VGMaps

General Boards => Maps In Progress => Topic started by: dark_lord_zagato@yahoo.co on March 22, 2016, 12:35:39 pm

Title: My mapping projects
Post by: dark_lord_zagato@yahoo.co on March 22, 2016, 12:35:39 pm
In Progress

Toobin' [NES]


Stumped... (╯°□°)╯︵ ┻━┻

Beavis and Butt-Head: Bunghole In One [PC]
Can't view maps because no freedom of movement. I actually have the original CDs for both of these games but i'm not sure how exactly I would hack a PC game.

Beavis and Butt-Head: Do-U [PC]
Can't get the HUD or the sprites off the screen.

Double Dragon [Game Gear]
I can't seem to find a ROM of this game that actually works.




Atlas Videos has my permission to use my maps in their Youtube videos.
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on April 07, 2016, 01:55:37 pm
I'll have to fix some of my Roger Rabbit maps after i'm done with Noid. Apparently you can get into those locked buildings after all. Man, all these years and i never knew...
Title: Re: My mapping projects
Post by: TerraEsperZ on April 07, 2016, 05:21:43 pm
Are you going to map both Yo! Noid and Kamen no Ninja Hanamaru? I know both games feature very similar if not identical levels in terms of structure, but it would be really cool to switch from one version of a level to the other just to see how radical the changes are.

And about Roger Rabbit, it's always both weird and cool to realized you completely overlooked part of a game way after the fact :).
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on April 07, 2016, 05:50:08 pm
Yeah, i'm mapping both versions of this game at the same time. When i finish a stage i can toggle back and forth between the maps and see how none of the items move. It's great for double checking for errors.

I only found out about the locks when i watched Mike Matei play Roger Rabbit on Youtube, but yeah, the biggest shocker about that is one of the locked buildings is an alternate store. :)
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on May 17, 2016, 01:34:10 pm
I made these alternate world maps for Little Ninja Brothers just for fun. The pallette swap effects the entire world map when you enter or leave the snowfield and if you use codes to walk through the mountains you can avoid swapping it back. In the first image I turned the snowfield into the "sunfield," and in the second one the entire map is winterized.

(https://i.postimg.cc/yg1vnz3f/Little-Ninja-Brothers-World-SUN.png) (https://postimg.cc/yg1vnz3f)(https://i.postimg.cc/7bMTwTcT/Little-Ninja-Brothers-World-ICE.png) (https://postimg.cc/7bMTwTcT)
(https://i.postimg.cc/LhXM6cQB/Little-Ninja-Brothers-World-YOKAN.png) (https://postimg.cc/LhXM6cQB)(https://i.postimg.cc/KRSQsLTk/Little-Ninja-Brothers-World-MEI-TONG.png) (https://postimg.cc/KRSQsLTk)

I also have a map of Kung Fu Heroes done in the same format as Ninja Boy but I can't submit it because there's already maps posted for it.
(https://i.postimg.cc/KKQ2qJVN/Kung-Fu-Heroes.png) (https://postimg.cc/KKQ2qJVN)
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on August 26, 2016, 12:46:42 pm
New projects.

Beavis and Butt-Head [Genesis]
Beavis and Butt-Head [Game Gear]

I think i might have figured out how to map Ken Griffey Jr. Presents Major League Baseball too. I made some codes that move the guy in the back of the field after he picks up the ball. It's going to be time consuming though, and will probably take a while just to map the Kingdome.

7E0784?? Horizontal Axis
7E0785?? Horizontal Axis x256
7E0786?? Vertical Axis
7E0787?? Vertical Axis x256
7E101E80 Doesn't cut back to batter screen after you pick up the ball, stay on field forever
7E10BC03 Freeze background animation
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on October 31, 2016, 04:39:15 pm
Next up, Magic Knight Rayearth (Game Gear) and Royal Stone (Game Gear).
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on February 25, 2017, 10:39:55 pm
I have something to share now that i'm finishing up Lunar Walking School. The fixed battle in the MAN'S Dungeon can actually be won if you play this on something with a memory editor. Set RAM address C526 and C527 to 00 when you fight Gear and it will go down in one hit. You get an item called "Manliness" which is normally impossible to get, and when you deliver it to the person who asked for it he doesn't even acknowledge that you have it. Oh well.

Doing research on more Beavis and Butt-Head PC games now.
Title: Re: My mapping projects
Post by: JonLeung on February 27, 2017, 07:58:36 am
He doesn't acknowledge your "Manliness"?  Is that a critique on the perception of masculinity?  Of all the items where it doesn't matter if you have it or not...though you normally can't obtain it...sounds like there's something to dissect here, or maybe not.  :P
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on February 27, 2017, 12:25:55 pm
Heh, that's pretty much right. The only two characters in your party at the time are both female and the dojo master insists on having only male students, so you have to find a different teacher after losing this battle.

Still, the fact this item was a guaranteed drop in a fixed battle makes me think the programmers were considering multiple branches to the story at one point and eventually decided against it.
Title: Re: My mapping projects
Post by: JonLeung on February 27, 2017, 01:28:37 pm
Oh, okay, so the dojo master is a sexist.  I thought it was some kind of more subtle jab at society or something.  Or it could be as well still, I just didn't know the original context which makes it fairly concrete.

Coding it in as an item could be part of that joke or statement or whatever.  I know that if I was making a game I would do something like this, coding an implied item to be an actual item (in the in-game sense), even if I never intended it to be used.

Well, thinking too deep on this now.

Aren't there web sites that catalogue all sorts of unused/cut content?  Even though I don't recall seriously perusing it, I recalling hearing about The Cutting Room Floor (https://tcrf.net/) but now that I Google it I can't tell if it's merely down or if it's blocked at work.  Anyway, if you're the first one to find this out, while thanks for sharing it here, it might be a tidbit worth sharing with them (or other game historians) too.
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on February 27, 2017, 02:06:07 pm
It must just be your workplace filter, the link works just fine over here.

And you're right, i should share with them, the thing is... i've never edited a wiki before. I guess that's one of those things i should really learn how to do.
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on May 10, 2017, 12:04:44 am
Extras from Zombie Hunter. I found out how to change the background colors into one solid color while I was mapping so I made a sprite sheet.
(https://i.postimg.cc/fJT08RLn/Zombie-Hunter-Sprites.png) (https://postimg.cc/fJT08RLn)
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on August 16, 2017, 10:16:04 pm
Magic Knight Rayearth on Saturn just became plausible. I got Yabause up and running and i've finally made some position modifier codes to get into inaccessible areas.

Quote
060FDB4C ????      Horizantal Axis Position
060FDB50 ????      Vertical Axis Position

This is going to be my new long term project. If I can figure out how to deal with the Forest of Silence, which is a repeating maze much like the Lost Woods, I should be in good shape.

Edit: I found a good way to map the Forest of Silence. All I have to do is walk around in the black area, which is normally off limits, and I don't have to worry about the game warping me all over the place.
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on March 23, 2018, 09:23:54 pm
I just submitted everything that was ready to go for Magic Knight Rayearth. It covers about the first 1/3 of the game.

It looks like Yabause doesn't handle the water graphics very well. I had to leave some effects out of the Great Whirlpool where the sun was hitting the water, and some of the rooms in the Eternal Ice Cave were so bad I had to swap the water out with the water from other rooms. I've played through the whole game and know there's at least a few more places where i'll have to replace water backgrounds.

I spent a long time thinking about what to do with all the chests and hidden items. Since everything in this game has it's own icon I just put the treasures on little white cards so all of the hidden Rainbow Amulets would be easier to see.
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on April 22, 2019, 12:11:21 pm
I finished Magic Knight Rayearth and sent in the maps. There was a bug in the emulator that caused some backgrounds to not display right, usually water backgrounds. It wouldn't screw the whole map, just the bottom right corner. The good news is that i was able to fix most of these maps by making transparency layers and fixing the water separately. The bad news is the Crimson Underpass still looks pretty bad and there's nothing I can do about it. The ground itself is mangled in the corner and it's not something where I can just copy the good part and smooth it over.

I'll have to leave it for now. Hopefully i'll be able to do something about it eventually.
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on December 31, 2020, 09:12:17 pm
Plans for 2021

Double Dragon (Atari 2600)
Double Dragon (Atari 7400)
Double Dragon (Commodore 64) (Binary Designs version)
Double Dragon (Commodore 64) (Ocean version)
Double Dragon (Genesis)
The Simpsons: Bart vs. the Space Mutants (Game Gear)
The Simpsons: Bart vs. the Space Mutants (Genesis)
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on January 01, 2022, 09:55:42 pm
Possible ideas for 2022

Crystalis (Game Boy Color)
Kaitou Saint Tail (Game Gear)
Rollerblade Racer (Nintendo)
Surf Ninjas (Game Gear)
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on January 28, 2022, 06:35:45 pm
I'm going to share some of my hacking notes for Bart's Nightmare on SNES.


In the Temple of Maggie, the top part of the screen (with the Maggie statues) will scroll at a different pace than the bottom of the screen where all the stepping stones are. This makes it impossible to align the Maggie statues with the stepping stones that would normally have a pacifier fly across them. In fact, the stepping stone walkway is a lot longer than the Maggie statue background at the top of the screen.

PAR code 7E0915?? was used to get the rest of what I needed from the top half of the screen. It only works when Bart is in the air, but paired with the code to make falling non-fatal this is not a problem. If the value is 01 the screen will scroll to the left. Set the value to 20 or higher to make the screen scroll to the right. The lava pool extends forever in both directions.

PAR code 7E00B200 makes falling non-fatal. If you jump on a flaming block and go into the lava you can just jump right back out. You can even out run the pacifiers by mashing right on the d-pad.

PAR codes 7E0E389E and 7E0E39E1 freeze the background animation.

The stepping stones in my maps represent the original position of these stones. This is the way the path will look before you take even one step. To do this, I went into BizHawk's hex editor and froze everything from 0E3B-0ECB in the WRAM.

36 stepping stones in a row multiplied by 4 rows = 144 total stepping stones in the Temple of Maggie.
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on April 04, 2022, 10:18:15 am
Now that GBC Crystalis is done i've decided to take up Jon's request and start on the NES Crystalis maps.
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on May 12, 2022, 06:46:48 pm
Now that NES Crystalis is done I have to share some of the weird stuff I found with that walk through walls code. First of all, I think the game has a bunch of premade "screens" that it uses to build dungeons with. It doesn't lay down 16x16 tiles like most games do. Instead, dungeons seem to be built with 256x240 tiles. In a way, it kind of reminds me of the labyrinths from the original Legend of Zelda. This causes things (like doors and walls) to loop around in places that are normally off camera. I'll post unedited versions of Oasis Cave (from Goa Fortress) and the Floating Tower. The loop around effect is especially visible in the Floating Tower.

(https://i.postimg.cc/yJ89vY12/Oasis-Cave-unedited.png) (https://postimg.cc/yJ89vY12) (https://i.postimg.cc/SJLM4zjw/Floating-Tower-unedited.png) (https://postimg.cc/SJLM4zjw)

I also found a glitch door inside the wall of the armor shop in Portoa. I recorded a video of it and posted it to my Youtube account.

https://www.youtube.com/watch?v=K8ab3058oIw


Now to share some codes.

1FF1:04 freezes the background animation, although some places require 1FF1:20 instead.

0051:03 is the most useful code I found. I originally made it to get the HUD off the screen, but then I noticed that it also somehow fixes the nametable viewer in BizHawk, which wasn't working right at first.
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on December 31, 2022, 11:22:27 am
Plans for 2023

Adventures of Lolo 3 [NES]
Arkista's Ring [NES]
Athena [NES]
California Raisins (NES)
Crystal Kingdom Dizzy (Commodore 64)
Fantastic Adventures of Dizzy, The (NES) (Aladdin cart)
Rollerblade Racer (NES)
Rygar (Commodore 64)
Strider (EU) (Commodore 64)
Super Star Wars The Empire Strikes Back (SNES)
Surf Ninjas (Game Gear)
Toobin' (NES)
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on January 01, 2024, 11:18:12 am
Plans for 2024

Cool World [NES]
Cowboy Kid [NES]
Flying Warriors [NES]
Ikari Warriors 2 [NES]
Thundercade [NES]
Title: Re: My mapping projects
Post by: JonLeung on January 02, 2024, 08:07:38 am
Some good choices there!

Looks like you got most of your 2023 planned maps done.  Great job!

But does that mean you gave up on Super Star Wars: The Empire Strikes Back?
Title: Re: My mapping projects
Post by: dark_lord_zagato@yahoo.co on January 02, 2024, 10:34:35 am
Not so much given up, but i've put that on hold in favor of getting other things done. There's going to be a lot of work involved in Super Star Wars.

One of the first things I did was make codes, including x/y coordinate mods to see where i'm at on the map. After flying all the way to the end of Hoth (stage 1) I checked the coordinates, which suggest the first map of the game is supposed to be 17904x3616.

I've briefly explored other games too and hesitate to commit due to not knowing if I will be successful. From what I can tell, the maps in Bill and Ted's Excellent Adventure on NES would all be 12000x6000 in size.

I did actually finish Surf Ninjas though after getting side tracked for a few years.
Title: Re: My mapping projects
Post by: JonLeung on January 02, 2024, 11:26:05 am
Ah, okay.  Just curious.

The Super Star Wars games are interesting to me personally.  Growing up in the '80s, I was certainly aware of Star Wars, and probably saw them then, but might have been too young to remember or "get" them.  In the Super NES days, I rented games very often, and I certainly rented and enjoyed the Super Star Wars games.  These awakened the interest in Star Wars for me, so I watched the movies again, but now was old enough to understand and appreciate them.  So my true Star Wars fandom actually started, in a way, with the Super NES games.  Looking back on them, they do have a bunch of weird inconsistencies and creative licenses when compared to the movies, which are easy to criticize, but if not for the games as a whole, what would have made me a Star Wars fan, if at all?  Would it have been Shadows Of The Empire?  Or the Star Wars: Episode I - The Phantom Menace film?  Would I have even wanted my mom to line up for seven hours to get tickets for it?  (I mean, she did, but only because I was a Star Wars fan already by then.)  It would be weird if it was the prequel trilogy that would make me a fan... and would that really?  Not to be a bandwagon hater of them... but I think I have more "cred" to say that I've been a fan since the time of the original trilogy (even if by the Super NES games it was already the '90s and closer to 1999's The Phantom Menace than 1983's Return Of The Jedi)...

That said, I know the Super Star Wars trilogy has its fans, so it has always been odd to me that all we have after all this time are just two unmarked maps from the early areas of the first game by Will Mallia.  If there are technical challenges with these games specifically, I suppose that might explain why we don't have more, but I hope one day that changes.