VGMaps
General Boards => Map Gab => Topic started by: Maxim on April 16, 2011, 08:52:53 am
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Let's see how far this goes... hacked for mapping but I might make it a bit more interactive...
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So I made the hack so it's interactive (d-pad controls camera). Here we go...
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Bear in mind these are on a system with the same resolution as a Game Boy... it's like painting a room with a toothbrush :) They also take forever to PNGOUT on my netbook...
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I'm skipping the bonus games for now as they are quite hard work.
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Just in case it gets lost before I finish, here's the hack:
.memorymap
slotsize $4000
slot 0 $0000
slot 1 $4000
slot 2 $8000
defaultslot 2
.endme
.rombankmap
bankstotal 32
banksize $4000
banks 32
.endro
.background "mm2.gg"
.define scrollx $c137
.define scrolly $c139
.unbackground $69 $ff
.bank 2 slot 2
.orga $bc0f
.section "Hack redirection" overwrite
jp hack
.ends
.bank 0 slot 0
.section "hack" free
hack:
; get inputs
in a,($dc)
ld b,a
; Y
ld hl,(scrolly)
ld a,h
or l
jr z,+
bit 0,b
jr nz,+
dec hl
dec hl
dec hl
dec hl
+:bit 1,b
jr nz,+
inc hl
inc hl
inc hl
inc hl
+:ld (scrolly),hl
; X
ld hl,(scrollx)
ld a,h
or l
jr z,+
bit 2,b
jr nz,+
dec hl
dec hl
dec hl
dec hl
+:bit 3,b
jr nz,+
inc hl
inc hl
inc hl
inc hl
+:ld (scrollx),hl
bit 4,b
ret nz
; return to game
; what should happen but we overwrote it...
ld a,($c126)
; where we came from
jp $bc13
.ends
Assembles in WLA DX (wla-z80). Any time the game scrolls to the player, i.e. when the race starts, when you respawn or go through a pool table, it will enter a state where the D-pad scrolls the camera (via the game's camera motion smoothing routines). Press 1 to exit this state.
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Four attachments per post...
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...is annoying when you have six maps.
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Impressive work! And you have *no* idea how jealous I am of your ASM skills...
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I'm not sure I could go back to making maps the old-fashioned way :)
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The last two challenge tracks and onto the Super League. I still need to do those bonus levels...
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A little more hacking and I know how to hack the levels. There are 36 in total, but at least two have names but no level data (the basement stages), so I'm about 70% done. Remaining levels:
Raining Champ
Turbo Turns
Step On It
Water Chase
Frosty Reception
Jelly Jitters
Turbo Blast
Picnic Problems
Plate Hop
Ferry Fiasco
The level numbers are stored in ROM at $3a684 for the Super League followed at $3a694 for the Challenge mode. 2-player lets you choose between the first 19 of them all.
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I just did another three in my lunch break... Raining Champ doesn't have any "rain" layer because I prefer it without.
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Almost done... except I need to align some of the others to the 96x96 grid, and the bonus levels.
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And that's all the regular levels.
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Finished, posted at http://www.smspower.org/Maps/MicroMachines2-GG and emailed to Jon.
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"Ferry Fiasco" seems a little incorrect (even though it's what it says in the game) -- it should really be called "Plate Peril", as it's exactly the same as Plate Peril in the Game Boy and Game Boy Color versions (which replace Ferry Fiasco) <_<
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Well, matching the game seems correct to me. The GG version is missing most of the level-specific effects - the cue, dervishes, traffic, sponge, etc - but still has level names as if they were there.
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Yeah, just seems odd -- Plate Peril is much more appropriate, don't you think? I'm not saying you should ask Jon to change it, since it's "officially" called Ferry Fiasco (even though there isn't a sponge that acts as a ferry across the wide river, that is "the kitchen sink". I also wonder why some tracks have different names in the SNES, GB/C versions etc.
For example, Whine On! is called Spills N Thrills on the SNES, and just Spill Thrills on the GB/C. Likewise, Driller Killer is called Toolbox Terror on the GB, GBC, and SNES versions.