, thanks for offering! I'll let you know if I do.

@ Trop: Yep! It's definitely up there with Final Fantasy in being one of my favourite RPG series. And I'm glad to hear you're working on Runes of Virtue 2. I had tried my hand at mapping a few towns and part of the first dungeon, but that incredibly complex water animation that the game uses is what stopped me from getting any further, heheh.
Title: Re: Lufia & The Fortress of Doom (SNES)
Post by: Trop on August 17, 2010, 07:05:43 PM
Yeah the water is a huge pain.  I thought about tearing it out and trying to replace it with a bgmapper rip.  Now I'm having more trouble trying to enter rooms without disturbing any items till I can snap a picture.  And the floors with rotating items, ugh.