VGMaps

General Boards => Map Requests => Topic started by: ReyVGM on April 24, 2011, 08:56:09 PM

Title: Request: S.O.S. (Super NES)
Post by: ReyVGM on April 24, 2011, 08:56:09 PM
Hey guys.

I recently discovered this great, but flawed, survival SNES game from the creators of Clock Tower.

You play as 4 different characters, passengers in a luxurious cruiser. A few minutes into the game, a huge wave tips over the ship, lots of people die and now it's your job to rescue some of the remaining live passengers (optional) and escape the ship through the boiler room. It's the exact same story as the classic movie Poseidon by the way. Depending on who or how many people you rescue, you will get 4 different endings with slight variations each.

(http://i16.photobucket.com/albums/b41/ReyVGM/forums/sos-1.png) (http://i16.photobucket.com/albums/b41/ReyVGM/forums/sos-2.png) (http://i16.photobucket.com/albums/b41/ReyVGM/forums/sos-3.png)


I thought of asking here for a decent map because the ingame map is horrible. It doesn't tell you where you are and it's really really hard to know where you are going when all the rooms on the map look the same.

On Gamefaqs there's a image of the ingame map, but it only tells you where the survivors are, and it doesn't show where each character starts or where the boiler room is. So, almost useless.

I don't know if whoever takes this request will do a full game map, but if you do, here's a code (7E030501) that stops time, which prevents the ship from capsizing, however you can't rescue anyone (because nothing has happened) or escape the ship. Just disable it and let the ship capsize.

Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on April 24, 2011, 10:53:48 PM
Hey Rey, it's been a while.  I'll take a crack at this.  But wouldn't you want the ship upside down since that's how the game is played?  (I've only played the first 2 minutes of this game)
Title: Re: Request: S.O.S. (Super NES)
Post by: ReyVGM on April 25, 2011, 06:21:01 AM
Hey VGMapper, you're here too? :P

Well, if you make a map of the normal ship then all you would have to do is flip it to make it upside down :)

I mean, it would be easier to make the map that way because once the ship capsizes, it's really hard to traverse the thing. Although, to know where the survivors are you do have to let the ship capsize and some doors will remain locked, I don't know if those doors get unlocked over time or if they are unlocked by playing with the other characters. As long as you're not rescuing anyone, you can beat the game in less than 10 minutes too heh.

I suggest you use that code to keep the ship on a position you like. Be warned though, that the code doesn't prevent you from getting a gameover once the 1 Hour time is up.

I know how to make codes too, so if you need a specific code, let me know. I don't know what that could be though because there doesn't seem to be anything to modify.

Here's a code for invincibility against fire and debris 7E16043C.
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on April 25, 2011, 08:42:53 AM
I did a quick mapability assessment and made a few camera control codes and I don't think there will be too many issues.  Locked doors are a problem.  Failed to make a back ground animation freeze code for the rain on the deck.  Say, how are you at making walk through wall codes?
Title: Re: Request: S.O.S. (Super NES)
Post by: TerraEsperZ on April 25, 2011, 12:12:45 PM
I've actually mapped *almost* the whole thing; I just haven't gone through the capsized maps and added the fires and passengers (dead and alive). I also couldn't decide how to assemble the various sections since in addition to the three deck portions, there's also the whole "machinery" section as well as most of the separate rooms. I also wanted to map the sections of the ship you get to see during the ending since there seems to be a few distinct ones depending on the ending you get.

Anyway, I'm not going to stop anyone from doing it since it'll most likely look better and be more organized than my version, assuming I ever finished it. I can post what I've done so far if anyone's interested.
Title: Re: Request: S.O.S. (Super NES)
Post by: ReyVGM on April 25, 2011, 01:49:33 PM
I did a quick mapability assessment and made a few camera control codes and I don't think there will be too many issues.  Locked doors are a problem.  Failed to make a back ground animation freeze code for the rain on the deck.  Say, how are you at making walk through wall codes?

What? Haha, I think you are a more advanced code hacker than me. I was thinking more along the lines of Infinite Energy stuff :P

I don't really know where to start to make a WTW code, sorry. I'm useless now  ;D


I've actually mapped *almost* the whole thing; I just haven't gone through the capsized maps and added the fires and passengers (dead and alive). I also couldn't decide how to assemble the various sections since in addition to the three deck portions, there's also the whole "machinery" section as well as most of the separate rooms. I also wanted to map the sections of the ship you get to see during the ending since there seems to be a few distinct ones depending on the ending you get.

Anyway, I'm not going to stop anyone from doing it since it'll most likely look better and be more organized than my version, assuming I ever finished it. I can post what I've done so far if anyone's interested.

I think the fires might be randomly placed, or at least time based. But don't quote me on that.
If you have most of the map done, then I see no issue with Trop using it as a starter pack. That is unless he has his own way of doing things and rather start from scratch.
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on April 25, 2011, 10:14:47 PM
Well I've already started from scratch.  My only real problem now is all the locked doors.  There are a lot of em.
Title: Re: Request: S.O.S. (Super NES)
Post by: ReyVGM on April 26, 2011, 08:40:56 AM
Maybe you're not supposed to enter all of them or maybe you have to pick a different character?
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on April 26, 2011, 11:22:49 AM
Well I just started anyway so I'm sure I'll find out.  I'll post more when I know more.
Title: Re: Request: S.O.S. (Super NES)
Post by: ReyVGM on April 26, 2011, 09:16:15 PM
Cool. Once you get it done, I'll be able to get all the endings with all the characters thanks to your map :)
Title: Re: Request: S.O.S. (Super NES)
Post by: JonLeung on April 27, 2011, 07:09:08 AM
You guys briefly mentioned the original Clock Tower.  I've shied away from making requests, but I'll say that I wouldn't mind seeing that mapped too...   ;)
Title: Re: Request: S.O.S. (Super NES)
Post by: ReyVGM on April 27, 2011, 08:53:19 AM
I'm sure that if you, out of all people, make a request for that game, surely someone will jump at the chance of doing one :)
Title: Re: Request: S.O.S. (Super NES)
Post by: TerraEsperZ on April 27, 2011, 09:09:48 AM
Would anyone be surprised that I've already fully mapped the original Clock Tower, I just haven't assembled the pieces yet?

If you want to make that an actual request, I could probably post a finished map sometimes this weekend. It won't be the map I was trying (and failing) to make, but it would still be good to have.

Unlike with S.O.S., I haven't finished the map yet because I was actually trying to make a "walkthrough" map that would show all the items and puzzles while also taking in account the possible changes depending on room location, which of the two item will appear to open the way to the cave and how to determine which of your friends will live or die. And for someone who (for some reason) has a lot of problems with being satisfied with my layouts, that much ambition made the project a nightmare.

Anyway, yeah, I'm shooting for a finished map this weekend, based on the unofficial translation by Aeon Genesis. I'm mentioning this because I think a few names are spelled differently compared to later games on the Playstation which had official English versions.
Title: Re: Request: S.O.S. (Super NES)
Post by: ReyVGM on April 27, 2011, 01:54:02 PM
Well, there ya go. Clock Tower is done :)

This place is like magic.
Title: Re: Request: S.O.S. (Super NES)
Post by: JonLeung on April 30, 2011, 07:57:25 PM
TerraEsperZ, it doesn't surprise me when you say you've already mapped a game...and also not surprising when you say you haven't submitted it yet because you haven't quite finished with the little details like labelling, etc.  :P

But you could submit your mostly-complete stuff, and you can always resubmit an updated version later.  You wouldn't be the first to do that...there are certainly other mappers with whom this is a common practice (you know who you are).

While not a practice I would want people to adopt (it does add to my weekly workload to reupload something, obviously not very much, but it can add up), it would still be a lot better if you submitted any essentially complete and functional maps, than if you sat on them for months or years.  It could have been of some use to someone in the meantime, even if not perfect in your own eyes.

Consider my request for your Clock Tower maps an "official" one (whatever that means), but you can submit them whenever you're ready.  I just don't want you to feel like everything has to be 200% perfect before you send them in.

EDIT: I reread your post and realized that you recognized this yourself already.  :P
Title: Re: Request: S.O.S. (Super NES)
Post by: TerraEsperZ on April 30, 2011, 09:24:29 PM
Among the regular VGMaps contributors, I'm probably more guilty of this than all the others combined. I tried to push out a bunch of partially complete projects a few months back but I kept a few back, either because I was planing on finishing them shortly (which I *haven't* done yet in Bucky O'Hare's case) or because the raw maps themselves weren't of much use without at least some indication of the relationship between the various parts like with S.O.S. and Clock Tower. It's too late to do S.O.S. but at least I can salvage Clock Tower.

And yes, if I didn't recognize this big character flaw in myself at this stage, I'd be a lost cause :)
Title: Re: Request: S.O.S. (Super NES)
Post by: JonLeung on May 01, 2011, 05:26:59 AM
Getting semi-back on track, when I first saw this topic, I thought of another Super NES game, Sink Or Swim (http://www.gamefaqs.com/snes/588638-sink-or-swim/images), which, as you can see by its box art, is also referred to as S.O.S.  I think my only encounter with this was a brief mention in Nintendo Power, and I find it weird that I remember such odd things.  From the looks of things, the S.O.S. that you brought to my attention looks way more interesting.

How did you find S.O.S., anyway?  Seems obscure.  I always think I have such a comprehensive knowledge of (North American-released) NES and Super NES games that I'm surprised to learn of games I've never heard of.  At first I thought this was a Japan-only game like the original Clock Tower but apparently S.O.S. was indeed released in North America, according to GameFAQs...
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on May 01, 2011, 07:39:05 AM
Well the non upside down and burning part of the ship is done, here's a little preview.  Now the real work begins getting what's behind all those locked doors.
Title: Re: Request: S.O.S. (Super NES)
Post by: ReyVGM on May 01, 2011, 10:35:03 PM
Well the non upside down and burning part of the ship is done, here's a little preview.  Now the real work begins getting what's behind all those locked doors.

And the boiler room :P

Good work, looks good.
Title: Re: Request: S.O.S. (Super NES)
Post by: TerraEsperZ on May 02, 2011, 07:14:10 AM
And the boiler room :P.

*AND* the inner workings, don't forget that part, as it spans the whole ship. Also, from reading a bunch of FAQs online, I'm pretty sure there are some doors that are always locked and can never be opened. I don't remember which though, since linking the various doors together is where my mapping attempt fell through.
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on May 02, 2011, 08:54:51 AM
Yes I discovered the boiler room.  And yes some doors say "doesn't open" instead of "locked" to indicate they go nowhere.  My next step is to check each and every door that was locked when the ship was right side up.  Which is almost every door.  The annoying thing is how many doors behind doors are initially locked.  I hope it's not too much of a spider web of rooms.
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on May 31, 2011, 10:23:24 PM
Right side up ship is finished.  The main halls and the ship guts of the upside down ship are finished.  Now, for the hardest part, I have to explore each little room and see which doors actually lead to the same set of rooms.  After a full door check of the upside down ship I've only found 2 locked doors.
Title: Re: Request: S.O.S. (Super NES)
Post by: ReyVGM on June 01, 2011, 05:50:52 PM
Great progress! Can't wait for the final product!
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on June 01, 2011, 10:03:32 PM
So I just discovered the boiler room and Ahhhh!  That's a mapping nightmare compared to the rest of the ship.  It'll take me quite a bit of research and work to do that one room.  Anyway here's what I have for the rest of the ship:
Main halls - gets super confusing once the ship flips, full mapped.
Small individual rooms - largely empty and almost all the same but I suspect they secretly interconnect a lot.
Large connecting rooms - Haven't checked the upside down versions yet, shouldn't be too hard.
Ship guts - Easiest place to die yet the most straight forward area, fully mapped.

Overall there's only a handful of locked doors, less then 10 so far in fact.  I'll post an image once I've mapped all I can.  I know the bathrooms interconnect to other floors and rooms but I've yet to explore this, and the biggest challenge next is just that.  I know I quoted you completion by this weekend Ray but you'll have to throw that out because it's only going to be disconnected rooms and scraps.

Having only gotten the main characters sister to safety I've got to say getting all the endings is going to be a heroic feat.  There are a lot of people trapped in weird locations and it looks like substantial backtracking will be involved.  I may have to make a total time freeze code but we'll see.  The stuff on GameFAQs talks about recruiting order and it sounds like a real nightmare.  Why do I always think these projects will be small and easy.
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on June 02, 2011, 07:18:09 PM
I was wrong, I was able to finish it.  The polished version will look much better and be actual size but this diagram will guide you around the ship in it's entirety.  I don't think I missed any rooms, except the boiler room, but let me know if I did.

As you can see there are only 4 locked doors that seem to go somewhere that can't be accessed any other way.  And as for the 5 doors I can't get to I think they're fake.  This might help you out too:
7E0228** scroll control
7E04E3** X coordinate (requires savestate)
7E04E7** Y coordinate (requires savestate)
Title: Re: Request: S.O.S. (Super NES)
Post by: TerraEsperZ on June 02, 2011, 07:41:04 PM
You did a much better job organizing all that information than I did while I was researching it, and you pretty much got the same conclusions in terms of which doors are accessible and which aren't. As for those fake doors, they either don't show up on the in-game map (the bathroom doors on the far right of the middle decks, which are obviously a re-use of the far left section of the same deck) or are only there to suggest a bigger ship (the neighboring room when inside either a cabin or the bunks near the bridge).

I wanted to map the small portion of the ship visible during the ending, but there were just too many to bother doing them all. This is also the point where I pretty much gave up finishing this. Hope you keep at it :)
Title: Re: Request: S.O.S. (Super NES)
Post by: ReyVGM on June 02, 2011, 09:27:04 PM
Man, you rock Trop! I don't know how you do it so quickly.

On the final map, are you going to note where the characters you can rescue are at?
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on June 02, 2011, 09:44:46 PM
The ending room where you're either at the bottom of the ship or being rescued from the blown out hull might be impossible to map but I will give it a shot.  I still don't know just how difficult the boiler room is going to be but I'm about to find out.  The codes for everywhere else don't work in the boiler room and It's one of the few places in any SNES game that uses the 4th background layer.

As for the locked doors I can only hope GameFAQs helps me there because I can't really hack those doors open.  Yes the final map will be marked up and fancy but next week I've got to get back to Mystic Ark.  I'm only half way through the world map project and It's already taking way to long.
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on June 03, 2011, 01:34:21 PM
OK I added people and fire to the map.  Now only 4 locked doors remain, but they'll have to wait a while as next week is going to be nothing but Mystic Ark.
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on June 29, 2011, 09:00:00 AM
Update. I added more survivors to the map, I'm only missing 4 now.  You're supposed to be able to get the last 4 when the ship starts sinking at 33:00 but for me the ship never starts sinking until 10:00 so I don't know.
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on July 01, 2011, 10:06:56 AM
The two raw ship maps are as done as they're getting so I'm sending them in.  Still not sure about the marked map.
Title: Re: Request: S.O.S. (Super NES)
Post by: ReyVGM on October 09, 2011, 08:04:41 PM
I totally forgot about this.

Thanks so much for the map Trop! I'll start using it in a few days!
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on October 10, 2011, 09:59:17 PM
Remember I could never get it to work the way everybody at gamefaqs reported they did so I never added those last 4 guys to the marked map.
Title: Re: Request: S.O.S. (Super NES)
Post by: ReyVGM on October 12, 2011, 02:22:28 PM
If you used the time stopper cheat, that might have messed up with the time. I'll start playing the game in a few days!
Title: Re: Request: S.O.S. (Super NES)
Post by: Trop on January 13, 2012, 02:19:32 PM
I'm not making it so I'm handing this project over to someone else.  Here's the parts, all you have to do is mark the survivors.